
FT Cold
Rise Of The Fallen
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Posted - 2007.08.06 18:45:00 -
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Actually not having to grind for SP was one of the main reasons I even tried this game. To know that I can train skills while I'm at work/bar/movies is a huge plus; not because I don't want to WORK for my skills, but because without the money those skills are next to worthless (not to mention the ISK to buy them [for example capitol ship SB's]). So even though I have the skill, without making any money I'm still not getting anywhere (unless I sell the char, or I'm part of a huge alliance that gives me everything I ever needed).
I used to play L2 on Paradise (any other l2p players in EVE?) but it became such a grind that before the server went down I was getting sick of playing and was getting ready to liquidate all of my assests. I can also point to another game, Silk Road Online...
As for getting sp by doing things - I already rack up some pool when mining for a while. At a base of 10 mins a pop for ice mining, that's plenty of time to put in a rack or two depending on cargo hold size (and how good you are at pool). Couple that with the fact that I can take my laptop over to the table with me makes it even easier. So I'd be gaining sp for playing pool - nice. I know you are going to refer me to your OP, however I would still be gaining sp; the amount is not an issue.
I think there are refinements to be made before there would be implementation (which I hope never happens). Some suggestions I will pose as questions to which you can come up with your own response.
1. You say you can gain sp from producing items and also from mining - would this ever create a problem? (i.e. perfect production and perfect refine creating a loop such as mine->refine->manufacture->reprocess->manufacture->reprocess->ad nausem)
2. Would 25% be too much, too little, or just right?
3. What would be the basis for 25%, i.e. 25%/hour sp increase based on base attributes or 25% based on a predetermined agreed upon number. If on base attributes - then this would put older players with higher attributes making even more sp than newer players greatly increasing the divide.
I don't think it's easy to implement another layer of abstraction above a system such as this. There are too many variables for it to be implemented correctly and evenly.
To sum it up if you didn't read the wall of text: Very hard to implement ontop of current mechanics, too many variables and numbers not set in stone which could have the desired opposite effect than intended, people already get enough boost (isk/items) for being on 23/7 they don't need another incentive.
Originally by: CCP Wrangler And always practice safe sex!
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