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No more learning implants!

Author
Alpheias
Tactical Farmers.
Pandemic Horde
#101 - 2012-05-05 01:22:19 UTC
Takseen wrote:
Chaos Incarnate wrote:
Learning implants are fine. Removing them would not create a magical paradise of endless pvp, because people are still in their heart of hearts afraid of losing (and will always be afraid of losing, even when the death penalties are zero).

Moreover, EVE needs loss. Removing that just steps us ever closer toward the endless field of boring PvPlite MMOs with no redeeming features and no lasting enjoyment.

Just, no.


Pfft, slippery slope argument.
Also
Learning implants are bad because their cost scales poorly with that pilot's combat ability, and peaks relatively early.
Expensive high sp clone = higher combat ability(90% of the time anyway,)
Expensive hardwirings = higher combat ability
Expensive ship and fittings = higher combat ability

And all but the hardwirings can be changed on the fly whenever you want to go do something risky.


Cute straw man. The amount of SP that a character has nothing to do with "combat ability", the experience that a player possess is everything.

I am surprised that someone like you, hiding in a NPC corp even after two years even dares mention risk.

Agent of Chaos, Sower of Discord.

Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.

ConranAntoni
Deep Core Mining Inc.
Caldari State
#102 - 2012-05-05 01:28:23 UTC
Sid Hudgens wrote:
ConranAntoni wrote:
...I know EvE has bags of stupid in all corners but to pour it into one thread...



Ah well that explains why you showed up.



Pro retort ******.


EvE is a sandbox, and risk is a factor to all actions in the game, removing this removes a risk for pilots who are either A to stupid to keep their pod alive in high or lowsec or B think jamming +5s into your head then dicksmashing into a bubbled gate in null is a good idea.


Oh, and to reinforce what god knows how many people have pointed out previously; Jump Clones, I know their hard to get hold of, I mean its not like theres actual corps specificly set up to allow people to join to set up jump clones or anything like Jump Frog, so I clearly understand why we should all hold hands and circlejerk into empty clones instantly on day one and make absolutely zero effort to get to grips with risk/reward management of pvp or understanding that the things you want require *effort* such as grinding standings or joining somewhere that already has them.

Tl;dr losing your first pod is always a lesson in how not to be stupid. Remove the risk of losing your shiney bits in your skull and you remove the true danger of podding. You want HG slaves or +5s and you earn and lose them, you learn that things are finite and not to be ******** in how you approach EvE.

Empyrean Warriors - Recruiting now.

Chaos Incarnate
Faceless Logistics
#103 - 2012-05-05 01:39:55 UTC  |  Edited by: Chaos Incarnate
Takseen wrote:
Pfft, slippery slope argument.
Also
Learning implants are bad because their cost scales poorly with that pilot's combat ability, and peaks relatively early.
Expensive high sp clone = higher combat ability(90% of the time anyway,)
Expensive hardwirings = higher combat ability
Expensive ship and fittings = higher combat ability

And all but the hardwirings can be changed on the fly whenever you want to go do something risky.


Slippery slope is only a fallacy if there's no logical connection to the conclusion. If we use the same argument you're using here ("X should be removed because X causes loss which discourages PvP", where X is implant loss) and apply it broadly to eve, we should remove ship loss, skill loss, clone costs, and every source of loss in game. Your argument is, quite simply, loss is bad, therefore remove loss. That you've chosen to limit it to just implants here does not make it invalid to talk about the implications.

Moreover, the cost scaling is optional. No one's forcing +5s into your head every time you get podded. +4s are dirt cheap and cost less than your average BS. +1/2s are basically nothing, even for a newbie who should have a few million just out of the tutorials.
Inquisitor Pain
SniggWaffe
WAFFLES.
#104 - 2012-05-05 01:50:57 UTC
48 million Sp here on my main, I started eve with some friends from another game, they all have 60 million SP but seldom leave highsec and fly around with +5s in their head.
I'm not mad, all in all even though liveing in nullsec and lowsec meant seldom haveing more than +3s I believe I've had WAY more fun. leave the learning implants as is, let the highsec carebears have a faster learning rate, it's not like they're doing anthing important for my eve time other than buying my deadspace loots and pimping out their shiney ships that they will never willingly undock in if there is any chance of loseing it, the learning of sp is nothing in comparison to the learning how to have fun.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#105 - 2012-05-05 01:51:12 UTC  |  Edited by: Tyberius Franklin
ConranAntoni wrote:

EvE is a sandbox, and risk is a factor to all actions in the game, removing this removes a risk for pilots who are either A to stupid to keep their pod alive in high or lowsec or B think jamming +5s into your head then dicksmashing into a bubbled gate in null is a good idea.

Oh, and to reinforce what god knows how many people have pointed out previously; Jump Clones, I know their hard to get hold of, I mean its not like theres actual corps specificly set up to allow people to join to set up jump clones or anything like Jump Frog, so I clearly understand why we should all hold hands and circlejerk into empty clones instantly on day one and make absolutely zero effort to get to grips with risk/reward management of pvp or understanding that the things you want require *effort* such as grinding standings or joining somewhere that already has them.

Tl;dr losing your first pod is always a lesson in how not to be stupid. Remove the risk of losing your shiney bits in your skull and you remove the true danger of podding. You want HG slaves or +5s and you earn and lose them, you learn that things are finite and not to be ******** in how you approach EvE.

It's already been pointed out that jump clones are an incomplete solution, seemingly stemming from a lack of understanding that one of the ways this issue manifests itself is people staying in safe areas with max learning implants to avoid risk and retain learning bonuses. Implants in another clone don't help you. As was stated rather succinctly:
Andski wrote:
Learning implants incentivize risk aversion.

All the talk of risk vs reward and yet we have a mechanic that rewards the risk averse.
Sid Hudgens
Doomheim
#106 - 2012-05-05 01:56:25 UTC
ConranAntoni wrote:


Pro retort ******.


EvE is a sandbox, and risk is a factor to all actions in the game, removing this removes a risk for pilots who are either A to stupid to keep their pod alive in high or lowsec or B think jamming +5s into your head then dicksmashing into a bubbled gate in null is a good idea.


Oh, and to reinforce what god knows how many people have pointed out previously; Jump Clones, I know their hard to get hold of, I mean its not like theres actual corps specificly set up to allow people to join to set up jump clones or anything like Jump Frog, so I clearly understand why we should all hold hands and circlejerk into empty clones instantly on day one and make absolutely zero effort to get to grips with risk/reward management of pvp or understanding that the things you want require *effort* such as grinding standings or joining somewhere that already has them.

Tl;dr losing your first pod is always a lesson in how not to be stupid. Remove the risk of losing your shiney bits in your skull and you remove the true danger of podding. You want HG slaves or +5s and you earn and lose them, you learn that things are finite and not to be ******** in how you approach EvE.



A swing and a miss. But hey, you keep at it, pumpkin. If all of you hardcore eve pros try thinking about it really hard maybe you'll be able to grasp the point the OP, or myself or (according to an earlier post) even mittens is making about new players.

(Good lord do I actually agree with mittens on something? I suddenly feel I need a shower.)

"....as if 10,058 Goon voices cried out and were suddenly silenced."

Ryshar
Aliastra
Gallente Federation
#107 - 2012-05-05 02:49:31 UTC
There's nothing wrong with dying being serious and meaningful. But mining implants are for mining, PvP implants are for PvP, and learning implants are for learning. Two of these are actual gameplay, can you guess which ones?
Alpheias
Tactical Farmers.
Pandemic Horde
#108 - 2012-05-05 04:01:50 UTC
Ryshar wrote:
There's nothing wrong with dying being serious and meaningful. But mining implants are for mining, PvP implants are for PvP, and learning implants are for learning. Two of these are actual gameplay, can you guess which ones?


I'd suggest you plug in something that boosts your intelligence and wisdom, because this post of yours shows neither.

Agent of Chaos, Sower of Discord.

Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.

Destination SkillQueue
Doomheim
#109 - 2012-05-05 04:19:54 UTC
Ryshar wrote:
There's nothing wrong with dying being serious and meaningful. But mining implants are for mining, PvP implants are for PvP, and learning implants are for learning. Two of these are actual gameplay, can you guess which ones?


Yes, but the problem was, that people don't want to go in to risky situations because they fear an expensive loss. Removing learning implants doesn't solve that problem. It mitigates the initial problem, but mainly retains it and just shifts the problem around. This is why it's a bad solution to the proposed problem.

In my view the problem isn't training implants. They are the most obvious symptom. The problem is that you're married to your implant set for a mandatory 24h period. Think of it as being only able to switch ship fitting once during a 24h period. The solution isn't to fidle with modules to make PvP friendly fittings the norm, but to remove the artificial limitation, which is the cause of the entire problem. This limitation makes choosing the clone based on your current activity impossible, since you can't predict what happens in that 24h and you can't specialize your implants to every activity you want to do during that period. This pushes people to use good general purpose clones, that are the best during the normal expected gameplay. In many cases this heavily favors maximum training speed implants or PvE/industry hardwirings and causes the problems.

One solution would be to turn implant sets to something that are easily and conveniently changable. This way the entire problem is severly reduced with ALL implants. Since implants are permanent, the simple solution is allowing several implant clones, making access to them easier, so new players can get/afford them too(Maybe one free implant clone for everyone) and making local clone switching similar to ship switching, where you have many clones for your various different activities.
Disdaine
#110 - 2012-05-05 04:20:24 UTC
Those damn nullbears.
Alavaria Fera
GoonWaffe
#111 - 2012-05-05 05:03:35 UTC
It's fun to pod people with +5s in empire.

There were a few of those killmails obtained in Burn Jita and it was pretty great.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Kietay Ayari
Caldari State
#112 - 2012-05-05 05:16:15 UTC
What are empty jump clones?

Ferox #1

Alavaria Fera
GoonWaffe
#113 - 2012-05-05 05:18:45 UTC
Kietay Ayari wrote:
What are empty jump clones?

Expensive biomass?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#114 - 2012-05-05 05:43:19 UTC
Id love to see the idea of one time large fees instituted for both learning skills and clones as well as the lowering of jump clone standings requirements OR Estel Arador being advertised and recommended IN the tutorial as well as the infomorph psych skillbook being a mandatory drop and installment within the tutorial plan.

Learning implants that last however many deaths but cost a reduced equivalent of what they would be on market multiplied by the number of deaths allowed. Anywhere from 50 or so mil for +2s to a few hundred mil for +3s or +4s. Do NOT do this to +5s. Make something that is risky. Id almost opt out +4s myself and only have +2s and +3s available for the bulk death style of play. This would also allow those who will drop the isk on them the ability to fit LG or HG or the new Genolution implant sets ontop of that if they wish to put those sets at risk in PvP. Then give us more Genolution style sets with only 2 of each attribute affected but with other nifty bonuses. I really LOVE the Genolution sets for fittings and other bonus values.

Clone contracts. Make them one time fees per clone grade with unlimited deaths within that clone grade but up the cost. This way you will always reclone into the right clone unless you skill up beyond it. Make this at least 10-20 times the current clone grade costs. Can be weighted or averaged towards or away from certain clone grades based on playerwide information.

Jump clone standings shouldnt be such a grind. Perhaps 6.0 standing with a corp simply so that you do not give null sec +5 blues jump clones but must set corps or alliances +10 to give them jump clones as well. 6.0 Standings is just above L4 agents. If you give newbies the Estel option in the tutorial its not so much an issue though as then the vast majority of new players WILL be able to have jump clones immediately.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Nephilius
Deep Core Mining Inc.
Caldari State
#115 - 2012-05-05 06:07:43 UTC
Akirei Scytale wrote:


Considering the subject matter, saying it was posted better previously is pretty much like saying mining is better than missioning.

I said way back in the day that the removal of learning skills would lead down the slippery slope to things like this. Ever since I started playing this game almost four years ago, all I have heard is that Eve Online is a game of consequences. The results of your choices mean something. Just like if I choose to take my money that is for the electric, and go eat at a very expensive restaraunt followed by a night of partying at a club, the result should be my electric getting turned off for non-payment. Or if I drink mercury, I should die. Stuff like that, you know?

The removal of learning skills removed consequences from the game. Do you focus on learning skills, get them out of the way now? Do you juggle them with other skills in an attempt to find a balance in those initial weeks and months? Or do you ignore them completely, advancing quickly in the short term, but putting oneself at a disadvantage in the long term. Whatever choice you made, there was a consequence for that choice. Now, that consequence is a long distant memory.

And now people want to nix 1-5 implants. One less consequence to worry about, no cause and effect to have to accept, just some BS about how they hold people back from going off into nulsec and getting into pvp. Firstly, people hold people back from those things, not implants. Second, removing those implants will just remove a choice, a consequence, a result...nothing more.

Somwhow though, I'm really not surprised by this...people want easier, less choice, less consequence. You can see it everywhere in this game these days. Nerf it if you can't hit the I-Win button, for example. As time progresses, everything has gotten easier. Players now have it pretty easy compared to when I started. Back then, the character creation process was an in-depth thing, and after you allocated your attribute points, you were locked in. None of this neural remap crap. You had made your choice, and you had to live with it. There's that whole consequence thing again.

So take them out. Be my guest. Just remember that you wanted less choice, less consequence. You wanted your EZ mode, hopefully you get it. Ironically though, removing those 4s and 5s will make those KMs just a little less shiny, so there's that.

I'm not too surprised the thought originally came from a sect wanting to homogenize the game further.
"If."
Alavaria Fera
GoonWaffe
#116 - 2012-05-05 06:10:16 UTC
Eternus8lux8lucis wrote:
Learning implants that last however many deaths but cost a reduced equivalent of what they would be on market multiplied by the number of deaths allowed. Anywhere from 50 or so mil for +2s to a few hundred mil for +3s or +4s. Do NOT do this to +5s. Make something that is risky. Id almost opt out +4s myself and only have +2s and +3s available for the bulk death style of play. This would also allow those who will drop the isk on them the ability to fit LG or HG or the new Genolution implant sets ontop of that if they wish to put those sets at risk in PvP. Then give us more Genolution style sets with only 2 of each attribute affected but with other nifty bonuses. I really LOVE the Genolution sets for fittings and other bonus values.

Implant insurance. Interesting concept. A hefty upfront plus additional "cost-share" (or whatever the term is) each time you are podded might be interesting. Of course, the contract will be many times the cost of an implant, have a fixed term and a significant cost per podding.

Eeeh, sounds like a lot of coding work. Definitely not for special implants though, CONCORD insuring pirate type implants seems wrong...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

MotherMoon
Tribal Liberation Force
Minmatar Republic
#117 - 2012-05-05 06:11:33 UTC
ModeratedToSilence wrote:
Read OP. Speed read thread.

Death has to have meaning. Implants, especially specific sets add meaning to PVP. Losing snakes in a deadspace fit faction ship because of a tactical error makes players sweat. Realising that you are in your +5s in the middle of fight after you have just invested all your liquid isk into speculation really does add to this game.

In regards to new players I think the tutorial introduces them to implants rather succinctly. While I started playing before the introduction of the tutorial, I run a new alt through the tutorial each patch to see how it has developed. If I was a new player, the discovery of implants would not put me off but give me a glimpse of increasing depth the game has.

That segways nicely into my third point, Eve is a deep deep game. By simplifying the game to enhance the "new player experience" CCP run the risk of removing the mystery and depth the game has. The game has grown and prospered over 9 years - games that give everything up front and allow players to be an expert after 6 months are either called WOW or don't last beyond 3 years.




no no the point is to keep everything but the ones that just decrease learning time

http://dl.eve-files.com/media/1206/scimi.jpg

MotherMoon
Tribal Liberation Force
Minmatar Republic
#118 - 2012-05-05 06:14:16 UTC
Brooks Puuntai wrote:
Removing them completely takes away from what Eve really is. .


they said the same about learning skills, is eve dumbed down now without them?

http://dl.eve-files.com/media/1206/scimi.jpg

Kietay Ayari
Caldari State
#119 - 2012-05-05 06:16:05 UTC
EVE is not dumbed down without learning skills, but they are basically what the game is. Smart intelligent moves that may be boring but will help you progress in the long run. While many people may enjoy many aspects of the game in their own way, that is essentially what the entire game is.

Ferox #1

MotherMoon
Tribal Liberation Force
Minmatar Republic
#120 - 2012-05-05 06:18:23 UTC
stoicfaux wrote:
Replace implants and hardwires with drugs/boosters and/or temporary implants. This creates an isk sink, allows players to pay small amounts over time instead of paying one big chunk of change at once for an implant, and thus removes the disincentive of losing a lot of isk when podded. It would also make "implants" more flexible, in that drugs/boosters/temp_implants can be changed more often without having to rely on jump clones and without the disincentive of a great loss of isk.

Basically, smaller daily/weekly/monthly payments versus a big one time payment.



I like this. An isk based player built drug instead of implants. You take a pill, and you get +1/2/3/4/5 for 10-20 days. repeat and repeat. then your slots are freed up for PvP implants, which only justified buying if your going to be shooting something in space.

http://dl.eve-files.com/media/1206/scimi.jpg