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Skill Discussions

 
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EVE's greatest strength - is also it's greatest weakness. The SP grind for new players.

First post
Author
Sweeet
Homeworld Defense Collective
#81 - 2013-07-09 17:43:06 UTC
Zor'katar wrote:
Sweeet wrote:
You people really aren't winning any arguments here. I'm sorry if that makes me sound arrogant, but I really am at a loss to see what all the fuss is about. Most of you can't even comprehend that this change will not affect you in the slightest, yet you defend the current system that is clearly turning new players away like it's the best thing since sliced bread.

What makes you sound arrogant is the fact that you can go from "I've known a few people who quit because the game is harsh" to "I understand the effects of making changes to major game systems more than the lot of you who have vastly more experience in this game than I do".

Also, there is pretty much nothing you can do in this game that won't affect anyone else.


I'm just having a very hard time as a new player wrapping my head around all the push back. I understand the effect having a change like I proposed would have me and other new players, it would make the game feel less horrid as a new player for a start.

But hey, you're right, what do I know? I'm just a new player that can see exactly why so many people quit even though they really want to give the game a chance. If that makes me a schmuck, so be it. But it really is no wonder this game struggles to retain new players you know.

Stop being afraid, fly cheap and dangerous.

Zor'katar
Matari Recreation
#82 - 2013-07-09 17:53:17 UTC
Sweeet wrote:
I'm just having a very hard time as a new player wrapping my head around all the push back. I understand the effect having a change like I proposed would have me and other new players, it would make the game feel less horrid as a new player for a start.

So would finding something to do that doesn't require a ton of SP, and taking advantage of the time to actually learn the game while you're flying ships you can afford to lose. That's so much more valuable than SP. You can cover a huge amount of SP/equipment deficit by knowing how to fly and how to choose your targets. That T2 fit BS you're so eager to get into? Your day can be ruined by a noob in a throwaway T1 tackle frigate. Find a group that can help you learn the game mechanics, and you'll see that bigger is not always better.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#83 - 2013-07-09 17:59:27 UTC
Sweeet wrote:

But hey, you're right, what do I know? I'm just a new player that can see exactly why so many people quit even though they really want to give the game a chance. If that makes me a *******, so be it. But it really is no wonder this game struggles to retain new players you know.


it has trouble retaining immature, self-entitled children.

It's pretty good at retaining players.
Chi'Nane T'Kal
Interminatus
#84 - 2013-07-09 19:14:24 UTC
Biff Ekpyrion wrote:

That's, at least, what I would like to see more of in EVE in regards to the skill system. At least some way of speeding it up through playing, if only ever so slightly. I don't want to see it dumbed down or made cheap. I like my games hard core.


Precisely my sentiment. There should be some kind of reward for playing, and especially for playing WELL.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#85 - 2013-07-09 19:24:45 UTC
Chi'Nane T'Kal wrote:
Biff Ekpyrion wrote:

That's, at least, what I would like to see more of in EVE in regards to the skill system. At least some way of speeding it up through playing, if only ever so slightly. I don't want to see it dumbed down or made cheap. I like my games hard core.


Precisely my sentiment. There should be some kind of reward for playing, and especially for playing WELL.


You can beat people with higher skills than you by playing well, that's reward enough.

If you implement something stupid like you get gunnery xp for killing people in pvp you will just get exploiters with alt accounts killing each other all day.

EvEs levelling system is the ONLY system that cannot be exploited in any way.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#86 - 2013-07-09 19:34:33 UTC  |  Edited by: Gizznitt Malikite
OP, I'm a 100+m SP character, and have gone through the growing pains of being a new character:

When I first started, I trained training skills for 2 MONTHS. These skills didn't unlock weapons or ships, they simply increased my attributes, and took a long time to do that. Learning skills are gone, and now there are even 1-Month increased learning speeds for new players.

When I first started, the tutorials were in much, much worse position. The resources to learn about the game were in a much, much worse position. Now, more resources are available, and better tutorials too. There are also more players, which mean more opportunity to team up with a vet and learn the game.

When I first started, all T1 Ships were tiered, leaving only one or two viable "combat" ships in each category (frig, dessie, cruiser, bc). Now, most ships have excellent utility, and there are even t1 versions of interceptors, logistics, covops, and more. Trying out new areas of game play has never been more accessible.

When I first started PvP'ing (w/ 5m combat SP), I didn't use t2 guns, I didn't use t2 ships. I went out in Meta2 & Meta3 fit Tristans, Merlins, and Rifters, and solo'd interceptors (primarily), other t1 frigates, and even the occasional cruiser. I also worked within a gang, and made significant contributions by bringing dps and ewar to the fight, even if it wasn't "maxed skilled" contributions.

To this day, I take out frigates and cruisers and engage in solo combat, where I love to take on ships "outside my weight class". I explore tactics like soloing Assault frigates and destroyers with a Helios. I see the accessible and newbie friendly organizations like Brave Newbies, Inc and EvE Uni, which do great things with players that are just starting this game. So, I really just don't understand where you are coming from:

Your main post is all about getting into BS's and using T2 Weapons. Really? Your skipping over the amazing amount of very accessible content, and bee-lining towards the BS, because why? You can do that all you want, but what's the next complaint? OMG, I can't get into a Dread, Carrier, or Titan within a couple months?

I understand it feels like there is a huge skillpoint wall because, when you are new to the game, there is a gajillion things you want to try out, and unlocking each thing takes time. To put this in an analogy, imagine you were told to hike on a nature trail to a waterfall. The truth is, the beauty and awesomeness of the trail is all around you from the first step, but if all your focused on is the waterfall you'll miss it. That's how you're playing EvE.... Gotta get that T2 Fit BS, ignoring all the immediately accessible things you can do right now!
Nox Solitudo
That Random Worker Ant Colony
#87 - 2013-07-09 19:56:12 UTC
Sweeet wrote:

As an example, lets say you gave every new player 10mil SP


So I was right, you want stuff for free. Gtfo from my game, thank you.

Arguing with you is a waste of time, you live in a bubble, under the impression that you know this game better than people who played it for ages. I don't pull the card "go back to WoW" often, but when I do, like in this case,I have a bloody reason for it.


Nox Solitudo
That Random Worker Ant Colony
#88 - 2013-07-09 19:59:27 UTC
Sweeet wrote:

But hey, you're right, what do I know? I'm just a new player that can see exactly why so many people quit even though they really want to give the game a chance. If that makes me a *******, so be it. But it really is no wonder this game struggles to retain new players you know.


Lol, if you want a game with 12 mil players (or whatever WoW has at this very moment) I suggest you to go elsewhere. This game survived quite fine without you for 10 years and will survive another 10 years, if devs don't listen to spoiled twats who want stuff for free.

Why the hell I keep talking to the wall is beyond me, but hey, everyone can have his/her sperg burst, isn't it? Lol
Sweeet
Homeworld Defense Collective
#89 - 2013-07-09 19:59:51 UTC
Zor'katar wrote:
So would finding something to do that doesn't require a ton of SP, and taking advantage of the time to actually learn the game while you're flying ships you can afford to lose. That's so much more valuable than SP. You can cover a huge amount of SP/equipment deficit by knowing how to fly and how to choose your targets. That T2 fit BS you're so eager to get into? Your day can be ruined by a noob in a throwaway T1 tackle frigate. Find a group that can help you learn the game mechanics, and you'll see that bigger is not always better.


Funny you should say that, the plan is to actually make a T2 fitted anti-frigate bait tornado. Heh. Smile

Seeing as my corp has pretty much bitten the dust, I've kindly had an offer to join another corp that is fairly well established and will get me through these troubling times. I'm actually looking forward to getting back into the thick of it all.

The reason this issue has been so close to my heart, is I've seen exactly how this game can torment new players. Not myself personally, but others in my corp that have long since quit. Yes a boost would be nice, but I'm long past the point of needing it myself. I've merely been advocating a fix for those I've seen treated so harshly. This game can be pretty darn cruel to people sometimes if a vet wants to make a new players life hell for no reason other than their own amusement.

Well this is clearly a battle I have no chance in winning, so it is high time I bowed out I think. Thank you for actually having a discussion with me rather than belittling my every point of view, I appreciate it. Smile

Stop being afraid, fly cheap and dangerous.

Zhilia Mann
Tide Way Out Productions
#90 - 2013-07-09 20:33:23 UTC  |  Edited by: Zhilia Mann
I feel partially responsible for giving this thread legs, so sure, what the hell, here we go again.

Sweeet wrote:
OK, another brain storm. How about giving all players the chance to purchase SP boosts that will only work up to a given amount of SP. Say a 400% boost to 50mil, then a 300% boost to 70mil, then a 200% boost to 90mil and finally a 100% boost to 100mil. Or something along those lines.

All new players want is the chance to catch up in a meaningful amount of time. Is that really so much to ask?


Are you just throwing out aspirational numbers or have you thought about the consequences to this? You'd be looking at literally everyone in the game having 100mil SP in just over a year. And quite frankly, you don't need 100mil SP. Chances are, most people who have that much never, ever use the majority of it.

Back on the first page of this thread I thought we were talking about a cruiser line with a reasonable T2 fits -- which ought to clock in under 20mil SP. You can continue to refine that, but from all I can see (and I happen to have an alt following this path right now) you kind of cap at all races sub-BS combat around 65mil SP -- two and a half years of training. There are still a few things here and there you can take to five from there (compensation skills, gun/missile specs to 5, a few elite certs) but you're pretty much there. You've arrived. There's nothing major you can do to improve without jumping into another field or larger ships.

You might be able to argue that the first cruiser 5, or the newly split battlecruiser skill to 5, along with T2 guns, reasonable fitting skills, and mostly T2 mods should be within reach in less time than it is now. And I believe I've already agreed with that in principle; if not, consider this an agreement in principle. But what you asked for in the quote above is absolutely game-breaking. Skill levels actually become meaningless under such a scheme. And maybe that's the real complaint? Skill mean too much? Because I'm not going to agree with that; skills are there as the only real means of progression in the game; devalue them too much and every character is just a cookie cutter clone.

Which brings us to this:

Sweeet wrote:
The very nature of the game means that the SP wall will continue to grow ad infinitum for existing players, ever increasing the gap between them and the new players. That is not a sustainable business model. Sooner or later a mechanism will have to be put into place to help bridge that gap, surely even you can see that? Maybe my solution is not even close to being the right solution, but that doesn’t mean a solution is not needed. If my experience and the experience of others in my corp are anything to go by, it sorely is.


The thing is: there is no SP wall. Or at least, it's not where you think it is. As has been said before, skills cap at 5. Once you're there, you're there. Anyone can catch up.

What we have is a perceived skill wall. The driving idea behind all of this seems to be "if I just had more SP, I would be able to do things better". And it's not true. All you can do is do more things. And you can't do all those things simultaneously in the first place. I said way back in my first reply that I rarely use even a small percentage of the total SP on my main, and oddly enough the same is going to be true at much lower skill levels.

So we circle back. If you're asking to be able to do something well in a relatively short amount of time, I think I can get behind that. But if you're asking for all the advantages of training for five or ten years to be handed to you in a vastly accelerated time frame then I'll have to turn that back on you: what would progression look like under this scheme?

Because I simply don't see any anymore. SP would become utterly meaningless. There's nothing to aspire to anymore. There's no reason to keep your account sub and training. New player retention might go up, but median player age would go dramatically down as vets filtered out and medium-term players no longer stayed associated with a game they had already "won" from a progression standpoint. The game would suffer for it.

Finally, this:

Sweeet wrote:
This issue would solve itself. If players could get into Battleships quicker, more players would fly Battleships and the price would go down. The ISK wall exists now because they are niche items for new players, take that niche away and the wall comes away with it.


You've already been called on this point, but I'd like to do it again and point out why it weakens your other arguments so much.

EVE has a very rich economy. It's driven entirely (well, almost) by players. Battleships cost x amount because it takes y time to make them and requires z minerals. Those z minerals are player-supplied, and miners value their time at q, so minerals are always going to cost a certain amount. As demand for battleships goes up, demand for minerals goes up, and final prices for everyone go up.

And see, that's a really, really fundamental part of the game. In fact, that's the major draw for me. But I recognize it isn't the draw for everyone. Some people still think they're playing internet spaceships instead of spreadsheets in space; go figure.

But it's still fundamental. And the fact that you've overlooked that unfortunately shows how much you still have to learn about this game. It doesn't invalidate your core point -- that new player progression and retention needs work -- but it certainly undermines the solutions you're throwing at it. They aren't good solutions. They don't address the real problems. And they actually work to undercut the game we've come to know and love.
Zhilia Mann
Tide Way Out Productions
#91 - 2013-07-09 20:59:08 UTC
I was just about hitting my character limit, but I'll throw out a few related thoughts here that didn't quite fit in (space-wise or theme-wise) in the first post.

First, about splitting the BC and destroyer skill. I said it when it was first announced and I'll say it again now: this is a ****** idea for newish (and especially medium-term) players. Battlecruisers in particular were how we all first cross-trained. Want to see how a different weapon platform handles? Pick up a BC and skill medium guns 4. If you like it, commit from there. If not? No big deal. This was especially true for the turret BCs of course, but applied for all of them. We no longer have that option and the game is poorer for it. Railroading players into a race from bottom to top is just... bleh. Sure, cross training shouldn't be that easy, but having a medium-skill checkpoint to try some new things out? That was awesome. Now it's gone.

Second, and I kind of hit on this but it deserves to be made explicit, there's good reason why people are pushing back against making the entire skill system too level. First, it's already more level than it looks; we've hit on that already. Second, it really does give long-term players some purpose. If you have everything in a year or two -- what keeps you? Maybe you found a corp. Maybe you found one thing you like to do. But more likely, you just kind of lose purpose. Progression holds onto us veterans for the long term.

As much as some of his posts drive me a little batty, Digital Wanderer has been harping quite effectively on this point for the past several months. He is genuinely concerned about older players no longer having goals to push for -- and it's another totally valid concern. Yes, there are in-game things to keep you somewhat engaged, but having skill-related goals is a huge part of this game. Railroading players towards that cap is ludicrous and it explicitly hurts player retention. The "meh, there's nothing more for me to achieve here" feeling really does set in after awhile.

So that's the flip side of new player retention due to the long skill climb: veteran player retention due to having no more skill walls to climb. A solution needs to be in place for both issues, and neither solution can be at the severe detriment of the other. Simply accelerating the skill climb fails at this design criterion.
Sweeet
Homeworld Defense Collective
#92 - 2013-07-09 21:17:18 UTC
Zhilia Mann wrote:
I was just about hitting my character limit, but I'll throw out a few related thoughts here that didn't quite fit in (space-wise or theme-wise) in the first post.

First, about splitting the BC and destroyer skill. I said it when it was first announced and I'll say it again now: this is a ****** idea for newish (and especially medium-term) players. Battlecruisers in particular were how we all first cross-trained. Want to see how a different weapon platform handles? Pick up a BC and skill medium guns 4. If you like it, commit from there. If not? No big deal. This was especially true for the turret BCs of course, but applied for all of them. We no longer have that option and the game is poorer for it. Railroading players into a race from bottom to top is just... bleh. Sure, cross training shouldn't be that easy, but having a medium-skill checkpoint to try some new things out? That was awesome. Now it's gone.

Second, and I kind of hit on this but it deserves to be made explicit, there's good reason why people are pushing back against making the entire skill system too level. First, it's already more level than it looks; we've hit on that already. Second, it really does give long-term players some purpose. If you have everything in a year or two -- what keeps you? Maybe you found a corp. Maybe you found one thing you like to do. But more likely, you just kind of lose purpose. Progression holds onto us veterans for the long term.

As much as some of his posts drive me a little batty, Digital Wanderer has been harping quite effectively on this point for the past several months. He is genuinely concerned about older players no longer having goals to push for -- and it's another totally valid concern. Yes, there are in-game things to keep you somewhat engaged, but having skill-related goals is a huge part of this game. Railroading players towards that cap is ludicrous and it explicitly hurts player retention. The "meh, there's nothing more for me to achieve here" feeling really does set in after awhile.

So that's the flip side of new player retention due to the long skill climb: veteran player retention due to having no more skill walls to climb. A solution needs to be in place for both issues, and neither solution can be at the severe detriment of the other. Simply accelerating the skill climb fails at this design criterion.


You bring up some very valid points I had not considered. I'm actually rather lucky, when I signed up again at the beginning of Feb, I heard about the splitting up of BC and Destroyer skills so quickly levelled both to 5, so I dodged a bullet there.

As much as I hate to admit it, after thoughtfully going over your posts you're right, my ideas are terrible and whilst perhaps solving an issue on one side of the fence it would create it's own set of issues for the other. I was just trying to help, but this is one issue I clearly hold no weight in due to my lack of experience from the other side of the fence.

I'll just try and enjoy the game the best I can whilst waiting for the appropriate skills to kick butt in my anti-frigate bait tornado. Big smile Thank you too for taking the time and effort to explain your side of the argument in a clear and concise manner, I appreciate it.

Peace.

Stop being afraid, fly cheap and dangerous.

Zhilia Mann
Tide Way Out Productions
#93 - 2013-07-09 21:33:24 UTC
Sweeet wrote:
You bring up some very valid points I had not considered. I'm actually rather lucky, when I signed up again at the beginning of Feb, I heard about the splitting up of BC and Destroyer skills so quickly levelled both to 5, so I dodged a bullet there.

As much as I hate to admit it, after thoughtfully going over your posts you're right, my ideas are terrible and whilst perhaps solving an issue on one side of the fence it would create it's own set of issues for the other. I was just trying to help, but this is one issue I clearly hold no weight in due to my lack of experience from the other side of the fence.

I'll just try and enjoy the game the best I can whilst waiting for the appropriate skills to kick butt in my anti-frigate bait tornado. Big smile Thank you too for taking the time and effort to explain your side of the argument in a clear and concise manner, I appreciate it.

Peace.


If that was concise I'm a talking dog.

Anyhow, props for keeping this one relatively civil. It's a serious issue that I'd like to see addressed and discussion is healthy. But it's just a whole hell of a lot more complicated than people give it credit for.
hellcane
Never Back Down
#94 - 2013-07-10 00:38:23 UTC  |  Edited by: hellcane
CCP changes the game to cater to the people that want 100m SP in the first few months.

Game attracts more childish players that want "easier" gameplay.

Players lose ships to "those evil veterans", and start demanding easier mechanics that wont require time to learn.

Players also start demanding better economics since they are buying ships that they cannot afford, and lose said ships.

Ships are basically free, SP isnt an issue, yet they still explode because players didnt learn how to pick engagements. They start demanding even more.

Game is now spacewow with little to no effort required to ship, reship, skill up, and play.



While everyone wants a better retention rate, most of us do not want to retain the type of players that will destroy the core of the game that we subscribed to. 100m SP might be cool on the character sheet, but that doesnt mean as much as you think.
Mashie Saldana
V0LTA
OnlyFleets.
#95 - 2013-07-10 08:02:30 UTC
Sweeet wrote:
You are doing a very good job at dodging the question. How is giving new players a slight SP boost going to hurt the game as you claimed?

Let's say all new character got 10m SP to allocate as they wish for the sake of argument.

Now imagine the Vet's creating fresh 10m SP alts.

The new players will still cry that things are unfair because the older guys knows exactly what skills to pick, what ships to fly and how to fly them.

Back in 2006 when I started I had a blast flying Rifters and Minmatar interceptors. Today, 155m SP later I still only have one race large guns trained because to be honest, battleships are spectacular boring to play with.
Malcanis
Vanishing Point.
The Initiative.
#96 - 2013-07-10 08:27:02 UTC
Chi'Nane T'Kal wrote:
Biff Ekpyrion wrote:

That's, at least, what I would like to see more of in EVE in regards to the skill system. At least some way of speeding it up through playing, if only ever so slightly. I don't want to see it dumbed down or made cheap. I like my games hard core.


Precisely my sentiment. There should be some kind of reward for playing, and especially for playing WELL.


There are many rewards for "playing, and especially for playing WELL". Just not skillpoints.

EVE is a blessed oasis of freedom from skillgrinding. There are many of us who will fight to the end to preserve that freedom.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Chi'Nane T'Kal
Interminatus
#97 - 2013-07-10 09:55:12 UTC  |  Edited by: Chi'Nane T'Kal
Zhilia Mann wrote:

What we have is a perceived skill wall. The driving idea behind all of this seems to be "if I just had more SP, I would be able to do things better". And it's not true. All you can do is do more things. And you can't do all those things simultaneously in the first place. I said way back in my first reply that I rarely use even a small percentage of the total SP on my main, and oddly enough the same is going to be true at much lower skill levels.


Very elaborate post all in all. But I think this point needs addressing.

In the big picture you are right, there are only so many skills you can use simultaneously, there is a legion of players out there who only use a small percentage of their SP. Simply because a 100M veteran will count the same as 10 10M newbs in that picture.

However, things look completely different while you're a new player, especially if you follow the advice of specializing (in order to catch up).

Out of curiosity i just theorycrafted a specialized Amarr cruiser toon. T2 Pulse, all support skills at acceptable levels of time invested (i.e. no skill to V if that takes longer than 10d, except for the Amarr cruiser skill). I ended up at 271 days unmodified, which can be shaved to just over 200 days with +3 implants and an optimized mapping (something newbs are told not to touch during their first year by the scrubs out there, btw). No eWar skills, no T2 hulls, flying an ABC well would take even longer.

So we're looking at more than half a year's worth of SP to fly ONE hull and weapon type at acceptable levels. Even if said toon used all the skills in the book, a veteran would still easily beat this player by using his one big advantage: adaptability. In our case that would be as simple as using a TD, since my toon could not switch to a missile boat - like a veteran could.

And i'm FINE with the fact that the veteran will have an edge because of the choice he has. That's what SP should be about, a broader variety of things to chose from, given time.


But half a year to fly a mediocre hull type at an acceptable level as a newb? Seriously?


What I'd like to see is giving a better set of basic skills to all pilots automatically (including Vs). In addition give them chance to unlock ONE ship/weapon combo via a sophisticated mission chain with their faction of choice. I.e. as a reward for active play.

All in all we'd be looking at less than half a year's worth of skills. Negligible in the big picture of playing 5-10 years.
It's the same argument that says new player's growing pains are negligible in the big picture.


The difference is: since it is only negligible in HINDSIGHT, one is driving away new players who can't KNOW they will be playing 5 or more years. The other only needs to be explained correctly to people who have already invested those years.
(A partial compensation for already skilled SP on then baseline skills into the free allocation pool would probably help there)
Malcanis
Vanishing Point.
The Initiative.
#98 - 2013-07-10 10:12:12 UTC
Chi'Nane T'Kal wrote:
Zhilia Mann wrote:

What we have is a perceived skill wall. The driving idea behind all of this seems to be "if I just had more SP, I would be able to do things better". And it's not true. All you can do is do more things. And you can't do all those things simultaneously in the first place. I said way back in my first reply that I rarely use even a small percentage of the total SP on my main, and oddly enough the same is going to be true at much lower skill levels.


Very elaborate post all in all. But I think this point needs addressing.

In the big picture you are right, there are only so many skills you can use simultaneously, there is a legion of players out there who only use a small percentage of their SP. Simply because a 100M veteran will count the same as 10 10M newbs in that picture.

However, things look completely different while you're a new player, especially if you follow the advice of specializing (in order to catch up).

Out of curiosity i just theorycrafted a specialized Amarr cruiser toon. T2 Pulse, all support skills at acceptable levels of time invested (i.e. no skill to V if that takes longer than 10d, except for the Amarr cruiser skill). I ended up at 271 days unmodified, which can be shaved to just over 200 days with +3 implants and an optimized mapping (something newbs are told not to touch during their first year by the scrubs out there, btw). No eWar skills, no T2 hulls, flying an ABC well would take even longer.

So we're looking at more than half a year's worth of SP to fly ONE hull and weapon type at acceptable levels. Even if said toon used all the skills in the book, a veteran would still easily beat this player by using his one big advantage: adaptability. In our case that would be as simple as using a TD, since my toon could not switch to a missile boat - like a veteran could.


I bet there's a lot of fat to be cut from those 200 days. Armor Comps to V? Shield skills?

Again you're implicitly assuming that "perfect" skills are required to be "competitive", whatever that's supposed to mean. But in 99 fights out of 100 that actually happen on TQ, a few percent more or less DPS or EHP won't affect the outcome at all.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Chi'Nane T'Kal
Interminatus
#99 - 2013-07-10 10:34:05 UTC  |  Edited by: Chi'Nane T'Kal
Malcanis wrote:

I bet there's a lot of fat to be cut from those 200 days. Armor Comps to V? Shield skills?


No and no :).

You just reminded me that i even forgot the engineering and electronics skills, so that would be another 40 days on top.

Malcanis wrote:

Again you're implicitly assuming that "perfect" skills are required to be "competitive", whatever that's supposed to mean. But in 99 fights out of 100 that actually happen on TQ, a few percent more or less DPS or EHP won't affect the outcome at all.


It's the skillset I would want to have to be comfortable sitting in that cruiser.

The discussion was about catching up to the veteran by ignoring all skills that would give him more options but not immediately benefit the ship he is sitting in.

I placed the further restriction T1 cruiser and no expensive skills at lvl5 to make the whole thing more newb friendly.
IMO it should be easy to find a subcap setup where you could have way more than a year's worth of skills and every SP would be contributing.
Sweeet
Homeworld Defense Collective
#100 - 2013-07-10 11:01:46 UTC  |  Edited by: Sweeet
Chi'Nane T'Kal wrote:
Zhilia Mann wrote:

What we have is a perceived skill wall. The driving idea behind all of this seems to be "if I just had more SP, I would be able to do things better". And it's not true. All you can do is do more things. And you can't do all those things simultaneously in the first place. I said way back in my first reply that I rarely use even a small percentage of the total SP on my main, and oddly enough the same is going to be true at much lower skill levels.


Very elaborate post all in all. But I think this point needs addressing.

In the big picture you are right, there are only so many skills you can use simultaneously, there is a legion of players out there who only use a small percentage of their SP. Simply because a 100M veteran will count the same as 10 10M newbs in that picture.

However, things look completely different while you're a new player, especially if you follow the advice of specializing (in order to catch up).

Out of curiosity i just theorycrafted a specialized Amarr cruiser toon. T2 Pulse, all support skills at acceptable levels of time invested (i.e. no skill to V if that takes longer than 10d, except for the Amarr cruiser skill). I ended up at 271 days unmodified, which can be shaved to just over 200 days with +3 implants and an optimized mapping (something newbs are told not to touch during their first year by the scrubs out there, btw). No eWar skills, no T2 hulls, flying an ABC well would take even longer.

So we're looking at more than half a year's worth of SP to fly ONE hull and weapon type at acceptable levels. Even if said toon used all the skills in the book, a veteran would still easily beat this player by using his one big advantage: adaptability. In our case that would be as simple as using a TD, since my toon could not switch to a missile boat - like a veteran could.

And i'm FINE with the fact that the veteran will have an edge because of the choice he has. That's what SP should be about, a broader variety of things to chose from, given time.


But half a year to fly a mediocre hull type at an acceptable level as a newb? Seriously?


What I'd like to see is giving a better set of basic skills to all pilots automatically (including Vs). In addition give them chance to unlock ONE ship/weapon combo via a sophisticated mission chain with their faction of choice. I.e. as a reward for active play.

All in all we'd be looking at less than half a year's worth of skills. Negligible in the big picture of playing 5-10 years.
It's the same argument that says new player's growing pains are negligible in the big picture.


The difference is: since it is only negligible in HINDSIGHT, one is driving away new players who can't KNOW they will be playing 5 or more years. The other only needs to be explained correctly to people who have already invested those years.
(A partial compensation for already skilled SP on then baseline skills into the free allocation pool would probably help there)


This is exactly what my biggest gripe is as a new player. I theory craft and check out Battleclinic before fitting out all my ships, however being a new player I don’t have any of the required skills for the T2 weapons and Ammo that make the builds so effective. However I’ll grit my teeth and make it the best I can using T1 weapons and ammo, and sometimes my DPS doesn’t even reach half of what I’m being told is possible.

As far as I can tell, some builds really aren’t worth it unless you can fit your ship out with T2 weapons and ammo, well it certainly feels that way. I then go and theory craft to see just how long it will take me to get the appropriate skills to use T2 weapons and ammo, and 200 days sounds about right for most medium weapons. And that is just for one weapon type.

This to a new player feels extremely daunting, and it really does feel that in the big picture, at this stage in the games life cycle, that it really wouldn’t hurt doing as you suggested, giving new players better base skills somehow.

Don’t worry I’m not going to come up with any more crazy ideas people! But Chi'Nane’s example really does echo how daunting a feat trying to fit out T2 weapons and ammo of just one type can feel to a new player. And I believe this is one of the biggest contributing factors to turning new players off of the game, particularly those that want to PvP competitively.

Talking from personal experience, I’ve been in many situations where I would have at least stood a chance if I was able to match the shear damage being put out compared to my own. Everyone says the difference is negligible, but looking at the T2 fits, then building my own T1 fits to match, it’s really not. I know it’s not all about straight up damage vs straight up damage, and but damage is important and the difference between T1 fits vs T2 fits with T2 ammo can decide a fight before its even begun, even if your fit supposedly counters theirs.

That’s just my 2 cents and I’m going to stick with it anyway, but I really hope something can be done that will ease new players passage into EVE whilst not impacting any long term players.

Stop being afraid, fly cheap and dangerous.