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Learning Implants

First post
Author
Mallak Azaria
Caldari Provisions
Caldari State
#21 - 2012-09-06 02:56:17 UTC
MotherMoon wrote:
James Amril-Kesh wrote:
Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.

With the exception of Tech 2 implants, that is. Those should not be removable.


They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?

Anyways with a real UI you could have multiple implant sets and switch between them. Add a 1 hour cooldown on it.


Because people are far more likely to get in fleets when multiple implant sets are at risk instead of just 1.

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James Amril-Kesh
Viziam
Amarr Empire
#22 - 2012-09-06 02:58:58 UTC
Mallak Azaria wrote:
MotherMoon wrote:
James Amril-Kesh wrote:
Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.

With the exception of Tech 2 implants, that is. Those should not be removable.


They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?

Anyways with a real UI you could have multiple implant sets and switch between them. Add a 1 hour cooldown on it.


Because people are far more likely to get in fleets when multiple implant sets are at risk instead of just 1.

Because reading comprehension is just too damn complicated.

Enjoying the rain today? ;)

Polly Oxford
Deep Core Mining Inc.
Caldari State
#23 - 2012-09-06 03:05:14 UTC
MotherMoon wrote:
Becuase they add nothing. Get rid of them

Or make clone jumping start at 1 hour wait for 1 system jump and increase it up to 24 based on range. If you jump within the same system then you only need to wait 1 hour to jump again.

Being stuck for 24 hours in your stupid implants, while a fleet fight is going on where you don't want to risk them is dumb. Note I'm set I've been paying for eve for the past 3 months and haven't trained a single skill. I don't want my clone prices going up. I don't get to play much but I don't want learning implants removed for my sake, I don't even use implants I have every skill I'd ever need fully trained.

But for new players the issue is clones in general. The whole implant system should be thrown out. Have all implants give a boost to training speed AND something else. So just add on attribute bonuses to EVERY SINGLE IMPLANT IN THE GAME.

Then you can remove the stupid implant system which is badly design piece of crum. And you'll still have to risk your implants in battle, in fact more implants would be getting lost. It would create a boom in the implant market and increase how many people feel like it's too scary to PvP.


Reducing the jumpclone timer would be the best solution imho. Even just reducing it to 12h would solve a big part of the problem, although I would advocate for 6h with Infomorph Psychology at 5.
James Amril-Kesh
Viziam
Amarr Empire
#24 - 2012-09-06 03:07:10 UTC
I don't really get why people keep suggesting that. Why should the timer be reduced? How is that superior to other suggestions that don't even involve jump clones?

Enjoying the rain today? ;)

Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#25 - 2012-09-06 03:07:19 UTC
Andski wrote:
RAGE QU1T wrote:
Don't see how these are an isk sink since mofority of them are sold off market? But i guess its safe to aasume ownng 2/3's of the tech moons in the game is just as a big of an isk sink out of anything.


Right, they're usually purchased on the market, but guess where the implants actually come from!


story missions, which is the problem. if story missions gave isk instead of implants then implants would have to be bought on the LP store thus isk sink.
Grumpymunky
Monkey Steals The Peach
#26 - 2012-09-06 03:18:47 UTC
MotherMoon wrote:
They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?
If that means killing a pod can make the implants drop, then yes please! Big smile

Post with your monkey.

Thread locked due to lack of pants.

James Amril-Kesh
Viziam
Amarr Empire
#27 - 2012-09-06 03:26:00 UTC
Grumpymunky wrote:
MotherMoon wrote:
They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?
If that means killing a pod can make the implants drop, then yes please! Big smile

Maybe if you reprocess them out of the dead corpse. :P

Enjoying the rain today? ;)

Alavaria Fera
GoonWaffe
#28 - 2012-09-06 03:32:08 UTC  |  Edited by: Alavaria Fera
James Amril-Kesh wrote:
Grumpymunky wrote:
MotherMoon wrote:
They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?
If that means killing a pod can make the implants drop, then yes please! Big smile

Maybe if you reprocess them out of the dead corpse. :P

Weren't rigs like the ship version of implants? The idea being you got a decent benefit but couldn't remove it?

Like with implants.


I still want to reprocess someone's alt and get their 5% mining yield implant and sell it, sounds nice. Plus a reason to gank random pods uh oh right, that would make ganking profitable eh. Smile

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
#29 - 2012-09-06 03:46:36 UTC
Mallak Azaria wrote:
MotherMoon wrote:
James Amril-Kesh wrote:
Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.

With the exception of Tech 2 implants, that is. Those should not be removable.


They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?

Anyways with a real UI you could have multiple implant sets and switch between them. Add a 1 hour cooldown on it.


Because people are far more likely to get in fleets when multiple implant sets are at risk instead of just 1.


what?

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

MotherMoon
Tribal Liberation Force
Minmatar Republic
#30 - 2012-09-06 03:49:04 UTC
Grumpymunky wrote:
MotherMoon wrote:
They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?
If that means killing a pod can make the implants drop, then yes please! Big smile


Here's a crazy idea, what if implants recovered from a corpse were 100% chance drop, but they had a quality rating, meaning you can't recover them more than 2-3 times. Or each time you recover them they get weaker? You could even have a skill to decrease the decay rate of recovered implants.

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

MotherMoon
Tribal Liberation Force
Minmatar Republic
#31 - 2012-09-06 03:50:56 UTC
James Amril-Kesh wrote:
I don't really get why people keep suggesting that. Why should the timer be reduced? How is that superior to other suggestions that don't even involve jump clones?


no no you reduce the jump clone timer based on distance. The reason they don't want to make jump clones faster is becuase people could fast travel. In fact I would be happier as a fix to learning implants if they increased the max cool down to 3 weeks. If you jump across the universe you shouldn't be able to to for a long time.

But if you just want to get out of your implants, then jump cloning within the same system shouldn't be such a big deal.

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

Alavaria Fera
GoonWaffe
#32 - 2012-09-06 03:57:02 UTC
MotherMoon wrote:
James Amril-Kesh wrote:
I don't really get why people keep suggesting that. Why should the timer be reduced? How is that superior to other suggestions that don't even involve jump clones?


no no you reduce the jump clone timer based on distance. The reason they don't want to make jump clones faster is becuase people could fast travel. In fact I would be happier as a fix to learning implants if they increased the max cool down to 3 weeks. If you jump across the universe you shouldn't be able to to for a long time.

But if you just want to get out of your implants, then jump cloning within the same system shouldn't be such a big deal.

Isn't swapping out of implants too easily also a factor that they are concerned about?

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 ?

RAGE QU1T
Deep Core Mining Inc.
Caldari State
#33 - 2012-09-06 04:09:53 UTC
Mallak Azaria wrote:
MotherMoon wrote:
James Amril-Kesh wrote:
Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.

With the exception of Tech 2 implants, that is. Those should not be removable.


They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?

Anyways with a real UI you could have multiple implant sets and switch between them. Add a 1 hour cooldown on it.


Because people are far more likely to get in fleets when multiple implant sets are at risk instead of just 1.



Fail FC's is the reason people don't join fleets not implants. What game are you playing again?
ISD TYPE40
Imperial Shipment
Amarr Empire
#34 - 2012-09-06 04:21:12 UTC
Since there is already a thread on this subject, please use that thread instead. It can be found here.

Thread locked for being a duplicate - ISD Type40.

[b]ISD Type40 Lt. Commander Community Communication Liaisons (CCLs) Interstellar Services Department[/b]

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