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Removing attributes

First post
Author
DaeHan Minhyok
Logical Outcomes
#1 - 2015-02-05 13:38:09 UTC  |  Edited by: DaeHan Minhyok
I would like to say first that I am against the removal of attributes. Based on the concept of adding and improving meaningful choices, which led to ship/module tiericide/rebalance, attribute manipulation DOES add meaningful choices. The mechanics of that manipulation are poorly documented in game is grounds for more explanation but not removal of the system.

Regardless, it is clear that the options for modification or removal are being considered and I would like to add an idea.

Since I feel choices for accelerated skill training in specific foci are a valuable choice, I would like to see options for this beyond those presented by implants.

Standings toward npc factions could be used to give players choices on what type of skills a player could choose to accelerate. For example, positive standings toward gurtistas would allow the player to accelerate trainig for drone skills, shield skills, Caldari spaceship command, and/or Gallente spaceship command, or Anel standings for training navigation, shield, MinmatarSC, and/GallenteSC. Whereas empire npc standings give a more restricted set of options, such as Caldari Navy allows for shield, missile and/or Caldari SC skills could be accelerated.

Essentially this would establish the option to use a sliding scale based on positivity of standings to allow players to choose how they want to progress.

Some arbitrary limits need to be put in place, such as only being able to choose one faction to benefit from, while still having positive standings toward multiple factions.

Pros:
+Could remove the confusion over how attribute points effect skill training.
+Could remove frustration over remap timers
+Adds granularity by seperating acceleration of training of skills currently linked by primary and secondary attributes. I.e. All gunery and spaceship command skills are currentky perception primary and willpower secondary while this system would break down gunnery by type and apaceship command by race.
+Null and lowsec factions would give a wider variety and/ or stronger effect on the acceleration of training increasing the reward for operating in "more dangerous" parts of space, also giving pilotsa reason to leave highsec, and could bea conflict driver.
+Would give meaning to standings beyon highsec jump clones and getting to jita or not
+give value to social skills

Cons:
-relies on mission running
-sorry wormhole dwellers
-requires new UI to select focus
-standings system is old and may not integrate well with current code, CCP goals/direction
-doesn't address skill implants

Ok, rip it to shreds!
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#2 - 2015-02-05 14:33:14 UTC  |  Edited by: Corraidhin Farsaidh
No from me, the current system is fine.

Giving bonuses based on region/sec level of space would simply benefit the largest alliances in null by speeding up trining of whichever alts they need at any given time.

The current system isn't confusing in the slightest to me. A higher attribute on primary or secondary for a skill means it trains more rapidly. Same for the implants, very simple. Anyone who finds it at all confusing can download evemon and see the effect there in an instant.

I definitely think that skills/attributes/remaps is a strong candidate for a sticky to keep feedback in one place since this comes up in one form or another every week.
DaeHan Minhyok
Logical Outcomes
#3 - 2015-02-05 14:57:11 UTC
Corraidhin Farsaidh wrote:
No from me, the current system is fine.

Giving bonuses based on region/sec level of space would simply benefit the largest alliances in null by speeding up trining of whichever alts they need at any given time.

The current system isn't confusing in the slightest to me. A higher attribute on primary or secondary for a skill means it trains more rapidly. Same for the implants, very simple. Anyone who finds it at all confusing can download evemon and see the effect there in an instant.

I definitely think that skills/attributes/remaps is a strong candidate for a sticky to keep feedback in one place since this comes up in one form or another every week.


100% agree with you about keeping current system, but I'm witnessing a tide of people complaining about the system.

By linking skill training to npc factoons it would be essy to see in ISIS what competencies the faction focuses in and therefore what training bonus they provide.

As for the big alliances sitting in the best space, this means their space would be more heavily roamed by players and since this would be npc space and lowsec the size doesn't matter as much( see trouble ofevery alliance to live in fountain since Test, or stain since almost forever). Also, if you want to kick someone out, train the counter and live there while you build yoir forces.

Zavand Crendraven
Federal Navy Academy
Gallente Federation
#4 - 2015-02-05 15:27:21 UTC
So now in order to get SP faster everyone would have to start grinding missions? Just no.
Aqriue
Center for Advanced Studies
Gallente Federation
#5 - 2015-02-05 15:51:26 UTC
Onlly problem is the implants, which are expensive. Replace with a POS fuel type system at a home system, which consumes PI and ice type materials to raise stats, wouldn't matter how many times your pod explodes, demand for PI/Ice goes up, more transactions causing small isk sink, throw in LP items like star base charters as another sink (would be cheap cost, secondary sink), more risk for players since hi-sec couldn't support the demand further requiring more null/low/WH travel....naw, stupid idea Roll removing the one time cost of an implant and replacing with an hourly cost that isn't as high so long as the market is stupidly flooded....being that BS ships are 3 times their cost from a few years ago, and you rarely see them flown outside missions, it wouldn't be that stupid of an idea once the surplus caught up to the demand Straight
Samillian
Angry Mustellid
#6 - 2015-02-05 16:38:04 UTC  |  Edited by: Samillian
I can't support any sort of grinding system for SP. Not only is such a system heavily exploitable but penalises players who have little play time available as well as those who have no inclination to trudge through the appalling PvE available in EvE.

When I log on I want to be doing something interesting and worthwhile not waste my limited time shooting pointless red crosses.

NBSI shall be the whole of the Law

DaeHan Minhyok
Logical Outcomes
#7 - 2015-02-05 16:51:52 UTC
Samillian wrote:
I can't support any sort of grinding system for SP. Not only is such a system heavily exploitable but penalises players who have little play time available as well as those who have no inclination to trudge through the appalling PvE available in EvE.

When I log on I want to be doing something interesting and worthwhile not waste my limited time shooting pointless red crosses.


Fair point, a reliance on pilots willingness to run missions, especially missions as they are, is a significant drawback.

Even though a pilot can increase their standings without doing the missions via fleet reward sharing would not be enough. Possible a tags for sec type solution could be considered, but thats another argument.
Anhenka
The New Federation
Sigma Grindset
#8 - 2015-02-05 16:55:08 UTC
Oooohh... haha... wow.

"Make my SP train faster because I have high standings from missions, and shaft the players who don't have high standings because they live in null or low, or are miners, or inventors, or producers, or basically anything other than what I am, which is a mission running LP grinder with high standings"

This is perhaps the absolute worst idea I have seen in days, since the last "Plex for SP" thread.

-100
DaeHan Minhyok
Logical Outcomes
#9 - 2015-02-05 17:02:11 UTC
Thanks for the responses and please keep it up! My intent is to get the discussion of attributes started. A series of posts on F&I requesting a vertical t3 minmatar dedtroyer may have influenced that ships design. I want to collect several well rounded ideas on what to do with attributes BEFORE CCP decided what they want and only consider minor tweaks to their idea while ignoring better community generated ideas.
Anhenka
The New Federation
Sigma Grindset
#10 - 2015-02-05 17:11:40 UTC
DaeHan Minhyok wrote:
Thanks for the responses and please keep it up! My intent is to get the discussion of attributes started. A series of posts on F&I requesting a vertical t3 minmatar dedtroyer may have influenced that ships design. I want to collect several well rounded ideas on what to do with attributes BEFORE CCP decided what they want and only consider minor tweaks to their idea while ignoring better community generated ideas.


https://forums.eveonline.com/default.aspx?g=posts&m=5446794#post5446794

Go post there if you want to have a meaningful discussion on implants and attributes.. 15 pages of feedback so far. You don't help anything by creating new threads that obviously do nothing but pander to your own playstyle, then touting them as a good idea.
DaeHan Minhyok
Logical Outcomes
#11 - 2015-02-05 17:21:55 UTC  |  Edited by: DaeHan Minhyok
Anhenka wrote:
DaeHan Minhyok wrote:
Thanks for the responses and please keep it up! My intent is to get the discussion of attributes started. A series of posts on F&I requesting a vertical t3 minmatar dedtroyer may have influenced that ships design. I want to collect several well rounded ideas on what to do with attributes BEFORE CCP decided what they want and only consider minor tweaks to their idea while ignoring better community generated ideas.


https://forums.eveonline.com/default.aspx?g=posts&m=5446794#post5446794

Go post there if you want to have a meaningful discussion on implants and attributes.. 15 pages of feedback so far. You don't help anything by creating new threads that obviously do nothing but pander to your own playstyle, then touting them as a good idea.


Yup, you caught me, I null sec dweller for over 3 years and director of a CFC corp, in fact only run missions on my highsec alt.

Also, never claimed my idea was good, loolking for good ideas or good criticism, post either.

Lastly, I'm the 8th post on that thread, good research.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#12 - 2015-02-05 17:31:41 UTC
DaeHan Minhyok wrote:
Thanks for the responses and please keep it up! My intent is to get the discussion of attributes started. A series of posts on F&I requesting a vertical t3 minmatar dedtroyer may have influenced that ships design. I want to collect several well rounded ideas on what to do with attributes BEFORE CCP decided what they want and only consider minor tweaks to their idea while ignoring better community generated ideas.


I've been around FI long enough to have seen many things make it into the game. So it's a good strategy.

The discussion about attributes is flawed from the start - it's trying to get people into PVP and dangerous space. So instead of giving up the ghost and coming up with lesser evils, redirect the discussion to the original goal. Make the game easier to learn from a UI standpoint, make combat more intuitive, document mechanics in game better. Give new players a single jump clone (not my idea, is in the other thread) so they have access to the implant saving mechanic. These all serve the goal better then removing attributes would, and they preserve the choice and consequence gameplay that's essential to EVE.
Petrified
Old and Petrified Syndication
#13 - 2015-02-05 20:37:05 UTC  |  Edited by: Petrified
Zavand Crendraven wrote:
So now in order to get SP faster everyone would have to start grinding missions? Just no.


Agreed. tying SP to grinding is so... contemporary MMO and bears the faint odor of that other game that gets referred to more than it should be.

I would much prefer they add back Learning Skills than remove attributes. Blink

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Lugh Crow-Slave
#14 - 2015-02-05 20:57:23 UTC
DaeHan Minhyok wrote:

Lastly, I'm the 8th post on that thread, good research.


wait so you knew a post on this already existed and decided to open another one anyway?

thats not how you get good discussion that's how you break up conversations into nothing
elitatwo
Zansha Expansion
#15 - 2015-02-05 21:53:44 UTC
Ines Tegator wrote:
..The discussion about attributes is flawed from the start - it's trying to get people into PVP and dangerous space. So instead of giving up the ghost and coming up with lesser evils, redirect the discussion to the original goal. Make the game easier to learn from a UI standpoint, make combat more intuitive, document mechanics in game better. Give new players a single jump clone (not my idea, is in the other thread) so they have access to the implant saving mechanic. These all serve the goal better then removing attributes would, and they preserve the choice and consequence gameplay that's essential to EVE.


You do realize that not everything that made it into the game was good for the game, right?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Mike Azariah
The Scope
Gallente Federation
#16 - 2015-02-05 22:03:01 UTC
The discussion of how to alter the usage or gaining of attributes does tend to root back to the general question of are they relavant to todays game of Eve, as it stands. It is a natural part of MMO's when we deal with the character himself but when a character is a pod pilot of a much bigger thing then charisma is kind of a non starter.

But the idea Min has proposed has some legs if you think 'what are we going to do with those slots that suddenly don't hold attribute implants anymore? What if those were more focussed skill implants or even specifc training ones (bonus to missile skill improvement'

m

Mike Azariah  ┬──┬ ¯|(ツ)

Nariya Kentaya
Ministry of War
Amarr Empire
#17 - 2015-02-05 22:35:50 UTC
DaeHan Minhyok wrote:
Corraidhin Farsaidh wrote:
No from me, the current system is fine.

Giving bonuses based on region/sec level of space would simply benefit the largest alliances in null by speeding up trining of whichever alts they need at any given time.

The current system isn't confusing in the slightest to me. A higher attribute on primary or secondary for a skill means it trains more rapidly. Same for the implants, very simple. Anyone who finds it at all confusing can download evemon and see the effect there in an instant.

I definitely think that skills/attributes/remaps is a strong candidate for a sticky to keep feedback in one place since this comes up in one form or another every week.


100% agree with you about keeping current system, but I'm witnessing a tide of people complaining about the system.

By linking skill training to npc factoons it would be essy to see in ISIS what competencies the faction focuses in and therefore what training bonus they provide.

As for the big alliances sitting in the best space, this means their space would be more heavily roamed by players and since this would be npc space and lowsec the size doesn't matter as much( see trouble ofevery alliance to live in fountain since Test, or stain since almost forever). Also, if you want to kick someone out, train the counter and live there while you build yoir forces.


if alot of people complaining about something meant they were right, then governments wouldnt tax people, kids wouldnt be required to go to school, and the middle east would be in even worse shape than it is now

TL;DR just because people ***** doesnt mean they are right, just entitled
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#18 - 2015-02-05 23:09:57 UTC  |  Edited by: Corraidhin Farsaidh
Mike Azariah wrote:
The discussion of how to alter the usage or gaining of attributes does tend to root back to the general question of are they relavant to todays game of Eve, as it stands. It is a natural part of MMO's when we deal with the character himself but when a character is a pod pilot of a much bigger thing then charisma is kind of a non starter.

But the idea Min has proposed has some legs if you think 'what are we going to do with those slots that suddenly don't hold attribute implants anymore? What if those were more focussed skill implants or even specifc training ones (bonus to missile skill improvement'

m


I have to say that more focused skill implants or training implants would become pretty much obligatory. The implants for attributes are general and affect all skills governed by that attribute. Everyone has the same access for the same risks and rewards. The same would be true of more focussed implants of course but if they have more affect than the current generalized implants then they are veering much more towards pay to win implants or 'I want SP faster' implants.

If you can afford them you get a higher reward than those who can't. This is mitigated somewhat with the current implants as the bonus given by them to SP rate really isn't that massive a difference between +4's and +5's for instance. Increase the bonus however and this becomes more apparent.
Celestia Via
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#19 - 2015-02-06 00:02:58 UTC
i like the idea of standings playing a bigger role than they do now, but we have to be careful if they are to affect SP.
Remember, SP progression represents "paid time" (money) and since we all pay the same, it would have to be fair.

So, your specific implementation finds me opposed, since it excludes some people that pay their sub like everyone else.

Unless the whole standings system was also revamped, and everyone got a fair chance to reap its benefits no matter what their preferred activity is.

I would support such a scenario, it would add more meaning to factions and standings, make players more interested in them and
thus more immersed. As a minor example, a player might find themselves wondering, "why do i need better "X npc corp" standing to train a T2 ship skill faster?", which could probably drive them to check out that npc corp's description and find out that they manufacture those specific ships. Now, combine a lot of such small examples for each skill and you will have a player who is a lot more informed about the in-game lore and surroundings.

If they want to ofcourse. It would have to respect the people who just dont wanna know. Smile

"We marched for days and nights, under sun, in the rain. Our minds and bodies ached for rest, but in our hearts there was nothing but the fight."

Mr Doctor
Therapy.
The Initiative.
#20 - 2015-02-06 01:16:00 UTC
How about extra XP and bounty from last hitting ships?

Bear
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