- Jun 3, 2020
Fortunately SV has more important stuff to work on than scaring players away from the game by adding this sort of systems.
It is ok for training to take some time.And once you hit 100 the grind is over and the amount of crafting a PvP centric player does is a fraction of what he did when he was grinding it up. By your logic, skill loss over time would be great to stimulate more diverse activities if someone wants to keep all the skills they don't use too frequently.
I do agree with this. A "simple" loss over time would punish casual player without really punishing players how can play every day as they could simply "check" each of their skill by doing something simple that resets the "skill loss timer".I vehemently oppose skill loss in any game, it's just a really, really bad idea.
There aren't many things more annoying than losing hard earned progress in a game where it can take weeks or even months to max a skill.
Like others have said, you don't punish your players for no reason. That's not hardcore, it's just bad game design.
I want to work towards goals in the games I play, in the order I want to, in the time it takes me. I don't want to be constantly paranoid about using every skill I have to avoid them decaying.
In practical reality, a system like this would simply result in people having what are essentially daily quests, to use all their skills at least once to avoid the decay. But instead of being rewarded for playing the game you get nothing and it's just house keeping.
I'm against it.