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Ishukone Billboard
State War Academy
Caldari State
#1141 - 2016-04-11 22:04:44 UTC
- get rid of the attribute enhancers in the process (no more fear to lose those shiny implants, that would kick me in the next badass ship 3 days earlier)
- instead of unallocated sp -> attributes enhanced
- scale the enhancement to the sp of the account (not character), where newer players (up to 10m sp?) get the attributes enhanced by +5 and the older / vets only +3 (or alike scaling)
- larger timescale than daily (don’t make it a job, as i already have one irl), maybe once in a month
- reuse your guristas hunt code (one in a month ingame mail „the empire is in need of your help, bash the badass NPC’s … bla bla“ / accept / updated neocom)
wurstsalat
RedCounty
#1142 - 2016-04-11 22:08:13 UTC
Erihn Sabrovich wrote:
Poranius Fisc wrote:


Why should your inactivity be equal to someone actively playing the game?

Atypically, how much you put into a game is what you get out of it.

Technically, you are not losing skill points, you are gaining extra. Also the window is said to be 22 hours. so it's technically any time after the 22 hour window opens.

And yes, you are lazy. Maybe it should be adjusted to once a week, but still your way of gamming promotes "log in to adjust skill queues and log off. I'm getting the same SP as all those people actively playing".


It's also true for board games... Some 5k go player who don't play much won't progress as fast as some other who is actively playing.

Well, when it's about Go, Chess, Checkers, Backgammon, ... the more you play, the stronger you get... But also, the stronger you get, the more effort it'll require to continue to get stronger...

At first, you can learn much by just watching some games and solving problems... but when your level increases, it'll require more and more active playing to get stronger.


And even when it's about learning things, the more you progress, the more EFFORT you'll need... just reading lazily won't get you much anymore...

The leaning curve is not only about time, it's also about effort put in the task...


And it's definitively *NOT* a matter of staying idle a longer time...


Hand a completely new player 1000 skill injectors and 100b. He will blow it all against experienced players and barely kill anyone.

Give a 10 year old bittervet a new completely empty account. He will dunk people with a t1 frigate and III skills.

This is the unique thing about EVE. Skillpoints in the game don't guarantee you a win or loss as in WoW or other themepark games. The actual skill you level up when playing is in your own head, not on CCP servers. And we don't need dailies to change that.
Lugh Crow-Slave
#1143 - 2016-04-11 22:08:54 UTC
Ishukone Billboard wrote:
- get rid of the attribute enhancers in the process (no more fear to lose those shiny implants, that would kick me in the next badass ship 3 days earlier)
- instead of unallocated sp -> attributes enhanced
- scale the enhancement to the sp of the account (not character), where newer players (up to 10m sp?) get the attributes enhanced by +5 and the older / vets only +3 (or alike scaling)
- larger timescale than daily (don’t make it a job, as i already have one irl), maybe once in a month
- reuse your guristas hunt code (one in a month ingame mail „the empire is in need of your help, bash the badass NPC’s … bla bla“ / accept / updated neocom)



why should it be harder for a vet to try something new than a new player


say i have 120M sp but i have never flown logi or AF

why does a new player get to try that game play b4 me


stop making the game worse for vets just for the sake of it eve used to be a game where no one was inherently better than anyone else way was this seen as a bad thing
sero Hita
Science and Trade Institute
Caldari State
#1144 - 2016-04-11 22:10:54 UTC  |  Edited by: sero Hita
Like some has already said make it once per account pr day (in between downtime). Logging in all alts and kill a rat will just be annoying. If CCP are correct in that logging in leads to you doing more things, one logging would suffice, right?.

Or just strait out give people 10k sp per day after being undocked for 10-15 min (if technically possible? could be like a new timer, next to the weapons timer, counting down stopping when docked) At least haulers, people transporting PI stuff, pvp'ers and explorers would also be included in this.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Erihn Sabrovich
#1145 - 2016-04-11 22:11:29 UTC
wurstsalat wrote:


Hand a completely new player 1000 skill injectors and 100b. He will blow it all against experienced players and barely kill anyone.

Give a 10 year old bittervet a new completely empty account. He will dunk people with a t1 frigate and III skills.

This is the unique thing about EVE. Skillpoints in the game don't guarantee you a win or loss as in WoW or other themepark games. The actual skill you level up when playing is in your own head, not on CCP servers. And we don't need dailies to change that.



So, if I understand you well, it don't matter if player willing to get more SP by doing dailies can do it and if players who don't want to don't do it as the amount of SP is not important...

So, why are you all fighting so much against it ? if it don't matters ?
Lugh Crow-Slave
#1146 - 2016-04-11 22:11:49 UTC
wurstsalat wrote:
Erihn Sabrovich wrote:
Poranius Fisc wrote:


Why should your inactivity be equal to someone actively playing the game?

Atypically, how much you put into a game is what you get out of it.

Technically, you are not losing skill points, you are gaining extra. Also the window is said to be 22 hours. so it's technically any time after the 22 hour window opens.

And yes, you are lazy. Maybe it should be adjusted to once a week, but still your way of gamming promotes "log in to adjust skill queues and log off. I'm getting the same SP as all those people actively playing".


It's also true for board games... Some 5k go player who don't play much won't progress as fast as some other who is actively playing.

Well, when it's about Go, Chess, Checkers, Backgammon, ... the more you play, the stronger you get... But also, the stronger you get, the more effort it'll require to continue to get stronger...

At first, you can learn much by just watching some games and solving problems... but when your level increases, it'll require more and more active playing to get stronger.


And even when it's about learning things, the more you progress, the more EFFORT you'll need... just reading lazily won't get you much anymore...

The leaning curve is not only about time, it's also about effort put in the task...


And it's definitively *NOT* a matter of staying idle a longer time...


Hand a completely new player 1000 skill injectors and 100b. He will blow it all against experienced players and barely kill anyone.

Give a 10 year old bittervet a new completely empty account. He will dunk people with a t1 frigate and III skills.

This is the unique thing about EVE. Skillpoints in the game don't guarantee you a win or loss as in WoW or other themepark games. The actual skill you level up when playing is in your own head, not on CCP servers. And we don't need dailies to change that.


but give a bitter vet 1000 skill injectors and 100b and he will beat the vet on the new character

sp is not an i win button but it is advantages
Tippia
Sunshine and Lollipops
#1147 - 2016-04-11 22:13:37 UTC
Erihn Sabrovich wrote:
Except that

Except nothing.

It's a simple fact of how ships, equipment, and their bonuses work. At any time you're doing anything, the vast majority of your skills are irrelevant. This portion only increases the more your character gets older and train more skills. But more than that: the older and “better” trained it becomes the less valuable the SP become due to the massive diminishing returns, which is inherent in how skill training works.

The skill gap ignorant people complain about doesn't exist — it's a figment of their imagination born out of their complete miscomprehension of how the skill system works.

Quote:
What you need to grind is ISK.

Which has nothing to do with the topic at hand and is not an argument against the facts you're trying to argue. If anything, it just further proves how idiotic the proposed mechanic is: it doesn't actually help with the thing you claim “normal” players need help with (which, by the way, they don't — ISK is pretty trivial to come by these days).

Quote:
So, your current SP for your main/First toon includes both the applicable SP you're talking about and the "SP needed to accumulate the needed ISK”
Those are the same SP, and for the most part, an utterly minute amount of SP is required to accumulate vast amounts of ISK. Technically, you don't need any SP to get huge amounts of ISK.
Nevyn Auscent
Broke Sauce
#1148 - 2016-04-11 22:16:03 UTC
Erihn Sabrovich wrote:

Except that you have to spend SP on these lower hulls anyway (unless you're playing a 2nd/3rd/... toon and your main can provide him with a big supply of ISK or unless you are going to be pay to win with plexes for money).

To get to a battleship you only need to train skills to 3 along the way. That takes about 2 days or 100k or so of SP.
With a ship at 3 you can use it just fine to earn isk along the way also.
Guns similar, except even fewer categories.
So no, there is no significant skill gap. And there is no need to train stuff to V along the way. You might indeed do so and use it, or you might be like me and have tens of millions of SP in items you've never even used because you like the potential to use it sometime in the future. But simply because you chose to do so, does not make the skill/power gap exist.

If you have one lvl 100 character in WOW, and I have 20 lvl 100 characters, I am not 20 times more powerful than you, because I can only play on one at a time. In fact you are probably more powerful than me because you only play a single class so know every single trick while I play lots so I might know them all generally but don't focus as much on them.
EVE is exactly the same in terms of how SP actually relates to power.

So sure, a brand new character is not as powerful, but it also does not take long for them to become as powerful. And there is no specific need for them to get faster training for that initial time period. Even if there was, Daily quests are not the right way to deal with it. There exist multiple other avenues for new players to be supported better IF it is required at all than introducing a repetitive grind.
wurstsalat
RedCounty
#1149 - 2016-04-11 22:18:38 UTC
Erihn Sabrovich wrote:



So, if I understand you well, it don't matter if player willing to get more SP by doing dailies can do it and if players who don't want to don't do it as the amount of SP is not important...

So, why are you all fighting so much against it ? if it don't matters ?



Because it's dailies. It matters. Did you ever play a game with dailies? Did you ever hear anyone say "Eh who cares about the daily" in a game? Everyone will force themselves to do that, leading to increased burnout.
Tippia
Sunshine and Lollipops
#1150 - 2016-04-11 22:23:07 UTC
Nevyn Auscent wrote:
To get to a battleship you only need to train skills to 3 along the way. That takes about 2 days or 100k or so of SP.
With a ship at 3 you can use it just fine to earn isk along the way also.
Guns similar, except even fewer categories.

[…]

So sure, a brand new character is not as powerful, but it also does not take long for them to become as powerful. And there is no specific need for them to get faster training for that initial time period.

To put this into perspective, Tippia is an 8½ year old character with some 160M SP.

Venture to guess how long it would take for a new character to be better than me at
• Flying a frigate
• Flying a cruiser
• Flying a battleship
• Doing PI
• T2 production
• T3 production
• Trading
• Exploration
Erihn Sabrovich
#1151 - 2016-04-11 22:25:06 UTC
wurstsalat wrote:
Erihn Sabrovich wrote:



So, if I understand you well, it don't matter if player willing to get more SP by doing dailies can do it and if players who don't want to don't do it as the amount of SP is not important...

So, why are you all fighting so much against it ? if it don't matters ?



Because it's dailies. It matters. Did you ever play a game with dailies? Did you ever hear anyone say "Eh who cares about the daily" in a game? Everyone will force themselves to do that, leading to increased burnout.


Except that EVERY SINGLE TIME there are talks about alternative ways to get SP, whichever they are, you see the same old players that keep saying that SP are not relevant get all nuclear against it...

So, it's not only about the dailies... the same happenned for every single other options...

Which means that either you're hypocritical and SP really does matter or you're quite inconsistent...
Lugh Crow-Slave
#1152 - 2016-04-11 22:27:41 UTC
Erihn Sabrovich wrote:
wurstsalat wrote:
Erihn Sabrovich wrote:



So, if I understand you well, it don't matter if player willing to get more SP by doing dailies can do it and if players who don't want to don't do it as the amount of SP is not important...

So, why are you all fighting so much against it ? if it don't matters ?



Because it's dailies. It matters. Did you ever play a game with dailies? Did you ever hear anyone say "Eh who cares about the daily" in a game? Everyone will force themselves to do that, leading to increased burnout.


Except that EVERY SINGLE TIME there are talks about alternative ways to get SP, whichever they are, you see the same old players that keep saying that SP are not relevant get all nuclear against it...

So, it's not only about the dailies... the same happenned for every single other options...

Which means that either you're hypocritical and SP really does matter or you're quite inconsistent...


it seems ppl pro dailies are saying that SP is not a big deal


most ppl against dailies are saying we dont care about the SP its the god damn implementation of any sort of dailies we are against
Erks
Space Farce 1
#1153 - 2016-04-11 22:28:35 UTC  |  Edited by: Erks
CCP Rise wrote:
Okay, let's see if I can provide some context for our decision to add daily opportunities to eve and maybe answer some of your bigger questions.

Why Dailies?
Why Skillpoints?
Why so lazy?
New players
Wow CCP


Many people provided good feedback, here's some of mine, I'm ingeneral of the view that there should be some changes to it.
Before we had a negative reward to not logging in, now we have a positive one for logging in. Pretty much a 'have your cake and eat it too' scenario :)

So first some key points, this is a change that'll have bigger consequences than immediately apparent. But first if you're set on this, some tweaks may be taken:

  • 22 hour clock: I get why it's 22 hours. With 'on server reset' dailies a la GW2, one is able to combo group the daily completion to a longer session every 2 days around 'server reset' time. Its a emergent behaviour that won't be possible here. I don't know if you want that to occur but it gives players more wiggle room to be OCD.
  • My half hearted proposal would be to have multiple reset windows every 4 hours, this would mean a flurry of activity as players rush out on to the field. ie { if (time since last trigger >= 22 && server time mod 4 == 0 ) allow new trigger }. Likely over engineered I admit.
    The fear is, with 22 hr clock, unhealthy min-max behaviour will be tacitly encouraged, much like with 3 am skill queue changes.

  • Release with more than just proc-ing on NPC kills: the first release should encourage many play styles. On NPC death only focuses on certain skill sets, while harming non-combat characters. Some people will camp the starter-systems with this change. if you spread the accessibility out; -10.0, traders and miners will feel less 'prosecuted'. Any delay of the initial daily release would be, in my eyes, worth it if it meant at least 3 proc-ing events were available. EVE is a sandbox game and that also implies no access to the combat sphere. Focusing on in-space proc's make sense.

  • Reward per account not per character: Fairly simple, this is coming from GW2 experience here. The extra slots add no meaningful game play actions, typically accounts have a 'main' either way that could benefit from it. Though I do have alts that would benifit from ~416 sp/hr effective, I rather let that be a player choice to apply. Skill inflation is also a concern, though you have the metrics to check that out. Reading the tea leaves, I think CCP isn't happy with skill injector prices wrt to PLEX ratios.


Those were the smaller tweaks, My the real thing I don't like about it is how artificial it feels- not the lazy argument. The context of playing EVE has some different meanings around skill points that this doesn't reflect. Skill points from thin air is bad. This grants access to 0.6 of a Skill Injector per month and that's closer to free play time, no matter the Skill Injector price. One could argue it's disbursement from the Skill Extractor inefficiency, but that misses the point.

One way to address, is to add some more levers to this process. My favourite at the moment is adding this 10k SP drop as an immediately used LP store item. I'd like to call them 'Analysis Reports'. I know that the opportunity system is Rise's baby, but those in space events benefit from the established context of in space drops. LP points are the most useful drops in this context. This way we have more levers:


  • Restock delay on the 10k SP 'analysis report' itself
  • Adjustable LP payout on the daily opportunity: ~2x a lvl 4 for a first number.
  • Adjustable LP cost on the 10k SP
  • Adjustable LP type received


This way we have a choice: do the daily or use stored LP from a longer play session. Which is much more meaningful I think, and can last the ~10 min mentioned or several hours. This gives an LP sink, raising the value of poorer chosen types (via raised opportunity cost) and an equal LP source. And the benefit is it ties into the mission structure which has many player sources.

One meaningful way to approach the opportunity system for this would be to create mini-missions, lasting 10 minutes. I think this entire thought process calls for this extension- for generating mini-sites for content.

TL;DR: Most important: _more than one proc event on release_. Add the 10K SP as a limited, time refreshed LP store item. SP gains in space don't match EVE's context, LP and items do.
wurstsalat
RedCounty
#1154 - 2016-04-11 22:28:55 UTC
Erihn Sabrovich wrote:


Except that EVERY SINGLE TIME there are talks about alternative ways to get SP, whichever they are, you see the same old players that keep saying that SP are not relevant get all nuclear against it...

So, it's not only about the dailies... the same happenned for every single other options...

Which means that either you're hypocritical and SP really does matter or you're quite inconsistent...


It doesn't matter what exactly they give out. The fact alone that there's a really easy thing to do every day, for a small benefit you wouldn't get otherwise will drive people crazy.

I don't care what happened for other options, I'm completely apalled by this single thing, dalies. I don't care what it gives you for completing, I'm 100% against it. It's a disgusting game mechanic. It will do nothing to add to the game, only annoy people.
Frostys Virpio
State War Academy
Caldari State
#1155 - 2016-04-11 22:36:56 UTC
wurstsalat wrote:



Because it's dailies. It matters. Did you ever play a game with dailies? Did you ever hear anyone say "Eh who cares about the daily" in a game? Everyone will force themselves to do that, leading to increased burnout.


I did and never felt penalized for not doing them. I play games to enjoy the time I spend on them, not min/max every single god damn point of it. Stop taking game as your second job and you'll realize nobody is forcing you to run any daily except yourself.
Poranius Fisc
State War Academy
Caldari State
#1156 - 2016-04-11 22:37:34 UTC
Nevyn Auscent wrote:
Erihn Sabrovich wrote:

Except that you have to spend SP on these lower hulls anyway (unless you're playing a 2nd/3rd/... toon and your main can provide him with a big supply of ISK or unless you are going to be pay to win with plexes for money).

To get to a battleship you only need to train skills to 3 along the way. That takes about 2 days or 100k or so of SP.
With a ship at 3 you can use it just fine to earn isk along the way also.
Guns similar, except even fewer categories.
So no, there is no significant skill gap. And there is no need to train stuff to V along the way. You might indeed do so and use it, or you might be like me and have tens of millions of SP in items you've never even used because you like the potential to use it sometime in the future. But simply because you chose to do so, does not make the skill/power gap exist.

If you have one lvl 100 character in WOW, and I have 20 lvl 100 characters, I am not 20 times more powerful than you, because I can only play on one at a time. In fact you are probably more powerful than me because you only play a single class so know every single trick while I play lots so I might know them all generally but don't focus as much on them.
EVE is exactly the same in terms of how SP actually relates to power.

So sure, a brand new character is not as powerful, but it also does not take long for them to become as powerful. And there is no specific need for them to get faster training for that initial time period. Even if there was, Daily quests are not the right way to deal with it. There exist multiple other avenues for new players to be supported better IF it is required at all than introducing a repetitive grind.


You make a point, but my cross counter is the concept of training only what you need to 3 is the exact reason for soo many blown up battleships out there.
Tippia
Sunshine and Lollipops
#1157 - 2016-04-11 22:43:36 UTC
Poranius Fisc wrote:
You make a point, but my cross counter is the concept of training only what you need to 3 is the exact reason for soo many blown up battleships out there.

Sure, but that just further demonstrates that the supposed gap in question is not one of SP, but of actual play time and game experimentation, quite contrary to what the myth would suggest.
Frostys Virpio
State War Academy
Caldari State
#1158 - 2016-04-11 22:52:22 UTC  |  Edited by: Frostys Virpio
Tippia wrote:
Nevyn Auscent wrote:
To get to a battleship you only need to train skills to 3 along the way. That takes about 2 days or 100k or so of SP.
With a ship at 3 you can use it just fine to earn isk along the way also.
Guns similar, except even fewer categories.

[…]

So sure, a brand new character is not as powerful, but it also does not take long for them to become as powerful. And there is no specific need for them to get faster training for that initial time period.

To put this into perspective, Tippia is an 8½ year old character with some 160M SP.

Venture to guess how long it would take for a new character to be better than me at
• Flying a frigate
• Flying a cruiser
• Flying a battleship
• Doing PI
• T2 production
• T3 production
• Trading
• Exploration


Well unless those skills are totally off of those, then it's a few month for any of those with each ship class getting shorter as the newbie progress trying to get to your point because the "sunk cost" of support skills is paid at some point.

Take a merlin for example. It's basic with shield tree, Gunnery support skills + small hybrids (+ spec proabably both spec to IV), engineering support, navigation tree, spaceship command + caldari frig, some hull and armor for basic buffer bonus.

From there, all combat ship gets easyer because buffer, navigation, engineering and gun support is done. If the cruiser is a Moa for example, your next step should require Caldari destroyer skilled up, Caldari cruiser, medium hybrid (+ specs) and small drones.

It's more like an SP stair we deal with. Not really a curve because some "steps" are required to some goals even if they give you nothing directly for your goal but definitely not a cliff. This game sure isn't a case of "you are useless unless you can fly all T2 cruisers or something like that like some people see it.

EDIT : Also of note, training all required skill to I then all to II and... will get a palyer to around ~80% of your level rather fast. The last ~20% is the long part. You and many people know that but many also probably don't.
Ishukone Billboard
State War Academy
Caldari State
#1159 - 2016-04-11 23:10:43 UTC
Lugh Crow-Slave wrote:
Ishukone Billboard wrote:
- get rid of the attribute enhancers in the process (no more fear to lose those shiny implants, that would kick me in the next badass ship 3 days earlier)
- instead of unallocated sp -> attributes enhanced
- scale the enhancement to the sp of the account (not character), where newer players (up to 10m sp?) get the attributes enhanced by +5 and the older / vets only +3 (or alike scaling)
- larger timescale than daily (don’t make it a job, as i already have one irl), maybe once in a month
- reuse your guristas hunt code (one in a month ingame mail „the empire is in need of your help, bash the badass NPC’s … bla bla“ / accept / updated neocom)



why should it be harder for a vet to try something new than a new player


say i have 120M sp but i have never flown logi or AF

why does a new player get to try that game play b4 me


stop making the game worse for vets just for the sake of it eve used to be a game where no one was inherently better than anyone else way was this seen as a bad thing


simple:
why not? i for myself have a main of about 170 m sp and don't feel penalized if newbros have a little advantage in the beginning

i like newbros and wan't as many as possible as they enrich the gameplay (ever tried pvp and starred in empty local?) and don't mind if they get some incentives on the long way becoming a vet

aside from this, the scaling isn't something new, as the same idea came along with skill injectors
Erihn Sabrovich
#1160 - 2016-04-11 23:11:13 UTC
wurstsalat wrote:
Erihn Sabrovich wrote:


Except that EVERY SINGLE TIME there are talks about alternative ways to get SP, whichever they are, you see the same old players that keep saying that SP are not relevant get all nuclear against it...

So, it's not only about the dailies... the same happenned for every single other options...

Which means that either you're hypocritical and SP really does matter or you're quite inconsistent...


It doesn't matter what exactly they give out. The fact alone that there's a really easy thing to do every day, for a small benefit you wouldn't get otherwise will drive people crazy.

I don't care what happened for other options, I'm completely apalled by this single thing, dalies. I don't care what it gives you for completing, I'm 100% against it. It's a disgusting game mechanic. It will do nothing to add to the game, only annoy people.


I do agree with you on one point : the daily aspect is not a very good thing...



On the other hand, older players WILL leave anyway... Some may leave for RL events, other because they get bored, other could leave for financial reasons, ... which means that CCP needs to get new players.

EVE mechanics are quite difficult to understand, which may be a big turn off to new players... But it's not the only turn off... (and somehow, that turn off is quite a good thing as it somehow protect us from "kiddies")

The skill gap is a fact (even if it sometimes don't matters so much, it's present and the videos of epic fights that you may see will make that feeling even worse). You don't need to be able to pilot capitals to have fun (to be honest, I'm having enough fun with my BC that I don't care to switch to a BS although I've both the skills and ISK to do it). But for new players, having a look at how much time it'll need to be able to pilot them is a big turn off...

We both understand game mechanics enough to choose our skills wisely... but for someone who is new to the game, it's not true... there are so many of them, Aura's tutorial is opening so many career opportunities that they will learn useless skills... An average newbie may end up with more than half of his SP spent in useless skills... because he just has no clue... On the other hand, these are usually cheap skills and if he feel he can easily get these SP back (with dailiers or other), it won't be felt as a severe mistake...

Another problem is the lack of "persistant rewards"... It may sound silly but many people like to get their actions rewarded... and not only through expandable things (modules, LP, ISK, ...) but also through long-term effects... You see people grinding reps just for the fun of it... How many people farmed SOE LP's to buy a ship that they don't plan to use... only because they see that ship as an hard-earned reward... But that kind of rewards are scarce and usually not visible to new players which is another turn off...

Even it pisses me off each time I reinstall the game (I'm playing through WINE so it happened a little more than it does for a Windows player), opportunities are a great addition as it gives some goals to new players... dailies/weeklies/monthlies/... for SP can be thought the same way as SP (and skills) are the most persistent data (even more since you don't need to upgrade your clone anymore)

As I said earlier, it don't really matter for "older players"... they don't want to change their playing behaviour no matter what so the dailies would only pisses them off (like you said)... But it may be useful for younger players... That's one of the reasons behind my suggestion of decreasing return... make the dailies nearly worthless for older players so they don't feel required to do them...

And that's when some older players got nuclear on me... You may think some other way, but many older players think that their higher SP is some holy graal and that anything that could even slightly erode it is a severe offence... Like spoiled brat who are getting angry at the idea that some other children could get some toys similar to theirs...

As I said the same happened every single times some way that could lower the skill-gap have been told off on the forum... So the problem is not only "daily" related...