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Alpha

Found 1 result

  1. Edit: This post does not mean that I endorse this system, this is meant to be a discussion about the trial period. I will be adding peoples suggestions to the applicable pro/con list below Edit: THIS thread is proof that we can discuss a controversial topic in a constructive and respectful way, I love what I'm seeing from this discussion. DU will definately have some sort of trial period, however I haven't seen a dedicated discussion for what that trial period might/should look like yet. I've heard that Eve switched to a F2P system that includes a skill cap of some kind, so here are my thoughts If the skills were sorted into tiered groups where the 1st tier allows the player to participate in that activity on a basic level, then a character could have their skills locked to 1st tier when their trial period ends or when their subscription laps. Let me define what I mean by lock. If a Locked Skill is higher than 1st tier, it can no longer increase. The skill can still progress up to 1st Tier, however it will not go beyond it. If your skill was higher than 1st when it became locked, you won't lose your progress. You will simply be "stuck" at a low level until unlocked by renewing your subscription. Advanced skills that are 2nd tier or higher might be rendered unusable while locked, such as "advanced mining". This means a new player could continue to play at a basic level once their trial ends, but would not be able to mine, scan, fly, etc beyond a very basic level. This would apply too for a player who's subscription lapses, they might be unable to fly their ship, might be unable to use certain ship systems, might be unable to build with an advanced polymer, or use their gun if the skill required becomes locked. If implemented, players might still need a limit to how long they can play while locked. If the full free trial is 2 weeks for example, the player might be able to continue playing with skill caps for another month afterwards. This locked status could also be a fallback specifically for lapsed subscriptions, to allow a player to consolidate and liquidate assets in order to earn a DAC. This system wouldn't be perfect, but worth discussing and going over the pros and cons. EDIT: At the moment the Cons seem to be way outweighing the pros. Pros: Working Class: This could bulk up the player count with redshirt level players. Evil empires need the storm-trooper equivalent now and then, big projects Demand for DAC's: Players will have ways to earn DAC's beyond the trial period, and would have a chance to sell off ships or materials for a DAC while locked if they return from a long break. More demand means a better Quanta price for DAC's, which means players with expendable income will have more incentive to shell out. More money for NQ makes a better DU. Higher Demand for Economy Ships: If building a basic ship takes a long time or a lot of infrastructure as the Devs have implied, then there will be a higher demand for Low-tier ships/tools. Any items that can't be made by locked players, but can still be used by locked players will have a high rate of consumption. This would incentivize orgs to mass-produce efficient constructs and brand-names could emerge. Could be a good marketing tool: It is hard to say if a capped play experience after the trial period would add much, but the frustration of trying to play while locked AFTER having the full experience might motivate subscription renewal. EDIT: Suggested by mrjacobean - Less currency lapse: since players can still buy/sell after their subscription lapses, it doesn't cause currency to vanish with them. Cons: Server Load: The servers might bet bogged down by stat-locked players. Solution: auto-kick locked players during high traffic. Prioritize subscribed players first, followed by players that are in the trial period, followed by locked. Gold Farmers: This opens the door for players attempting to farm for DAC's. This could be a bad thing. Undesirable Players: Yeah I said it, players with less to lose are more likely to be a negative influence on the community. If creating a trial account is easy enough, we are more likely to get skummy players and trolls. If they can stay longer, there will be more of them and create a toxic environment. Slavery: We see this behavior emerge in Rust, where large orgs take advantage of freshly spawned players and force them to grunt work. If orgs can take advantage of locked players without breaking the rules, it might make the game a worse place to be. EDIT: suggested by captaintwerkmonger - Turncoat Nakeds: players using an alt to masquerade as newbies and sabotage a ship. Solution: Make trial-period characters labeled in an obvious way, do the same for locked characters. Edit: Suggested by Shyrnas - Resentful Parasites: allowing players extremely limited access for free creates a resentful class of player. This resentful class could be a serious PR problem for the game, causing more damage than the option would be worth. Thoughts?
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