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Cybernetics

Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#21 - 2012-09-17 19:55:40 UTC
Dennis Gregs wrote:
Canabi wrote:
I think some of you are missing the point... He's complaining about having to train a single skill for 7 WHOLE DAYS!
Seriously. It's 7 days. One week. It is really not that long at all. I get excited when I have a skill that only takes 9-12 days to train. Such a short time in the Eve universe.

The problem with the current skill is that the implants (+5 to attributes only, not talking about hardwires) can actually require more time to train for than the time you will save from plugging them in. This clearly isn't right imo.


It takes 632,235 sp to move from cyber IV to V. Assuming you then use only +5 implants from then on, you will gain an extra 90 sp / hour over the +4 implant set... Meaning it takes you over 7000 hours, or about 10 months before get more sp than you sunk into Cyber V.

So, if you are training Cyber V for one purpose, to use +5 attribute implants... then perhaps it's not worth your time!!!

However, cyber V allows allows for mindlinks, Pirate implants, +6% implants, and some +5% implants... which provide substantial benefits to those using them (and cost a pretty penny too!)!.

I think Cyber V is working as intended... it's a bling skill for bling pilots to bling their pods out, and +5 attribute implants are bling implants... primarily used by the wealthy and the risk advserse. I don't particularly see any need to change it.
Souisa
Subhypersonics
#22 - 2012-09-18 07:15:48 UTC  |  Edited by: Souisa
I dont think +5's should require Cybernetics 5, because as mentioned it takes almost a year to make up for it. Few people will actually be training for these untill they are done training for whatever they want to train for. Making the +5's require Cybernetics IV instead would make them more appealing

o/

ShahFluffers
Ice Fire Warriors
#23 - 2012-09-18 08:15:33 UTC
Souisa wrote:
Making the +5's require Cybernetics IV instead would make them more appealing

Why should they be "appealing" beyond what they already offer? They're a luxury item. Nothing more.
Souisa
Subhypersonics
#24 - 2012-09-18 12:35:57 UTC  |  Edited by: Souisa
Well the problem is you have to have cybernetics 5 which takes at least 7 days. For most people it probably takes about 12, because they dont have optimal attributes. This means you cant really use the +5's to optimise your training, because you will loose 7-12 days training time. Why do they require cybernetics 5 anyway?

o/

Sun Win
#25 - 2012-09-18 12:49:54 UTC
Souisa wrote:
Well the problem is you have to have cybernetics 5 which takes at least 7 days. For most people it probably takes about 12, because they dont have optimal attributes. This means you cant really use the +5's to optimise your training, because you will loose 7-12 days training time. Why do they require cybernetics 5 anyway?


Welcome to Eve, a game about spaceships where the concept of diminishing returns lies at the heart of the cost/benefit calculation that makes up every part of this strange game, and is one of the balancing factors that allows new players to participate alongside their bittervet peers. In this case, you have encountered the diminishing returns of cybernetics. Is it worth training to 5? Only if you are planning to have +5 implants plugged in for a year or more (or pirate implants).

So now you have a decision to make about your plans. Working as intended.

On a personal note: Eve doesn't owe you +5 implants. And if you think this is bad, wait until you learn how long it takes to shave 1% off your weapons' power grid demands.
Souisa
Subhypersonics
#26 - 2012-09-18 18:55:21 UTC  |  Edited by: Souisa
You basically nailed it. Training for +5's is not worth it atm. because you need them plugged in for a year to make up for it. Their skill requirements defeats their purpose

o/

Jackie Butters
Fawkes' Loyal Professionals
#27 - 2012-09-18 20:08:43 UTC  |  Edited by: Jackie Butters
365D in a year...Subtract 12...=353D of training...STFU


EDIT: after posting, i realized something...they blow up if you die with them in, so what's it matter, train the skill and plug them in, or don't but there's nothing wrong with the training time of Cybernetics V, just as there was no problem with requiring tactical shield manipulation to V before you could get Capital shield boosters...which is now obsolete,

JUST KEEP WAITING OR TRAIN THE SKILL!
Anhenka
Native Freshfood
Minmatar Republic
#28 - 2012-09-18 20:57:28 UTC
Jackie Butters wrote:
365D in a year...Subtract 12...=353D of training...STFU


EDIT: after posting, i realized something...they blow up if you die with them in, so what's it matter, train the skill and plug them in, or don't but there's nothing wrong with the training time of Cybernetics V, just as there was no problem with requiring tactical shield manipulation to V before you could get Capital shield boosters...which is now obsolete,

JUST KEEP WAITING OR TRAIN THE SKILL!



Since the original point of the thread appears to have devolved into the week old OP practicing his trollfu, allow me to sidetrack a bit.


lol phoenix/chimera.
Devil Dodger
Black-Watch Corporation
Malicious Mineral Hounds
#29 - 2012-09-18 21:09:30 UTC
I believe that +5 implant are not used enough and every player should have a set. Requiring Cybernetics V for learning implants is a bit too much. It should be LVL III at most with IV reserved for 5% skill hardwirings and pirate implants.





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