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Player Features and Ideas Discussion

 
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[IDEA] Adding untrained skills to queue

First post
Author
Saithe
Caldari Provisions
Caldari State
#41 - 2013-05-31 18:38:50 UTC
Saberlily Whyteshadow wrote:
I say implement a 1 second "Auto Inject" que slot into the skill que.[...]


Or, how about, a 5m timer, to prevent abuse. You want to use auto-inject? Wait 5min. The alternative is to be there to manually inject the skill as the skill finishes.

The skill itself would need to be consumed to use auto-inject, and placed in a temporary 'implant' placeholder. This could also combine the slots 11-15 implant areas, allowing the auto-inject to still take place at a later date if you remove the pre-req skill, limiting the number of auto-injects queue'd up, and risk losing the 'waiting' skills if you lose your pod.
Saberlily Whyteshadow
Perkone
Caldari State
#42 - 2013-05-31 19:02:14 UTC
Yeah, I was just using 1sec as a processing timer.. but I see your point. Can actually make it 5-20mins timer and inject the book and the end of its timer so that it don't get abused. Reason for this feature is because we are not going to be online to manage the que, so if we are already away and not playing.. then the 5-20mins timer is not going to hurt us because were not online to see its time wasted.
Zircon Dasher
#43 - 2013-05-31 19:22:14 UTC  |  Edited by: Zircon Dasher
CCP Fear wrote:

I agree. The consequence will be that you could basically sit in a station, inject all skills and then be free. Then I start to wonder if then having skills on the market and as an item is even relevant anymore. Then we could just allow you to buy them directly in the sheet when you would need them.


Can you explain why you think the ability to purchase and inject skills from the market (NPC or player driven) all at once makes the market itself irrelevant? That seems like a huge logical jump to me. The injection change only condenses the payment schedule (up front vs. drawn out). Condensing the schedule is something of a natural brake on the system given the outlay required for anything except core skills and narrowly defined alts. Players who need a more broad spectrum of skills will either have to have the upfront funds (read: they are alts) or will still be returning to the market as their short-term needs change. Maybe I missed something though.


That said: wormholes would love a 'buy from character sheet' option!

EDIT--- Based upon the number of people who are adding penalties to the system in this thread (without stating why they are needed) does indicate that the short-sighted "y u dumb-down eve?!" crowd will have a hissy fit. That alone may, or may not, be reason enough to leave it as -is.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

MeBiatch
GRR GOONS
#44 - 2013-05-31 19:30:02 UTC  |  Edited by: MeBiatch
CCP Fear wrote:
Mag's wrote:
CCP Fear wrote:
This has come up quite often in the past years.

We have recently started doing some research into skill training and this is something we are very keen on doing.

My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.

The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).

There are some technical things that need to be solved (logic checks and things like that).

If you can think of any reason if this would have harmful consequences, post them here!
I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point.


Yeah that was the only thing that I could think of.

But one has to weigh if allowing to inject all skills is a better experience rather than allowing the destruction of skills (which then has a negative effect on that player experience).

I am more inclined to say that it should be fine to allow you to inject the skills, as you can't reverse that. And that skill destruction would continue to happen when skills are being transported en mass (for example into null sec).


how about if you get podded you loose the injected untrained skill?

and you can only inject a skill that has the required prerequisite skills but not trained to required level. Example i have medium Hybrid turret skill but only trained to lev I but i can now inject the skill book for Medium Rail gun specialization.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Zircon Dasher
#45 - 2013-05-31 19:34:33 UTC
MeBiatch wrote:
how about if you get podded you loose the injected untrained skill?


Why?

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

MeBiatch
GRR GOONS
#46 - 2013-05-31 19:40:27 UTC
Zircon Dasher wrote:
MeBiatch wrote:
how about if you get podded you loose the injected untrained skill?


Why?


risk vrs reward.

you can carry a skill in the ship hull and have a chance of loosing it but can unload and even sell it on the market.

or you can inject the skill and it acts like an implant until the skill is trained to lev I.

plus it would be jokes to see the injected skill books show up on KM...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Zircon Dasher
#47 - 2013-05-31 19:44:38 UTC  |  Edited by: Zircon Dasher
MeBiatch wrote:
risk vrs reward.


Since this is something that could be implemented without any other changes it would be interesting to see how many people would want this with the current system.

Edit-- I am not sure why a risk vs. reward argument applies here tbh unless you think the current system is lacking risk.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Edward Pierce
State War Academy
Caldari State
#48 - 2013-05-31 19:46:43 UTC
Allow us to inject a book when the prerequisites are trained but not to the required level would address this issue without affecting the market dynamic too much.

You still need to go and buy your books when you're almost ready to use them, but you don't need to be logged in with the book on hand just to inject it to your queue.
MeBiatch
GRR GOONS
#49 - 2013-05-31 19:51:41 UTC  |  Edited by: MeBiatch
Zircon Dasher wrote:

I am not sure why a risk vs. reward argument applies here tbh unless you think the current system is lacking risk.


its not the current system that has no risk its the proposed system of being able to inject a skill you currently can not train to level I on and have no chance to loose it is where the risk vrs reward would be missing.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Zircon Dasher
#50 - 2013-05-31 20:18:23 UTC  |  Edited by: Zircon Dasher
MeBiatch wrote:

its not the current system that has no risk its the proposed system of being able to inject a skill you currently can not train to level I on and have no chance to loose it is where the risk vrs reward would be missing.


Ok so if I understand you correctly, you are under the impression that the majority of players haul books for their own personal consumption and that any change will mean that less books are 'vulnerable'....which necessitates the addition of a game mechanic to combat?

I would love to see statistics on that since my impression is quite different outside of holes and fringe players. Most of the books I see in space are generally being resold somewhere (which new mechanic would not change) or being hauled via corp logistics and hauler alts (also not affected by any change). vOv

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Mag's
Azn Empire
#51 - 2013-05-31 21:24:51 UTC
CCP Fear wrote:
Mag's wrote:
I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point.


Yeah that was the only thing that I could think of.

But one has to weigh if allowing to inject all skills is a better experience rather than allowing the destruction of skills (which then has a negative effect on that player experience).

I am more inclined to say that it should be fine to allow you to inject the skills, as you can't reverse that. And that skill destruction would continue to happen when skills are being transported en mass (for example into null sec).
Indeed. It seems a small price to pay for the mass convenience of the mechanic, if introduced.

That too was the only thing that came to mind. I hope you iron out the issues with implementation, without to many problems.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Mag's
Azn Empire
#52 - 2013-05-31 21:31:43 UTC
Tonto Auri wrote:
I don't see any "harmful consequences", also, the argument of "carrying" is void, since you can't unplug the book and sell it to return the investment..
The issue wasn't around selling it, it was around moving it and the chance of losing it then having to buy it again. This means it's far from a void argument.

But as Fear suggested, maybe the pros out weight the cons in this regard.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Linna Excel
Center for Advanced Studies
Gallente Federation
#53 - 2013-05-31 22:01:03 UTC
CCP Fear wrote:
If you can think of any reason if this would have harmful consequences, post them here!


Challenge accepted sir!



I think the biggest consequence of this is if you want to do this, people will start asking why they can't have queues of over a week, and others will ask why can't we have active skill gain like DUST, and eventually there will be riots for a full on skill system revamp.

Hyperbole aside, another problem would be if you add this feature, some people will probably want auto-training added, where if you pluck down a skill you don't meet the prereqs for, the queue will add in the prereqs as necessary until you can train it. I would like this other feature to be added, so it's basically more work for you guys.

So if you guys touch on this, I think you really should take a full on look at the skill system as a whole. That would be the consequence.
DeLindsay
Galaxies Fall
#54 - 2013-05-31 22:58:47 UTC  |  Edited by: DeLindsay
Quote:
I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point.

This.

And as far as checks and balances, why not just make it so that only a skill book that's next in the logical path can be injected, like the example the OP gives, and the current 24hr max que period would still apply. To simplify it, if I was training the last skill needed for Large Blaster Spec to be injected but I was missing one skill to inject Large Railgun Spec, then once I was under the 24 que, I would only be capable of injecting the Blaster Spec skill (the only of those 2 that's next in the logical path). Ofc, if I had ALL skills completed except say Large Hybrid Weapons 5 then I would be capable of injecting BOTH the Blaster and the Railgun Specs once enough time was free in the que.

It's certainly a reasonable thing to ask for, and other than skill book movement throughout New Eden I don't see how it would imbalance the game.

The Operative: "There are a lot of innocent people being killed in the air right now".

Capt. Malcolm Reynolds: "You have no idea how true that is".

Saithe
Caldari Provisions
Caldari State
#55 - 2013-06-01 00:35:35 UTC  |  Edited by: Saithe
DeLindsay wrote:
Quote:
I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point.

This.

And as far as checks and balances, why not just make it so that only a skill book that's next in the logical path can be injected, like the example the OP gives, and the current 24hr max que period would still apply. To simplify it, if I was training the last skill needed for Large Blaster Spec to be injected but I was missing one skill to inject Large Railgun Spec, then once I was under the 24 que, I would only be capable of injecting the Blaster Spec skill (the only of those 2 that's next in the logical path). Ofc, if I had ALL skills completed except say Large Hybrid Weapons 5 then I would be capable of injecting BOTH the Blaster and the Railgun Specs once enough time was free in the que.

It's certainly a reasonable thing to ask for, and other than skill book movement throughout New Eden I don't see how it would imbalance the game.


Precisely. In my example, I had trained small and med projectiles to 5, then trained small and med autocannon specs to 4. I already had t2 lazors and t2 hybrids, so all the other required skills are there, so when i finally got off my ass to get t2 800mm autocannons, all i needed was large projectile turret 5 and large autocannon spec 1

and as for you people asking risk vs reward:

with the current system, you have to either travel to the system with the skillbooks and wait to plug them in when the prereqs are met, or haul them to your home station (wherever that may be) and again wait until the prereqs are met. That is the current risk/reward.

if this idea were to be introduced, allowing skills to be injected to auto-queue upon prereq completion, you lose the risk of completely losing the skills. to keep that in check, we have listed several ideas and suggestions for risk to the reward.

also, that other guy that asked about the market becoming irrelevant, thats not what CCP Fear said. he said it would almost make NPC Seeded skills ON the market irrelevant. However, as with another suggestion in this thread, if a buyable skillsheet were introduced, CCP could keep the speciality skills on the market (those obtained in certain areas of space, only found through exploration, etc etc) to purchase, making only the base core skills purchasable from the skillsheet. again, risk vs reward.
Erutpar Ambient
The Scope
Gallente Federation
#56 - 2013-06-01 01:39:25 UTC
I sort of skimmed this thread and didn't notice anything like what i'm thinking would work. If you look at a complex skill you'll notice that it has different "Tiers" of prereqs; Primary Secondary Tertiary etc. What if the skill becomes injectable when the top skills in each tier is = to (prereq - 1) skill level.

I'll use Large Blaster Specialization as an example.
Primary - Motion Prediction V
Secondary - Medium Blaster Specialization IV
Tertiary - Large Hybrid Turret V

To inject the skill you'll need
Motion Prediction IV
Medium Blaster Specialization III
Large Hybrid Turret IV

On a related not, if the prereq is a level 1 skill, then the same would apply.
example:
Small Hybrid Turret
To learn the skill
Gunnery 1

To inject the skill
Gunnery 0

This means that to inject small hybrid turret you'd need gunnery injected also. To inject Gallente Dreadnought you need Capital Ships inject.

Seems like a simple change to the system, if not just a bit tedious for someone to have to do....
Khoul Ay'd
The Affiliation
#57 - 2013-06-01 02:23:37 UTC
Saithe wrote:
Saberlily Whyteshadow wrote:
I say implement a 1 second "Auto Inject" que slot into the skill que.[...]


Or, how about, a 5m timer, to prevent abuse. You want to use auto-inject? Wait 5min. The alternative is to be there to manually inject the skill as the skill finishes.

The skill itself would need to be consumed to use auto-inject, and placed in a temporary 'implant' placeholder. This could also combine the slots 11-15 implant areas, allowing the auto-inject to still take place at a later date if you remove the pre-req skill, limiting the number of auto-injects queue'd up, and risk losing the 'waiting' skills if you lose your pod.


I like this, auto-pilot vs. warp-to-zero in the skill queue!

The things we do today we must live with forever.... Think about it

Psychoactive Stimulant
#58 - 2013-06-01 04:24:16 UTC
More trade, more trade, more trade.

Please don't consider removing skill book trading between regions.

You guys recently made station containers and the like all player manufactured so taht we can trade more. We need more trade, not less.
Saithe
Caldari Provisions
Caldari State
#59 - 2013-06-01 11:04:07 UTC
Psychoactive Stimulant wrote:
More trade, more trade, more trade.

Please don't consider removing skill book trading between regions.

You guys recently made station containers and the like all player manufactured so taht we can trade more. We need more trade, not less.



I personally wouldn't mind being able to buy basic, core skills straight off the skill sheet. However, I also agree MOST skills should remain on the market.
DeLindsay
Galaxies Fall
#60 - 2013-06-01 13:33:00 UTC
Psychoactive Stimulant wrote:
More trade, more trade, more trade.

Please don't consider removing skill book trading between regions.

You guys recently made station containers and the like all player manufactured so taht we can trade more. We need more trade, not less.

Why would having the ability to inject the next logical skill book in the path (within the 24 hr que period) equate to a removal of skill books from the Market? All the OP is asking is that if he has every skill needed, except whatever is about to finish, that he can set the skill book he already owns to auto-inject/train when it's time is ready. I don't like at all any idea that changes how we purchase skills from the Market, I just want the ability to inject a skill that's next in line as long as I'm within the 24 hr que time limit.

The Operative: "There are a lot of innocent people being killed in the air right now".

Capt. Malcolm Reynolds: "You have no idea how true that is".