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Can we remove attributes and learning implants already?

Author
Alvatore DiMarco
Capricious Endeavours Ltd
#41 - 2014-01-03 17:01:16 UTC
I'm not going to state an opinion. I'm not even going to add my own thoughts to this discussion that we've had so many times before.

I'm simply going to leave a quoted excerpt here for you the reader to interpret and a link to the source.

Quote:
"Seagull spoke up and pointed out that the skill queue has an impact early on about how
often you log in and thus can influence how engaged new players are, but as players
get older, the queue length just becomes an annoyance. She continued to note that as a
result, she’s put a stop to messing with the skill queue until they’re better at the
onboarding part of the game, and can test what happens with different approaches.
Ripard concluded this point by pointing out that attributes are stupid and serve no
purpose; Soundwave agreed and said they’re exploring options to replace them."


-CSM 8 August Summit Minutes

Derath Ellecon
University of Caille
Gallente Federation
#42 - 2014-01-03 17:22:21 UTC
Toxic Raioin wrote:
It great that CCP gave players a way to speed up training, however bumping attributes 5 points each would have been the far better choice for everyone. Just because you live in a harsh environment doesn't mean your sp/hour should suffer for it.,even if you are fine with it. SP/hour doesnt belong in the risk/reward equation imo.


And bumping attributes solves nothing. It just changes the base.

CCP defined the Base SP rate when they created the game. We can call that base rate 0. Increasing all the attributes by 5 just makes that the new Base rate 0. As long as there are also implants people will be training at base rate 0 + implants. And then everyone else will scream that they have to use implants or they train too slow. (yea I'm ignoring remapping at the moment with that statement as to not muddy up the waters about implant effects)
Derath Ellecon
University of Caille
Gallente Federation
#43 - 2014-01-03 17:24:23 UTC
hmskrecik wrote:
Derath Ellecon wrote:
hmskrecik wrote:
The talk is about attributes.


Hmm, cause the title says attributes AND implants. And the word implants is in almost every post so far...

True.

The difference, to me, is that the attributes are the root problem and learning implants are only a symptom.



Really? In what way? Sure attributes and remapping can effect what you train and when. But the constant argument I tend to see is the "I would PVP more if only I didnt HAVE to use these expensive learning implants all the time."

I've never heard anyone say, "I'd PVP more but I'm just remapped wrong."
Karma Codolle
Chimera Research and Development
#44 - 2014-01-03 18:52:50 UTC
I don't see the big deal, if you have more than 2 learning implants plugged in, you've either a)lived too long with that clone or b)wasting your isk by filling your head up.

Seriously 2 +4's or +3's in a pvp clone along with combat implants is not a big deal.

Stop whining just because you want minimal risk pvp and not have to think ahead with skill planning,
Toxic Raioin
Royal Amarr Institute
Amarr Empire
#45 - 2014-01-03 19:12:33 UTC
Derath Ellecon wrote:
Toxic Raioin wrote:
It great that CCP gave players a way to speed up training, however bumping attributes 5 points each would have been the far better choice for everyone. Just because you live in a harsh environment doesn't mean your sp/hour should suffer for it.,even if you are fine with it. SP/hour doesnt belong in the risk/reward equation imo.


And bumping attributes solves nothing. It just changes the base.

CCP defined the Base SP rate when they created the game. We can call that base rate 0. Increasing all the attributes by 5 just makes that the new Base rate 0. As long as there are also implants people will be training at base rate 0 + implants. And then everyone else will scream that they have to use implants or they train too slow. (yea I'm ignoring remapping at the moment with that statement as to not muddy up the waters about implant effects)


Bumping attributes to what they would be with +5 implants and then removing said implants solves everything. I thought my post implied that. guess not.
Zosius
The Nordic Associates
Test Alliance Please Ignore
#46 - 2014-01-03 19:19:48 UTC
Karma Codolle wrote:
I don't see the big deal, if you have more than 2 learning implants plugged in, you've either a)lived too long with that clone or b)wasting your isk by filling your head up.

Seriously 2 +4's or +3's in a pvp clone along with combat implants is not a big deal.

Stop whining just because you want minimal risk pvp and not have to think ahead with skill planning,


It's not minimal risk. It's annoyance. I would rather put ship bonus implants instead of learning ones for the same price. Or if I suddenly decided to lol around in null I would not want my implants to take 1 or 1/2 price of the ship, when im ready to die.

And I got no problem planning my skills, what I don't like is to feel bitter when I suddenly need to train something else at minimal speed, or force myself sticking through plan, because I see change as a "time loss" and limit my gameplay just to avoid it. I have a friend with whom we started playing at the same time and whenever we compare our skill number I am quite behind just because he always has +5s and takes fewer risks.
Derath Ellecon
University of Caille
Gallente Federation
#47 - 2014-01-03 19:23:22 UTC
Toxic Raioin wrote:
Derath Ellecon wrote:
Toxic Raioin wrote:
It great that CCP gave players a way to speed up training, however bumping attributes 5 points each would have been the far better choice for everyone. Just because you live in a harsh environment doesn't mean your sp/hour should suffer for it.,even if you are fine with it. SP/hour doesnt belong in the risk/reward equation imo.


And bumping attributes solves nothing. It just changes the base.

CCP defined the Base SP rate when they created the game. We can call that base rate 0. Increasing all the attributes by 5 just makes that the new Base rate 0. As long as there are also implants people will be training at base rate 0 + implants. And then everyone else will scream that they have to use implants or they train too slow. (yea I'm ignoring remapping at the moment with that statement as to not muddy up the waters about implant effects)


Bumping attributes to what they would be with +5 implants and then removing said implants solves everything. I thought my post implied that. guess not.


The same solution could be had by simply removing the implants and forcing everyone to train at the base rate CCP chose to begin with. Why would they give everyone a boost beyond what they felt was a proper base rate already? Training at base rate +5 isn't a right. It's a privilege for those willing to pay for the implants.
Motorbit
Moira.
#48 - 2014-01-03 19:31:04 UTC
k, some brainfarting. stupid ideas that may lead to good ideas - or not:


what about not destroying pure attribute implants on pod los? they are not pvp related after all, and most agree that sp (generation) mengelt together with the risk/reward mecanics suck.

if "noob" implants where save, no reason for the trainees not to pvp anymore. and i am sure the good pilot still would use implants that made them better pilots.
Nikk Narrel
Moonlit Bonsai
#49 - 2014-01-03 19:32:27 UTC
Derath Ellecon wrote:
The same solution could be had by simply removing the implants and forcing everyone to train at the base rate CCP chose to begin with. Why would they give everyone a boost beyond what they felt was a proper base rate already? Training at base rate +5 isn't a right. It's a privilege for those willing to pay for the implants.

The problem is, (in my opinion), that this desire to optimize learning so you grind skills faster, is killing the reason you grind skills in the first place.

The skills have NO value if they go unused.
If you don't take the character out and actually play with it, why bother?
Why did you want to play EVE in the first place, just to grind skills?

Zosius, you pointed out that your friend is ahead in skill points. He takes fewer risks, and always has these +5's that seem to make players avoid playing, for fear of losing that investment.

Your friend being ahead is what they call a pyrrhic victory.
Sure, he has more skill points, but at what cost?

It sounds like you played more than he has, while he has spent time preparing to play, while avoiding actually playing.

I would suggest you are ahead in fun. If that is not being ahead in the game, I can't say I see the point of it.
hmskrecik
TransMine Group
Gluten Free Cartel
#50 - 2014-01-03 20:11:29 UTC
Derath Ellecon wrote:
hmskrecik wrote:
Derath Ellecon wrote:
hmskrecik wrote:
The talk is about attributes.


Hmm, cause the title says attributes AND implants. And the word implants is in almost every post so far...

True.

The difference, to me, is that the attributes are the root problem and learning implants are only a symptom.



Really? In what way? Sure attributes and remapping can effect what you train and when. But the constant argument I tend to see is the "I would PVP more if only I didnt HAVE to use these expensive learning implants all the time."

I've never heard anyone say, "I'd PVP more but I'm just remapped wrong."

I got it. Though please do note that it's not an argument I am making. I could say only "I would PVP more if I weren't afraid of losing my implants" but even this isn't quite true. I'm just not into PVP and when I eventually do it, I do with full conscience that both ship and pod can be lost (and more often than not, it is).

My point is that attributes as a whole don't bring meaningful choices to the gameplay and the consequences are weak. The strongest one is the already mentioned issue that some part of player base became awerse to risk of being podded. But attributes themselves bring almost nothing to the game. Which means that:
a) IMO they just shouldn't be there, the game would be as fine as it is without them;
b) their existence is not a big deal, not enough to demand CCP takes care of it, unless they really want to; I'd prefer if they spent their time fixing really annoying bugs and problems.
Reaver Glitterstim
The Scope
Gallente Federation
#51 - 2014-01-04 02:42:50 UTC
The problem with attributes is that it's a game won by savants like me, and it makes the rest of you feel bad. I started playing a little over 3 years ago and I have over 70 million SP. I've got an average SP/hour of 2383.44. I'm a noob with more SP than a lot of the people who have been playing a lot longer than I have. How do I do it? I'm some kind of skill point savant, I can't really explain it any better than that.

As far as using my skill points goes, I sure don't hold back at all. I leave my attribute clones in highsec and go to combat without implants. I have no qualms with going to combat frequently, I don't have any trouble managing my implants and attributes whatsoever. I'm apparently unique in this, though. Maybe it's time attributes stop giving a detestably strong advantage to players like me, and allow everyone to be on relatively the same page.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

FT Diomedes
The Graduates
#52 - 2014-01-04 06:05:36 UTC
Like many others, I have a love-hate relationship with learning attribute implants. On the one hand, I love seeing those tasty implants on someone's loss mail, because then I know that I've really ruined his day. On the other hand, I'll never take one of my old characters on a frigate roam because even as I enter 7 years in game my pilots are still training to fly bigger ships and losing a pair of +4s or +5s and an expensive clone just isn't worth it for a 30mil ISK frigate. When I lose my dreadnought it really doesn't matter that I also lose some plus 4's or +5s.

Additionally, while there are ways to mitigate the risk, there have been times where I have avoided immediate game content due to my implants, jump clone timer, etc. This is poor game design, in my opinion.

My proposal would be to remove all learning attributes and learning implants from the game. I would replace existing implants with a pile of raw materials that could be used to produce new implants. I'd also make it so that players produced all implants. While I was at it, if I worked for CCP, I would take the opportunity to completely revamp and redesign all implants. I'd vastly increase the variety of potential useful implants.

To me, I pay CCP for the training time, not the play time. I cannot play 23/7, but I can train 24/7. So, this should be a fixed amount of SP/month. I don't really care what SP/hour rate CCP sets. Set it at XXXX SP/hour and get rid of remaps. Remaps encourage an unhealthy amount of long term planning, to the detriment of short term gameplay. I get that Eve is about consequences, but the consequences should be that a shiny spaceship explodes and months of ISK are destroyed in the blink of an eye, not that the optimum way to train is to spend several months in a station training INT/MEM before remapping to PER/WP. The optimum way to train should be to undock and die and kill and improve the skills between the keyboard and the chair. All the while, you pay your subscription and your character keeps getting better at a fixed rate/month. You still have to plan what to train and when, but it becomes less about min/maxing attributes and more about what you need in the short-mid-long term.

I'd get rid of attributes completely. The attributes make no sense in terms of game play. In most games, if I pick a character with high charisma, he/she gets a bonus to interacting with other characters. In Eve, it means I got screwed for the first few years of skill training for almost every useful skill category. As a Gallente character, I was very happy when they initially introduced remaps.

The risk versus reward discussion always comes up with this topic. I agree that risk versus reward is important, but currently misplaced. The risk versus reward should be: if I plug in my Slave set, I have a better chance of winning this fight, but I stand to lose 2.5b if I die. That is a risk versus reward decision that does not discourage me from undocking. The answer is to undock, but I decide how much ISK is at risk.

It should not be: if I plug in these +5 training implants I won't be any better in this fight, but I might be better in another fight six months from now. That is a decision that discourages me from undocking at all.

I want to see Eve players feel comfortable getting in fights right from the beginning. I want to reward players for pimping their ships and pods for short term advantages, because that makes for shiny kill mails. I don't want to encourage people to never undock or to stay in high sec for months on end because they are scared of my bubbles.

That's more than enough words. My wife just accused me of writing a novel about Eve.

TLDR version - get rid of attributes and attribute implants!

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Travasty Space
Pilots of Epic
#53 - 2014-01-04 08:11:18 UTC
In this thread we have a split, a bunch of people like the nuanced choices and consequences that come from attributes and implants(myself included). Then we have a bunch that think of them as being the same thing as learning skills(they aren't though) and find them very annoying and wish them be removed. And then we have reference to the third set of players, the min-maxers who give up on learning player skill to gain character skill.

So this is where we are left:
Removing attributes and implants:
Nuance Players: -
Annoyed Players: +
Min-Maxers: +/-
Leaving attributes and implants:
Nuance Players: +
Annoyed Players: -
Min-Maxers: +/-


So the bottom line to me, they should stay because you have options to reduce/remove the annoyance where as if they go we would have no option for that nuanced fun.
Nikk Narrel
Moonlit Bonsai
#54 - 2014-01-04 14:56:01 UTC
Travasty Space wrote:
So the bottom line to me, they should stay because you have options to reduce/remove the annoyance where as if they go we would have no option for that nuanced fun.

I like nuanced fun.

I like the idea of trade offs, where I can seek an advantage in exchange for risking greater than average loss.

It sounds like a wonderful game mechanic.

What we have found, however, is that we seem to be actually losing players. They don't undock to fight at all, but do the equivalent of leaving for a college education that extends itself every time it seems to be nearing completion.
(what? I finished Caldari BS to 5? But I need specialized cruise missiles, and then I need Tech 2 extenders, and a cloak! Well, If I get a cloak, I should also train covops for scouting...)

That line of thinking is great to come up with what to train next, and for many of us it opens up new paths in EVE constantly.
But, learning implants and remaps together, create a pilot focused on learning at the expense of current play.
Sure, you obviously can still undock and fight, but losing those implants and constantly replacing them is obviously not something you would want to keep spending on.

And many choose to not risk them, or interrupt their use, because they are anticipating a goal they will never reach.

They want to get to that place where they have learned enough to have an advantage in a fight, just like many seek a tactical advantage in other circumstances.
The problem for many, being they always have another line of skills they want. They never finish.

So, they rarely play, if ever. They are holding out for that point that never materializes, when their skills are better than everyone elses so they can finally have the big advantage they have been working for all this time.

After all, they are only skipping play today. They will play tomorrow.
But today is always today, and tomorrow is always a day away.
Dave Stark
#55 - 2014-01-04 19:40:16 UTC
let's face it, learning implants add nothing to the game but risk aversion and inconvenience. the sooner they're removed the better.
Travasty Space
Pilots of Epic
#56 - 2014-01-05 00:45:03 UTC
Nikk Narrel wrote:

And many choose to not risk them, or interrupt their use, because they are anticipating a goal they will never reach.


And to me this is an issue with information and previous experiences with MMOs. In pretty much any other MMO because you have to grind through to get character skill you get player skill at the same time so the power increase is viewed through the character progression. In eve those two progressions are separate and this often isn't communicated well enough to players creating a situation where they don't have the information to make a properly informed decision.
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