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Player Features and Ideas Discussion

 
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Make all items in the game work like rigs

Author
Mixu Paatelainen
Eve Refinery
#1 - 2015-08-29 10:25:13 UTC
Premise: I use t2 rigs a fair bit. Do I have rig skills at 4? Mostly no. Am I ever going to train them up? Probably not, I can live with the drawback. This was a good change by CCP.

Leading me to:

Problem: newbies often feel catching up with older players is just overwhelming, and the time needed to get up to their level is for some a real turnoff.

Proposal: make flying anything, fitting anything, using any implant, ammo, drone etc possible for any subscribed account, regardless of their SP. Introduce heavy penalties to effectiveness that are alleviated with skill training.

This is something I been thinking about since Rise was talking about permadeath characters - I think this might be a better way forward for introducing a more F2Pish element to eve without sacrificing the benefits of having invested many years into the game.

Genius? Dumbest thing you heard all day?

Donnachadh
United Allegiance of Undesirables
#2 - 2015-08-29 11:26:10 UTC  |  Edited by: Donnachadh
Mixu Paatelainen wrote:
Premise: I use t2 rigs a fair bit. Do I have rig skills at 4? Mostly no. Am I ever going to train them up? Probably not, I can live with the drawback. This was a good change by CCP.

Leading me to:

Problem: newbies often feel catching up with older players is just overwhelming, and the time needed to get up to their level is for some a real turnoff.

Proposal: make flying anything, fitting anything, using any implant, ammo, drone etc possible for any subscribed account, regardless of their SP. Introduce heavy penalties to effectiveness that are alleviated with skill training.

This is something I been thinking about since Rise was talking about permadeath characters - I think this might be a better way forward for introducing a more F2Pish element to eve without sacrificing the benefits of having invested many years into the game.

Genius? Dumbest thing you heard all day?



I am not against this idea and I suppose it might keep a few low SP players in the game simply because they can fly the nicer toys like the Marauders, and T3 cruisers etc, but I wonder if it would really help overall?

Make the SP based penalties severe enough to maintain something that resembles the current performance gap caused by SP and you really change nothing since the high SP characters ships will still have significantly increased performance.

Faction, dead space and officer mods are in most cases equal or superior to T2 variants and anyone that can use the T1 variant can use these so there is no SP gap here only a gap caused by ISK.

Overall not a bad idea, and perhaps I lack the vision in such things to find the solution you are after but I simply cannot see how this would have any real affect on the situation. As I stated at the start it may hold a few low SP players in the game for awhile but I wonder for how long? How long will they be willing or able to afford the high ISK cost of these fancy toys when they are losing them at the same rate they would lose cheap ships today?
Barrogh Habalu
Imperial Shipment
Amarr Empire
#3 - 2015-08-29 12:11:32 UTC
Mixu Paatelainen wrote:
Introduce heavy penalties to effectiveness that are alleviated with skill training.

If you think about it, it's how everything already works.
For example, missiles have about 60% penalty to range that can be alleviated with skill training.

Ofc, we still have prerequisites currently.
Zan Shiro
Doomheim
#4 - 2015-08-29 12:50:18 UTC  |  Edited by: Zan Shiro
pssst.....bitter vets use the same meta/named gear noobs do.


I have several fits that do not clear grids if I use t2 gear. At 6 years+....fitting skills in any way are done really. still I hit grid issues.
Lose t2 or death mindset, spend some time in fitting tool of choice, magic happens and I get everything I want to fit or something close enough.


Moral to this story....noobs need to learn how to pick the meta gear that works best for their needs. Its an actual playing skill they will call upon many times even later in their eve years.

And with meta usually being less in price than t2 I have to ask....why they hell would you fit it when its so heavily penalized you may as well run the cheaper meta to save some isk? Hell if lucky, its a drop from the mission/belt rat. Free mod to use right there.

And I am just talking mods....who the hell would fly a marauder or blops day 1 after a massive plex/etc buy to convert to isk? Your noob would be discouraged to quit all the same more likely. In the sp grind a player learns to not fly ships like crap. Noobtard deaths in the cheap t1 hopefully has them fly better to not die as much in the higher end toys.
Dror
Center for Advanced Studies
Gallente Federation
#5 - 2015-08-29 13:16:16 UTC
Donnachadh wrote:
high SP characters ships will still have significantly increased performance

Any post that ever suggests this exhibits no knowledge about game design, nor motivation. Honest question: why support SP at all, from a game design context? Is it not the reason that many fresh subs probably get bored with the game?

Well, why is this question relevant with the topic? What's the point of meta modules if T2 modules and ammo are accessible with probably much fewer negatives inherently, because of increased range and base damage? OK, so how would that improve with no SP completely? Well at least with that there's no balance problem, just the ISK array per module, including from availability.

Yet rigs have no actual effectiveness penalty without the training, yeah, just no penalty reductions? That's not quite this suggestion; but even with that, what would be another option for penalties?

Basically, a more narrow idea is splitting up all training through the factions (without adding SP). It would seem much less, maxing out a ship, if the stats required 1/4 of the SP. Yet again, does that seem like it would attract the popular and of the chain reaction that comes from social media? For completeness, SP seems the problem with content completely, as fewer skilled characters equates with fewer effective corporations and alliances and with less industry across stations. I would charge CCP with checking not only the PCU, but also ships in space as a measurement of game health -- upon the obvious appeal, and applications, of more effective gameplay per character.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

joecuster
Anime Masters
#6 - 2015-08-29 21:36:56 UTC
Alright back to leggo legends or WoW
Tiddle Jr
Brutor Tribe
Minmatar Republic
#7 - 2015-08-29 21:52:50 UTC
Ewww that idea... Sounds nice! So we don't need to train SP anymore, so mostly everything is Gnosis like. And for all the ammount of SP which already been trained we would have a buy out programm with CCP 1m SP = 1000 Aurum.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#8 - 2015-08-29 22:07:30 UTC
I'm thinking that though this works for somethings the idea of applying globally kind of isn't that good. There should just be some things that can't be fudged. If you don;t have the skill you don't get even a chance.. for instance.. piloting. "I don't have titan skills.. well that's OK, you can still fly this expensive item with some drawbacks..." I feel the drawback in this case should be... you should not be able to even power the thing up without the skills.

As far as ammo goes, sure.. if you don't have the skills for Void the draw back can be that it acts just like the ammo that you do have skill for..... making it a waste of ISK unless it's a real emergency. Mining T2 mining crystals become T1 equivalent. On the other hand if somethings not broken why fix it?

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Dror
Center for Advanced Studies
Gallente Federation
#9 - 2015-08-30 00:53:03 UTC
Barbara Nichole wrote:
"I don't have titan skills.. well that's OK, you can still fly this expensive item with some drawbacks..." I feel the drawback in this case should be... you should not be able to even power the thing up without the skills.

That's odd. The fresh character might feel that their best option is flying a titan.. and that seems beneficial for both their interest, their gameplay, and the company from their sub. That effects basically none of a veteran experience, but a lot of theirs.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Rita Jita
Caldari Provisions
#10 - 2015-08-30 03:15:48 UTC
I can only imagine what the resulting fleet fights would be like lol, not to mention every new pilot would be flying ship they couldn't replace, and stat padding the people who have actually got the skills needed to fly the ships, I think this point is the main concept of the skill tree as a whole, and if you can't fly the ship effectively then you really shouldn't have any place flying it at all.

skill tree development is there to ensure a somewhat level playing field, and should remain as such,

cheers Rita o/

Founder of the "Haulers Channel"

Come Check It Out

Lugh Crow-Slave
#11 - 2015-08-30 08:21:37 UTC  |  Edited by: Lugh Crow-Slave
----double post------------
Lugh Crow-Slave
#12 - 2015-08-30 08:23:11 UTC
So we get an exaggeration of the current issue with things like battle ships?


it takes only a matter of days for a newplayer to get in one and when they quickly do it some how seems weaker than their frigate they then go and lose two weaks of their initial isk grinding to a bunch of rats because they neither have the core skills nor the knowledge to fly one properly. with all the new players i help in this game this has to be one of the biggest reasons they get frustrated and confused.


popper passing is a good thing. and the feeling of being less than others at the beginning is not a bad thing particularly when it is just a feeling and no real gap is there. it gives players something to strive for
Aerasia
Republic University
Minmatar Republic
#13 - 2015-08-30 21:42:04 UTC
Lugh Crow-Slave wrote:
So we get an exaggeration of the current issue with things like battle ships?


it takes only a matter of days for a newplayer to get in one and when they quickly do it some how seems weaker than their frigate they then go and lose two weaks of their initial isk grinding to a bunch of rats because they neither have the core skills nor the knowledge to fly one properly. with all the new players i help in this game this has to be one of the biggest reasons they get frustrated and confused.


popper passing is a good thing. and the feeling of being less than others at the beginning is not a bad thing particularly when it is just a feeling and no real gap is there. it gives players something to strive for

I think you need to pick one. Either players who rush to Battleships are weaker because they lack skills, or there isn't really a gap and the only difference is experience.
Tappits
Sniggerdly
Pandemic Legion
#14 - 2015-08-30 22:10:28 UTC  |  Edited by: Tappits
I don't really see a problem with this.
You don't need any extra penalties as you will not get any of the ship bonuses without the skills still so yer why not...

You are all ways going to be at a massive advantage by having all the skills vs not having them.
Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#15 - 2015-08-30 22:17:31 UTC
The penalties are already there, just remove the lvl5 (and perhaps lvl4) unlock requirements, those are unnecessarily restrictive.
Zan Shiro
Doomheim
#16 - 2015-08-31 03:50:48 UTC
Dror wrote:
Barbara Nichole wrote:
"I don't have titan skills.. well that's OK, you can still fly this expensive item with some drawbacks..." I feel the drawback in this case should be... you should not be able to even power the thing up without the skills.

That's odd. The fresh character might feel that their best option is flying a titan.. and that seems beneficial for both their interest, their gameplay, and the company from their sub. That effects basically none of a veteran experience, but a lot of theirs.




Actually it does. When, not if, this titan gets in a bad spot vets could be called to save it.

Ideally its preferred its a proper titan pilot who has given their all to make it as strong as possible. Otherwise....that titan is a lost cause and not worth the saving imo. If not for the fact its passing will **** up the kb's and be a CAOD feeding frenzy time...I'd say let the idiot crash and burn. But there you would be to save face saving their dumb ass.



Reaver Glitterstim
The Scope
Gallente Federation
#17 - 2015-08-31 03:58:29 UTC
I think new players need to not feel pressure to fly larger than a frigate, but it makes sense to me that you have access to a wide variety of fitting options right in your first few hours of play. That is why I suggest bringing back basic modules and making them be sold by NPCs for ISK in some systems.

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