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2011-07-13, 08:07 PM | [Ignore Me] #1 | ||
Master Sergeant
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When I first heard about the experience over time system, I was extremely worried about it being generous to the 'main-stream' FPS player - simply a way to pull more people into the game. Even now, I believe that this mechanic makes it so that those people who DO have the time to play many hours a day, even if that rate is sped up by that consistent play, feel as though their efforts mean slightly less when their friend who hops on for an hour a day is at least keeping pace.
That being said, I do see the merits of this system, if only because I, as much as all of you I assume, want to see this game succeed and expand to more than it currently is and was in the past. It WILL allow those individuals who just want to hop on for an hour on a Friday to do so, and still enjoy the game to the fullest extent. I was thinking about this on the drive home, when what I think is a fairly simple solution that fits the mold of the game hit me. What if you made the best of both worlds and let people CHOOSE which they wanted at character creation! For example - Joe Fragger and Billy Popsin represent the two types of gamers just mentioned respectively. Joe Fragger plays 8 hours a day for 5 days a week - this game is his freakin' job, and he's good at it. Billy Popsin plays for 1 hour a day, 7 days a week. Both of these individuals know their personal gaming habits, and can reasonable make a choice to either FOCUS (like certifying!) their experience gain on offline leveling, or on in game leveling. To be clear, this would not mean that Joe Fragger would earn less experience overall, or lose the benefit of offline leveling. It WOULD mean that perhaps he earns 5%? (arbitrary, don't hold me to this number) more experience through consistent in game play (after 2 hours in game, this kicks in). On the other hand, Billy Popsin plays his one hour a day consistently, and whilst offline, he earns 1-2% additional exp from the offline leveling system after being logged out for a period of time. Both of these players would CHOOSE to be either a "Hardcore" player or a "Casual" player at creation, and be locked in to their decision from that point forward (maybe switch after a 5 level trial period or some such, and then be locked in?) Perhaps I haven't been as clear as I could be, and these examples really have been drawn out of my hat, but I do believe that a similar system would allow those gamers who HAVE the time to play to feel more like their time put in is having a distinct impact on their character's leveling progress, without leaving the 'not as often' players feeling left out. Looking back, I'm unsure how the community would feel about this type of tradeoff, or being locked in to a certain style of leveling, but I get the feeling like most of us know what type of gamer we are, and I feel like this allows us to make the most of that knowledge. Thoughts? Critiques? Fires to burn this to the ground? |
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2011-07-13, 08:39 PM | [Ignore Me] #5 | |||
Master Sergeant
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Additionally, it sounds as if there is a type of 'global' minimum time to learn a certain skill (the time it would take to train that skill simply by sitting idly in/out of game), and seeing as there are only 20 levels, I don't think that the gap that new players would need to traverse would be that large in the end. Last edited by CidHighwind; 2011-07-13 at 08:42 PM. |
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2011-07-13, 09:09 PM | [Ignore Me] #7 | |||
Lieutenant General
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I like it. |
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2011-07-13, 09:13 PM | [Ignore Me] #8 | ||
Major
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I think its a mistake to view as just a way for casual players to keep pace. The better reason they mentioned was that it allows people to not feel like there time is wasted when they are not getting kills. So you can organize folks or defend a hack. An while that is happening your still training your skills so your not wasting time. You also can't just afk your way to max level since you still have to earn BR ranks the traditional way before your tree is opened up to be unlocked with the time based training.
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2011-07-14, 12:08 AM | [Ignore Me] #9 | ||
Major
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I don't understand the point of a time based unlock system. All it seems to do is reward those with lives and punish the ones without them.
So if I nerd out on this game for 12+ hours a day some douche who has to work and support his wife and kids is going to be able to be on even ground as me? No fair. But in all honesty people who play actively should be rewarded accordingly. Just my two cents. And yes I know that they said you can't just make a character from day one and then log on months later and have it be the most amazing character in the world. I just don't see the point in waiting for some skill to unlock and having to queue up for it. Why can't I learn it the instant I have access to it? |
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2011-07-14, 12:11 AM | [Ignore Me] #10 | |||
Lieutenant General
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2011-07-14, 12:20 AM | [Ignore Me] #11 | |||
Major
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Any clarification on how the system works in EVE would be nice. To me it just sounds like you can actively level up by playing or queue your skills offline in order to keep up. |
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2011-07-14, 12:30 AM | [Ignore Me] #12 | ||
Lieutenant General
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Nah, I think it works like
You are always slowly, but surely leveling up skills, but if you get experience they level faster. I hated doing raids while leveling solely because they usually took so long to setup and were horrible xp in the end, yet fun. But this way you are technically getting xp just for having a character so you don't feel like you waste your time when you do nothing. That's what I think they're going for, I could be completely wrong. |
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2011-07-14, 01:33 AM | [Ignore Me] #13 | ||
Private
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I have mixed feelings. EVE's system was annoyingly frustrating in that it took at least a week before you were any good at anything and at least a year to be really great at something other than minor PvP support, there were simply too many skills you needed to learn to be fully effective in even 1 area. Even worse the first thing you really needed to train in EVE was learning skills (recently, thankfully removed from game) which did nothing but make other skills train faster. So essentially you couldn't do anything new for the first month or so unless you wanted to waste a load of time in the long run. Not fun.
So that's the slow and frustrating aspect of it - the positive part is obviously if you take breaks from the game or can't play a lot you can come back and have new stuff available. That is a nice idea but I'm not sure it outweighs the negatives. There is the greed aspect. I cannot see SOE not offering skill speed boosters on PS2 shop, there is simple too many people that will pay silly amounts of money on this. Then there is the fact EVE gives 3 character slots per account but it might as well only be 1 since you can only train on 1 character at once. In EVE almost every single player has more than one subscription because of that. In the case of PS2 (which will likely be B2P) a similar sytem would mean most players will have to buy more than one copy of the game. Of course these are big IFs but it leads me to my final point... Multiple characters on 1 account. Lets pick an arbitrary number say you can have 5. So day 1 you create 5 characters and set them all training skills. 6 months in you might then have a character capable of performing any role in the game. My question is... how is that different from being able to make one super character other than the inconvenience of having to log out to switch and having a different name for each? The only thing that might prevent this is having to achieve a certain BR to train certain skills, depending on how heavy that requirement is it could make or break it. Overall though I think if they do it right I think it could work quite well. I like the idea of playing more speeding up skill training a bit. Skill training times also need to be a lot less than EVE, it shouldn't take a month or more to max out a single skill. How will they handle multiple characters per player though? TBH I wouldn't like the job of making this system work with a sub-less game. As usual all the above is speculation and just my initial impressions at this stage - I would wait for some solid info before commenting further. Last edited by Skorne; 2011-07-14 at 01:39 AM. |
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2011-07-14, 01:40 AM | [Ignore Me] #15 | ||
First Lieutenant
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I think the big difference between the two systems is that in EVE you had to train skills just to use game content like interceptors and battleships. If I'm understanding the PS2 system right you'll be able to use the base version of everything very quickly, with the skill system just there to open up more options for customization and other bonuses. At least I hope that's how it works.
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