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Player Features and Ideas Discussion

 
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[IDEA] Adding untrained skills to queue

First post
Author
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#61 - 2013-06-01 13:52:28 UTC
CCP Fear wrote:
If you can think of any reason if this would have harmful consequences, post them here!



NONE !!

i can't tell how many days worth of training I just lost in years of training because of this. Forgetting to que up something else before completion time or just because couldn't put another skill on the que before leaving for whatever reason a couple days/weeks.

While over time and once you have a good set of skills this is, welp, not really a big issue it's still somewhat frustrating but at lower skill level has a greater impact.

Just go for it !! Please go Lol

removed inappropriate ASCII art signature - CCP Eterne

Saithe
Caldari Provisions
Caldari State
#62 - 2013-06-03 10:05:02 UTC
Server down bump.
Ehcks Argentus
X LLC
#63 - 2013-06-03 19:17:00 UTC
I'd suggest allowing injecting a skill when you are missing just one pre-req which is currently in your active queue with less than 24 hours remaining. (On the skill, not necessarily on the queue.)

Removing the pre-req un-injects the skill without giving you the book back. Pausing the queue, remapping, changing implants/jump clone, or getting podded would not un-inject the skill unless it managed to remove the pre-req from your active queue.

This would limit you to just one injected skill you don't meet yet, while allowing you to pre-inject and train for a specific skill without needing a buffer skill between them.
StoneCold
Decadence.
RAZOR Alliance
#64 - 2013-06-03 20:09:58 UTC  |  Edited by: StoneCold
Scenario:

You got the skillbook of X in your carghold which need skill A at level 4 and skill B at level 4
You allready got A close to finish level 4 aswell and B at level 2.

Your queue looks now like:
Train B to 4
Train A to 3
Train A to 4
Inject Skill X (needs to be in the Cargo of the active ship or at the same station ) (maybe even takes a few minute?)
Train X to 1

and so on.
Saithe
Caldari Provisions
Caldari State
#65 - 2013-06-03 20:23:32 UTC
StoneCold wrote:
Scenario:

You got the skillbook of X in your carghold which need skill A at level 4 and skill B at level 4
You allready got A close to finish level 4 aswell and B at level 2.

Your queue looks now like:
Train B to 4
Train A to 3
Train A to 4
Inject Skill X (needs to be in the Cargo of the active ship or at the same station ) (maybe even takes a few minute?)
Train X to 1

and so on.


May want to re-check your lettering :P
Saithe
Caldari Provisions
Caldari State
#66 - 2013-06-04 08:36:57 UTC
Expansion release bump!
Shugga Ditz
Chaos Army
#67 - 2013-06-04 10:46:13 UTC
Mag's wrote:
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.


podding someone with injected but untrained skills removes the skill?
Saithe
Caldari Provisions
Caldari State
#68 - 2013-06-04 19:47:59 UTC
Shugga Ditz wrote:
Mag's wrote:
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.


podding someone with injected but untrained skills removes the skill?


That is an idea to balance risk vs reward.
Saithe
Caldari Provisions
Caldari State
#69 - 2013-06-05 07:00:28 UTC
Bump-o-clock. More support?
Saithe
Caldari Provisions
Caldari State
#70 - 2013-06-07 06:49:42 UTC
I REFUSE TO LET THIS GET BURIED! :)
cyndrogen
The Greatest Corp in the Universe
#71 - 2013-06-07 07:05:00 UTC
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 see a problem with it, you inject the skill even though you dont have the skill requirements. Then you decide, eh I changed my mind I dont want that skill or I want to switch to something else.... then what? You have an untrained skill in cue which cannot continue because the requirements were not met, you can't get the skillbook back because it has been injected already now what? Finish up training your skill to level 5 only to find out you injected the WRONG skill.... oops. Now you are screwed.

Every day in every way I improve my skills and get better.

Theodore Giumbix
Doomheim
#72 - 2013-06-07 07:20:48 UTC
Yes, I agree for a bigger queue, (1 week min)

Yo, New Eden, got capsuleers in da house. What's up? And their pimped rides. Yo, capsuleer, if ya want me to unpimp your ride, lemme hear ya say Wat?

Saithe
Caldari Provisions
Caldari State
#73 - 2013-06-07 07:23:03 UTC
cyndrogen 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 see a problem with it, you inject the skill even though you dont have the skill requirements. Then you decide, eh I changed my mind I dont want that skill or I want to switch to something else.... then what? You have an untrained skill in cue which cannot continue because the requirements were not met, you can't get the skillbook back because it has been injected already now what? Finish up training your skill to level 5 only to find out you injected the WRONG skill.... oops. Now you are screwed.


Part of the risk/reward system. Make sure you have the right skill injected, if you inject the wrong one then you can remove it, but it's gone and you have to repurchase it later (if you so desire).
Saithe
Caldari Provisions
Caldari State
#74 - 2013-06-07 07:23:56 UTC
Theodore Giumbix wrote:
Yes, I agree for a bigger queue, (1 week min)


This isn't an idea for a bigger queue, but for a feature to allow skills to be injected even though the prereqs are not currently met, and are currently IN queue.
Roger Ducos
Federal Navy Academy
Gallente Federation
#75 - 2013-06-08 18:52:16 UTC
What about if after the the skill has been added after the prerequisite in the queue, the new skill (t2 autocannons for example) cannot be removed from the queue until it has been trained. In other words the 2 skills involved cannot be altered at all until training finishes. This eliminates all consequences which I can think of.

Also in order to be able to inject the skill in the first place, the player must first have the prereq training and enough time in his skill queue.
Saithe
Caldari Provisions
Caldari State
#76 - 2013-06-10 17:42:25 UTC
More feedback? Should something like this be implemented?