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Remove the skill queue

Author
Nikk Narrel
Moonlit Bonsai
#21 - 2014-10-02 15:35:01 UTC
Tedd Haggard wrote:
Nikk Narrel wrote:
How about a compromise?

Rather than allowing the queue to expire, due to uncontrollable real life issues, have the queue default to adding points to the first available skill the character has?

Alphabetically, and progressing through each level of said skill till maxxed out.
(If you have the skill injected, and it is alphabetically at the top in the first alphabetical category)

For me, that would begin dumping points into repair systems level 5, under the armor category.
(I am either missing the skill books, or am maxxed out in each skill up to that point for Armor)

Sure, we may not like the skills it picks, but you at least are not losing points.
And you know eventually it will be something you want, if not need.


Maybe not alphabetically, if it was to go this way I'd prioritize partially training skills.

The requirement here would be the skill has to be at least injected.
It is an alphabetical progression starting at category, then to skills inside of that which could be added to a queue directly.
That would be the same as trained to level zero, so already meets your interest in that perspective.

For example, I do not have every armor skill maxxed out, but the first available skill that can be trained for me is repair systems.
I do not have a number of armor skills even trained / injected, since they relate to capital ships I am not focused on.
Iain Cariaba
#22 - 2014-10-02 16:12:09 UTC
Steppa Musana wrote:
The skill queue is an annoyance that needs to be dealt with. Longer queue would be a better idea than SP points building up, but the latter is still better than the non-sense we have today.

Defenders of the status quo, please explain to me how the current skill queue adds any content to a PVP spaceship game. Please do defend your position that being forced to login just to drag something from left to right then log out is a good game mechanic.

Here is my explanation as to why you folks defend this awful mechanic:
- You are mostly older players who have mostly 15+ day skills left, and are thus largely unaffected by the 24 hour limit of adding skills.
- At some point you tortured yourselves when you had to add smaller skills to the queue, and can't stand the idea of other players not having to do the same
- You forget that some skills - like armor compensation - take 1 day 7 hours to train, which means each time you add those kinds of skills you need to login the next day no matter what.

Literally defending a mechanic that forces people to login to a video game to drag something from left to right, then log out.
Great job guys.

How does the skill queue add content? Because once you learn how to properly use the skill queue, you don't miss out on SP. Prior to the skill queue, once your skill was done you either logged on right then to change it or you stopped training until you next logged on. I couldn't guess how many SP short I am from all the time pre-queue that I just didn't want to get up, when my alarm went off at 2:30 in the ******* morning, just to change a skill. Or maybe I was at work, without the ability to log into EvE, so there's several hours of no training til I can get home and change my skill train.

The only reason you think this is an awful mechanic is because you have no clue what the system was before the queue. Without that comparison, you don't have the necessary knowledge to come to an informed opinion, you just don't like it.

1) I just recently, within the last month, started an alt down a new career path. That meant I needed to train 8 different skills that I didn't already have. The skill queue allowed me to get a full day's training in without having to log off the other alt I was using on that account, and let me get a full night's sleep without having to set my alarm to change skills.
2) Again, shows you're too young in this game to have an informed opinion. Bittervets are always making new alts, which start the same place you did.
3) So what if armor compensation takes 1d 7h to train. Log on for 2 minutes in 8 hours, set a level 5 skill in the queue, and put some SP into those long trains til you log on again.

Lastly, I see no problems with a mechanic that forces people to play the ******* game. Many times over the years I have logged in to change skills, even change my queue, and ended up spending several hours in fleet cause something was happening that I'd have missed if I didn't log on for weeks at a time.
Nikk Narrel
Moonlit Bonsai
#23 - 2014-10-02 16:19:45 UTC
Iain Cariaba wrote:
...

Lastly, I see no problems with a mechanic that forces people to play the ******* game. Many times over the years I have logged in to change skills, even change my queue, and ended up spending several hours in fleet cause something was happening that I'd have missed if I didn't log on for weeks at a time.

So you have a lifestyle where you can routinely afford to blow off several hours, clearly unplanned by your own words.

I envy you.

Between my job and my family, the ability to be so impulsive is a dim memory to me.
Josh Cox
FC Build 'n Trade
#24 - 2014-10-02 16:21:51 UTC
I somewhat understand the need for this (because I think most of the people that have problems with the skill queue simply don't like logging in to manage the queue), but this proposal totally negates attributes and the important decision making involved in that.

So my counter proposal:

Allow the queue to continue accruing SP after it has run out, but only at 765 SP/hr for an empty queue. Unless my math is wrong, 765 SP/hr is half the rate of training with your worst-mapped attributes without implants. This way diligent people are rewarded for taking the time to plan properly, allows people who legitimately can't log in to not be completely screwed, and doesn't allow
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#25 - 2014-10-02 16:25:43 UTC
Josh Cox wrote:
I somewhat understand the need for this (because I think most of the people that have problems with the skill queue simply don't like logging in to manage the queue), but this proposal totally negates attributes and the important decision making involved in that.

So my counter proposal:

Allow the queue to continue accruing SP after it has run out, but only at 765 SP/hr for an empty queue. Unless my math is wrong, 765 SP/hr is half the rate of training with your worst-mapped attributes without implants. This way diligent people are rewarded for taking the time to plan properly, allows people who legitimately can't log in to not be completely screwed, and doesn't allow


This allows people to create characters without any effort for sale on the bazaar...anything that gives 'reward' should involve effort in my opinion...
Mr Epeen
It's All About Me
#26 - 2014-10-02 17:22:17 UTC
Tedd Haggard wrote:

I don't have time to log in every other day and sort out my skill queue.


I wish I had your problem.

I have characters I haven't logged into in a month and a half and it will still be another 15 days before i need to inject the next skill. I'm not even sure what got into my head to train a bunch of capital pilots. I hardly ever use them. But there you go.

Mr Epeen Cool
Poena Loveless
Sebiestor Tribe
Minmatar Republic
#27 - 2014-10-02 20:11:49 UTC
How would this not get abused as a skill on demand system? And how do you determine the SP you gain unless we completely removed training implants and remaps and just all have a flat SP/minute rate? I see alts with millions of 'unused' SP just waiting for the 'next big thing' rather than training for a goal and making a good judgment and investment in what is the best use of your skilling time.
Triturus Alpestris
Bad Taste.
#28 - 2014-10-02 22:50:19 UTC  |  Edited by: Triturus Alpestris
yeah its stupid when something happens in RL and I cant log in for a day or two...

I think the queue should be a month, when acc unsubs the training stops anyway after 3 days..
Zan Shiro
Doomheim
#29 - 2014-10-02 22:54:11 UTC
Poena Loveless wrote:
How would this not get abused as a skill on demand system? And how do you determine the SP you gain unless we completely removed training implants and remaps and just all have a flat SP/minute rate? I see alts with millions of 'unused' SP just waiting for the 'next big thing' rather than training for a goal and making a good judgment and investment in what is the best use of your skilling time.



this would be the issue....


Build up SP, see ship A nerfed but ship B buffed 6 months from now, slap in ship B skills just like that.


Rest....my take on lost sp due to empty queue is if rl that busy, handle that rl stuff and remember eve is a game. And yes I have had a few non-training periods in my time in eve. I have found when life is dumping crap on you...depending on how bad the crap is it won't even matter. I actually made jokes about it to myself. going you know the problem of not training is a funny kind of 1st world problem given the rest of the crap going on atm.


Well that and my usual if you got time to check your Hotmail (well outlook now, or others you like), eve is just a few mouse clicks away too. Sad but true story, family emergency came up a bit back, last minute plans to fly back to the states (I live and work overeseas). Checking my flight info last time night before flight. I fire up eve for just for a quick distraction (needed something tbh...and well I am right there). See a skill running out in 3 days. Know once in states I won't give 2 craps about my skill lists. Dropped the 3 day train to finish at later time, chucked in a nice month long train. Handled my business in states not checking eve and that long ass skill ran.

Moral of that story. When RL goes to crap (or going in vaca for better times).....throw in that really long skill you have been putting off.


Banana1x
The Scope
Gallente Federation
#30 - 2014-10-02 23:20:18 UTC
Corraidhin Farsaidh wrote:
Josh Cox wrote:
I somewhat understand the need for this (because I think most of the people that have problems with the skill queue simply don't like logging in to manage the queue), but this proposal totally negates attributes and the important decision making involved in that.

So my counter proposal:

Allow the queue to continue accruing SP after it has run out, but only at 765 SP/hr for an empty queue. Unless my math is wrong, 765 SP/hr is half the rate of training with your worst-mapped attributes without implants. This way diligent people are rewarded for taking the time to plan properly, allows people who legitimately can't log in to not be completely screwed, and doesn't allow


This allows people to create characters without any effort for sale on the bazaar...anything that gives 'reward' should involve effort in my opinion...


Effort is expended in the form of subscription fees. And, if needs be, it could be restricted to only those that subscribe not plex their account.

Also, who cares about the character bazaar in a game that's over 10 years old? should we really limit the game for people because you think it adds a challenge for those that sell characters? That's a terrible reason.
Banana1x
The Scope
Gallente Federation
#31 - 2014-10-02 23:31:04 UTC
Poena Loveless wrote:
How would this not get abused as a skill on demand system? And how do you determine the SP you gain unless we completely removed training implants and remaps and just all have a flat SP/minute rate? I see alts with millions of 'unused' SP just waiting for the 'next big thing' rather than training for a goal and making a good judgment and investment in what is the best use of your skilling time.


It would work exactly as it does now, just without the queue. I don't know why you're confused about calculating the SP, it's still the same. As for alts, they need to pay a sub still so who really cares? If someone wants to sub for 12 months, not play, then log in and blow all their SP- I couldn't care less. It affects me in no way.
Daichi Yamato
Jabbersnarks and Wonderglass
#32 - 2014-10-03 00:11:12 UTC
why do you think SP would be the same banana?

You realise different skills have separate primary and secondary attributes right?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Zan Shiro
Doomheim
#33 - 2014-10-03 00:34:17 UTC  |  Edited by: Zan Shiro
Banana1x wrote:
Poena Loveless wrote:
How would this not get abused as a skill on demand system? And how do you determine the SP you gain unless we completely removed training implants and remaps and just all have a flat SP/minute rate? I see alts with millions of 'unused' SP just waiting for the 'next big thing' rather than training for a goal and making a good judgment and investment in what is the best use of your skilling time.


It would work exactly as it does now, just without the queue. I don't know why you're confused about calculating the SP, it's still the same. As for alts, they need to pay a sub still so who really cares? If someone wants to sub for 12 months, not play, then log in and blow all their SP- I couldn't care less. It affects me in no way.




If a carebear....no it doesn't affect you. CCP balances based heavily on PVP however.

And PVP is heavily influenced by FOTM.

And FOTM is controlled somewhat by respec training for it.

If ccp makes ship A uber in a patch...only the people who have it get that right away. rest have to train for it. This gives ccp some buffer to see if a ship is truly op or not. Or if lucky, players develop a counter to not have to rebalance it 1 week later. As its my firm belief if you spam 1000 of something, anything can be op.

Drake my example for this. I think it is lacking...even before nerfs as I have many many mnay hours in them since starting in apocrypha. It was not until drake train got horrendous it got the rebalancing. 1000 people made an average ship op somehow. This effect however took many months as people not caldari trained had to learn it.


Long story short, FOTM can "break" the pvp aspect of the game. FOTM rate of breaking however is controlled by time to respec.


With banked sp....massive FOTM shifts happens overnight. Now ccp is doing knee jerk rebalance passes way too often worst case. Especially with players like me. I am in my last "to do" train tweaking RR skills on my carrier. All my cap RR to 4 for passable, tactical logistics to 5 for t2 triage.....I literally train to train after that. I can bank sp like its cool to see what the new bestest thing ever is and could have in in less than 5 minutes.
Tedd Haggard
Banana Co.
#34 - 2014-10-03 00:38:12 UTC  |  Edited by: Tedd Haggard
Daichi Yamato wrote:
why do you think SP would be the same banana?

You realise different skills have separate primary and secondary attributes right?


My concern is about wasted SP due to nothing training. I believe if you're paying a subscription, the points should accumulate. If attributes adjust that amount based on the skill in training, then let the SP accumulate at an unmodified rate - at least that is something.

I'd like to keep my subscriptions (I dual box) going during extended periods where I cannot play. Currently, I'll just unsubscribe then probably won't come back for an even longer time. I'd rather CCP have my money and I feel like I haven't wasted it - then everyone is happy - except for bitter vets; they're never happy.
Iain Cariaba
#35 - 2014-10-03 06:40:23 UTC
What it boils down to is this: if you expend even a little effort, with a 24 hour skill queue you can always be training something. All it takes is some basic planning. If you want to talk about rl issues suddenly interfering with EvE, try getting arrested and spending 30 days in jail. Once I got everything else in order, I called my roommate and talked him through what he needed to do in order to set me a long skill train.

There are always options, changing the skill queue system is not one of them.
Tedd Haggard
Banana Co.
#36 - 2014-10-03 07:28:41 UTC
Iain Cariaba wrote:
What it boils down to is this: if you expend even a little effort, with a 24 hour skill queue you can always be training something. All it takes is some basic planning. If you want to talk about rl issues suddenly interfering with EvE, try getting arrested and spending 30 days in jail. Once I got everything else in order, I called my roommate and talked him through what he needed to do in order to set me a long skill train.

There are always options, changing the skill queue system is not one of them.


Wait a sec... Are you saying you got arrested and used your phone call to instruct someone else to update your skill queue? I admire your priorities.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#37 - 2014-10-03 10:39:17 UTC
I'm just imagining his call now within earshot of the other incarcerated...trying to explain what needs injecting into 'BigThrobba' to keep him happy for the next month...
FR8 Actor
Deep Core Mining Inc.
Caldari State
#38 - 2014-10-03 21:44:40 UTC  |  Edited by: FR8 Actor
I say that the only real and serious objection to this would be is that it robs the player of objective scale of "skill difficulty" factor or something. The idea that its, a choice between keeping your sub and having to log on every so often by having to check evemon or just not, is true. I pretty much made an alt once, and forgot about it, to later promise myself to not do that again as it is a waste. I totally support this.

I don't think that having free sp drip is difficult to change to. It actually does give the idea that you're quite simply paying for your char, but thinking otherwise just because it's a challenge of queing up things rather than not isn't entirely worth it. Thread starter should report some of the posts as they're not constructive. A compromise of CCP being responsible by letting SP retranslate into free SP once que is empty is probably sounds better than making it appear as if you're just trading in sp for $.

Another thing to consider is if the thing turns into players just reselling chars with free sp into more isk. If I had to guess is that with chars being traded, it sort of becomes a massive drain on capital within game with 2 plex transfer costs. Although that increases price of plex, so another win for the CCP? To support the argument further the plex increased in price to 800 from 500-600 something with introduction of multiple char training on same account, with CCP going I like and removing limit of only 2 char training, and probably just advertising the future by making multiple char training license which just goes for same price as plex. Well with that more people will go into just skilling an alternative char. Id love to have a discussion on economic reprecussions of this, other than CCP should like this.

Just extending the que (by having it switch of to something else) isn't engaging enough for it to feel like content, as newer players may choose to go with that. Receiving reduced amount of SP rather than average will not have the affect I described above, although it does encourage participation or role-playing. Another reprecusion of this would be that it will have negative impact on remapping, to this end if we were to receive say 1800 sp/hr or 2200 if you have your implants, maybe still factor in the remapping accordingly as if you were training the said skills. Doesn't make the remapping absolutely redundant.
Steppa Musana
Doomheim
#39 - 2014-10-10 23:59:33 UTC
Tedd Haggard
Banana Co.
#40 - 2014-10-11 02:55:58 UTC
Woot!

Somebody up there must be listening to me.
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