
Dagariane Squick
Caldari Provisions Caldari State
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Posted - 2016.04.15 13:41:50 -
[1] - Quote
As a potential returning player this topic has me very interested in seeing how things turn out. I have been going back and forth on both sides of the argument but I feel as most of these arguments are invalid. LetGÇÖs start with CCP Rise.
CCP Rise wrote:We want you to be able to collect this reward during a lunch break or a 10 minute period where your kids are in timeout but also want to make sure there's some real gameplay associated with it.
ThatGÇÖs great and we appreciate you realize that time is somewhat limited and you don't want us to feel as though this has to be completed but your contradicting your motives for implementing this feature in your opening paragraph.
CCP Rise wrote:We leaned to the side of a better experience and removed the limitations, hoping that the logins we were generating were fairly empty, rarely leading to more actual activity in the universe. Well, it turns out we were wrong about that. Now, with before and after data we can see that making it into the client is a huge step towards real activity, even if the reason for logging in in the first place seems artificial.
Basically youGÇÖre saying the more logins you see, the more content that derives from them. Obviously that is true and I do agree but what do you consider actual activity in the universe? Logging in on a lunch break and killing a rat might be activity but what does it offer to the universe? There is no risk associated with this, no real personal investment, and no explanation for doing so other than get some fee SP. The people you are targeting this towards won't create your so called "real activity".
Now on the other side of the fence the people who say dailies ruin all games need to step back and take a look at the motive for those dailies. Most dailies are done to gain a special currency or specific item/reputation etc. It's not the daily in itself that ruins the game, it is the reward for said daily. As everyone knows Eve doesn't follow the same concept as your traditional theme park MMO. It is an open world sandbox and you play the way you want but it revolves solely around one forum of currency, ISK. Yes there is LP and what not but itGÇÖs mainly ISK. Now I am not disagreeing with most of you on the SP reward. I feel as though SP should never be the reward to entice players to play the game. That is too strong of reward that most people will not ignore no matter how you look at it. Back to CCP Rise:
CCP Rise wrote:Why Skillpoints? There's been a lot of feedback here that this kind of feature would be acceptable if the rewards were more monetary, either LP or ISK or something similar. There's a few reasons that doesn't really work and we feel pulled towards SP. I think the biggest one is that many people simply won't be motivated by LP or ISK, especially in the amounts we would be restricted to giving. SP simply has higher demand across more playstyles and player ages and that just makes it a more powerful incentive. Second big reason that we actually tried designs using item and ISK rewards and it quickly creates a lot of economic imbalances. Any time we are giving something away without much activity cost we are heavily sabotaging someone's gameplay. Whether it's because of devaluing LP, causing major inflation, or crashing item markets, it's all bad for you guys so we would rather avoid it.
As most of you have stated SP = ISK, ISK = SP with the introduction of Skill Injectors/Extractors, and as most have compared the numbers it roughly equals around 13mil ISK for 10k SP. Honestly it is not that much to break the bank or crash the market but 10 - 15 mil ISK reward is enough for a newbie to buy some nice things. Think about 10 - 15 mil once a day over a week, thatGÇÖs enough for me not to care if I lose one or two ships in some "real activity". Now back to "real activity", lets reward players for doing what they enjoy doing instead of forcing them to do something you think is "real activity" when in fact itGÇÖs just artificial login numbers. Why not introduce a type of reward system for those who are logged in for longer than 10 mins as well as those who only have a few mins? How about rewards for those who complete difficult objectives? This is a game built around social gameplay, so letGÇÖs reward those who contribute whether itGÇÖs in group PVP or Incursions.
In my opinion the best way to introduce a type of daily is to incentivize players to play the way they normally would without interfering with traditional gameplay. Also introduce other styles of play without the player feeling left behind if they are not completed. Here are a few examples:
Missions - Daily - Reward for 1st mission completed each day - Reward increases depending on agent lvl and security space - Flat reward for all missions depending on agent lvl and space, i.e.: lvl4 encounter pays equal to lvl 4 mining, lvl2 mining pays equal to lvl2 trade.
Incursions - Weekly - Reward for completion of 1st incursion during the week
PVP - Daily - Weekly - Reward for 1st kill of another player (being on the kill mail) each day - Reward for killing x amount of players a week
This is something you can extend to all "real activities" in Eve, marketing, exploration, production, etc. Balance it so the reward fits the risk and that the reward is for the individual and not shared. Create the system where the PVE Carebare will not sweat that he/she doesn't receive 10mil isk for not killing another player but that the Null Sec Pirate gets a reward for participating in killing 100 players a week, which creates your "real activity". This also helps those time limited people youGÇÖre trying to get to log in by letting them get on and do what they want. Lastly this will/can create more content by expanding rewards to large scale activities like incursions, or mass pvp battles which could draw others into trying these activities.
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