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A Flexible Approach to Skill Points

First post
Author
dexington
Caldari Provisions
Caldari State
#41 - 2012-11-22 11:30:12 UTC
As i see it, what you suggest would remove the skill queue, which has it's pros and cons.

What i like about the current system is that is has very little micro management, but what you suggest seems like a minor change, and i would not really care if it replaced the current system.

One think i would like, skills was applied when you add them to the queue, and the training queue worked as a cooldown, until you would be able to add the next skill.

I'm a relatively respectable citizen. Multiple felon perhaps, but certainly not dangerous.

The Protato
Deep Core Mining Inc.
Caldari State
#42 - 2012-11-22 21:29:24 UTC
Karn Dulake wrote:
Please censor all profanity. - CCP Eterne


Arse
Azrin Stella Oerndotte
Caldari Provisions
Caldari State
#43 - 2012-11-22 22:16:39 UTC
First of all: don't base an argument on WH's that you know little about, dreads are used quite a lot to kill sleepers in C4-6.


I don't think this is a good idea at all, the current system is very much consequence based, if you train a skill there is no refund if you regret it half way through like your oh so good example and that is great. If a SP pool were to be used you can just "regret it" and put it all into skills to improve your new play style and a consequence is lost.

The SP pool dust use work because its targeted towards a much more casual audience in a much different game. The skill queue is fine as is.
Mr Epeen
It's All About Me
#44 - 2012-11-22 22:34:26 UTC
I see nothing wrong with having an SP pool to tap into as needed.

This is a game that you plan for where you'll be a year from now, not a day or a week.

Things can change over a year. New corp. New direction. Rebalances and new content.

I like the idea of rewarding those with the patience to store their SP at the cost of short term gain. It's the EVE way. Action/ reaction. Consequences for decisions made. The decision to wait vs the ability to fly better ships sooner seems like a fair trade.

Mr Epeen Cool
Ager Agemo
Rainbow Ponies Incorporated
#45 - 2012-11-23 05:39:06 UTC
Actually I do believe this is a good idea, I would prefer to have a sp pool, but as suggested on some replies, it would be a single pool that gets applied based on factors of the skill for the sp cost, so if you have 1 mill sp and your atribs are mostly charisma and you train for a perception based skill, your SP cost goes up.

if it encourages lots of subs great, either way in the end is this, or just cross trained characters.

and as true you have to suffer consequences, having to wait before using your sp its on itself a consequence as hard as training a skill that then becomes useless.


like someone said, poor capital guys that finished super capital skill x 5, just for supercaps to get nerfed from awesomesaucedoitall to oversized commandships.
Mirima Thurander
#46 - 2012-11-23 06:24:47 UTC
Arsedestroyer wrote:
This post makes me wonder what people who trained for supercaps or titans for a bit longer than 200 days and just finsihed at the exact day the were nerfed into ground did...


there called cutters, and where long sleeves even in the summer.

All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

blake fallout
Center for Advanced Studies
Gallente Federation
#47 - 2012-11-23 13:24:24 UTC
Not that i Bothered about the Current system or whant it Changed ~

but How about

Say ~Spaceship command -perception/willpower (train spaceship Command per/will skill points ) ~ 39 points min/2340 sp Hour - 56160sp day (ect)

Can then put them ((56160) wherever you whant in spaceship Command, instead of training one skill, you can spread out the sp ~ like when Ccp Removes a Skill and gives you that sp to spend again anywhere (within spaceship command)

Just train sp, (not the ship skill)

though you cannot get every ship skill and just put points into it, -you would still need the Minimum sp level for each Concurrent ship ~ Cruiser4>Battleship ect,

But the Current sp Seems fine to me.
Tippia
Sunshine and Lollipops
#48 - 2012-11-23 13:31:52 UTC  |  Edited by: Tippia
ThisIsntMyMain wrote:
No, its not. The current skill point system trains different skills at different rates depending on your attributes and implants
…and his suggestion does the same.

Quote:
This becomes really complex. Instead of training some skills faster, you're suggesting different skills cost more or less SP depending on your attributes and implants. But what happens if you do a remap or get your implants podded half way through your training period ?
It doesn't become particularly complex. For my adjustment, it just means you can skip learning implants except for the moment you want to spend your SP, which admittedly is a bit of a flaw. Other than that, everything would work the same. If you remap, skills for that remap will become cheaper in terms of time spent until the next remap.

For the OP's idea, it just means you accumulate your attribute-SP more slowly since you now have lower attributes.
Demolishar
United Aggression
#49 - 2012-11-23 13:36:31 UTC
Nah, wasted training time is a good thing. It means you have to subscribe more to train more useful stuff.
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