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Skill acquisition. Time for change?

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Author
Ved Riru
#1 - 2014-06-12 13:08:50 UTC  |  Edited by: Ved Riru
I am a new player with about two months of played time under my belt. I came to Eve from World of Warcraft that I played since September 2008 till July 2013. In my life I’ve also played a bunch of other games that were awesome or not (to old hardcore gamers I can tell that I had 30+ lives after going through Contra several times without dying on my Nintendo so I know what old gaming experience stands for). Many of the games treated the acquisition of character levels and skill points as a very important part of gameplay.

In Eve Online I have dubious feelings about the skill acquisition system. On the one hand, as older players tell me, I am supposed to specialize and get fun from the very start of the game. They say that skills have little to zero influence on someone’s ability to have fun in Eve Online. They say that any Eve Online player is supposed to dedicate years of his life to the game or not start playing it at all. On the other hand, the attitude of the developers gives me some hope.

Eve Online has been on the market for a long time. The game celebrated its 11th anniversary in May 2014. Since its inception it has undergone multiple improvements and expansions.

In March 2009 CCP released the Apocrypha expansion.
Quote:
In Apocrypha the New Player Experience was extensively overhauled, with new characters receiving only 50k SP compared to the approximately 800k previously, but with a bunch of free skill books from the revamped tutorial missions. This was paired with a 100% skill training speed until the character reached 1.6m SP. Apocrypha also removed the link between attributes and character bloodline, replacing it with neural remapping which gave 4 base points in each attribute and 19 free points to allocate at will among the attributes (changeable once a year). Apocrypha also introduced the much-welcomed skill queue. These are just a few of the very good reasons why Apocrypha is generally considered Eve's best ever expansion.


In June 2011 CCP released the Incarna expansion. One of Incarna's changes, the introduction of the "Noble Exchange" (NeX) as an in-game market allowing players to buy vanity items, received negative reaction from players and prompted in-game riots. CCP had to do a lot of damage control after that one.

In February 2013 CCP announced massive changes to the ship skill system scheduled to go live in summer 2013. The Odyssey expansion was released in June 2013. It delivered the promised changes in addition to the multiple character training system.

Now is summer 2014. I believe it is time for another change to the skill system.

I’d like to know what is the CCP’s reasoning behind the existence of the current skill system? Even with several characters it would take years to learn all the skills to be able to use any ship and any modules in the game. It seems to me that the current system is designed to keep customers paying and playing for years as a source of steady revenue. Did the CPP intend to allow players to learn all the skills sometime in the future? Did they intend to allow it through several characters a player may have? Did they ever want to do the skill point system differently?

Is it possible to change the skill system one more time? The game could become less punishing for new players, who believe (regardless of whether they are right or wrong) that getting skills takes precedence before everything else. I am accustomed to getting better at my game through getting new skills, new character levels as the most obvious choice. And the moment learning takes A LOT OF TIME. It may be okay for some people but then for others it is the decisive factor that drives people away from the game. “If you are logging into Eve, you are doing it wrong”. I believe the mantra is true for those, who log in Eve only to add skills to the queue system. And for now it only seems logical.

There are multiple truths in every fact. I protect my truths with a passion.

Ved Riru
#2 - 2014-06-12 13:09:07 UTC  |  Edited by: ISD Ezwal
CONTINUED
Interesting facts about how much time it takes to learn skills per section.
With minimal prerequisites from other sections, prerequisites learned without remaps, one remap for the bulk of the skills in a section and without Cybernetics V. Rounded off to the day. Calculated with EveMon 1.8.9:


  • Armor (12.8M SP total) = 296 days, 237 days with remap, minus 59 days with +5 implants.
  • Corporation management (7.5M SP total) = 175 days, 138 days with remap, minus 35 days with +5 implants.
  • Drones (24M SP total) = 560 days, 450 days with remap, minus 112 days with +5 implants.
  • Electronic Systems (20M SP total) = 462 days, 383 days with remap, minus 92 days with +5 implants.
  • Engineering (10.5M SP total) = 243 days, 194 days with 3 remaps, minus 49 days with +5 implants.
  • Gunnery (50M SP total) = 1155 days, 924 days with 4 remaps, minus 231 days with +5 implants.
  • Leadership (15.9M SP total) = 380 days, 293 days with remap, minus 78 days with +5 implants.
  • Missiles (24.1M SP total) = 557 days, 445 days with remap, minus 111 days with +5 implants.
  • Navigation (17.1M SP total) = 396 days, 323 days with 2 remaps, minus 79 days with +5 implants.
  • Neural Enhancement (9.3M SP total) = 217 days, 172 days with 4 remaps (attribute requirements are all over the place!), minus 44 days with +5 implants.
  • Planet Management (4.4M SP total) = 103 days, 87 days with remap, minus 21 days with +5 implants.
  • Production (18.2M SP total) = 421 days, 340 days with 2 remaps, minus 84 days with +5 implants.
  • Resource Processing (23.4M SP total) = 541 days, 434 days with 2 remaps, minus 108 days with +5 implants.
  • Rigging (7.3M SP total) = 172 days, 137 days with remap, minus 31 days with +5 implants.
  • Scanning (7.2M SP total) = 166 days, 133 days with remap, minus 33 days with +5 implants.
  • Science (47.9M SP total) = 1109 days, 896 days with remap, minus 222 days with +5 implants.
  • Shields (10.5M SP total) = 243 days, 194 days with remap, minus 49 days with +5 implants.
  • Social (5.2M SP total) = 123 days, 95 days with remap, minus 25 days with +5 implants.
  • This is a game about ships. Spaceship command borrows a lot of skills from other trees. Hard to make it look pretty with remaps. Sorry!
  • Spaceship Command (141.4M SP total) = 3275 days, 2758 with perception-willpower remap, 2884 with willpower-perception remap, minus 655 days with +5 implants.
  • Subsystems (6.9M SP total) = 159 days, 146 days with 2 remaps, minus 31 days with +5 implants.
  • Targeting (3.9M SP total) = 90 days, 72 days with remap, minus 18 days with +5 implants.
  • Trade (9.5M SP total) = 226 days, 181 days with remap, minus 46 days with +5 implants.


Time to do these calculations: 2 hours of my life.
I didn’t calculate how much it will take to learn all the skills because planning remaps and queuing all the skills for max effect would be a PITA.

IN NO WAY DO I SUGGEST THAT ANYONE NEEDS ALL THOSE SKILLS. I just feel that levelling is slow. That's it.

Proposed non-cosmetic solutions:

1. Faster skill acquisition through lower SP requirements for all skills across the board. How about an amount of SP that needs only two years or so to master with 3-4 characters? A wild guess.

2. More free or paid attribute remaps per year. At the moment I believe that new players don’t understand the true value of these and spend them easily early in the game. Giving more attribute remaps would be good. If in the end CCP intends to sell them, sell them in packs, please. Although the calculations indicate the effect will be low. Still not having to worry about proper attributes for learning a skill will be pleasant.

3. Selling premium packs with 20M SP or so for players to distribute at will after creating a character. The price should not exceed the price for a regular buy to play AAA title. Some people may be attracted by the proposition of getting into the game with a good head start. Although I wouldn’t like CCP to offer specific skills, an amount of skill points to distribute sounds better. 20M SP would also give a sense of achievement and will drive new players to get better because they have achieved so much and surely the game from now on will be only bright and joyful.

4. Skill point acquisition multipliers for sale. However, I don’t like current prices for multiple character training. The total amount of real money I’d have to pay for a trained character would be too much if it needs a year or several years of training.

5. Giving +1 or +5 attribute points to players after a certain level like 5M SP perhaps? Something else? Like a +15 to all attributes booster that will work for three months or more similar to the ones that are bundled with starter packs but for adult characters this time? That feature would keep players subscribing for the game.

Before anyone tells me Eve Online is not a pay to win game I can say these propositions only open up options, they don’t foreclose anything. And nothing can substitute the years of practice that old players have had in the game. Besides, even with all the skills learned, there is always something interesting that can be done in the universe that is Eve Online.

*Snip* Please refrain from discussing forum moderation. ISD Ezwal.

There are multiple truths in every fact. I protect my truths with a passion.

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#3 - 2014-06-12 13:26:32 UTC
Oh, this again. /sigh

The skill system is fine. Move along.
Arya Regnar
Darwins Right Hand
#4 - 2014-06-12 13:27:23 UTC
I think you fail to understand that the longevity of game depends on the inability of players to reach endgame too easily.

Spreadsheets or not you need something.

EvE-Mail me if you need anything.

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#5 - 2014-06-12 13:29:58 UTC
Please read this, this, and this.

Also, there is no "endgame" in the way that WoW has an endgame, its a sandbox, the "endgame" is whatever you want it to be.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#6 - 2014-06-12 13:42:17 UTC
Ved Riru wrote:

Time to do these calculations: 2 hours of my life.


Indeed, it was wasted. The skill system is imperfect but it is fair. No pilot in any way needs to learn every skill to full level to be effective. There is a reason this thread gets locked every time it comes up and that's because the system works as is. I'm sorry you wasted two hours

Don't let that put you off proposing ideas but read the regular sticky threads first to save the incoming inferno that such ideasas this will bring...
Fer'isam K'ahn
SAS Veterinarians
#7 - 2014-06-12 13:52:46 UTC
De'Veldrin
Republic University
Minmatar Republic
#8 - 2014-06-12 13:56:46 UTC
*hands OP fire proof suit*

Trust me - you will need this.

Also, no. The skill system in Eve is one of the few parts of the game that's fine the way it is. You don't need to train every single skill int he game to enjoy playing it. There is absolutely no reason that you need to be able to fly every single ship and use every single module (unless you're just OCD that way).

Let me repeat that, just to make sure we're clear: THERE IS NO REASON YOU NEED THE SKILLS TO FLY EVERY SHIP IN THE GAME.

And while it may seem like us "old guys" have a vested interest in keeping the new guys from "catching up", that's really the source of the misconception. There is no concept of catching up in the Eve skill system. Once you train any given skill to level 5, you have caught up to every other person, young or old, who has done the same. And since only a small subset of skills actually applies to any given situation or ship, you can be just as effective character skill wise as an old vet in a farly short time by choosing a certain area (like interceptor pilot, ewar, production) and focusing your training.

Player skill is a completely different matter of course, and no amount of skill points will help you catch up there.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Ved Riru
#9 - 2014-06-12 14:11:28 UTC
Antillie Sa'Kan wrote:
Please read this, this, and this.

Also, there is no "endgame" in the way that WoW has an endgame, its a sandbox, the "endgame" is whatever you want it to be.

Useful. Thanks.

Corraidhin Farsaidh wrote:
Don't let that put you off proposing ideas but read the regular sticky threads first to save the incoming inferno that such ideasas this will bring...

I've read the Commonly Proposed Ideas thread and no, there wasn't my topic for discussion. And I like inferno.

Fer'isam K'ahn wrote:
https://forums.eveonline.com/default.aspx?g=posts&m=4701543#post4701543

all you need to know

will be closed in...

Please elaborate. I've searched the forum before posting and found nothing close to my ideas.

There are multiple truths in every fact. I protect my truths with a passion.

Samillian
Angry Mustellid
#10 - 2014-06-12 14:12:11 UTC  |  Edited by: Samillian
1. No thank you. We have already had the skill tree pruned recently making it more rational and reducing the time it takes to get into different classes of ship. Acquisition of the skills for a new ship should be a real landmark not an afternoons casual pursuit.

2. The new player experience needs a lot of work that I agree with but PLEX for remap is not a good idea, it would favour rich players over new players and devalue the choices you make when planning your skills.

3. No pay2win, not now not ever. Give the pay2win lobby a lever and this game won't be worth playing in a year.

4. Again no pay2win now or ever, the current skill system is one of the few reasonably fair and equal things in EvE and is as far as I know not exploitable or gameable. Wrecking it for everyone simply because someone hasn't the patience for it is not a well considered idea.

5. Buy learning implants. Although I think you'll find a fair few who would rather see them removed from the game altogether. Any other way of accelerating training especially for cash is unacceptable to a large number of players.

Finally while I'm sure you believe what you are suggesting would be good for the game I must state that I sincerely believe if your suggestions were to be acted upon there would be no EvE left in a year or two just a failing SpaceWoW wannabe waiting for the server to shut down.

So all in all not supported.

NBSI shall be the whole of the Law

RoAnnon
Republic University
Minmatar Republic
#11 - 2014-06-12 14:23:56 UTC
Ved Riru wrote:
In Eve Online I have dubious feelings about the skill acquisition system. On the one hand, as older players tell me, I am supposed to specialize and get fun from the very start of the game. They say that skills have little to zero influence on someone’s ability to have fun in Eve Online. They say that any Eve Online player is supposed to dedicate years of his life to the game or not start playing it at all. On the other hand, the attitude of the developers gives me some hope.


Your "on the one hand... on the other hand..." part of this paragraph doesn't directly address the cause of your dubious feelings about the skill acquisition system. What part of the system, other than the long amount of time required to perfectly train a particular skill set, has you feeling so dubious?

It all seems very straightforward to me. The skill list includes a most comprehensive catalog of things to train, and every module and ship in the game has an associated skill necessary for operation. For the most part, the prerequisites tree is logical.

Other than it being different from what you're used to in World of Warcraft, what is the issue?

And just as an aside, telling the EVE community the amount of time you've spent playing WoW is not a valid basis for establishing a position of authority for proposing a major change after having only admittedly played EVE for 2 months.

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

Broadcast4Reps

Eve Vegas 2015 Pub Crawl Group 9

Houston EVE Meet

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#12 - 2014-06-12 14:37:39 UTC
RoAnnon wrote:
Other than it being different from what you're used to in World of Warcraft, what is the issue?

I think you may have hit the nail on the head here. Some people are so used to the way that theme park MMOs do things that they just can't wrap their brain around the idea of an MMO that doesn't reward constant grinding.

I actually know a guy at work who refuses to play any MMO where he can't grind to "max level" and have an absolutely perfect toon in under one month. Personally I am glad that such people are not inclined to play EVE.
SurrenderMonkey
State Protectorate
Caldari State
#13 - 2014-06-12 15:02:11 UTC  |  Edited by: SurrenderMonkey
Ved Riru wrote:
I am a new player with about two months of played time under my belt.


Honestly, I could probably have stopped reading here. It's not that new players absolutely never have anything of value to contribute, but it's generally the case that they still haven't grasped enough of the nuance of the game to be able to provide worthwhile feedback. Since I read your thoughts on this subject in the other thread, I already know this to be true of you. But hey, we'll humor you.

Quote:
In Eve Online I have dubious feelings about the skill acquisition system. On the one hand, as older players tell me, I am supposed to specialize and get fun from the very start of the game. They say that skills have little to zero influence on someone’s ability to have fun in Eve Online. They say that any Eve Online player is supposed to dedicate years of his life to the game or not start playing it at all. On the other hand, the attitude of the developers gives me some hope.


So a bunch of people who are more experienced than you tell you how something is, and your response is... what? Those guys don't know anything? Did you even try to incorporate what they told you into your understanding of the game, or did you just ignore it outright?

Quote:

In March 2009 CCP released the Apocrypha expansion.
In Apocrypha the New Player Experience was extensively overhauled, with new characters receiving only 50k SP compared to the approximately 800k previously, but with a bunch of free skill books from the revamped tutorial missions. This was paired with a 100% skill training speed until the character reached 1.6m SP. Apocrypha also removed the link between attributes and character bloodline, replacing it with neural remapping which gave 4 base points in each attribute and 19 free points to allocate at will among the attributes (changeable once a year). Apocrypha also introduced the much-welcomed skill queue. These are just a few of the very good reasons why Apocrypha is generally considered Eve's best ever expansion.

In June 2011 CCP released the Incarna expansion. One of Incarna's changes, the introduction of the "Noble Exchange" (NeX) as an in-game market allowing players to buy vanity items, received negative reaction from players and prompted in-game riots. CCP had to do a lot of damage control after that one.

In February 2013 CCP announced massive changes to the ship skill system scheduled to go live in summer 2013. The Odyssey expansion was released in June 2013. It delivered the promised changes in addition to the multiple character training system.

Now is summer 2014. I believe it is time for another change to the skill system.


None of those were systemic changes to skill training. Apocrypha changed the new player experience and brought us attribute redistribution - useful for training, but not a systemic change. Same process, same mechanic, only with adjustable numbers. In actual fact, the core of the skill training system wasn't changed at all. Attributes were changed (to be adjustable), and the queue was added, but the core of skill training remained very much the same, albeit it a bit more convenient.

Incarna had... ****-all to do with skill training. Not really sure why you even mentioned that.

The skill split affected a small handful of skills - again, not systemic.

Quote:
I’d like to know what is the CCP’s reasoning behind the existence of the current skill system? Even with several characters it would take years to learn all the skills to be able to use any ship and any modules in the game.


That's the point. That's the god damn mother ******* point. Don't you get it? You're not SUPPOSED to be able to do anything and everything in a timely fashion.

That is, in fact, a fairly core premise to the Eve economy. I can't mine or build things. If I want things, I have to go buy those things from someone who can build them, and if he can't mine, he needs to go buy minerals from someone who can. Remember earlier when I said I generally just outright ignore new players because they don't really understand the game yet?

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#14 - 2014-06-12 15:15:17 UTC  |  Edited by: Antillie Sa'Kan
Ved Riru wrote:
I’d like to know what is the CCP’s reasoning behind the existence of the current skill system? Even with several characters it would take years to learn all the skills to be able to use any ship and any modules in the game.

...

IN NO WAY DO I SUGGEST THAT ANYONE NEEDS ALL THOSE SKILLS. I just feel that levelling is slow. That's it.

These two statements are contradictory. You do not need anywhere close to "all V's" to be able to use any particular ship or module well. Nor do you need to be able to use all ships or all modules in the first place. Why would someone who enjoys PVP train for exhumers or a Rorqual?
Velicitia
XS Tech
#15 - 2014-06-12 15:17:43 UTC
Antillie Sa'Kan wrote:
Ved Riru wrote:
I’d like to know what is the CCP’s reasoning behind the existence of the current skill system? Even with several characters it would take years to learn all the skills to be able to use any ship and any modules in the game.

...

IN NO WAY DO I SUGGEST THAT ANYONE NEEDS ALL THOSE SKILLS. I just feel that levelling is slow. That's it.

These two statements are contradictory. You do not need anywhere close to "all V's" to be able to use any particular ship or module well. Nor do you need to be able to use all ships or all modules in the first place. Why would a someone who enjoys PVP train for exhumers or a Rorqual?



Exhumers --> well, I started out as a miner.
Rorqual --> TBH, I'm still not sure myself why I got this ...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

ShahFluffers
Ice Fire Warriors
#16 - 2014-06-12 15:45:31 UTC  |  Edited by: ShahFluffers
Posting my usual Skillpoint spiel.


- All skills cap at level 5. No matter how many years you have played the game, you cannot exceed that limit. And lower level skills (ex. [Racial] Frigate) are very quick to train relative to more advanced skills (5 to 7 days for frigate level 5? Try getting cruiser to level 5. Or Battlecruiser. Or battleship. Those are 30+ day skills. Same applies for all their respective weapon systems too).

- Only a limited number of skills affect any one ship, module, weapon system, and specialty at any given time.
Ex1: Someone you are facing has about 20 million SP, but how much of that overall SP is actually combat related? He/she could be a HUGE industrial player with limited combat skills.
Ex2: A veteran player has just trained up the skill Large Hybrid Turret to level 5. That skill in no way affects the skill Small Hybrid Turret and thus the veteran will be no better or worse than before at the frigate level.

- Getting a skill from level 4 to level 5 only adds on an extra 2% here, 5% there (exceptions apply). If you simply train up all the skills within a specialty to level 4 (which takes ~20% of the time to get to level 5), you will find yourself flying at about 80 to 90% of the effectiveness of a multi-year veteran with those same skills in that specific specialty at level 5 (which is something that can be easily overcome with the right module or tactic).

- Getting a skill to level 5 is supposed to be a painful train. Many players (yes, even veteran ones) opt to avoid doing it and instead train up other skills to level 4 (again, because it's faster).

- Ships and weapons have been balanced against one another.
Ex: A battleship can potentially instapop a frigate... but the frigate can fly very fast, making it difficult for the battleship's weapons to track, especially at very close range... then again, the battleship can deploy drones to deal with the frigate... and the frigate can shoot the drones down... however the battleship might have a Large Energy Neutralizer fitted to nuke the frigate's capacitor power every 24 seconds... in which case the frigate could use a Small Nosferatu that sucks out capacitor from the battleship every 3 seconds... etc. etc.

- High end skills (specializations) and equipment (ex. T2, Faction, Officer, etc) will not confer a player "I WIN" abilities. They simply give a player a linear edge at an exponentially higher cost.
Ex: A group of two or three T1-fit frigates that cost about 500 thousand to 1 million ISK CAN kill a faction frigate worth about 50 to 100 million ISK... provided they are using the right mods in the right configuration and know what they are doing.


tl;dr...
- the point of the skill system is to force you to learn the game's mechanics and nuances in cheaper equipment and ships... that way when they DO gain access to more expensive equipment and ships, you know HOW to use them properly (and won't cry as much when they die).

- by having your skill growth "throttled" you are forced to work with ships and equipment that may not be exactly ideal for what you want to do... forcing you to be creative with how you fit a ship and use it on the field (or not use it at all!). This translates to more dynamic thinking and gameplay later on as you realize that there is more than one way to accomplish any task.

- the skill system is designed specifically so you CANNOT do and fly anything within a timely fashion... forcing you to team up with others who can compensate for your lacking skills or enhance your already existing ones.

- you DO NOT NEED to have level 5 in any specific skill to be competitive. Having level 5 in a skill is simply an edge (exception: when it is required for something else).

- more SP or "age" is not indicative of a pilot's ability. It just means that the pilot may or may not have more options in what he/she can do. This means that it is completely possible for a 6 month old player to wipe out a multi-year veteran.

- no one ship is superior to everything else in the game. Even Titans, the largest ship in the game, has an Achilles heel; smaller ships.


Personally... I do not see a problem with it taking 20+ years to max out every skill in the game. It makes the game more interesting because there is always something to strive towards.
Fer'isam K'ahn
SAS Veterinarians
#17 - 2014-06-12 15:58:53 UTC  |  Edited by: Fer'isam K'ahn
ShahFluffers wrote:
Posting my usual Skillpoint spiel...
...
Personally... I do not see a problem with it taking 20+ years to max out every skill in the game. It makes the game more interesting because there is always something to strive towards.


Thx again for a decent post, you only forgot to mention one thing:


The rules:
16. Redundant and re-posted threads will be locked.

As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.


This and the search function should be enough to satisfy the OP.
Hint: Its also in the sticky about 'commonly proposed ideas', Miscellaneous: Skill buybackremovalcleansing AttentionAttentionAttention
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#18 - 2014-06-12 16:22:58 UTC
Velicitia wrote:
Exhumers --> well, I started out as a miner.
Rorqual --> TBH, I'm still not sure myself why I got this ...

Training for Exhumers is going far beyond the starting point in the mining profession. Most people who want to pvp don't even bother to train for the Venture. They go from noob ship to T1 frigate to destroyer/cruiser, jump into missions somewhere along that path, and then move into into pvp shortly thereafter.
Ved Riru
#19 - 2014-06-12 16:53:23 UTC
Fer'isam K'ahn wrote:
Hint: Its also in the sticky about 'commonly proposed ideas', Miscellaneous: Skill buybackremovalcleansing AttentionAttentionAttention

Please, use larger letters and more emphasis next time. I can hardly see your posts.
The threads you haven't even bothered to link are different from mine.
I don't suggest buying back skills
I don't suggest removing skills
The thread suggests destroying skills, granting the player the freed SP until the same amount of SP has been learned
One thing in common is they are all unhappy about the skill point system. Too general.

Anyway, how am I supposed to post on locked forums that have been out of use for years? Travel back in time?
Or maybe I am supposed to stay silent and just quit because old players don't like me muscling in on their turf?

Some of the answers you all have given me are useful. Two or three. Appreciated. As for the rest, I am not judging anyone because several goals of my mission have been accomplished already.

There are multiple truths in every fact. I protect my truths with a passion.

Fer'isam K'ahn
SAS Veterinarians
#20 - 2014-06-12 17:06:10 UTC
Ved Riru wrote:
One thing in common is they are all unhappy about the skill point system. Too general.

Anyway, how am I supposed to post on locked forums that have been out of use for years? Travel back in time?
Or maybe I am supposed to stay silent and just quit because old players don't like me muscling in on their turf?

Some of the answers you all have given me are useful. Two or three. Appreciated. As for the rest, I am not judging anyone because several goals of my mission have been accomplished already.



And still there is always at least one reason why they havent been implemented and why those threads have been locked.

I am neither saying that I am happy with or not happy with the current skill system, I'll pass public judgement and suggestion when they are well sorted out (for me). In the meantime, research, learn, think of every exploit possible, then post.

I for instance do have some ideas about changes, but the impacts are so miner and probably subjective as the impact on teh rest of the game not totally clear that I refrain from blasting them over the forum.
I do understand passion about a subject, as you will notice with my stubborn Rattlesnake discussions, but general things as skill, certain balance issues are easy to follow by proper researching previous discussions and reading between the line and using every argument given towards your idea, if not direct, then in principle.

Skillpoint considerations are not easy, because they imapct every aspect of the game and all balance of every item that one can interact with. The subjective observation that the skill system feels strange or 'off' somehow can always be counterbalanced by active gameplay as is ... and has been pointed out.
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