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Old 11-24-2010, 08:25 AM   #11
Mulie
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Join Date: Jan 2009
Location: Vancouver
Age: 37
Posts: 190
Default Re: New Veteran Status - Opinions?

Quote:
Originally Posted by MetalAtlas View Post
so youre saying that if i wanted to be a vet, id haveta go whore songs to get the AAA's?
No.

Quote:
Originally Posted by Mulie View Post
Even I'm almost tempted to agree. However, after a little thought, I'm not convinced adding a skill factor would have the effect you two suggest.

Most people play the game repeatedly, gathering GTS and slowly improving their skill. Since that Vet threshold's scaled fairly low at a requirement of 4,500 points (with 5 points per AAA, 1 per FC), making the FCs they earn worth something as well as the few AAAs they can muster, most players would reach Vet as a function of natural game progression long before filling even a third of the skill point cap; simply because they'd simultaneously be earning points from GTS and time (and if they're really into the community, posts). This should become pretty evident if you look at all those stats I listed, but with a little more credit for their AAAs and FCs (since I didn't revise them). [example]

And once one gains Vet status, one wouldn't have to concern themselves with it again.

These "veteran points" should be a hidden part of the calculation. Rather than segregating players, it would encourage game involvement, becoming another piece of underground knowledge (adding depth to the game at the root of the community), and rewarding players for their accomplishments.

There's a very low incidence of new accounts belonging to players that are already very good at FFR in relation to those of people just starting. But adding these facets would allow those experienced accounts (e.g. Dragon Shot/Velocity) to gain the Vet status they deserve without having to grind the game for GTS, and even still without negatively affecting the inexperienced.

With this system, DS could realistically earn veteran on Velocity in fewer than two months.
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