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Skill Discussions

 
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SP game breaking for new players. Please take your time to read this CCP.

First post First post
Author
Orlacc
#381 - 2013-03-20 16:58:26 UTC
Chi'Nane T'Kal wrote:
Namdor wrote:
Oh, come on. She's basically crying about the fact that an RPG has character progression. Guys, it does not get much more obvious than this.
Lol, you're really too dimwitted to get even the basics........ but of course a halfwit wouldn't understand the mechanisms.



I thought name calling was grounds for thread lock.

"Measure Twice, Cut Once."

Signal11th
#382 - 2013-03-20 17:00:49 UTC  |  Edited by: Signal11th
Go someone lock this thread please.

OP Please just go play something else, I actually enjoy the fact that with my limited time I have to play I can still keep my SP in line with some neckbeard nerd who can bash buttons all fecking day long because he has no life no girlfriend and and has shares in Kleenex.

You can be useful in EVE in less than a week ask that of any "other" MMO.

I personally couldn't give a monkies that 4 out of 5 new players quit, that just saves me from having to block another 4 idiots in local. Personally I believe that stat is incorrect as how do you account for all the scrubs in GSF?

*Goes off muttering to himself*

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Aglais
Ice-Storm
#383 - 2013-03-20 21:19:35 UTC
The thing was though that battlecruisers were so outrageously OP compared to everything else that they were the only thing worth using. Due to the tiericide effort, especially now that it's effectively clipped the wings of battlecruisers and given them more defined roles (though completely smacking the Drake's utility- It only has anything resembling DPS if it's using kinetic missiles) people are using cruisers, which need less SP investment to fly, and also frigates more AFAIK. The game shouldn't have needed you to be in battlecruisers in order to get ahead. But that's been lessened again by tiericide.

I do think there's a problem however with how little money you can possibly make with a frigate; you should be able to, when your skills are good, take much riskier missions with frigates that will net good money. Unless this already exists as faction warfare or something.
Josef Djugashvilis
#384 - 2013-03-20 21:51:07 UTC
However few skill points you have, there is always something enjoyable to do in Eve.

Just use your skill points to have some fun.

This is not a signature.

Malcanis
Vanishing Point.
The Initiative.
#385 - 2013-03-21 07:59:17 UTC
Josef Djugashvilis wrote:
However few skill points you have, there is always something enjoyable to do in Eve.

Just use your skill points to have some fun.


How can I have fun when I know there are people with more skillpoints than me???? CryCryCryCryCry

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Chi'Nane T'Kal
Interminatus
#386 - 2013-03-21 10:33:13 UTC
Kodama Ikari wrote:
Chi'Nane T'Kal wrote:

People are complaining that character progression is based on subscription time ALONE (modulo mappings/implants) and that the most efficient way of skilling a character to a specific goal is by NOT playing.


But this has been a defining feature of the game since launch, and appeals to new players and old alike. Sorry there's no level cap that you can hit in 2 days so you can start the 'gear grind' over again.


It would have been the same defining feature if someone had invested a little bit of brains towards future developments (like, say, the game being around for 7 years...) and implemented a limited catch up mechanism.

Different approaches that come to mind:

- from the start for every potential 1M SP without any mapping bonus (i.e. worst possible rate a player then could have had) they should have moved x% into a speed up pool for pilots newly created. You could then define ways to access that speed up pool, be it via double SP generation and/or via specific in-game achievements and/or specific missions until that pool is used up. Obviously i'd prefer the more active approach via achievements or missions.

- round out the tutorial (at increased difficulty) by giving baseline skills once certain checkpoints are reached. For example something slightly above the size of the lvl1 epic arc could give you electronics V. This could be combined with a specialist missions/achievement set where you chose ONE specialist profession and at the end of the achievement/mission set (something in the timeframe of 1 month at 2h daily invested, minimum) you end up with Vs in the defining skills for that set (for example scanning skills). To make this less of a free give away, part of it could be in low sec.

Quote:

And I wasn't aware that logging in hurt your sp/hour.


I didn't write login, i wrote PLAYING.

There's a major difference between a capital pilot you can raise with only logging in to fill the skill queue and one that is played actively flying subcaps and making ISK and thus has to learn necessary skills for fitting requirements when they are needed, not when the (then 100% efficient) mapping is opportune. That can easily cost 50-100 days relative to the final goal.


Velicitia
XS Tech
#387 - 2013-03-21 12:49:19 UTC
Chi'Nane T'Kal wrote:

- from the start for every potential 1M SP without any mapping bonus (i.e. worst possible rate a player then could have had) they should have moved x% into a speed up pool for pilots newly created. You could then define ways to access that speed up pool, be it via double SP generation and/or via specific in-game achievements and/or specific missions until that pool is used up. Obviously i'd prefer the more active approach via achievements or missions.

- round out the tutorial (at increased difficulty) by giving baseline skills once certain checkpoints are reached. For example something slightly above the size of the lvl1 epic arc could give you electronics V. This could be combined with a specialist missions/achievement set where you chose ONE specialist profession and at the end of the achievement/mission set (something in the timeframe of 1 month at 2h daily invested, minimum) you end up with Vs in the defining skills for that set (for example scanning skills). To make this less of a free give away, part of it could be in low sec.


Because this wouldn't be exploited at all ... Roll

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Chi'Nane T'Kal
Interminatus
#388 - 2013-03-21 13:16:22 UTC
Velicitia wrote:
Chi'Nane T'Kal wrote:

- from the start for every potential 1M SP without any mapping bonus (i.e. worst possible rate a player then could have had) they should have moved x% into a speed up pool for pilots newly created. You could then define ways to access that speed up pool, be it via double SP generation and/or via specific in-game achievements and/or specific missions until that pool is used up. Obviously i'd prefer the more active approach via achievements or missions.

- round out the tutorial (at increased difficulty) by giving baseline skills once certain checkpoints are reached. For example something slightly above the size of the lvl1 epic arc could give you electronics V. This could be combined with a specialist missions/achievement set where you chose ONE specialist profession and at the end of the achievement/mission set (something in the timeframe of 1 month at 2h daily invested, minimum) you end up with Vs in the defining skills for that set (for example scanning skills). To make this less of a free give away, part of it could be in low sec.


Because this wouldn't be exploited at all ... Roll


How could it even be exploited?

Variant 1 would give you a x%*75M SP (roughly 7*365*2h*1200SP/h) buffer to be used up over time, either actively or passively depending on implementation for a character created today. (Retroactive implementation might be discussion-worthy up to a limit, buffer would have to be lower due to the very nature of it) Since there are already players with 200M SP out there you can see how conservative the approach already is, even independent of x, which could easily be as small as 10-20% and still make a difference for newbs.

Variant 2 would give a very specific boost that can be finetuned by the developers easily. Also, for the first time it would give truth to the concept that you can really catch up within a realistic time frame by specializing. By the active nature alone, how would it be exploitable?
Namdor
#389 - 2013-03-21 15:22:32 UTC  |  Edited by: Namdor
Malcanis wrote:
Josef Djugashvilis wrote:
However few skill points you have, there is always something enjoyable to do in Eve.

Just use your skill points to have some fun.


How can I have fun when I know there are people with more skillpoints than me???? CryCryCryCryCry


Don't forget money, and stuff in general, either.

I mean, Entity has been snapping up rares since day one. Did I ever have a chance at an imperial apocalypse? NO. And how am I supposed to compete with someone who has been enjoying the power of compound interest for the last decade?

This is why Eve is dying. Sad
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#390 - 2013-03-21 15:31:01 UTC  |  Edited by: Antillie Sa'Kan
Chi'Nane T'Kal wrote:
- from the start for every potential 1M SP without any mapping bonus (i.e. worst possible rate a player then could have had) they should have moved x% into a speed up pool for pilots newly created. You could then define ways to access that speed up pool, be it via double SP generation and/or via specific in-game achievements and/or specific missions until that pool is used up. Obviously i'd prefer the more active approach via achievements or missions.

This would let people train opposite mapped skills at perfect speed without using a remap. That's bad. You should have to choose between perfect training speeds in one area vs reasonable training speed in all areas. Unless you are taking lots of high rank skills to 5 right off the bat general remaps work just fine for the first few months. Only when you start going for T2 ships and weapons do specialized remaps really start to matter.

Chi'Nane T'Kal wrote:

- round out the tutorial (at increased difficulty) by giving baseline skills once certain checkpoints are reached. For example something slightly above the size of the lvl1 epic arc could give you electronics V. This could be combined with a specialist missions/achievement set where you chose ONE specialist profession and at the end of the achievement/mission set (something in the timeframe of 1 month at 2h daily invested, minimum) you end up with Vs in the defining skills for that set (for example scanning skills). To make this less of a free give away, part of it could be in low sec.

There are already too many scanning alts, market alts, freighter alts, mission alts, FW alts, and research alts. We don't need people who are able to play for 14+ hours a day churning out 5 more a week per person.

Any game mechanic that allows you to gain SP faster by completing quests or otherwise spending time logged in is bad mkay? If people want to be able to grind skills they can and should go play WoW. The fact that this makes EVE have less mass market appeal is what what makes EVE a good game. New toons are perfectly capable of contributing to pretty much any situation. The early days of Goonswarm and more recently the success of Brave Newbies Inc prove that handily.
RavenPaine
RaVeN Alliance
#391 - 2013-03-21 15:35:58 UTC
I looked up 'fun' online.

Google listed thousands of links and I read them for several hours. I found links to:
Dating over 50
Rock bands
Defensive driving courses
Celery
Knitting
Fishing
etc. etc.
I could not find 'skill points' listed or connected in any way to the word 'fun'.

If you want more skill points, buy a character from the character bazaar. You have that opportunity from day 1.
I guarantee that more skill points does not = more fun.

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#392 - 2013-03-21 15:37:41 UTC
Namdor wrote:
Don't forget money, and stuff in general, either.

I mean, Entity has been snapping up rares since day one. Did I ever have a chance at an imperial apocalypse? NO. And how am I supposed to compete with someone who has been enjoying the power of compound interest for the last decade?

This is why Eve is dying. Sad

I'm willing to bet that that Imperial Apocalypse would die to a couple of T2 fit Megathrons or a small gang of T1 cruisers with a few T1 logistic ships. Bling may matter in one on one fights but in a gang it just makes you the first to die cause everyone likes killmails with big numbers in them.
Namdor
#393 - 2013-03-21 15:47:39 UTC
Antillie Sa'Kan wrote:
Namdor wrote:
Don't forget money, and stuff in general, either.

I mean, Entity has been snapping up rares since day one. Did I ever have a chance at an imperial apocalypse? NO. And how am I supposed to compete with someone who has been enjoying the power of compound interest for the last decade?

This is why Eve is dying. Sad

I'm willing to bet that that Imperial Apocalypse would die to a couple of T2 fit Megathrons or a small gang of T1 cruisers with a few T1 logistic ships. Bling may matter in one on one fights but in a gang it just makes you the first to die cause everyone likes killmails with big numbers in them.


No, sorry, I refuse to be receptive to your paltry facts.

If I can't have the very bestest and mostest stuff in the game there is simply no point in playing. It's not fair.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#394 - 2013-03-21 15:50:04 UTC
Namdor wrote:
No, sorry, I refuse to be receptive to your paltry facts.

If I can't have the very bestest and mostest stuff in the game there is simply no point in playing. It's not fair.

Can I have your stuff?
Namdor
#395 - 2013-03-21 15:55:25 UTC
Yes. I will contract my sarcasm tags over to you at once.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#396 - 2013-03-21 15:58:11 UTC  |  Edited by: Antillie Sa'Kan
Namdor wrote:
Yes. I will contract my sarcasm tags over to you at once.

Excellent. I have been running low on those for a while now.
Chi'Nane T'Kal
Interminatus
#397 - 2013-03-21 17:15:43 UTC  |  Edited by: Chi'Nane T'Kal
Antillie Sa'Kan wrote:
Chi'Nane T'Kal wrote:
- from the start for every potential 1M SP without any mapping bonus (i.e. worst possible rate a player then could have had) they should have moved x% into a speed up pool for pilots newly created. You could then define ways to access that speed up pool, be it via double SP generation and/or via specific in-game achievements and/or specific missions until that pool is used up. Obviously i'd prefer the more active approach via achievements or missions.

This would let people train opposite mapped skills at perfect speed without using a remap. That's bad. You should have to choose between perfect training speeds in one area vs reasonable training speed in all areas. Unless you are taking lots of high rank skills to 5 right off the bat general remaps work just fine for the first few months. Only when you start going for T2 ships and weapons do specialized remaps really start to matter.


I'm not sure where your cross mapping comes into play. In my variant the speed up buffer would be calculated without attributes in order to base it on (a percentage of) the worst possible SP gain a subscribed player could have had at that time.

The SP would still be gained based on the new player's mapping, just on an increased speed via the buffer. The speed increase would either be constant and passive or spiky and active, but always be a multiple of your regular SP/h based on your mapping.

Quote:

Chi'Nane T'Kal wrote:

- round out the tutorial (at increased difficulty) by giving baseline skills once certain checkpoints are reached. For example something slightly above the size of the lvl1 epic arc could give you electronics V. This could be combined with a specialist missions/achievement set where you chose ONE specialist profession and at the end of the achievement/mission set (something in the timeframe of 1 month at 2h daily invested, minimum) you end up with Vs in the defining skills for that set (for example scanning skills). To make this less of a free give away, part of it could be in low sec.

There are already too many scanning alts, market alts, freighter alts, mission alts, FW alts, and research alts. We don't need people who are able to play for 14+ hours a day churning out 5 more a week per person.

Any game mechanic that allows you to gain SP faster by completing quests or otherwise spending time logged in is bad mkay?


Not mkay?

As long as we're talking about reasonable weekly limits spending time logged in is called 'playing'. Combined with some skill requirement it's called 'effort' and everyone so far agreed that effort should be rewarded. Weirdly the defensive faction confused 'effort' with 'subscription time' despite the clear difference in spelling..


Also the only effect on your 14+ hour people would be that their alts have slightly more SP - it might even be less efficient for these people, as their ISK/h might suffer from being forced into specific activity for skills, thus reducing the number of single purpose alts they can afford.

Quote:

If people want to be able to grind skills they can and should go play WoW.
[...]
The fact that this makes EVE have less mass market appeal is what what makes EVE a good game.



People would be disappointed about the lack of skills you can grind in WoW. As in..zero.

Your 'fact' primarily makes EVE a less successful game and a game with less money for developers to remove the glaring flaws the game still has.

There's no proof (or even reasonable evidence) that making the game more accessible to new and/or more players has to result in a decline of quality - especially in the light of EVE's segregation into different sectors of space and implicitely different difficulty levels.
Namdor
#398 - 2013-03-21 21:25:06 UTC  |  Edited by: Namdor
I'm sure they'll take your ideas under advisement, Chi'nane.

If there's one lesson CCP took away from the Incarna deployment, it's that dicking around with the core of Eve can really only help subscription numbers. Lol

Plus, it totally makes sense to devalue the time-investment of every Eve player to date just to accommodate a few whiny gits with an inferiority complex. I mean, what could possibly go wrong, there?
Chi'Nane T'Kal
Interminatus
#399 - 2013-03-21 22:10:39 UTC
Namdor wrote:

Plus, it totally makes sense to devalue the time-investment of every Eve player to date just to accommodate a few whiny gits with an inferiority complex. I mean, what could possibly go wrong, there?


Weird again.

Any sane person would think that the party defending a status quo that gives them a major advantage even though they additionally have a massive experience advantage is the one with an inferiority complex.

Namdor
#400 - 2013-03-21 22:31:23 UTC
Chi'Nane T'Kal wrote:
Namdor wrote:

Plus, it totally makes sense to devalue the time-investment of every Eve player to date just to accommodate a few whiny gits with an inferiority complex. I mean, what could possibly go wrong, there?


Weird again.

Any sane person would think that the party defending a status quo that gives them a major advantage even though they additionally have a massive experience advantage is the one with an inferiority complex.




Nope, pretty sure it's the whiny gits decrying having to play by the same rules as everyone else as "unfair".