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Deluxe Edition
TeamPlayers EoN.
557
|
Posted - 2013.07.17 22:21:00 -
[1] - Quote
Currently this game has a retention problem, many have suggested that getting rid of the cap would solve the problem, however many have also suggested that in doing so you will only give a huge competitive advantage to no life players and long time vets. My solution to both these problems is to uncap players with less than 6-10 mill SP (Up to CCP to decide). It is around this SP amount that players become fully combat proficient for PC battles and are starting to move into small % upgrades and SP investments that do nothing other than provide the player with additional fitting options for slightly different situations.
Please CCP strongly consider this option as it will greatly improve new player retention, and will greatly improve competition in planetary conquest. |
Grezkev
Red Star. EoN.
298
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Posted - 2013.07.17 22:41:00 -
[2] - Quote
I approve. (8 mil) |
ZDub 303
TeamPlayers EoN.
990
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Posted - 2013.07.17 22:45:00 -
[3] - Quote
I think this would work better when they finally implement rolling SP cap.
Then you can give new players a bonus pool somewhere around 4-5 million and they can slowly watch it decrease. In this way.. they can be prepared for when SP generation slows down a lot. |
Fiddlestaxp
TeamPlayers EoN.
199
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Posted - 2013.07.17 23:05:00 -
[4] - Quote
Uncap players to at least 50% of the cumulative max weekly (not including soft cap points) cap since Open Beta. It is only fair. Nobody is going to stick around for long enough otherwise... A person who started today wouldn't be able to field a PC competent fit for at least a 4 months at this point... MORE COMPETITION = HEALTHER GAME. |
Reno Pechieu
Algintal Core Gallente Federation
15
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Posted - 2013.07.17 23:12:00 -
[5] - Quote
ThereGÇÖs a cap? If so, they should also make it possible to refund some skills. While not a huge proponent of that at the moment, itGÇÖs because I was under the assumption that given enough time I could get the SP to invest in the skills I actually needed.
I didnGÇÖt make a test-alt, again, under the assumption that if I did some missteps with my main, the worst that would happen is that I wasted some time and SP on the road to better understand the game. If Now it turns out that one can GÇ£breakGÇ¥ a character by doing a misstep, in a game with very thin tutorial, I hope they will implement something to alleviate that. |
ZDub 303
TeamPlayers EoN.
993
|
Posted - 2013.07.17 23:20:00 -
[6] - Quote
Reno Pechieu wrote:ThereGÇÖs a cap? If so, they should also make it possible to refund some skills. While not a huge proponent of that at the moment, itGÇÖs because I was under the assumption that given enough time I could get the SP to invest in the skills I actually needed.
I didnGÇÖt make a test-alt, again, under the assumption that if I did some missteps with my main, the worst that would happen is that I wasted some time and SP on the road to better understand the game. If Now it turns out that one can GÇ£breakGÇ¥ a character by doing a misstep, in a game with very thin tutorial, I hope they will implement something to alleviate that.
we're referring to the weekly SP bonus 'cap' |
killian178
Elite Gamers Militia
3
|
Posted - 2013.07.17 23:24:00 -
[7] - Quote
Sound idea, CCP should take this concept, along with a few different choices of battle type (segregated SP battles, longer academy) and do their inevitable tweaking, and implement this in the game. Give the vets some actual competition, rather than the pup-stomping they get to enjoy lol. |
XiBravo
TeamPlayers EoN.
145
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Posted - 2013.07.17 23:42:00 -
[8] - Quote
I think the cap should be based off of a percentage of the player with the highest lifetime sp. The farther from him you are the higher your cap is. |
2-Ton Twenty-One
Internal Error.
749
|
Posted - 2013.07.18 00:26:00 -
[9] - Quote
16 mil player and I agree with this. |
GET ATMESON
NEW AGE EMPIRE The Family Syndicate
64
|
Posted - 2013.07.18 00:27:00 -
[10] - Quote
Deluxe Edition wrote:Currently this game has a retention problem, many have suggested that getting rid of the cap would solve the problem, however many have also suggested that in doing so you will only give a huge competitive advantage to no life players and long time vets. My solution to both these problems is to uncap players with less than 6-10 mill SP (Up to CCP to decide). It is around this SP amount that players become fully combat proficient for PC battles and are starting to move into small % upgrades and SP investments that do nothing other than provide the player with additional fitting options for slightly different situations.
Please CCP strongly consider this option as it will greatly improve new player retention, and will greatly improve competition in planetary conquest.
Dislike
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Killar-12
Greatness Achieved Through Training EoN.
200
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Posted - 2013.07.18 01:09:00 -
[11] - Quote
I approve once 10 million SP is reached then it's easy to do your role on the battlefield |
Nova Knife
Seituoda Taskforce Command Caldari State
1118
|
Posted - 2013.07.18 02:34:00 -
[12] - Quote
Why stop at 6-12m? That will just be a token gesture once everyone has 30-40million SP in the not too distant future.
There is already a theoretical 'cap' = Reset on Jan 10 multiplied by however many week's it's been + the couple increased cap events we've had.
Just make it so that the weekly cap keeps going up, but becomes a max cap instead. So anyone underneath that cap is earning uncapped SP until they hit it.
Basically, the people who've capped out every week without fail since the reset would notice no change. But those who actually have lives and have been unable to cap for whatever reason would be able to grind as hard and as long as they want until they reach the cap for themselves.
Limiting the overall progression isn't bad, but allowing people to 'catch up' is a significant requirement of competitive play. A mechanic like we have now that not only limits everyone, but /enforces/ the gap is an insanely bad mechanic.
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SponkSponkSponk
The Southern Legion RISE of LEGION
97
|
Posted - 2013.07.18 03:35:00 -
[13] - Quote
How would that interact with boosters though? |
Nova Knife
Seituoda Taskforce Command Caldari State
1120
|
Posted - 2013.07.18 03:50:00 -
[14] - Quote
SponkSponkSponk wrote:How would that interact with boosters though?
Business as usual. Boosters could easily mean the difference between catching up with a brand new character in weeks or months. Maybe some adjustments would be due, but IMO... Should be fine if they leave them as-is (Assuming they fix the offensive price tag) |
Maken Tosch
DUST University Ivy League
3400
|
Posted - 2013.07.18 04:00:00 -
[15] - Quote
I don't believe this alone will fix the problem. The principle reason I see so many players leaving the game is because there is lack of content as noted by the fact that we don't have all of the racial suits out yet, there is only a few maps cycling through the matches, only four game modes (Skirmish, Ambush, Ambush OMS, and Domination), no PVE available at the moment, no functional matchmaking system in place, not all of the vehicles are in yet, Eve-Dust connection still feels disconnected, the newly-discovered invisibility glitch that everyone is abusing now, hit detection is still a problem (although slightly improved compared to 1.1), scout suits are not properly balanced yet, item trading and industry has not been implemented yet, and we don't have a training room to test out our stuff.
I bet that if at least half of these issues are addressed, then we might not need to have an uncap-until-X-million-SP feature if retaining new players is the end goal here. |
Deluxe Edition
TeamPlayers EoN.
571
|
Posted - 2013.07.18 04:23:00 -
[16] - Quote
Maken Tosch wrote:I don't believe this alone will fix the problem. The principle reason I see so many players leaving the game is because there is lack of content as noted by the fact that we don't have all of the racial suits out yet, there is only a few maps cycling through the matches, only four game modes (Skirmish, Ambush, Ambush OMS, and Domination), no PVE available at the moment, no functional matchmaking system in place, not all of the vehicles are in yet, Eve-Dust connection still feels disconnected, the newly-discovered invisibility glitch that everyone is abusing now, hit detection is still a problem (although slightly improved compared to 1.1), scout suits are not properly balanced yet, item trading and industry has not been implemented yet, and we don't have a training room to test out our stuff.
I bet that if at least half of these issues are addressed, then we might not need to have an uncap-until-X-million-SP feature if retaining new players is the end goal here.
Currently I feel a large portion of the problem is the 3-4 month grind it takes for a player to have enough SP to be relevant in PC it a huge deterent. In Eve players are able to become almost immediatly relevent in null sec affairs through fleet roles such as tacking. In dust thats simply not the case. Even the most grindy of MMO's only require 1 - 1(1/2) months in order for a player to be able to participate in the end game contect. Not only is the 3-4 months entirely to long, but in order to do it in that amount of time a player would of had to of constantly kept their account boosted costing roughly $100 to do.
If a player does not buy boosters they are looking at a half a year in order to have an SP count sufficiently high enough to be an effective member of a PC team. |
Deluxe Edition
TeamPlayers EoN.
571
|
Posted - 2013.07.18 04:27:00 -
[17] - Quote
Nova Knife wrote:Why stop at 6-12m? That will just be a token gesture once everyone has 30-40million SP in the not too distant future.
There is already a theoretical 'cap' = Reset on Jan 10 multiplied by however many week's it's been + the couple increased cap events we've had.
Just make it so that the weekly cap keeps going up, but becomes a max cap instead. So anyone underneath that cap is earning uncapped SP until they hit it.
Basically, the people who've capped out every week without fail since the reset would notice no change. But those who actually have lives and have been unable to cap for whatever reason would be able to grind as hard and as long as they want until they reach the cap for themselves.
Limiting the overall progression isn't bad, but allowing people to 'catch up' is a significant requirement of competitive play. A mechanic like we have now that not only limits everyone, but /enforces/ the gap is an insanely bad mechanic.
In all honest I agree even more with this sentiment. However I just felt like this would be an idea that CCP would receive well. |
Maken Tosch
DUST University Ivy League
3402
|
Posted - 2013.07.18 05:06:00 -
[18] - Quote
Deluxe Edition wrote:If a player does not buy boosters they are looking at a half a year in order to have an SP count sufficiently high enough to be an effective member of a PC team.
I understand what you mean, however the point of your thread is to figure out how to retain new players. If the missing content that I mentioned earlier is implemented sooner rather than later, then player retention will improve.
Now, if the point of the thread is to help players feel useful and effective within the first month or two, then that is an entirely different story. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
600
|
Posted - 2013.07.18 05:46:00 -
[19] - Quote
Nova Knife wrote:SponkSponkSponk wrote:How would that interact with boosters though? Business as usual. Boosters could easily mean the difference between catching up with a brand new character in weeks or months. Maybe some adjustments would be due, but IMO... Should be fine if they leave them as-is (Assuming they fix the offensive price tag) That's actually incorrect, since people using boosters don't hit the cap faster, they just get more cap per week. To go with your proposed idea, for balance sake it would have to work under the same principle.
Sounds like a fair idea, but would create this massive sense of grinding that I thought CCP wanted to avoid.
What if instead they simply assume every character was created on Jan. 10, 2013 and give them the appropriate amount of passive SP? The only fault with this I can see is people just creating characters and instantly getting loads of SP (I believe the amount of passive SP accrued since Jan. 10th is around the ball park of 4 million). At the same time, people could already be doing this easily by creating characters on seperate PSN accounts and leaving them alone as they play on their main account. Perhaps maybe instead have an accelerated passive SP accrual rate which will catch up to the total amount of potential passive earned and then resume to the normal rate. |
Nova Knife
Seituoda Taskforce Command Caldari State
1123
|
Posted - 2013.07.18 06:21:00 -
[20] - Quote
Aero Yassavi wrote: That's actually incorrect, since people using boosters don't hit the cap faster, they just get more cap per week. To go with your proposed idea, for balance sake it would have to work under the same principle.
Sounds like a fair idea, but would create this massive sense of grinding that I thought CCP wanted to avoid. .
The uncapped grind isn't so bad. It's once you hit 1k/match that it starts to become really obnoxious.
A grind with a distinct sense of tangible progress is not a bad thing. People do it all the time, look at other shooter games. People grind the hell out of CoD ranks, because they're constantly unlocking new things and moar epeen to prestige.
I don't mind all this 'bonus SP' that the booster would be giving someone until they capped out, since in this case, it /would/ be bringing someone closer to the general cap. So, maybe it would change how the boosters work overall.
The key here is removing the roadblock that enforces the gap between players of different creation ages and activity levels, and allow people to catch up, if they're willing to invest the time. |
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Galvan Nized
Deep Space Republic Top Men.
157
|
Posted - 2013.07.18 07:57:00 -
[21] - Quote
Nova Knife wrote:SponkSponkSponk wrote:How would that interact with boosters though? Business as usual. Boosters could easily mean the difference between catching up with a brand new character in weeks or months. Maybe some adjustments would be due, but IMO... Should be fine if they leave them as-is (Assuming they fix the offensive price tag)
Except you will get a lot more out of a booster so will use less and thus buy less. Less booster sales=CCP will never implement. And if you cap the amount of sp a booster provides people will just refuse to buy.
I'm afraid roll-over SP has similar issues and thus will probably never come to pass.
You'll have to make the money from somewhere and if boosters die they will either make it pay for sp level or bring in items that are only Aurum but are a MUST to compete. |
GET ATMESON
NEW AGE EMPIRE The Family Syndicate
65
|
Posted - 2013.07.18 10:22:00 -
[22] - Quote
Deluxe Edition wrote:Currently this game has a retention problem, many have suggested that getting rid of the cap would solve the problem, however many have also suggested that in doing so you will only give a huge competitive advantage to no life players and long time vets. My solution to both these problems is to uncap players with less than 6-10 mill SP (Up to CCP to decide). It is around this SP amount that players become fully combat proficient for PC battles and are starting to move into small % upgrades and SP investments that do nothing other than provide the player with additional fitting options for slightly different situations.
Please CCP strongly consider this option as it will greatly improve new player retention, and will greatly improve competition in planetary conquest.
No no no. All bad. Yes i like the gab. I do alot of soft grinding and you should do the same. That's unfair to me |
Son Down
SamsClub
61
|
Posted - 2013.07.18 10:32:00 -
[23] - Quote
Deluxe Edition wrote:Currently this game has a retention problem, many have suggested that getting rid of the cap would solve the problem, however many have also suggested that in doing so you will only give a huge competitive advantage to no life players and long time vets. My solution to both these problems is to uncap players with less than 6-10 mill SP (Up to CCP to decide). It is around this SP amount that players become fully combat proficient for PC battles and are starting to move into small % upgrades and SP investments that do nothing other than provide the player with additional fitting options for slightly different situations.
Please CCP strongly consider this option as it will greatly improve new player retention, and will greatly improve competition in planetary conquest.
Seeing as how PC is currently meaningless in the grand scheme of things, your point is moot.
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Deluxe Edition
TeamPlayers EoN.
575
|
Posted - 2013.07.18 16:17:00 -
[24] - Quote
Son Down wrote:
Seeing as how PC is currently meaningless in the grand scheme of things, your point is moot.
I guess instant battles is where it's at in dust. Competitive team based game play isn't the point of it at all. |
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
176
|
Posted - 2013.07.18 16:52:00 -
[25] - Quote
Deluxe Edition wrote:Currently this game has a retention problem, many have suggested that getting rid of the cap would solve the problem, however many have also suggested that in doing so you will only give a huge competitive advantage to no life players and long time vets. My solution to both these problems is to uncap players with less than 6-10 mill SP (Up to CCP to decide). It is around this SP amount that players become fully combat proficient for PC battles and are starting to move into small % upgrades and SP investments that do nothing other than provide the player with additional fitting options for slightly different situations.
Please CCP strongly consider this option as it will greatly improve new player retention, and will greatly improve competition in planetary conquest.
I do not agree with this. (8.5M SP)
The game is not easy for new players. That is the way it should be.
It take a fair amount of time to get decent gear. That's fine, the game is designed that way.
SP does not equal combat proficiency. SP allows you to fit better gear, it doesn't make you a better player.
I can understand the big alliances wanting more meat for the PC grinder, but I don't think that this is the way to get it.
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Malkai Inos
Opus Arcana Covert Intervention
727
|
Posted - 2013.07.18 17:08:00 -
[26] - Quote
Nova Knife wrote:Aero Yassavi wrote: That's actually incorrect, since people using boosters don't hit the cap faster, they just get more cap per week. To go with your proposed idea, for balance sake it would have to work under the same principle.
Sounds like a fair idea, but would create this massive sense of grinding that I thought CCP wanted to avoid. .
The uncapped grind isn't so bad. It's once you hit 1k/match that it starts to become really obnoxious. A grind with a distinct sense of tangible progress is not a bad thing. People do it all the time, look at other shooter games. People grind the hell out of CoD ranks, because they're constantly unlocking new things and moar epeen to prestige. I don't mind all this 'bonus SP' that the booster would be giving someone until they capped out, since in this case, it /would/ be bringing someone closer to the general cap. So, maybe it would change how the boosters work overall. The key here is removing the roadblock that enforces the gap between players of different creation ages and activity levels, and allow people to catch up, if they're willing to invest the time. But the whole point of the cap is to avoid forcing players to "invest the time".
Some people can accept that closed beta vets remain unreachable and would like to have a reasonable playing schedule without always being two steps behind those players of roughly the same age who are willing or able to play twice as much.
With just over 6m SP this suggestion will just mean that i'm not only worse off than the current elite but also than anyone who invests countless hours, new player or not. It defeats the purpose of the skill cap as a whole.
Sorry OP -1 |
Maken Tosch
DUST University Ivy League
3407
|
Posted - 2013.07.18 17:55:00 -
[27] - Quote
Vavilia Lysenko wrote:Deluxe Edition wrote:Currently this game has a retention problem, many have suggested that getting rid of the cap would solve the problem, however many have also suggested that in doing so you will only give a huge competitive advantage to no life players and long time vets. My solution to both these problems is to uncap players with less than 6-10 mill SP (Up to CCP to decide). It is around this SP amount that players become fully combat proficient for PC battles and are starting to move into small % upgrades and SP investments that do nothing other than provide the player with additional fitting options for slightly different situations.
Please CCP strongly consider this option as it will greatly improve new player retention, and will greatly improve competition in planetary conquest. I do not agree with this. (8.5M SP) The game is not easy for new players. That is the way it should be. It take a fair amount of time to get decent gear. That's fine, the game is designed that way. SP does not equal combat proficiency. SP allows you to fit better gear, it doesn't make you a better player. I can understand the big alliances wanting more meat for the PC grinder, but I don't think that this is the way to get it.
Now that you mention it, I'm starting to have second thoughts. This is the same situation that Eve Online players have always had. In Eve Online, you have players who are more than capable of piloting capital ships yet don't really do well in combat. This fact is made even more apparent with the fact that players can sell their characters to another player for ISK via the Character Bazaar which (coupled with PLEX) allows any newbie to purchase a 5-10 years old character right off the bat but have absolutely no experience on how to fight.
Overall, a training room would do nicely with player retention and it will help players hone in on their skills with what little gear they have available. Hell, with just 3-4 million SP alone (which is not much to grind TBH) you can train up core skills such as Dropsuit Electronics, Dropsuit Engineering, Dropsuit Upgrades, etc. so that you can turn a militia-level suit into a killing machine. |
Nova Knife
Seituoda Taskforce Command Caldari State
1130
|
Posted - 2013.07.18 19:46:00 -
[28] - Quote
Malkai Inos wrote:But the whole point of the cap is to avoid forcing players to "invest the time".
Some people can accept that closed beta vets remain unreachable and would like to have a reasonable playing schedule without always being two steps behind those players of roughly the same age who are willing or able to play twice as much.
With just over 6m SP this suggestion will just mean that i'm not only worse off than the current elite but also than anyone who invests countless hours, new player or not. It defeats the purpose of the skill cap as a whole.
Sorry OP -1
No, the point of the Cap is to limit /overall/ progression to ensure players do not run out of skills to train too soon (Which IMO isn't a terribly huge concern anyways, as CCP should /not/ be looking to boosters as their primary income source as this can easily lead to some exploitative development decisions)
However, one can easily keep the overall limit while allowing people to 'catch up'. In some cases like yours, the cap does enforce a certain gap between you and the 'no lifer', however that cap will still always be increasing. A system allowing people to catch up may allow a character newer than yours to surpass your personal SP amount, but I don't think that's a problem. People should be rewarded for the time they sink into the game, and the 'no lifer' is generally likely to feed CCP money to fund their addiction than the 'casual gamer'. Like said above. SP isn't a win button. Character skill doesn't equal player skill. However, the perception and ability to 'catch up' is an absolute requirement for competitive, high end play. |
Abby Invo
muse.and.fury
26
|
Posted - 2013.07.29 06:08:00 -
[29] - Quote
signed |
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