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

Author
Mukuro Gravedigger
Republic University
Minmatar Republic
#61 - 2012-07-04 16:29:58 UTC
There are players that would want a short skill training time? Shocked

After a few years of playing, you do not notice your accummulation of skill points, much less the skills that were trained. In fact, I know how I feel and I am pretty sure there are many, many, many players feeling the same way, but when you start a skill and see it does not even last a week, much less double days in length, your first thoughts are, "Oh another short skill!" while mentally scrambling to find another skill to tack on soon.
Tippia
Sunshine and Lollipops
#62 - 2012-07-04 16:34:16 UTC
baltec1 wrote:
Goons and Test do. There are several others who also take on nubs but for the most part the 0.0 alliances are daft and do not take advantage of this fine resource.
I suppose it's time for this old gem to illustrate the logic.
True Sight
Deep Freeze Industries
#63 - 2012-07-04 16:47:03 UTC
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?


To be entirely honest, the 5m SP check from Alliances in most cases, really isn't actually about the skillpoints at all. One reason is it prevents cheap and easy spies (well, limits atleast, and when it comes down to large alliances, there will always be spies).

More importantly though, it shows that the person has been in the game for X amount of time and has an idea of what they are doing. If for example someone with years of experience returned to EVE on a fresh account, they could most likely talk themselves into a Corp even when well below the skill requirements.
True Sight
Deep Freeze Industries
#64 - 2012-07-04 16:50:46 UTC
Gabriel Z wrote:
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.


Unfortunately a fleet of noobs is useless to a big Alliances, since some Fleet Commanders have trouble getting their 100man gang of skilled 50m+ pilots to all primary and shoot at the same target, a fleet full of less experienced players that do less damage at less range and have no experience isn't much good.

That said, a single new player, even with very few SP can be a huge benefit to any fleet, as long as you specialise early on, you can be as effective a Heavy Assault Cruiser / Battleship pilot as a 90m SP guy
Rats
Federal Navy Academy
Gallente Federation
#65 - 2012-07-04 17:19:14 UTC
Tippia wrote:
baltec1 wrote:
Goons and Test do. There are several others who also take on nubs but for the most part the 0.0 alliances are daft and do not take advantage of this fine resource.
I suppose it's time for this old gem to illustrate the logic.


Hadn't see that before, props to the makers.

Tal


I Fought the Law, and the Law Won... Talon Silverhawk

Katarina Reid
Deep Core Mining Inc.
Caldari State
#66 - 2012-07-04 17:27:28 UTC
The training times are fine but if u are impatient just buy a character with 100m sp.

https://forums.eveonline.com/default.aspx?g=topics&f=277
Gabriel Z
Krabulous
#67 - 2012-07-04 18:41:24 UTC
Katarina Reid wrote:
The training times are fine but if u are impatient just buy a character with 100m sp.

https://forums.eveonline.com/default.aspx?g=topics&f=277

Buying 2 plexes and selling them for ISK is going to be the limit on my attempts to pay to get ahead of the curve. 35 bucks or so once is reasonable. 50 Plex? lol
Tanlinara
LightBender Mining and Research Corp
#68 - 2012-07-05 05:18:19 UTC
I dont have a problem with the skill training times .

But i do think CCP could do a better job of granting starting skills . At the very least give out prerequisite skills for the ones they do hand out in the tutorials.

For instance do the industry track , you get mass production and production efficency and want you to make something , but oh wait you need to buy and learn industry before you can do the mission.

They give you some cargo holds , oh wait no hull upgrades skill .
IMO they should automaticly give you the very core skills like social, industry so you can complete the tutorials.

Starting with 50k sp isnt very much ,would be better if they had accelerated training up to say 1 m sp IMO

I got an armor repairer 1 when i started , was told to equip it to my ship (no skill to do so) , well if you start off in your hangar you wont see the skill book until you go to your captains quarters .

You get quite a few ships/ skills etc from doing the tutorials and maybe your supposed to do them in some order , i did the exploration , trade,industry in that order and found it to be quite disjointed, because you get a mission and then hopefully aura shows up and gives you what you need to do the mission .

Mining was one , my imparior didnt come with a gun or mining turrent , i got the gun at a gate or something , the mining laser i actually bought one then got it later after i needed it.