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Aran Abbas
Goonfeet Top Men.
149
|
Posted - 2013.07.05 08:10:00 -
[1] - Quote
A long time ago in an Internet Spaceship game you're all familiar with, pilots were unable to directly warp onto gates. Instead they could only warp 15km distance from them. The reasoning behind this decision was that CCP wanted to make travel hazardous, provide opportunity for those that wished to fight and kill, make the galaxy seem larger, and gates were that natural chokepoint that would allow this.
People, however, have an inherent tendency for risk aversion and to seek any and all advantages to survival and time, and so some enterprising pilot soon came up with the idea of bookmarks that would allow him to warp directly onto gates. The mechanics of how bookmarks worked are not as important as the effect on the game. Bookmarks sucked up server/database resources, and as more and more pilots learnt of the advantages of bookmarks the number of them in game grew exponentially until the load on the server became catastrophic.
The devs of course tried various workarounds to prevent the use of these bookmarks, but without success. Just as soon as a stopgap solution had been implemented the players found a way around it, until eventually CCP learnt an important lesson about player behaviour and allowed warping directly onto gates and removed the bookmarks. Overnight the lag reduced and EVE is a much better, faster game for it.
Dust has a similar problem in AFKing.
AFKing exists because mercs are able to draw an advantage from it, increase their rewards while minimizing their risks, making use of their limited time for competing tasks. Currently, the problem with AFKing is mostly limited to the irritation it causes the other players on the AFKers team. However, any merc in game is using server resources, and as the total number of Dust mercs (hopefully) grows, the amount of load that these inactives put on the server will also grow.
CCP will of course attempt to fix the problem in various ways, as they tried with bookmarks in EVE. First they will remove skillpoint gain for mercs in the MCC. So players will simply AFK on the ground beneath the MCC. Then to counter that CCP will remove skillpoint gain for those in the redline. So players will simply AFK one step outside the redline, behind a rock. After that, there's nowhere else to go really, other than to remove skillpoint gain for time spent in game. This, of course, would increase the perception of Dust's grind. So you might increase warpoints to counter that, but this would increase the skillpoint gap between active good and organised players and casuals.
My point is, as with bookmarks in EVE there is no way to keep time linked skillpoint gain in Dust without players finding a simple workaround, whilst removing it altogether and increasing the rewards for activity just increases the gap between the better and older mercs versus newbies. Newbies, of course, are the lifeblood of any game and if they stop coming the game dies a slow but certain death. So, rather than jump through the million hoops that CCP did with bookmarks in EVE before capitulating to the logical thing, CCP ought to do it with Dust early on in its history. And just what is that logical thing?
Remove in-game time based skillpoint gain and add that 'lost' weekly 190k to passive skillpoint gain. No more AFKers. Reduced load on server. Reduced teammate irritation. No greater increase in the gap between better and older mercs versus newbies than exists currently. |
Shrapnels
The Order 1886
152
|
Posted - 2013.07.05 08:12:00 -
[2] - Quote
Bookmarked myself into somekind of bs History |
steadyhand amarr
Royal Uhlans Amarr Empire
755
|
Posted - 2013.07.05 08:24:00 -
[3] - Quote
Iv been calling for passive only gain since day 1 they will never do it though |
Michael Arck
sephiroth clones General Tso's Alliance
80
|
Posted - 2013.07.05 08:31:00 -
[4] - Quote
A very good read. Nicely constructed. That is a great idea... |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
485
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Posted - 2013.07.05 08:45:00 -
[5] - Quote
It's a good idea and I'd be all for it, the worry that pops up for me though is the sheer number of people that would just create tons and tons of accounts (since they are free) and farm farm farm SP. Then sometime later when you CCP starts to allow the sale of characters these people will make ISK like crazy selling all their still - unallocated mercs.
One thing that in a way, gimps, the sale of a character in EVE is the fact that the SP is already allocated so while it may be good for what a buyer want to do with it - it might not be perfect, a small downside. In DUST they could from day one (sorta) create a merc that 100% fits their exact needs.
This will essentially be P2W (skill wise at least) except the seller is a player and not CCP themselves. Sure this can be farmed today, but at a slower rate really.
But it's a very good idea and I like it for myself as well since I feel obligated to grind because I want that SP, so in a way DUST feels like a work rather than pure entertainment.
/c |
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Aran Abbas
Goonfeet Top Men.
151
|
Posted - 2013.07.05 08:47:00 -
[6] - Quote
steadyhand amarr wrote:Iv been calling for passive only gain since day 1 they will never do it though
Never say never. Some thought they would never implement Warp to Zero in EVE, but it happened. Very late in the day and when bookmarks had effectively ruined the game, but it did happen.
Let us hope CCP don't wait until Dust becomes a slideshow before they see the sense in this. |
Django Quik
R.I.f.t
798
|
Posted - 2013.07.05 09:09:00 -
[7] - Quote
Sadly it sounds like CCPs not even thinking about doing anything about AFKing for the foreseeable future: https://forums.dust514.com/default.aspx?g=posts&t=90685&find=unread |
steadyhand amarr
Royal Uhlans Amarr Empire
756
|
Posted - 2013.07.05 09:09:00 -
[8] - Quote
I never agree with the selling of dust characters it removes the whole consequences thing from the game supprised they let u do it in eve |
xAckie
Ahrendee Mercenaries Omega Commission
216
|
Posted - 2013.07.05 09:18:00 -
[9] - Quote
ChribbaX wrote:It's a good idea and I'd be all for it, the worry that pops up for me though is the sheer number of people that would just create tons and tons of accounts (since they are free) and farm farm farm SP. Then sometime later when you CCP starts to allow the sale of characters these people will make ISK like crazy selling all their still - unallocated mercs.
/c
I am presuming that this has already been done on a mass mass scale. Its the only thing that makes sense with the number of characters created but actual small playerbase. At its peak Dust only hit 9k players. |
Gigatron Prime
The.Primes
92
|
Posted - 2013.07.05 09:28:00 -
[10] - Quote
I forward this motion! |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
488
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Posted - 2013.07.05 09:39:00 -
[11] - Quote
xAckie wrote:ChribbaX wrote:It's a good idea and I'd be all for it, the worry that pops up for me though is the sheer number of people that would just create tons and tons of accounts (since they are free) and farm farm farm SP. Then sometime later when you CCP starts to allow the sale of characters these people will make ISK like crazy selling all their still - unallocated mercs.
/c I am presuming that this has already been done on a mass mass scale. Its the only thing that makes sense with the number of characters created but actual small playerbase. At its peak Dust only hit 9k players. I'm sure it does already yeah, I mean I have a second account gaining passive just for the sake of being able to skill into something for lulz/to try at some point. With double SP I'm sure more ppl would open more accounts as well.
And I worry that if this does happen, players selling SP this way, it's just one step for CCP to do it themselves as well.
/c |
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BL4CKST4R
WarRavens League of Infamy
401
|
Posted - 2013.07.05 10:38:00 -
[12] - Quote
But won't it make getting active SP a grind with no bonus SP? The split between veterans and noobs is already there and never going away. I think its just time to uncap SP and increase the rewards for actually playing i.e more SP for more WP. At least with this noobs only have to grind for a month instead of six to be competitive. |
Aran Abbas
Goonfeet Top Men.
154
|
Posted - 2013.07.05 10:48:00 -
[13] - Quote
BL4CKST4R wrote:But won't it make getting active SP a grind with no bonus SP? The split between veterans and noobs is already there and never going away. I think its just time to uncap SP and increase the rewards for actually playing i.e more SP for more WP. At least with this noobs only have to grind for a month instead of six to be competitive.
If the current 190k active sp was added to the passive sp - even though you'd still be getting the same sp overall - the perception of the grind would decrease, simply because you wouldn't feel you needed to play in order to stay competitive. We're all trying to keep up with the Jones'. It's human nature. Even when we might not want to play we do, just so we don't fall behind on the sp escalator. |
hooc roht
Deep Space Republic Top Men.
206
|
Posted - 2013.07.05 10:54:00 -
[14] - Quote
A better solution would be to eliminate the SP/leveling system all together.
Not only would it solve the AFK problem but would solve a 100 other problems this game has. |
Aran Abbas
Goonfeet Top Men.
154
|
Posted - 2013.07.05 11:05:00 -
[15] - Quote
hooc roht wrote:A better solution would be to eliminate the SP/leveling system all together.
Not only would it solve the AFK problem but would solve a 100 other problems this game has.
I think this particular vision for Dust is well outside the scope of the discussion in this thread. What I will say is that such a thing would change the soul of Dust completely, and would perhaps seem alien to New Eden. |
Vrain Matari
ZionTCD
582
|
Posted - 2013.07.05 13:24:00 -
[16] - Quote
steadyhand amarr wrote:Iv been calling for passive only gain since day 1 they will never do it though I'm ok with the passive sp trickle we all get, it does a lot to keep the game viable in the long-term for casuals.
But the passive 1 skillpoint per second gain we get while in matches is highly destructive to the game.
Now that CCP have delivered somewhat improved gameplay with 1.2, the passive in-match skillpoints are prolly the biggest negative factor in the game, and in player's peception of the game.
It's really a golden opportunity for CCP, because if passive in-match sp are replaced with the right kind of active reward system it will go a long way to also addressing chronic pubstomping by veterans negatively affecting the new player experience. |
Orion Vahid
DUST University Ivy League
42
|
Posted - 2013.07.05 13:32:00 -
[17] - Quote
Is OP saying remove passive SP gain? |
Aran Abbas
Goonfeet Top Men.
155
|
Posted - 2013.07.05 13:43:00 -
[18] - Quote
Orion Vahid wrote:Is OP saying remove passive SP gain?
The passive SP gain you get from time spent in a match, yes, not the passive SP gain you get just from having an account. The latter I would have increased. |
Amorale Lyadstafer
Zumari Force Projection Caldari State
18
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Posted - 2013.07.05 13:45:00 -
[19] - Quote
Orion Vahid wrote:Is OP saying remove passive SP gain? OP is saying to remove active sp gain and add thet value to passive gain.
Or they could finally implement SP rollover system, although I prefer OP solution, maybe then this game will not feel like a job. Good game should keep you playing because of good gameplay and not daily/weekly gimmicks. |
Zondervin Tau
Reaper Galactic
12
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Posted - 2013.07.05 13:48:00 -
[20] - Quote
Active sp gain is NEVER going to go away. One simple reason - Active Boosters. Its about cash flow to support the game + profit. If it was only passive sp gain and they charged double for passive boosters would you buy them? |
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Cyrille Fodeux
Ostrakon Agency Gallente Federation
12
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Posted - 2013.07.05 13:50:00 -
[21] - Quote
I like the idea but to be fair the passive SP should decrease if one doesn-Št play regularily. Also should there be a active part. |
semperfi1999
Internal Error. League of Infamy
562
|
Posted - 2013.07.05 13:50:00 -
[22] - Quote
interesting reason to make basically all SP gain passive.....but this will never be done. CCP set up the game so that time in game is how you earn most of your SP because they want ppl to have to spend hours playing their game to max out. If you got a reasonable rate of return for your WP/SP conversion then I would probably only need about 10-15 games to max out in a week. |
Aran Abbas
Goonfeet Top Men.
156
|
Posted - 2013.07.05 13:57:00 -
[23] - Quote
semperfi1999 wrote:interesting reason to make basically all SP gain passive.....but this will never be done. CCP set up the game so that time in game is how you earn most of your SP because they want ppl to have to spend hours playing their game to max out. If you got a reasonable rate of return for your WP/SP conversion then I would probably only need about 10-15 games to max out in a week.
The thing is, the reason a lot of us log in and why a lot of people AFK is artificial. It exists because of in-game time-based SP gain. Take away that artificial reason and yes, fewer people would log in every day on a religious basis. However, they may come to enjoy the game more and see it as less of a job, which will extend the life of the game by reducing player burnout/frustration. |
Aran Abbas
Goonfeet Top Men.
156
|
Posted - 2013.07.05 13:58:00 -
[24] - Quote
Cyrille Fodeux wrote:I like the idea but to be fair the passive SP should decrease if one doesn-Št play regularily. Also should there be a active part.
The active part I think can be left in from warpoints gained. They're not monumental as is. It would be that nice little cherry on the cake. |
semperfi1999
Internal Error. League of Infamy
562
|
Posted - 2013.07.05 14:34:00 -
[25] - Quote
Aran Abbas wrote:semperfi1999 wrote:interesting reason to make basically all SP gain passive.....but this will never be done. CCP set up the game so that time in game is how you earn most of your SP because they want ppl to have to spend hours playing their game to max out. If you got a reasonable rate of return for your WP/SP conversion then I would probably only need about 10-15 games to max out in a week. The thing is, the reason a lot of us log in and why a lot of people AFK is artificial. It exists because of in-game time-based SP gain. Take away that artificial reason and yes, fewer people would log in every day on a religious basis. However, they may come to enjoy the game more and see it as less of a job, which will extend the life of the game by reducing player burnout/frustration.
I dont want you to misunderstand me. I know this and infact I have argued that the SP gain should be switched to 5 SP per WP and 1 SP per second (as a concession to those who dont want to do away with this mechanic). However there has been nothing at all from CCP on this issue and everything for SP remains the same. So apparently CCP wants to force ppl to spend a long time "playing" their game in order to cap out. They dont want skill to determine how fast you are able to cap out. |
Laurent Cazaderon
What The French CRONOS.
1698
|
Posted - 2013.07.05 14:46:00 -
[26] - Quote
Aran Abbas wrote:A long time ago in an Internet Spaceship game you're all familiar with, pilots were unable to directly warp onto gates. Instead they could only warp 15km distance from them. The reasoning behind this decision was that CCP wanted to make travel hazardous, provide opportunity for those that wished to fight and kill, make the galaxy seem larger, and gates were that natural chokepoint that would allow this.
People, however, have an inherent tendency for risk aversion and to seek any and all advantages to survival and time, and so some enterprising pilot soon came up with the idea of bookmarks that would allow him to warp directly onto gates. The mechanics of how bookmarks worked are not as important as the effect on the game. Bookmarks sucked up server/database resources, and as more and more pilots learnt of the advantages of bookmarks the number of them in game grew exponentially until the load on the server became catastrophic.
The devs of course tried various workarounds to prevent the use of these bookmarks, but without success. Just as soon as a stopgap solution had been implemented the players found a way around it, until eventually CCP learnt an important lesson about player behaviour and allowed warping directly onto gates and removed the bookmarks. Overnight the lag reduced and EVE is a much better, faster game for it.
Dust has a similar problem in AFKing.
AFKing exists because mercs are able to draw an advantage from it, increase their rewards while minimizing their risks, making use of their limited time for competing tasks. Currently, the problem with AFKing is mostly limited to the irritation it causes the other players on the AFKers team. However, any merc in game is using server resources, and as the total number of Dust mercs (hopefully) grows, the amount of load that these inactives put on the server will also grow.
CCP will of course attempt to fix the problem in various ways, as they tried with bookmarks in EVE. First they will remove skillpoint gain for mercs in the MCC. So players will simply AFK on the ground beneath the MCC. Then to counter that CCP will remove skillpoint gain for those in the redline. So players will simply AFK one step outside the redline, behind a rock. After that, there's nowhere else to go really, other than to remove skillpoint gain for time spent in game. This, of course, would increase the perception of Dust's grind. So you might increase warpoints to counter that, but this would increase the skillpoint gap between active good and organised players and casuals.
My point is, as with bookmarks in EVE there is no way to keep time linked skillpoint gain in Dust without players finding a simple workaround, whilst removing it altogether and increasing the rewards for activity just increases the gap between the better and older mercs versus newbies. Newbies, of course, are the lifeblood of any game and if they stop coming the game dies a slow but certain death. So, rather than jump through the million hoops that CCP did with bookmarks in EVE before capitulating to the logical thing, CCP ought to do it with Dust early on in its history. And just what is that logical thing?
Remove in-game time based skillpoint gain and add that 'lost' weekly 190k to passive skillpoint gain. No more AFKers. Reduced load on server. Reduced teammate irritation. No greater increase in the gap between better and older mercs versus newbies than exists currently. Players log on because they WANT to, not because they feel they HAVE to in order to stay competitive, which reduces the perception of grind and thereby burnout
Like many others, i always felt a passive only SP growth was the best solution. But, some will say active SP is what makes people play and that otherwise they wouldnt care about playing the game.
If Dust would want to go full passive, it would need something to replace the SP grind. Another kind of grind, totally futile. Like Trophies for blowing up 1500 CRUs or hacking 2000 objectives etc... This combined to more "daily rewards" such as "hacked 5 objectives in one game = 50K ISK bonus" or "Killed X guys in one game = 75K isk". Hell, those rewards could be scaled as well. Like green, blue, red ribbon for killing say 15/30/45 dudes in one game. Or medicing 5/10/15 etc..
You could also scale medals and give BPO items as a reward. Doesnt have to be uber-powerfull items. Could be BPO advanced suit with pretty colors. Something that makes you stand out in the crowd.
so to make it simple : a Ribbon and Medal System.
And those ribbon (one game scale) and medal (career scale) would be available from the merc career sheet to be seen by everyone. That sheet (empty for now) would show time spent on the game, previous corps, standing if they're ever added, tks, ribbons, total WP, average WP per game, kills etc...
It would make much more easier to assess a guy when recruiting him as well. And would act as a motivation to play on a daily basis to make your merc career more and more solid.
I'm not inventing anything, it's an effective system already well known from FPS players. Also, it acts as a landmark for newcomers "oh hey, that game has ribbon and medal, me likey"
This would be much more interesting than hunting SP whether by afking in the MCC or feeling obligated to play. |
GVGISDEAD
Sinq Laison Gendarmes Gallente Federation
17
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Posted - 2013.07.05 15:01:00 -
[27] - Quote
Passive gain is good.
I would finally get my 10+ alts to level without even playing them for several years, it would be easier to spy :3 |
STEALTH HUNTER ZERO
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
3
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Posted - 2013.07.05 20:46:00 -
[28] - Quote
IMO if they added a match making system that was skill bracket based (also choices of battles with gear restrictions in those) then if they bumped WP gain up a little or just made it to where you earn your SP a little faster that would let them remove the in-game SP gain completely. Then people cant use the excuses they cant compete if your mainly playing with others who have relatively close SP's as you, you have no reason you cant earn WP's to get SP faster without having to grind. |
echo47
Sebiestor Field Sappers Minmatar Republic
22
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Posted - 2013.07.05 22:33:00 -
[29] - Quote
Wrong, losers should get a reduction in wp and isk. Winners should get an increase in isk for the win. Make AFKing not profitable. Public matches and faction warfare matches are strictly for skillpoints, and KDR under the current mechanics.
Winning or loosing a match should matter right now it doesn't. So of course AFK away. Started playing Dust looking for the harshness and challenge of EVE and found happy, happy good time everyone wins. |
Shadowswipe
WarRavens League of Infamy
133
|
Posted - 2013.07.05 23:15:00 -
[30] - Quote
You had me until you suggested getting rid of active skill point gain. I like the idea that if I put in the time I can "catch up" to vets as a newbie. The idea that time spent in game gives skill points is because people that want to defend control points and not attack would get shafted if no one came to our point we were defending, even if the reason we won was because the one guy I kill in the game was going to hack the point and make us lose by 1 armor tick instead of winning by 1 armor tick.
I like your progression through the typical steps, but instead of just removing it all together, how about a radius from point for defense points. This would move players from the MCCs to a certain somewhat close range to the letter points. Also can add an active kill timer if you are outside those points. If you kill or killed by a player in X time, you are still allowed to get passive point gains. This requires people to be active and doesnt' penalize someone that dies a lot but is trying to help. |
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