These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

The Case for Removing Learning Implants

First post
Author
James Amril-Kesh
Viziam
Amarr Empire
#461 - 2012-09-06 05:51:28 UTC
Tau Prime wrote:
Doesn't this come down to rule number 1?

1. Don't fly what you cant afford to loose.


So if you cant afford to loose +4 skill implants, don't use them.

No, it doesn't.
Because you don't have to fly the implants to use them, and for PVPers using the implants discourages flying.
This is against the spirit of the game and it flies in the face of risk vs. reward as well - you get the same reward regardless of the risk you place yourself in.

Enjoying the rain today? ;)

ISD TYPE40
Imperial Shipment
Amarr Empire
#462 - 2012-09-06 05:51:49 UTC
Off topic and troll posts have been removed. Please try and stay on topic and post sensibly, thank you - ISD Type40.

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

MotherMoon
Tribal Liberation Force
Minmatar Republic
#463 - 2012-09-07 21:51:13 UTC
James Amril-Kesh wrote:
Tau Prime wrote:
Doesn't this come down to rule number 1?

1. Don't fly what you cant afford to loose.


So if you cant afford to loose +4 skill implants, don't use them.

No, it doesn't.
Because you don't have to fly the implants to use them, and for PVPers using the implants discourages flying.
This is against the spirit of the game and it flies in the face of risk vs. reward as well - you get the same reward regardless of the risk you place yourself in.


this is why I advocate removing learning implants and adding their bonuses to every single other implant in the game. So low tier implants would give +1 and higher tier implants would give +3. This makes learning speed an after thought, and buffs implants across the board meaning that combat implants now work when your not in combat. Like the advanced snake sets and such.

give everyone 2 more points in every stats if you must, but this madness must stop.

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

Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#464 - 2012-09-07 21:53:42 UTC
not sure why removing +attribute implants would be a good thing in any way shape or form.
James Amril-Kesh
Viziam
Amarr Empire
#465 - 2012-09-07 21:55:53 UTC
Herping yourDerp wrote:
not sure why removing +attribute implants would be a good thing in any way shape or form.

Then maybe reading the thread would be a good idea?

Enjoying the rain today? ;)

Paul Oliver
Doomheim
#466 - 2012-09-07 21:59:01 UTC  |  Edited by: Paul Oliver
Herping yourDerp wrote:
not sure why removing +attribute implants would be a good thing in any way shape or form.
As a new player who spent a relative fortune on a set to help train all these skills a little bit faster I find the idea of putting them in jeopardy by pvping to be most unfun.

So as much as I hate agreeing with these nerf threads I gotta admit the idea of losing implants does turn me off of pvp a lot more than just losing a cheap ship.
Its good to be [Gallente](http://dl.eve-files.com/media/1209/QEQlJ.jpg).
Johan Civire
Caldari Provisions
Caldari State
#467 - 2012-09-07 22:14:08 UTC
Paul Oliver wrote:
Herping yourDerp wrote:
not sure why removing +attribute implants would be a good thing in any way shape or form.
As a new player who spent a relative fortune on a set to help train all these skills a little bit faster I find the idea of putting them in jeopardy by pvping to be most unfun.

So as much as I hate agreeing with these nerf threads I gotta admit the idea of losing implants does turn me off of pvp a lot more than just losing a cheap ship.


I agree on that one to sinds i have +5 inplants my life in eve is so strongly scary that i lose them that i have no way to pay them back when i die i think the need to change that to. My clone or jumpclone is the only one that have the action afther some time i go back to my self and i can play carebear again.....
Gizznitt Malikite
Agony Unleashed
Agony Empire
#468 - 2012-09-07 22:27:40 UTC

I'm coming in late... but I think altering attribute implant slots is a reasonable idea.

I think an interesting option would be to keep attribute implants in game, but make them illegal to have or use in highsec, such that if you detected with them, you will gain a suspect flag. Allow ship scanners to detect them... This will make their use in highsec interesting and risky. Hell, all implants for slots 1-5 should just be illegal <-- This would be really interesting actually!!!

Another option... increase the align time of capsules, so that a very-fast-locking inty can tackle capsules cold-warping from gate cloak.... This wouldn't really solve the primary problem of implants discouraging PvP, but instead would increase the death rate of capsules, potentially amplifying the disouragement...

I don't see a particular NEED for attribute implants, and i kind of feel like they are wasted implant slots.... When I first started living in nullsec, I used primarily +2's.... these days I almost always use +4's... and just accept the implants as part of my clone upgrade costs...



Paul Oliver
Doomheim
#469 - 2012-09-08 01:04:32 UTC
Gizznitt Malikite wrote:
I think an interesting option would be to keep attribute implants in game, but make them illegal to have or use in highsec, such that if you detected with them, you will gain a suspect flag. Allow ship scanners to detect them... This will make their use in highsec interesting and risky. Hell, all implants for slots 1-5 should just be illegal <-- This would be really interesting actually!!!
Why would you want to penalize new players like that? Ugh
Its good to be [Gallente](http://dl.eve-files.com/media/1209/QEQlJ.jpg).
Alpheias
Tactical Farmers.
Pandemic Horde
#470 - 2012-09-08 01:21:57 UTC
Paul Oliver wrote:
Gizznitt Malikite wrote:
I think an interesting option would be to keep attribute implants in game, but make them illegal to have or use in highsec, such that if you detected with them, you will gain a suspect flag. Allow ship scanners to detect them... This will make their use in highsec interesting and risky. Hell, all implants for slots 1-5 should just be illegal <-- This would be really interesting actually!!!
Why would you want to penalize new players like that? Ugh


Hasn't it dawned on you yet that it is a non-issue, that boils down to choice, that a small fraction of players are turning into a issue?

I'd question your right to existence if you can't spot the flawed logic behind the reasoning to remove learning implants.

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.

RAGE QU1T
Deep Core Mining Inc.
Caldari State
#471 - 2012-09-08 01:52:00 UTC
Been playing for 4+ yrs, this is starting to get a little rediclus, some random asshat (A goon no less) picks a mechanic or item in game every 6 to 12 months and nerd rages on the forums proposing for said removal of that item. i just have one thing to say

Don't fly what you cant afford to loose! Suck it up buttercup DEAL WITH IT
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#472 - 2012-09-08 02:10:24 UTC
RAGE QU1T wrote:
Been playing for 4+ yrs, this is starting to get a little rediclus, some random asshat (A goon no less) picks a mechanic or item in game every 6 to 12 months and nerd rages on the forums proposing for said removal of that item. i just have one thing to say

Don't fly what you cant afford to loose! Suck it up buttercup DEAL WITH IT

The funny thing is that if this sentiment was adhered to we never would have had the removal of the learning skills. Sometimes it is good to go back and re-evaluate your designs.
James Amril-Kesh
Viziam
Amarr Empire
#473 - 2012-09-08 02:20:30 UTC
Alpheias wrote:
I'd question your right to existence if you can't spot the flawed logic behind the reasoning to remove learning implants.

Please do point it out to us who are apparently too stupid to figure it out.

That is, if you actually have a reason to say it's flawed logic and aren't just blowing hot air.

Enjoying the rain today? ;)

Yokai Mitsuhide
Doomheim
#474 - 2012-09-08 02:24:22 UTC
James Amril-Kesh wrote:
Herping yourDerp wrote:
not sure why removing +attribute implants would be a good thing in any way shape or form.

Then maybe reading the thread would be a good idea?


It already takes a very long time to train skills in this game...no attribute implants would add so much time on higher level ones that it would just not be enjoyable anymore. A set of +5's can knock months off your skill plan..
James Amril-Kesh
Viziam
Amarr Empire
#475 - 2012-09-08 02:36:27 UTC
I agree with that, to be honest, but I still agree with the OP in principle. That's why I've offered alternative solutions that I think would be better (namely the ability to unplug tech 1 slot 1-5 implants).

Enjoying the rain today? ;)

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#476 - 2012-09-08 02:40:04 UTC
Yokai Mitsuhide wrote:
James Amril-Kesh wrote:
Herping yourDerp wrote:
not sure why removing +attribute implants would be a good thing in any way shape or form.

Then maybe reading the thread would be a good idea?


It already takes a very long time to train skills in this game...no attribute implants would add so much time on higher level ones that it would just not be enjoyable anymore. A set of +5's can knock months off your skill plan..

As I understand it that is part of the issue. Risk averse individuals are free to reap the full benefits of an expensive clone set while others living in riskier areas, particularly those that allow bubbles, have need to use lesser implants to mitigate the cost of losses.

Which leads to trying to balance the act of taking risks vs having the training reward when the risk v reward mantra dictates it should be the opposite. Without saying that removing them is the best solution, the arguments in favor it are not without merit.
James Amril-Kesh
Viziam
Amarr Empire
#477 - 2012-09-08 02:42:34 UTC
Tyberius Franklin wrote:
Yokai Mitsuhide wrote:
James Amril-Kesh wrote:
Herping yourDerp wrote:
not sure why removing +attribute implants would be a good thing in any way shape or form.

Then maybe reading the thread would be a good idea?


It already takes a very long time to train skills in this game...no attribute implants would add so much time on higher level ones that it would just not be enjoyable anymore. A set of +5's can knock months off your skill plan..

As I understand it that is part of the issue. Risk averse individuals are free to reap the full benefits of an expensive clone set while others living in riskier areas, particularly those that allow bubbles, have need to use lesser implants to mitigate the cost of losses.

Which leads to trying to balance the act of taking risks vs having the training reward when the risk v reward mantra dictates it should be the opposite. Without saying that removing them is the best solution, the arguments in favor it are not without merit.

Exactly. The reasoning is solid, I just think there are better solutions.

Enjoying the rain today? ;)

Lord Zim
Gallente Federation
#478 - 2012-09-08 02:54:45 UTC
Tyberius Franklin wrote:
As I understand it that is part of the issue. Risk averse individuals are free to reap the full benefits of an expensive clone set while others living in riskier areas, particularly those that allow bubbles, have need to use lesser implants to mitigate the cost of loses.

Which leads to trying to balance the act of taking risks vs having the training reward when the risk v reward mantra dictates it should be the opposite. Without saying that removing them is the best solution, the arguments in favor it are not without merit.

Actually, the issue is that risk averse individuals currently just go "my jumpclone timer isn't over, so I'll avoid anything which means I could lose my implants".

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

RIP Vile Rat

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#479 - 2012-09-08 03:03:42 UTC
Lord Zim wrote:
Tyberius Franklin wrote:
As I understand it that is part of the issue. Risk averse individuals are free to reap the full benefits of an expensive clone set while others living in riskier areas, particularly those that allow bubbles, have need to use lesser implants to mitigate the cost of loses.

Which leads to trying to balance the act of taking risks vs having the training reward when the risk v reward mantra dictates it should be the opposite. Without saying that removing them is the best solution, the arguments in favor it are not without merit.

Actually, the issue is that risk averse individuals currently just go "my jumpclone timer isn't over, so I'll avoid anything which means I could lose my implants".

I can see that as a large and possibly the most significant part, but that suggest that there are no individuals that would become further entrenched in highsec life due to wanting to min/max training times.
Pipa Porto
#480 - 2012-09-08 04:45:41 UTC
James Amril-Kesh wrote:
Exactly. The reasoning is solid, I just think there are better solutions.


One proposal I heard and liked (and I wish I could remember who to attribute it to) was to introduce "Learning Boosters" alongside traditional implants. Instead of being a permanent-until-podding item, they last for 24-48-whatever hours, regardless of whether you're podded, you jump clone, etc. They obviously would overlap with implants (if you have both, you get the best bonus only). They would also be significantly cheaper than implants (maybe breakeven price between the two after 6 months?).

People in HS would keep with the implants because, long term, they're better off. People in more dangerous space would use these boosters because it removes the cost of implants from your pod cost (in fact, the more you die, the better deal they become).

Minor quibble; people stuck in Supers could train slightly faster if they cared.


But removing implants just seems simpler. Skill training is a meta-game mechanic and using in-game mechanics to affect it is an example of the illusion of complexity simply for complexity's sake. Like learning skills were.

EvE: Everyone vs Everyone

-RubyPorto