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Allow implants to be unplugged.

Author
Ganthrithor
School of Applied Knowledge
Caldari State
#1 - 2012-04-16 22:07:03 UTC  |  Edited by: Ganthrithor
Implants are awesome. I love implants. But I don't appreciate the fact that the only way to get out of my implants is to burn a 24 hour jump clone timer. That said, I don't think reducing JC cooldown is a good idea (after all, it allows people to shortcut across the galaxy-- we don't want this turning into WoW, where you can teleport around the world at-will all the time). The alternative is to give us a way to step out of our implants.

Here's the basic problem: things that entomb characters in expensive stuff are un-fun. Say I'm me, a 73m SP character who spends a good deal of time flying fancy spaceships. I install a set of LG snakes and some hardwirings for flying my fancy spaceships. This owns because now I go real fast and shoot real good.

Now suppose that I'm bored and I see a broadcast about someone doing a rifter roam! I want to go on the rifter roam, but I don't really want to fly around in a Rifter with a billion isk worth of implants in my head (the same goes for the ridiculous clone costs for high-sp dudes, but that's another matter). Suddenly my choices are either to burn a jump clone timer (and if you're using JCs right, that means ending up on the other side of EVE, then flying all the way back to your rifter gang, assuming your other clone doesn't have fancy implants as well), to not go on the op, or to deal with the very high probability of burning a billion isk on a gimmick op.

This is dumb as hell.

Pilots should be able to unplug implants. There's just no reason not to allow this. It's not like doing so would allow people to use implants risk-free-- either you use them and get the benefits, or you take them out and lose the benefits. If would also allow people to swap implants and hardwirings around based on what they feel like flying, which is important given that lots of hardwirings have very specific applications. You can't even argue that allowing this would reduce spending on implants-- first of all, as previously mentioned, you buy implants to get benefits from them. You're always going to want to fly with them plugged in most of the time, otherwise the implants go to waste. Seondly, if people could swap implants around, they're much more likely to buy more implants. Right now, for example, I have a LG snake set, and some gun / navigation hardwirings. If I could swap implants around, I would definitely buy hardwirings for more types of gun at the very least (so I could use whichever hardwirings compliment the ship I select), and I might even buy a set of Halos or Slaves or Nomads as well.

Also, I could go on Rifter ops.

Please allow us to unplug implants. It's a pro-fun change, and it doesn't really have any downsides.
mxzf
Shovel Bros
#2 - 2012-04-16 22:09:50 UTC
It's called risk vs reward, one of the foundational concepts of Eve that makes Eve what it is. You're balancing the risk (losing your implants) against the reward (having fun in a Rifter roam). This is working as intended.
Ganthrithor
School of Applied Knowledge
Caldari State
#3 - 2012-04-16 22:11:14 UTC  |  Edited by: Ganthrithor
mxzf wrote:
It's called risk vs reward, one of the foundational concepts of Eve that makes Eve what it is. You're balancing the risk (losing your implants) against the reward (having fun in a Rifter roam). This is working as intended.


I agree, let's put in more features that actively encourage people to log off rather than have fun with their spacebros.

I'll still be risking my implants when I use them while flying the ships I bought them for. You also can't argue that forcing people to be stuck in one set of implants is a good idea. Lets say I'm flying my Machariel and I have my snakes and large projectile hardwirings in. Suddenly I'm overcome by an urge to fly my Vindicator, and I really want to swap to a Slave set and large hybrid hardwirings. Both sets of implants are expensive as hell, and I want to use (and risk) both of them, but instead of being able to do that, I'm stuck in my snakes, so I can't fly my Vindicator (or have to fly it really badly).

Like any fitting or bit of a spaceship setup, implants give you increased capability at the cost of increased risk of loss. I can put a Republic Fleet point on my Vaga if I want to be able to get maximum tackle range out of it in a small gang context. That said, if I suddenly decide I want to take that exact same Vaga on a fleet op (for some reason), I can take that 170m isk point off, put it in my hangar, and go have some fun. In exchange for the decreased risk of loss, I now have decreased capability. If I can do this with modules, why can't I do it with implants?

On another note, they should probably do the same thing with rigs...
ShahFluffers
Ice Fire Warriors
#4 - 2012-04-16 22:24:01 UTC
Nope. Implants are supposed to give you an "edge" the same way T2 and T3 ships do and carry with them the same penalties. Plan ahead.
Ganthrithor
School of Applied Knowledge
Caldari State
#5 - 2012-04-16 22:30:16 UTC
ShahFluffers wrote:
Nope. Implants are supposed to give you an "edge" the same way T2 and T3 ships do and carry with them the same penalties. Plan ahead.


Holy **** you are ******* dumb, T2 and T3 ships have penalties for dying WHILE FLYING THOSE SHIPS. Implants carry a penalty for dying while flying ANYTHING and often have very narrow applications to begin with. IE I can't buy ONE SET of implants that will work with all my ships. Even if you're ALWAYS GOING TO FLY WITH EXPENSIVE IMPLANTS, you'd still want to change those implants out on a regular basis depending on the hull you're going to fly.

Am I supposed to commit to only flying a Machariel because I bought implants that go well with one? What if I want to fly a Deimos instead-- suddenly my hardwirings are useless and I can't change them without waiting literally a day or throwing away hundreds of millions of isk.

Your analogy is literally so ******* bad.
mxzf
Shovel Bros
#6 - 2012-04-16 22:34:48 UTC
You can change out your implants, you're not trapped in them or forced to use them in combat. However, you have to think ahead and plan. This is intentional, it's a tradeoff. You're asking for all of the benefits of having implants, but without the drawbacks unless you choose to risk them.
Kusum Fawn
Perkone
Caldari State
#7 - 2012-04-16 22:36:23 UTC
Ganthrithor wrote:
mxzf wrote:
It's called risk vs reward, one of the foundational concepts of Eve that makes Eve what it is. You're balancing the risk (losing your implants) against the reward (having fun in a Rifter roam). This is working as intended.


I agree, let's put in more features that actively encourage people to log off rather than have fun with their spacebros.

I'll still be risking my implants when I use them while flying the ships I bought them for. You also can't argue that forcing people to be stuck in one set of implants is a good idea. Lets say I'm flying my Machariel and I have my snakes and large projectile hardwirings in. Suddenly I'm overcome by an urge to fly my Vindicator, and I really want to swap to a Slave set and large hybrid hardwirings. Both sets of implants are expensive as hell, and I want to use (and risk) both of them, but instead of being able to do that, I'm stuck in my snakes, so I can't fly my Vindicator (or have to fly it really badly).


I dont understand how this encourages people to log off, but rather perhaps plan better for their future, It is known and has been known for a long time that this mechanic is in place. It is on the player to decide exactly what it is he wants to put into his head.

It is also not CCP's fault that you feel that you have to put these implants in your head to fly the ships. Implants are a perk not a right. they enhance your base abilities, and cost a lot to match. Your sudden urges must be balanced by choices you have previously made. Jump clones are available, if you have burned your daily jump doing something else, i dont see the problem with forcing you to deal with it.

The fact that the implants are expensive and not an issue, the choice was yours. They are not necessary to use the ship.

I really hate it that im responding to a forum post with "Suck it up you little ***** , man the **** up" but there isnt much else to say about this.

Implants are a CCP isk sink, they help transfer isk between players and out to lp stores. they cant be re-traded once they are used. working as intended.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Ganthrithor
School of Applied Knowledge
Caldari State
#8 - 2012-04-16 22:36:50 UTC
mxzf wrote:
You can change out your implants, you're not trapped in them or forced to use them in combat. However, you have to think ahead and plan. This is intentional, it's a tradeoff. You're asking for all of the benefits of having implants, but without the drawbacks unless you choose to risk them.


Do tell me how you change your implants without committing to them for 24 hours or destroying them, I'd love to know!
mxzf
Shovel Bros
#9 - 2012-04-16 22:39:28 UTC
I do commit to them. Hence I said "you have to think ahead and plan".
Corina Jarr
en Welle Shipping Inc.
#10 - 2012-04-16 22:42:52 UTC
Implants are like rigs for the body. Don't want to risk them, change your body.
Ganthrithor
School of Applied Knowledge
Caldari State
#11 - 2012-04-16 22:45:21 UTC
Kusum Fawn wrote:
Ganthrithor wrote:
mxzf wrote:
It's called risk vs reward, one of the foundational concepts of Eve that makes Eve what it is. You're balancing the risk (losing your implants) against the reward (having fun in a Rifter roam). This is working as intended.


I agree, let's put in more features that actively encourage people to log off rather than have fun with their spacebros.

I'll still be risking my implants when I use them while flying the ships I bought them for. You also can't argue that forcing people to be stuck in one set of implants is a good idea. Lets say I'm flying my Machariel and I have my snakes and large projectile hardwirings in. Suddenly I'm overcome by an urge to fly my Vindicator, and I really want to swap to a Slave set and large hybrid hardwirings. Both sets of implants are expensive as hell, and I want to use (and risk) both of them, but instead of being able to do that, I'm stuck in my snakes, so I can't fly my Vindicator (or have to fly it really badly).


I dont understand how this encourages people to log off, but rather perhaps plan better for their future, It is known and has been known for a long time that this mechanic is in place. It is on the player to decide exactly what it is he wants to put into his head.

It is also not CCP's fault that you feel that you have to put these implants in your head to fly the ships. Implants are a perk not a right. they enhance your base abilities, and cost a lot to match. Your sudden urges must be balanced by choices you have previously made. Jump clones are available, if you have burned your daily jump doing something else, i dont see the problem with forcing you to deal with it.

The fact that the implants are expensive and not an issue, the choice was yours. They are not necessary to use the ship.

I really hate it that im responding to a forum post with "Suck it up you little ***** , man the **** up" but there isnt much else to say about this.

Implants are a CCP isk sink, they help transfer isk between players and out to lp stores. they cant be re-traded once they are used. working as intended.


It encourages you to log off (or at least, to not go have fun) because who's honestly going to suicide a billion isk clone to go on a gimmick op?

Implants will still be just as much of an isk sink. You have to risk them to use them! They'll still cost a lot. All I'm saying is that you should be able to choose when to use them. If you don't want to risk them, you should be able to take them out, just like you can choose to fly a less expensive hull or take the officer mods off your Apoc before you use it for suicide ganking.

You can't seriously argue that it's a good idea to have mechanics in game that force me to say "I'm sorry, I can't go have fun with you right now, I'm in my snake clone for the next 14 hours." That's not the case with ships or modules or anything else in the game-- if you want to go from serious business mode to fun mode you can dock up and change ships. If you want to switch from a PvP hull to a PvE ship or a mining ship or a freighter, you can dock up and change ships. If you don't want to risk valuable fittings, you can dock up and re-fit your ship. Why can't you dock up and re-fit your head?
ShahFluffers
Ice Fire Warriors
#12 - 2012-04-16 23:02:53 UTC  |  Edited by: ShahFluffers
Ganthrithor wrote:
I can't buy ONE SET of implants that will work with all my ships

... (stuff)..

Am I supposed to commit to only flying a Machariel because I bought implants that go well with one? What if I want to fly a Deimos instead-- suddenly my hardwirings are useless and I can't change them without waiting literally a day or throwing away hundreds of millions of isk.

Yes. And that is the point.
You can just as easily opt to NOT min/max and buy/use implants that aren't so narrow in their application (at the cost of not being AS good within any particular specialty).
Alternatively, you could buy and mainly use ships that get the most out of the implants you chose to plug in and use.
Or you can also say "screw it" and just hop into the ship needed for that situation because it's better than sitting around complaining "I don't want to fly it because I can't use the setup to its maximum potential." (I should should point out that this is the same excuse people give with regards to skills... ex. "if you don't have 'perfect' skills for XX ship, you shouldn't use it").
Ganthrithor
School of Applied Knowledge
Caldari State
#13 - 2012-04-16 23:51:50 UTC
ShahFluffers wrote:

Yes. And that is the point.
You can just as easily opt to NOT min/max and buy/use implants that aren't so narrow in their application (at the cost of not being AS good within any particular specialty).
Alternatively, you could buy and mainly use ships that get the most out of the implants you chose to plug in and use.
Or you can also say "screw it" and just hop into the ship needed for that situation because it's better than sitting around complaining "I don't want to fly it because I can't use the setup to its maximum potential." (I should should point out that this is the same excuse people give with regards to skills... ex. "if you don't have 'perfect' skills for XX ship, you shouldn't use it").


I'm aware of how things currently work, and already do exactly this. I still find myself frustrated on a daily basis, however, because there's no practical way to have good implants AND do other things, like go on fleet ops, casual roams, or do things like fly dictors (where you're extremely likely to be podded inside your own bubble. There are also some slots that don't even have a generic implant that can be used.

One option to help alleviate this problem would be shortening the jump clone timer, but I think this would have negative consequences for the game in terms of allowing too much mobility. It also wouldn't entirely solve the problem in that you're limited in the number of JCs you can have, but might want to use a bunch of different implant setups.

I guess I just fundamentally disagree with the notion that you shouldn't be able to swap implants like you can ships or modules. Implants will still be expensive and risky to fly with. The only difference is that people would be able to fly with the right implants more often and wouldn't have to schedule casual activities 24 hours in advance.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#14 - 2012-04-17 00:00:46 UTC
Just because you spend billions of isk on something doesn't mean you should be able to store it safely away the moment you're done using it!

What are the benefits of a billion isk worth of implants??? 50% betters shield boosts, or 50% more armor, or 25% more speed, or 450 more SP/hr....... These are game changing boosts, especially when coupled with fleet boosters and drugs...

So, what are there drawbacks to using implants??

1.) You lose them if you get podded or unplug them.... Hmm... that's not exactly a drawback... it just means that, like everything else in EvE, you can losing them.

2.) You can't plug them all in... so if you have to chose between them.... omg... pirate implants interfere with +5 learning implants!! I hardly call this a drawback, but I listed it anyway because someone will certainly view this as the loss of one boost to gain another boost.... That isn't a drawback of the implants, its a drawback of your choices....

3.) So, what other drawback are there???.... uhm... uuhhh.... Maybe.... uhh... hmmmm..... Oh... that's right.... There are NO DRAWBACKS to using them.... None... None what so ever!!!!!!

So, these things don't have any drawbacks, and yet give game changing boosts... So what if it costs you a lot of isk to get them... the effort and/or rarity, which causes their price tag, is the ONLY thing preventing all of EvE from using them!!!

So, you have a clone, implanted with game changing implants, that have NO DRAWBACKS..... and you're complaining because you have to wait 24 hours before you can safely store them in a jump clone.... Really???? I mean really???

If you want the awesome benefits they offer, then you have to risk losing them. And yes, you should HAVE to deal with risk of losing them for more than the 2 hours of a CTA during which your alliance blobs out the sun... Worrying about your clone for up to 24 hours is a small price to pay for the awesome benefits those implants provide.

By forcing you to store your implants in a JC that you can only activate once every 24 hours, you have to risk your blingy clone during regular play times too, hence it actually impacts your game play.

Fly what you can afford!! Don't fly what you can't afford --- And guess what, this doesn't refer solely to isk, but to your time as well!!!
Jayrendo Karr
Caldari Provisions
Caldari State
#15 - 2012-04-17 00:06:56 UTC
Leave one JC empty
Ganthrithor
School of Applied Knowledge
Caldari State
#16 - 2012-04-17 00:08:09 UTC  |  Edited by: Ganthrithor
Gizznitt Malikite wrote:
If you want the awesome benefits they offer, then you have to risk losing them.



How absolutely thick are you? If you undock without the implants plugged in, YOU LOSE THE AWESOME BENEFITS THEY OFFER.

I'm not saying there should be a risk-free way to use implants. I'm saying that when you DON'T want to use implants, there should be a way to continue playing the game without them and their awesome benefits that doesn't involve a 24 hour cooldown or literally throwing away billions of isk.
ShahFluffers
Ice Fire Warriors
#17 - 2012-04-17 00:25:30 UTC
Ganthrithor wrote:
Gizznitt Malikite wrote:
If you want the awesome benefits they offer, then you have to risk losing them.

How absolutely thick are you? If you undock without the implants plugged in, YOU LOSE THE AWESOME BENEFITS THEY OFFER.

I will echo what I have said in my previous posts: implants are perk that grant you an edge... not a requirement for flying certain types of ships. In EVE, perks have penalties. Jump Clone timers, inability to unplug implants, and cost are all the penalties involved for having something that grants you a rather high edge over others.
Ganthrithor
School of Applied Knowledge
Caldari State
#18 - 2012-04-17 00:33:21 UTC  |  Edited by: Ganthrithor
ShahFluffers wrote:
Ganthrithor wrote:
Gizznitt Malikite wrote:
If you want the awesome benefits they offer, then you have to risk losing them.

How absolutely thick are you? If you undock without the implants plugged in, YOU LOSE THE AWESOME BENEFITS THEY OFFER.

I will echo what I have said in my previous posts: implants are perk that grant you an edge... not a requirement for flying certain types of ships. In EVE, perks have penalties. Jump Clone timers, inability to unplug implants, and cost are all the penalties involved for having something that grants you a rather high edge over others.


Yes, they're a perk that grants you an edge. Yes, they're expensive. Yes, flying with them risks losing them. This is all fine.

What I don't understand is why you should be forced to fly with them for 24 hours at a time, when they may only be useful for a fraction of that time, and may be totally counter-productive for the remainder. Every other EVE perk I can think of is either specific to the ship / fitting you're using at the time (modules, rigs, etc) or is a short-duration consumable (drugs-- while these prevent you from "switching" drugs, they don't last long in the first place). Why can I choose when I want to use officer modules or fancy hulls, but I can't choose when I want to use implants? It makes no sense.

Why is ok for me to spend billions on a ship, then choose to leave it in my hangar for an hour while I fly around in a Rupture, but it's totally not-ok for me to do the same with implants?
Mfume Apocal
Brutor Tribe
Minmatar Republic
#19 - 2012-04-17 00:48:55 UTC
or you could, you know, just not use implants
Ganthrithor
School of Applied Knowledge
Caldari State
#20 - 2012-04-17 01:03:08 UTC
You're right! I could!

Or I could keep flying in my snake clone, and just play League of Legends instead of going on casual roams, which, coincidentally, IS what I do!
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