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Remap availaibility

First post
Author
Six Six Six
Doomheim
#101 - 2013-05-26 15:17:49 UTC
Mara Rinn wrote:
. Attributes and neural remaps add needless complexity to the character development system. Sure, you get to spend hours performing the intellectual onanism of playing with EVEMon remap plans,


I bet your training plan would be a bit different to mine, as I don't use EVEmon.
Rebecha Pucontis
Doomheim
#102 - 2013-05-26 15:19:27 UTC  |  Edited by: Rebecha Pucontis
Lost True wrote:

Not anymore.
It's now simple, just 2 options:
1. Plan your training with a large packs of skills that will train at the maximum speed. Not very flexible, especially for the new players.
2. Make an average attriibutes, like max PER + INT. And you can train anything with the good speed. Very flexable.

Who said that you can't train other skills simply because you are remapped to Per and Will for example? That is just an illusion which people put in their mind which is untrue. You are still gaining SP at a tangible rate even if you have the worst remap and worst implants for the skill your training.

And as long as you spend a portion of your time training the skills for which you remapped, you will still be better off than not having had remapped at all.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#103 - 2013-05-26 15:24:08 UTC  |  Edited by: John Ratcliffe
Tippia wrote:
Stuff.


FFS! Stupid draft system nuked massive response. CBA typing it all out again. In essence, I disagree. No surprise there.

Plus ça change, plus c'est la même chose

Tippia
Sunshine and Lollipops
#104 - 2013-05-26 15:27:53 UTC  |  Edited by: Tippia
Mara Rinn wrote:
There is some strategic advantage to one remap for 12 months on per/wil, then 12 months on int/mem, but then you get into the mindset that "my character is unplayable for two years" because you've shoved all your engineering skills into one year while all your ship flying skills are in a different year.

Then 18 months into your 24 months training pan, CCP changes something about the ships you were aiming to fly (such as skill requirement, or hull bonuses) and you get mightly upset.
Well, that's forethought and planning for you. Do you want to commit to that single focus for that long, or do you want to spec up for more freedom and being ready for any eventualities? Or do you realise that it won't matter because the adjustments are only going to change by a couple of hours anyway?

Getting the basics done on a flat remap (or, if it's a new character, using those free remaps in full) and then going for the more focused stuff still lets you avoid the uselessness problem. At the same time, it allows your industry character to do just that: only industry (and science), and become useful faster.

Lost True wrote:
Not anymore.
It's now simple, just 2 options:
1. Plan your training with a large packs of skills that will train at the maximum speed. Not very flexible, especially for the new players.
2. Make an average attriibutes, like max PER + INT. And you can train anything with the good speed. Very flexable.
3. Mix the two, depending on your need, when, and what you want to achieve.
4. Suck it up and train off-respec when needed because it makes very little difference for the occasional skill.

Quote:
The old bloodline system was fine for me, and learnings too. But what done is done. And it's logical that it'll be finished sooner or later. And i can easily tell that something like that will be in the future. Respec, or no attributes at all.
The learning skills were horrid in every way since it was a pointless meta-mechanic that forced you into one of two equally awful choices: do nothing for long stretches of time, or suffer from appallingly slow skill progression. It served absolutely no useful purpose for the game (not even from the perspective of adding choice since there was none in any meaningful way).

Pay-for-respecs will never happen because it's such a terminally bad design, and attributes offer an interesting puzzle to solve that isn't likely to go away any time soon since it actually offers a meaningful choice.

Quote:
Things change, now you're discussing it.
It's always been discussed. It's been dismissed for about as long as well. All that's happening is that more players are coming in from other MMOs with preconceptions about how the system does (or should) work than need to be corrected.
Lost True
Perkone
Caldari State
#105 - 2013-05-26 15:30:05 UTC
Rebecha Pucontis wrote:
Lost True wrote:

Not anymore.
It's now simple, just 2 options:
1. Plan your training with a large packs of skills that will train at the maximum speed. Not very flexible, especially for the new players.
2. Make an average attriibutes, like max PER + INT. And you can train anything with the good speed. Very flexable.

Who said that you can't train other skills simply because you are remapped to Per and Will for example? That is just an illusion which people put in their mind which is untrue. You are still gaining SP at a tangible rate even if you have the worst remap and worst implants for the skill your training.

Sure. But why to make PER+WIL, if you know that you'll be training some other skills? I think of the builds like PER+WIL or INT+MEM as an endgame sets. When you've trained everything you need for now, and can afford to make 2+ year plans.

Make the more average ones, like PER+WIL. Or use use EVEMon calculator with your plan for even more optimal attributes.

in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much?

Tippia
Sunshine and Lollipops
#106 - 2013-05-26 15:34:51 UTC
John Ratcliffe wrote:
In essence, I disagree.
Any particular reason? What with?
The list is a matter of fact, not opinion, by the way. The only way for it not to be is if it was limited in such a way that it might as well not be implemented at all.
Mara Rinn
Cosmic Goo Convertor
#107 - 2013-05-26 15:36:56 UTC
Rebecha Pucontis wrote:
It doesn't quite work like that. Remapping to Per and Will doesn't preclude you from training Int and Mem based skills. You will still have made a good decision remapping to Per and Will strategically if you spend a portion of the year training Per and Will skills and the rest training Int and Mem or other Attribute based skills. If you feel that you can only train specific skills because of a remap then I have to tell you that your thinking about it all wrong.


If you don't spend more than half of a remap year training skills which take advantage of that remap, you've wasted any advantage you might have gained from that remap.

Rebecha Pucontis wrote:
In fact many choices you will face wont get much more meaningful than deciding which skills and in what order to train and which remap to use. … Granted optimising skill training will only get you so far which is correct, but for those who have the intellectual and organisational ability they can get a tangible benefit to their performance over other players


The more meaningful choices are the ones you make about who to make friends with, what ships you fly today, and whether you log in or not. The choice of minmaxing on attributes gains you a few more skill points down the road, certainly.

I haven't trained a new skill on this character since January 2012 or so. Am I wasting potential? Not really: I do have the idea of getting into a black ops battleship at some point in time, but my current play style doesn't involve black ops. I can fly most sub-capital ships just fine. The emphasis that some folks place on finishing a 365 day training plan in 358 days is a little bizarre. The fascination that some people have of training to fly ships that they will never use is equally bizarre, as is the complaining that people emit on the forums about the cost of replacing clones which have 100M+ SP, most of which they never actually use!

Why wouldn't you have trained three characters to 30M SP, rather than one character to 100M? Versatility perhaps? What a crock! How many people actually do hisec market trading on the same character that does mining and invention and flies a stealth bomber and a titan?

The fixation with SP/hr is the hallmark of the munchkin: the type of person who spends more time rolling characters and tweaking stats than actually playing the game.

And yes, munchkin is my word of the day.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#108 - 2013-05-26 15:38:20 UTC  |  Edited by: John Ratcliffe
Tippia wrote:
John Ratcliffe wrote:
In essence, I disagree.
Any particular reason? What with?
The list is a matter of fact, not opinion, by the way. The only way for it not to be is if it was limited in such a way that it might as well not be implemented at all.


Without typing everything out again, no. All of it, except one paragraph.

And it's not fact at all, it's your opinion, which is no more valid than anyone else's.

Plus ça change, plus c'est la même chose

Tippia
Sunshine and Lollipops
#109 - 2013-05-26 15:43:59 UTC
John Ratcliffe wrote:
Without typing everything out again, no. All of it, except one paragraph.
Any particular reason? And what's the exception?

Quote:
And it's not fact at all
Yes it is. Those are the unavoidable and obvious consequences. There are no two ways about it, and all you need to verify this is a bit of thinking.

If you think otherwise, prove it.
Rebecha Pucontis
Doomheim
#110 - 2013-05-26 15:45:03 UTC  |  Edited by: Rebecha Pucontis
Mara Rinn wrote:
Rebecha Pucontis wrote:
It doesn't quite work like that. Remapping to Per and Will doesn't preclude you from training Int and Mem based skills. You will still have made a good decision remapping to Per and Will strategically if you spend a portion of the year training Per and Will skills and the rest training Int and Mem or other Attribute based skills. If you feel that you can only train specific skills because of a remap then I have to tell you that your thinking about it all wrong.


If you don't spend more than half of a remap year training skills which take advantage of that remap, you've wasted any advantage you might have gained from that remap.

Rebecha Pucontis wrote:
In fact many choices you will face wont get much more meaningful than deciding which skills and in what order to train and which remap to use. … Granted optimising skill training will only get you so far which is correct, but for those who have the intellectual and organisational ability they can get a tangible benefit to their performance over other players


The more meaningful choices are the ones you make about who to make friends with, what ships you fly today, and whether you log in or not. The choice of minmaxing on attributes gains you a few more skill points down the road, certainly.

I haven't trained a new skill on this character since January 2012 or so. Am I wasting potential? Not really: I do have the idea of getting into a black ops battleship at some point in time, but my current play style doesn't involve black ops. I can fly most sub-capital ships just fine. The emphasis that some folks place on finishing a 365 day training plan in 358 days is a little bizarre. The fascination that some people have of training to fly ships that they will never use is equally bizarre, as is the complaining that people emit on the forums about the cost of replacing clones which have 100M+ SP, most of which they never actually use!

Why wouldn't you have trained three characters to 30M SP, rather than one character to 100M? Versatility perhaps? What a crock! How many people actually do hisec market trading on the same character that does mining and invention and flies a stealth bomber and a titan?

The fixation with SP/hr is the hallmark of the munchkin: the type of person who spends more time rolling characters and tweaking stats than actually playing the game.

Exactly my point. The idea that you can only train Per and Will based skills because you have that remap is the hallmark of a min maxing munckin as you put it. :) As you agree with me above in the fact that you will still gain benefit over the year even if you only train those skill for which you are remapped for a portion of it.

Remaps are good and make for some interesting decisions. But the mechanic can be ignored and people will still get by just fine, albeit with a slightly less optimised and slower training plan than other might have. Sounds like perfectly balanced and good gameplay mechanics to me.
Six Six Six
Doomheim
#111 - 2013-05-26 15:46:58 UTC
Lost True wrote:
Sure. But why to make PER+WIL, if you know that you'll be training some other skills?



Because of BC and destroyer changes, I'm kind of stuck with PER + WIL for the moment so just training gunnery skills only because it's more efficient to train those. And I'm fairly patient.


Anyway that's it from me for the moment, BBQ and maybe back later drunk. o/
Mara Rinn
Cosmic Goo Convertor
#112 - 2013-05-26 15:50:31 UTC
Would the game be broken if attributes were fixed-value and remaps were removed? Apparently so for some people who perceive incrementing values on their character sheet as more important than playing the game.

Remaps are a needlessly complicated mechanic which just adds to the burden of how much a new player has to learn to be effective in the game. A mistake in a remap can penalise a character for 12 months. It takes a lot of explaining to carry across the purpose of attributes and remaps, and player and their characters can actually be functional without worrying about remaps at all: this indicates to me that remaps are an ideal candidate for removal.

The skill training system already provides sufficient complexity and room for specialisation and minmaxing (the ongoing discussion about Drone Navigation 4 vs 5, Tactical Shield 4 vs 5, etc).
Danni stark
#113 - 2013-05-26 15:54:33 UTC
Mara Rinn wrote:
Would the game be broken if attributes were fixed-value and remaps were removed?


no, i'd quite like it. i just don't see it happening.

at the moment there's a choice between "having fun" and "progressing my character" you can't really have both. i mainly blame learning implants for that but then again if i was really having more fun losing pods pvping and stuff, i wouldn't notice the slightly slower skill training. however, i love being efficient and stuff more than i love watching things go boom. just slightly annoying having to pick one or the other.

however, that's slightly off topic so whatever.
Rebecha Pucontis
Doomheim
#114 - 2013-05-26 15:56:27 UTC
Mara Rinn wrote:
Would the game be broken if attributes were fixed-value and remaps were removed? Apparently so for some people who perceive incrementing values on their character sheet as more important than playing the game.

Remaps are a needlessly complicated mechanic which just adds to the burden of how much a new player has to learn to be effective in the game. A mistake in a remap can penalise a character for 12 months. It takes a lot of explaining to carry across the purpose of attributes and remaps, and player and their characters can actually be functional without worrying about remaps at all: this indicates to me that remaps are an ideal candidate for removal.

The skill training system already provides sufficient complexity and room for specialisation and minmaxing (the ongoing discussion about Drone Navigation 4 vs 5, Tactical Shield 4 vs 5, etc).

Hmm I disagree, the added complexity is good in my opinion, I personally find it quite enjoyable creating skill plans and having to plan things in advance to optimise them. And the great thing is you can simply ignore the whole mechanic if you wish and still progress at an adequate pace as CCP has given everyone a good starting position no matter what they wish to train.
Tippia
Sunshine and Lollipops
#115 - 2013-05-26 16:02:09 UTC
Mara Rinn wrote:
Would the game be broken if attributes were fixed-value and remaps were removed?
Not broken, just needlessly stripped of interesting long-term planning choices for character progression.

Quote:
Remaps are a needlessly complicated mechanic which just adds to the burden of how much a new player has to learn to be effective in the game. A mistake in a remap can penalise a character for 12 months.
…except that they have multiple remaps for exactly that reason.
Mara Rinn
Cosmic Goo Convertor
#116 - 2013-05-26 16:04:30 UTC
Rebecha Pucontis wrote:
Remaps … make for some interesting decisions.


This is the essence of my disagreement with your viewpoint. I do not view minmaxing as "interesting".

It's one of those systems where, were it my responsibility to maintain the software, the first time it caused problems I'd be pulling it out.
SpaceyJoe Mentat
Kollectorz
#117 - 2013-05-26 16:06:41 UTC  |  Edited by: SpaceyJoe Mentat
Skill remapping doesn't have to be all-or-nothing. Most of the issues mentioned about paid skill-remapping could be solved by limiting the number of times paid skill-remapping could be done. For example, 1 paid (by plex) skill remapping could be allowed on a player/account per year. This would generate revenue for ccp and give players greater flexibility while not allowing the system to be abused by constant remapping.



EDIT: I agree with the above posters that constant remapping was a problem in most other pvp MMOs I have played.
Deacon Abox
Black Eagle5
#118 - 2013-05-26 20:58:21 UTC
SpaceyJoe Mentat wrote:
Skill remapping doesn't have to be all-or-nothing. Most of the issues mentioned about paid skill-remapping could be solved by limiting the number of times paid skill-remapping could be done. For example, 1 paid (by plex) skill remapping could be allowed on a player/account per year. This would generate revenue for ccp and give players greater flexibility while not allowing the system to be abused by constant remapping.


No. It still suffers all the problems Tippia listed.

Also, camel's nose under the tent . . .

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Djana Libra
Deep Core Mining Inc.
Caldari State
#119 - 2013-05-26 21:34:13 UTC
stop with the lame ideas to dumb the game down even more, you made a choice to put the attributes where they are at deal with it, its a consequence of your own action.

Remapping should not be available for a plex and skillpoint remapping should never ever be added.
Andski
GoonWaffe
Goonswarm Federation
#120 - 2013-05-26 21:39:44 UTC  |  Edited by: Andski
Mara Rinn wrote:
The more meaningful choices are the ones you make about who to make friends with, what ships you fly today, and whether you log in or not. The choice of minmaxing on attributes gains you a few more skill points down the road, certainly.


I do agree that spending months training ships you'll never fly is dumb, but people have 100M+ SP characters that can fly a covops, HAC, marauder, freighter, T3 and carrier because their playstyles change over the years. Unless you're a goon or a bort, you'll probably spend a significant amount of time in highsec, where you might end up flying a freighter. Let's say you then start doing some exploration in lowsec and you probe with a covops before running the site with a different ship. You also train a HAC and go on roams. Then you might move to nullsec, and you use a marauder to make some ISK in anomalies. Then you might train a carrier so you can move your ships more easily.

It's not munchkinism, it just accumulates over the years. Sure, you can stop training every character once you reach 40M SP and then train a new one, along with all of the missile/gunnery, mechanics, navigation, drones, engineering and electronics support skills. That, uh, doesn't really make sense.

Not that I disagree that "respecs" or "remaps on demand" are dumb ideas, mind you.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar