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Player Features and Ideas Discussion

 
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attributes / implants - some ideas

Author
Soltys
Brutor Tribe
Minmatar Republic
#1 - 2015-02-12 00:41:45 UTC  |  Edited by: Soltys
Well, the current system is good. It perhaps needs a bit more flexiblity or - so to speak - control in the players hands. But not removal or dumbing down ...

1) Regarding remap points

Introduce something like "Remap pill". The only source are players - add BPOs, skillbook that enables its production (perhaps only in POSes) and consumption (with some sensible prerequisite skills).

Choose sensible materials (lots to choose from - rocks, gas, ice, planets, moons, drops) and settle the cost at some sensible value (say, 100m ? perhaps more ? something not utterly trivial, but still mattering).

Put it in booster group, consuming it enables the player for the following 15 minutes to freely play with its attributes. Last setup becomes permanent after the timeout, obviously.

After adding the above, get rid of all timed / bonus remap points. It's not like new players need to touch attributes for "baby" skilling up, and for most level 3s/4s (and rank1 5s) it's meaningless to do so. When they grow up and learn the game more, then they can focus on planning and remapping.

Example:

"remap pill" booster
effects:
- allows attribute remapping for 15 minutes
side effects:
- unable to take another pill for 30 days

Neurotoxin Control influences the cons.

BPOs seeded in usual station, can be produced in POS only. Required resources for production T.B.D.

2) Implants

Introduce normal BPOs for only standard (+1 to +5, perhaps up to +7) implants with obvious stuff (skillbook(s) prerequisite) without going into too big complexities (except +5 and better ones). This will drive the prices down and patch the "risk aversion" factor to be more in common with losing T1/T2 junk than expensive faction bling.

Emphasis: the point is to turn +1 - +4 into something equivalent to T1 rigs, and +5 (and better ones) into equivalent of T2 rigs. With full control in players' hands.

This opens other (future) options as well - giving players ability to produce implants with other/bonus effects from all slots.

3) Other stuff

Cerebral Accelerators - these could be moved to invention and more complex production. From standard BPOs (see #2 above) to appropriate grade of cerebral accelerator (of only that particular attribute), then lift "newbies" only limitation. It's guaranteed hit and can be sensibly balanced.

Possible cons: 20% chance to have negative effect on other attributes (4 rolls, 1 roll per each remaining attribute, chance can be lessened with skills).

Example:

"neural boost - basic" BPO -> BPC -> invention -> "Neural Cerebral Accelerator - basic" BPC
Can be produced in POS only. All cerebral accelerators share same slot.

effects:
- +9 willpower for N days (t.b.d.) (overall x3 effect of equivalent implant)
- duration 2 weeks

side effects:
- 20% chance for each other attribute to go -9 for N days

Neurotoxin Recovery and Neurotoxin Control influence the cons.


EDIT:

- added ideas about possible negative effects
- added examples

This keeps existing system in place, makes it far more flexible, enriches existing industry disciplines. Cost/complexity/difficulty can be banally balanced at will by CCP. At the same time real new players don't have to worry about it in the beginning and will naturally discover it in time.

Jita Flipping Inc.: Kovl & Kuvl

Lugh Crow-Slave
#2 - 2015-02-12 07:46:26 UTC  |  Edited by: Lugh Crow-Slave
Forums / search some ideas



1 Use it

2 post on one of the already open threads

3 allow for constructive discussion rather than scattered posts
FireFrenzy
Cynosural Samurai
#3 - 2015-02-12 09:45:48 UTC
also...

Yeah not gonna happen...
Gawain Edmond
Khanid Bureau of Industry
#4 - 2015-02-12 09:52:31 UTC
i kinda remember ccp saying that we'll be able to build implants from PI stuff eventually but i doubt they'll let us have bpo's for them though i think the best we'll get is bpc's from lp stores so that we don't lose an isk sink. As for the rest yea it's probably not going to happen and the search function kinda rocks too.
Zan Shiro
Doomheim
#5 - 2015-02-12 10:06:06 UTC
I love the booster for attributes ideas....


Tell me op, where are the downsides. Boosters have downsides. I take a combat booster to boost one thing....I get a ding to something else.

And do you know this brings back learning skills. They's be renamed under the skills for using boosters. Skills to cover my downsides and skills to prolong effects. These become vital to get the most bang for the buck. Say hi to malcanis' law....at this stage in my eve life I throw in skills on mere whims as am I done what I need to do by and large.

I can max drug skills and not care about time. Or cost...one of those books is really expensive irc. Newer players...will be eating some time with the combat drug skills. And grindings up some isk for that one book (one of many).

This time and cost was what made learning skills a pita, in case you missed them. Needed the isk to buy the books, then train them to 4 at least to get good results.
Soltys
Brutor Tribe
Minmatar Republic
#6 - 2015-02-12 11:38:31 UTC
Zan Shiro wrote:
I love the booster for attributes ideas....

Tell me op, where are the downsides. Boosters have downsides. I take a combat booster to boost one thing....I get a ding to something else.


Well, the booster for remap I assumed without cons - they are meant to be flexible replacement of rigid 1-year current remaps - giving players fine grained control over remapping for shorter perioed of time for a price. But, possible cons could be time delay - after gulping one remap booster, one cannot gulp another one for say 1 month or so (with skillbook to decrease it) ?

For Cerebral Accelerators - they currently have no cons (aside hefty price tag and marginal supply). But for new ones (which give only single attribute bonus for limited amount of time - as they are produced from invention of standard attribute BPCs), they could also have a chance (say 20% - 30%) to give penalty to any other attribute (so the negative effect would be rolled 4 times, once per each other attribute). This is still meaningful penalty, gives incentive to skill to IV+ and still makes the booster worthwile (as people would obviously match booster to their primary attribute).

Quote:
And do you know this brings back learning skills. They's be renamed under the skills for using boosters. Skills to cover my downsides and skills to prolong effects.


Well, it's a good flavor to the game to have them. Just don't stick some nonsensical x10 rank on them.

Jita Flipping Inc.: Kovl & Kuvl

Tabyll Altol
Viziam
Amarr Empire
#7 - 2015-02-12 13:45:09 UTC
Soltys wrote:
Well, the current system is good. It perhaps needs a bit more flexiblity or - so to speak - control in the players hands. But not removal or dumbing down ...

1) Regarding remap points

Introduce something like "Pilot's remap {something}" (or whatever the name). The only source are players - add BPOs, skillbook that enables its production (perhaps only in POSes) and consumption (with some sensible prerequisite skills).

Choose sensible materials (lots to choose from - rocks, gas, ice, planets, moons, drops) and settle the cost at some sensible value (say, 100m ? perhaps more ? something not utterly trivial, but still mattering).

Put it in booster group, consuming it enables the player for the following 15 minutes to freely play with its attributes. Last setup becomes permanent after the timeout, obviously.

After adding the above, get rid of all timed / bonus remap points. It's not like new players need to touch attributes for "baby" skilling up, and for most level 3s/4s (and rank1 5s) it's meaningless to do so. When they grow up and learn the game more, then they can focus on planning and remapping.

2) Implants

Introduce normal BPOs for only standard (+1 to +5, perhaps up to +7) implants with obvious stuff (skillbook(s) prerequisite) without going into too big complexities (except +5 and better ones). This will drive the prices down and patch the "risk aversion" factor to be more in common with losing T1/T2 junk than expensive faction bling.

This opens other (future) options as well - giving players ability to produce implants with other/bonus effects from all slots.

3) Other stuff

Cerebral Accelerators - these could be moved to invention and more complex production. From standard BPOs (see #2 above) to appropriate grade of cerebral accelerator (of only that particular attribute), then lift "newbies" only limitation. It's guaranteed hit and can be sensibly balanced.

Edit 1:

Possible cons to boosters: https://forums.eveonline.com/default.aspx?g=posts&m=5484047#post5484047

This keeps existing system in place, makes it fare more flexible, and cost/complexity/difficulty can be banally balanced at will by CCP as all of it becomes stuff produced by players. At the same time real new players don't have to worry about it in the beginning.


The only thing i want about learning imps is remove all of them, change the basic learning speed to the lv of +3 imps.

The end

-1 4 the idea
Lugh Crow-Slave
#8 - 2015-02-12 16:19:25 UTC
Tabyll Altol wrote:


The only thing i want about learning imps is remove all of them, change the basic learning speed to the lv of +3 imps.

The end

-1 4 the idea


why do you want everything to take so much longer to train?
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#9 - 2015-02-12 22:09:28 UTC  |  Edited by: epicurus ataraxia
Tabyll Altol wrote:
Soltys wrote:
Well, the current system is good. It perhaps needs a bit more flexiblity or - so to speak - control in the players hands. But not removal or dumbing down ...

1) Regarding remap points

Introduce something like "Pilot's remap {something}" (or whatever the name). The only source are players - add BPOs, skillbook that enables its production (perhaps only in POSes) and consumption (with some sensible prerequisite skills).

Choose sensible materials (lots to choose from - rocks, gas, ice, planets, moons, drops) and settle the cost at some sensible value (say, 100m ? perhaps more ? something not utterly trivial, but still mattering).

Put it in booster group, consuming it enables the player for the following 15 minutes to freely play with its attributes. Last setup becomes permanent after the timeout, obviously.

After adding the above, get rid of all timed / bonus remap points. It's not like new players need to touch attributes for "baby" skilling up, and for most level 3s/4s (and rank1 5s) it's meaningless to do so. When they grow up and learn the game more, then they can focus on planning and remapping.

2) Implants

Introduce normal BPOs for only standard (+1 to +5, perhaps up to +7) implants with obvious stuff (skillbook(s) prerequisite) without going into too big complexities (except +5 and better ones). This will drive the prices down and patch the "risk aversion" factor to be more in common with losing T1/T2 junk than expensive faction bling.

This opens other (future) options as well - giving players ability to produce implants with other/bonus effects from all slots.

3) Other stuff

Cerebral Accelerators - these could be moved to invention and more complex production. From standard BPOs (see #2 above) to appropriate grade of cerebral accelerator (of only that particular attribute), then lift "newbies" only limitation. It's guaranteed hit and can be sensibly balanced.

Edit 1:

Possible cons to boosters: https://forums.eveonline.com/default.aspx?g=posts&m=5484047#post5484047

This keeps existing system in place, makes it fare more flexible, and cost/complexity/difficulty can be banally balanced at will by CCP as all of it becomes stuff produced by players. At the same time real new players don't have to worry about it in the beginning.


The only thing i want about learning imps is remove all of them, change the basic learning speed to the lv of +3 imps.

The end

-1 4 the idea


Ok, lets look at this, learning implants and remaps are something left over from when the game was young and innocent, now they hang around, discouraging just about everything they should be trying to achieve.

They need a complete rework.

What should this look like? Firstly remaps should be removed in their entirety. Learning implants, and the learning component in hardwires should be seperated and removed leaving the hardwire component occupying or available to the slot. Learning speed should be boosted to the speed of a good remap with plus 4 implants. A single learning ability for speed will be built into the character. Learning attribute types naturally will be removed from all skills, skills will continue to train at the speed applicable to their class.

This poses a small disadvantage to people training at the highest end game level, a slight adjustment to capital skills and above would restore this balance.

Hardwires, should be a licence, and treated EXACTLY the same as S.K.I.N.s LESS the NES aspect. No Pay to win please.

It may be neccesary for hardwire drops and LP purchases to be time limited to balance the economics of this.
This means Jump clones are free of the restrictions of implants. And purely used for mobility.

Further details on this part are outlined here https://forums.eveonline.com/default.aspx?g=posts&m=5485385#post5485385 and elsewhere in this thread. Please read before dismissing the point.

However, whether hardwires are destructable or not is not a primary requirement either way, though licencing is strongly recommended.

This suggestion still leaves the skill system in place, and a valid place to plan ones EVE future. It keeps the path intact to T2 without making it so one can get into anything quickly.

There is one EvE. Many people. Many lifestyles. WE are EvE

Grezh
Hextrix Enterprise
#10 - 2015-02-12 23:20:39 UTC
I disagree with the notion to keep attributes as well as your proposal to introduce bpos for the learning implants. I would much rather prefer that if attributes were removed that the implants that give only attribute bonuses will be changed to something generic like the CA set with bonuses to cap, armor, pwg, cpu etc.

Since CA is limited edition it can keep its edge at 1.5% bonuses.

+1 implants will be changed to .6% increase in the relavent attribute as well as the multiplier
+2 will be a .8% bonus and multiplier
+3 -> 1.0%
+4 -> 1.2%
+5 -> 1.4%
Alvatore DiMarco
Capricious Endeavours Ltd
#11 - 2015-02-13 01:04:50 UTC
No to everything the OP has said, with an additional suggestion that OP learn to use the search feature.

Especially no to removing the "newbies only" limitation on cerebral accelerators.