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Remove Attribute Implants..but replace them...

Author
HELLBOUNDMAN
Aliastra
Gallente Federation
#21 - 2012-04-22 19:19:29 UTC
Simi Kusoni wrote:
HELLBOUNDMAN wrote:
Simi Kusoni wrote:


the current system unnecessarily penalizes null sec players. I see no reason to link learning speed with the security status of the systems in which you live.


Well, at least we agree on that part.

I do feel if you're going to have something in those slots then it should be something you have to risk, however, I don't feel it should be effectinge our attributes.

Heh yeah, that's why id like more pirate implants :)

The only reason I like attribute boosters is because I think it would make a nice isk sink if they had to be renewed periodically.


I really feel that if people didn't have to worry about losing attribute implants, then there'd be more people getting podded, thus more isk sink into clones, and some into implants.
HELLBOUNDMAN
Aliastra
Gallente Federation
#22 - 2012-04-23 16:04:45 UTC
bump
HELLBOUNDMAN
Aliastra
Gallente Federation
#23 - 2012-04-24 16:53:32 UTC
up
Zyress
Caldari Provisions
Caldari State
#24 - 2012-04-24 18:41:07 UTC
This is why we use jump clones to Pvp in. If you want to Pvp you accept a slower training time for the duration you are out of your training clone. People do not avoid Pvp to preserve their implants. There are a host of other reasons, thats not one of them.
Fish Hunter
Center for Advanced Studies
Gallente Federation
#25 - 2012-04-24 19:47:03 UTC
Zyress wrote:
This is why we use jump clones to Pvp in. If you want to Pvp you accept a slower training time for the duration you are out of your training clone. People do not avoid Pvp to preserve their implants. There are a host of other reasons, thats not one of them.


People may not avoid pvp in lowsec due to implants cause its easy enough to save your pod. People do avoid pvp when bubbles come into play cause its easy to lose your pod. I used to pvp some in wormholes, every time i got podded first thing i did was go to trade hub and but new set of attribute implants. If i woulda lost a implant set when i had no isk i would have had to wait til i eraned the isk to buy the implants. This is a indirect nerf ever since i started playing to training times of people who hang out where bubbles form.
Jump clones are useful for other things like jumping across the galaxy, having multiple implant sets for different ships.
Maybe there's some information out there with relative training speeds per sec band.
HELLBOUNDMAN
Aliastra
Gallente Federation
#26 - 2012-04-24 20:12:41 UTC
Fish Hunter wrote:
Zyress wrote:
This is why we use jump clones to Pvp in. If you want to Pvp you accept a slower training time for the duration you are out of your training clone. People do not avoid Pvp to preserve their implants. There are a host of other reasons, thats not one of them.


People may not avoid pvp in lowsec due to implants cause its easy enough to save your pod. People do avoid pvp when bubbles come into play cause its easy to lose your pod. I used to pvp some in wormholes, every time i got podded first thing i did was go to trade hub and but new set of attribute implants. If i woulda lost a implant set when i had no isk i would have had to wait til i eraned the isk to buy the implants. This is a indirect nerf ever since i started playing to training times of people who hang out where bubbles form.
Jump clones are useful for other things like jumping across the galaxy, having multiple implant sets for different ships.
Maybe there's some information out there with relative training speeds per sec band.


Jump clones are most easily suited for having a high and low/null clone. This way when there's nothing to do in low/null you can jump into your high sec clone and run some missions or whatever. There's also the clones on carriers, this way you can hot drop, jump clone and board battleship.

Basically i'm saying that the point of jump clones isn't necessarily having a pvp clone. Second, this still doesn't nullify the fact that in order for those players to pvp they're losing out on training time.

It also doesn't consider the fact of what I stated with the plex system. It's way too easy for a wealthy person in real life to have an advantage over other players in training time while still pvp'ing. I have no problem with the plex system, I do however have a problem with some rich kid training faster than me even though he gets blown up every other day.
ergherhdfgh
Imperial Academy
Amarr Empire
#27 - 2012-04-25 05:17:01 UTC
I avoid PvP like the plauge for many reasons but not the least of which is because I don't' want to replace +5's and refuse to jump clone out of +5's.

Attribute implants and PLEXs are the only 2 items that give real life value. Training at more skill points per hour makes your monthly subscription more efficient as it takes less months of game time to get your character to a given point.

Want to talk? Join Cara's channel in game: House Forelli

HELLBOUNDMAN
Aliastra
Gallente Federation
#28 - 2012-04-25 15:16:19 UTC
ergherhdfgh wrote:
I avoid PvP like the plauge for many reasons but not the least of which is because I don't' want to replace +5's and refuse to jump clone out of +5's.

Attribute implants and PLEXs are the only 2 items that give real life value. Training at more skill points per hour makes your monthly subscription more efficient as it takes less months of game time to get your character to a given point.



I'm assuming this means you're in agreement with the idea of applying those points directly to the characters and replacing attribute implants with hardwire implants.

As for your explenation, well said.
Herold Oldtimer
State War Academy
Caldari State
#29 - 2012-04-25 16:46:12 UTC
What will you give to the PvE side of the game to compensate for this?
Kahega Amielden
Rifterlings
#30 - 2012-04-25 17:06:46 UTC
Attribute implants are a rather dumb mechanic. They ensure that, among other things, nullsec players will always have slower skill training than hisec players.

I personally would like to see a total overhaul of implants, but the OP's suggestion is a good stopgap solution. You need to figure out what to do about pirate faction implants, however.
HELLBOUNDMAN
Aliastra
Gallente Federation
#31 - 2012-04-25 17:28:19 UTC
Herold Oldtimer wrote:
What will you give to the PvE side of the game to compensate for this?


????

OK, so those attribute points from the implants are put directly into your character... So you have that permanently.

Now, those open implant slots now share implants with the other 5 implant slots.

so
1-6 share
2-7 share
3-8 share
4-9 share
5-10 share

However, you can't put the same implant in both slots.

So, a high sec mission runner could put an implants for heavy missile buff in 7, and then a shield boost buff in slot 2 (assuming there are implants for these available for those slots)

A miner would be able to put a yeti in slot 10 and a mining buff implant in slot 5, this way they have implants for both activities.

Basically, all players would be able to mix and match the implants available for those two slots in order to make themselves more versatile, such as mining and missioning, or, they could make themselves better at one individual task, such as missioning, or pvp.

Now, as far as the high grade implants, like the snake and slaves, then perhaps CCP could switch them to bonus specifically towards a hardwire, as well as allow them to have their secondary effect, BUT, with the added benefit of allowing you to apply them in a slot where they would stack. so lets say slot 5 had a 5% missille buff, but the specialty implant you were putting in the number 1 slot was a 3% missile buff implant, well, since it was a specialty implant, than it would allow you to stack them....
Herold Oldtimer
State War Academy
Caldari State
#32 - 2012-04-25 17:53:58 UTC
I apologize, I worded myself badly.

Would you consider, like what was mentioned earlier in this thread, boosters that might double attributes for a little time.

You are proposing to take away a huge part of diversity in the game. And while it sounds intriguing, I'm not completely convinced it balances out the reward vs. risk.

If one could be able to put in effect implants in the attribute slots, why not the other way around aswell? Why not have it to either sacrifice combat effectiveness for a boost to learning, or sacrifice learning to get a boost to combat effectiveness.

Or maybe remove those attributes implants completely and have only 5 slots avaiable, and no +5 bonus overall. That also could more or less have the same effect (in a more negative manner I suppose)
HELLBOUNDMAN
Aliastra
Gallente Federation
#33 - 2012-04-25 18:22:15 UTC  |  Edited by: HELLBOUNDMAN
Herold Oldtimer wrote:
I apologize, I worded myself badly.

Would you consider, like what was mentioned earlier in this thread, boosters that might double attributes for a little time.

You are proposing to take away a huge part of diversity in the game. And while it sounds intriguing, I'm not completely convinced it balances out the reward vs. risk.

If one could be able to put in effect implants in the attribute slots, why not the other way around aswell? Why not have it to either sacrifice combat effectiveness for a boost to learning, or sacrifice learning to get a boost to combat effectiveness.

Or maybe remove those attributes implants completely and have only 5 slots avaiable, and no +5 bonus overall. That also could more or less have the same effect (in a more negative manner I suppose)


Well, the problem I have with boosters is that while it does allow all players to have the same training capabilities with no risk of losing those bonuses, it also still puts the advantage in the hands of players who either have eve completely figured out so they make tons of isk, or in the hands of those players whos daddies have fat wallets. In other words, they're getting an advantage in training just because they have money, which is unfair when you consider that not all players are able to put that much time into the game, or aren't rich out of game.

As far as my suggestion for replacing them, well, I did it this way for a few different reasons.
1) If I had said remove the slots, then it removes risk vs reward

2) If I had said make new implants specifically for those slots, then it's a headache for CCP

3) On top of 2, there's already a ton of implants for each slot that go unused or underused because players can only have one as it exist now.

4) hardwires are similar to attributes in that they give the players wearing them an advantage over one who isn't, but unlike attribute implants, the effectiveness of the hardwire implant doesn't determine how effective the pilot or their fits are. They can be rocking a full rack of 10 5% hardwire implants, but this doesn't neccessarily mean they're a better pilot or have a good fit on their ship, where as attribute implants give them more effective training times without any sort of skill on the part of the pilot, so when wearing them, they're all bonus with nothing left on the pilot.
Simi Kusoni
HelloKittyFanclub
#34 - 2012-04-25 18:24:56 UTC  |  Edited by: Simi Kusoni
To be honest im fine with advantage being given to richer players, but im probably biased due to my being exceedingly space rich.

*EDIT: having said that, if the boosters are gained by players and need constant renewal then that would redistribute some of my wealth to mission runners. Or whatever other profession they were introduced through, which can't be a bad thing.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

HELLBOUNDMAN
Aliastra
Gallente Federation
#35 - 2012-04-25 18:27:36 UTC
Simi Kusoni wrote:
To be honest im fine with advantage being given to richer players, but im probably biased due to my being exceedingly space rich.


You would still have the advantage, but the advantage would only be in what you cloud fly. Even with 10 5% implants in your head increasing your combat effectiveness, it still doesn't make you a better pilot or mean you can fit a ship better.

Where as again, like I said, attribute implants give you all bonus with nothing left of the pilot in the way of skill with combat.
Herold Oldtimer
State War Academy
Caldari State
#36 - 2012-04-25 19:52:56 UTC
HELLBOUNDMAN wrote:
Simi Kusoni wrote:
To be honest im fine with advantage being given to richer players, but im probably biased due to my being exceedingly space rich.


You would still have the advantage, but the advantage would only be in what you cloud fly. Even with 10 5% implants in your head increasing your combat effectiveness, it still doesn't make you a better pilot or mean you can fit a ship better.

Where as again, like I said, attribute implants give you all bonus with nothing left of the pilot in the way of skill with combat.


And here is where I have a little problem with the risk vs reward ratio. You want to remove attribute implants, whitch is fine. But you want to give a +5 boost (a reward) to everyone and be able to mix up two sets of skill implants from the same implant pool (another reward).

And why is it a bad thing that someone can train something a little bit faster than you?
HELLBOUNDMAN
Aliastra
Gallente Federation
#37 - 2012-04-25 20:27:18 UTC
Herold Oldtimer wrote:
HELLBOUNDMAN wrote:
Simi Kusoni wrote:
To be honest im fine with advantage being given to richer players, but im probably biased due to my being exceedingly space rich.


You would still have the advantage, but the advantage would only be in what you cloud fly. Even with 10 5% implants in your head increasing your combat effectiveness, it still doesn't make you a better pilot or mean you can fit a ship better.

Where as again, like I said, attribute implants give you all bonus with nothing left of the pilot in the way of skill with combat.


And here is where I have a little problem with the risk vs reward ratio. You want to remove attribute implants, whitch is fine. But you want to give a +5 boost (a reward) to everyone and be able to mix up two sets of skill implants from the same implant pool (another reward).

And why is it a bad thing that someone can train something a little bit faster than you?


because new players, players that don't get to play that often and players that cant afford to risk those +5 implants are losing out. This isn't WoW...We don't need to level grind.

+5 implants isn't a reward in Eve... They're essentially a necessity, and if you don't have them on, you're not less rewarded, you're penalized.

Having 2 implants from one tree isnt a reward. it's a risk. Performing better in combat/mining/boosting/whatever is the reward.

Not being allowed to stack two of the same implants is a balance, so a person can't be running a tengu with duel heavy missile 5% hardwires.

But the main factor in what I just said is that +5 implants in Eve is more or less a must in Eve, you instead of your risk being rewarded, it's instead more viewed as a punishment to those who can't afford those implants.

Like I've mentioned before. With the plex system intruduced in Eve, attribute implants are essentially allowing players to purchase SP with real money, and from what I understand, pretty much everyone is against this.
Herold Oldtimer
State War Academy
Caldari State
#38 - 2012-04-26 09:04:41 UTC
HELLBOUNDMAN wrote:
because new players, players that don't get to play that often and players that cant afford to risk those +5 implants are losing out. This isn't WoW...We don't need to level grind.

+5 implants isn't a reward in Eve... They're essentially a necessity, and if you don't have them on, you're not less rewarded, you're penalized.

Having 2 implants from one tree isnt a reward. it's a risk. Performing better in combat/mining/boosting/whatever is the reward.

Not being allowed to stack two of the same implants is a balance, so a person can't be running a tengu with duel heavy missile 5% hardwires.

But the main factor in what I just said is that +5 implants in Eve is more or less a must in Eve, you instead of your risk being rewarded, it's instead more viewed as a punishment to those who can't afford those implants.

Like I've mentioned before. With the plex system intruduced in Eve, attribute implants are essentially allowing players to purchase SP with real money, and from what I understand, pretty much everyone is against this.


You are talking about this game not needing to be a level grind but at the same time want to give all players a +5 boost to all attributes just because you want to remove that set of implants. You want to remove diversity but also at the same time have it that everyone can train at the same pace as the ones that currently uses +5 implants. Big reward.

You are also with this idea going away from specialization. Lets keep with the tengu here as the example. He might not be able to fly about with a 10% boost, or maybe even a 12% boost if he went all the way in cybernetics(?), but he can get boosts to both offensive and defensive aspects at the same time. That is also a big reward.

There is no real added risk here since you are changing one set of implants for another.

So, while it sounds intriguing, I think you should revise on your idea a little, You are too rewarding.

I feel you should:

Remove attribute implants and points entirely. That way the level is more equal, and the time requirement is more or less what the mass majority is used too.

Limit the two skill implants to one specific field (i.e. shield), as long as the total does not exceed 6% witch is the highest boost level of the implants. But they can not fit the same implant twice. Meaning that if you want 6% you will have to invest time in cybernetics. The highest otherwise will be 5% total (one 2% in one slot and a 3% in another slot). This way you still maintain specialization and can maybe give a benefit to newer players aswell.

Maybe add attribute booster with a risk to prevent overusage. For instance, if they use the same "clarity" booster 3 or 4 times in a row they run the risk of withdrawal so that instead of a boost to attributes they get a penalty. Say 4 points less in that attribute for the time the booster is in effect.

Wow, since boosters are illegal in highsec, and CCP want to do something about smuggling as a career. This might be hitting 2 birds with one stone :D

Anyway. Since booster are illegal in highsec it also means that less highsec "carebears" will have access to faster training levels. Thus leveling the field.

At the moment it sounds more like you are envious of players that decided to get cybernetics to 5 so that they can get the +5 attribute implants. But those same players can also get the 6% hardware implants you know, they just decided to invest differently.

Back to you.
HELLBOUNDMAN
Aliastra
Gallente Federation
#39 - 2012-04-26 15:56:21 UTC
Herold Oldtimer wrote:

Limit the two skill implants to one specific field (i.e. shield), as long as the total does not exceed 6% witch is the highest boost level of the implants. But they can not fit the same implant twice. Meaning that if you want 6% you will have to invest time in cybernetics. The highest otherwise will be 5% total (one 2% in one slot and a 3% in another slot). This way you still maintain specialization and can maybe give a benefit to newer players aswell.

This suggestion is very interesting.. So basically, you can either go 6% missiles or 3% missiles 3%shields...etc..etc... correct?
That's an interesting idea.
Quote:
You are talking about this game not needing to be a level grind but at the same time want to give all players a +5 boost to all attributes just because you want to remove that set of implants. You want to remove diversity but also at the same time have it that everyone can train at the same pace as the ones that currently uses +5 implants. Big reward.

I'm suggesting that the players get the points because it has essentially become standard to have attribute implants in and not having them in is as laughable as getting podded without an updated clone. It's just something you don't do.

Quote:
Remove attribute implants and points entirely. That way the level is more equal, and the time requirement is more or less what the mass majority is used too.

No...Most of us are used to +5



Quote:
Maybe add attribute booster with a risk to prevent overusage. For instance, if they use the same "clarity" booster 3 or 4 times in a row they run the risk of withdrawal so that instead of a boost to attributes they get a penalty. Say 4 points less in that attribute for the time the booster is in effect.

Wow, since boosters are illegal in highsec, and CCP want to do something about smuggling as a career. This might be hitting 2 birds with one stone :D

Anyway. Since booster are illegal in highsec it also means that less highsec "carebears" will have access to faster training levels. Thus leveling the field.


While the thought of boosters sounds interesting it still leaves that open window that I keep complaining about where wealthy players in and out of game are essentially allowed to buy SP. That's what attribute implants are and that's essentially what an attribute booster would be.

Quote:
At the moment it sounds more like you are envious of players that decided to get cybernetics to 5 so that they can get the +5 attribute implants. But those same players can also get the 6% hardware implants you know, they just decided to invest differently.

Back to you.


Actually, I am one of those high sec carebears that runs around wearing +5 implants. So, this whole time I've been complaining I haven't been complaining cause I don't get what other players do, I've been suggesting it because
1) Other players aren't presented almost risk free faster training the way I am
and
2) Because if I want to go in low/null sec I either have to take a massive risk and wear the implants, or, I jump out of thise clone.
Now, this gives some problems for me because I obviously can't afford to replace them, however, i'd be locked into the other clone for 24hrs, so once we finish a roam I'm essentially left useless and losing out on SP.
What about joining a null/low sec corp/alliance? Do I just risk it and take my expensive clone even though I am extremely likely to lose it, expecially in null sec?

Basically I'm saying that attribute implants go one of those ways. You're either on par with +5 implants, or you're missing out without them. +5 implants are no longer a specialty item that only the rich players can afford. They're essentially a mandatory item that everyone should have once they can afford it, and those with real money get the advantage, which means they progress in SP faster than another player and doesn't have to risk reduced SP from podding because they can simply get a plex or 2 and buy new +5 implants.
So again, +5 implants used to be a specialty item that you earned.. Now, they're mandatory and allow players to essentially buy SP with real currency which gives real life wealthy players an advantage in progression over other players.
I don't have a problem with players buying better combat effectiveness because the implants are only as good as the pilot.
HELLBOUNDMAN
Aliastra
Gallente Federation
#40 - 2012-04-27 03:03:05 UTC
bump
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