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Author
War Kitten
Panda McLegion
#21 - 2013-01-21 19:36:43 UTC
Corey Fumimasa wrote:
WarlockX wrote:
what force multiplier items are you referring to?
And what power curve?

Has there even been new implants as of late? I can't remember any in the past few years...

Any time you have linear growth along several vectors they will compound into a very steep curve when multiplied. A 20million SP char with t2 fittings, combat implants, and combat experience will kill a 1 million SP char with t1 fittings and no implants in one or 2 volleys.

Remove the combat implants, shrink the gear disparity to a few one hundredths of a %, same with the effect of skills on the hardware and the vet pilot will still win 90% of the time. But the fight will last longer.

I'm not saying that older, wealthier more prepared pilots shouldnt have a mechanical advantage, but there is no reason for that advantage to be so great.

With this disproportionate play field the content created by younger players has little impact on older players. If the playing field was more level then there would be more exciting and real content for everyone.



If you're finding the gap between experienced, prepared and knowledgeable pilots versus young, naive and ignorant ones, perhaps you should strive to fill that gap rather than bemoaning the reality of it.

In Eve, your own knowledge of the game's mechanics, your skill at applying that knowledge to the situation, and the decisions you make are far more important than the end result of some random number generators calculating damage based on various statistics.

In the situation you're describing, assuming identical ships with best-available equipment on them, there is one situation where the younger player will win: The one where he makes the better decisions.

Depending on the types of ships, that decision is often "Don't engage", but there are often times when better ammo selection and range dictation would serve to let the younger player win the fight too. More commonly though, the situation is not identical ships, but two very different ships with different roles. Learn those interactions and even the lowliest frigate or cruiser pilot will be killing pimped battleships.

tl;dr:
If you think the game is too out of balance, or that superior character skills and ship equipment wins every time, you've got a lot more to learn.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Whitehound
#22 - 2013-01-21 19:40:57 UTC
Corey Fumimasa wrote:
I don't have a problem. I'm just betting on new blood to be more inclined to stay in Eve if the playing field is level.

The old players are few and their influence comes not so much from their toys but from their experience. If you lose the old players then who is left but only the new players? And what is there to make new players stay when there is little to gain and when all the old players leave?

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Corey Fumimasa
CFM Salvage
#23 - 2013-01-21 19:46:15 UTC
War Kitten wrote:


If you're finding the gap between experienced, prepared and knowledgeable pilots versus young, naive and ignorant ones, perhaps you should strive to fill that gap rather than bemoaning the reality of it.

In Eve, your own knowledge of the game's mechanics, your skill at applying that knowledge to the situation, and the decisions you make are far more important than the end result of some random number generators calculating damage based on various statistics.


That being the case then the mechanical advantage provided by skills, implants, and equipment is irrelevant. It should be done away with entirely.

Corey Fumimasa
CFM Salvage
#24 - 2013-01-21 19:51:58 UTC
Whitehound wrote:
Corey Fumimasa wrote:
I don't have a problem. I'm just betting on new blood to be more inclined to stay in Eve if the playing field is level.

The old players are few and their influence comes not so much from their toys but from their experience. If you lose the old players then who is left but only the new players? And what is there to make new players stay when there is little to gain and when all the old players leave?


You are going to leave because your shiny pixel toys are no longer relevant? What about all this real skill and knowledge advantage, understanding of core concepts leading to victory!

The results of grinding gear in Eve is no different than grinding levels in WoW. If Eve players want to be different from WoW players then the gear grind needs to go.

Do you know Zeus Sparta WH? He is another crazy old guy I've met in Eve. He used to live near the Eve Gate down in Genisis.
War Kitten
Panda McLegion
#25 - 2013-01-21 19:53:17 UTC
Corey Fumimasa wrote:
War Kitten wrote:


If you're finding the gap between experienced, prepared and knowledgeable pilots versus young, naive and ignorant ones, perhaps you should strive to fill that gap rather than bemoaning the reality of it.

In Eve, your own knowledge of the game's mechanics, your skill at applying that knowledge to the situation, and the decisions you make are far more important than the end result of some random number generators calculating damage based on various statistics.


That being the case then the mechanical advantage provided by skills, implants, and equipment is irrelevant. It should be done away with entirely.



Negative.

When two experienced pilots come together and make all the right decisions, the one with better skills, and better gear should have an edge.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Tippia
Sunshine and Lollipops
#26 - 2013-01-21 19:54:33 UTC
Corey Fumimasa wrote:
That being the case then the mechanical advantage provided by skills, implants, and equipment is irrelevant. It should be done away with entirely.
Why?
Whitehound
#27 - 2013-01-21 19:57:55 UTC  |  Edited by: Whitehound
Corey Fumimasa wrote:
That being the case then the mechanical advantage provided by skills, implants, and equipment is irrelevant. It should be done away with entirely.

It isn't. It is only irrelevant to you, because you find it hard to gain these advantages.

Some players are good at technical things, know how to create a good fitting and while others don't. It does not make fittings irrelevant.

Some players are good at leading and know how to create alliances while others only play solo. It does not make alliances irrelevant.

Everyone has their strengths and weaknesses. Maybe you have no strengths at all. It is however not the game's fault. One can learn the virtues needed that are required to play EVE. It is why we play it!

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Corey Fumimasa
CFM Salvage
#28 - 2013-01-21 20:01:20 UTC
War Kitten wrote:


Negative.

When two experienced pilots come together and make all the right decisions, the one with better skills, and better gear should have an edge.


OK, lets just get rid of, implants, and skills that affect hard numbers for gear. The gear difference by itself isn't too bad. Its only when it gets multiplied by implants and then that number gets multiplied again by skills.

And warfare links will show up on KM's and WL effects will be perfectly clear to everyone involved.
Corey Fumimasa
CFM Salvage
#29 - 2013-01-21 20:10:22 UTC
Whitehound wrote:
Corey Fumimasa wrote:
That being the case then the mechanical advantage provided by skills, implants, and equipment is irrelevant. It should be done away with entirely.

It isn't. It is only irrelevant to you, because you find it hard to gain these advantages.

Some players are good at technical things, know how to create a good fitting and while others don't. It does not make fittings irrelevant.

Some players are good at leading and know how to create alliances while others only play solo. It does not make alliances irrelevant.

Everyone has their strengths and weaknesses. Maybe you have no strengths at all. It is however not the game's fault. One can learn the virtues needed that are required to play EVE. It is why we play it!


Warkitten said its irrelevant because real skills trump mechanical advantage. I agree with her. And with you that fitting is an art and one that takes time to learn, and that managing a fleet is a real skill that takes time to learn. These skill give older players more than enough advantage, you don't need to have a ship thats 4 or 5 or 6 times as good as a new pilot to beat them.

I don't wear implants because I like the handicap and I like the freedom it gives me to explore dangerous territory. If you didn't have all that expensive gear to worry about you might enjoy the game a little more. Yet another reason to do away with them. It might get the conflictophobes to loosen up and interact with the game world a little bit.
Tippia
Sunshine and Lollipops
#30 - 2013-01-21 20:10:27 UTC
Corey Fumimasa wrote:
OK, lets just get rid of, implants, and skills that affect hard numbers for gear.
Why?
Whitehound
#31 - 2013-01-21 20:23:31 UTC  |  Edited by: Whitehound
Corey Fumimasa wrote:
The gear difference by itself isn't too bad. Its only when it gets multiplied by implants and then that number gets multiplied again by skills.

You don't have a good understanding of mathematics, which is why you keep drawing a bad picture of multiplications.

One uses multiplications when two variables are independent from each other (like the sides of a rectangle), and only when they are not independent does one add them. This has nothing to do with the game. It is a very old mathematical principle.

This principle is being used throughout the game to create diversity by keeping skills independent from one another.

The human mind is not very good when it comes to recognizing differences. Many of us are unable to tell the difference between a car travelling at 50mph and 57mph without looking at the speedometer. It is however a difference of +14%. In order for a game to be fun and to stay fun does it require for players to make regular gains at such values, at least 10%-15%, and more.

Because of the need for independence between skills and gear are multiplications better than additions. It also explains why the gains by many skills are rather small with 2%, 3% and 5%, because these are being used in multiplications.

It is a well thought of design, which you haven't yet understood. Once you do will you see the beauty of it and how it makes a better game.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Whitehound
#32 - 2013-01-21 20:25:22 UTC
Corey Fumimasa wrote:
Warkitten said its irrelevant because real skills trump mechanical advantage.

No, she didn't.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Tippia
Sunshine and Lollipops
#33 - 2013-01-21 20:40:43 UTC
…oh, and pop quiz:
Guy A has 10M SP and has trained all his skills to V.
Guy B has 5M SP and has trained all his skills to IV.

Who has the better bonuses and stats?
Corey Fumimasa
CFM Salvage
#34 - 2013-01-21 20:44:19 UTC  |  Edited by: Corey Fumimasa
Whitehound wrote:

Because of the need for independence between skills and gear are multiplications better than additions. It also explains why the gains by many skills are rather small with 2%, 3% and 5%, because these are being used in multiplications.

.

So rather than trust my math or yours I just fired up EFT.

There was a vexor fit with a couple of medium neuts and small guns. All t2 fittings, I set the skills to all V and stuck in implants that looked like armor boosters. EHP was 23142 dps was 171.

Then I set skills to none or whatever and removed the implants. Swapped all the gear out with t1. EHP was 9000 dps was 48, and the powergrid was 131 over.

Edit: oh, I forgot to swap the drones for t1's. so dps is a bit lower.
Corey Fumimasa
CFM Salvage
#35 - 2013-01-21 20:49:44 UTC
Whitehound wrote:
Corey Fumimasa wrote:
Warkitten said its irrelevant because real skills trump mechanical advantage.

No, she didn't.

"In Eve, your own knowledge of the game's mechanics, your skill at applying that knowledge to the situation, and the decisions you make are far more important than the end result of some random number generators calculating damage based on various statistics.

-----War kitten"

Take it however you want to.


Whitehound
#36 - 2013-01-21 20:53:23 UTC
Corey Fumimasa wrote:
So rather than trust my math or yours I just fired up EFT. There was a vexor fit with a couple of medium neuts and small guns. All t2 fittings, I set the skills to all V and stuck in implants that looked like armor boosters. EHP was 23142 dps was 171.

Then I set skills to none or whatever and removed the implants. Swapped all the gear out with t1. EHP was 9000 dps was 48, and the powergrid was 131 over.

So that is 2.57x more eHP and 3.56x more DPS for the guy who stayed with EVE for many years and with only a few of his best friends left, while he gets attacked by countless noobs, year after year, who not only come with their spaceships but also want to see his bonuses removed.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Unsuccessful At Everything
The Troll Bridge
#37 - 2013-01-21 20:53:44 UTC
We could always get rid of all the ships except noobships, and all the weapons except civilian weapons, and have ourselves a game that is based on actual player skill and not on skillpoints of learned skills or isk spent on ships. Nope, would still cause too much butthurt.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Tippia
Sunshine and Lollipops
#38 - 2013-01-21 20:58:22 UTC
Whitehound wrote:
So that is 2.57x more eHP and 3.56x more DPS for the guy who stayed with EVE for many years and with only a few of his best friends left, while he gets attacked by countless noobs, year after year, who not only come with their spaceships but also want to see his bonuses removed.
…put another way: the best you can ever be with the fit in question — something that takes significant time to accumulate — gets killed by three players who have been in the game for zero seconds and who had to use devh4x to get into the ships to begin with. Yeah, that's a massive, insurmountable, and deeply unfair advantage from all those skills alright… Roll
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#39 - 2013-01-21 20:59:56 UTC
Myrissa Kistel wrote:
Eve is hitting the 10 year mark. I would say that is longevity.

Other than that, I have no idea what you are talking about.


True. It is also doing it without hitting the 500k subscription mark, and many, if not most, of the existing subscriptions are alt accounts.

That is nothing to brag about to hoist up on a flag. Consider other MMOs - WoW with its current 10 mil subs (most of which are NOT alt accounts), with a high of 13 million, after 8+ years? Now that's something. Or Aion, when it was paid, reaching roughly 4 mil? Or GW2 in its early access weekend (pre-orders only) reaching 400k concurrent users. Compare that to EVE's peak of 68k? Yeah...

Look, nobody's claiming EVE is dying. But you'd be silly to say EVE is doing fine. It's stagnating, and has been for years. And arguably the only reason it even lasted so long is because it had virtually zero competition in the sci-fi spaceship area. There really haven't been (m)any games of this type. With strong competition the likes of which fantasy genre MMOs experience, the game could have been dead five times over.

Are subscriptions growing? Yeah, probably, albeit very slowly. Are they growing due to new people, or just more alt accounts? CCP knows, but they won't tell you. And let's face it, not even 500k after 10 years? When other MMOs have 4-22x more? Nothing to shout from the rooftops about.
Corey Fumimasa
CFM Salvage
#40 - 2013-01-21 21:02:07 UTC
Whitehound wrote:
Corey Fumimasa wrote:
So rather than trust my math or yours I just fired up EFT. There was a vexor fit with a couple of medium neuts and small guns. All t2 fittings, I set the skills to all V and stuck in implants that looked like armor boosters. EHP was 23142 dps was 171.

Then I set skills to none or whatever and removed the implants. Swapped all the gear out with t1. EHP was 9000 dps was 48, and the powergrid was 131 over.

So that is 2.57x more eHP and 3.56x more DPS for the guy who stayed with EVE for many years and with only a few of his best friends left, while he gets attacked by countless noobs, year after year, who not only come with their spaceships but also want to see his bonuses removed.


So when facts and even math fail you pull the "oh save me from the wild hoards of screaming children" card! You make my my frikken day Wh.
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