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

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Author
Seven Koskanaiken
Shadow Legions.
Insidious.
#881 - 2015-02-16 00:01:39 UTC
Rain6637 wrote:
sorta moot, considering the med clone cost was removed to allow sleepers and drifters to pod us. So not only was it purely an RP/ lore based change, it's also too soon for those metrics to show anything. There's too much habit and ingrained behavior for the recent med clone change to have affected much, I think.


Fair enough but there's still a vocal base of "I don't pvp because of x" and I'm sure they are not totally ignored by CSM/CCP.
ThaMa Gebir
Penumbra Institute
#882 - 2015-02-16 00:12:49 UTC
Memphis Baas wrote:
I don't own this game. All I have is a license to access this game's servers with its client.
CCP doesn't owe me anything for being a player.
Any time and effort I put in this game is a waste of my life.

Therefore CCP retains the right to change anything they want, including shutting down the servers for good when this becomes unprofitable, and they don't owe me anything.

Like any game.




Which also means I can stop payment and deny them any more income from me.

Simple. :D
CCP Darwin
C C P
C C P Alliance
#883 - 2015-02-16 01:26:50 UTC
Rain6637 wrote:
sorta moot, considering the med clone cost was removed to allow sleepers and drifters to pod us.


This is not accurate. EVE Game Design has been looking at the entire clone and skill systems with an eye toward simplification and improving game design, and the removal of med clone cost was the first step of that.

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

Phoenix Jones
Small-Arms Fire
#884 - 2015-02-16 01:38:43 UTC
CCP Darwin wrote:
Rain6637 wrote:
sorta moot, considering the med clone cost was removed to allow sleepers and drifters to pod us.


This is not accurate. EVE Game Design has been looking at the entire clone and skill systems with an eye toward simplification and improving game design, and the removal of med clone cost was the first step of that.


Thank you for that btw. Keep up the good work.

I'd rather complexity in space flight and being a Eve Space God. Not micromanaging which clone has the +3 to train harder skill.

Yaay!!!!

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#885 - 2015-02-16 01:39:52 UTC
CCP Darwin wrote:
EVE Game Design has been looking at the entire clone and skill systems with an eye toward simplification and improving game design, and the removal of med clone cost was the first step of that.

It doesn't need to be simple, just intuitive.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#886 - 2015-02-16 03:23:09 UTC
Scipio Artelius wrote:
CCP Darwin wrote:
EVE Game Design has been looking at the entire clone and skill systems with an eye toward simplification and improving game design, and the removal of med clone cost was the first step of that.

It doesn't need to be simple, just intuitive.

Or better explained. That's been the biggest flaw, not that it's complex, that it's complex AND you're on your own to figure it out.

It's one reason I want making a JC to be part of the Career Agent missions. I know of LOTS of PVE/Industrial placers that have no clue about them, how to get them, what they could be used for. Add to that the current ways to get them (Grind Standings, Join a corp with standings, join a corp in Null, or with a Cap that has a Clone Vat Bay). Teaching new players about it, AND giving them one so they can find uses on their own would be great. Added benefit of my previous idea of making it a JC that can't hold implants, and isn't limited by the JC Cooldown, means never again will "Implants" be an excuse for not being able to PvP. You'd always have a clone that you can hop into and lose at a moments notice. Leave the Cooldown for clones with implants/hardwires for either hard fits, specialist, or pve. And then have one that you can be mining, or running missions in, corpmate/friend/someone in a common channel says hey, lets go blow stuff up, and there you go.


We come back to removing +5 Implants will make people more likely to PVP, you think they are going to want to risk their 5% and 6% hardwires? Each of those costs as much or more than Attribute implants. My Mining clone is still going to have it's high end hardwires.. my Mission clone, Incursion clone, same thing. With-Without learning implants, none of them are going looking for a fight. I doubt I'm alone in this either.

The solution for dealing with people that won't PVP because of Pod costs is already in game. A little tweaking to it and it's removed as an excuse.

Another way, just remove the whole standing requirement to Make JC's. Make it so you can create one at ANY NPC station with Med Center. Set it to 8.0 standing is when you just pay the base 100k isk, and then work back, lower your standing, more expensive it is. Now everyone has access (for an upfront fee).. still want it to be a training mission but ya.

End of the day lots of options that imho would be far better for making people have quick access to being able to PVP, than just removing 5 out of 10 possible implants at any given time.
CCP Darwin
C C P
C C P Alliance
#887 - 2015-02-16 03:41:46 UTC  |  Edited by: CCP Darwin
Sniper Smith wrote:
Or better explained. That's been the biggest flaw, not that it's complex, that it's complex AND you're on your own to figure it out.


Complexity is not a problem in itself, otherwise EVE wouldn't have survived as long as it has. Still, the idea that "if it were all just explained better, new players would be OK" is a little bit of a trap.

For example, double-clicking in space to steer your ship is clearly explained in the initial tutorial, before the career agents. But, the majority of new players miss it, because they're focused on interacting, not reading. It's right up in front of them in black and white, but my personal straw poll says that 100% of them (+/- 0%) miss it.

It's easy to say that one should overhaul the new player experience to make the introduction to the game more about doing things and less about reading blocks of text, but that's spectacularly hard to execute (not that the folks working on the new player experience aren't trying!) -- particularly when the basic game mechanics are as complicated as EVE's.

Some of EVE's complexity is essential to the experience. Ship fitting is one example. The range of modules and ship bonuses are so wide that it is possible to come up with innovative fits that do something interesting and new compared to what's been out there before.

What's troubling about the current state of the attribute system isn't its complexity as such, it's that (first) the choices don't have relevance to the rest of the game (because attributes usually don't map to things you want to do in game), and (second) that the punishment for not knowing about it is cumulative. If I spend a year learning good sources for information about ship fitting, I instantly gain an in-game benefit from that. If I take a year to get my head around the attribute system, I'm behind by a couple months, not just right then, but forever. The complexity just makes it something people put off dealing with for a while.

If a new player picks skills they don't want later, that's a different issue: at least their skill training has enabled some experimentation and gameplay that might satisfy their curiosity about things they ultimately don't wish to do in EVE. But, the attribute system is just complexity for its own sake.

And, of course, I'll repeat what I consider to be the best argument against skill training differences: When you don't know about attributes, you can train whatever you want. When you do, you're forced to train skills you don't want now but may need later because an artificial system is forcing you to do so. EVE shouldn't systematically punish those who learn more deeply how the game works by forcing them to make decisions they don't like because of their deeper knowledge.

Once again, I'd like to reiterate that I'm simply sharing my personal point of view, not speaking for the team working on skill & clone changes. I offer these thoughts in the hope that reasoned responses to them by those who don't agree might be useful to the team.

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

Rain6637
GoonWaffe
Goonswarm Federation
#888 - 2015-02-16 03:58:39 UTC
Scipio Artelius wrote:
CCP Darwin wrote:
EVE Game Design has been looking at the entire clone and skill systems with an eye toward simplification and improving game design, and the removal of med clone cost was the first step of that.

It doesn't need to be simple, just intuitive.

I'm under the impression med clone costs were only removed to allow NPCs to pod us, and lore / RP.

Not the math of it and the fact that it made very little sense ten years in (and was basically a constantly increasing punishment for accumulating SP).

So no, I'm not buying it.
Chainsaw Plankton
FaDoyToy
#889 - 2015-02-16 04:42:49 UTC
CCP Darwin wrote:
I often see people asking "Why don't we get to hear about future changes to the game early, when they're still being considered, instead of right before they happen?" This is an instance where you have heard about something that's far enough out that even the game designers aren't sure what they want to propose yet.


Yet at the current pace of releases it seems that as soon as something has a dev blog it is going in game within a week or two. Then again most of those changes were on a much smaller scale than some of the proposals like "fix sov" and "remove attributes"

@ChainsawPlankto on twitter

Rain6637
GoonWaffe
Goonswarm Federation
#890 - 2015-02-16 05:07:30 UTC  |  Edited by: Rain6637
There's probably a concern about high sec mission runners being unable to make use of jump clones without sufficient Faction standings, or know-how. If that's the case and educating these independent randoms is not considered an option (which it probably isn't), CCP will probably use the solution that involves no further action from independents.

It's bullshit, but it would include the normalization of attributes and removing the remap mechanic. I can only hope they'll allow attribute implants to stay.

I mean, really, what does a high sec mission nobody need slots 1-5 for, other than attributes. Crystal sets for their Golem or Tengu character? Which, if you ask me, already meet their needs with the +4 attributes that have been added to HG sets.

Or you could make NPC corp jump clone installations free from a standings requirement, and swap the lore over to a profit-driven service, rather than a loyalty service to capsuleers. Similar to the changes to POS standings in high sec.

Suddenly, I get the feeling remaps are being removed, and all attributes will be set at 24, or whatever the average is.

What would make me happy is if HG sets had +5s to attributes, rather than +4. That would solve some dilemmas for vets and randoms alike, all over EVE.
Castor II
University of Caille
Gallente Federation
#891 - 2015-02-16 05:18:56 UTC
I'll be glad if they remove attributes and remaps and have all skills train at the same speed. Just seems like the wrong kind of complexity to me.

Maybe have implants that give a bonus to training speed of all skills instead?
Rain6637
GoonWaffe
Goonswarm Federation
#892 - 2015-02-16 05:23:44 UTC
I'm all for simplification where it's needed, but that would be re-complicating things unnecessarily.

With super pilots unable to dock, at first glance they seem to miss out on training with +5s, but the smart thing to do is sit in that super with +5s in, and the appropriate HG set in cargo. That way if they get into some **** they can unplug their +5s and swap into slaves, or snakes, etc.

Or hold supers with sitters.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#893 - 2015-02-16 08:24:29 UTC
CCP Darwin wrote:
Sniper Smith wrote:
Or better explained. That's been the biggest flaw, not that it's complex, that it's complex AND you're on your own to figure it out.


Complexity is not a problem in itself, otherwise EVE wouldn't have survived as long as it has. Still, the idea that "if it were all just explained better, new players would be OK" is a little bit of a trap.

For example, double-clicking in space to steer your ship is clearly explained in the initial tutorial, before the career agents. But, the majority of new players miss it, because they're focused on interacting, not reading. It's right up in front of them in black and white, but my personal straw poll says that 100% of them (+/- 0%) miss it.

It's easy to say that one should overhaul the new player experience to make the introduction to the game more about doing things and less about reading blocks of text, but that's spectacularly hard to execute (not that the folks working on the new player experience aren't trying!) -- particularly when the basic game mechanics are as complicated as EVE's.

I'll be the first to say Eve has come forward massively with improving the Career Agent missions to better explain things. But a lot of things are glossed over.

You use the example about double clicking in space is mentioned, but most people ignore it. Solution? Make part of one of the missions "head towards the Nebula" or something, somewhere in space that isn't an object you can click on and hit approach. This is basically what has been happening. The new player missions have been expanded on, better popups, better missions.

This is why I lean toward better explanation BEFORE simplification. I mean remaps are complex, they really are. IMHO they became even more computer when CCP moved some of the skills around, so you can no longer generalize that skills in Category X are always Y/Z Attributes.. obvious example, Weapon Upgrades being moved out of Gunnery, but still needing the Percep/Will remap. But we also need to be honest there, there's is almost NO explanation in game about it. It is probably one of the worst explained, yet important parts. Implants get a better overview, oh and we get given some early on too \o/

Hell maybe the ideal setup is to remove new remaps, and the whole idea of the yearly remap.. Then make it so you get them by doing specific things in game. Like trading in tags to an agent earns you one. Then you aren't going and play with it out of the blue. Also it would remove the whole being forced to wait a year to earn them. Or maybe give Interbus storyline missions, and have remaps be the reward. Make it an item (like resculpt) so you've made a market for them.

I see lots of ways we can improve this part of the game, without simply removing it.


On a side note, props on you for engaging in the topic :) Even if you aren't the one making the call. It's much appreciated :)
Grace Chang
Tyrannis Enterprises
#894 - 2015-02-16 08:42:14 UTC
CCP Darwin wrote:
Sniper Smith wrote:
Or better explained. That's been the biggest flaw, not that it's complex, that it's complex AND you're on your own to figure it out.

If a new player picks skills they don't want later, that's a different issue: at least their skill training has enabled some experimentation and gameplay that might satisfy their curiosity about things they ultimately don't wish to do in EVE. But, the attribute system is just complexity for its own sake.


It is not. It is something that forces a choice. Choice makes people (characters) differ. Notice any RPG worth its salt has attributes? For any of those games your reasoning applies as well. Ultimately it is not about complexity - it is about choice. The idea is, that as a player, you have to consider trade-offs that define your choice: essentially you choose between a short term benefit vs. a long term benefit. You have to THINK what is important to you and what might not be a priority.

What you essentially do here is arguing for the instant gratification crowd and sugar coat it by saying it is complexity without meaning. It could not be further from the truth. The attribute system is one essential component that separates the wheat (people who invest into their characters and the game) from the chaff (people who dabble).


Rain6637
GoonWaffe
Goonswarm Federation
#895 - 2015-02-16 08:47:03 UTC
Leannor
State War Academy
Caldari State
#896 - 2015-02-16 09:43:36 UTC
Grace Chang wrote:
CCP Darwin wrote:
Sniper Smith wrote:
Or better explained. That's been the biggest flaw, not that it's complex, that it's complex AND you're on your own to figure it out.

If a new player picks skills they don't want later, that's a different issue: at least their skill training has enabled some experimentation and gameplay that might satisfy their curiosity about things they ultimately don't wish to do in EVE. But, the attribute system is just complexity for its own sake.


It is not. It is something that forces a choice. Choice makes people (characters) differ. Notice any RPG worth its salt has attributes? For any of those games your reasoning applies as well. Ultimately it is not about complexity - it is about choice. The idea is, that as a player, you have to consider trade-offs that define your choice: essentially you choose between a short term benefit vs. a long term benefit. You have to THINK what is important to you and what might not be a priority.

What you essentially do here is arguing for the instant gratification crowd and sugar coat it by saying it is complexity without meaning. It could not be further from the truth. The attribute system is one essential component that separates the wheat (people who invest into their characters and the game) from the chaff (people who dabble).




I find myself agreeing with you.

What the attribute is missing then is relatvivity to choice ... cause and effect are far too distant from each other. And far to annoying to work out that most people don't even bother (unless they know they'r planning a major skill progression (ie Alliance creation or Titan flying) that they 'know' will 'ALL' beneift from a single neural map.

Even then, most skill tree don't last a full year, by which time the attributes are 'an accepted fix' and ignored.

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

CCP Darwin
C C P
C C P Alliance
#897 - 2015-02-16 11:06:21 UTC
Grace Chang wrote:
CCP Darwin wrote:
Sniper Smith wrote:
Or better explained. That's been the biggest flaw, not that it's complex, that it's complex AND you're on your own to figure it out.

If a new player picks skills they don't want later, that's a different issue: at least their skill training has enabled some experimentation and gameplay that might satisfy their curiosity about things they ultimately don't wish to do in EVE. But, the attribute system is just complexity for its own sake.


It is not. It is something that forces a choice. Choice makes people (characters) differ. Notice any RPG worth its salt has attributes? For any of those games your reasoning applies as well. Ultimately it is not about complexity - it is about choice. The idea is, that as a player, you have to consider trade-offs that define your choice: essentially you choose between a short term benefit vs. a long term benefit. You have to THINK what is important to you and what might not be a priority.


Player choice is not a value in itself. Imagine (for a moment) that the skill system required players to train one of two skills early on. One skill cuts their hit points in half, for all time, on all ships. Another cuts their damage in half, for all time, on all ships.

This would be a choice. It's even a choice between two things that directly affect how the core combat game plays out. But, it's a choice that feels bad because it's a choice between two options with no upside, and it's not fun. It would just be bad game design.

When you attempt to play optimally with attribute remaps, you either pick skills in line with your remap (yawn, of course you do) or you find yourself forced to deviate from your remap and it feels bad.

It's just like my hypothetical skills, where best case you'd be optimized for tanking and flying a freighter (where they would provide no benefit), and worst case you'd be bashing a POS for two hours while optimized for tanking (where it would actively make the gameplay less fun).

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

Kaarous Aldurald
Black Hydra Consortium.
#898 - 2015-02-16 11:15:01 UTC
Oh, now that's just hyperbole. I really don't think anyone is talking about the kind of consequences that cut your hitpoints in half for the rest of your character's life.

Attributes are meh. Yep.

Implants are not. They are a meaningful choice, and encourage decision making based on risk vs reward. (just because some people choose wrong and handcuff themselves is not reason to scrap that whole system)

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Baneken
Arctic Light Inc.
Arctic Light
#899 - 2015-02-16 11:38:58 UTC
I don't mind the removal attributes but do like to keep learning implants in the game, why because they mean risk and risk makes people scared and doing improbable things.

Such as that yesterday we met or rather hunted & stalked some null bears in our wh chain, killed some, podded some and then the rest of them huddled in a tiny POS without stront ... in fear of dying for their expensive implants ...

They had cheap t1 battleships and (one baddon was worth 400mils so average priced) nothing bling just basic t2 with cheapo faction stuff but none of them were willing to come out and risk their ships + pods, if you remove the implants you remove one core element of risk from the game.
If they had no implants they could had just stuffed their modules in to that prorator they had to set up that POS, self destructed those cheap t1 ships and get back home instantly and no fun for us.

We btw. shot that little POS as they logged out to escape from us; should had put up a death trap POS but no one was willing to 'waste' a scout for such a meagre loot as t1 BS's.

Remove the implants and nr1 one travel choice of travel in eve will be 'pod express', I know that if my choice is 'pod express' or jumping 30j in clone that has no implants nor expensive ship to be left behind it's 'pod express' every single time, no exceptions.

Also aside from 3billion slave sets and the omega, that is often worth more then the rest combined, the bonuses from implants sets are minor compared to learning time you save from learning attributes hence people rarely buy other then learning sets and also the fact that for learning implants you only need the two +5's to get most bang for your buck.
Omnathious Deninard
University of Caille
Gallente Federation
#900 - 2015-02-16 11:41:36 UTC
Learning Implants are just as bad as learning skills.
They benefit older richer players more than the newer players who could use benefit from them the most.
I know I spent a few days training up Cybernetics 4 just so I could use +4 learning implants which made my first few days very boring had I not had a friend helping me I would have quit.

I am all for the removal of both learning implants as well as attributes, there are plenty of choices with just as much consequence as learning implant use.

If you don't follow the rules, neither will I.