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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|
McFurious
TeamPlayers EoN.
165
|
Posted - 2013.07.06 16:29:00 -
[31] - Quote
echo47 wrote: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.
I think this is the simplest and most effective solution but only if the match making system is working properly.
|
Cobra CLUTCH79
Storm Wind Strikeforce Caldari State
9
|
Posted - 2013.07.06 16:42:00 -
[32] - 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 awesome man you said it all.. |
Thor Odinson42
Molon Labe. League of Infamy
548
|
Posted - 2013.07.06 16:50:00 -
[33] - Quote
If active SP goes away there will be ZERO quality FPS players in Dust.
Passive SP only gives ZERO incentive to play. The only incentive to play Eve is that you are either paying for it or must earn enough ISK to buy Plex.
If the Eve nerds in Dust can't see that then they aren't half the geniuses they think they are. |
Zyrlux Kytori
Amarr Templars Amarr Empire
2
|
Posted - 2013.07.06 17:01:00 -
[34] - Quote
This is a absurd idea. CCP makes money from the cash shop. They want people to play to make money. No money means no servers. Furthermore, you don't even need to keep gaining so to stay competitive. First and foremost damage from a proto gun will do proto damage. Always. An older player may have more sp but the gun can only get so strong and his defense so high. Squads can run trains over proto stompers. What's the catch? Well we don't expect you to crush a protostomper straight out of the academy, but just like eve, dust is intense on COOPERATION and without it, just like in eve, you are going to have a hardtime. |
Aran Abbas
Goonfeet Top Men.
164
|
Posted - 2013.07.06 17:15:00 -
[35] - Quote
Thor Odinson42 wrote:If active SP goes away there will be ZERO quality FPS players in Dust.
Passive SP only gives ZERO incentive to play. The only incentive to play Eve is that you are either paying for it or must earn enough ISK to buy Plex.
If the Eve nerds in Dust can't see that then they aren't half the geniuses they think they are.
Strange, I would have thought the primary incentive to play a game should be that it's really fun. Clearly, we disagree on this point. |
Aran Abbas
Goonfeet Top Men.
165
|
Posted - 2013.07.06 17:18:00 -
[36] - Quote
Zyrlux Kytori wrote:This is a absurd idea. CCP makes money from the cash shop. They want people to play to make money. No money means no servers. Furthermore, you don't even need to keep gaining so to stay competitive. First and foremost damage from a proto gun will do proto damage. Always. An older player may have more sp but the gun can only get so strong and his defense so high. Squads can run trains over proto stompers. What's the catch? Well we don't expect you to crush a protostomper straight out of the academy, but just like eve, dust is intense on COOPERATION and without it, just like in eve, you are going to have a hardtime.
Active boosters are not the only means to make money. I expect the sale of BPO's through the merc packs and directly in the cash shop makes them far more money. Also, there will still be passive boosters that will get you an equal amount of sp as one active and one passive currently, so when everything is balanced up sales ought to be the same.
I agree that a group or organised newbies can stomp a lone proto. But then it's more likely that it's the protos that will be organised than the newbies, is it not? That's the reality of the situation. |
The Cobra Commander
Bojo's School of the Trades
55
|
Posted - 2013.07.06 17:26:00 -
[37] - Quote
I played late last night and the AFK was rampant. One game there were 6 guys sitting in the MCC. As a resutl we were getting hammered by the other team.
I have been here since closed beta so I know that it goes on. But here is the thing...one game there were some fairly new guys playing the game. I listened to them ***** and moan about people just sitting in the MCC all game and how they just did not get why they would not help their team.
People are going to AFK but the thing is that this game has a declining player base. Word of mouth is important and what do you think these guys are going to tell their gaming buddies about this game? From what I heard last night I don't think that it's going to be too good! But hey you still got to your skillpoint cap by doing absolutely nothing! |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
504
|
Posted - 2013.07.06 17:43:00 -
[38] - Quote
steadyhand amarr wrote:Iv been calling for passive only gain since day 1 they will never do it though
I remember saying a long time ago that the only active gains we should make should be directly related to what we do in the match.
If I kill someone with a Scrambler Pistol, the SP from the earned WP should be directly applied to the Scrambler Pistol skill I have the least SP in.
If I hack an objective, the SP from the earned WP should be directly applied to the Systems Hacking skill.
It makes Active SP truly Active and rewards you for performing your role.
Growth through experience, IMHO, it'd fix a lot of things. |
Fist Groinpunch
Goonfeet Top Men.
7
|
Posted - 2013.07.06 18:51:00 -
[39] - Quote
What you geniuses don't seem to understand is that the active sp system I necessary for this game. Especially for the newbies. When a new player joins a match, he is not able to do anything because he has no idea how this game works. He's not going to cap points, he's not going to blow up tanks, he's not going to murder his way across the map. Because he's new and doesn't know or understand the flow of the game yet. (Maybe hell never will!) He might just sit on a hill with a militia sniper rifle for the whole game and not hit anything, but then the round ends and look at all that SP he's earned! Just for sucking so bad!
Its called positive reinforcement.
Taking out or dramatically lowering over time earned active sp (5 so per sec) benefits the top tier players only because they are the ones murdering clones and hacking points and blowing things up. The other 80% of people are going to get shafted because they aren't very good at this game. So not only do they get their butts handed to them by the tryhards, but they will also earn way less active sp as well? And on top of that the top tier players will start outpacing the rest of the players in active SP earned, leading to them becoming even more OP. What kind of an incentive would that make for someone who is starting out and isn't very good?
Sure, its more *fair* because you get better rewarded for doing well, but in doing so you're alienating all the average and bad players. And let's face it, this game can't survive with just the tryhards. Its actually a very delicate ecosystem. The top 20% players in this game play Dust because it feels good to dominate everyone else. But everyone else logs in and gets completely destroyed by roving proto squads because they know they'll still get a big chunk of active sp no matter how bad they do. They just grind their teeth and take it because they believe that eventually the sp they earned playing all those painful rounds will give them the edge in the future.
And when you make active so all performance based, you take all that away. You drive bad players away. And Dust needs all kinds of players.
|
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
120
|
Posted - 2013.07.06 21:12:00 -
[40] - Quote
Aran Abbas wrote: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
Your analogy is terrible. AFKing is nothing like Warp to Zero BM's
MCC Afking is easy to fix. We should spawn on the ground under the MCC.
Hiding somewhere on the map is more difficult to combat, people will be idiots, people will find exploits/bugs and use them (you should know that being a Goon), people will AFK.
Removing the SP you get from actually playing the game is a bad idea.
There should be a reward for playing the game. If you don't play the game you will fall behind in SP compared with people who play, what is wrong with that?
The present system works. Leave it alone.
/tinfoil hat on
The only reason a change like this would be valuable is if a large EvE alliance was planning for the day when PC becomes relevant to them. All of a sudden, all these never before seen (on the ground) characters appeared with millions of SP to spend how their Evil Master tells them. Now that is Meta.
/tinfoil hat off |
|
Vrain Matari
ZionTCD
584
|
Posted - 2013.07.06 21:52:00 -
[41] - 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 This topic is so important to DUST right now it's crazy. I support this analysis and and the proposed solution.
No real progress will be made on the enjoyability of the game until this crippling mechanic is staked out for the wolves to eat and the crows to pick over. However, there is considerably more at stake than mere enjoyment - this destructive mechanic whispers to new immigrants that New Eden is not to be taken seriously, that laughable and exploitable mechanics are there to be abused, and that there are no repercussions for this.
It says the ancient and mighty alliances, the vast wealth, the howling moan that is the craving of industry for raw inputs, the history-making astropolitical resource wars, the machinations, the positioning, the propaganda, the metagame and all else that forms the soul of New Eden is, collectively, so much less than one pathetic, ignorant, contemptible but fundamental rule that speaks directly to what it really means to be a mercenary in New Eden.
Right now, the answer to the question of what it means to be an immortal warrior in New Eden is exactly jack-****, and it will stay that way until CCP stops poisoning their own universe with this wantonly destructive and misguided rule.
What's the easiest way to destroy an immortal fighting force? Sun Tsu would say: 'Put them on welfare. In a mere few seasons they will have become nothing more than fat lazy whores chasing skillpoints."
Make it right CCP. |
ZDub 303
TeamPlayers EoN.
607
|
Posted - 2013.07.06 22:48:00 -
[42] - Quote
If they removed passive in match sp gain, and introduced sp rollover system, theat would go a long way in this game.
You would also try harder to gain wps, thus playing harder for more rewards... But if you don't do sp rollover at the same time, it'll make the grind even worse... As some will have no chance of capping each week.
Sp rollover + 5 SP/WP + 0 SP/s = awesome sauce. |
Vrain Matari
ZionTCD
584
|
Posted - 2013.07.06 23:27:00 -
[43] - Quote
ZDub 303 wrote:If they removed passive in match sp gain, and introduced sp rollover system, theat would go a long way in this game.
You would also try harder to gain wps, thus playing harder for more rewards... But if you don't do sp rollover at the same time, it'll make the grind even worse... As some will have no chance of capping each week.
Sp rollover + 5 SP/WP + 0 SP/s = awesome sauce. +1. Agreed 100%.
Rasatsu nailed the correct way to implement the sp rollover system a long time ago. It's worth looking up. |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
653
|
Posted - 2013.07.06 23:33:00 -
[44] - Quote
they are all AFK for good reason.. maybe 1 went into labor, maybe 1 is putting out a neighborhood fire, another is saving a baby that fell down a village well, and you disrespect these said mentioned ppl/civic heroes in this thread of yours.. have some dam empathy/sympathy ffs.. they don't AFK for the SP they AFK to save the real world so you can go on playing AT KEYBOARD as these heroes fix the real world from caving in on you? wtf kinda gratitude is that do you even have any? |
Zero Notion
Divinity Unleashed
0
|
Posted - 2013.07.06 23:42:00 -
[45] - Quote
Why not simply create some line of code that analyzes whether your character is actively moving in the game or performed X amount of actions within a match? If you don't, you're kicked. You could even introduce a system that allows players to kick others for AFK - like WoW was forced to do with BGs. If the player didn't respond to a warning, they were kicked out. Allowing players to police themselves is a fairly worthwhile tactic and removing active SP will hinder a lot of the reward that is gained which allows the game to be playable. I enjoy grinding for SPs myself and I usually dislike FPS games. This keeps me entertained, much like an MMO does. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4469
|
Posted - 2013.07.06 23:47:00 -
[46] - Quote
TEBOW BAGGINS wrote:they are all AFK for good reason.. maybe 1 went into labor, maybe 1 is putting out a neighborhood fire, another is saving a baby that fell down a village well, and you disrespect these said mentioned ppl/civic heroes in this thread of yours.. have some dam empathy/sympathy ffs.. they don't AFK for the SP they AFK to save the real world so you can go on playing AT KEYBOARD as these heroes fix the real world from caving in on you? wtf kinda gratitude is that do you even have any? I am now convinced that Batman plays DUST.
REVEAL YOURSELF!! |
Cat Merc
Oculus Felis
1833
|
Posted - 2013.07.07 00:06:00 -
[47] - Quote
Laurent Cazaderon wrote: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. Only problem with full passive is that latecomers can never hope to catch up on the vets. The long awaited "roll over SP cap with extended cap for newcomers based on x metrics" allows for it. And may kill the "job feeling" as well if it allows to catch up on missed SP for say 2-3 weeks. But tbh, my gut would go full passive. Latecomers will NEVER catch up to vets, even in the current system, unless the vet isn't playing at all. So this system does the same, only removes the endless SP grind. |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
657
|
Posted - 2013.07.07 00:21:00 -
[48] - Quote
Zero Notion wrote:Why not simply create some line of code that analyzes whether your character is actively moving in the game or performed X amount of actions within a match? If you don't, you're kicked. You could even introduce a system that allows players to kick others for AFK - like WoW was forced to do with BGs. If the player didn't respond to a warning, they were kicked out. Allowing players to police themselves is a fairly worthwhile tactic and removing active SP will hinder a lot of the reward that is gained which allows the game to be playable. I enjoy grinding for SPs myself and I usually dislike FPS games. This keeps me entertained, much like an MMO does.
i can work around that active motion thing by rubber banding my stick and facing a wall..
trust me even when afkers were able to be killed by a blue grenade we still found ways to afk where they couldn't get us, or more simply we tanked our suits where the madblue only killed himself
until CCP decides to fix the incentive to AFK it will continue to find a way |
Vrain Matari
ZionTCD
584
|
Posted - 2013.07.07 00:24:00 -
[49] - Quote
TEBOW BAGGINS wrote:Zero Notion wrote:Why not simply create some line of code that analyzes whether your character is actively moving in the game or performed X amount of actions within a match? If you don't, you're kicked. You could even introduce a system that allows players to kick others for AFK - like WoW was forced to do with BGs. If the player didn't respond to a warning, they were kicked out. Allowing players to police themselves is a fairly worthwhile tactic and removing active SP will hinder a lot of the reward that is gained which allows the game to be playable. I enjoy grinding for SPs myself and I usually dislike FPS games. This keeps me entertained, much like an MMO does. i can work around that active motion thing by rubber banding my stick and facing a wall.. trust me even when afkers were able to be killed by a blue grenade we still found ways to afk where they couldn't get us, or more simply we tanked our suits where the madblue only killed himself until CCP decides to fix the incentive to AFK it will continue to find a way +1.
Treat the disease, not the symptom. |
Aran Abbas
Goonfeet Top Men.
217
|
Posted - 2013.08.07 16:52:00 -
[50] - Quote
Quite the relevant thread today, aren't we cupcake? |
|
BL4CKST4R
WarRavens League of Infamy
963
|
Posted - 2013.08.07 16:53:00 -
[51] - Quote
Aran Abbas wrote:Quite the relevant thread today, aren't we cupcake?
Nice necro :) |
Namirial Kensai
Seituoda Taskforce Command Caldari State
5
|
Posted - 2013.08.07 17:03:00 -
[52] - 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.
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 except if people make that many accounts, guess what? then supply will outweigh demand and no one will pay anything serious for them.
also, because dust is F2P, the chances of CCP implementaing character sales for DUST is extremely minimal, add tot hat, if it started becoming an issue, CCP would limit the amount of accounts that can be tied to a single user (and if i recall, PS4 will be 5 dollars per month for online, so that will limit how many people are willing to engage multiple accounts) |
Oso Peresoso
RisingSuns
559
|
Posted - 2013.08.07 17:34:00 -
[53] - Quote
yeah basically. I wish I got skillpoints for the hours I spent in Dust outside of battle in meetings/discussions, fitting suits, doing recruitment, and other corporation admin stuff. |
Aran Abbas
Goonfeet Top Men.
218
|
Posted - 2013.08.07 19:27:00 -
[54] - Quote
Oso Peresoso wrote:yeah basically. I wish I got skillpoints for the hours I spent in Dust outside of battle in meetings/discussions, fitting suits, doing recruitment, and other corporation admin stuff.
making active SP based entirely or even half on WP would result in a massive shift in the metagame, and not for the better.
Pfft, look at this scrub. He wants to be compensated somehow for herding kittens all day long and giving them a reason to play when CCP hasn't |
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