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Do away with skill "levels" and just run benefits for training along a curve.

Author
hmskrecik
TransMine Group
Gluten Free Cartel
#21 - 2013-05-16 11:44:22 UTC  |  Edited by: hmskrecik
Kirimeena D'Zbrkesbris wrote:
[....] that doesnt mean that it is a bad idea overall and it provides much more smooth character progression.

On the contrary, I think it's good idea. Well, it's okay anyway.. My point though was that skill system is already very good and because of that, if you want to improve it, there should be proposed something much, much better. And this one just doesn't cut.

Quote:

You omitted skill/ship balancing part of argument =\

Intentionally because, again in my opinion, it's irrelevant. I don't know what arithmetic is used there but I see no reason not to be able to operate on fractional bonuses.
Corey Fumimasa
CFM Salvage
#22 - 2013-05-16 12:05:00 UTC
seth Hendar wrote:

there is, because skilllvl would be an integer value (so just a DMA operation), while skill% would not, and would need to be calculated on-the-fly thus requiring another set of operation (DMA + FPU operations) just to acquire skill% (because the toon could very well be skilling said skill during the fight, meaning between his first shot, and the 2nd, skill% would have changed

so processing wise, using skill% is, in fact, more ressource consuming than processing with levels


I figured that they would just have the server go through the toons when it had a low load and update the actual value used during combat then. So I guess it would not be instantly updated as the skill progressed, but neither would it load the servers during combat.

As for "Skill Training complete" That could replaced with a function that lets the player select ships or mods to monitor. So when when you can use a T2 power core you get a ping. The vector addition of various prerequisites to qualify for a certain item would be a fun little side game as players try to optimize their skill ques to get the specific set of quals that they want.

For instance; say probe launcher II requires some combination of Science. astrometrics, and electronics to equal a specific total.

And Cov ops cloak requires some combination of engineering and science to equal a certain value.

If a character wanted both she could spend a lot of time training science which helps both skills.

The graphic interface for this would be this neat graph with curves that change as you alter the que. I expect that characters who got very good at this could build very powerful but highly focused characters a bit more quickly than now. This might help to decrease the power creep gap. And if a certain combination became problematic then the prereqs could just be altered a bit to deal with that.
Corey Fumimasa
CFM Salvage
#23 - 2013-05-16 12:18:51 UTC
hmskrecik wrote:

I mean, I'm not totally opposed to this idea, I just don't see clear advantages which could justify CCP's effort to implement it. This part of EVE is not broken and you better make REALLY good case before insisting it should be fixed.



I don't think there's anything that could justify implementing this; it would be a massive project, probably on par or x2 ship rebalancing. But its kind of fun to think about and you never know what is in the bottom of the old in box.
hmskrecik
TransMine Group
Gluten Free Cartel
#24 - 2013-05-16 18:08:09 UTC
Corey Fumimasa wrote:
hmskrecik wrote:

I mean, I'm not totally opposed to this idea, I just don't see clear advantages which could justify CCP's effort to implement it. This part of EVE is not broken and you better make REALLY good case before insisting it should be fixed.



I don't think there's anything that could justify implementing this; it would be a massive project, probably on par or x2 ship rebalancing. But its kind of fun to think about and you never know what is in the bottom of the old in box.

True, it's fun to discuss possibilities. It's only we have to be careful in this forum, where they could be taken as a feature requests. ;)

To your idea, if we were at the design phase of new game, it would be great time to discuss such mechanics and decide on the shape of new things. But here and now, it's not only matter of effort but also of effect. Since neither of us saw EVE's code, and probably never will, it's hard to estimate the effort but like you said, it probably would be quite a big one and the effect in my opinion would be just marginal. Thus my thinking goes that if I had anything to say about it, it's better if dev twice run this ship rebalancing you mentioned, because it's where it counts, and where it hurts.
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