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

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Author
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#781 - 2015-02-14 01:23:48 UTC  |  Edited by: Scipio Artelius
Seiko Sorrelius wrote:
1. Because SP is almost like its own currency, and if I slow down my training (by losing implants/not buying implants) on Seiko then I lose a currency that I can't gain back (you can always gain more isk, but I can't gain lost SP due to time spent without implants).

I appreciate that you have that perspective, but not every player does. I certainly don't and since I can really only talk about me, I'll use myself as a different example and then hopefully draw a conclusion we can both agree on.

Here's my eveboard: http://eveboard.com/pilot/Scipio_Artelius

Implants are not hidden. They just don't exist and is my remap optimal? I guess clearly not.

And I don't care. When it comes to playing the game, I don't compare myself to other players that started at the same time as me (since that's the only measure of whether gaining more or less SP has any meaning).

I pvp and select targets on the basis of what ships I'm in, what ship they are in, whether they have friends or I do. Do I have links? Are they likely to? Am I using drugs? Can I get the engagement to start under optimal conditions for me, or will they be at an advantage initially? Not a single thing in my own personal decision making comes down to whether I am training skills faster than they are. I don't feel any sense of loss for training at the rate I train at, because I look for targets that I will be competitive against, regardless.

But skill training is still part of my game. I change my queue regularly to meet different goals. Sometimes I use implants, sometimes I don't. I have multiple clones (even if it's not a perfect system, it is what is currently available and I choose to use them) for different pvp fits. I also remap annually based on what my short-term goals are and accept that at different points in the year, my training won't be optimal because I'll switch to something else.

Overalll, I like the complexity of these choices to be made. The challenge of Eve on the whole is what attracts me to the game and in analysing my own play, I play the different elements that present the most challenge and avoid the simple ones.

So, for me personally if the system was made less complex, that would reduce my overall enjoyment of the game.

But I totally appreciate and accept that you have a different view. That you see the rate of SP gain as critical to you and the current system not optimal.

And there is the challenge that the devs face. To, on the whole, produce a game that interests as wide a group of people as possible, while never meeting all of the needs of any single person (that will never happen).

Recently, in my view, the trend has been to simplify and whenever we as players propose changes to systems, we always seem to propose changes that will benefit us individually, while not caring or considering broader effects, or the negatives of our ideas.

That doesn't mean don't propose. We all should, but we should all also speak up when we don't agree. The devs can then make their decisions based on total feedback. Hopefully (for me) that won't always be to simplify choices.

Quote:
2. Making implants removable would horribly upset the market and game mechanics, and jump clones are a bad mechanic for short-term use and were intended, as far as I am aware, for travel and whole sets of implants.

Sure. I agree with that. Those negatives would have significant effect and the idea is flawed.

I don't see how making them removable would upset the market any more than removing them all together though. All options involve change.

The rest of your post I still personally disagree with. It would take more away from the game than it adds in terms of choice for players.
Gregor Parud
Imperial Academy
#782 - 2015-02-14 01:26:27 UTC  |  Edited by: Gregor Parud
Memphis Baas wrote:
Which I believe is your goal anyway.



No, I'm just exposing the fake arguments and selfish/hidden agendas people have and use. There's no point in having a proper discussion just as there's no point in actually reasoning with a 5 year old who so eagerly is trying to use :logic: to convince you why he really should get that cookie. Until people drop the "it would be better for the game" and "surely 'people' would start pvping more" and actually voice their, selfish, reasons I'll just out people's hidden agendas and mistaken logic.

Also, if a dev replied to what I stated I missed it and shall read back.

- edit -

The last dev who replied to me got a reply back.


- another edit -

Fun fact: In all the heated (balancing) discussions that happened over time; CBC nerf, CBC getting MJD, inties getting bubble immunity and all the others, everyone had their own hidden agendas as to why they started a drama rage. And every time I predicted the actual outcome and results using arguments based on logic and experience, every time the same thing happened; an avalanche of folks telling me I'm wrong, clueless and a troll. Mostly because I didn't help their agenda and also because they couldn't comprehend the outcome of changes.


And every time I turned out to be right, spot on. If learning implants get removed they will free up slots for funky combat related implants: turning P2advance into P2W.
Amanda Compton
PIXEL Corp
#783 - 2015-02-14 01:38:17 UTC  |  Edited by: Amanda Compton
Jane Shapperd wrote:


Again the thing with implants is concept of having an edge on other pilots , by training faster them . ( risk vs reward)
The difference is good while being the same as any other player is bad
The difference can be achieved by allowing pilots to pick only 2 training implants be it +1 or +5 doesn't matter
also buy giving them choice to not buy implants if they want to .

I think we all agree remap is bad and should be scraped or reworked
so my suggestion is that all characters have the same attributes

also it would be move viable to remove the whole training learning attributes from implants that uses slot 1 to 5 ( including pirate faction implants )

Add new slots (11 and 12 ) these slots for training implants ( since it takes only 2 implants to effect a speed of training a skill) and if they are filled with learning implants you get a bonus in space based on the value the implant give to your attribute . ( i don't like the bonus idea but hey many of the posts bitches about that their learning implant doesn't effect their ships) so at least it will be worth while to use learning implants while flying in space .

that for those who say my pvp clone worth more than my learning could use the pvp clone and learning at the same time.
aka pirate faction set in 1-6 , Hardwiring 7-10 and learning 11-12


Might not be the best solution but its well balanced.

Considering newbies cant screw themselves by derp remapping ( since there is no remaps )
Encouraging people who just use attribute implants to pvp since they get a ship bouns from using learning implants .
and giving the option to veterans to go balls deep wiith pirate faction set , hardwiring and learning implants .
Noriko Mai
#784 - 2015-02-14 02:14:37 UTC  |  Edited by: Noriko Mai
Remove learning implants. IMO they are just some kind of +XP thingy that doesn't belong in this game. It's just an XP-Boost for ISK and encourages people to stay docked. And if you are at it remove attributes as well. Useless crap.

"Meh.." - Albert Einstein

Gregor Parud
Imperial Academy
#785 - 2015-02-14 02:16:05 UTC
Noriko Mai wrote:
Remove learning implants. IMO they are just some kind of +XP thingy that doesn't belong in this game. It's just an XP-Boost for ISK and encourages people to stay docked.


OK, would you agree to a flat 2000-2200 SP/h instead?
Memphis Baas
#786 - 2015-02-14 02:17:28 UTC
Gregor Parud wrote:

No, I'm just exposing the fake arguments and selfish/hidden agendas people have and use. There's no point in having a proper discussion [...]


I agree with you that there's no point in having a proper discussion, because even if you manage to moderate one of these threads and keep it civil as a player with no ISD tools, CCP will still completely ignore whatever consensus the thread reaches (if any), and go for the one post with the one idea that they like, but implement what THEY want out of that idea, in about a year when we've all forgotten about it.

You're exposing fake arguments and selfish agendas, fine, but that just pisses off the people you're arguing with, and angers you when they reply back. It also implies that CCP can't tell that all player posts are selfish, they're so incompetent that they need YOU to do that job for them. In reality they're probably going to print out this thread, cut away everything that is not a suggestion, and just post the suggestions in bullet form on their internal boards to consider. If we're so lucky.

So all my huffing and puffing, and yours, and everyone else's, will just get deleted. There are, what, 18 idea posts in this whole thread?
Jane Shapperd
Quafe Commandos
The Commonwealth.
#787 - 2015-02-14 02:27:45 UTC  |  Edited by: Jane Shapperd
Noriko Mai wrote:
Remove learning implants. IMO they are just some kind of +XP thingy that doesn't belong in this game. It's just an XP-Boost for ISK and encourages people to stay docked. And if you are at it remove attributes as well. Useless crap.



you are just saying hey i don't undock because of them therefore CCP remove them .

Amanda Compton wrote:

Might not be the best solution but its well balanced.

Considering newbies cant screw themselves by derp remapping ( since there is no remaps )
Encouraging people who just use attribute implants to pvp since they get a ship bouns from using learning implants .
and giving the option to veterans to go balls deep wiith pirate faction set , hardwiring and learning implants .


finally someone noticed my suggestion Big smile i know my suggestion has flaws like the combined boosts of all implants injected might be overpowered.

but hey i don't think you can make everyone happy
Gregor Parud
Imperial Academy
#788 - 2015-02-14 02:32:12 UTC
Memphis Baas wrote:
You're exposing fake arguments and selfish agendas, fine, but that just pisses off the people you're arguing with, and angers you when they reply back.


If people want to be treated like adults where I'll honour their arguments (whether or not I agree with them) they probably shouldn't act like said 5 year old, I don't care one bit for a liar's perception of me or the discussion. There have been some actual ideas gone back and forth but 99% is just "it would be best for the game me if this would change", people like that are laughable and I'll happily react to that.


Your second point is right, to a degree anyway. Thing is that it is a discussion and input is asked for and if the only input is "well, we think it's better for the game to change it" then one would have to be an idiot to not counter it, if only by pointing out the (perhaps not so) obvious.
Noriko Mai
#789 - 2015-02-14 02:42:02 UTC  |  Edited by: Noriko Mai
Gregor Parud wrote:
Noriko Mai wrote:
Remove learning implants. IMO they are just some kind of +XP thingy that doesn't belong in this game. It's just an XP-Boost for ISK and encourages people to stay docked.

OK, would you agree to a flat 2000-2200 SP/h instead?

I acutally don't care to be honest. If they can't or don't want to remove learning implants they should at least remove attributes. Its just useless pseudo-gameplay crap like clone costs. Do it and get max SP/h or don't and don't get max SP/h. I never did it because I couldn't care less about SP/h.

Jane Shapperd wrote:
Noriko Mai wrote:
Remove learning implants. IMO they are just some kind of +XP thingy that doesn't belong in this game. It's just an XP-Boost for ISK and encourages people to stay docked. And if you are at it remove attributes as well. Useless crap.

you are just saying hey i don't undock because of them therefore CCP remove them .

No I don't. I say that they are just an XP-Boost that doesn't belong to the game and mention the docking thing as a side note.

Gregor Parud wrote:
bla bla bla

I'm reading this thread backwards and I'm already sick of your crap. All of your posts are selfish, insulting, passive aggressive and filled with 'arguments' and 'facts' that are just made up by yourself on the go. Pathetic.

"Meh.." - Albert Einstein

Phoenix Czech
AZ Solutions CZ
#790 - 2015-02-14 02:54:42 UTC
Please do not brake working parts of this game. Better focus your attention to things which are broken and need to be fixed.

New players do not know, how to use implants and remaps? Realy stupid argument. It is your job to show them in player training (the same way as you show them how to mine asteroids for example). Removing it is not the solution.
New player made bad decision and his remap is wrong? Yes it can happen. Simply add some skilles, which help players to remap more often. Or add possibility to activate bonus remap for PLEX (plyer is happy and you have your money). Problem solved.
Removing atribute implants wil give free slots for some other implant types? Another stupid argument. Easy solution here - just add new shiny implant slots for this implant types - no need here to remove atributes.

Two things I do not like on this:
1) It will probably lead to slow skilling. Skilling is already slow enough even with +5 implants and max. remap.
2) Actual atribute system force me to thing about skilling. Make plans for sklil que and remaps. It force me to use my brain. Removing this mechanic simply move eve closer to stupid arcade game types. If I would like play games where pushing two buttons is maximum possible, I would play another game (Pac Man for example).

Gregor Parud
Imperial Academy
#791 - 2015-02-14 02:56:14 UTC  |  Edited by: Gregor Parud
Noriko Mai wrote:
I'm already sick of your crap.



That's ok, did you also notice the obvious lies and fake argument posts I aimed those replies at?
CCP Darwin
C C P
C C P Alliance
#792 - 2015-02-14 03:08:43 UTC  |  Edited by: CCP Darwin
Phoenix Czech wrote:
Two things I do not like on this:
1) It will probably lead to slow skilling. Skilling is already slow enough even with +5 implants and max. remap.
2) Actual atribute system force me to thing about skilling. Make plans for sklil que and remaps. It force me to use my brain. Removing this mechanic simply move eve closer to stupid arcade game types. If I would like play games where pushing two buttons is maximum possible, I would play another game (Pac Man for example).


1) is an assumption that really doesn't have a basis.

2) Regardless of skill training speed, there are plenty of difficult choices to make in a system where you can only train one (out of hundreds) of skills at once, and they usually take days, or longer.

A system that required you to solve a math problem before adding a skill to your skill queue would also force you to use your brain while choosing skills, but it would be a ridiculous gameplay roadblock. Tests of knowledge or skill that have no relevance to the rest of the game aren't inherently valuable solely because they add difficulty.

Finally, I'd advise that if you're trying to change the mind of the development team, you're best off arguing your case rather than dismissing arguments on the other side of the question as "stupid."

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

Jane Shapperd
Quafe Commandos
The Commonwealth.
#793 - 2015-02-14 03:15:40 UTC  |  Edited by: Jane Shapperd
Noriko Mai wrote:


Jane Shapperd wrote:
Noriko Mai wrote:
Remove learning implants. IMO they are just some kind of +XP thingy that doesn't belong in this game. It's just an XP-Boost for ISK and encourages people to stay docked. And if you are at it remove attributes as well. Useless crap.

you are just saying hey i don't undock because of them therefore CCP remove them .

No I don't. I say that they are just an XP-Boost that doesn't belong to the game and mention the docking thing as a side note.


in my opinion , removing is not the answer . Encouraging players to undock in them is the answer
Rain6637
GoonWaffe
Goonswarm Federation
#794 - 2015-02-14 03:30:37 UTC  |  Edited by: Rain6637
CCP Darwin wrote:
Phoenix Czech wrote:
Two things I do not like on this:
1) It will probably lead to slow skilling. Skilling is already slow enough even with +5 implants and max. remap.
2) Actual atribute system force me to thing about skilling. Make plans for sklil que and remaps. It force me to use my brain. Removing this mechanic simply move eve closer to stupid arcade game types. If I would like play games where pushing two buttons is maximum possible, I would play another game (Pac Man for example).


1) is an assumption that really doesn't have a basis.

2) Regardless of skill training speed, there are plenty of difficult choices to make in a system where you can only train one (out of hundreds) of skills at once, and they usually take days, or longer.

A system that required you to solve a math problem before adding a skill to your skill queue would also force you to use your brain while choosing skills, but it would be a ridiculous gameplay roadblock. Tests of knowledge or skill that have no relevance to the rest of the game aren't inherently valuable solely because they add difficulty.

Finally, I'd advise that if you're trying to change the mind of the development team, you're best off arguing your case rather than dismissing arguments on the other side of the question as "stupid."

I reserve my right to call things stupid. For a lot of players, that is the best they know how to express themselves.

For players and devs: check your feelings at the door, etc.

For devs: do your job, read feedback. I resent the "be nice to devs or they won't read your comments" bit of logic, if you can't tell. It's a cop-out, especially in this player culture.

This is making me wonder if instead of starting forum discussions about topics, I should open support tickets with questions. I have enough accounts to have 10 questions running at a time.

Yeah, that is a good idea. It's not very motivating to see such a lack of dev participation on EVE-O. Posting on the forums is tantamount to being a silent customer.

Support tickets are dialogs with GMs directly, after all. Wish I had thought of this sooner.

If players boycotted the forums as hard as devs, and used support tickets instead, do you think that would solve the lack of EVE-O participation?
Gregor Parud
Imperial Academy
#795 - 2015-02-14 03:46:38 UTC  |  Edited by: Gregor Parud
[preface]Over the years I have restarted so often I can't even list the "mains" I've had, let alone all the alts, side projects and whatnot, this STILL happens. So from my personal pov it would benefit me if I didn't have to buy them all implants and keep track of their remaps and whatnot. The reason I'm against these ideas is because it's not in the "spirit of EVE" and it doesn't help actual players.


Stated argument for removing learning implants:

- "pvping will be cheaper". Not the case, CCP already stated they will be making new combat related implants which will then become the norm (or at least will be used more) "forcing" others to use them as well. Clone cost will not change. This is also why higher quality 0.0 alliances are pushing for this, they will train faster to their next Scap while sporting funky combat implants, giving them another edge. Their CSM will of course ask for these changes

- "it would help newer players be in 0.0 and pvp more". Not the case, what is actually meant is "it would help lol blobs full of younger players to whelp without cost while they're training up for the next meta, since we didn't figure out that meta ourselves we're kinda behind and thus we'd like them to train faster". The question is if we should push younger players to lol blob alliances where they're taught to follow orders and be a tiny insignificant cog, a worker bee (how apt) in a cubicle. Lol blob alliances who do the "we care for newbies, this would help them" are lying: they don't care for newbies at all, they just care for a continuous stream of new players to boost their numbers. Their CSM will of course ask for these changes

- "people who now sit in station with +5 would actually start pvping". Not the case, people who do that are, by definition, min-maxers or alts. Neither of these will undock till he's "ready" (ie, max skilled or at least having attained a specific SP target). They're not sitting in station because they have +5, they're sitting in station because they haven't reached their goal yet. Nothing will change

- "choices suck, I want max benefit without having to think about it or having to make a risk vs reward assessment". No comment

- "I die a lot because I still haven't learned (after all this time) how not to be really terrible. This would help me". No comment



Implants are fine, they're risk vs reward which is what EVE is about. They're a choice giving different people with different motivations different options for different situations. Choice is good, even if some of those choices would not necessarily be beneficial because choices should come with consequences. On top of that, removing them would create room for (already announced) combat implants which (for reasons stated) will NOT help newer players, they will only help older/richer/established players and groups. There is no valid logical reason to remove implants that isn't short sighted, selfish and/or very anti-newbie.




Stated reasons to remove remaps:

- "newbies might mess it up". Easily solved by a wiki link that pops up when you open your attrib window explaining the dos and don'ts.

- "I just ran out of remaps and I really need one so I'm posting in this thread hoping for change". No comment

- "I just want maxed everything". No comment

- "it's all a bit silly and arbitrary, it's not really a gameplay choice or feature and doesn't add anything of note". I partially agree with that, you could remove remaps and give everyone flat attribs meaning you could learn everything at the same speed (not counting implants). But is that really any different from players choosing a well balanced remap of their own? Doesn't it remove possible choice with its own possible consequences and risk vs reward? Would removing it actually solve anything, realistically?



I see no reason to remove implants and remaps/attribs. All I've read is lies, fake arguments and hidden agendas.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#796 - 2015-02-14 03:48:49 UTC
CCP Darwin wrote:
Phoenix Czech wrote:
Two things I do not like on this:
1) It will probably lead to slow skilling. Skilling is already slow enough even with +5 implants and max. remap.
2) Actual atribute system force me to thing about skilling. Make plans for sklil que and remaps. It force me to use my brain. Removing this mechanic simply move eve closer to stupid arcade game types. If I would like play games where pushing two buttons is maximum possible, I would play another game (Pac Man for example).


1) is an assumption that really doesn't have a basis.

2) Regardless of skill training speed, there are plenty of difficult choices to make in a system where you can only train one (out of hundreds) of skills at once, and they usually take days, or longer.

A system that required you to solve a math problem before adding a skill to your skill queue would also force you to use your brain while choosing skills, but it would be a ridiculous gameplay roadblock. Tests of knowledge or skill that have no relevance to the rest of the game aren't inherently valuable solely because they add difficulty.

Finally, I'd advise that if you're trying to change the mind of the development team, you're best off arguing your case rather than dismissing arguments on the other side of the question as "stupid."

Question, is that the actual feeling here? That the attribute system doesn't add any good or useful form of complexity? To be honest I'd argue the opposite as the secondary effect of being encouraged into long term planning is that it promotes knowledge of skills and capabilities you may not otherwise be aware of as you look to build a plan. I can see how that's horrendously subjective and situational, but I'd be curious regarding the point that mechanical complexities are considered to not be adding value.

Just to turn the example, solving a math problem before adding a skill seems not too unlike solving a puzzle to get loot from hacking in my mind. The only change being that since the math problem of attributes and year long plans is actually applicable to the activity in a lasting way, it seems more relevant than the minigame to gameplay.

Lastly, if the issue is long term commitment to suboptimal skills, isn't part of the problem the infrequency of remaps? Could simply allowing them more often not alleviate a good portion of the issues noted?
Jane Shapperd
Quafe Commandos
The Commonwealth.
#797 - 2015-02-14 03:50:11 UTC
Rain6637 wrote:
CCP Darwin wrote:
Phoenix Czech wrote:
Two things I do not like on this:
1) It will probably lead to slow skilling. Skilling is already slow enough even with +5 implants and max. remap.
2) Actual atribute system force me to thing about skilling. Make plans for sklil que and remaps. It force me to use my brain. Removing this mechanic simply move eve closer to stupid arcade game types. If I would like play games where pushing two buttons is maximum possible, I would play another game (Pac Man for example).


1) is an assumption that really doesn't have a basis.

2) Regardless of skill training speed, there are plenty of difficult choices to make in a system where you can only train one (out of hundreds) of skills at once, and they usually take days, or longer.

A system that required you to solve a math problem before adding a skill to your skill queue would also force you to use your brain while choosing skills, but it would be a ridiculous gameplay roadblock. Tests of knowledge or skill that have no relevance to the rest of the game aren't inherently valuable solely because they add difficulty.

Finally, I'd advise that if you're trying to change the mind of the development team, you're best off arguing your case rather than dismissing arguments on the other side of the question as "stupid."

I reserve my right to call things stupid. For a lot of players, that is the best they know how to express themselves.

For players and devs: check your feelings at the door, etc.

For devs: do your job, read feedback.

This is making me wonder if instead of starting forum discussions about topics, I should open support tickets with questions. I have enough accounts to have 10 questions running at a time.

Yeah, that is a good idea. It's not very motivating to see such a lack of dev participation on EVE-O. Posting on the forums is tantamount to being a silent customer.

Support tickets are dialogs with GMs directly, after all. Wish I had thought of this sooner.

If players boycotted the forums as hard as devs, and used support tickets instead, do you think that would solve the lack of EVE-O participation?


The idea of using forums is to brainstorm your ideas , add and edit any idea you may have missed since others will give you ideas you might miss or don't realize , there is no need to fill GMs mail inbox with ideas that lacks many perspectives .
Alavaria Fera
GoonWaffe
#798 - 2015-02-14 03:56:42 UTC
Jane Shapperd wrote:
Rain6637 wrote:
CCP Darwin wrote:
Phoenix Czech wrote:
Two things I do not like on this:
1) It will probably lead to slow skilling. Skilling is already slow enough even with +5 implants and max. remap.
2) Actual atribute system force me to thing about skilling. Make plans for sklil que and remaps. It force me to use my brain. Removing this mechanic simply move eve closer to stupid arcade game types. If I would like play games where pushing two buttons is maximum possible, I would play another game (Pac Man for example).


1) is an assumption that really doesn't have a basis.

2) Regardless of skill training speed, there are plenty of difficult choices to make in a system where you can only train one (out of hundreds) of skills at once, and they usually take days, or longer.

A system that required you to solve a math problem before adding a skill to your skill queue would also force you to use your brain while choosing skills, but it would be a ridiculous gameplay roadblock. Tests of knowledge or skill that have no relevance to the rest of the game aren't inherently valuable solely because they add difficulty.

Finally, I'd advise that if you're trying to change the mind of the development team, you're best off arguing your case rather than dismissing arguments on the other side of the question as "stupid."

I reserve my right to call things stupid. For a lot of players, that is the best they know how to express themselves.

For players and devs: check your feelings at the door, etc.

For devs: do your job, read feedback.

This is making me wonder if instead of starting forum discussions about topics, I should open support tickets with questions. I have enough accounts to have 10 questions running at a time.

Yeah, that is a good idea. It's not very motivating to see such a lack of dev participation on EVE-O. Posting on the forums is tantamount to being a silent customer.

Support tickets are dialogs with GMs directly, after all. Wish I had thought of this sooner.

If players boycotted the forums as hard as devs, and used support tickets instead, do you think that would solve the lack of EVE-O participation?


The idea of using forums is to brainstorm your ideas , add and edit any idea you may have missed since others will give you ideas you might miss or don't realize , there is no need to fill GMs mail inbox with ideas that lacks many perspectives .

Or rather, you know do whatever.

But remember you can't share any GM replies with us, so don't ever post about it.


All problems solved?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Noriko Mai
#799 - 2015-02-14 03:59:44 UTC
Tyberius Franklin wrote:
[..]
Question, is that the actual feeling here? That the attribute system doesn't add any good or useful form of complexity? To be honest I'd argue the opposite as the secondary effect of being encouraged into long term planning is that it promotes knowledge of skills and capabilities you may not otherwise be aware of as you look to build a plan. I can see how that's horrendously subjective and situational, but I'd be curious regarding the point that mechanical complexities are considered to not be adding value.

Just to turn the example, solving a math problem before adding a skill seems not too unlike solving a puzzle to get loot from hacking in my mind. The only change being that since the math problem of attributes and year long plans is actually applicable to the activity in a lasting way, it seems more relevant than the minigame to gameplay.

Lastly, if the issue is long term commitment to suboptimal skills, isn't part of the problem the infrequency of remaps? Could simply allowing them more often not alleviate a good portion of the issues noted?

Locking someone in a skiltraining plan is not very good gamedesign. It forces you to stick to your skillplan (to min-max) even if you want to do something else after a few weeks. It happens a lot with new corp fitting requirments, new gameplay elemnts you want to try, etc.

"Meh.." - Albert Einstein

Gregor Parud
Imperial Academy
#800 - 2015-02-14 04:04:47 UTC
Noriko Mai wrote:
Tyberius Franklin wrote:
[..]
Question, is that the actual feeling here? That the attribute system doesn't add any good or useful form of complexity? To be honest I'd argue the opposite as the secondary effect of being encouraged into long term planning is that it promotes knowledge of skills and capabilities you may not otherwise be aware of as you look to build a plan. I can see how that's horrendously subjective and situational, but I'd be curious regarding the point that mechanical complexities are considered to not be adding value.

Just to turn the example, solving a math problem before adding a skill seems not too unlike solving a puzzle to get loot from hacking in my mind. The only change being that since the math problem of attributes and year long plans is actually applicable to the activity in a lasting way, it seems more relevant than the minigame to gameplay.

Lastly, if the issue is long term commitment to suboptimal skills, isn't part of the problem the infrequency of remaps? Could simply allowing them more often not alleviate a good portion of the issues noted?

Locking someone in a skiltraining plan is not very good gamedesign. It forces you to stick to your skillplan (to min-max) even if you want to do something else after a few weeks. It happens a lot with new corp fitting requirments, new gameplay elemnts you want to try, etc.


You're fine to pick a well rounded remap, no one is forcing you to min-max. Sounds to me like you want the speed of specialised remaps without the possible consequences for when you want to train something else. Stating that the game is forcing you to do this is an obvious lie.