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 Author New double the pres lost
SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-04-09 15:05   
Quote:

On 2011-04-09 06:07, *Alcedo* wrote:
It won't take a year for a new player to get in a dread. This change isn't that big. Just die less and you'll be fine.

This change will not result in less players. It may even result in a somewhat larger playerbase, since the low-risk, high rank-up system resulted in players leaving after playing a short time, because the game provided a not-challenging-enough gameplay. They thought it to easy.

This change will result in players thinking twice before simply jumping into a battle. Skills will count more. Decision-making will be a part in battles more. That's fine with me.



And you really think new players have the "skill" you describe so easily?
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-04-09 15:38   
Quote:

On 2011-04-09 15:05, SpaceAdmiral wrote:
Quote:

On 2011-04-09 06:07, *Alcedo* wrote:
It won't take a year for a new player to get in a dread. This change isn't that big. Just die less and you'll be fine.

This change will not result in less players. It may even result in a somewhat larger playerbase, since the low-risk, high rank-up system resulted in players leaving after playing a short time, because the game provided a not-challenging-enough gameplay. They thought it to easy.

This change will result in players thinking twice before simply jumping into a battle. Skills will count more. Decision-making will be a part in battles more. That's fine with me.



And you really think new players have the "skill" you describe so easily?




Its an ironic twist that smaller ships in the game require more skill to use than the larger ones. Which is precisely why larger ones should carry a big risk, to offset it somehow. But aside from that...

Well lets put it like this. If you think of nearly any PvP game and existence, the first couple days you start playing are always going to suck. Because you're going to die alot.

Now, if you have fast progression, you're giving them the easy way out - you're just trying to get them to dreads as fast as possible so they don't need to worry about skill. It cheapens the experience somewhat.

You slow down progression, you keep people in those smaller ships longer. You develop ALOT of much needed skills in those ships. You gain a greater appreciation of them too. Some may become so good in them that they fail to see a need to move onto larger ones. Perish the thought!

I say this, because I started playing in a time where getting your first dread was at least a couple months off from when you started. It did not deter players as much as you would think.





-Ent
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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2011-04-09 16:07   
Honestly I dont think making the press loss higher will solve the issue of dread space. It just means people will be more compelled to jump out when hulled.

To solve this we need to modify the gameplay such that there exists medium or small ships that can significantly damage large ships but without weaponary to deal with similar sized ships. Thus encouraging a more diverse fleet.

For example we could increase the damage of bombs against ships, thus encouraging the use of bombers against slow ships like stations. Bombs range from 10-20 gu/s so its nothing that a medium ship cant avoid.
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