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Learning implants ruined my life

Author
Apolyon I
Shadow of ISW
#41 - 2012-05-28 08:49:45 UTC
Rellik B00n wrote:
OP is correct.

This is also the reason many choose to stay in high and low sec space. Your chances of keeping your pod alilve are much higher so you can do the fun bit and the learning faster bit.

better to add +3 to all characters and remove them - like the learning skills before them they are an unnecessary evil.

risk adverse??
Lexmana
#42 - 2012-05-28 08:51:57 UTC
Rellik B00n wrote:
better to add +3 to all characters and remove them - like the learning skills before them they are an unnecessary evil.

Or you could give all characters a buff of +3 to all attributes while in low/null.
Drew Solaert
Aliastra
Gallente Federation
#43 - 2012-05-28 09:04:14 UTC
Fecking hell folks. It wasn't that long ago we had to spend a good 2 weeks to a month doing the learning skills and everyone bitched about that (though entirely legitimately bitching)

Implants do not need changing, just because you are too scared to use them in PvP

First up the difference between 3 and 5's is not huge in terms of training time, difference is 3's are cheap. Or if your really poor 2's.

Secondly, when in your pvp clone be smart, Pick two attributes and train skills which only need those two, a good choice generally being Perc/Will allowing you to work on your Gunnery/Ship/Missile skillls. Then use plug those two implants in the pvp clone. Personally I run with 2x +4's on those attributes in the pvp clone for lowsec and 2x +3's if its in nullsec.

If you want to train at the max and not enjoy the game because your too scared to undock in your +5's thats your choice and your fault. Everyone has access to jump clones. Even newbies if they use a JC service corp and set up a clone thats a good balance of cost and SP per hour.

Finally. Think about those poor sods with LG slaves and crystals. They only get +2 for a **** ton of isk!

I lied :o

Ashina Sito
Center for Advanced Studies
Gallente Federation
#44 - 2012-05-28 09:05:36 UTC
A +2 or +3 in the primary attribute is all you really need.

Just go PvP and when your done, pop one in. They are not that expensive. If you know your going for a longer stretch put in a +4. Don't worry about secondary attribute implants.

I left 0.0 space early on. I moved into 0.0 solo @ 3 months in game. Those early days everything is out there for you to train and you need most if not all of those skills now. It can be rough. I actually left simply because I could get more SP in a +5 implant clone and make more ISK too in high sec. After getting a lot of the "must have" done I was back in 0.0. Now days, I rarely fly with implants and on a fairly regular basis forget to train a new skill.

Not of that matters much in the end. Plug in a mid level implant for your primary attribute for the skill your training when your done with your PvP for the day, it helps.
Lin-Young Borovskova
Doomheim
#45 - 2012-05-28 09:11:58 UTC
Drew Solaert wrote:
Fecking hell folks. It wasn't that long ago we had to spend a good 2 weeks to a month doing the learning skills and everyone bitched about that (though entirely legitimately bitching)

Implants do not need changing, just because you are too scared to use them in PvP

First up the difference between 3 and 5's is not huge in terms of training time, difference is 3's are cheap. Or if your really poor 2's.

Secondly, when in your pvp clone be smart, Pick two attributes and train skills which only need those two, a good choice generally being Perc/Will allowing you to work on your Gunnery/Ship/Missile skillls. Then use plug those two implants in the pvp clone. Personally I run with 2x +4's on those attributes in the pvp clone for lowsec and 2x +3's if its in nullsec.

If you want to train at the max and not enjoy the game because your too scared to undock in your +5's thats your choice and your fault. Everyone has access to jump clones. Even newbies if they use a JC service corp and set up a clone thats a good balance of cost and SP per hour.

Finally. Think about those poor sods with LG slaves and crystals. They only get +2 for a **** ton of isk!


You say difference between 3's and 5's it's not huge witch is a wrong statement.

Difference is significant enough for someone to use higher training implants for 12d and + skills, witch usually means you don't log or just do the minimum. Of course when you already have all you wanted as skills you can always post to someone learning implants are useless.

Now, if you can already fly all T2 frigates in all races, all T2 and T3 cruisers in all races, all T2 battlecruisers, all T2 and pirate battleships and at least one carrier, sure, it's not that important.

However, for new players and at least for 2/3 years those have significant impact.

brb

Solstice Project
Sebiestor Tribe
Minmatar Republic
#46 - 2012-05-28 09:19:49 UTC  |  Edited by: Solstice Project
You, sir, have my respect.

But it's not the implants per se ... it's the pain of losing them, that's keeping people from having fun.
(yeah, the difference is important to acknowledge)

Moronic, considering that people autopilot in their pods with hundreds of millions of ISK in implants ...
Jafit
Caldari Provisions
Caldari State
#47 - 2012-05-28 09:20:30 UTC
OP, that was a cool story, bro.

CCP need to either let people unplug their implants, or jumpclones need to have less of a cooldown and less of a standings requirement for NPC stations. That or I'd be fine with learning implants being removed altogether.

Who actually uses a jumpclone to move around the universe? JCs are only really used for implant storage in my experience, yet they still have the same pre-nerfed 24h cooldown and ridiculous NPC standings requirements that they did when they were introduced in Red Moon Rising, because CCP didn't want people having too much force projection by being able to JC all over the universe. Well If we get a new recruit in highsec who has implants, we tell them to JC to a fresh clone, set their medical clone to 6VDT, and then kill themselves. If we need to deploy anywhere in a hurry then again we'll use medical medical clones. I don't personally see the JC cooldown or standings accomplishing anything particularly useful.
Lin-Young Borovskova
Doomheim
#48 - 2012-05-28 09:24:05 UTC
Jafit wrote:
OP, that was a cool story, bro.

CCP need to either let people unplug their implants, or jumpclones need to have less of a cooldown and less of a standings requirement for NPC stations. That or I'd be fine with learning implants being removed altogether.

Who actually uses a jumpclone to move around the universe? JCs are only really used for implant storage in my experience, yet they still have the same pre-nerfed 24h cooldown and ridiculous NPC standings requirements that they did when they were introduced in Red Moon Rising, because CCP didn't want people having too much force projection by being able to JC all over the universe. Well If we get a new recruit in highsec who has implants, we tell them to JC to a fresh clone, set their medical clone to 6VDT, and then kill themselves. If we need to deploy anywhere in a hurry then again we'll use medical medical clones. I don't personally see the JC cooldown or standings accomplishing anything particularly useful.



Everyone knows JC's have nothing to do with force projection, JB's and Titan's do. Do you think CCP can realise this? Lol

brb

Eve Orwell
Aliastra
Gallente Federation
#49 - 2012-05-28 09:50:52 UTC  |  Edited by: Eve Orwell
The people who say you don't need to fly around with implants, or only need a few +2/3 implants are the same guys who said you didn't need to train learning skills.

Learning implants add nothing to the game, they don't let newbies catch up in SP to vets, because vets use the implants just as much as the newbies do, if anything, the bittervet who just sits in station with +5s all day gains SP faster than the newbie with +2/3s who runs around pvping.

Pirate/faction/hardwiring implants are a completely different story, because they actually affect pvp itself, so removing them from the game would remove an aspect of pvp, like removing rigs or modules.
Malcanis
Vanishing Point.
The Initiative.
#50 - 2012-05-28 10:00:32 UTC
Jafit wrote:

Who actually uses a jumpclone to move around the universe?


I do, for one.


Then again, I ran +4s from about a week after the LP store was introduced until I stopped training, and most of that time I was in 0.0 and PvPing quite regularly. A pair of +4s is, what? 40-50 mill? TBH, compared to the ISK cost of a rigged & T2-fit fleet BS, let alone Tech 3, that's just overhead. The Trimarks on my "disposable" POS-shooting Geddon cost more.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Mfume Apocal
Brutor Tribe
Minmatar Republic
#51 - 2012-05-28 10:02:15 UTC
Malcanis wrote:
Then again, I ran +4s from about a week after the LP store was introduced until I stopped training, and most of that time I was in 0.0 and PvPing quite regularly. A pair of +4s is, what? 40-50 mill? TBH, compared to the ISK cost of a rigged & T2-fit fleet BS, let alone Tech 3, that's just overhead. The Trimarks on my "disposable" POS-shooting Geddon cost more.


This is truth.
Dasola
New Edens Freeports
#52 - 2012-05-28 10:05:42 UTC
I quess you were not arround when there were actuall learning skills Blink You new players have it so easy now days...

We are Minmatar, Our ship are made of scraps, but look what our scraps can do...

Tifin'a Ach'ing
The Scope
Gallente Federation
#53 - 2012-05-28 10:17:58 UTC
Greetings

Great story and some good information for noobs on how to have fun in EVE. I agree that implants are a hindrance if you are afraid to lose them. However, I do not think anything needs to be done with them as far as removal. There are some great "best practices" ideas here in the responses. Heck, a single forsaken hub will net you a new set of +3's for primary and secondary attributes and that's if you die. Your adventures should be an every day event for players not the exception. If there were a reason for diminishing small gang and solo PVP (which I disagree with) its because to many fear lose of anything.

Just my humble opinion.

Tif
Degren
The Scope
Gallente Federation
#54 - 2012-05-28 10:19:02 UTC
I'm laughing pretty loudly at all the bittervets attempting to rip on a guy for fearing to lose something in game.

Implants aren't just your ship, they impact your ability to actively advance in the game. Anyone...*ANYONE*...who has played another game is going to view them as the most important aspect of their character unless they are explicitly told early on that this is not the case, because they specifically increase your ability to gain "power"

Attempting to deny this with snide remarks is laughable at best.

Also, OP, grats on realizing they aren't that important and were killing your game. You are now free of imaginary, self-inflicted shackles.

Hello, hello again.

Singoth
Federal Navy Academy
Gallente Federation
#55 - 2012-05-28 10:27:03 UTC
How about an insurance for implants?
It should cover the losses almost completely.

Less yappin', more zappin'!

Malcanis
Vanishing Point.
The Initiative.
#56 - 2012-05-28 10:33:22 UTC
Degren wrote:
I'm laughing pretty loudly at all the bittervets attempting to rip on a guy for fearing to lose something in game.

Implants aren't just your ship, they impact your ability to actively advance in the game. Anyone...*ANYONE*...who has played another game is going to view them as the most important aspect of their character unless they are explicitly told early on that this is not the case, because they specifically increase your ability to gain "power"

Attempting to deny this with snide remarks is laughable at best.

Also, OP, grats on realizing they aren't that important and were killing your game. You are now free of imaginary, self-inflicted shackles.



They're cheap, widely available, easy to replace, and it's not a given that you will lose them if you go out PvPing.

Honestly, I don't see the problem. Or, rather I do: it's in your head.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Jafit
Caldari Provisions
Caldari State
#57 - 2012-05-28 10:33:25 UTC  |  Edited by: Jafit
Dasola wrote:
I quess you were not arround when there were actuall learning skills Blink You new players have it so easy now days...


...it's a helpless feeling, watching your ibis spin aimlessly because you have no SP in ships or modules so you can't do anything... But I held it together, I logged off and played something else. My boredom was overwhelming, I didn't think I was going to make it. But there I was, with 1.5m SP in skills whose only function is to make you learn other skills... I got my attributes, and then I undocked.

It was so real, I was there.

I'm telling you!

I was there.
Romar Agent
Science and Trade Institute
Caldari State
#58 - 2012-05-28 10:38:50 UTC
Hey, an idea: If your implants get destroyed buy a new set.
Vera Algaert
Republic University
Minmatar Republic
#59 - 2012-05-28 10:51:12 UTC  |  Edited by: Vera Algaert
I don't see the huge issue...

I currently pay 18m just for the clone when I get podded.

two +3 implants and one +3% agility implant don't add that much, maybe another 35-40m.

even in 0.0 I don't lose pods all that often (my current clone has lasted me 3 weeks so far and I mostly log in to pvp these days)

does it really matter whether you can use some ship/module a few days earlier or later?
just imagine how horrible your situation would be if you had signed up for EVE two weeks later than you did!

it's a trade-off between "fun now" and "capability later" - such trade-offs always hurt a little inside but they are part of what sets EVE apart from other games (where you can have everything at once).

.

Malcanis
Vanishing Point.
The Initiative.
#60 - 2012-05-28 10:57:52 UTC
Jafit wrote:
Dasola wrote:
I quess you were not arround when there were actuall learning skills Blink You new players have it so easy now days...


...it's a helpless feeling, watching your ibis spin aimlessly because you have no SP in ships or modules so you can't do anything... But I held it together, I logged off and played something else. My boredom was overwhelming, I didn't think I was going to make it. But there I was, with 1.5m SP in skills whose only function is to make you learn other skills... I got my attributes, and then I undocked.

It was so real, I was there.

I'm telling you!

I was there.


Meanwhile other players who started at the same time as you were out playing the game, accumulating assets, gaining experience, making contacts, adding to their game knowledge, boosting standings, learning about transversal, range & how to manage capacitor, exploring the map, trying out different professions and advancing their position in the game in a hundred ways.

But hey, you have maybe a hundred or two thousand more SP to show for that month when you paid not to play, and that's what counts right?

GG

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016