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Player Features and Ideas Discussion

 
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Remove Gunnery Skill Category, Add New Skill Categories

Author
Mestiverin
Brutor Tribe
Minmatar Republic
#1 - 2015-04-01 19:20:49 UTC
Greetings,

Ever since CCP started splitting up skills into more specific and tailored skill name categories, the 1 "generic" category that has bugged me has been Gunnery.

So my idea/solution is very simple: Remove the Gunnery category and add 3 new categories - Projectile Weapons, Hybrid Weapon and Laser Weapons (alternatively 'weapons' could be 'turrets').

This would fit well with the fact that Missiles already has its own category, Weapon Upgrade and Advanced Weapon Upgrades are already reclassified as Engineering skills.

Projectile Weapons (Turrets) would contain all the projectile weapon skills

Hybrid Weapons (Turrets) would contain all the hybrid weapon skills

Laser Weapons (Turrets) would contain all the Laser weapon skills

The only remaining skills that would be a little trickier to classify would be some of the cross-applicable turret support skills: Controlled Burst, Rapid Firing, Motion Prediction, Sharpshooter, Surgical Strike, Trajectory Analysis and of course the "Gunnery" skill itself.

Constructive feedback appreciated!

Shaklu
State War Academy
Caldari State
#2 - 2015-04-01 19:27:36 UTC
Could always take those skills, the missile support skills, and the already re-classified weapon skills and plop them in a category of their own. No idea what the name would be.

I don't like it though, I already have to scroll all over the place to find the right category, making the list longer would be a pain.
Lloyd Roses
Artificial Memories
#3 - 2015-04-01 19:40:51 UTC
So we got things like


  • Engineering
  • Navigation
  • Science
  • Hybrid Turrets
  • Energy Turrets
  • Gunnery support skills


that's just silly, come on. Wanna split armor tanking skills into Hull Tanking (Hull Upgrades), Active Armor Tanking (Armor repairer, Capital Armor Repairer), Remote Reparing (Remote Armor Repair, Hull repair, capital variations) and buffer tanking next? Maybe do the same for shields and missiles too so that we got guaranteed 1-3 skills in each folder.
Mestiverin
Brutor Tribe
Minmatar Republic
#4 - 2015-04-01 19:42:06 UTC
Another category standalone category for those support skills could work.

From a personal standpoint I've actually really appreciated the new organization (it fits my analytic brain I guess). Having Armor tanking skills in their own Armor category instead of lumped in with "Mechanic" (which never really made sense to me).
Mestiverin
Brutor Tribe
Minmatar Republic
#5 - 2015-04-01 19:44:18 UTC
Passive aggressive sarcasm is not needed in this discussion.

And no I do not suggest splitting active tanking skills from their passive tanking siblings.

But when you already have missiles (1 of 4 primary weapon types) in its own category, why not split the other 3 major weapon types into their own category.
Anhenka
Native Freshfood
Minmatar Republic
#6 - 2015-04-01 19:44:29 UTC
I see no reason to have separate categories that would each just include the small, medium, large, capital, and then S/M/L specs.

And you would need other one just for the support skills, because you couldn't mix them in the other categories without making it very confusing.

And you couldn't mirror the skills across (so that if you had gunnery to IV in one it would show in all) without messing up the SP display per category.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#7 - 2015-04-01 19:51:57 UTC
It's all related to the Gunnery skill whereas Missile skills are all related to the Missile Operation skill. It makes a lot of sense to have all turrets and their respective support skills under the Gunnery category and missile skills all under the Missile category. What your split would achieve is splitting up skills that are all related to 1 skill into too many groups, which would make displaying their relationship impossible and thus would make it harder to see what skills you need for turrets and how they are connected.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Lugh Crow-Slave
#8 - 2015-04-01 20:03:45 UTC
we don't need any more folders there is already a filter there to use
Lugh Crow-Slave
#9 - 2015-04-01 20:05:56 UTC
Mestiverin wrote:

But when you already have missiles (1 of 4 primary weapon types) in its own category, why not split the other 3 major weapon types into their own category.



could it be because missiles use a completely different set of support skills than turrets?
ShahFluffers
Ice Fire Warriors
#10 - 2015-04-01 20:15:51 UTC
If the OP is having "issues" with the gunnery skill folder, wait until he reaches 100 million SP and has all ships trained.

Dat Spaceship Command folder is a mess!!
Rivr Luzade
Coreli Corporation
Pandemic Legion
#11 - 2015-04-01 20:18:50 UTC
ShahFluffers wrote:
If the OP is having "issues" with the gunnery skill folder, wait until he reaches 100 million SP and has all ships trained.

Dat Spaceship Command folder is a mess!!

Don't give him ideas. Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Mestiverin
Brutor Tribe
Minmatar Republic
#12 - 2015-04-01 20:23:32 UTC
At this point, clearly I'm outnumbered in my proposal, but for argument sake, its a matter of how OCD you want to get about organization.

Some people (several that have replied to this thread already) prefer the lumped category method: minimal top level categories so they can have a shorter list, but then have to sift through a veritable library of skills that all start to blurr together after a while.

Then there are those like myself that prefer the approach where you drill down into sub-folder level organization.

Honestly, if you wanted dead simple lumped category organization, you could have as little as:

1. Engineering (armor, shields, power grid and CPU skills, Electronics Upgrades)
2. Weapon Systems (turrets, missiles, smart bombs, Electronic Warfare)
3. Spaceship Command (as-is)
4. Science & Industry (ALL production, research, invention skills, Planetary Interaction, Exploration)
5. Social (Leadership, corp management, trade)

So while your character sheet and market window will have very few categories you have to "Scroll through" you will spend endless amount of time trying to find that 1 skill you want. From a new player perspective, having a massive wall of skills in very few top level folders, that's a great way to overwhelm a new player (I've seen it happen on more than 1 occasion).

There are extremes at either end.

Now, I will grant you this, the top level category list is getting long as it is, there could be a compromise in here of introducing nested folder organization (though I suspect many of you will protest that as well).

For instance, you could pick a reasonable list of Top Level Folder categories, take for instance the weapon systems category that started this thread. In a nested Folder scheme you could have the following:

Top Level:
Weapon Systems (this is descriptive and tells any player "If I want to train a weapon, start looking here")
Nested Levels:
--> Energy Weapons (Lasers)
--> Hybrid Weapons
--> Missile Weapons
--> Projectile Weapons
--> Weapon Support (This is also descriptive and tells the user "If I want to enhance my weapons effectiveness, look here")

This is but one example, you could easily do similar things for Spaceship Command:

Top Level:
Spaceship Command
Nested Levels:
--> Amarr
--> Caldari
--> Gallente
--> Minmatar
--> ORE

These are all descriptive, the user first states "I want to learn to fly xyz spaceship" (goto spaceship command). Next the statement "The ship is Amarr, so I should look under Amarr ships."

I do data organization and analysis for a living (Mechanical Engineer for what its worth), so I've spent a reasonable amount of time contemplating this. I posted this idea here to get constructive comments and viewpoints.
Mestiverin
Brutor Tribe
Minmatar Republic
#13 - 2015-04-01 20:28:30 UTC
Rivr Luzade wrote:
ShahFluffers wrote:
If the OP is having "issues" with the gunnery skill folder, wait until he reaches 100 million SP and has all ships trained.

Dat Spaceship Command folder is a mess!!

Don't give him ideas. Roll



I'm already at 90 million SP and have trained ALL racial spaceship skills thank you very much.

And too late for you sir, I have already thought about spaceship command Twisted
Mag's
Azn Empire
#14 - 2015-04-01 20:29:28 UTC
ShahFluffers wrote:
If the OP is having "issues" with the gunnery skill folder, wait until he reaches 100 million SP and has all ships trained.

Dat Spaceship Command folder is a mess!!
I have almost 100 mill SP in Spaceship command, it is one hell of a list. Lol

As far as the OP is concerned, I have to ask why? I'm rather OCD and see no benefit in your request. Quite the opposite in fact.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Mestiverin
Brutor Tribe
Minmatar Republic
#15 - 2015-04-01 21:00:36 UTC
Mag's wrote:
ShahFluffers wrote:
If the OP is having "issues" with the gunnery skill folder, wait until he reaches 100 million SP and has all ships trained.

Dat Spaceship Command folder is a mess!!
I have almost 100 mill SP in Spaceship command, it is one hell of a list. Lol

As far as the OP is concerned, I have to ask why? I'm rather OCD and see no benefit in your request. Quite the opposite in fact.


To be perfectly honest, it just seemed like the next logical step in CCP's skill re-classification plan. I was actually rather excited when CCP started making new skill categories for organization. That's where this (madness) sprouted from. I've been contemplating this for well over a year and figured I would finally post my idea to the wolves of the internet and see how it was received. So far I'm not convinced that my idea is a good or bad one yet.
Leto Aramaus
Frog Team Four
Of Essence
#16 - 2015-04-01 21:44:11 UTC
Mestiverin wrote:


The only remaining skills that would be a little trickier to classify would be some of the cross-applicable turret support skills: Controlled Burst, Rapid Firing, Motion Prediction, Sharpshooter, Surgical Strike, Trajectory Analysis and of course the "Gunnery" skill itself.



This part of your OP clearly outlines why Gunnery skill category is fine as is.

I see no reason for this change, at all. Like... of all the things to bug you enough to suggest a feature or idea change, this? I don't know why that bugs me so much, but really, this is a completely un-needed change. Like so trivial and useless that it bothers me you even took the time to post it. That's just me though...
Elenahina
Federal Navy Academy
Gallente Federation
#17 - 2015-04-01 21:50:52 UTC
Does it involve using a missile? Missiles.
Does it involve rigs? Rigging.
Does it involve ship movement? Propulsion.
Does it involve shielding? Shields.

You see where I am going with this?

Underspecialization in your categories does indeed make things harder to find.
Overspecilaization often does the same thing.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Celthric Kanerian
Viziam
Amarr Empire
#18 - 2015-04-01 22:10:19 UTC
I don't see how this would benefit the game in any way whatsoever... Seems to me as wasting dev time.
Nariya Kentaya
Ministry of War
Amarr Empire
#19 - 2015-04-01 23:27:50 UTC
you know what would be fun? now hear me out, make it purely OPTIONAL to view it this way, kinda like 2d or 3d map.

but anyone seen the skillsheet in say, path of exile? maybe have each category noded out and interacting with other nodes in a 3d branching environment like that for every skill, that way you can follow prereqs like a maze or a strand of spaghetti in a bowl.

it would give the art team something to do while bored, and could possible be amusing every now and then to see little blips slowly light up like a christmas tree as your character gets older