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The Case for Removing Learning Implants

First post
Author
Brooks Puuntai
Solar Nexus.
#401 - 2012-09-01 18:18:51 UTC
Well this debate was fun, pointless, but fun.

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

James Amril-Kesh
Viziam
Amarr Empire
#402 - 2012-09-01 18:20:10 UTC
Brooks Puuntai wrote:
Well this debate was fun, pointless, but fun.

Not pointless at all. More of these threads and eventually CCP will listen.

Enjoying the rain today? ;)

Gawain Edmond
Khanid Bureau of Industry
#403 - 2012-09-01 18:21:06 UTC
TL;DR i don't agree lets keep learning implants

what utter rubbish

" When learning skills existed, learning implants allowed players to increase those attributes in order to train skills faster. "
they still do.

to do with learning skills
"The elimination of that skill group was long overdue - eliminating learning implants should be the logical next step."
why? they still do the job of the above quote well

"While many players would oppose such a change because they want every bit of superficial complexity in the game"
no not because it adds complexity (it's simple really an implant speeds up training and nothing more)

"it only makes sense that they should be eliminated and replaced by more combat hardwirings."
i'll answer that with this quote
"While many players would oppose such a change because they want every bit of superficial complexity in the game - perhaps due to some need for meaning which demands they pat themselves on the back for playing a spreadsheet game they deem "complex""

"Some players may have a jump clone with +5 learning implants in an NPC station where skillbooks are sold through NPC sell orders. However, jump clones are largely inaccessible to players who do not have the faction standings required for them, are not in a corporation with the necessary standings, or lack an office in a conquerable station. While it is possible to join corporations that exist for the express purpose of giving players access to jump clones, such a task is largely onerous solely for the sake of keeping an implanted clone “safe.”"
this whole paragraph is wrong they are (not largly i mean totally and utterly) inaccessible to players without any of the things you listed and it is resolved by getting one of those things you listed i'm missing why this is a bad thing surly the logical step then would be to reduce the requierments for being able to get a jump clone?

"Newbies are generally encouraged to buy sets of +3 implants to speed up their skill training. Without a support network of older players,"
if it's not this support network of older players that encourage them then who is it? personally i've only ever heard people tell newbies "only fly what you can afford to lose"

"This “expensive” set of implants contributes to a risk-averse attitude where the new player is afraid of ever leaving the supposed safety of highsec and finds himself leaving the game when this presumption of safety turns out to be untrue."
not a single person in eve thinks high sec is safe such events as hulkageddon make sure everyone knows it isn't safe in high sec

"While losses should matter, learning implants are only a superficial loss that ultimately contribute nothing to gameplay."
agreed but by the same token i think you should eliminate all attributes too because lets face it they add nothing to the game play...

"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, "
i know lots of people who don't have +5's in their head in case they lose their pod

"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."
isn't there some risk/reward thing about 0.0? also with one of the above arguments for turning them into combat hardwirings nothing would acctually change other than you'd have to have even more implants in to make your ship better and thus be able to compete with the next guy who has all the cool kids implants

p.s. i got bored and decided to stick my ore in but thought it best to cover all the points raised in the thread and related article
James Amril-Kesh
Viziam
Amarr Empire
#404 - 2012-09-01 18:23:35 UTC
Except you clearly didn't read the thread.

Enjoying the rain today? ;)

Brusanan
Free State Project
#405 - 2012-09-01 18:30:50 UTC
+1 for removing Crystals, Slaves, Snakes, etc. because nullsec pilots lose them, or something.
Andski
Science and Trade Institute
Caldari State
#406 - 2012-09-01 18:31:49 UTC
Brusanan wrote:
+1 for removing Crystals, Slaves, Snakes, etc. because nullsec pilots lose them, or something.


are those learning implants?

oh wait, they're not

Twitter: @EVEAndski

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

Lord Zim
Gallente Federation
#407 - 2012-09-01 18:32:42 UTC
Brusanan wrote:
+1 for removing Crystals, Slaves, Snakes, etc. because nullsec pilots lose them, or something.

Do they provide any benefits while docked up?

Why, no, no they do not.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

James Amril-Kesh
Viziam
Amarr Empire
#408 - 2012-09-01 18:34:18 UTC
Brusanan wrote:
+1 for removing Crystals, Slaves, Snakes, etc. because nullsec pilots lose them, or something.

K.

Enjoying the rain today? ;)

Mal Ishos
Steecey's Industries
#409 - 2012-09-01 18:50:13 UTC
Lord Zim wrote:
Brusanan wrote:
+1 for removing Crystals, Slaves, Snakes, etc. because nullsec pilots lose them, or something.

Do they provide any benefits while docked up?

Why, no, no they do not.


Why, yes, yes they do.

+2 stat modifier for LG, +3 for HG.
James Amril-Kesh
Viziam
Amarr Empire
#410 - 2012-09-01 19:38:07 UTC
That's beside the point. Besides, I'd be all for removing that part of the implant effects.

Enjoying the rain today? ;)

Lord Zim
Gallente Federation
#411 - 2012-09-01 19:39:05 UTC
Mal Ishos wrote:
Lord Zim wrote:
Brusanan wrote:
+1 for removing Crystals, Slaves, Snakes, etc. because nullsec pilots lose them, or something.

Do they provide any benefits while docked up?

Why, no, no they do not.


Why, yes, yes they do.

+2 stat modifier for LG, +3 for HG.

Well, what do you know, I'd forgotten they did.

What I guess I should've said is, "are they bought primarily for use in combat", unless of course someone's going to make the play that people buy them for the +2/+3 boost (at higher prices than +5s would cost), and not squarely because they give the user an edge in combat.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

MotherMoon
Tribal Liberation Force
Minmatar Republic
#412 - 2012-09-01 19:45:55 UTC
remove those *******

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

Alpheias
Tactical Farmers.
Pandemic Horde
#413 - 2012-09-01 20:00:01 UTC
Remove roleplayers, Incarna and Concord.

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.

MatrixSkye Mk2
Republic University
Minmatar Republic
#414 - 2012-09-01 22:15:05 UTC
Lord Zim wrote:
Mal Ishos wrote:
Lord Zim wrote:
Brusanan wrote:
+1 for removing Crystals, Slaves, Snakes, etc. because nullsec pilots lose them, or something.

Do they provide any benefits while docked up?

Why, no, no they do not.


Why, yes, yes they do.

+2 stat modifier for LG, +3 for HG.

Well, what do you know, I'd forgotten they did.

What I guess I should've said is, "are they bought primarily for use in combat", unless of course someone's going to make the play that people buy them for the +2/+3 boost (at higher prices than +5s would cost), and not squarely because they give the user an edge in combat.


In other words, nerf scissors, leave my rock alone.

Another case of awesome PVPers wanting PVE nerfed because of sandbox.

If it isn't PVP (related to my playstyle) it must be nerfed.

Successfully doinitwrong™ since 2006.

Lord Zim
Gallente Federation
#415 - 2012-09-01 22:17:36 UTC
MatrixSkye Mk2 wrote:
In other words, nerf scissors, leave my rock alone.

Another case of awesome PVPers wanting PVE nerfed because of sandbox.

If it isn't PVP (related to my playstyle) it must be nerfed.

ITT: suggesting that CCP enable people to eject learning implants is PVPers wanting PVE nerfed.

The more you know.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

MatrixSkye Mk2
Republic University
Minmatar Republic
#416 - 2012-09-01 22:28:43 UTC  |  Edited by: MatrixSkye Mk2
You may be asking for the ability to have them removed for reusability. The article this thread refers to specifically calls for their removal:

"...eliminating learning implants should be the logical next step."

Successfully doinitwrong™ since 2006.

Lord Zim
Gallente Federation
#417 - 2012-09-01 22:31:44 UTC
MatrixSkye Mk2 wrote:
You may be asking for the ability to have them removed for reusability. The article this thread refers to specifically calls for their removal:

"...eliminating learning implants should be the logical next step."

This would've been relevant if you hadn't responded directly to my post.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

MatrixSkye Mk2
Republic University
Minmatar Republic
#418 - 2012-09-01 22:45:34 UTC  |  Edited by: MatrixSkye Mk2
Lord Zim wrote:
This would've been relevant if you hadn't responded directly to my post.

Unless you've changed your mind (haven't read the entire thread, admittedly) your stance is:

Lord Zim wrote:
I don't use +3, +4 or +5 implants for one simple reason: I can't be ******* arsed to replace them all the time. I see absolutely no problem with them going away.


Lord Zim wrote:
Or remove (by way of completely removing learning implants altogether, or by granting the ability to unplug learning implants) a game mechanic which mentally inhibits PVP from happening in some cases.


Yes. I'm aware that you're also OK with the ability of unplugging them. But it doesn't nullify the fact that you're here also requesting their removal, as in asking for either A or B to happen (where A is removing them altogether and B is ability to unplug). Hence, why I'm directing my response to your post, as it applies to you as well.

Successfully doinitwrong™ since 2006.

Lord Zim
Gallente Federation
#419 - 2012-09-01 22:47:20 UTC
MatrixSkye Mk2 wrote:
Lord Zim wrote:
This would've been relevant if you hadn't responded directly to my post.

Unless you've changed your mind (haven't read the entire thread, admittedly)

Let's just stop your post right there.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

MatrixSkye Mk2
Republic University
Minmatar Republic
#420 - 2012-09-01 22:49:19 UTC
Ah, so you did change your mind then. Don't get to see that happen often around here :).


Successfully doinitwrong™ since 2006.