These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[CCP opinion requested] Remove learning implants from the game.

Author
Omega Tron
Edge Dancers
Pan-Intergalatic Business Community
#181 - 2014-01-18 05:13:18 UTC
OK. So you've figured out why I no longer will play in NULL or LOW SEC. When I first started playing, back in the days when there was learning skills, I ran missions, and mined like crazy to buy a set of +6 implants to speed up my learning time. Then for several different days I tried to go ratting in a low sec system trying to increase my earning and ended up getting POD'd. I lost those implants and shortly after that CCP removed them from the game ( I think ). I have never gone back to low sec or null since. I have been gank'd in high sec several times but that has been for the most part, almost, years apart. Plenty of time has passed to allow for and easy recovery of the losses. So if they were to be come a permanent implant like the new AU-79 "Auroral", then I would be living in null instead.

I endorse your idea.

I think that once the learning implants are earned and installed they should then be a permanent part of the character.

CCP's sand box is EVE Online.  The sand is owned by CCP.  We pay them a monthly fee to throw the sand at each other.  That is all that is here, so move along. Nothing more to be seen.

Ordo Malus
State War Academy
Caldari State
#182 - 2014-01-18 06:28:13 UTC  |  Edited by: ISD Ezwal
Ive been playing since 2005 *Snip* Please refrain from personal attacks. ISD Ezwal

Eve is about choice. Its about loss vs gain. If you want to GAIN the advantage of implants you risk LOSS. I fly 95% of the time with +3 or even sometimes +4% implants in nullsec. I don't cry when I lose implants, I simply buy more. I'm not rich, I accept that for my actions I have a potential reaction, ie losing implants when I'm in combat.
*Snip* Please refrain from using profanity. ISD Ezwal

I 100% agree that it is unfair to wormhole PvPers and as such Rorqs or other ships should be made adaptible to wormhole life to allow clone jumps, transfers, ect.

*Snip* Please refrain from personal attacks. ISD Ezwal
This entire forum has been polluted with so much crying over "I want things easier" over the last month or so it's pathetic.

-Nerf sentries
-Make bumping bannable
-Make bumping cause aggression
-Prevent highsec aggression
-Suicide ganking is unfair
-Remove learning implants because I dont want to pay for them and risk losing them.


This player base is turning into WoW.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#183 - 2014-01-18 11:37:28 UTC  |  Edited by: ISD Ezwal
Ordo Malus wrote:
Ive been playing since 2005 *Snip* Please refrain from personal attacks. ISD Ezwal

Eve is about choice. Its about loss vs gain. If you want to GAIN the advantage of implants you risk LOSS. I fly 95% of the time with +3 or even sometimes +4% implants in nullsec. I don't cry when I lose implants, I simply buy more. I'm not rich, I accept that for my actions I have a potential reaction, ie losing implants when I'm in combat.
*Snip* Please refrain from using profanity. ISD Ezwal

I 100% agree that it is unfair to wormhole PvPers and as such Rorqs or other ships should be made adaptible to wormhole life to allow clone jumps, transfers, ect.

*Snip* Please refrain from personal attacks. ISD Ezwal
This entire forum has been polluted with so much crying over "I want things easier" over the last month or so it's pathetic.

-Nerf sentries
-Make bumping bannable
-Make bumping cause aggression
-Prevent highsec aggression
-Suicide ganking is unfair
-Remove learning implants because I dont want to pay for them and risk losing them.


This player base is turning into WoW.


Totally agree here, I want the choice and the attribute implants give me that. I can't afford +5's yet. Do I care? nope, I learn fast enough right now, the extra +2 on each skill would be nice but wouln't make a massive difference.

When I can afford them will I by them? Damn right I will, but them I'll have earned them and will fly a ship much more likely to discourage gankers.. If I can't afford to lose the implants I shouldn't buy them in the first place.

I want choice in this game, I like being able to fine tune. Most of my ideas here are about providing more choice so I'm intrinsically opposed to anything that gives less choice without a &very* good reason.
Bertrand Butler
Cras es Noster
#184 - 2014-01-18 11:58:27 UTC  |  Edited by: Bertrand Butler
Really, nobody gives a flying **** about what you personally want guys. Learning skills also gave us "more choice". I don't think that one can argue that their removal from a game was a bad move.

The question is whether the removal of learning implants would result in a desirable AND measurable increase of player generated content and activity. I really think it wont, for two reasons:

1. Risk aversion is a mentality problem entrenched in the player base that practices it. The only way to entice risk averse players is to remove A LOT of risk, and this dilutes both the nature of the sandbox and the balance for non-risk averse players.

2. Barring WHs (sth should really be done about them), jump clone specialization and use removes much of the problems learning implants bring to the table.
Reaver Glitterstim
The Scope
Gallente Federation
#185 - 2014-01-18 12:13:00 UTC
I think there should be a new set of pirate learning implants added to the game that just provide attributes like the regular learning implants, but are cheaper and also illegal, so CONCORD will rip them out of your head if you take em into highsec. That way you can have implants while you PVP, if you are willing to spend some money, without it being a ridiculously high monetary expenditure (unless you PVP in highsec). This would help to make training implant costs between highseccers and non-highseccers more even, without removing the risk vs reward aspect of using implants.

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."

Basil Pupkin
Republic Military School
#186 - 2014-01-18 13:15:30 UTC  |  Edited by: ISD Ezwal
Ordo Malus wrote:
Ive been playing since 2005 *Snip* Please refrain from personal attacks. ISD Ezwal

Eve is about choice. Its about loss vs gain. If you want to GAIN the advantage of implants you risk LOSS. I fly 95% of the time with +3 or even sometimes +4% implants in nullsec. I don't cry when I lose implants, I simply buy more. I'm not rich, I accept that for my actions I have a potential reaction, ie losing implants when I'm in combat.
*Snip* Please refrain from using profanity. ISD Ezwal

I 100% agree that it is unfair to wormhole PvPers and as such Rorqs or other ships should be made adaptible to wormhole life to allow clone jumps, transfers, ect.

*Snip* Please refrain from personal attacks. ISD Ezwal
This entire forum has been polluted with so much crying over "I want things easier" over the last month or so it's pathetic.

-Nerf sentries
-Make bumping bannable
-Make bumping cause aggression
-Prevent highsec aggression
-Suicide ganking is unfair
-Remove learning implants because I dont want to pay for them and risk losing them.


This player base is turning into WoW.



*Snip* Please refrain from personal attacks. ISD Ezwal

I like the idea. Learning implants prevent action, that's for sure. Your 4% implants will remain a meaningful choice, what should get hit is +4, not +4% ones...

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Kirkwood Ross
Golden Profession
#187 - 2014-01-18 14:45:03 UTC
Icarus Able wrote:
Kirkwood Ross wrote:
People who have crystal, slave, snakes, etc don't pvp as much either. Should those implants be removed?


Your missing the point.



Nope. Those with high value implants don't suicide or engage as much as people with low value or no implants. Same goes for pilots with expensive ships and modules. They pick targets that are guaranteed kills then skitter off.
JamnOne
Viziam
Amarr Empire
#188 - 2014-01-18 15:10:33 UTC
I remember when I first started playing this game I was told - "don't fly what you can't afford to lose."

Now you might be asking, how does this relate to "learning" implants. Simple, if you can't afford to lose them, don't put them in your head. Yes, I agree you are leaving SP on the table if you use +3 instead of +5. That is okay. You will get to a point to where you can afford to have them in your head and if you get popped you just get more.

As for the idea that people won't fly in low or null because of what is in their head, I know individuals who have this mentality. They use jump clones with either lower grade implants or the ones that give additional bonuses like Slave implants. This way they still learn and enjoy the game. They have come to the conclusion that it is risk vs reward. Is it risky to fly in low or null? Yes! Regardless of the implants or ships you maybe flying. But the reward is worth it.

Plus, look at the adrenaline rush you get when trying to save your ship first and then realizing you need to save what is in your head.

I can not support this idea of removing implants from the game. It will reduce the risk vs reward concept and it could actually reduce the enjoyment of some players who like the adrenaline rush trying to save what is in their head.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#189 - 2014-01-18 16:57:41 UTC  |  Edited by: ISD Ezwal
Basil Pupkin wrote:


*Snip* Please refrain from personal attacks. ISD Ezwal

I like the idea. Learning implants prevent action, that's for sure. Your 4% implants will remain a meaningful choice, what should get hit is +4, not +4% ones...


I'm no vet by any means and I can not support removing choice from the game. Learning implant do not prevent action, players not flying prevents action. If you can't afford to lose higher implant don't buy them. I fly with +3's, will upgrade when I can afford more, and simply accept the learning time cost in the meantime.

There is no need to 'catch up' to vet characters in SP terms, and to my mind you should never to be able to. What is unique to Eve (from my limited experience) is that you *can* catch up or even surpass an older character in any specific area you specialize into if you train skills to a higher level.
Ancient Soule
Doomheim
#190 - 2014-01-18 17:56:01 UTC
Are you new to the game too? I just started playing and was wondering the same thing until I understood what jump clones were for. With jump clones you can basically have multiple clones of yourself that each have different implants for different purposes. For example if you want to go into PvP you might want to use cheap but effective implants and hardwirings to boost your performance. If you want to do mining, you can have a different jump clone for that as well. If you are going to be inactive for a while, you can switch to a jump clone with +4 or even +5 implants to increase your training speed.

In a way jump clones are really awesome because you can have up to 10 of them I think and you can kind of collect them for various purposes. You could even invest in "backup" clones say you only need 2 different types you could still make more as backup so you don't have to buy the implants and hardwirings again just for convenience.

Although it would be nice if jump clones were easier to get. I think needing a 8.0 with NPC corp or someone with a capital ship with clone vat bay is kind of annoying. I don't really want to do missions I want to delve in exploration.

Here is the info I read about jump clones if anyone needs it:

https://wiki.eveonline.com/en/wiki/Jump_clones
Clem Fandango
Doomheim
#191 - 2014-01-18 18:17:32 UTC
Ordo Malus wrote:
I fly 95% of the time with +3 or even sometimes +4% implants in nullsec.


Really? Your killboard doesn't corroborate that statement.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#192 - 2014-01-18 18:31:59 UTC  |  Edited by: Corraidhin Farsaidh
Jump clones are great for this, you lose a day of extra SP but so what? The reward is some fun flying without risking your implants. The only change I would find acceptable to mitigate this perceived issue of not flying due to expensive implants (which I don;t think should be bought if they will stop you flying) would be to change the skill that speeds up jump times to reduce the time between jumps by 3 hours per level. Then you can explore for a day and switch back afterwards.

Also yes I am new here, just over 4 months but have absolutely no issue about training times. By the time I can afford the +5 implants I'll most likely have my key skills trained to level V anyway, so it'll just let me get into new careers faster at that point, meaning I'm more likely to fly rather than less due to having the expensive implants.
Dave Stark
#193 - 2014-01-18 18:46:43 UTC  |  Edited by: Dave Stark
Corraidhin Farsaidh wrote:
Jump clones are great for this, you lose a day of extra SP but so what?

but i'd rather have that extra SP than generate content

do you see how that's bad and needs to be addressed?

between the cost, and time of replacing learning implants, and the cost of updating clones there's no "cheap fun" to be had. I'd gladly go and lose frig after frig after frig if i was *only* going to lose a frig worth 5m or less each time, however when you end up losing a pod worth many many times more than your ship you quickly think "this isn't worth it, i'd rather just do something else and get the extra SP"
Ancient Soule
Doomheim
#194 - 2014-01-18 19:51:58 UTC
Dave Stark wrote:
Corraidhin Farsaidh wrote:
Jump clones are great for this, you lose a day of extra SP but so what?

but i'd rather have that extra SP than generate content

do you see how that's bad and needs to be addressed?

between the cost, and time of replacing learning implants, and the cost of updating clones there's no "cheap fun" to be had. I'd gladly go and lose frig after frig after frig if i was *only* going to lose a frig worth 5m or less each time, however when you end up losing a pod worth many many times more than your ship you quickly think "this isn't worth it, i'd rather just do something else and get the extra SP"


I wanted to play this game because I heard it highly in regards to being dynamic and making choices risk vs reward etc. This is not only a bad idea but CCP is doing the exact opposite and trying to make highsec more dynamic as we speak. So much that capsuleers are starting to take power away from the empires if you watch the latest trailer. What this idea is proposing is to make something that is dynamic that requires a choice to be made to be static instead of dynamic. That is why this thread will not receive a response by CCP because it's the opposite of what they are doing right now.

If you want to read a good idea, under commonly suggested thread, there are tons of suggestions and a great one for implants and hardwirings. They are proposing an idea to have 5 extra implant slots and 5 extra hardwiring slots. That idea I can understand because in the case of the OP having an issue with not wanting to loose money, you could essentially have cheap training implants such as +2 and then combat implants that also have +2 giving you combat advantage and +4 to skills. That is an actual reasonable idea.

This idea takes away choices and a dynamic system that works well. By this theory people should have permanent implants that also boost combat effectiveness or mining effectiveness.

This is not hard to understand. It's simple Pokemon tactics. The more things you collect the more powerful and diverse your skillset becomes. For example having jump clones for various purposes is similar to collecting Pokemon that have different advantages and weaknesses. Pokemon was highly influential to video games and these tactics are employed in every MMO.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#195 - 2014-01-19 11:42:22 UTC
Dave Stark wrote:
Corraidhin Farsaidh wrote:
Jump clones are great for this, you lose a day of extra SP but so what?

but i'd rather have that extra SP than generate content

do you see how that's bad and needs to be addressed?

between the cost, and time of replacing learning implants, and the cost of updating clones there's no "cheap fun" to be had. I'd gladly go and lose frig after frig after frig if i was *only* going to lose a frig worth 5m or less each time, however when you end up losing a pod worth many many times more than your ship you quickly think "this isn't worth it, i'd rather just do something else and get the extra SP"


I see that you have the option to make a choice and are exercising that choice. I make a different choice. In all honesty i cannot think of a single skill that will ruin the game for me if i don't gain it a few days sooner!
Ordo Malus
State War Academy
Caldari State
#196 - 2014-01-19 11:50:04 UTC
Clem Fandango wrote:
Ordo Malus wrote:
I fly 95% of the time with +3 or even sometimes +4% implants in nullsec.


Really? Your killboard doesn't corroborate that statement.


Here, a link to my main. https://zkillboard.com/character/1889368587/ Feel free to explore pod kills. You'll find +3 and +4 learning implants here and there. You'll find blank clones too. If I expect to die, I'm not at all adverse to removing implants prior to the fight to deny the lossmail.

Cheers,
Wight Boley
Doomheim
#197 - 2014-01-19 11:57:18 UTC
I think a reduction to minimum jump clone time would be better. And this could be tied to a skill I suppose. Reducing jump clone cooldown would likely achieve the same result of encouraging players to PvP more, while maintaining the learning implants which are a nice thing to "earn".
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#198 - 2014-01-19 12:34:12 UTC
The skill exists already but only drops the jump time by one hour per level
Dave Stark
#199 - 2014-01-19 12:39:42 UTC
Corraidhin Farsaidh wrote:
Dave Stark wrote:
Corraidhin Farsaidh wrote:
Jump clones are great for this, you lose a day of extra SP but so what?

but i'd rather have that extra SP than generate content

do you see how that's bad and needs to be addressed?

between the cost, and time of replacing learning implants, and the cost of updating clones there's no "cheap fun" to be had. I'd gladly go and lose frig after frig after frig if i was *only* going to lose a frig worth 5m or less each time, however when you end up losing a pod worth many many times more than your ship you quickly think "this isn't worth it, i'd rather just do something else and get the extra SP"


I see that you have the option to make a choice and are exercising that choice. I make a different choice. In all honesty i cannot think of a single skill that will ruin the game for me if i don't gain it a few days sooner!


sure it's a choice.

it doesn't mean it's a fun or interesting one.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#200 - 2014-01-19 13:00:58 UTC
True enough which is why i choose to fly around with +3's and do the more fun and interesting stuff whilst waiting the extra few days training to do other fun and interesting stuff.

To me SP's are a means to an end. A 3 month old character with maxwd out interceptor skills can gain just as much enjoyment as a 100 mil SP character.

Question: if you could jump clones each 9 hours would you fly more? I mean drop your +5 clone to a +3 one temporarily?