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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
600
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Posted - 2013.07.18 06:13:00 -
[1] - Quote
One of the concerns expressed by the community is that new players are put at a severe disadvantage with skill points and will after to endure several stomping before they can play on a competitive level. Many have proposed we fix this by allowing players to have higher weekly caps or no weekly caps until they catch up, but this only installs a greater sense of grinding and doesn't reward players who have been supporting the game longer, two things we want to avoid. So I propose a different system.
Take the total amount of maximum potential passive skill points earned since the beginning of the last reset (which right now is just over 4.5 million SP) and increase the passive skill point accrual rate for all players who have not reached it, either doubling it to 48,000 SP per day or tripling it to 72,000 per day. Players who do not have the maximum passive skill points will continue to accrue skill points at this rate until they are up to date, at which point it returns to the usual 24,000 SP per day.
Passive Skill Point Boosters would have to work on the basis that your passive skill point accrual rate is 24,000 per day even if you are on the accelerated accrual rate. The reason behind this is because if you ran passive boosters since January 10th you've earned 2.25 million skill points with 6 months worth of boosters. If we let new players on the accelerated path gain 50% more points of their new rate, they would be able to get the same amount of total passive skill points with boosters as the guy who's been playing since the beginning except with only half the amount of time on boosters.
Ultimately I think this would solve a lot of problems. New players would be able to somewhat catch up, but never fully catch up since they would still be missing out on all those weeks of active skill points they missed. Furthermore it wouldn't force players to grind. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
600
|
Posted - 2013.07.18 08:31:00 -
[2] - Quote
Galvan Nized wrote:While a decent idea you have to think how these affect Booster sales. If you give them higher passive then sales of passive boosters will decrease.
If you take their dbl passive and let them 1.5x that then you'll be getting a lot more SP for much less boosters meaning you buy less over time. This cripples booster sales and is why CCP will most likely never implement.
Ideally you have to give newbs a place where they can earn SP without swimming with sharks that encourages one to buy boosters. The best bet right now is PVE or making them stay in Academy longer (probably would have to tier it to stop newbs from stomping newer newbs.) Third paragraph, I didn't overlook boosters. You are still getting just as much out of boosters as you do now, it should have minimal impact on booster sales. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
611
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Posted - 2013.07.18 13:37:00 -
[3] - Quote
BL4CKST4R wrote:Until you realize that more and more new players come and this triple SP has to last longer and longer. It also essentially removes the work veterans have put into this game. The best way is to remove the SP cap completely, move to the rollover cap, or move to a complete passive system without modifying any accrual rates for vets or newbies. Gaining SP passively isn't exactly "work."
And I'm more in favor of only doubling it, only said triple because I wasn't sure. |
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