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The Case for Removing Learning Implants

First post
Author
Andski
Science and Trade Institute
Caldari State
#241 - 2012-08-31 13:35:00 UTC
Roime wrote:
Exactly the same thing as investing in a 15-billion Tengu and then staying docked because you can't afford to lose it, or buy another ship.


No, in the case you can simply refit it and not risk those officer modules which aren't bound to your ship the moment you fit them.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Inquisitor Kitchner
The Executives
#242 - 2012-08-31 13:36:37 UTC
Frying Doom wrote:
Lord Zim wrote:
Frying Doom wrote:
It is just an example of making Null, lo-sec and Wormholes safer.

ITT: "encouraging more PVP" == "making null/low/WH safer".

If you remove implants from the game but give the bonus, those people living in Null/lo-sec and WH space are therefore receiving the benefits of those implants without having to risk there loss.

So therefore removing the possible loss = "making null/low/WH safer"
if something is as profitable as was but with less risk attached, I would think that would almost be a text book example of safer.



Hang on let's just take a step back and look at the situation.

We have essentially two types of players in EVE: Those who fly in High Sec and those who fly in low/null.

There are a lot of differences between low and null but the fact is you can still be killed in pretty much any ship pretty much anywhere.

I can't really believe that High Sec players play in High sec purely because of the implants thing, they play there because they don't like PvP. What difference does it make to High Sec players if all the implants were removed and EVERYONE got +5s to their attributes? I mean you can go "boo hoo nasty nullsec players are facing less risk" but so what? Your game is to sit in High Sec and chug along happily knowing you're relatively safe from attack. MY game is to fly in a totally different region of space welping my corp mates fleets. My game and the game of any newbie would be significantly better in null, any newbie in High Sec would have to fork out for implants in the first place and as long as anyone who owns implants is reimbursed for them they are in the position they were anyway, plus a boat load of isk.

In conclusion:

1) Remove learning implants
2) Reimburse anyone who owned implants for the money they spent
3) All players start with +5 or +4 to all base attributes

This results in:

1) Newbies in both high sec and low sec get into the game faster (increased subscribers?)
2) Nullsec players can advance their skills at the same rate as their high sec brethren, meaning there is next to no reason to take part in PvP
3) High Sec players are in the exact same position as before.

To be honest all this "BOOOOO nullsec players would have a better game but this doesnt really effect me" stuff sounds plain spiteful. It would be like if there was some sort of Quaffe T-shirt that only high sec players could wear was then given to Nullsec players. If you like the t-shirt carry on wearing it, but saying you dont want another group of players to have it "because we have it and it's ours" despite the fact it has literally no impact on your own personal game is spiteful at best.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Renan Ruivo
Forcas armadas
Brave Collective
#243 - 2012-08-31 13:43:04 UTC
I still have no clue what this thread is on about ...

The world is a community of idiots doing a series of things until it explodes and we all die.

Brooks Puuntai
Solar Nexus.
#244 - 2012-08-31 13:44:19 UTC  |  Edited by: Brooks Puuntai
Or those who don't want to take the risk of losing implants don't use them in the first place. The problem with doing a blanket removal and adding +5 to all attributes is that people will still be wanting a mechanic to increase training speed at a cost. Then you will be back to square one.

Like I said earlier, change your mentality when it comes to implants not the mechanic.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Frying Doom
#245 - 2012-08-31 13:46:41 UTC
being its late I will just make this quick

It's not this does not effect me, actually it would give me a boost as I don't have implants installed but it would mean that players such as myself would get a bonus over those people who choose not to PvP or those who are lucky enough not to die very often.

It would reduces the risks taken by players and so would very much be making the game safer the very thing the author of that piece has complained about on other threads.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Pipa Porto
#246 - 2012-08-31 13:47:14 UTC  |  Edited by: Pipa Porto
Brooks Puuntai wrote:
Pipa Porto wrote:


Medical Clone costs can be escaped easily. Just don't upgrade your clone, and boom. Cost escaped. Sure, it costs you some SP, but so does "escaping" the cost of learning implants.


You can't really compare potential loss to normal losses. Losing the potential means you are not any better nor are you worse off, where as actually losing something means you are only worse off.


Sure you can. Are you worse off for skipping work on a day you don't spend money? After all, you're only losing potential earnings.

So you can absolutely compare potential and actualized losses. The way I know that is that not upgrading your clone is only a potential loss of SP until you're pod gets destroyed, while plugging in learning implants gives you actual SP until you're pod gets destroyed. In other words, you can easily reverse the terms so that we're talking the potential losses from not upgrading your clone vs actual gains (and thus actual losses) from using (or not using) learning implants.

Just because they feel different psychologically (and believe me, I'm as guilty as anyone of treating them differently), potential loss and failing to work for potential gain are equivalent.

Quote:

Pipa Porto wrote:

Let your pod costs be about the stuff that actually gives you an in game advantage, like hardwirings and pirate implants.


So lets promote risk aversion while making it more expensive for those who take risks?


Nope. I said let's let people risk their money for in game advantages (hardwirings) they want to play with, rather than forcing them to risk their money for metagame advantages (SP) as well.

EvE: Everyone vs Everyone

-RubyPorto

Pipa Porto
#247 - 2012-08-31 13:50:15 UTC
Frying Doom wrote:
being its late I will just make this quick

It's not this does not effect me, actually it would give me a boost as I don't have implants installed but it would mean that players such as myself would get a bonus over those people who choose not to PvP or those who are lucky enough not to die very often.

It would reduces the risks taken by players and so would very much be making the game safer the very thing the author of that piece has complained about on other threads.



So you're saying it would benefit people who take risks without harming the people who don't take risks? Sounds good.

EvE: Everyone vs Everyone

-RubyPorto

Sirane Elrek
Garoun Investment Bank
Gallente Federation
#248 - 2012-08-31 13:51:55 UTC
Frying Doom wrote:
being its late I will just make this quick

Oh hey Doom, have you found the article where themittani.com didn't post accurate numbers? Because it sure looks like you got called out on your bullshit and are now trying to brush it under the carpet.
Din Chao
#249 - 2012-08-31 14:03:37 UTC
Renan Ruivo wrote:
I still have no clue what this thread is on about ...

It's a 13 page thread about an article the OP didn't link because he didn't actually read it.
J'as Salarkin
Red Sky Morning
The Amarr Militia.
#250 - 2012-08-31 14:16:31 UTC  |  Edited by: J'as Salarkin
I have posted this once before, but I might as well re-post it:

Seriously, it is the answer to all your disagreements (I know a strong statement, but hear me out).

The first part of the probelm is that the cost of your pod and/or your implants stop you from engaging in PvP. The second part of the problem is that people want to keep the learning implants as a means to keep their advantage over others, risk vs rewards and all that stuff.


The solution: Disposable clones!

A disposable clone is a clone you can jump into when you are about to engagage in PvP. The clone does not support any implants or drugs what-so-ever, has a limited lifespan (the biological raw material was of low quality and falls apart eventually). Thus when you what to do some nice PvP, without having to clone jump back and forth you just activate a disposable clone at your current station and fly off in your nice little ship. Once you are dead you wake up in your old "normal" clone.

The price for the disposable clone and the time limit is something CCP can decide on, giving numbers here would just take the focus away from the idea.


Why is this good?

People can PvP without risking their nice little implants and an expensive clone. However using the disposable clone means that you can not plugg in any implants or use any drugs. Thus the risk vs reward is still there: You can still choose to use a normal clone with implants if you want the advanatge. If you get caught while doing PvE you will most likely be in your normal clone and loose the implants as you normally would.

Would this get people to do more PvP? Absolutely!
Would it get more people into low and null? Yes!
Do you still keep the risk vs reward dilemma? Yes
Do you keep all the implants for the poeple that like to invest in +5 implants? Yes

Problem solved! Now please send my your iskies as a payment for this marvelous idea!
Brooks Puuntai
Solar Nexus.
#251 - 2012-08-31 14:28:05 UTC  |  Edited by: Brooks Puuntai
J'as Salarkin wrote:


Would this get people to do more PvP? Absolutely!
Would it get more people into low and null? Yes!
Do you still keep the risk vs reward dilemma? Yes
Do you keep all the implants for the poeple that like to invest in +5 implants? Yes

Problem solved! Now please send my your iskies as a payment for this marvelous idea!


Or just don't use implants if you can't afford to lose them. Not rocket science here, and no reason to add more complexity when its not needed. Also your 3rd point contradicts your 4th point.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

J'as Salarkin
Red Sky Morning
The Amarr Militia.
#252 - 2012-08-31 14:37:54 UTC
Brooks Puuntai wrote:
J'as Salarkin wrote:
...


Or just don't use implants if you can't afford to lose them. Not rocket science here, and no reason to add more complexity when its not needed. Also your 3rd point contradicts your 4th point.


Your first point is valid. You are however admitting to be a person to be totally against removing the learning implants. Others wants them gone. I am giving a middle way here. Besides the point still holds. You CAN use the implants if you can afford to lose them. My idea just makes it easier not to use them (an equally effectiv idea would be to remove the timer on clone jumping, but that would just bring lots and lots of other problems instead)

My 3rd and 4th points does not contradict as you can still choose to risk your implants if you so do choose: Imagine doing PvE stuff such as mining in null sec. Most people would keep their normal clone to use their learning implants while they mine. They are thus risking their implants as they normally would. People that know they are about to jump into a big fight with bubbles everywhere would most likely choose the disposable clone yes, but I am hoping that you should still consider my idea "better" than just removing the implants totally.
Ensign X
#253 - 2012-08-31 15:08:02 UTC
Lord Zim wrote:
Roime wrote:
Implants don't prevent PVP.

Yes, they do.


No, they unequivocally do not. Your aversion to risking those implants is what prevents PVP.

Do you fly around in ships that you can't afford to lose?

If yes, you're an idiot.

If no, apply the same logic to implants.

If you can't afford to lose the implants in your head, don't plug them in.

It's so simple.
Brooks Puuntai
Solar Nexus.
#254 - 2012-08-31 15:10:53 UTC
J'as Salarkin wrote:


Your first point is valid. You are however admitting to be a person to be totally against removing the learning implants. Others wants them gone. I am giving a middle way here. Besides the point still holds. You CAN use the implants if you can afford to lose them. My idea just makes it easier not to use them (an equally effectiv idea would be to remove the timer on clone jumping, but that would just bring lots and lots of other problems instead)

My 3rd and 4th points does not contradict as you can still choose to risk your implants if you so do choose: Imagine doing PvE stuff such as mining in null sec. Most people would keep their normal clone to use their learning implants while they mine. They are thus risking their implants as they normally would. People that know they are about to jump into a big fight with bubbles everywhere would most likely choose the disposable clone yes, but I am hoping that you should still consider my idea "better" than just removing the implants totally.


Yes I do agree that your idea is better then a blanket removal. However what you are suggesting isn't really risk. you have almost complete control over when that risks occurs. The whole basis of risk is that you don't have a choice, that's what makes it what it is. I see what you doing by taking the middle ground however I still don't see it as being needed. This is Eve **** happens and people die, you need to have the mentality that its going to happen and plan accordingly, not change the mechanics to suit those who don't want to.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

J'as Salarkin
Red Sky Morning
The Amarr Militia.
#255 - 2012-08-31 15:19:43 UTC
Ensign X wrote:
Lord Zim wrote:
Roime wrote:
Implants don't prevent PVP.

Yes, they do.


No, they unequivocally do not. Your aversion to risking those implants is what prevents PVP.

Do you fly around in ships that you can't afford to lose?

If yes, you're an idiot.

If no, apply the same logic to implants.

If you can't afford to lose the implants in your head, don't plug them in.

It's so simple.


Implants on there own does not prevent PvP yes, plugging them in does! I think we both agree on this.

However, there is a mechanic that allows one to not risk them: clone jumping, a cumbersome and complicated process if one just want to enjoy some PvP once in a while. Especially for a new player access to jump clones will be limited, thus preventing PvP and in extension making the game more boring for all players. For part time players (like myself) the clone jumping is annoying to take part in as one would have to log on again 24 hours later to jump back into the learning implant clone to not lose several days of bonused training.

My suggestion should give both sides of the argument a middle ground to agree on! Its a win-win situation, now send me those iskies g-dammit!
J'as Salarkin
Red Sky Morning
The Amarr Militia.
#256 - 2012-08-31 15:29:28 UTC
Brooks Puuntai wrote:
J'as Salarkin wrote:
...


Yes I do agree that your idea is better then a blanket removal. However what you are suggesting isn't really risk. you have almost complete control over when that risks occurs. The whole basis of risk is that you don't have a choice, that's what makes it what it is. I see what you doing by taking the middle ground however I still don't see it as being needed. This is Eve **** happens and people die, you need to have the mentality that its going to happen and plan accordingly, not change the mechanics to suit those who don't want to.


This I can agree on: implementing a disposable clone will reduce the risk vs reward aspect of PvP (but not totally removing it).

However! There is already a mechanism for this: clonejumping. Sadly the mechanics is best suited for experienced players and players with plenty of time to log in to eve as I stated in my post just above this one.

I do plan accordingly, at the momenet I have a bad internet commention and a bad computer that once in a while crashes (all due to temporarily living in a different country) thus I do not venture into low that often and null almost not at all at the moment. I do not want to risk my implants in low just to get disconnected at a gate somewhere and come back to my fresh clone and I do not have the time to log on every night to manage my clone jumping. If I could jump into a disposable clone I would travel much more often into low and null (looking for PvP and PvE, with the involuntary PvP that comes with that). I could only imagine that many other players is in the same situation.
Joe Risalo
State War Academy
Caldari State
#257 - 2012-08-31 15:31:46 UTC
Frying Doom wrote:
So a site that shall remain unnamed due to its title, just posted an article on "The Case for Removing Learning Implants"

The best quote from this article was, "Empire players tend to have a huge advantage in this regard - they can do virtually everything with a full +5s and hardwirings since pods can warp out almost instantly in the event that they lose a ship, and NPCs never shoot pods in any case. Players in nullsec generally find themselves with implants that speed up the skills they may be training at that time and inexpensive hardwirings, simply because losing a pod is nearly inevitable after losing a ship when bubbled."

So in reality the whole thread was another "Make Null even safer" thread.

Being that you can still get ganked in Hi-sec and podded, hi sec dwellers still have the ability to have their implants destroyed. The null sec residence how ever has chosen a more PvP based life style with the risks attached.

Removing implants would just be a step in dumbing down EvE and making the Nullbears less risk exposed.
They go on and on about how easy Hi-sec is while fighting to have Null made even safer.

So all in all don't bother reading it, its just more covert Null tears.



I personally Like the idea of removing attribute implants.

1) Means new players dont' have to spend SP and isk trying to get +5s

2) More players would pvp because they don't have to worry about losing training time in a jump clone(this truly stops people from pvp'ing)

3) Attribute implants are pretty much a must have, so if you're pvp'ing then you're being punished by either having to risk over 500 mil in implants in order to train, or you lose probably more than 30 days worth of training out of a year by not having attribute implants.

4) Those who have a daddy with a fat wallet can buy plexes and have all the attribute implants they want, which is essentially buy SP with real money.


Not to mention that low sec players are safer than null sec players because they don't have to worry about bubbles, and high sec players are pretty much Podding safe unless they're an idiot.

Now, in order to keep up some isk flow, change those first 5 slots to allow them to fit implants from slots 6-10, but the implants can't be stacked.

So, 1 and 6 share implants but you can't use 2 of the same implant.

Now, the only place this becomes a problem is with slave implants and crap like that.

However, I'm sure they could be redesigned.
Ensign X
#258 - 2012-08-31 15:34:26 UTC
J'as Salarkin wrote:
Implants on there own does not prevent PvP yes, plugging them in does! I think we both agree on this.


No, we don't agree. Plugging in implants has a variety of effects on your character, but it's ones own aversion to risk that prevents them from PVPing while those implants are plugged in and most certainly not the implants themselves.

The risk averse in EVE should not be coddled. Even less so when those who are risk averse hang out in areas of the game that increase risk or expect risk at every corner.
J'as Salarkin
Red Sky Morning
The Amarr Militia.
#259 - 2012-08-31 15:43:08 UTC
Ensign X wrote:
J'as Salarkin wrote:
...


No, we don't agree. Plugging in implants has a variety of effects on your character, but it's ones own aversion to risk that prevents them from PVPing while those implants are plugged in and most certainly not the implants themselves.

The risk averse in EVE should not be coddled. Even less so when those who are risk averse hang out in areas of the game that increase risk or expect risk at every corner.


I have to admit, I am not sure where you disagree with me...plugging in implants is a choice you make, risking them is a choice you make... not wanting to use them in PvP is also a choice.

A disposable jump clone does not remove that, it just makes the choices easier to implement. People that have implants plugged in will get bonus over poeple that use a disposable clone (both learning speed and bonuses from pirate implants and hardwirings). As the disposable clone only would work for a limited time it would not be that useful. I personally like going on extended exploration trips into low and even null. For this I would not be able to use a disposable clone as my time would be limited and I do not want to miss out on my learning and scanning strengths implants.
Brooks Puuntai
Solar Nexus.
#260 - 2012-08-31 15:52:40 UTC
Instead of making a disposable clone just allow JC in the same station and lower the cooldown(but don't remove it). The issue I have with disposable is that from the sounds of it there is no cooldown. There should be some risk when flying in a implanted clone even if that means you choose to sit a fight out if your that risk adverse. While it may suck for them that's the risk they take.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden