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Bring back bloodlines

Author
Cat Laartii
Doomheim
#1 - 2016-08-31 21:30:33 UTC  |  Edited by: Cat Laartii
So with the introduction of alpha clones, i thought of a potentially neat idea for CCP to bring back a new version of the bloodlines system (or more specifically, give an actual difference to choosing one race or school over the other).

Bumping up the starting SP for everyone (not just alpha clones) and sorting skills more into the industrialist/militarist/scientist schools upon start would be an excellent way for newer players to 'choose' a particular playstyle at the outset that helps them get to where they want to go more quickly.

As for racial bonuses, a practical idea would be to have attributes modified appropriately, and while they would be generally focused on certain playstyles in terms of attribute allocation, they would be different (ex. having Crivire and Brutor be very combat focused, but crivire having higher willpower and memory than brutor, and brutor having higher perception and charisma). This can be compounded removing the initial attribute remap, and have players gain additional remaps every 5m sp or so (or something along those lines; number is arbitrary).

I think this would be helpful for newer players coming in from games (almost every game) who are used to having class and racial differences, but retains the same freedom of choice that is the hallmark of EVE online.

EDIT: A major reason to consider this as well is that with the SP cap, having alpha clones not having to carry around SP they have little to no interest in using is advantages as it lets them specialize more in their field, with more SP available to them before they hit their cap.
Zan Shiro
Doomheim
#2 - 2016-08-31 23:14:59 UTC
Cat Laartii wrote:

I think this would be helpful for newer players coming in from games (almost every game) who are used to having class and racial differences, but retains the same freedom of choice that is the hallmark of EVE online.



Lack of race/class difference is a feature of eve. Sandbox thing....you go where you want.

Also bloodlines had issues.

It lured people into classes like "combat". Issue....you need to learn the side support skills. Great laser turret skills....no engineering support and you have no cap to run your guns, your ship has crap tank, etc. They had "off" starting stats that made learning int/mem skills longer. And I will argue its these skills that are just as important.

Flat stats, run those for 9 months with some +3's and our new player will be setup from frig to BS. Have this core, know how the game works better....remap to tastes for side stuff.

Also the hardlocked stats shortchanged them as well iirc. This was not addressed until learning skills removed and the associated stat readjustments.

The Leopardess
Viziam
Amarr Empire
#3 - 2016-08-31 23:35:32 UTC
Bloodlines do make a difference, if you are a roleplayer!

It would be cool to have a special minor bonus to bloodlines, but then again it might just lead to game imbalance when everyone has to choose one bloodline over another for stat boosts.

The whole point of being a capsuleer is that it transcends culture and genetics, if you want it to. You can give a clone any kinds of genes you want. Culture is a thing that is deeply ingrained but it's difficult to map out how this may affect every individual. I don't think anyone would argue genius in any of mankind's arenas arises all over the world, with peculiarities of culture affecting how easy it is for such a genius to gain access to education and a way of life that allows them to thrive. (For example what if Einstein was born in a different year and diverted from his path slightly, he would have been sent to the gas chambers by the Nazis.)

I think that innovation and genius arises mostly out of a cultural enviroment, humans as a species are very intelligent, but Western civilization as defined by The Enlightenment far outpaces any other civilization due to its focus on individual rights, brotherly love (humanitarianism) and reason.

I think if CCP decided definitely that there were very very distinctive differences in the bloodlines or races they would have to admit at some point that there were emerging subspecies and that would be quite unscientific, as 20,000 years is not nearly enough time for a species to evolve significant mutations except in remarkable circumstances such as the time dilation chambers used by the Sleepers in the storyline, or the Jovians mucking about with their genetics.


What has bothered me a bit about bloodlines is it's never really been clear what makes it a "bloodline" for example I have a Khanid main who has a cyberknight father and a zealot mother. Now I try to play this out so she is somewhat half religious-crazy and somewhat good at being a capsuleer, and altogether a spaz, and I just assume she is a "technically" a cyberknight since Amarr society is seemingly patriarchal, and the players have encouraged patriarchy, but I created her as a zealot. So I treat the bloodline thing as her "tendency" that is she thinks she is a cyberknight when she is really a bit of a religious nutcase deep down getting those traits from both her mother and father's culture but also here genes. No one can see the bloodline of another character so it may just be one of those artifacts from a time when the game designers were more focused on creating a deep world similar to the intricacies of World of Darkness for example.

龴ↀ◡ↀ龴

Cat Laartii
Doomheim
#4 - 2016-10-24 13:31:10 UTC
I would like to reiterate that there are no actual bonuses that would give one bloodline or school an advantage over the other. The only thing they would affect would be starting attribute allocation for the chosen bloodline, and the type of skills already pre-trained within the given SP pool. Any player could still train any skill and not have any long-term advantage over another, but it would help newer players sort into the type of playstyle they would be most interested early on, instead of starting with a generalized set.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#5 - 2016-10-24 13:41:31 UTC
Cat Laartii wrote:
I would like to reiterate that there are no actual bonuses that would give one bloodline or school an advantage over the other. The only thing they would affect would be starting attribute allocation for the chosen bloodline, and the type of skills already pre-trained within the given SP pool. Any player could still train any skill and not have any long-term advantage over another, but it would help newer players sort into the type of playstyle they would be most interested early on, instead of starting with a generalized set.

What you describe is an advantage. The bloodline with the optimal attributes for a given and usually popular task has an advantage over other bloodlines because you not only start out with these attributes but also do not need to use a remap as early as other blood lines need to to train other things. That is essentially what the old bloodlines were.

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.

Cat Laartii
Doomheim
#6 - 2016-10-24 14:26:30 UTC
Rivr Luzade wrote:
Cat Laartii wrote:
I would like to reiterate that there are no actual bonuses that would give one bloodline or school an advantage over the other. The only thing they would affect would be starting attribute allocation for the chosen bloodline, and the type of skills already pre-trained within the given SP pool. Any player could still train any skill and not have any long-term advantage over another, but it would help newer players sort into the type of playstyle they would be most interested early on, instead of starting with a generalized set.

What you describe is an advantage. The bloodline with the optimal attributes for a given and usually popular task has an advantage over other bloodlines because you not only start out with these attributes but also do not need to use a remap as early as other blood lines need to to train other things. That is essentially what the old bloodlines were.

I fail to see what advantage you're talking about, since any point you mention is rendered null in a month or two of training. All this does is specialize people to what they're interested in doing early on, which saves them quite a bit of unnecessary training time, which we can all agree is a good thing, and has the potential to assist with new player retention.

As for the bit about 'usually popular task', that's moot because people will train a character towards what they want to anyway, and remaps are free after a certain time; this simply cuts down the time it takes to get there and gives some relevance to an older feature that can't adequately be removed. Why not bring it back and fine-tune it? There is literally no harm at all to the game as it stands to doing this.
SurrenderMonkey
State Protectorate
Caldari State
#7 - 2016-10-24 15:19:09 UTC  |  Edited by: SurrenderMonkey
Cat Laartii wrote:
So with the introduction of alpha clones, i thought of a potentially neat idea for CCP to bring back a new version of the bloodlines system (or more specifically, give an actual difference to choosing one race or school over the other).

Bumping up the starting SP for everyone (not just alpha clones) and sorting skills more into the industrialist/militarist/scientist schools upon start would be an excellent way for newer players to 'choose' a particular playstyle at the outset that helps them get to where they want to go more quickly.


Because who wouldn't want to reintroduce a ****** mechanic from yesteryear that was removed precisely because it was a ****** mechanic?

Everything old becomes new again.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Cat Laartii
Doomheim
#8 - 2016-10-24 17:56:24 UTC
SurrenderMonkey wrote:
Cat Laartii wrote:
So with the introduction of alpha clones, i thought of a potentially neat idea for CCP to bring back a new version of the bloodlines system (or more specifically, give an actual difference to choosing one race or school over the other).

Bumping up the starting SP for everyone (not just alpha clones) and sorting skills more into the industrialist/militarist/scientist schools upon start would be an excellent way for newer players to 'choose' a particular playstyle at the outset that helps them get to where they want to go more quickly.


Because who wouldn't want to reintroduce a ****** mechanic from yesteryear that was removed precisely because it was a ****** mechanic?

Everything old becomes new again.

So what exactly makes it bad or detrimental? Not getting a clear answer from anyone here other than it's old and moldy and shouldn't be brought back from the dead. Shocked
SurrenderMonkey
State Protectorate
Caldari State
#9 - 2016-10-24 18:15:26 UTC  |  Edited by: SurrenderMonkey
Cat Laartii wrote:

So what exactly makes it bad or detrimental? Not getting a clear answer from anyone here other than it's old and moldy and shouldn't be brought back from the dead. Shocked


If you don't think the answers have been clear, you need to sit down with a dictionary, re-read the answers, and look up all the words that you're presumably getting stuck on.


This bit? This, right here?

Quote:

Bumping up the starting SP for everyone (not just alpha clones) and sorting skills more into the industrialist/militarist/scientist schools upon start would be an excellent way for newer players to 'choose' a particular playstyle at the outset that helps them get to where they want to go more quickly.


This is pretty much exactly why it was removed in the first place.

How do you imagine it is in a new player's best interest to basically handcuff them to a specialization you've forced them to decide on before they've had a chance to actually play the ******* game for a bit? "Yeah, hi, new guy. You don't even know how to undock, yet, but we're going to need you to go ahead and decide what kind of player you want to be right now."

And spare us the, "b..b..but it only matters for a few months!" garbage. That's an eternity from a new player's perspective.

TL;DR: Anachronistic garbage that has absolutely no place in the game today. If they're going to do anything with attributes, it should be outright removal of the concept.

This is a straight up Malcanis's Law idea: The primary beneficiary is veterans who know what they're doing and would use it for faster alt training - not the clueless newbie who may make a decision (or merely click past a decision) only to regret it later.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Gadget Helmsdottir
Gadget's Workshop
#10 - 2016-10-24 18:17:55 UTC  |  Edited by: Gadget Helmsdottir
Cat Laartii wrote:

So what exactly makes it bad or detrimental? Not getting a clear answer from anyone here other than it's old and moldy and shouldn't be brought back from the dead. Shocked


Isn't necromancy being illegal in most countries reason enough? Cool

Seriously, though. This was the way it was before the learning skill changes (removal), and now everyone starts with a balanced set of attributes.

If that player wants to redo his or her attributes to match their old bloodline, then they can with a remap.

However, new characters should start with a balanced set to stymie confusion.

EvE isn't like class based games. For a single player, any pilot of any race/bloodline can be equally effective at any task given that they are trained the same. Also, especially given SP drugs and enough ISK, any pilot can be able to do everything, so a player truly only needs a single character. a player may want other characters for one reason or another, but they don't need them.

Because of this, EvE has no place for unique abilities from a pilot's race or bloodline (except clothes currently, and some of us think that barrier should be removed as well). While it would be thematically cool, it would make certain races more optimal than other races. That's not EvE.

EvE is making your way with what's available and being better than your opponent because of cleverness, commitment, or maybe luck, but not because game mechanics say that this race will always be better at a skill than this race.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Cat Laartii
Doomheim
#11 - 2016-10-24 18:20:51 UTC  |  Edited by: Cat Laartii
SurrenderMonkey wrote:
Cat Laartii wrote:

So what exactly makes it bad or detrimental? Not getting a clear answer from anyone here other than it's old and moldy and shouldn't be brought back from the dead. Shocked


If you don't think the answers have been clear, you need to sit down with a dictionary, re-read the answers, and look up all the words that you're presumably getting stuck on.


This bit? This, right here?

Quote:

Bumping up the starting SP for everyone (not just alpha clones) and sorting skills more into the industrialist/militarist/scientist schools upon start would be an excellent way for newer players to 'choose' a particular playstyle at the outset that helps them get to where they want to go more quickly.


This is pretty much exactly why it was removed in the first place.

How do you imagine it is in a new player's best interest to basically handcuff them to a specialization you've forced them to decide on before they've had a chance to actually play the ******* game for a bit?


And spare us the, "b..b..but it only matters for a few months!" garbage. That's an eternity from a new player's perspective.

Again, the argument is completely bogus because it, and i repeat, DOESN'T AFFECT IMMEDIATE OR LONG-TERM GAMEPLAY. it has no actual disadvantages other than making people think a little harder about what they want their new character to do. Most MMO's currently in existence have a class system for a good reason, not the least is the psychology of personalizing your character when you make them. Now i'm not saying it was done right initially, but there's certainly room to bring it back if it's executed correctly, and it's too heavily integrated into the game to remove effectively.

You're saying the issues at the start of the gameplay matter because it's only contingent on the choices going into it, NOT the outcome of that decision. That would hold true for any other game that doesn't have a skill system like eve does.
SurrenderMonkey
State Protectorate
Caldari State
#12 - 2016-10-24 18:25:21 UTC
Cat Laartii wrote:
it has no actual disadvantages other than making people think a little harder about what they want their new character to do.


It has no actual disadvantage... other than making people "think a little harder" about a decision they have to make with absolutely no data because they haven't even played the game?

What is the upshot of this horseshit? How is that advantageous to anyone?

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Cat Laartii
Doomheim
#13 - 2016-10-24 18:26:52 UTC
Gadget Helmsdottir wrote:
Cat Laartii wrote:

So what exactly makes it bad or detrimental? Not getting a clear answer from anyone here other than it's old and moldy and shouldn't be brought back from the dead. Shocked


Isn't necromancy being illegal in most countries reason enough? Cool

Seriously, though. This was the way it was before the learning skill changes (removal), and now everyone starts with a balanced set of attributes.

If that player wants to redo his or her attributes to match their old bloodline, then they can with a remap.

However, new characters should start with a balanced set to stymie confusion.

EvE isn't like class based games. For a single player, any pilot of any race/bloodline can be equally effective at any task given that they are trained the same. Also, especially given SP drugs and enough ISK, any pilot can be able to do everything, so a player truly only needs a single character. a player may want other characters for one reason or another, but they don't need them.

Because of this, EvE has no place for unique abilities from a pilot's race or bloodline (except clothes currently, and some of us think that barrier should be removed as well). While it would be thematically cool, it would make certain races more optimal than other races. That's not EvE.

EvE is making your way with what's available and being better than your opponent because of cleverness, commitment, or maybe luck, but not because game mechanics say that this race will always be better at a skill than this race.

--Gadget

That is a good point and is true, but the difference now versus then is that alpha clones are stuck with a set cap of SP. An advantage to starting-game specialization is that you don't have to deal with skill you have no interest in using, and have more room before you hit your cap.
Cat Laartii
Doomheim
#14 - 2016-10-24 18:29:26 UTC
SurrenderMonkey wrote:
Cat Laartii wrote:
it has no actual disadvantages other than making people think a little harder about what they want their new character to do.


It has no actual disadvantage... other than making people "think a little harder" about a decision they have to make with absolutely no data because they haven't even played the game?

What is the upshot of this horseshit? How is that advantageous to anyone?

Because quite often people coming into a game will already have an idea of what kind of playstyle they'd like pursue. Following that ideal with the bloodline and then school means they don't have to deal with skills they don't *initially* have an interest in using, and if they're an alpha clone, they have more room to train into what they want before they hit their SP cap.
SurrenderMonkey
State Protectorate
Caldari State
#15 - 2016-10-24 18:37:54 UTC  |  Edited by: SurrenderMonkey
Cat Laartii wrote:
SurrenderMonkey wrote:
Cat Laartii wrote:
it has no actual disadvantages other than making people think a little harder about what they want their new character to do.


It has no actual disadvantage... other than making people "think a little harder" about a decision they have to make with absolutely no data because they haven't even played the game?

What is the upshot of this horseshit? How is that advantageous to anyone?

Because quite often people coming into a game will already have an idea of what kind of playstyle they'd like pursue. Following that ideal with the bloodline and then school means they don't have to deal with skills they don't *initially* have an interest in using, and if they're an alpha clone, they have more room to train into what they want before they hit their SP cap.



And when, 4 days in, they realize that, while they thought they would like this mining business, it turns out that it's actually the least fun they've ever had in a video game would like to try something else instead?

And you do understand that the SP cap allows an alpha character to train every alpha-skill to the alpha-ceiling, right? So why would they need "more room"?

If it actually did provide "more room", that would be even worse because when they want to try something different, now they would be trapped with SP they wasted on their initial decision. Started as a miner, settled on combat? Better reroll or drop some bling on an extractor because you're never going to be as effective as a character that started out combat-oriented within the alpha cap.

Again, who does this benefit? The veteran who wants to make an alpha-alt and knows exactly how to train it. That guy could definitely make good use of that extra room.

Stop trying to shove people into a box "for their own good". It's just painfully, infuriatingly stupid.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Tiberius NoVegas
NovKor Corp.
#16 - 2016-10-24 19:23:45 UTC  |  Edited by: Tiberius NoVegas
I miss when choosing a different race actually ment something. I like the idea of them starting out with different status, but allow remapping change as if there was no difference, as in the status difference are really just superficial and just a starting point. what i would really like to see are minor racial boost that make your character slightly more profecient at certain task. It would make the most sense to give each race two seperate bonus, one combat related and one non-combat related to help keep it even. examples below.

Ni-Nunni: 5% reduction in tax cost, 5% reduction in armour repair cycle

Civire: 5% boost to probe scanning strength, 5% boost to targeting speed

Gallante: 5% boost to Drone HP, 5% reduction to LP store cost

Vherokior: 5% boost to logistic modules, 5% boost to cargo capacity

This is something i just threw together, im by no means saying this has to be it.

A lot of people may hate this idea but lets remember that EVE is a game. a MMO where you assume the role of the character your playing, this is simply a way to enchance the concept of different characters. If we didnt want characters to be different then whats the point of choosing a faction, or even having factions at that point. While i know this idea will go no where, i like to the idea that my character creation choices actually mean something and im not jsut creating another cookie cutter character like everyone else. Just a way to personalize my character and really make it feel like its my own.
ShahFluffers
Ice Fire Warriors
#17 - 2016-10-24 20:12:10 UTC  |  Edited by: ShahFluffers
-1 to this idea in its entirety.


If given a choice between one character with high attributes in willpower and perception... and another character with high attributes in perception and charisma... there is no good reason why you should choose the latter character. Ever.

Charisma only affects Trade and Leadership skills... which are relatively short trains even with "off attributes."


This is why, when Bloodlines actually mattered, the game saw a MASSIVE influx of Caldari characters.
Their stats may have only been a point or two better than the other races with similar attribute stacking... but the min/max nature of EVE rewards players who think in the very long term... resulting in increasingly more and more min/maxing of characters on this sole basis.

Thus, "Bloodlines" were eventually removed.


What you are proposing OP is EXACTLY (to the letter) how the old Bloodlines system was designed.
No... seriously; you literally reinvented the wheel here!


And as for the argument of "what detriment will it cause?"

The moment you create a choice between being optimal or suboptimal in something, there ceases to be a choice at all.

Making a "suboptimal" choice because "it won't matter in a few months" is not a choice. It is an invitation to abuse the system and cause an imbalance (as I mentioned above).
Gadget Helmsdottir
Gadget's Workshop
#18 - 2016-10-24 21:05:27 UTC
Tiberius NoVegas wrote:
I miss when choosing a different race actually ment something. I like the idea of them starting out with different status, but allow remapping change as if there was no difference, as in the status difference are really just superficial and just a starting point. what i would really like to see are minor racial boost that make your character slightly more profecient at certain task. It would make the most sense to give each race two seperate bonus, one combat related and one non-combat related to help keep it even. examples below.

Ni-Nunni: 5% reduction in tax cost, 5% reduction in armour repair cycle

Civire: 5% boost to probe scanning strength, 5% boost to targeting speed

Gallante: 5% boost to Drone HP, 5% reduction to LP store cost

Vherokior: 5% boost to logistic modules, 5% boost to cargo capacity

This is something i just threw together, im by no means saying this has to be it.

A lot of people may hate this idea but lets remember that EVE is a game. a MMO where you assume the role of the character your playing, this is simply a way to enchance the concept of different characters. If we didnt want characters to be different then whats the point of choosing a faction, or even having factions at that point. While i know this idea will go no where, i like to the idea that my character creation choices actually mean something and im not jsut creating another cookie cutter character like everyone else. Just a way to personalize my character and really make it feel like its my own.


This one I'm completely against for reasons stated in my above post.

That said, you can personalize your character. Nothing is saying you can't.
The problems begin when the game gives you a "choice" that cannot be overcome by another means.

The old way of bloodlines gave a few points in attributes (actually leadership skills) that could be off set by learning all the skills to max. Yes, that means that all characters that have been Ironbanked will be exactly the same, but that was alright since (before SP boosters) no player was going to have a maxed out character before the heat death of the universe. This ensured that most characters had a few "mistakes" built in from the player learning the ropes (7 mil SP on mining?! or yes I can pilot a Minmatar Indy, but why would anyone want to?).

Each character was unique at the time. Many vet characters became to look the same for what was important to the player i.e maxed out mining toons or maxed out frigate pilots.

The key thing that your suggestion would mess with is the nature of competition that permeates EvE. None of your suggested bonuses would be able to be overcome at the max level as written, and EvE is more about the competition between players using the same tools rather than choosing the best character. This is an MMO(RPG) not a MOBA.

Now I set off the RPG part up above, because in a non-competitively designed game, then your bonuses would be fine. EvE, on the other hand, was clearly set up with competition between players in mind. In fact, fair competition (not to be confused with fair game play) is part of the core of EvE. Random bonuses that just make my toon better than yours no matter what just don't fit in EvE.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

PopeUrban
El Expedicion
Flames of Exile
#19 - 2016-10-24 21:18:45 UTC
No.

Please no.
Tiberius NoVegas
NovKor Corp.
#20 - 2016-10-24 21:20:41 UTC
Gadget Helmsdottir wrote:
Tiberius NoVegas wrote:
I miss when choosing a different race actually ment something. I like the idea of them starting out with different status, but allow remapping change as if there was no difference, as in the status difference are really just superficial and just a starting point. what i would really like to see are minor racial boost that make your character slightly more profecient at certain task. It would make the most sense to give each race two seperate bonus, one combat related and one non-combat related to help keep it even. examples below.

Ni-Nunni: 5% reduction in tax cost, 5% reduction in armour repair cycle

Civire: 5% boost to probe scanning strength, 5% boost to targeting speed

Gallante: 5% boost to Drone HP, 5% reduction to LP store cost

Vherokior: 5% boost to logistic modules, 5% boost to cargo capacity

This is something i just threw together, im by no means saying this has to be it.

A lot of people may hate this idea but lets remember that EVE is a game. a MMO where you assume the role of the character your playing, this is simply a way to enchance the concept of different characters. If we didnt want characters to be different then whats the point of choosing a faction, or even having factions at that point. While i know this idea will go no where, i like to the idea that my character creation choices actually mean something and im not jsut creating another cookie cutter character like everyone else. Just a way to personalize my character and really make it feel like its my own.


This one I'm completely against for reasons stated in my above post.

That said, you can personalize your character. Nothing is saying you can't.
The problems begin when the game gives you a "choice" that cannot be overcome by another means.

The old way of bloodlines gave a few points in attributes (actually leadership skills) that could be off set by learning all the skills to max. Yes, that means that all characters that have been Ironbanked will be exactly the same, but that was alright since (before SP boosters) no player was going to have a maxed out character before the heat death of the universe. This ensured that most characters had a few "mistakes" built in from the player learning the ropes (7 mil SP on mining?! or yes I can pilot a Minmatar Indy, but why would anyone want to?).

Each character was unique at the time. Many vet characters became to look the same for what was important to the player i.e maxed out mining toons or maxed out frigate pilots.

The key thing that your suggestion would mess with is the nature of competition that permeates EvE. None of your suggested bonuses would be able to be overcome at the max level as written, and EvE is more about the competition between players using the same tools rather than choosing the best character. This is an MMO(RPG) not a MOBA.

Now I set off the RPG part up above, because in a non-competitively designed game, then your bonuses would be fine. EvE, on the other hand, was clearly set up with competition between players in mind. In fact, fair competition (not to be confused with fair game play) is part of the core of EvE. Random bonuses that just make my toon better than yours no matter what just don't fit in EvE.

--Gadget



While you do make a valid point, I must say its a mistake to compare EVE or any other MMO to a MOBA. there functionality is completely different and especially when considering how character are built for a single purpose in a MOBA while most MMO's give characters boost in certain areas, by no means forces them into that area.

The concept with all thing being equal is that EVE is a game about giving more control and power in game to the characters. This is displaced by the four major faction controlling half the map and this is a compromise between the PvP and PvE elements. the goal in mind I have for different characters is not to make the characters drastically different to the point that they are uncompetitive to each other but rather make them competitive in different ways in a manner similar to how empire space and null sec space serve different functions. such as one character may have 5% bonus in shields while his opponent has a 5% bonus to armor. The bonus's cancel each other out assuming both players take advantage of them, thus contributing to the game equally but differently. Once again, I knot this will never happen because CCP seems to be moving away from any way characters are differentiated and at the rate they are going, they might as well get rid of factions because the games lore is really taking back seat to player factions and functions more and more.
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