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Latest CSM notes : Rumours of attribute points/implants being removed.

First post First post
Author
Skia Aumer
Planetary Harvesting and Processing LLC
#641 - 2015-02-12 16:26:24 UTC
Mr Omniblivion wrote:
We have hostile fleets roaming through Deklein on an hourly basis. Most of those hostile fleets are interceptors- If we want to fight them and be competitive, we generally would need to fly smaller ships to be able to brawl.
...
If we wanted to go brawl with those interceptors, we would probably be flying a ship that is several times less valuable than our clone.

A couple of years ago most roaming fleets were battlecruisers. They were more expensive and far easier to catch. The risks were real. The stakes were high. The roams were fun.

I dont fly roams often now.
Less destruction, less consumption, and stuff.
Jeremiah Saken
The Fall of Leviathan
#642 - 2015-02-12 16:36:06 UTC
Sir Substance wrote:
You can't have two JC's in the same station. If you try it by installing one JC, JC'ing away, flying back to the station and JCing to a third JC, the second JC will overwrite the first.

We can't now, maybe it's worth consideration to change it.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Khan Wrenth
Viziam
Amarr Empire
#643 - 2015-02-12 16:57:25 UTC
Jeremiah Saken wrote:
Sir Substance wrote:
You can't have two JC's in the same station. If you try it by installing one JC, JC'ing away, flying back to the station and JCing to a third JC, the second JC will overwrite the first.

We can't now, maybe it's worth consideration to change it.


I can't claim to know this as a fact, but I suspect this is due to limitations within the legacy code, and the work required to fix it would be far beyond a "little fix".

Just guessing based upon previous conversations I've seen where "spaghetti code" was the reason things were the way they were.
Rain6637
GoonWaffe
Goonswarm Federation
#644 - 2015-02-12 17:03:31 UTC
UberFly
Metallurgy Incorporated
#645 - 2015-02-12 18:04:46 UTC
I'd much rather scrap the attribute/remap mechanic than have to juggle more JCs. Either way, you are making it so people can get the max SP/hr and still PVP. Changing the jump timer would also negate the force projection changes that CCP made. Pilots would just have multiple clones in multiple stations as a way to avoid fatigue while still jumping all the way across the universe.
CCP Darwin
C C P
C C P Alliance
#646 - 2015-02-12 19:25:33 UTC  |  Edited by: CCP Darwin
Kaely Tanniss wrote:
Implants serve a purpose. They have benefits and drwbacks such as risk. If CCP keeps removing the risk factor of the game, it will lose the very core of what the majority of players play it for. If you're afraid to lose implants, don't fit them.


Note that learning implants provide greater reasons for risk-averse behavior than types that provide benefit for ship pilots. If you want to incentivize players risking valuable implants, the best you can do are implants that directly improve the experience of undocking in your ship. The worst you can do are implants that are just as effective even when you're logged-off.

It still seems to me that removing the concept of implants that speed skill training would increase people's willingness to spend money on implants that provide benefits to piloting a ship, and then undocking with those implants, thereby risking them.

Of course, as stated in my prior posts, I am not on the team developing this feature. I'm just offering these thoughts to contribute to the conversation.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Mr Omniblivion
Ministry of War
Amarr Empire
#647 - 2015-02-12 19:28:34 UTC
CCP Darwin wrote:

Note that learning implants provide greater rewards for risk-averse behavior than types that provide benefit for ship pilots. If you want to incentivize players risking valuable implants, the best you can do are implants that directly improve the experience of undocking in your ship. The worst you can do are implants that are just as effective even when you're logged-off.

It still seems to me that removing the concept of implants that speed skill training would increase people's willingness to spend money on implants that provide benefits to piloting a ship, and then undocking with those implants, thereby risking them.

Of course, as stated in my prior posts, I am not on the team developing this feature. I'm just offering these thoughts to contribute to the conversation.


This- it's pointless to add value to a risk assessment based on an item that does not directly impact whatever you are undocking in.
UberFly
Metallurgy Incorporated
#648 - 2015-02-12 19:32:19 UTC
CCP Darwin wrote:

Note that learning implants provide greater rewards for risk-averse behavior than types that provide benefit for ship pilots. If you want to incentivize players risking valuable implants, the best you can do are implants that directly improve the experience of undocking in your ship. The worst you can do are implants that are just as effective even when you're logged-off.

It still seems to me that removing the concept of implants that speed skill training would increase people's willingness to spend money on implants that provide benefits to piloting a ship, and then undocking with those implants, thereby risking them.

Of course, as stated in my prior posts, I am not on the team developing this feature. I'm just offering these thoughts to contribute to the conversation.

Mr Omniblivion wrote:

This- it's pointless to add value to a risk assessment based on an item that does not directly impact whatever you are undocking in.

QFT +1
Jane Shapperd
Quafe Commandos
The Commonwealth.
#649 - 2015-02-12 19:36:14 UTC
So what is this the argument for removing attribute / learning implants ?

- remove them so people will pvp more ?
No care bears will not pvp and they will find another excuse to not pvp

- Learning implants doesn't give players a choice.
Yes they do and they give lots of choices
you could get plus 5 train faster ,but if u lose u lose a lot. You could get plus 4 train slower than +5 but don't lose as much , etc

- Newbies doesnt know how to save their pod / the importance of implants
well they ******* should read or ask other to find out why implants are important
we are were newbies and we all did our research to find out what implants are for .

- CCP I wanna train faster but i want to pvp
you have two choices
******* pvp in your training implants you risk a lot, but you keep training and there is no cool down timer
or jump clone your implants gonna be safe , but you don't train as fast and u have a jump clone timer
Mr Omniblivion
Ministry of War
Amarr Empire
#650 - 2015-02-12 19:41:22 UTC
Jane Shapperd wrote:
blah blah blah


Your arguments are quite stupid, see my earlier post.
Jane Shapperd
Quafe Commandos
The Commonwealth.
#651 - 2015-02-12 19:46:34 UTC  |  Edited by: Jane Shapperd
Mr Omniblivion wrote:
Jane Shapperd wrote:
blah blah blah


blah blah blah



they may not impact what u are flying directly but they do impact your performance in whatever you're training which will greatly impact what u are undocking or planning to undock .
Mr Omniblivion
Ministry of War
Amarr Empire
#652 - 2015-02-12 19:59:13 UTC
Jane Shapperd wrote:
they may not impact what u are flying directly but they do impact your performance in whatever you're training which will greatly impact what u are undocking or planning to undock .


The problem is that this is not the case in the majority of scenarios.

People generally do not get level 1 command ship and undock in their Damnation while the rest of the skills train. As mentioned earlier, one extra level of a 2% or 5% damage skill would hardly change any fight in eve on the grand scale. The vast majority of combat in eve is not 1v1, so a slight difference in skills as such would have no real impact.

Therefore, you're hurting newer players more by forcing them to maintain expensive implants, when they don't have ISK for it, to be able to train the basic skills they need to even be able to undock in most ships- not to mention fly them "well". People that are making your argument seem to forget that new players have a plethora of support skills that they must train before they can fly anything remotely close to competitive (except for gimmicky fits in fleet fights, which however do work well).

The vast majority of older players have enough money to purchase a pilot with the exact skills they are looking for- or close to it. A new player must grind out huge amounts of support skills that are frankly boring and don't contribute to keeping players in the game.

This isn't WoW where there needs to be a grind from 1-(whatever level is max now). People should be able to jump into Eve, the Spaceship Sandbox Game and be able to fly competitively and try out new things within reasonable amounts of time. Skills are a side note to the actual force in this game- consumption. Skill training times are a roadblock to consumption that needs to be redefined. Removing flat attribute implants and leveling out that bonus as base attribute points would go a long way towards a positive change- especially for new players.
CCP Darwin
C C P
C C P Alliance
#653 - 2015-02-12 20:03:01 UTC  |  Edited by: CCP Darwin
I'll offer a few more thoughts and then disappear again, but I do want to remind everyone that I'm not a designer working on these changes, just an interested EVE player with opinions (which, by the way, have changed substantially since I first heard about this idea, as I've thought about it.)

Jane Shapperd wrote:
So what is this the argument for removing attribute / learning implants ?

To be fair, the discussion is really about removing attributes, remaps, and bonuses from implants to attributes. Learning implants are part of the picture but not the biggest part.

Quote:
- remove them so people will pvp more ?
No care bears will not pvp and they will find another excuse to not pvp

Increasing willingness to PvP with implants plugged-in would be a nice outcome, but it's not really the core reason for the proposal. It's also likely to happen, as people who don't need learning implants will probably spend more money on average for implants that affect ship piloting.

Quote:
- Learning implants doesn't give players a choice.
Yes they do and they give lots of choices
you could get plus 5 train faster ,but if u lose u lose a lot. You could get plus 4 train slower than +5 but don't lose as much , etc

The problem isn't that attributes don't provide choice, the problem is that the choices do not have meaning. Let's say you have a desire to do a thing in game, like fly Logistics. As it turns out, training those skills optimally requires going deep into int/mem, training out ALL your support skills, then remapping to per/will and training out ALL your ship skills.

Without attributes, you would probably be training a little support and a little from ship skill categories so that you could get started quickly and improve as you play, but attributes provide what amounts to a large skill point reward for training things in a nonsensical order that makes you wait to play the game.

The current concept represented in the game today might be better if attributes mapped more cleanly to functional roles in EVE, but remember that even taking attributes out entirely and having a flat skill training speed wouldn't remove that choice of how to specialize. You still would have to train skills in an order that gets you somewhere you want to be, and the most efficient way to do that would be to train for the thing you'd like to do.

Quote:
- Newbies doesnt know how to save their pod / the importance of implants
well they ******* should read or ask other to find out why implants are important
we are were newbies and we all did our research to find out what implants are for .

As my last post pointed out, if anything players would be more likely to risk a valuable pod without learning implants, because the alternatives (both currently existing hardwiring implants and maybe something new too) would reward not just using the implants, but flying ships while using them.

Also, a new player who learns some time into the game about the implant system would instantly see the benefit of getting some implants, and not feel like they'd missed out on months of skill training that they'll feel should have been faster.

Quote:
- CCP I wanna train faster but i want to pvp
you have two choices
******* pvp in your training implants you risk a lot, but you keep training and there is no cool down timer
or jump clone your implants gonna be safe , but you don't train as fast and u have a jump clone timer

It's also worth being clear that the idea behind removing attributes is about simplifying a current system that provides muddy and counterproductive incentives, where you spend a lot of money to speed up your training and after that skill training choices feel bad, because every path in the game requires training numerous skills for which you have the wrong remap and possibly wrong implants too.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Memphis Baas
#654 - 2015-02-12 20:38:55 UTC
Perhaps one way to buy the cake and eat it too would be to:

- get rid of attributes and simplify the skill training system with a flat training rate regardless of what skill is trained

- introduce implants that give a generic "Faster Skill Training" 2%, 3%, whatever the equivalent is when you take the current +1, +3, and +5 implants and recalculate their actual SP/hr bonus.

That way CCP gets the simpler server-side code, and everyone who wants "choice" gets to make the decision whether to plug in "Faster Skill Training".

Of course we will still have the "I'm not going to undock because I have these 5% implants plugged in" issue.
Tiffany 'Tiffs' Succeed
Angel Content Cartel
#655 - 2015-02-12 20:41:22 UTC  |  Edited by: Tiffany 'Tiffs' Succeed
CCP Darwin wrote:
...

Thank you for this post. It shows that people at CCP, which includes you,
are really putting a lot of thought behind what they are doing.


I just read your other post as well. I hope you share your thoughts with the colleages as well ...
... because you made a very smart, insightfull post up there, you know?
KIller Wabbit
MEME Thoughts
#656 - 2015-02-12 20:43:44 UTC
Celgar Thurn wrote:
Apparently CCP/ the CSM are debating removing attribute points and the learning implants from the game. I would like to raise the following issues with this possible action:

I would argue that too many revenue ideas have been removed or made uneconomic already.



CCP has been on continual crusade to eliminate income. Why stop them now?
CCP Darwin
C C P
C C P Alliance
#657 - 2015-02-12 21:00:19 UTC
Celgar Thurn wrote:
Apparently CCP/ the CSM are debating removing attribute points and the learning implants from the game. I would like to raise the following issues with this possible action:

I would argue that too many revenue ideas have been removed or made uneconomic already.


The game designers working on this have made clear that economic considerations related to this proposal are a significant concern and need a good solution.

(Once again, I'm not one of them.)

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Sniper Smith
Center for Advanced Studies
Gallente Federation
#658 - 2015-02-12 21:04:31 UTC
Removing Learning Implants or Attributes will not make anyone more willing to lose a valuable pod. I mean sure, 5 people maybe, but no real numbers. You think you take away my +5's I'm gonna get a set of Snakes and head to low? Nope.

The bit about learning Logi and doing 2 remps to get there. Sure that's one CHOICE you have. You can also Chose to say at a more neutral remap, and train both sets of skills so you can get in the ship faster but with more mediocre skills. There's lots of options. On this account I generally live by the remaps, I spent a real just doing int/mem before spending the next year doing percep/will. But on my alts, this isn't always the case. Some have never remaped, cause I quickly alternate between types of skills. There are lots of choices that can me made for learning, and taking that away only dumbs down the game.

Is it complex? Yes. Wanna fix it, find better ways to explain it. Don't just say it's hard for some people to understand (or make choices) so we are gonna dump it. A lot of people find it Hard to fit their ships? Dump that too? Buy ships fully fit ready to go so you don't need to think. No. Leave the choices and the complexity in the game.
Rain6637
GoonWaffe
Goonswarm Federation
#659 - 2015-02-12 21:05:49 UTC
CCP Darwin wrote:
Without attributes, you would probably be training a little support and a little from ship skill categories so that you could get started quickly and improve as you play, but attributes provide what amounts to a large skill point reward for training things in a nonsensical order that makes you wait to play the game.

The current concept represented in the game today might be better if attributes mapped more cleanly to functional roles in EVE, but remember that even taking attributes out entirely and having a flat skill training speed wouldn't remove that choice of how to specialize. You still would have to train skills in an order that gets you somewhere you want to be, and the most efficient way to do that would be to train for the thing you'd like to do.

Darwin, I apologize for bringing in another issue right now, but that contradicts something else that is awkward about skills, and unexplained: The random selection of support skills for T2 ships and the waiting to fly a T2 ship without the option of flying a weakly-skilled one.

T2 level V prereqs table

Pragmatic arrangement of skill prereqs

I want to agree with you unequivocally, but why is such pragmatic logic applied to this situation, when there's another issue that is just as blatant and uncomfortable, and is not being considered for reform?
CCP Darwin
C C P
C C P Alliance
#660 - 2015-02-12 21:17:51 UTC
Rain6637 wrote:
I want to agree with you unequivocally, but why is such pragmatic logic applied to this situation, when there's another issue that is just as blatant and uncomfortable, and is not being considered for reform?

To be honest, I have no idea what plans or thoughts the EVE game design team have for the future of the skill tree itself, but I can assure you that just because a thing isn't in the CSM minutes doesn't mean it's immune from scrutiny.

If you have a specific suggestion (particularly one that doesn't shorten total training time for T2 ships) for making prerequisites feel more natural, I'd consider making it in the Features and Ideas Discussion forum so the game designers can read it.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins