Posted by: Matu Flp Krawfe
Posted by: lukems
We've seen other systems come and go where rampant abuse of progression systems has devalued the online ecosystem and the Online Credit Limit is just one of many countermeasures against these activities.
Such as? Rainbow Six Vegas 2 is probably the closest analogue to Halo Reach's "player incentive system" and it was easily able to maintain a healthy community of well meaning players without resorting to daily credit/exp caps, credit/exp neutering at higher commendations, or whatever else you guys have up your sleeves because unlike Halo Reach there was little, if any, motivation to try to go outside the system to earn all the cool ranks and armor.
Why? Because the -blam!- game gave you a decent amount in the first place. If you hold back on the credits and ranking to the protracted crawl that any player trying to get to captain is very familiar with, you create an environment wherein cheating the system, despite it's risks, offers sufficient returns to justify it because "the normal course of gameplay" doesn't satisfy the needs and wants of the player. This is the problem Rainbow Six Vegas 1 had and why the system was rebalanced to speed, not slow, player ranking.
Quoted for emphasis, it just simply isn't "fun" to rank up at a snails pace. Isn't that what a game is supposed to be about?
[Edited on 10.09.2010 11:16 AM PDT]