These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Lighten doorway to attribute enhancer implants

Author
Dylan Heisenberg
#1 - 2016-10-20 19:18:24 UTC  |  Edited by: Dylan Heisenberg
Good evening,

I suggest to reduce the skill requirements for using attribute enhancer implants by simply cutting of the skill requirements for using Tech 1 implants of this category. This refers only to the skill "Cybernetics".
To improve accessibility to those implants I recommend to lower the skill level of "Cybernetics" needed to use such implants to the level 1 up to 3.

Please look at my following list for the intended change of accessibility to the mentioned implants.

Slot 1:


  • Ocular Filter - Limited (+1)
  • Ocular Filter - Limited Beta (+2)
  • Ocular Filter - Basic (+3)
  • Ocular Filter - Standard (+4)
  • Ocular Filter - Improved (+5)

  • Slot 2:

  • Memory Augmentation - Limited (+1)
  • Memory Augmentation - Limited Beta (+2)
  • Memory Augmentation - Basic (+3)
  • Memory Augmentation - Standard (+4)
  • Memory Augmentation - Improved (+5)

  • Slot 3:

  • Neural Boost - Limited (+1)
  • Neural Boost - Limited Beta (+2)
  • Neural Boost - Basic (+3)
  • Neural Boost - Standard (+4)
  • Neural Boost - Improved (+5)

  • Slot 4:

  • Cybernetic Subprocessor - Limited (+1)
  • Cybernetic Subprocessor - Limited Beta (+2)
  • Cybernetic Subprocessor - Basic (+3)
  • Cybernetic Subprocessor - Standard (+4)
  • Cybernetic Subprocessor - Improved (+5)

  • Slot 5:


  • Social Adaption Ship - Limited (+1)
  • Social Adaption Ship - Limited Beta (+2)
  • Social Adaption Ship - Basic (+3)
  • Social Adaption Ship - Standard (+4)
  • Social Adaption Ship - Improved (+5)

  • Justification:

    Skills and skill training are crucial and a key aspect in EVE Online. Granting every pilot in New Eden an easier access to attribute enhancer implants to improve their skill training time and supporting their progress in capsuleers career leads to a better utilisation of game time and thus to greatly more exciting game experience.
    It should also be consired that e.g buying "Improved" implants for all slots would be still a tough financial effort of about one billion ISK which ensures already a strict access to those implants.
    However, the suggested easier access to the mentioned implants are compareable to the rig changes which are also crucial for ship fitting and so for every pilot.

    Im looking forward to receive your feedback and opinions about those suggested changes.
    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #2 - 2016-10-20 19:31:56 UTC
    But +3 implants already require cybernetics level 1

    +4 require level 4, and +5 require cybernetics 5.

    What change are you actually proposing?
    Dylan Heisenberg
    #3 - 2016-10-20 20:29:42 UTC  |  Edited by: Dylan Heisenberg
    Danika Princip wrote:
    But +3 implants already require cybernetics level 1

    +4 require level 4, and +5 require cybernetics 5.

    What change are you actually proposing?

    Good evening Danika Princip,

    thank you for your reply.
    I do actually propose to reduce the requirements for the "Standard" and "Improved" implants. I didnt write it explicit but it was included when I suggested a maximum skill precondition for the use of the above listed implants to the skill level 1 to 3 of the skill "Cybernetics".
    ShahFluffers
    Ice Fire Warriors
    #4 - 2016-10-20 20:52:54 UTC
    1. Implants are are "luxury item"... you do not actually NEED to install them. Hell, most 0.0 players do not have any implants.

    2. The skill requirements are already low. Cybernetics level 3 takes one to two days to train. That is small compared to some other skills.
    Omnathious Deninard
    University of Caille
    Gallente Federation
    #5 - 2016-10-20 21:09:06 UTC
    Trying to not derail the thread here but they should just go ahead are remove attributes.

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

    Cristl
    #6 - 2016-10-20 21:13:35 UTC
    Since +1 to +3 implants only require cybernetics 1, these are easy trains.

    I think it's best to discourage players with fewer SP from thinking about +4 implants and up too.
    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #7 - 2016-10-20 21:28:41 UTC
    It's two days to +4 implants, and if you have the money for those as a newbie you can probably just drop an injector or two for level 5...
    Cristl
    #8 - 2016-10-20 21:35:03 UTC
    Omnathious Deninard wrote:
    Trying to not derail the thread here but they should just go ahead are remove attributes.

    De-Irishing this as:
    Omnathious Deninard wrote:
    Trying not to derail the thread here, but they should just go ahead and remove attributes.

    I have plenty of sympathy for this sentiment; however, there are some reservations and things to consider:

    There is definitely play in judging how to allocate attributes to get the most balanced return over sensible time-scales (and too many people ignore this, and just think in terms of PER/WIL for x weeks, then INT/MEM for y weeks! (which is for very old hands really). How about a balanced build for the first few months? It's much better overall.

    The remap timer is probably too long at 1 year for a computer game (3 or 4 months?)

    It might be best to lock newbies and alpha clones into a situation where:
    (a) Their base attributes were balanced, but the attribute sum was better than for a regular character, and
    (b) They can't change it for 6 months / until omega / until total SP reaches 5 million or whatever.

    Basically, something that gives new characters and alphas a pretty fast skill progression which is agnostic to the attributes required, providing a decent training rate for any skill, but which forcibly removes:

    Anxiety over whether attributes / skilling is being done efficiently, and
    The decision: should I remap.

    These dudes need to learn how to manage transversal, not get slingshot, launch their drones, overheat mods, not forget to stop overheating mods, learn typical danger profiles for all the other ship, etc etc.

    Just don't let or require these dudes to have any control over their attributes or remaps.

    And again, 1 year is very long in the computer game industry.



    Tiberius NoVegas
    NovKor Corp.
    #9 - 2016-10-20 22:02:07 UTC
    Omnathious Deninard wrote:
    Trying to not derail the thread here but they should just go ahead are remove attributes.


    I actually miss the old days when there was a whole category of learning skills.

    I also miss when each different race actually meant something and gave your characters different attribute stats.
    Nevyn Auscent
    Broke Sauce
    #10 - 2016-10-20 22:02:28 UTC
    The 'play in judging remaps' is entirely of benefit to established characters making alts. Not of benefit to new players.
    Attributes outright need removing. They limit game play far more than they benefit game play.
    elitatwo
    Zansha Expansion
    #11 - 2016-10-20 23:07:46 UTC
    Tiberius NoVegas wrote:
    Omnathious Deninard wrote:
    Trying to not derail the thread here but they should just go ahead are remove attributes.


    I actually miss the old days when there was a whole category of learning skills.

    I also miss when each different race actually meant something and gave your characters different attribute stats.


    So do I, believe me.

    Eve Minions is recruiting.

    This is the law of ship progression!

    Aura sound-clips: Aura forever

    elitatwo
    Zansha Expansion
    #12 - 2016-10-20 23:12:12 UTC
    Cristl wrote:
    Since +1 to +3 implants only require cybernetics 1, these are easy trains.

    I think it's best to discourage players with fewer SP from thinking about +4 implants and up too.


    Nah Cristl, since they advise new players to fly pirate ships on day one so they are spoiled and don't fly anything else that would be "beneath" them anymore, I would strongly encourage new players to always use high-grade pirate implant set.

    To do just that I would propose to make a new book called "advances cybernetics". This new rank 32 book would only need to trained to level 5 for accessing high-grade pirate implants.

    That way new players get the real immersion of EVE Online and you can never do wrong and you are the goodest player in EVE.

    Eve Minions is recruiting.

    This is the law of ship progression!

    Aura sound-clips: Aura forever

    Daichi Yamato
    Jabbersnarks and Wonderglass
    #13 - 2016-10-20 23:33:58 UTC
    +3's are fine (even good) for starting out. The difference between +3's and +4's takes months to make a significant difference in training. They can afford to wait the couple of days it takes to train cybernetics IV.

    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

    Dungheap
    DHCOx
    #14 - 2016-10-21 15:05:05 UTC
    Danika Princip wrote:
    But +3 implants already require cybernetics level 1

    +4 require level 4, and +5 require cybernetics 5.

    What change are you actually proposing?


    allowing alpha clones , which are capped at cybernetics 3 , to use +4 and +5 implants ..
    Hesod Adee
    Perkone
    Caldari State
    #15 - 2016-10-22 06:41:59 UTC
    Tiberius NoVegas wrote:
    Omnathious Deninard wrote:
    Trying to not derail the thread here but they should just go ahead are remove attributes.


    I actually miss the old days when there was a whole category of learning skills.


    You mean the days when any new player was expected to spend months training learning skills before training anything that they find fun ?

    The days where the only decision regarding learning skills was: Will I stick with Eve for long enough for these skills to pay off ?
    The payoff time was over two years for the higher ranks of learning skills.

    I'm glad that the only remaining learning skill is Cybernetics.

    Quote:
    I also miss when each different race actually meant something and gave your characters different attribute stats.

    You mean the days when everyone was advised to roll an Achura because they had the best attributes ?
    Hesod Adee
    Perkone
    Caldari State
    #16 - 2016-10-22 06:43:08 UTC
    Cristl wrote:
    There is definitely play in judging how to allocate attributes to get the most balanced return over sensible time-scales (and too many people ignore this, and just think in terms of PER/WIL for x weeks, then INT/MEM for y weeks! (which is for very old hands really). How about a balanced build for the first few months? It's much better overall.


    I thought the most common method was to get Evemon (or some other program) to calculate optimal attributes for your skill plan.

    Which tells me that I'll be sticking with Per/Will for a while. The only likely change is if I want to grab leadership skills. I'll switch to train them, then use my bonus remap to switch back.

    Quote:
    These dudes need to learn how to manage transversal, not get slingshot, launch their drones, overheat mods, not forget to stop overheating mods, learn typical danger profiles for all the other ship, etc etc.


    New characters are also the ones who would benefit the most from remaps. Older characters find themselves in positions where switching attributes doesn't help.


    That's a problem with attributes. The time when changing them is most helpful is the time when players have a lot to learn about Eve.
    Zan Shiro
    Doomheim
    #17 - 2016-10-22 07:57:09 UTC  |  Edited by: Zan Shiro
    Omnathious Deninard wrote:
    Trying to not derail the thread here but they should just go ahead are remove attributes.



    oddly enough as somoene once posted, CCP has said its the attribute section of set implants that is a big hurdle. They are part of the LP cost and tbh for some players they are why they have HG's and not LG or MG's. In a world where HG crystal is not +4 will they sell well? They are hard sells now at the billions full set.

    The +4 is the added lure. Except for the brave, these are pve implants. Have the pve clone train full speed ahead (well almost at +4). Get uber tank and your +4 trains. lacking a +4.. fits I have pyfa'd MG's are more than fine as well when I debate about crystal buys. I'd never have a reason to look at HG again. Many may not.

    How do you drop attributes and change lp costs of the sets? For those who own them and are installed a factor in this as well...whats the reimbursement?

    Now back to this thread, you can get to +3's in not time op. The barrier to the +4 's would be the cost. And if our noob is banging out the isk to get full +4 or 5 implants before cyber 5 trained up....they are doing pretty damn good for their low skills.

    I'd be writing off plex to isk ofc. I am one of the older types...you should not be using real life money to enhance a game you already paid for. Probably why I hate mobile app games....they force feed this to you. WTF...I just gave you $12 man, now another damn ad for more money, bite me lol.
    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #18 - 2016-10-22 12:35:51 UTC
    Dungheap wrote:
    Danika Princip wrote:
    But +3 implants already require cybernetics level 1

    +4 require level 4, and +5 require cybernetics 5.

    What change are you actually proposing?


    allowing alpha clones , which are capped at cybernetics 3 , to use +4 and +5 implants ..



    Can you please explain why you feel alpha clones should be able to offset one of their big disadvantage, the reduced training speed?

    Are you perhaps setting up an SP farm using alpha clones?
    Tiberius NoVegas
    NovKor Corp.
    #19 - 2016-10-22 16:10:41 UTC
    Hesod Adee wrote:
    Tiberius NoVegas wrote:
    Omnathious Deninard wrote:
    Trying to not derail the thread here but they should just go ahead are remove attributes.


    I actually miss the old days when there was a whole category of learning skills.


    You mean the days when any new player was expected to spend months training learning skills before training anything that they find fun ?

    The days where the only decision regarding learning skills was: Will I stick with Eve for long enough for these skills to pay off ?
    The payoff time was over two years for the higher ranks of learning skills.

    I'm glad that the only remaining learning skill is Cybernetics.

    Quote:
    I also miss when each different race actually meant something and gave your characters different attribute stats.

    You mean the days when everyone was advised to roll an Achura because they had the best attributes ?


    meh, i only wasted a month an d ahalf training up my learining skills. its kinda put more perspective on how you want to build the character.

    as for the whole every one choosing Achura thing, that was a balance issue that could have been figured out instead of being eliminated.
    Ralph King-Griffin
    New Eden Tech Support
    #20 - 2016-10-22 16:26:50 UTC
    Cristl wrote:

    De-Irishing this as:
    *punctuates*

    bahahaha