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

Author
Mag's
Azn Empire
#221 - 2014-02-17 20:21:01 UTC
DSpite Culhach wrote:
Mag's wrote:
Arsine Mayhem wrote:
Aliventi wrote:
Still wish CCP would implement this.


Would likely see more PVP going on.

Actually I'm sure you would, because I'd be one.

But this is the game they want. Sucks in so many ways.
My +5 clone is the cheapest clone I have and the only time I PvP in it, is when I cannot be bothered to change. I just do not buy the argument you are making and I believe you would find the next excuse not to PvP, if they were removed.

It's a game, play it, enjoy it. I have no doubt while you were sitting in station worrying about your implants, I was out PvPing in a set that cost more and was enjoying myself.


From what I can tell from searches on THIS toon you're using in THIS forum, it might have upwards of 200 million SP's, and has spend most of it's life ganking people going through gates like Rancer. Usually at close to zero risk, in high alpha ships or snipers, in medium size ambush fleets. The only solo kills on zKillboard show ships that either have no guns, no modules, or just bizarro fits from players in starting corps, so also zero risk of pod loss on your part.

And you're telling people "go out, get killed, and lose implants. it's no big deal". You have probably generated a small fortune with this toon, ganking passing people for years on end, so you also have no ISK issues, even if your alt's do fly around in +5 implants. Why you have such a problem with a change that might actually send more idiots through the gates you like camping so much is a mystery to me.
I lived in Null for many years and this wasn't my first character. I always had implants, whether they be learning or hardwired and they never ever stood in my way of playing the game.

Also, you only make yourself look foolish, if you believe that we have zero or close to zero risk at any time. You clearly have no idea in that regard and your bias is showing.

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DSpite Culhach
#222 - 2014-02-17 20:43:23 UTC
Mag's wrote:
DSpite Culhach wrote:
Mag's wrote:
Arsine Mayhem wrote:
Aliventi wrote:
Still wish CCP would implement this.


Would likely see more PVP going on.

Actually I'm sure you would, because I'd be one.

But this is the game they want. Sucks in so many ways.
My +5 clone is the cheapest clone I have and the only time I PvP in it, is when I cannot be bothered to change. I just do not buy the argument you are making and I believe you would find the next excuse not to PvP, if they were removed.

It's a game, play it, enjoy it. I have no doubt while you were sitting in station worrying about your implants, I was out PvPing in a set that cost more and was enjoying myself.


From what I can tell from searches on THIS toon you're using in THIS forum, it might have upwards of 200 million SP's, and has spend most of it's life ganking people going through gates like Rancer. Usually at close to zero risk, in high alpha ships or snipers, in medium size ambush fleets. The only solo kills on zKillboard show ships that either have no guns, no modules, or just bizarro fits from players in starting corps, so also zero risk of pod loss on your part.

And you're telling people "go out, get killed, and lose implants. it's no big deal". You have probably generated a small fortune with this toon, ganking passing people for years on end, so you also have no ISK issues, even if your alt's do fly around in +5 implants. Why you have such a problem with a change that might actually send more idiots through the gates you like camping so much is a mystery to me.
I lived in Null for many years and this wasn't my first character. I always had implants, whether they be learning or hardwired and they never ever stood in my way of playing the game.

Also, you only make yourself look foolish, if you believe that we have zero or close to zero risk at any time. You clearly have no idea in that regard and your bias is showing.


I have entered Rancer a number of times with zero SP freshly made characters. Finding 5-10 people there sitting on Rokhs was pretty common ... also, I'm not ever sure what I'm supposed to be biased on, I just pointed out that most kills on Rancer are on players that have no idea of what they are doing. Pretty sure risk factor goes way down under those conditions.

I'm just pointing out that a new implant system would help new characters get up to speed faster, you are neither new at this game, or have issues with it's many pitfalls and mechanics. Most people managed to get Destroyers V and Battlecruiser V in order to avoid the split training, new players are technically penalized from those changes.

What I don't understand is where are the negatives in such a change. I've heard the good points, but I have no heard what will magically "break" if such a change was made.

I apparently have no idea what I'm doing.

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#223 - 2014-03-19 23:53:43 UTC
Come on CCP! Make it so!
Petrified
Old and Petrified Syndication
#224 - 2014-03-20 00:28:36 UTC
Aliventi wrote:
Come on CCP! Make it so!


Why?

DSpite Culhach wrote:

I have entered Rancer a number of times with zero SP freshly made characters. Finding 5-10 people there sitting on Rokhs was pretty common ... also, I'm not ever sure what I'm supposed to be biased on, I just pointed out that most kills on Rancer are on players that have no idea of what they are doing. Pretty sure risk factor goes way down under those conditions.

I'm just pointing out that a new implant system would help new characters get up to speed faster, you are neither new at this game, or have issues with it's many pitfalls and mechanics. Most people managed to get Destroyers V and Battlecruiser V in order to avoid the split training, new players are technically penalized from those changes.

What I don't understand is where are the negatives in such a change. I've heard the good points, but I have no heard what will magically "break" if such a change was made.

If people are ignoring the little box that pops up and says: you are entering low security space and people can shoot you at will... well, then they are willingly taking that risk and any loss of implants is a possible consequence for failing to read or for ignoring the warning. If they are new players, they will not have turned the warning off.

I think people will always want some learning booster in the game because once you get to the skills that take several weeks to train, you pretty much look for anything to cut the time down. I also agree that the split of Destroyer and Battle cruiser skills was detrimental to new characters.

If they were to remove the learning skills, the a flat reduction in learning time should take place for all skills. But, how then do you compensate players who skilled with no implants or with max implants? Best case would be fore CCP to reduce the required SP for all skills proportionally based on the average implants used to boost skill training. The reduction in SP would then result in players getting back excess skill points they can then apply to other skills - much like when learning skills were removed from the game.

But again... why should CCP go through this work when the current system in place is working just fine? You can choose to not use implants or you can choose to use them to improve skill training. You have the freedom of choice here and with it, the risks involved. From a story perspective, since you are learning a skill by implanting it, it makes perfect sense that additional implants would boost the learning of said skills.

If the PvPer is having ISK flow issues, then the PvPer needs to smarten up: use jump clones and learn how to make ISK to buy what he needs to improve his PvP experience. Maybe the PvPer needs to create a trading alt to sit in Jita and make him isk while he waits for the next CTA or while waiting for some poor sod to jump into his gate-camp. In short: if you like PvP you need isk. Learning implants just help in the skill expansion helping in better PvP... but you still need isk - especially if you are getting podded a lot so that you lose implants.

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Markku Laaksonen
School of Applied Knowledge
Caldari State
#225 - 2014-03-20 01:05:07 UTC
No. I decide to risk +4s and +5s and I should be rewarded with higher SP gains. If you decide to plug in +4 or +5s and then avoid everyone you ever see and not enjoy the game because of it, well we can chalk that up to 'emergent gameplay.'

You're not loosing SP. What's happening is you're not gaining extra SP. You're not entitled to it.

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Derath Ellecon
University of Caille
Gallente Federation
#226 - 2014-03-20 01:45:37 UTC
DSpite Culhach wrote:
What I don't understand is where are the negatives in such a change. I've heard the good points, but I have no heard what will magically "break" if such a change was made.


The key issue is that there have really not been any good reasons why learning implants should be removed beyond the "If I can't afford to use them then nobody should"

As many others have said, implants are not a right, nor a requirement to play EVE. CCP already figured out what their acceptable base SP/hr rate is when they made the game. You can play the game with no implants and train at that rate and you will do just fine. OR you can choose to plug in some implants and take the extra risk for some extra gain.

I have been playing coming up on 3 years. I have never used higher than a +3 implant and I have had an extremely enjoyable game. I am not a new player anymore, but I am far from being like the 5-10 year old veterans either.


Khoul Ay'd
The Affiliation
#227 - 2014-03-20 03:03:07 UTC  |  Edited by: Khoul Ay'd
So if I've got this right OP says, choice=bad, expensive stuff=bad Roll

Eve is about choice, options. Whatever happened to the sandbox concept, the decisions you make impacting your outcomes in the future. He wants to remove expensive implants because the rich shouldn't have the choice to purchase and perhaps lose expensive implants. By this same logic, we should also remove all expensive ships and modules because only the rich can afford them and they're too risk adverse to use them.

Continue down this logic train and we'll all be ship spinning in starter systems with only our basic skills because we're too risk adverse to head out into an 0.9 systems and lose our expensive Grade Alpha Clones and combat frigates.

-1

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