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Skill Training Times -- What is the Underlying Logic/Mechanic

Author
Gabriel Z
Krabulous
#1 - 2012-07-03 17:24:35 UTC
Like many new players, after spending a few weeks trying to get up to speed with EVE, I finally realized that the biggest hurdle to doing what I wanted to do in EVE was Time. Skill Point Training Time, to be specific. Every null sec alliance that I've looked at has a minimum 5m sp limit for entry, and many have far more. Aside from Goon/Test and EUNI, I can't find a corp/alliance that recruits lower skill point players (if you know of one, please speak up). 5mil SP takes about 4 months to train and that gets you into a ship with slightly better than crappy fitting skills.

Which brings me to my question: why are training times so long? Why is the training time formula what it is? What is the basis of the training times that were programmed? Does anyone know?
Price Check Aisle3
#2 - 2012-07-03 17:25:52 UTC
EVE is hard. Also, long training times mean I can log out for a week to go on vacation or spend time with my wife and child, and still accomplish something.
  • Karl Hobb IATS
Lucy Ferrr
Sebiestor Tribe
Minmatar Republic
#3 - 2012-07-03 17:29:57 UTC
Someone will come in here and tell you why the skill training is what it is, I am in a hurry and don't got time.

What I will tell you is you should look into join RvB or EveUni. Both accept brand new people, and both will teach you the Eve basics. Personally I think ALL new players should join one of those alliances. By time you learn how to Eve, you will see you now have more than 5mil SP and you will be ready to move on to a nul-sec alliance. When you do get out to nul you will see you are better at PvP than 75% of the people out there who don't really understand falloff, explosion velocity, etc.
Lipbite
Express Hauler
#4 - 2012-07-03 17:32:30 UTC
It's interesting mechanic for older players compared to standard 1-week leveling time in other MMOs: you always have new skills to train and there are always ships you can't fly. At least for first 7-8 years. This make game more attractive on the long run - you can always find and train something new.

Also longer train time = more money for the company obviously.
Jake Warbird
Republic Military School
Minmatar Republic
#5 - 2012-07-03 17:33:44 UTC
Gabriel Z wrote:
formula

Eve = (Patience + HTFU)²
Price Check Aisle3
#6 - 2012-07-03 17:34:54 UTC
To expand on one of your questions, corps often set an SP minimum for the simple fact that it takes some time to get to know EVE. More SP generally means more time playing and getting to know EVE. If you join one of the alliances that Lucy Ferr mentioned you will soon find yourself with some good experience and 5 mil SP.
  • Karl Hobb IATS
Jake Warbird
Republic Military School
Minmatar Republic
#7 - 2012-07-03 17:40:53 UTC
While I just read a thread where Ms.Ferr had a huge brainfart, I agree with Ms.Aisle3 that this is excellent advice. RvB have a lot of fights and could be the ideal place to learn PvP as well as to plan where exactly your training should be headed.
Tippia
Sunshine and Lollipops
#8 - 2012-07-03 17:47:31 UTC  |  Edited by: Tippia
First, of all, in case you haven't found them already and just to set the stage for how it works before we look at the “why”.

The formula for SP requirements to reach any given level of a skill is is 2^(2.5 × [lvl -1]) × Rank × 250.
You acquire SP at a rate of [Primary attribute] + [Secondary Attribute / 2] SP per minute (often expressed as (Primary + Secondary/2)×60 SP/h).

The reason it takes long is for the decisions to train higher levels to matter and to create a massive form of diminishing returns. Not only does the next level take more than five times longer to train than the last one, the relative benefits from training that level also decrease. Eg. it takes you a little over half a day to get a ×1.20 bonus from a rank-1 / 5%-per-level skill, but it takes you half a week to get a ×1.25 bonus from the same skill. It's a massive increase in time taken, and all you get out of it is a 4% higher multiplier. For some skills and levels, the decision is made a bit trickier (or in some cases easier) because that extra training time unlocks more skills and equipment that provides more direct value for the bonuses, or indirectly just lets you use completely different things that are of value to you.

Another reason for why it takes so long is to make your decision of attributes matter. Between the worst possible rate of learning (25.5 SP/minute for a 17/17 attribute combo) to the best (45 SP/minute for a 32/26 combo) lies a decision to focus exclusively on one set of skills and let everything else rest for a loooong while (at least once you've used up your free remaps). Again, it's a matter of weighing benefits against gains — is that near doubling of the training speed worth the lack of flexibility I can have in my training plan?

Whether it's the matter of the attributes or the chosen target skill level, the core principle is the same: your decisions are meant to matter, and they're meant to be ever so slightly hard.


…but to your initial musing, the answer is a bit different. The reason you need some specific amount of SP to get into a corp or alliance has (usually) nothing to do with the skills — it has to do with the time. Here, SP is simply a measurement of time played, and they want people who have been in the game for a certain amount of time based on the assumption that after this amount of time, the player will be familiar enough with the game that he can take care of himself and have a level of self-sufficiency that the corp can deal with and make use of. Increasing the training speed would only make those corps increase their SP requirements to match the new speed. Sure, as a measurement of game experience, it's somewhat imprecise — someone who only ever logged on to set a skill queue will be as dependent and unknowing as a completely new player, whereas someone else who spent every waking hour in the game might have acquired knowledge and “street smarts” to match players that are years old, but it's a starting point at least…
Andoria Thara
Fallen Avatars
#9 - 2012-07-03 17:48:22 UTC
Lipbite wrote:

Also longer train time = more money for the company obviously.

This.

If training times were short, people would max out, get bored, and move on to other games... just like they do in every other "casual" MMO that you can reach cap in less than a month in.

EVE is for players who do not like easy.
Destination SkillQueue
Doomheim
#10 - 2012-07-03 17:54:57 UTC
Training times are long, so that no one can do it all. You are not meant to train everything. You're supposed to either be decent at a lot of things, but not mastering any of them or specialize in a few areas and suck at the others. This encourages people to fly in groups to achieve things or make them get more alts. Both are good for CCP, since other people are what make players stay with a MMO for years and more alts means more money. It also creates long term goals for the players and usually makes them very attached to their characters and their individual history.

The formula is also designed to be somewhat noob friendly. This is because the benefits of skill levels scale linearly, but the training time grows exponentially. Meaning it's always easy and fast to start a skill and get playing, but mastering skills is very inefficient use of your training time. You only do it when it's a prequisite for something you want or when you really want to specialize in that skill. This also means, that a few million extra SP for a veteran might get a few extra levels in few skills, but the change in performance might not even be noticeable. For a new player those same SP can get dozens of skills trained to a decent level and provide a huge boost in performance.

As for why it's real time based, it lets people play the game instead of playing to level. It also allows people with lives progress their characters at equal speed to no life basement dwellers. Naturally people who play more gain other advantages and can use them to buy a highly trained character and alts, but there is a limit to what that can get you. It also creates a reason for people to stay subbed even when you know your actual time playing the game will be limited. Naturally this is also good for CCP finances.
Rer Eirikr
The Scope
#11 - 2012-07-03 17:56:08 UTC  |  Edited by: Rer Eirikr
Its tough starting out, but if you stick with it I think you'll come to appreciate the system for what it is. By taking longer than most other games you'll find yourself learning a lot of about specific roles you can fill right now, a great one for example being a Tackler.

People often make the mistake of rushing up into Battleships or BCs before they really understand the game, and often find themselves with a wreck shortly later.

Give it time, and don't concern yourself with how long it takes to get from one ship to another. Master what you can fly now, as it will only make you a better pilot later.

Edit: Also you'd REALLY be surprised how many Null alliances take someone in if they have a pulse and an ounce of competence, like me. Lol
Andrea Roche
State War Academy
Caldari State
#12 - 2012-07-03 18:04:58 UTC  |  Edited by: Andrea Roche
Gabriel Z wrote:
Like many new players, after spending a few weeks trying to get up to speed with EVE, I finally realized that the biggest hurdle to doing what I wanted to do in EVE was Time. Skill Point Training Time, to be specific. Every null sec alliance that I've looked at has a minimum 5m sp limit for entry, and many have far more. Aside from Goon/Test and EUNI, I can't find a corp/alliance that recruits lower skill point players (if you know of one, please speak up). 5mil SP takes about 4 months to train and that gets you into a ship with slightly better than crappy fitting skills.

Which brings me to my question: why are training times so long? Why is the training time formula what it is? What is the basis of the training times that were programmed? Does anyone know?


i understand your point. We take minimum 10m sp.
The reasons behind this are very simple. We would have to do half of your work for you and this is without explaining you the real basics for mechanics in high, low, null and wormholes. And i have left out the different branchs you can go to and all the knowledge that comes ith pvp. I can tell you that even today i learn something new in eve and my character is like 4 years old.
Try out RvB. But you are gonna be forced into a pvp.
YOu may want to try eveuni cos even when you apply to a corp and say you did th eveuni training, it counts alot hen applying for a new corp.
best of luck!
Ayeshah Volfield
Republic Military School
Minmatar Republic
#13 - 2012-07-03 18:06:50 UTC
The system may be somewhat harsh on new players BUT if you focus your training into few specific roles, you can be just as good as the 8 year veteran.

The only advantage a veteran has over a newbie is broader acess to different roles in the same character.

EVE is what happens when the rule of law does not apply and Darwinism is allowed to run freely.

Vera Algaert
Republic University
Minmatar Republic
#14 - 2012-07-03 18:14:00 UTC  |  Edited by: Vera Algaert
Tippia already mentioned it but I want to emphasize again that skill training works as a "fun now" vs "efficiency" trade-off.

I started training a fresh alt exactly two months ago (May 3rd) and as I have no intention to undock it at least for the next year I can afford to optimize solely for training speed.
The character currently has > 4.2m SP and has been training at an average of 2.840 SP/h over these two months (cerebral accelerator ftw).

In contrast my main is training whatever skills I feel are most useful at this moment and has to take the cost of implants into account as he gets podded frequently - he has been training at an average of 1950 SP/h over the past 3.5 years.

.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#15 - 2012-07-03 18:19:52 UTC
I've been playing for two years, I just got to the point where I have access to *almost* every ship I want to fly. In another 3-4 months I'll be able to fly every sub-cap in the game, save marauders and black ops (not interested in either).

Founding member of the Belligerent Undesirables movement.

Urgg Boolean
Center for Advanced Studies
Gallente Federation
#16 - 2012-07-03 19:16:48 UTC
Welcome to "instant gratification" flame war territory!

Training times are not realistic at all. Real classes and training take LESS time than the fake clock-timer EvE skills.

A while ago, I posted a comparison of my atmospheric physics class (fulfils B6 science requirement at Cal State East Bay) to Advanced Planetology:
1a) Both require many prereqs so we can ignore the time for those.
1b) At the time of the comparison, my main had +4 implants and was optimized for Perception and Willpower.
2) Atmospheric physics is 6 in-class hours plus about 8 hours of home work per week for 10 weeks
:: (6 x 10) + (8 x 10) = 140 hours (4 hours of that is eaten up by exams but I won't agrue about that.)
3) Making a conservative guess, Advanced Planetology V (an x5 multiplier) will take ~14 days X 24 hours/day = 336 hours.

So, 140 hours for a real skill that is on my resume versus 336 hours for a fake skill only usable in EvE. That's a ridiculous difference even accounting for an unoptimized brain mapping.

This is not about instant gratification. I simply don't think fake skills should take LONGER than real college level science. I'll go out on the flame war limb and state that skill times should be cut in half. This opinion is based upon starting a new character at a time when the skill timer was faster for noobs, and it actually felt like the correct training speed. ~45+ days for Gallente Carrier V ? Really? Training times are nutz.

Andoria Thara
Fallen Avatars
#17 - 2012-07-03 19:23:20 UTC
Urgg Boolean wrote:

So, 140 hours for a real skill that is on my resume versus 336 hours for a fake skill only usable in EvE. That's a ridiculous difference even accounting for an unoptimized brain mapping.


What if SP training times have downtime included in them for the "realism" factor?

Your clone could be studying 8 hours a day, and screwing off the rest of the time. Your figures for RL training strips out all downtime.

If we calculated how long it took from start to finish for your real world classes, it would be more like 1680 hours.
Pak Narhoo
Splinter Foundation
#18 - 2012-07-03 19:23:26 UTC
Urgg Boolean wrote:
This is not about instant gratification. I simply don't think fake skills should take LONGER than real college level science. I'll go out on the flame war limb and state that skill times should be cut in half. This opinion is based upon starting a new character at a time when the skill timer was faster for noobs, and it actually felt like the correct training speed. ~45+ days for Gallente Carrier V ? Really? Training times are nutz.



Deal with it.
Gabriel Z
Krabulous
#19 - 2012-07-03 19:29:08 UTC
Lots of good posts. Tippia-- thanks for the skill point formulas and the technical details. Tippia and Vera both, yes I was looking to learn about the mechanic at the root of the formula. The reasoning/rationale behind it and how it works in the bigger picture. It would be interesting to find out exactly how they quantify it. Why X number of days for this or that ship type. Why not Y number of days? Perhaps its tied to build times. Which is tied to mining times. and on and on

I get why the alliances have the requirements they do in terms of fittings and ship types. I just expected more use of noobs in fleets for large alliances. So a situation where you maybe spend a few weeks getting up to speed with the terminology and basic mechanics of your ship, join an alliance's noob fleet, spend a few weeks getting used to taking orders in a fleet and clicking when told, then into some meatshield fleet or whatever. I'm sure there are reasons for all of it. You can't endlessly replace ships as a noob and an alliance can't endlessly replace for noobs either, etc etc.

I'm just having a bit of buyer's remorse combined with a bit of early stage addiction. I want some fleet action and the waiting is killing me. I can understand why people like small gang and 1v1 but I signed up for giant fleets in space.
Sun Win
#20 - 2012-07-03 19:29:30 UTC
You can train to be a useful pilot within days, look around for some guides, depending on what you want to do. Once you are doing that thing, spend some time on the boring but critical support skills.

As to the problem of corps demanding minimum SP, you've already found a few examples of newbie friendly corps. There are plenty more.

Head over to the recruitment forum and do a search for "new players welcome". I think you'll be pleasantly surprised.
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