Topic: EP/Leveling improvements

Am I the only one that feels the ratio of EP earned/skill EP required is too high?

I feel that there needs to be more of an incentive to new players, like maybe an improved tutorial with EP rewards that are available for the first 2-3 weeks. 

Or possibility here. . . Just throwing it in the wind, maybe a way to trade NIC for EP? big_smile

Commence discussion -->

Re: EP/Leveling improvements

I think you are the only one, yes.  I certainly disagree.

Re: EP/Leveling improvements

I think you will eventually have the same issues EvE has. Once this game has been up and running for 6 months to a year you wont get many new players. New players will be at such a disadvantage and will always be way behind and in theory never be able to catch up.

If you don't start the game close to release you will always be behind the EP curve.

Re: EP/Leveling improvements

Tapped, that will be true no matter how the system is setup.  Anyone who has started playing earlier will have progressed farther than people who start later, because they have been around long and have done more stuff, and both of those two things will always be true.

The only real solution would be to routinely reset the game.  That wouldn't exactly be fun.

Re: EP/Leveling improvements

tapped, i dunno what you're on about, cause "that other game" is getting new players every single day. at a faster rate than people are leaving.

as for being at a disadvantage. that's only temporary. once the older guys have trained the relevant skills up to 10, there is nothing they can further do to improve certain stats. for example navigation affects your speed. they might have it before you from playing before you, but you'll soon train it up too and then there will be no difference between you and them. so long as there is a finite quantity of skills you can always catch up.

Re: EP/Leveling improvements

also keep in mind that the other older players are kinda whats keeping the market and production etc. running.

yes, new players are generally at a disadvantage, but isn't the idea of a game such as this to develop your skills over time, you know, aim for the top?

Re: EP/Leveling improvements

It's perfect the way it is. It's a system that rewards long-term play rather than macro-skilling your your character up, or grinding like a machine. (Was tempted to say South Korean.) This system also retains players MUCH longer than a standard system of grinding, as you have to work it up over a longer period of time.

In summary, it's a better system than any other for both players and the developers. Even if some of them don't know it yet.

[img]http://img203.imageshack.us/img203/5295/legionofdoom.jpg[/img]

Re: EP/Leveling improvements

thanto wrote:

I think you are the only one, yes.  I certainly disagree.

Eve is one of the very few games in the MMO buissness that has actually grown over time rather then have a all time high at launch and then decline.

Re: EP/Leveling improvements

From a solo standpoint the OP's point is true, but this is a Multiplayer game now isn't it? If you've come here to play by yourself, you've come for the wrong reasons.

Re: EP/Leveling improvements

Having not played the other game I do feel it a bit strange that when I need a new skill (e.g. to pilot a different mech) I just have to wait x days for it.

Sometimes I have been 200 EP short of an upgrade and wished there was something I could do to earn it rather than just stop playing for 3 hours and then log back in and see it is there.

I get that it makes people subscribe while not playing, and it is nice to come back from holiday to like 12k points but still it seems really odd that the most important stat in the game has nothing at all to do with the game, and is simply #of minutes since the account was created.

Re: EP/Leveling improvements

Atoosh wrote:

Having not played the other game I do feel it a bit strange that when I need a new skill (e.g. to pilot a different mech) I just have to wait x days for it.

Sometimes I have been 200 EP short of an upgrade and wished there was something I could do to earn it rather than just stop playing for 3 hours and then log back in and see it is there.

I get that it makes people subscribe while not playing, and it is nice to come back from holiday to like 12k points but still it seems really odd that the most important stat in the game has nothing at all to do with the game, and is simply #of minutes since the account was created.

While it may be frustrating on some occasions, it is mostly very clever and balanced concept.

In any game that wants to create attractive PVP environment, you want to keep players competitive at all levels and ages.

Real time skill system achieve that greatly. You cannot 'grind' your way to top nor you have to go through unnecessary content(usually PVE) just to be able to enter PVP.

Re: EP/Leveling improvements

I moved into an Arbalest in i think 4 days? and i spent a few points in places i didnt need to, so probably doable in closer to 72 hours from start. Was more than capable of playing around in the arkhe from minute 1, for either mining or fighting. And getting into the Yagel (or whatever 2nd bot you move toward) was not even remotely long, i think 3-4 hours? i forget. Might not even take that since you start with 1500 EP - I'd really have to do the math.
As it stands i think someone's EP calculator program (similar to evemon for eve) showed like 3 years or so of skills. Not sure where they are at exactly but if they speed it up too much, what's the point? Everyone being in top tier mechs with top tier gier within a month or two, kinda ruins the whole progression model for the player/game.

Re: EP/Leveling improvements

Just a thought but only buying the skill is a bit lame, theres should be the need to train it too. Lets say you buy a lvl on one category so to buy the next one you have to train it a bit or you will not be able to buy the next lvl, this can prevent a player that never played the game from start to jump right onto a Heavie and start asking stupid question like "where i go to hunt XXX". It just will give a meaning for the lore of the game that you have to wait and adapt to the new lvl so you dont "kill" your brain by putting more lvls than it can handle at that time.

Lots of people would disagree but i still think it would be usefull and can add a new lvl of strategy on the field.

>)

Re: EP/Leveling improvements

Perpetuum is a mix of linear time based and interactional progression system for games.

To be honest i dislike the idea of having a progression character wise in any case (level, time, etc.). I'm a fan of games where you don't need to progress your character at all, so even a new player will be the same level character wise as you. I like games where you 'win' by your actions and not an artificial factor like character progresson.

Re: EP/Leveling improvements

I'll have to agree with LatscherX on that one. However that method only tends to work with FPS's or RTS's. RPG's are a little harder to make that way but at Perpetuum is half way there.

Re: EP/Leveling improvements

Alexander MkII wrote:

However that method only tends to work with FPS's or RTS's. RPG's are a little harder to make that way but at Perpetuum is half way there.

Not really. Noone every tried it seriously. A game with no character progression will be mostly based on materialistic progression (e.g. you build a house and it stays there) or ideology driven game play (e.g. Planetside: control sectors etc.).

MMOs kicked into a time when game markets were infiltrated by capitalism. The word 'presistence' is rather a factor to keep someone playing and bind a player to a game.

Last edited by LatscherX (2010-09-02 18:04:42)

Re: EP/Leveling improvements

thanto wrote:

I think you are the only one, yes.  I certainly disagree.

Alone with the other only ones indeed. The topic is brought up all over again and I have yet to agree with any critic.

Older players have a higher rate of income, they also have a higher rate of expenses, buying EP with NIC will only favour them more. With the budgets at their disposal they can push a newly created character in no time, it will thus further seem to favour oldtimers, would it not?

I don't just embrace insanity. I feel it up, french kiss it and then buy it a drink.

Re: EP/Leveling improvements

LatscherX  - There are actually a couple games on the horizon that are truly action oriented for progression rather than level based. I'm really looking forward to them myself. One of the things that put of off of Eve was the fact that it wasnt a player's (by player i mean the person behind the keyboard on the other end) skill that beat me most of the time. It was the fact that he or she had been playing for enough longer than me to have enough of an advantage that i couldn't win no matter how good i was.

The games i'm talking about are not even in beta in NA yet, one is in really limited closed beta in europe, and both are space based mmo's, but twitch based, where you have to aim, so player skill, not character's skills/level, will determine the outcome of battles far more often than not. Or so they say on paper so far. I think both will do well in their own right, just one is F2P and other is sub based, so will depend on how the f2p one's item shop is handled, etc.

Needless to say the concept CAN work, and i think it will. Though i'm not against games woth lock on like eve and perpetuum, my preference, particularly for a mech style game would be to have torso twisting and player skill be more of a factor. Like it was in the old mechwarrior games, or playing battletech at virtual world.