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First post
Author
Nevyn Auscent
Broke Sauce
#1121 - 2016-04-11 21:12:45 UTC
Frostys Virpio wrote:

That does not mean you were penalized for failing the requirement of having an active training queue and an skill queued. Just that CCP wanted us to more easily fulfill one of those requirement.

You are attempting to argue absolute semantics when discussing feelings. It simply can't be applied that way. If the SP are available but people aren't able to get them due to real life, a lot of people will feel penalised and it is a selling point of EVE that offline passive SP is how you progress, not daily quests.
The introduction of daily quests turns SP from a passive thing to an active thing, no matter how easy it is. And it does show a massive change in EVE's SP paradigm.
Also, to everyone who said 'SP injectors won't cause any further changes', I present you the proposed daily kill 5 Boar quests as proof you were wrong.
Toppar Wear
Baba Yagas
The Initiative.
#1122 - 2016-04-11 21:14:13 UTC
Hey guys, I have a great idea... What about daylies that gives you SP to allocate to a certain area, for example mining gives you SP to spend on industry skills. Not only am I forced to log in everyday, I am also trapped by the activity I do.
Poranius Fisc
State War Academy
Caldari State
#1123 - 2016-04-11 21:22:09 UTC
Tipa Riot wrote:
Thanks for posting some more about the reasoning behind ... but nothing has changed. You want to introduce a reward for logging in every day which can't be ignored without feeling uncomfortable (the whole purpose of the thing). With the "daily" skill queue update I could perfectly time and prepare for vacations or a couple of days off without losing skill points. With your daily quest, I have to login every single day at the same time +-2 hours, to avoid losing skill points. Sorry, but this is a worse deal than the skill queue update, where I actually had options. You always say, features which are not giving a meaningful choice should be given the axe, now you introduce exactly one of those ... Ugh

... and yes, you are lazy, I can't believe this is the only idea in the world how to increase the number of login session per player. Why daily? It was not daily before!


Why should your inactivity be equal to someone actively playing the game?

Atypically, how much you put into a game is what you get out of it.

Technically, you are not losing skill points, you are gaining extra. Also the window is said to be 22 hours. so it's technically any time after the 22 hour window opens.

And yes, you are lazy. Maybe it should be adjusted to once a week, but still your way of gamming promotes "log in to adjust skill queues and log off. I'm getting the same SP as all those people actively playing".
Lugh Crow-Slave
#1124 - 2016-04-11 21:24:01 UTC
Poranius Fisc wrote:
Tipa Riot wrote:
Thanks for posting some more about the reasoning behind ... but nothing has changed. You want to introduce a reward for logging in every day which can't be ignored without feeling uncomfortable (the whole purpose of the thing). With the "daily" skill queue update I could perfectly time and prepare for vacations or a couple of days off without losing skill points. With your daily quest, I have to login every single day at the same time +-2 hours, to avoid losing skill points. Sorry, but this is a worse deal than the skill queue update, where I actually had options. You always say, features which are not giving a meaningful choice should be given the axe, now you introduce exactly one of those ... Ugh

... and yes, you are lazy, I can't believe this is the only idea in the world how to increase the number of login session per player. Why daily? It was not daily before!


Why should your inactivity be equal to someone actively playing the game?

Atypically, how much you put into a game is what you get out of it.

Technically, you are not losing skill points, you are gaining extra. Also the window is said to be 22 hours. so it's technically any time after the 22 hour window opens.

And yes, you are lazy. Maybe it should be adjusted to once a week, but still your way of gamming promotes "log in to adjust skill queues and log off. I'm getting the same SP as all those people actively playing".

what about the ppl who do actively play but dont log in

like alliance leaders and ppl helping new players?

their activity just not worth the same as some bum sitting in an ore belt?
Kovl
Jita Flipping Inc.
#1125 - 2016-04-11 21:25:13 UTC
Jeremiah Saken wrote:
CCP Rise wrote:
We want you to be able to collect this reward during a lunch break or a 10 minute period where your kids are in timeout but also want to make sure there's some real gameplay associated with it.

CCP Rise wrote:
We didn't like the experience around being punished for not logging in to update your queue, but also knew that some of those logins might be leading to meaningful gameplay and we shouldn't lightly let go of them.

Decide Rise. You can't have cookie and eat cookie. You think my 10 minute period will lead to something meaningful? Why do you think sunday is a peak in EvE? You target wrong audience. Try 10-20 yold, oh wait you do...

Ps. 2 you have no idea what cancer you want to bring to EvE.


Underlined part, this is quite scary to be honest - that they have no clue and just copy paste the worst possible pseudomechanic from other games. Or ... they know very well what they do and what kind of cancer they are bringing ....

Both alternatives are ... ehhh.

Quote:
Ps. we need a mounts, I meant SKINs for 30 consecutive dailies (that's how you do dailies),


Oh goodness don't give them ideas like that .... This is "harmless" enough for them to actually consider this at some point ....
Ravcharas
Infinite Point
Pandemic Horde
#1126 - 2016-04-11 21:27:03 UTC
Jeremiah Saken wrote:
CCP Rise wrote:
We want you to be able to collect this reward during a lunch break or a 10 minute period where your kids are in timeout but also want to make sure there's some real gameplay associated with it.

CCP Rise wrote:
We didn't like the experience around being punished for not logging in to update your queue, but also knew that some of those logins might be leading to meaningful gameplay and we shouldn't lightly let go of them.

Decide Rise. You can't have cookie and eat cookie. You think my 10 minute period will lead to something meaningful?

This is a good point.
Erihn Sabrovich
#1127 - 2016-04-11 21:29:55 UTC
Nevyn Auscent wrote:

There is no such skill gap. 95% of the skills an old character has are not relevant to the hull they are currently flying.
Your total SP is not how powerful your character is, it is how many 'classes' you have trained.
The fact you are basing your argument on this shows you don't understand the EVE SP system and therefore should not be making suggestions on it since you are starting from a flawed understanding to begin with.


If by " 95% of the skills an old character has are not relevant to the hull they are currently flying." you mean that someone which runs on a BS/Large guns don't need to have much skill in lower hulls, I think that it's YOU who are not understanding how things works...

A "normal" player, with only ONE account, will have to grind it's way to be able to fly higher hulls...

Even if you only need to train lower hulls and guns (or missiles) to level 3 to be able to train BS/Large, you'll also need to earn the money to buy it... enough money to be able to replace it should you lose it...

It's true that a PvE player who is running its missions with a BS won't need the smaller hulls anymore, he will probably need to stay quite a time using these smaller hulls to get the needed ISK (or pay2win buying PLEX for ISK). This means training the skills for these smaller ships...

Most of these skills that you may find "useless" now were quite useful when you first learned them... You had to rely on them to raise the money for your current pimped ships...

And it gets even worse if you plan to play mixed-faction ships (pirate ships and other)...

And you'll still need 3 1/2 week (or more) to get many of your level 5 skills...

For PvP, you see the same problem (with the addition that PvP will require even more skills as you've to take scam/point and similar in account)... Well, it's even worse when joining fleets which have multiple doctrines and will REQUIRE you to flight in ships of different classes...

For industry, every little bonus that you get will directly lead to more margin, which allow you to undercut competitors while still making benefits... And if you go T2, that'll require even more skills (and expensive ones).

So, yes, someone with multiple accounts and with lots of ISK available will be able to "cut corners" while training it's skills, a "normal" player with "only one account" won't...

Your understanding of game mechanics for "newer players" is quite skewed... maybe you're playing for too long to be able to understand the real player development (the one without massive support from other toons).
Lulu Lunette
Savage Moon Society
#1128 - 2016-04-11 21:30:16 UTC
CCP Rise hinted that this could or would be expanded, potentially to include other activities I imagine? The only problem I have with this is it is forcing the Eve Online player through the shoot rats hoops. What about the guy that never undocks and scams and trades all day or the PVPer? Or the miner?

I also think the precedent this sets is a slippery slope. Eventually what? Officer experience point rats you can shoot? Smile

@lunettelulu7

FT Diomedes
The Graduates
#1129 - 2016-04-11 21:33:20 UTC
CCP Rise wrote:
Okay, let's see if I can provide some context for our decision to add daily opportunities to eve and maybe answer some of your bigger questions.

Why Dailies?

Why Skillpoints?

Why so lazy?


Respect your players. Respect your game. Respect yourselves. Don't do this.

Your logic is so full of holes I could drive a tank through it. I understand that good things sometimes happen when you log in. I understand that good things often happen when you undock. Those good things should be the incentive to log in and undock. They should be compelling enough to make you do both. More on this in a bit...

Making me log in at 0300 to change a skill did not result in meaningful interaction. That did not respect my time. You just got me out of bed at an inconvenient time. That sucked as game design and is justifiably gone. Do not weep for it. Eve is a better game without that. Respect Eve for that fact.

Why do I have to log in? If people are paying you $130 per year just to train skills, but never logging in, what is your problem with that? As the saying goes, "you can lead a horse to water, but you cannot make him drink." I've been subscribed to this game through two 7-month combat deployments where all I could do was train skills. I've stayed subscribed through family vacations, training exercises, and periods of beautiful beach weather. Why wouldn't you want me as a customer? The only thing that kept me in this game through those times was the premise that my character would be better than it was when I went AFK and the only thing I would miss out on was the opportunity to actually do the fun things in Eve. I missed most of B-R because I was at work. I missed 6DVT because I had to move my Titan before going to the field for two weeks. I missed Asakai because I was infatuated with a new girlfriend. I wish I had been there for those events, but that's life.

I would not have started playing Eve at all if it did not have passive skill training. For a person with a career, family, and other things to do in life, this was a major draw. "A game with no grind. A game with no rules. A game with real consequences. A game where you make your own opportunities." That's Eve. I would not have kept playing Eve if I had ever taken a break and felt myself behind other players my age. Why would I subscribe to Eve through months of combat if everyone else comes out 20% ahead? And if my subscription ever lapses, you are not getting me back. My wife will find a use for the money I spend maintaining six accounts. I will find new hobbies.

I understand why you have to make the bonus SP. It's the only commodity you have not devalued by making it too easy to acquire. Now you are cashing it in (and preparing to crash it) the same way you did LP (FW and Incursions), ISK (anomalies and Incursions), Deadspace loot (too many escalations, signatures are too common). You will ruin the SP market the same as you did everything else. SP should never have been a market item in the first place, but you already screwed the pooch on that one. If you must give out SP, make it 10,000 per week, per account. Or make it tied to a pool of opportunities that hit wickets that help a player, new or old, progress in Eve and get out of their comfort zone.

Eve's appeal is the "Butterfly Effect" and the "I was there" moment. You want us to log in and you want us to undock because it increases the potential for players to interact. This is commonly called "content." But your premise to achieve that goal is flawed. I cannot log in and trigger the next Asakai on my lunch break. If I do, I'm totally screwed because I have to go back to work. I'd be forced to log off and die. And I certainly cannot trigger an "I was there moment" undocking a Vexor to kill a single belt rat. Nothing is really at risk.

If you want to get people out in space and interacting, make your incentive require more effort and occur less often. Make it easier to accomplish the more you place at risk. An example of a well-designed incentive was an escalation. A 10/10 eight jumps away offers the potential for a big payout. It requires a decent ship [worthwhile target] to accomplish the mission. Someone sharp at scanning can interrupt the activity, but it's not a gauranteed loss. You used to be able to postpone the escalation up to seven days (and they were less frequent). This respected the players' time. The loot drops used to be worth a lot, before you made them occur too often.

What really makes people log in? Player interaction. Watch how quickly people come out of hibernation when a Titan gets tackled or when a war breaks out. Come up with weekly opportunities that scale with player age and ability. Make the incentive something infrequent, very nice, and that puts them at real risk and requires effort. For example, for a younger player, make it a weekly opportunity that requires using a T1 frigate in low sec. It could be something simple, such as "visit five new low sec systems and do SOMETHING in each one." For an older player, make a weekly opportunity that requires using a battleship in low sec, null sec, or wormhole space. For a archaic old bittervet, make it something like "answer five new player questions in the help channel" or "kill another ship with your heavy fighters or doomsday device." Or, remove the weekly requirement, and just tie the reward to the existing opportunity system and greatly expand that. Why shouldn't I, as a nine year veteran, get some incentive to try new things? For example, "Kill another player with every T1 Amarr frigate." Sure, I could be lame and game it by "fighting" my alt, but at least I purchased and fitted some new ships and made something explode.

But sadly, you don't respect your players, you don't respect Eve, and you don't respect yourselves. It's easier to do something to make more people log in a bit more often than it is to actually keep making Eve a better experience.

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

Erihn Sabrovich
#1130 - 2016-04-11 21:38:50 UTC
Poranius Fisc wrote:


Why should your inactivity be equal to someone actively playing the game?

Atypically, how much you put into a game is what you get out of it.

Technically, you are not losing skill points, you are gaining extra. Also the window is said to be 22 hours. so it's technically any time after the 22 hour window opens.

And yes, you are lazy. Maybe it should be adjusted to once a week, but still your way of gamming promotes "log in to adjust skill queues and log off. I'm getting the same SP as all those people actively playing".


It's also true for board games... Some 5k go player who don't play much won't progress as fast as some other who is actively playing.

Well, when it's about Go, Chess, Checkers, Backgammon, ... the more you play, the stronger you get... But also, the stronger you get, the more effort it'll require to continue to get stronger...

At first, you can learn much by just watching some games and solving problems... but when your level increases, it'll require more and more active playing to get stronger.


And even when it's about learning things, the more you progress, the more EFFORT you'll need... just reading lazily won't get you much anymore...

The leaning curve is not only about time, it's also about effort put in the task...


And it's definitively *NOT* a matter of staying idle a longer time...
FT Diomedes
The Graduates
#1131 - 2016-04-11 21:43:35 UTC
Nivin Sajjad wrote:
This idea is absolutely terrible, but if you are dead set on implementing it, then I have some suggestions on how to make it slightly less terrible. First things first though, here's just why this is so terrible.

Players are primed to seek rewards in games. You dangle a worthwhile reward like SP in front of their faces, and players will chase after it. On the other hand, players also hate being forced to perform unengaging repetitive tasks just to get at a reward. If people didn't find current PVE so mind numbing then afktar netflix ticks wouldn't even be a thing. But instead of improving on PVE and making it a more engaging activity in and of itself, you're forcing players to just do more old unfun content. You are literally welding good payoff to bad gameplay, and few things could breed resentment and burnout faster.

Combine this with the fact that players can have multiple accounts, filled with multiple characters, many of whom don't even do combat of any kind or have access to easily killable rats at their location, and you've ended up creating a perverse system that literally pits future enjoyment (more SP down the line that can be used or sold) against present enjoyment (freedom to do/not do whatever I want as it suits me) and are forcing players to choose. Assuming just 1 account and easily killable rats nearby for all your toons. What is the choice placed in front of you for getting the most out of your dailies? It's either spend 1 account x 3 character slots x 5 minutes x 365 days a year on unfulfilling busywork, or miss out on a combined 11 MILLION SP A YEAR being free of this nonsense. 90 hours a year of drudgery, or 11 million missed SP? That's the choices you're presenting to players per account, and it's an incredibly crappy thing to do.

But okay, we get it. You want to add dailies, and come any amount of player outrage or fatigued unsubs, nothing will stop you. Well here's at least some tips to make it slightly better.

1) Make the event actually a daily, instead of a 22 hourly. Tie the cooldown to system date rather than time delay. The first lets players log in for their daily carrot so long as they have free time during any point of the day, while the second locks players into a 2 hour window at exactly the same time each day where they must log in or lose their bonus. I hope you can see which one is less user friendly.

2) Let acquisition of the daily bonus be as painless as possible for all character types. Anything less is going to feel like CCP is punishing specific styles of play that doesn't involve repeatedly shooting rats within arm's reach during every day of the year. Seeing as CCP doesn't want to encourage "leveling up your Raven" as the epitome of sandbox play, then tying the bonus to repetitive rat killing is daft.

3) The goal is to get players to log in, not to log in once per character. Keep in mind that this is EVE and people will try to min/max until they burn themselves out, so bake burnout limiters into your design from the get go. Make the daily bonus claimable once per account, rather than once per character. Players have the flexibility to choose where the bonus goes, without feeling compelled to keep doing the same grind over and over again quite as much.

4) Creature events around the bonus that are conductive of sandbox play and interaction, rather than try to trick players towards more social engagement and immersion by handing them a carrot that's most easily reached by solo carebearing in highsec.

So here's what I propose. Make a permanent Frostline like spawn that drops Inferno Neural Accelerant tokens in lowsec and Synthetic Neural Accelerant elsewhere. These tokens can be used remotely just like skill injectors, and will add 8000 or 10000 SP to the first character on each account who uses one for that server day. Excess SNC/INCs can also be redeemed for an extremely tiny amount of Aurum. This lets the tokens always have some intrinsic value, while addressing another player complaint of being nickle and dimed to death by Aurum packages not matching extractor and skin prices. Players who like to hunt for goodies have new PVE to complete, players who like to hunt the hunters have new targets, and players who just want their daily boost will log in more often whenever they have the free time as per CCP's goal, without being force fed endless hours of content they don't want to do. Everyone's, if not happy, then at least less dismal.


These are very good suggestions.

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

Poranius Fisc
State War Academy
Caldari State
#1132 - 2016-04-11 21:44:08 UTC
Lugh Crow-Slave wrote:
what about the ppl who do actively play but dont log in

like alliance leaders and ppl helping new players?

their activity just not worth the same as some bum sitting in an ore belt?


I imagine your organization as a bunch of bodiless voices having no body in the game.

Usually when I help people out, i'm not just sitting on team speak in the forums (I leave the forum work when I'm out mining, hoping someone shows up so I can re-ship and have some fun).
Ravcharas
Infinite Point
Pandemic Horde
#1133 - 2016-04-11 21:44:58 UTC  |  Edited by: Ravcharas
Lugh Crow-Slave wrote:
how about make them build so every day 1 rat adds to your counter but the counter never goes over 30

so say you cant log in for half a month when you do log in your counter is at 15/30 so you can go and kill 15 rats but if you stay logged off for a year its only 30/30 this still incentives logging on but its much more free for the player to do it


this would be a way to adapt dailies to fit your game rather than just copy past and jam it in

It would still be a chore but at least you could do it at your leisure.

The more I think about this Daily Opportunities racket the more it feels like it's meant to pave the way for some kind of f2p redesign of the game.
Lugh Crow-Slave
#1134 - 2016-04-11 21:45:36 UTC
Erihn Sabrovich wrote:
Poranius Fisc wrote:


Why should your inactivity be equal to someone actively playing the game?

Atypically, how much you put into a game is what you get out of it.

Technically, you are not losing skill points, you are gaining extra. Also the window is said to be 22 hours. so it's technically any time after the 22 hour window opens.

And yes, you are lazy. Maybe it should be adjusted to once a week, but still your way of gamming promotes "log in to adjust skill queues and log off. I'm getting the same SP as all those people actively playing".


It's also true for board games... Some 5k go player who don't play much won't progress as fast as some other who is actively playing.

Well, when it's about Go, Chess, Checkers, Backgammon, ... the more you play, the stronger you get... But also, the stronger you get, the more effort it'll require to continue to get stronger...

At first, you can learn much by just watching some games and solving problems... but when your level increases, it'll require more and more active playing to get stronger.


And even when it's about learning things, the more you progress, the more EFFORT you'll need... just reading lazily won't get you much anymore...

The leaning curve is not only about time, it's also about effort put in the task...


And it's definitively *NOT* a matter of staying idle a longer time...


except with chess i need to be there with the board to be actively playing with eve there are so many ways to play w/o being in the game
Tippia
Sunshine and Lollipops
#1135 - 2016-04-11 21:48:36 UTC  |  Edited by: Tippia
Erihn Sabrovich wrote:
If by " 95% of the skills an old character has are not relevant to the hull they are currently flying." you mean that someone which runs on a BS/Large guns don't need to have much skill in lower hulls, I think that it's YOU who are not understanding how things works...

What he means is that for any given thing you're doing or ship you're flying, the vast majority of the skills you have make absolutely no difference. The supposed skill gap does not exist because it hinges on an assumption that more SP means you are universally better when it actually means nothing of the kind. Only applicable SP matter, and that number is almost wholly disconnected from the total SP you have.

Quote:
A "normal" player, with only ONE account, will have to grind it's way to be able to fly higher hulls.
No. Largely because no such grind exists.

Poranius Fisc wrote:
Why should your inactivity be equal to someone actively playing the game?

Atypically, how much you put into a game is what you get out of it.
No.
Typically, how much time you spend on a game does reflect how much you get out of it. The same holds true for EVE: if you play the game actively, you progress far faster than if you don't. SP is not a factor in this, nor should it be since that has already proven to create very very very bad player behaviour.

Quote:
Technically, you are not losing skill points, you are gaining extra.
Technically, your training day is 24 hours long rather than 18 hours — you lose out on 6 hours worth of training per day. All because you choose to actively play the game rather than subject yourself to whatever monotony CCP demands you do.
Lugh Crow-Slave
#1136 - 2016-04-11 21:49:48 UTC
Poranius Fisc wrote:
Lugh Crow-Slave wrote:
what about the ppl who do actively play but dont log in

like alliance leaders and ppl helping new players?

their activity just not worth the same as some bum sitting in an ore belt?


I imagine your organization as a bunch of bodiless voices having no body in the game.

Usually when I help people out, i'm not just sitting on team speak in the forums (I leave the forum work when I'm out mining, hoping someone shows up so I can re-ship and have some fun).



yet for me where i work on site for sometimes up to 15days w/o being able to go home i help from TS and i get ppl set up by managing logistics to get ships to places ppl can use them for roams or delegate so towers are getting field in our wh


just because you do something your way does not mean mine is has impact or value
Lugh Crow-Slave
#1137 - 2016-04-11 21:50:38 UTC
Tippia wrote:
Erihn Sabrovich wrote:


[quote]A "normal" player, with only ONE account, will have to grind it's way to be able to fly higher hulls.
No. Largely because no such grind exists.



Yet
wurstsalat
RedCounty
#1138 - 2016-04-11 21:50:47 UTC
This is honestly a terrible idea, the problem of this game is not people not logging in enough, it's burnout. They play, they play too much, and then they need a break, because it started feeling like a job.

Instead of trying to fix this problem, dailies will make this exponentially worse. People WILL feel obligated to log in daily and kill that one rat. They will do it for one or 2 months and then just go "**** this".

Whoever came up with this idea should be fired. You got this huge spike in players from the war, and after implementing this, maybe 1 or 2 months after the war, active accounts will plummet into a hole deep enough to fit mittanis ego. Improve existing gameplay mechanics if you want more players to log in. This is EVE, we create our own content. Make it easier to create our own content, not force content on people. Especially PvE.
Lugh Crow-Slave
#1139 - 2016-04-11 21:51:57 UTC
Ravcharas wrote:
Lugh Crow-Slave wrote:
how about make them build so every day 1 rat adds to your counter but the counter never goes over 30

so say you cant log in for half a month when you do log in your counter is at 15/30 so you can go and kill 15 rats but if you stay logged off for a year its only 30/30 this still incentives logging on but its much more free for the player to do it


this would be a way to adapt dailies to fit your game rather than just copy past and jam it in

It would still be a chore but at least you could do it at your leisure.

The more I think about this the more it feels like it's meant to pave the way for some kind of f2p redesign of the game.


aye i would rather it just not go in

but at least this is easier on the player and is more reflective of the skill queue
Erihn Sabrovich
#1140 - 2016-04-11 22:04:27 UTC
Tippia wrote:
Erihn Sabrovich wrote:
If by " 95% of the skills an old character has are not relevant to the hull they are currently flying." you mean that someone which runs on a BS/Large guns don't need to have much skill in lower hulls, I think that it's YOU who are not understanding how things works...

What he means is that for any given thing you're doing or ship you're flying, the vast majority of the skills you have make absolutely no difference. The supposed skill gap does not exist because it hinges on an assumption that more SP means you are universally better when it actually means nothing of the kind. Only applicable SP matter, and that number is almost wholly disconnected from the total SP you have.


Except that you have to spend SP on these lower hulls anyway (unless you're playing a 2nd/3rd/... toon and your main can provide him with a big supply of ISK or unless you are going to be pay to win with plexes for money).

So, your current SP for your main/First toon includes both the applicable SP you're talking about and the "SP needed to accumulate the needed ISK" that make your SP count bigger even if you don't use these skills anymore...

Forgetting about it is missing a big part of the game mechanics...

Tippia wrote:
Quote:
A "normal" player, with only ONE account, will have to grind it's way to be able to fly higher hulls.
No. Largely because no such grind exists.


What you need to grind is ISK... Big ships are anything but cheap... And you'll also need implants (for skill training), modules, skillbooks, ...