These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Incentive Based Daily Gameplay via Skill Queue Bonuses

First post
Author
Quaaid
Phoenix Foundry
#1 - 2011-10-21 17:03:17 UTC

Common Problems with the Skill Queue
- - - - - - - - - -

  • Top tier skills and level 5 skill roadblocks take too long to train. This is daunting and frustrating at all levels of play.
  • Players at times may feel that they have 'no reason' to play until a new and exciting top tier skill is completed. This can often result in weeks of paid subscription time being solely devoted to skill queue maintenance and no meaningful gameplay/enjoyment of EVE.
  • A consequence of scenario #2 would be a decreased interest in EVE over time, lack of immersion and incentive, and ultimately decrease in playtime / subscription revenue.




Solution: Daily Skill Queue Bonuses
- - - - - - - - - -

Implementation Option #1 - Immediate Rewards

Mix in a time limited, percentage based skill queue reward into some of the more moderately challenging aspects of EvE. Things like completing a mission in low or null sec space, Participation in a successful incursion Assault or Headquarters Fleet, or partaking in the destruction of a player ship or structure. Really it could be anything, but should support the less explored/more risky avenues of EvE life. These boosts should be one offs, should not stack, and if other bonuses apply the more powerful bonus would overwrite the existing bonus.

For example:

"For the completion of this mission you will receive:"


  1. 2 Million Isk
  2. 2,500 Loyalty Points
  3. 50% Skill Queue Boost for 12 Hours


"You have clear a class 2 sleeper site, you have received:"


  1. 25% Skill Queue Boost for 12 Hours



"You have completed this Sansha's Assault Site, you have received:"


  1. 19.5 Million Isk
  2. 13,000 Loyalty Points
  3. 25% Skill Queue Boost for 12 Hours


"Stupidguy's Ship begins to explode, you receive:"


  1. 10% Skill Queue Boost for 12 Hours



Implimentation Option #2 - Rewards as Quafe Consumables

This is basically the same as the first iteration, but instead of immediate rewards applied directly to the pilot he would be awarded a consumable item that can be traded on the market. These rewards would be far less powerful, and not directly support daily recurring play as well, but would still be of great value and be far more customizable. You can only be under the effect of one consumable at a time.

For Example:

"For the completion of this mission you will receive:"


  1. 2 Million Isk
  2. 2,500 Loyalty Points
  3. 1 Quafe "Brawndo" Cola (1 m3)



Variations:


  • Quafe "I Can See Forever" Grape Soda (1 m3) - Temporary 5 Perception for 12 hours.
  • Quafe "Honey Dos" Orange Soda (1 m3) - Temporary 5 Memory for 12 hours.
  • Quafe "Don't Scratch That" Root Beer (1 m3) - Temporary 5 Willpower for 12 hours.
  • Quafe "Doc Brown's" Ginger Ale (1 m3) - Temporary 5 Intelligence for 12 hours.
  • Quafe "Smoothie" Strawberry Soda (1 m3) - Temporary 5 Charisma for 12 hours.
  • Quafe "Brawndo" Cola (1 m3) - 25% Skill Queue Boost for 12 Hours
Nova Fox
Novafox Shipyards
#2 - 2011-10-21 17:12:18 UTC  |  Edited by: Nova Fox
No no no no no.

eve is not a grind fest on skill points.

this can also result in buying sp with isk.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Feligast
Brutor Tribe
Minmatar Republic
#3 - 2011-10-21 17:26:19 UTC
Three things.

1. No.

2. Hell no.

3. Not everyone runs missions. If you're even going to consider this as a valid idea, you have to allow implementation through many avenues, not just mission running. Missions have too many rewards now as it is.
Goose99
#4 - 2011-10-21 17:40:08 UTC
YesCool
Quaaid
Phoenix Foundry
#5 - 2011-10-21 18:13:43 UTC
Quote:
3. Not everyone runs missions. If you're even going to consider this as a valid idea, you have to allow implementation through many avenues, not just mission running. Missions have too many rewards now as it is.


I agree with this. I offered mission running, incursions, wormhole sites, and pvp as options. What else would be good?
Quaaid
Phoenix Foundry
#6 - 2011-10-21 18:17:09 UTC
Quote:
Get fuc*ked, biomass your character.


This sounds angry, even when reading it in the overly cheerful voice that narrates everything in my head.
Jack Carrigan
Order of the Shadow
#7 - 2011-10-21 18:29:57 UTC  |  Edited by: CCP Phantom
No, Hell no, **** no.

Edit: Profanity removed, CCP Phantom.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Darkdood
Estrale Frontiers
#8 - 2011-10-21 18:34:16 UTC  |  Edited by: Darkdood
I wrote a big reply and realized on second thought this a really bad idea sorry. It pretty much breaks Eve as a game. My friend left WoW and started playing this specifically because he didn't have to grind exp. He pulled me into this I rather like that aspect of the game.

Items and Isk should be the incentive.
Goose99
#9 - 2011-10-21 18:35:51 UTC  |  Edited by: Goose99
U mad bro?Cool

Yes, +1

You don't have to get attribute implants either. Yet they affect training speed too.
Quaaid
Phoenix Foundry
#10 - 2011-10-21 18:56:14 UTC
For the record, I do not like the item based implementation much either, just wanted to throw it out there. I think it's a bit too much and simply buying SP is not a good direction.


I fully support minor to moderate skill queue boosts being applied to meaningful and challenging content as a further reward for engaging in those all too underused outlets and in turn keeping pilots who would be otherwise content to just leave their pilot in a station for 25 days to rot a reason to login a play.

It's not game breaking, it's perpetuating. Every MMO relies on giving you multiple rabbits to chase that you can never catch. The skill queue is one of the least rewarding and most frustrating un-catchable rabbits ever. I am at least offering a way to selectively, deliberately intervene and fight the horrible skill queue monster and give pilots a maintainable way to stay involved in the only meaningful metric in this game, their SP.

Those who play through meaningful content often and daily getting a modest boost to training over the risk-free, effort-free training we currently enjoy is hardly a game breaker.
Baaldor
Blackwater USA Inc.
Pandemic Horde
#11 - 2011-10-21 19:08:12 UTC
Quaaid wrote:


Those who play through meaningful content often and daily getting a modest boost to training over the risk-free, effort-free training we currently enjoy is hardly a game breaker.


However it does open up some character farming issues via bots..now doesn't it.


Goose99
#12 - 2011-10-21 19:14:14 UTC  |  Edited by: Goose99
Baaldor wrote:
Quaaid wrote:


Those who play through meaningful content often and daily getting a modest boost to training over the risk-free, effort-free training we currently enjoy is hardly a game breaker.


However it does open up some character farming issues via bots..now doesn't it.




It doesn't. As illustrated by other games where daily quests have been implemented.

This, in fact, is the one and only activity other than epic arcs/cosmos that cannot be usefully botted, no matter the sophistication of bots, due to repeat limit.

Epic arcs/Cosmos have the same repeat limit, with different timespan.
muhadin
Brutor Tribe
Minmatar Republic
#13 - 2011-10-21 19:14:56 UTC
There are too many trolls floating around this section that can't read very well.

The 2nd part wouldn't be a good idea, they shouldn't be sellable.

The first part, they should be unsellable and untradeable, or maybe a new clickable item in the attributes section to activate. They should not stack, and you should only beable to active one 6-12hour one every 24-48 hours ish. So, if you were active the maximum sp a month you would get would be around 2.5mil, instead of 1.8mil at 2700sp/hour. It can't be THAT high or too many people would wine about it. But it does make sense, that if you play alot your skill training should go up slightly. I do not believe it would have a impact on character market at all.

"Love the Life you Live, Live the Life you Love"

Quaaid
Phoenix Foundry
#14 - 2011-10-21 19:21:36 UTC
Quote:
However it does open up some character farming issues via bots..now doesn't it.


Bots exist to handle almost every aspect of every mmo, that is not a viable argument against an idea. Bots currently farm missions, mining, low level exploration and quite possibly other things I am unaware of.

Limitations based off of exploitations would be the death of new development if we linger on it.
Quaaid
Phoenix Foundry
#15 - 2011-10-21 20:17:01 UTC
muhadin wrote:
There are too many trolls floating around this section that can't read very well.

The 2nd part wouldn't be a good idea, they shouldn't be sellable.

The first part, they should be unsellable and untradeable, or maybe a new clickable item in the attributes section to activate. They should not stack, and you should only beable to active one 6-12hour one every 24-48 hours ish. So, if you were active the maximum sp a month you would get would be around 2.5mil, instead of 1.8mil at 2700sp/hour. It can't be THAT high or too many people would wine about it. But it does make sense, that if you play alot your skill training should go up slightly. I do not believe it would have a impact on character market at all.



All good points and ideas. Baby steps is good for this I believe.
Caldain Morrow
Native Freshfood
Minmatar Republic
#16 - 2011-10-21 20:36:45 UTC
Why not replace the, currently, almost useless story line items that COSMOS agents give out with these Quafe boosters? *Or* A BPC for a "volatile Limited Ocular Filter" or the like. It plugs in like any other implant but after a set amount of time it degenerates and fails. Make it viable for them to be manufactured and sold for modest profit but still cheaper than regular implants. For those who do PVP they would be very popular and for people starting out they would be a viable option for getting over that hump. I'd put out there that making the volatile versions worth about 25-50% of the regular implants worth it. Personally I don't run implants because they are so bloody expensive and I'm a pretty casual player; I can afford t wait.

For the record, the skill queue was part of why I started playing and is one of the great selling points to my friends since we all have these irritating day jobs that take up most of our time add on a wife or girlfriend and a going out with friends (who don't play) plus a hobby and game time gets dropped ff to nothing. WoW and other grind based levelers have little to no interest for me since I would never get anywhere. I'll go monts without doing more than updating my skill queue thn I'll have some free time and an itch and I've got a new ship type I can fly or suddenly, t2 guns or something like that.
Baaldor
Blackwater USA Inc.
Pandemic Horde
#17 - 2011-10-21 20:42:14 UTC
Why is it something that heavily rewards the jewcrew?

There are others in this game also that log in and take much higher risks in this game than some mission runner.
Quaaid
Phoenix Foundry
#18 - 2011-10-21 20:52:00 UTC
Baaldor wrote:
Why is it something that heavily rewards the jewcrew?

There are others in this game also that log in and take much higher risks in this game than some mission runner.



I don't see why this cannot support pvp as well, I have clearly stated that I would like to see the more challenging side of EVE carry forward these great rewards. The only limitation is how do we implement it? I was thinking on killmail generation, but I would be glad to hear your ideas on it too.
CCP Phantom
C C P
C C P Alliance
#19 - 2011-10-22 09:12:26 UTC
Off topic posts removed.
Please stay on topic, thank you!

CCP Phantom - Senior Community Developer

Tippia
Sunshine and Lollipops
#20 - 2011-10-22 09:27:42 UTC
Quaaid wrote:
Common Problems with the Skill Queue
- - - - - - - - - -

  • Top tier skills and level 5 skill roadblocks take too long to train. This is daunting and frustrating at all levels of play.
  • Players at times may feel that they have 'no reason' to play until a new and exciting top tier skill is completed. This can often result in weeks of paid subscription time being solely devoted to skill queue maintenance and no meaningful gameplay/enjoyment of EVE.
  • A consequence of scenario #2 would be a decreased interest in EVE over time, lack of immersion and incentive, and ultimately decrease in playtime / subscription revenue.
None of those are problems. The first point is entirely intentional: it is meant to be a chore to get lvl V because the whole game is built around diminishing returns, and deciding between more immediate (and often larger) returns or some kind of (much less rewarding) specialisation. If you feel they're “daunting and frustrating”, then it means it works — it's giving you a reason to not train those levels.

The second point has nothing to do with the skill system and everything to do with players not liking EVE. They have this idea that once they train X, everything will change and it will be fun fun fun! …only, when they get there, they will realise that it's the exact same thing as before. If they can't enjoy the journey there, they won't enjoy the destination because it does not differ from the journey in the slightest. This is just them fooling themselves.

The third point is a rather hefty non-sequitur. No, it does not affect immersion, and the incentive is unaffected. The decreased interest in EVE is due to running out of things to train and new things to look forward to, not because things take time to train. Decreasing the training time to get new toys only means that the people who get bored with them now will get bored of them even sooner.
Quote:
Solution: Daily Skill Queue Bonuses
Horrible, horrible, bad, awful idea. This introduces a completely pointless grind to EVE that will bore people to tears far quicker than any amount of training time might. It also reinforces bad behaviour and tries to steer the gameplay in specific, pre-determined direction. These are very bad things to do in a sandbox.

Your supposed problem is entirely built out of misconceptions, and your solution directly contradicts the core design philosophy. End result: ugh!
12Next page