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Death to Attributes

Author
Taleden
North Wind Local no. 612
#1 - 2013-07-10 12:36:49 UTC
The following was originally posted in the Odyssey 1.1 Skill Renaming thread, but was completely buried in the flood of feedback so I'd like to give this separate discussion its own thread.

A lot of folks asked about the attributes of the proposed reorganization of the skill tree, but only in terms of preserving the current scheme of primary/secondary attributes affecting training time and having consistent patterns of those attributes across skills within a group.

I'd like to take that discussion a step further and ask whether attributes' effects on skill training time are really a game mechanic we want to keep, or whether it's time to let them go. The upside of that system is that it allows people to feel like they're tailoring their character toward what they want to do -- combat pilots can remap to per/wil to train almost all ship command and weapons skills, while industry characters can remap to int/mem to train science and production skills.

But the system has significant downsides as well -- it encourages people to *not* train skills that they could use in the short term, simply because training against their current remap would be "less efficient" than waiting until they can remap attributes. This is especially bothersome for brand new combat pilots who need lots of int/mem support skills to go with their per/wil combat skills. Those pilots must make a lame choice: train "inefficiently" in order to get all the skills they need, or use up bonus remaps or wait over a year before they can be combat-effective.

I'm not sure the upsides really outweigh the downsides at this point. A similar conclusion was made about the Learning skills years ago, and I think that was the correct one, but I think it's time now to make the next step and do away with attributes affecting skill training time.

The simple fix is to just remove attributes entirely, but that would be frowned on by everyone who's invested in expensive implants. Another possible alternative is to let attributes grant some slight amplification of the skills they affect, rather than a training time bonus. So, for example, remapping to per/wil grants an extra +5% amplifier to all skills which are governed by per/wil (i.e. Surgical Strike grants +3% turret damage per level if you're remapped to int/mem, but +3.15% per level if you're mapped per/wil).

Regardless, I'd love some discussion of whether the skill training time optimization mechanic via attributes and remaps is really an interesting enough game mechanic to be worth the un-fun waiting-to-train or training-inefficiently gameplay that it brings along with it.

Finally, since Ripard Teg's opinion surely carries more weight than mine, here is his similar take on this subject from a few years ago: http://jestertrek.blogspot.com/2011/10/death-to-attributes.html

Discuss!
hmskrecik
TransMine Group
Gluten Free Cartel
#2 - 2013-07-10 12:43:25 UTC
INB4 choices and consequences...

In my opinion attributes don't change much in the game play and this on its own is the good reason to remove them.

On the other hand, leaving them as they are is not game breaker too.
Zappity
New Eden Tank Testing Services
#3 - 2013-07-10 12:59:09 UTC
I don't like the attributes system. I detest learning implants. Look at the whole thing again and figure out a way to stop skill queues getting in the way of PvP and other fun activities.

So, yes. More or less supported.

Zappity's Adventures for a taste of lowsec and nullsec.

Roime
Mea Culpa.
Shadow Cartel
#4 - 2013-07-10 13:03:26 UTC
Choices and consequences are the unique flavor of this game.

If everything is made "fun" and "easy", people will just unsub.

.

Gawain Edmond
Khanid Bureau of Industry
#5 - 2013-07-10 13:05:17 UTC
so what would decide how long something takes to train for and how would you train for something faster than normal? (normal being balanced stats faster than normal being weighted stats) that being said i do like the attributes affecting skills would be like D&D in space! :D
Zappity
New Eden Tank Testing Services
#6 - 2013-07-10 13:13:30 UTC
Roime wrote:
Choices and consquences are the unique flavor of this game.

If everything is made "fun" and "easy", people will just unsub.



Then double clone costs... It's about balance. The attribute system does more harm than good.

Zappity's Adventures for a taste of lowsec and nullsec.

hmskrecik
TransMine Group
Gluten Free Cartel
#7 - 2013-07-10 13:20:46 UTC
Roime wrote:
Choices and consequences are the unique flavor of this game.

Choices and consequences are the unique flavor of EVERY game. If you're not making choices it means you're watching a movie. If there are no consequences it means your gamepad is broken.

Quote:
If everything is made "fun" and "easy", people will just unsub.

And so they will if something is deliberately made PITA. Fortunately this discussion is about neither approach.
Zappity
New Eden Tank Testing Services
#8 - 2013-07-10 13:24:35 UTC
I doubt they'll get rid of attributes but I hope they do something about learning implants. They should have gone when the learning skills did. Boosters would be a good solution.

Zappity's Adventures for a taste of lowsec and nullsec.

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#9 - 2013-07-10 13:39:26 UTC  |  Edited by: Freighdee Katt
This goes somewhat hand in hand with clone costs, which are also a major issue, even after the reduction.

Clone costs mean vet toons do not want to undock for PvP simply because even an empty clone is an order of magnitude greater loss than the cheap frigate or cruiser they might want to take out on a roam.

One answer to that, which I have suggested before, is replace clone costs with clone insurance. The "premium" for high SP clones might be the same as the current clone cost, but the difference is you're covered for the term of the insurance, regardless how many times you get podded. It's still an ISK sink, and in fact it's a more effective one because people have to renew every time insurance expires, if they are flying the clone. As it is now, 100m SP vet toons might go years without paying any clone costs, just because they never do anything that results in losing a clone.

Learning implants have the same damping effect. If you want to keep your SP/hr up at a peak level, then you have to put in those expensive +5s, and risk them when you undock. You can mitigate it a little by keeping split clones with Per/Wil in one and Int/Mem in another. But the cost is still there. If you are going to get podded a lot, your only real choice is to fly with a clean clone, nerfing your SP/hr gain. That's a puzzling outcome: Nerfing the skill gain for a player who is playing the game MORE actively and assuming MORE risk in doing so.

The answer to this could be removing learning implants and the attribute buff from mixed implants like the pirate set. You could keep the ISK / risk vs. performance choices that go along with purely skill buffing hardwirings and pirate sets, and then the choice would just be how much ISK in your head are you willing to risk to get that extra edge in combat. The choice there would just be the same as every other choice you make about that to undock in; more ISK undocked means more performance, but if you lose it also means more loss.

The idea of just removing inherent attributes and making all skills train at a constant 2,700 SP / hr without attributes having anything to do with it is a good one. It would encourage new players to train skills because those skills make some sense with their goals and the way they fly, rather than trying to "optimize" or wasting scarce remaps that are almost always squandered before new players even know what they're good for. It also would help a great deal in getting new players to train support skills early and to train a wide variety of things to III or IV rather than thinking they "have to max out ships and guns cause I'm stuck on per/wil for a year."

If attributes and remaps remain, then increasing access to remaps, and exploiting the obvious revenue potential of selling them for PLEX or $20 a pop, would at least allow CCP to justify keeping attributes and mappings on the basis that more money is good for the game, and if players make mistakes or want to switch around more, they can always pay for that privilege.

Bittervets will ***** about either option, but the bitching that comes of this always amounts to the same thing: We had to put up with this crappy system, so you should too. And get off mah lawn! That's a "reason" to keep a crappy system. But it's not a good one.

EvE is supposed to suck.  Wait . . . what was the question?

Arya Regnar
Darwins Right Hand
#10 - 2013-07-10 13:42:52 UTC
-1 to this entire idea.
Removing diversity from complex game ruins it.

And yes, choices.

EvE-Mail me if you need anything.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#11 - 2013-07-10 14:17:49 UTC  |  Edited by: Sergeant Acht Scultz
Roime wrote:
Choices and consequences are the unique flavor of this game.

If everything is made "fun" and "easy", people will just unsub.




This was the same argument when first learning skills threads show up, yet the stupidity of learning to learn is now off despite a huge number of posts and rage to keep it (most of those were nothing but alts from same dudes anyway and for this idea that will be exactly the same)

Edit: you could keep at equal numbers all attributes with no implants vs another with specific remap and still no implants, before the specific remap one takes a huge step above the one with all equal attributes it will take a couple years.
The immediate gain is not that important to say it has to be kept because it's an important choice, well it is not really one.
The impact for having specific attributes and implants should be much higher to be a real matter of important choices.

removed inappropriate ASCII art signature - CCP Eterne

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#12 - 2013-07-10 14:18:03 UTC
Taleden wrote:
Finally, since Ripard Teg's opinion surely carries more weight than mine, here is his similar take on this subject from a few years ago: http://jestertrek.blogspot.com/2011/10/death-to-attributes.html

It's a good explanation of why they should die, and says all there is to say really.

EvE is supposed to suck.  Wait . . . what was the question?

RoAnnon
Republic University
Minmatar Republic
#13 - 2013-07-10 14:42:03 UTC
Taleden wrote:
it encourages people to *not* train skills that they could use in the short term, simply because training against their current remap would be "less efficient" than waiting until they can remap attributes. This is especially bothersome for brand new combat pilots who need lots of int/mem support skills to go with their per/wil combat skills. Those pilots must make a lame choice: train "inefficiently" in order to get all the skills they need, or use up bonus remaps or wait over a year before they can be combat-effective.


I don't see this point as a downside. If you take out attributes you move EVE that much closer to a World-of-Tanks-esque shooter.

-1 to this idea from me as well.

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

Broadcast4Reps

Eve Vegas 2015 Pub Crawl Group 9

Houston EVE Meet

hmskrecik
TransMine Group
Gluten Free Cartel
#14 - 2013-07-10 14:45:30 UTC
RoAnnon wrote:
I don't see this point as a downside. If you take out attributes you move EVE that much closer to a World-of-Tanks-esque shooter.

Skills themselves make difference. Attributes don't.
RoAnnon
Republic University
Minmatar Republic
#15 - 2013-07-10 15:07:39 UTC
hmskrecik wrote:
Skills themselves make difference. Attributes don't.


Not sure I understand your point.

The OP seems to be upset about poor training time modifiers and people having to train "inefficiently", so he suggests removing the very mechanic through which he is able to identify that inefficiency. I'm still not seeing why this is an issue. I've read all the posts so far supporting the removal of attribute training time bonuses and am just scratching my head.

I really have nothing more useful to add to the discussion so I'll leave y'all to it.

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

Broadcast4Reps

Eve Vegas 2015 Pub Crawl Group 9

Houston EVE Meet

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#16 - 2013-07-10 15:16:49 UTC
RoAnnon wrote:
hmskrecik wrote:
Skills themselves make difference. Attributes don't.


Not sure I understand your point.



Simple take Evemon and set a plan for a T2 fitted frigate, pick one character with equal attributes and another with specific remap, you can choose to put on both 0 implants and on both +5 implants.

1st at some point the specific remap will have a huge cost on another attributes skill thus reducing the impact of that specific remap.

2nd the difference in training time for both and for said plan is not significant

Where the difference comes in to play is only how you plan your skill training over time, are you going directly to lvl5's of first up to 3's then 5's, mechanics or engineering, gunnery or electronics etc.
Even then after a couple years the difference in between will be not very significant, once you have core skills trained what the heck difference it makes?
Once you have your spaceship command skills trained what the heck difference it makes?

By huge difference i mean, if a specific attributes remap makes you win 2mth or 3 in the same year training then yes attributes are important but if it's a week or two it's just ridiculous, adds nothing interesting to the game and specially not int he most important part named "CHOICES"= which skills to train first so you can move on faster.

removed inappropriate ASCII art signature - CCP Eterne

Adunh Slavy
#17 - 2013-07-10 15:20:00 UTC  |  Edited by: Adunh Slavy
It would the self imposed PVP barrier some players place upon them selves, with heads full of +5 implants.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

hmskrecik
TransMine Group
Gluten Free Cartel
#18 - 2013-07-10 15:20:19 UTC  |  Edited by: hmskrecik
RoAnnon wrote:
hmskrecik wrote:
Skills themselves make difference. Attributes don't.


Not sure I understand your point.

Two points.

One. I answered your concern that EVE may start looking like other games. The skills system is what makes it different from basically anything else. Attributes on the other hand are like quite the same across the board.

Second. My point is that internally attributes don't make much difference in game so why bother? It's unnecessary complexity.

Quote:
I really have nothing more useful to add to the discussion so I'll leave y'all to it.

Love that one. "I don't hear ya, la, la, la...!"
Edward Pierce
State War Academy
Caldari State
#19 - 2013-07-10 15:41:23 UTC
Set all attributes so that all skills raise at their current optimized level (2250 sp/hr) and leave implants giving their current benefits so people could invest in learning implants for specific skills.

Alternatively, remove clone costs completely and lower the sp/hr so that people can choose to increase their risk by investing in learning implants or go with a free clone. If we keep it so that +3s in both prim/sec attributes for your current skill plan keep your training at 2250 sp/hr, then people would have to invest around 20m in implants every time they die.

Either way, this idea that the best use of your training time is achieved by only training from specific type of skills for a whole year is pretty dumb and adds nothing to the gameplay mechanics.
RoAnnon
Republic University
Minmatar Republic
#20 - 2013-07-10 15:48:05 UTC
hmskrecik wrote:
Quote:
I really have nothing more useful to add to the discussion so I'll leave y'all to it.

Love that one. "I don't hear ya, la, la, la...!"


My point being that all the arguments FOR the removal don't move me, I don't see the "problem" even after it's explained in detail because I don't see it as being a problem. I was merely bowing out of the discussion, I thought gracefully, so that those folks that have passionate points to make, and those who may be moved and persuaded by said points might come to an understanding. The main point I gleaned was that in the long run the attribute training time bonuses don't really make a difference, and in the short term they hinder a new pilot's ability to quickly engage in effective PVP. If that's an incorrect assessment, my apologies, but I don't see the issue. I prefer participating in discussions where I can contribute constructively. I cannot do so on this topic.

That's all. :) Carry on


So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

Broadcast4Reps

Eve Vegas 2015 Pub Crawl Group 9

Houston EVE Meet

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