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Player Features and Ideas Discussion

 
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Skill Depletion UO Style (Revised Completely).

Author
Evil Vile
Drunken Brawlers
#1 - 2012-05-24 17:38:55 UTC  |  Edited by: Evil Vile
I'm just altering this thread with a second idea, instead of making a new thread completely since this is covering the same topic.

I started reading other threads asking people about skill rebalancing, and a lot of the controversy was the issue with fast-tracking skills completely. Even though my previous idea somewhat remedied this issue, it still wasn’t enough. So, I started thinking back at other systems, and instantly slapped myself for not thinking about it earlier. The skill system in UO was perfect for specialization, and tweaking skills. So, with that in mind, here is my suggestion built on that idea.

Instead of a true skill refund, we set a skill to decrease in SP, while giving a boost to attributes that the skill was trained on. When those attributes are used on another skill, each SP it gives as a bonus is then removed from the skill set to decrease.

Example:

Skill: Mining Barge Level 3
Attributes: Perception, Willpower
SP: 32000

If we set this skill to be depleted, then the character gains +1 to perception, and willpower. If we train a skill with this skill set to deplete like minmatar frigate using the same attributes, the character gains another 60SP/hour on perception, and another 30SP/hour of willpower. If we train minmatar frigate for an hour, the extra SP given is taken out of the Mining Barge 3 skill. So, after one hour, Mining Barge is then down to 31910. If we were to train another skill like Contracting, we only gain the added 30SP/hour for the secondary skill of Willpower. Just like the other skill, we would be removing 30SP/hour from the skill set to deplete. Once the skill is out of SP, the bonus attributes go away, allowing you to pick a different skill to deplete. With this type of depletion, it would take a little over 2 weeks for Mining Barge 3 to drop to zero SP.

Summary: Using an “Ultima Online Style” skill depletion, we offer the ability to move SP around, but not in a way that people could take advantage of it to “quick switch” specializations. Overall this is a great way for pilots to fine-tune, and polish their build without having to worry about people respecializing quickly. It still leaves a great amount of time to make up for the pilots mistakes, while giving the pilot an option to put the SP elsewhere. None of the previous issues of skill rebalancing will apply to this, so please comment if you see an issue as other discrepancies do not apply.


Changelog:

6/4/2012 : Post #18 - Faster Depletion/SP Gain
Robert Caldera
Caldera Trading and Investment
#2 - 2012-05-24 17:42:26 UTC
not gonna read that wall of text.

skill remap was and still IS a terribad idea in any form.
Evil Vile
Drunken Brawlers
#3 - 2012-06-01 18:19:40 UTC
Edited original idea, with completely new idea. Replies above do not apply. Original idea quoted in post for archival purposes ONLY.
Ry Anubis
HotRock Mining PLC
#4 - 2012-06-01 18:24:43 UTC
Tbh it Would suit me perfectly as i havent used my indy skills in years
Mira Lynne
State War Academy
Caldari State
#5 - 2012-06-01 23:37:34 UTC
+1 for a great Idea.

One Question: Only one skill can be selected to be depelted at a time, correct? So no setting ten or twenty skills to deplete and having upwards of 40 attribute points

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Evil Vile
Drunken Brawlers
#6 - 2012-06-01 23:50:04 UTC
Mira Lynne wrote:
+1 for a great Idea.

One Question: Only one skill can be selected to be depelted at a time, correct? So no setting ten or twenty skills to deplete and having upwards of 40 attribute points


Exaclty. The whole point is to slowly redistribute SP to skills in a spec, and not giving the option to exploit for quick SP gain. This is one reason I ditched the idea of giving more bonuses depending on the rank of the skill as well.
Bulaba Jones
Bad Influence.
#7 - 2012-06-02 11:50:10 UTC
Robert Caldera wrote:
not gonna read that wall of text.

skill remap was and still IS a terribad idea in any form.


Not gonna read your short little quip of a post, ****! Muhahaha!



Back to reality... if reality is actually real on internet spaceships, I think this is a good idea. When you start out on Eve you undoubtedly train some skills which you initially think will help you, but you end up either not using or use all-too-infrequently. I'm sure this idea could be refined further, but the concept of a limited transfer of skills you don't want to keep would seem to improve the game.
Xhaiden Ora
Doomheim
#8 - 2012-06-02 12:17:25 UTC
That's actually a pretty good idea. Satisfies both camps. +1
Simi Kusoni
HelloKittyFanclub
#9 - 2012-06-02 14:45:56 UTC
Robert Caldera wrote:
not gonna read that wall of text.

skill remap was and still IS a terribad idea in any form.

I read the new wall of text, its still terrible.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Evil Vile
Drunken Brawlers
#10 - 2012-06-03 17:15:59 UTC
Simi Kusoni wrote:

I read the new wall of text, its still terrible.


Maybe it is a horrible idea, but some of us will never understand until someone actually explains why. I would seriously like to know.
Simi Kusoni
HelloKittyFanclub
#11 - 2012-06-03 17:24:42 UTC
Evil Vile wrote:
Simi Kusoni wrote:

I read the new wall of text, its still terrible.


Maybe it is a horrible idea, but some of us will never understand until someone actually explains why. I would seriously like to know.

It's explained in the other threads proposing ideas like this.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Evil Vile
Drunken Brawlers
#12 - 2012-06-03 17:33:08 UTC
Simi Kusoni wrote:

It's explained in the other threads proposing ideas like this.


All the other threads complain about the possibility of quick switching skills over to other specs. That is in no relation to the above idea.
Mira Lynne
State War Academy
Caldari State
#13 - 2012-06-04 21:16:55 UTC
If youre going to post, read the OP.
Ideas like this commonly get shot down because people could trade their skills from one flavour of the month to another quickly. Key issue being 'Quickly'.

OP, However, suggested a way to Slowly work some of the SPs you regret training into something alittle more usefull.

Three more Questions for OP:
-Would there be a Timer on changing the Skill to be depleted? To prevent people from constantly switching depleted skills in and out to keep their primary attributes matched up with what they want to train?
-Would there be a limit to the skills that can be set for depletion? I.E. some skills that you can't deplete?
-What would Happen if a skill is depleted to 0 SP?

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ShahFluffers
Ice Fire Warriors
#14 - 2012-06-04 21:36:47 UTC
Mira Lynne wrote:
OP, However, suggested a way to Slowly work some of the SPs you regret training into something alittle more usefull.

Bear in mind that even with CCP's new commitment to balancing ships, things are only altered on a yearly/bi-yearly basis. That means whatever becomes FOTM stays that way for a minimum of 6 months.

Unless you gain back SP back over the course of 6 months to a year, I cannot support this.
Evil Vile
Drunken Brawlers
#15 - 2012-06-05 17:00:19 UTC
Mira Lynne wrote:
If youre going to post, read the OP.
Ideas like this commonly get shot down because people could trade their skills from one flavour of the month to another quickly. Key issue being 'Quickly'.

OP, However, suggested a way to Slowly work some of the SPs you regret training into something alittle more usefull.

Three more Questions for OP:
-Would there be a Timer on changing the Skill to be depleted? To prevent people from constantly switching depleted skills in and out to keep their primary attributes matched up with what they want to train?
-Would there be a limit to the skills that can be set for depletion? I.E. some skills that you can't deplete?
-What would Happen if a skill is depleted to 0 SP?


Absolutely. My main thought was to not allow a player to change the skill until it is completely depleted. This is holding the purpose true to only use it to get rid of skills you don't want. It may be possible to add something like an option to change the skill instantly once every six months if someone picks the wrong skill to deplete, but overall you don't want to set it unless you are completely sure you want to deplete it.

As for the skills that can be depleted, it might be wise to make it rank 5 and below, since most pilots won't have anything above that unless it is in fact the specialization set on that capsuleer. Skills cannot be trained that are being depleted, and vice versa. Also prerequisites to skills that are already trained cannot be depleted. Once the parent skill is depleted, those skills can be depleted.

Once a skill is depleted to 0SP, the pilot has the option to set another skill to deplete.

Overall, I myself cannot see a way people could really exploit it fully. Someone could train a skill taking maybe a day or two to train, but not actually get the same gain when depleting it. With that in mind, it wouldn't make sense to train skills only to get the +1 attributes from depletion to make other skills go faster. The time spent to get enough to deplete would be roughly the same amount of time saved.

To ShahFluffers: It can be done at any time, and not set to a specific period of time. You do gain back SP slowly through the attributes at a ratio of 1:1. So you are moving your SP, but it's taking a long amount of time.
Khoda Khan
Vatlaa Corporation
#16 - 2012-06-05 20:00:06 UTC  |  Edited by: Khoda Khan
I have a few million SP accumulated in capital ship skills that I wish I had not trained. They're a few million SP that I could have spent the time investing in skills that support the kind of ships and pvp playstyle that I actually enjoy. As much as I'd like to take back my decision to train those skills, I could never support any changes to the game that would allow me to do so.

I made a mistake when I decided to train those skills, and the long term cost is that I'm roughly six months behind where I would have been if I hadn't. My poor judgement in training skills for a particular class of ship that I loathe has consequences, and EVE is a game that actually encourages meaningful consequences for a player's choices.

Of all the suggestions I've seen promoting some kind of skill point remapping, this is probably one of the better ones as it deals with the FOTM issues of immediate transfer of skill points in huge blocks. But being one of the better proposals does not necessarily make it a GOOD proposal.

What I wouldn't do to get those millions of SP back and working for me... Anything but changing or removing the concept of consequences for personal choices.

EDITED: Because predictive text is rarely predictive.
Mira Lynne
State War Academy
Caldari State
#17 - 2012-06-06 01:51:42 UTC  |  Edited by: Mira Lynne
ShahFluffers wrote:
Mira Lynne wrote:
OP, However, suggested a way to Slowly work some of the SPs you regret training into something alittle more usefull.

Bear in mind that even with CCP's new commitment to balancing ships, things are only altered on a yearly/bi-yearly basis. That means whatever becomes FOTM stays that way for a minimum of 6 months.

Unless you gain back SP back over the course of 6 months to a year, I cannot support this.

Regaining of skills would probably take significantly MORE than six months to a Year. Depending on Implants and Attributes, it would take approximately 25 times as long to deplete a skill as it took to train it. By that time, someone easily could have trained into the next FOTM Regardless.


Khoda Khan wrote:
I have a few million SP accumulated in capital ship skills that I wish I had not trained. They're a few million SP that I could have spent the time investing in skills that support the kind of ships and pvp playstyle that I actually enjoy. As much as I'd like to take back my decision to train those skills, I could never support any changes to the game that would allow me to do so.

I made a mistake when I decided to train those skills, and the long term cost is that I'm roughly six months behind where I would have been if I hadn't. My poor judgement in training skills for a particular class of ship that I loathe has consequences, and EVE is a game that actually encourages meaningful consequences for a player's choices.

Of all the suggestions I've seen promoting some kind of skill point remapping, this is probably one of the better ones as it deals with the FOTM issues of immediate transfer of skill points in huge blocks. But being one of the better proposals does not necessarily make it a GOOD proposal.

What I wouldn't do to get those millions of SP back and working for me... Anything but changing or removing the concept of consequences for personal choices.

EDITED: Because predictive text is rarely predictive.


All Valid Points: Particularly the consequences of your actions, and i understand why you disagree. However, (Again, based on Implants and Remap) it would take you approximately twelve and a half YEARS Attention to fully reclaim those 6 months you regret training.
A one month skill would take just over two years to deplete (and even thats if you are training skills with the same attributes as the one youre depleting - for the entire two years)

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Evil Vile
Drunken Brawlers
#18 - 2012-06-08 14:30:30 UTC
Very insightful responses. Maybe a faster time would be more feasible while still making it slow enough to make the skill gain worthless to exploit.

With that said, changing the SP gain from 60/30 to 480 flat (I'll explain in a minute) would make it quite a bit faster, but still keep others from training skills to deplete. The reason I'm reluctant to raise it any more is that it could then be used to fast track skill training.

Where I came up with the 480SP/hour is a slight change in the plan. Instead of using both primary and secondary attributes, we use the primary or secondary only. If the skill being trained has the same primary attribute, it will deplete at 480SP/hour, completely disregarding the secondary skill all together. Now, if the skill being trained has a primary attribute that matches the secondary attribute of the skill being depleted, then it will add a flat 240SP/hour. While this does increase the skill depletion rate, it doesn't give the player a huge skill gain from using the depletion. I understand this still makes the skill depletion slow, but I really don't think it would work out making a fast skill depletion.

Another option to the above change is to make it to where a secondary skill gives 480SP/hour as well, so no matter what the skill will deplete at the same time, as long as one of the attributes match. Yet another option, is to just allow the skill depleting to give a flat 480SP/hour regardless of the attribute. Though that doesn't seem very "EVE like".