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Player Features and Ideas Discussion

 
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[Vanguard] 350k added skillpoints for new characters!

First post
Author
Zavand Crendraven
Rolling Static
No Vacancies.
#81 - 2015-09-25 01:29:50 UTC
Edwin Wyatt wrote:
Simple, why does CCP choose which skills I want, we haven't had these starter skills for years but now my hauler must have a bunch of gunnery skills. It clearly shows CCP break from reality, they have good ideas but never propely implement them because whenever they run into road blocks or hurdles they simple ignore it and move on, which is why 90% of the changes in EVE are never complete.

Where is our 5th subsystem CCP?

I think the increase in skills is great but give the Player the choice, or continue to watch subs declined. Whichever works best for you CCP :)


All i get from reading this is that your bitter that you cant get your alts done training faster. Also what player choices? This is for newbies not veterans. A veteran might have some choice in what he wants the SP to be allocated in but a pure newbie dont even understand what there is to choose from. Thus to make it favorable for new people rather than alt accounts the SP is given out already allocated.
Daichi Yamato
Jabbersnarks and Wonderglass
#82 - 2015-09-25 02:34:11 UTC
Nice one.

It would be nice if you could influence your starting skill pack with some background choices during character creation, but this is still great.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Rain6637
GoonWaffe
Goonswarm Federation
#83 - 2015-09-25 03:21:36 UTC
Chainsaw Plankton
FaDoyToy
#84 - 2015-09-25 03:45:44 UTC
Omnathious Deninard wrote:
Lady Rift wrote:
instead of free sp for every one created up to the release why not just credit everyone these skills no matter there age if they don't already have them. This way there no free sp being given most won't even gain anything but it sets everyone on the same foot.


I agree with this, much better than unallocated SP.

Oh an I just realized. Welcome back to the forums CCP Rise we have missed you!

not at all. having mining level 1 is bad enough Oops

@ChainsawPlankto on twitter

Rowells
Blackwater USA Inc.
Pandemic Horde
#85 - 2015-09-25 03:52:20 UTC
Daichi Yamato wrote:
Nice one.

It would be nice if you could influence your starting skill pack with some background choices during character creation, but this is still great.

I think it still does that if I'm seeing this right. It seems like most of the sp bonus went into moving certain skills from 1-2 up to 3-4.
Chocolaty Sprogmaster
Dreddit
Test Alliance Please Ignore
#86 - 2015-09-25 07:09:37 UTC
Urg, I'm less than a month old, but it looks like I'm gonna fall outside the bonus skillpoints. I just broke 1M SP, and most of them are those skills that are being granted. So I basically paid for the last month to train skills that everyone is gonna get now >_<.
Zappity
Kurved Trading
#87 - 2015-09-25 07:15:40 UTC
Maybe unallocated SP are an alternative use for learning implants. A clone with a full set of learning implants could accrue unallocated SP but at a slower rate than skill-specific accrual. So +3 would earn unallocated SP at 80% of the new post-learning implant rate, +4 at 85%, +5 at 90%.

But woefully off topic so sorry about that.

Zappity's Adventures for a taste of lowsec and nullsec.

Lady Rift
What Shall We Call It
#88 - 2015-09-25 07:26:20 UTC
Chocolaty Sprogmaster wrote:
Urg, I'm less than a month old, but it looks like I'm gonna fall outside the bonus skillpoints. I just broke 1M SP, and most of them are those skills that are being granted. So I basically paid for the last month to train skills that everyone is gonna get now >_<.



its 8 and a half days of training at a slow rate. not a month.
Nevyn Auscent
Broke Sauce
#89 - 2015-09-25 07:38:06 UTC
I feel that PG & CPU Management at IV takes away from the existence of the skill.
If such a skill is to exist, then new players should be starting with it at 1 or 2. If this is too low then PG & CPU bases need to be upped and the impact of the skill reduced in magnitude.
This then allows for meaningful differentiation in fitting skills, which is currently a thing.

I'm also of the opinion you should fill these skills in on characters without them, regardless of age, but not give out free unallocated SP.
Jacob Holland
Weyland-Vulcan Industries
#90 - 2015-09-25 07:44:51 UTC
How long before 400k is, again, deemed too much?

Not that I disagree with the change - but I remember the days when new starters began with 400k before and remember that it was reduced; IIRC because it helped alts far more than new players and actually seemed to widen the skill-gap (again IIRC).
Didn't it also have a detrimental effect on people's sense of progression because it included things like engineering and electronics (as they were) at three?

Of course I also remember the days when the character creation process included a decision tree which could yield much lower starting totals (I chose lots of low level skills and I think I ended up with one of the lowest skillpoint totals possible) but gave you ownership of them.
Vilar Diin
Pandemic Horde Inc.
Pandemic Horde
#91 - 2015-09-25 07:51:48 UTC
Mag's wrote:
The only issue I see with this approach, is the giving of skills one may not want. Could you look to making focused skill set choices.
I.E. PvP focused, Trader focused, mining focused etc.

This from a perspective of someone who has industry and mining at one, with no intention on ever using them. But no choice as to their inclusion.


Exactly what I was thinking! Have you considered making 300k "templates" (explorer, trader, combat spec., miner, hauler, Indy )?

That would allow newbies to experiment with up to 3 different play styles per account and ultimately pick the one that suits them (and keeps them subbed!)

P.s. Mags I have always adored your incisive posts never stop...
Moac Tor
Cyber Core
Immediate Destruction
#92 - 2015-09-25 08:13:39 UTC
I would say 400k starting is a good balance; I definitely wouldn't give any more though otherwise you will overwhelm a new player and take away the felling of achievement they get by working out and gaining the skills they need themselves.

One thing I would suggest is offer the player skill packages upon creation of a new character. So if they want to be an industrialist give them more skills in industrial stuff but less in combat for instance. Currently you are overwhelming the player with too many choices with this new opportunities system and also with the jack of all trades skill set.

I remember when I started we got to choose between different professions so to speak. The attributes being fixed was a bad thing, but having a focused skill package to start off with was actually a good point of the old system.
Dermeisen
#93 - 2015-09-25 08:16:36 UTC  |  Edited by: Dermeisen
Very supportive of this change.

New mission arcs for new players in the NPE that utilise the new AI with sound voiced actors, please!

A tutorial on manual flying using the tracking camera etc. Catching a faster ship with a scram, all demanding skills!

Honestly burners are fun, but isn't possible to use AI to make then get a new bro into a squad and the teach him about broadcasts and the overview, tagging/following tags?

Introduce lore, teach tackling.

Anyway great job Rise, big fan of your since your bringing back solo podcast.

"Not the Boreworms!"

Zapp McDouche
Black Spot on Parchment
#94 - 2015-09-25 08:27:54 UTC
this is great stuff! Keep up the good work! Smile
Fourteen Maken
Karma and Causality
#95 - 2015-09-25 10:22:18 UTC
FibreOptic wrote:
My character is 2 weeks old today and will be 2 weeks 4 days old on the day of the release.

I made the decision to buy a single PLEX in order to purchase an advanced cerebral accelerator and a standard cerebral accelerator.
Buying PLEX for ISK is not something I will do again as I do not think that Eve should be pay to win, however the boost to a new character is dramatic and I felt that it was worth the investment.

I'm a little disappointed to read that I am not eligible for the updated starting skill points as there are skills on this list that I am missing.


^^ I'd like to see new players who recently paid up their accounts taken care of too because that's going to leave a bad taste.

Otherwise this change is all positive. It's such a pain for new players waiting 20mins before they can fit even basic t1 mods, it's basically telling them sign up queue skills and go away for a couple days because you can't do anything yet.

What I think would be even better is if these skills were specialised into industry/trade/combat depending on what sub race the player picks at start up.
HandelsPharmi
Pharmi on CharBazaar
#96 - 2015-09-25 10:23:01 UTC
Nevyn Auscent wrote:
I feel that PG & CPU Management at IV takes away from the existence of the skill.
If such a skill is to exist, then new players should be starting with it at 1 or 2. If this is too low then PG & CPU bases need to be upped and the impact of the skill reduced in magnitude.
This then allows for meaningful differentiation in fitting skills, which is currently a thing.

I'm also of the opinion you should fill these skills in on characters without them, regardless of age, but not give out free unallocated SP.


Exactly what I am thinking at the moment...

why should I start with +20 % CPU? Is there a real change to level 5 for a new player?
The skill seems to become redundant over the time...
FT Diomedes
The Graduates
#97 - 2015-09-25 10:47:58 UTC
Daichi Yamato wrote:
Nice one.

It would be nice if you could influence your starting skill pack with some background choices during character creation, but this is still great.


This is how it used to be. Frankly, that system sucked. You ended up with everyone who knew what they were doing picking the ideal background to get the best starting skills and attributes.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#98 - 2015-09-25 10:49:14 UTC
Nevyn Auscent wrote:
I feel that PG & CPU Management at IV takes away from the existence of the skill.
If such a skill is to exist, then new players should be starting with it at 1 or 2. If this is too low then PG & CPU bases need to be upped and the impact of the skill reduced in magnitude.
This then allows for meaningful differentiation in fitting skills, which is currently a thing.

I'm also of the opinion you should fill these skills in on characters without them, regardless of age, but not give out free unallocated SP.


They really should just get rid of Powergrid and CPU Management. These skills make no sense.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Rufelza
Widowmakers
#99 - 2015-09-25 11:12:42 UTC
Rather than giving new characters free skill points they should remove half a millions worth of fitting skills from the game and while they are at it remove all the stat bonuses from implants as this only favours richer players.

obviously 'programming' issues but maybe once the brain in the box is rolled out this might be considered.
Fourteen Maken
Karma and Causality
#100 - 2015-09-25 11:25:44 UTC
Jacob Holland wrote:
How long before 400k is, again, deemed too much?

Not that I disagree with the change - but I remember the days when new starters began with 400k before and remember that it was reduced; IIRC because it helped alts far more than new players and actually seemed to widen the skill-gap (again IIRC).
Didn't it also have a detrimental effect on people's sense of progression because it included things like engineering and electronics (as they were) at three?

Of course I also remember the days when the character creation process included a decision tree which could yield much lower starting totals (I chose lots of low level skills and I think I ended up with one of the lowest skillpoint totals possible) but gave you ownership of them.


I don't think the change is about closing the gap between new players and vets, it's all about improving new players first impression of the game. Currently they have to wait 20mins to fit a tech1 afterburner, 8hours to fit a mwd, just about every mod they try to use requires buying a skillbook and waiting, it's not a good introduction.