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Skill Discussions

 
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EVE's greatest strength - is also it's greatest weakness. The SP grind for new players.

First post
Author
Karak Bol
Low-Sec Survival Ltd.
#101 - 2013-07-10 11:31:13 UTC  |  Edited by: Karak Bol
I think you are overlooking one fact by comparing T2 fits to T1. A T2 fitted Caracal (pretty standard fit without rigs as noone in his sane mind fits T2 shield rigs on a T1 cruiser) costs about 24 mil according to Pyfa. A very similar T2 fitted Caracal costs a mere 12 mil. (also no rigs)
The difference: about 2.7 K EHP and about 70 DPS. Now we have to take the hull out of the equation because of insurance, whats left? 1.26 mil T1 fit vs. 13 mil T2 fit.

Basically, you can throw 10 T1 fitted Caracals on a single T2 fitted Caracal, from a, I must admit, simplified economic standpoint. And for what? 13% more EHP and 27% more DPS for ten times the cost. Economically speaking, T2 is crap. But as most corps/alliances are limited in the number of pilots, neccessary crap.

The Skillpoint barrier isnt that bad. I had pilots of under two months raiding WHs in T1 fitted battlecruisers.
Karak Bol
Low-Sec Survival Ltd.
#102 - 2013-07-10 11:31:36 UTC  |  Edited by: Karak Bol
sorry for double post
Sweeet
Homeworld Defense Collective
#103 - 2013-07-10 11:54:28 UTC  |  Edited by: Sweeet
Karak Bol wrote:
I think you are overlooking one fact by comparing T2 fits to T1. A T2 fitted Caracal (pretty standard fit without rigs as noone in his sane mind fits T2 shield rigs on a T1 cruiser) costs about 24 mil according to Pyfa. A very similar T2 fitted Caracal costs a mere 12 mil. (also no rigs)
The difference: about 2.7 K EHP and about 70 DPS. Now we have to take the hull out of the equation because of insurance, whats left? 1.26 mil T1 fit vs. 13 mil T2 fit.

Basically, you can throw 10 T1 fitted Caracals on a single T2 fitted Caracal, from a, I must admit, simplified economic standpoint. And for what? 13% more EHP and 27% more DPS for ten times the cost. Economically speaking, T2 is crap. But as most corps/alliances are limited in the number of pilots, neccessary crap.

The Skillpoint barrier isnt that bad. I had pilots of under two months raiding WHs in T1 fitted battlecruisers.


I guess perception largely is the issue then. But that's what happens when you give new players the ability to research and theory craft the T2 fits they hear are so effective only to be knocked back when they see just how long said fit will take to attain.

My T1 fitted Drake for example barely does 350 DPS, however it's T2 counterpart with all the appropriate skills supposedly does 900DPS. That is a HUGE difference. However getting to the point of being able to reach 900 DPS with all appropriate skills will take me months, all whilst having to use an extremely lame T1 Drake in the mean time. Yes I can use something else, but I'm a new player remember trying to fit out a Drake for lvl 3 missions, I can't concentrate on other skills if I want a T2 fitted 900DPS Drake.

Anyway I'm not skilling up for the Drake any more as you know, I want my anti-frigate bait tornado Lol

As much as I love everything EVE stands for, the game doesn't do a lot to ease new players into the universe or set their minds at ease when it comes to these issues.

Stop being afraid, fly cheap and dangerous.

Chi'Nane T'Kal
Interminatus
#104 - 2013-07-10 12:07:48 UTC
Karak Bol wrote:
I think you are overlooking one fact by comparing T2 fits to T1. A T2 fitted Caracal (pretty standard fit without rigs as noone in his sane mind fits T2 shield rigs on a T1 cruiser) costs about 24 mil according to Pyfa. A very similar T2 fitted Caracal costs a mere 12 mil. (also no rigs)
The difference: about 2.7 K EHP and about 70 DPS. Now we have to take the hull out of the equation because of insurance, whats left? 1.26 mil T1 fit vs. 13 mil T2 fit.

Basically, you can throw 10 T1 fitted Caracals on a single T2 fitted Caracal, from a, I must admit, simplified economic standpoint. And for what? 13% more EHP and 27% more DPS for ten times the cost. Economically speaking, T2 is crap. But as most corps/alliances are limited in the number of pilots, neccessary crap.


As if ISK had ever been relevant. You probably faint every time you see a deadspace module then?

Yes, if you had the choice between multiboxing 10 pilots in T1 fits vs. 1 pilot in T2, the former would be a lot stronger.

Usually the limiting factor for an encounter is the availability of pilots, NOT the availability of ISK to fit out your ships. Otherwise there would be no reason whatsoever for people to fly expensive stuff like T3 cruisers or pirate ships, much less with deadspace or faction fits.

Quote:

The Skillpoint barrier isnt that bad. I had pilots of under two months raiding WHs in T1 fitted battlecruisers.


Raiding empty WHs or occupied by carebears?

How did your new pilots end up when they met some of the T3 flying WH entities?
Sweeet
Homeworld Defense Collective
#105 - 2013-07-10 12:13:25 UTC  |  Edited by: Sweeet
I'd like to add that I know because of the way Missile skills work, the Drake example may be somewhat unique. But a new player doesn't know this, they just see this huge skill barrier and think sod it, I'll play something else.

Stop being afraid, fly cheap and dangerous.

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#106 - 2013-07-10 17:24:10 UTC
T2 heavy missiles or heavy assault missiles only take like 11 days to train if you're in an decent remap. So just do it.

Then you can discover that you won't be doing 900 dps just by having T2, since you're lacking support skills. Another couple weeks to get those all to 4.

Then you'll discover that your awesome 700dps Drake doesn't hit cruisers or frigates for any damage whatsoever because you're using ammo with too large of an explosion radius, so most of that damage is wasted on L3s. So you'll switch back to T1 or faction ammo and then realize that you're only doing like 8% more damage than you would with meta 4 launchers.

If you think that there's some huge barrier preventing you from doing what you want to do, you're not theory crafting hard enough.
Sweeet
Homeworld Defense Collective
#107 - 2013-07-10 19:04:13 UTC
Chris Winter wrote:
T2 heavy missiles or heavy assault missiles only take like 11 days to train if you're in an decent remap. So just do it.

Then you can discover that you won't be doing 900 dps just by having T2, since you're lacking support skills. Another couple weeks to get those all to 4.

Then you'll discover that your awesome 700dps Drake doesn't hit cruisers or frigates for any damage whatsoever because you're using ammo with too large of an explosion radius, so most of that damage is wasted on L3s. So you'll switch back to T1 or faction ammo and then realize that you're only doing like 8% more damage than you would with meta 4 launchers.

If you think that there's some huge barrier preventing you from doing what you want to do, you're not theory crafting hard enough.


Fair play. It was a couple of months ago I was looking into fitting out a Drake for lvl 3s so no idea how it stands now or whether that fit would have actually been good enough. I didn't even know missile radius affects the types of ships I'm hitting, until now! I'm still pretty new to all this P

Stop being afraid, fly cheap and dangerous.

Marcus Walkuris
Aww yeahhh
#108 - 2013-07-10 20:33:50 UTC  |  Edited by: Marcus Walkuris
Malcanis wrote:
Chi'Nane T'Kal wrote:
Zhilia Mann wrote:

What we have is a perceived skill wall. The driving idea behind all of this seems to be "if I just had more SP, I would be able to do things better". And it's not true. All you can do is do more things. And you can't do all those things simultaneously in the first place. I said way back in my first reply that I rarely use even a small percentage of the total SP on my main, and oddly enough the same is going to be true at much lower skill levels.


Very elaborate post all in all. But I think this point needs addressing.

In the big picture you are right, there are only so many skills you can use simultaneously, there is a legion of players out there who only use a small percentage of their SP. Simply because a 100M veteran will count the same as 10 10M newbs in that picture.

However, things look completely different while you're a new player, especially if you follow the advice of specializing (in order to catch up).

Out of curiosity i just theorycrafted a specialized Amarr cruiser toon. T2 Pulse, all support skills at acceptable levels of time invested (i.e. no skill to V if that takes longer than 10d, except for the Amarr cruiser skill). I ended up at 271 days unmodified, which can be shaved to just over 200 days with +3 implants and an optimized mapping (something newbs are told not to touch during their first year by the scrubs out there, btw). No eWar skills, no T2 hulls, flying an ABC well would take even longer.

So we're looking at more than half a year's worth of SP to fly ONE hull and weapon type at acceptable levels. Even if said toon used all the skills in the book, a veteran would still easily beat this player by using his one big advantage: adaptability. In our case that would be as simple as using a TD, since my toon could not switch to a missile boat - like a veteran could.


I bet there's a lot of fat to be cut from those 200 days. Armor Comps to V? Shield skills?

Again you're implicitly assuming that "perfect" skills are required to be "competitive", whatever that's supposed to mean. But in 99 fights out of 100 that actually happen on TQ, a few percent more or less DPS or EHP won't affect the outcome at all.


With all due respect I don't get this logic.
If you use a tech2 hardener over a tech1 you absorb 10% more damage assuming you are filling a 0 resist gap.
So say 30% base resist with tech 1 that's 80% with tech 2 that's 85% 25% less damage.
I really don't need to point out the multiplying force of resists combined with boost/repairs.
All in all this and the fact most skills have certain multiplicative properties to the point where skill at lvl 1 adds 2% dps and skill lvl 5 adds 3.3 while also being a prerequisite for the same skills "advanced" version and taking between 4/5 to 24 days to finish with perfect remaps and +5 implants.
Or the wonderfully tight fitted ships that need fitting skills 5 and secondary skills at 4-5.

Support skills will eat you up as a noob, and in a competitive atmosphere as a noob expecting PvP it can be a real cold shower.
Now I can see that in EvE unless you join a corp you can fly tech1 frigs with all 5 skills and you will die in a blaze of fire just about every time.
But its not a matter of getting gun skills or missiles it is. Gun skills+missiles, gun skills+drones, lasers+perfect energy skills, missiles+perfect fitting skills.
I really believe that the basic skill set could be a little more elaborate, not as in instant viable marketing alt or instant anything.
More like if a noob wants to fly into low sec and fly with the big boys he can without spending 2 months on being able to eve nfit a tech1 frig.
At first start 2 months is a long time to even get to knowing the game, and waiting to be able to fit a mwd and tech2 missile launchers= not learning.
A newb can figure out that increasing weapon skills will increase damage output/effectiveness, the non damage modules create far more confusion then this simple concept.

Say a noob starts with specific frigate weapon system and ships skills at 4 or 5 even, I say awesome you have something to fall back on AND you can find out if you want to fly said races cruisers or cross-train to other races and start over.
Then they can still toy around with fitting skills etc. as long as you keep the boost for noobs at weapon-systems and frigate skills (mostly) there will still be plenty to do if you start of with gallente frigate and hybrid weapons 4.

Also make a tutorial about skills and emphasize the **** out of implants.
Although I dislike all things that discourage pvp like clone costs and implants to train faster (essentially creating PvE only clones for low sp/isk players).

P.S. So to summarize I suggest that letting people choose one specific weapon-system and empires frigates at high skill.
It will stop them from hopping and get them to understand the difference between a low SP boat and a high SP boat right away instead of wandering through seas of SP aimlessly.
A comparative standard and a place to feel like you are good at something right away, even if its only gallente frigates for say being awesome at it (more a feeling then a fact) will make people invest a little more into what they have already instead of flying onwards to something that will be a noticeable step down.
I mean part of rushing a BS is not feeling competent at all at flying a frigate, as backward as it may sound people end up saying ohh well might as well go for the Porsche.
Having gallente frigate 4 and hybrid weapons 5 will give you something to commit to right off the bat.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#109 - 2013-07-10 22:04:45 UTC

Training all support skills to their desired level, training t2 weapons, training hull levels to 5....

This takes time. It's not something you'll do in a month, it's more like something you do during the first 6 months.

So what?

I keep seeing these 1-to-1 comparisons: Vet in a ship, t2 fit, vs the noob in the same ship, in the same t1 fit.

Guess what, You're doing it wrong!!!

You don't get honorable 1v1's of identically fit ships. I've had thousands of fights, and huge number of them 1v1's. The number of heads up matches is literally less than 1% of all the fights I've had, and I look for 1v1s.

This is one of my first solo kill: Tristan vs Onyx, Crow, and Raptor. (and this is long before the tristan became what it is today). I could go on, listing kill after kill after kill... where I didn't have t2 weapons, I didn't have max support skills, and my opponents outclassed me.

If you aren't going to win the direct fight, then don't fight directly!! It is that simple!

Oh no, your thorax only does 400 dps instead of 600 dps.... Oh no, your celestis only damps the enemies' lock range to 30 km's instead of 25 km's. To PvP, its about getting into fleet, and coming out to fight! It's not about needing perfect skills, it's not about mirror matches, it's about having fun and killing stuff, and you DON'T need these huge lists of skills to be combat effective.

Next, do you really think that raptor thought it was fair that I killed his 30m isk inty in a 2m isk frigate? I've solo'd Drakes, Ravens, Vagabonds, Hurricanes, Rapiers, and much more in frigates... those accomplishments have very little to do with skills. I've solo'd enyo's, thrashers, and sabres in a freaking Helios... it has NOTHING to do with skillpoints, and everything to do with how setup your ship, selecting your targets, and learning how to engage!

This whole notion of, "If only I started with frigate V and t2 weapons, then I could be competitive at the start" is simply you not understanding the game. You can be competitive with frigate IV, Meta 2 weapons, and very mediocre (1-2 weeks of) support skills. You simply have to chose your targets smartly (which you always need to do) and engage with a plan.

Furthermore, most people don't solo in this game... that's something rare! Instead, you usually team up with a buddy (or ten), and go shoot things as a group! You are far more effective, and then skillpoints matter even less.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#110 - 2013-07-10 22:52:44 UTC
Also you're talking about the skills YOU PERSONALLY perceive as "comfortable". You most certainly do NOT need 200 days of training to make a T1 cruiser perform decently enough compared to a perfect skilled veteran.

Chi'Nane T'Kal
Interminatus
#111 - 2013-07-10 23:35:16 UTC
Tsukino Stareine wrote:
Also you're talking about the skills YOU PERSONALLY perceive as "comfortable". You most certainly do NOT need 200 days of training to make a T1 cruiser perform decently enough compared to a perfect skilled veteran.


Yes indeed.

However the argument was 'the number of sills that can be reasonably used at the same time is very limited' and my goal was to show that even under conditions where i purposely limit myself by placing restrictions (moderate hull size, moderately expensive skills) that limit can (and often WILL) be daunting for a new player.

Gizznitt Malikite wrote:
[stuff about PvP not being fair]


What you're saying is only partly true.


More eHP on your victim's ship (and we're easily talking about 20-50% more due to direct bonuses and better fitting options) could mean the difference in his friends arriving in time or him warping away in his pod.

More DPS on YOUR ship could have the exact opposite effect.


Better support skills could be the difference between reasonably expecting a kiting setup to work or not.


Even if you pick only 100% lopsided fights, more DPS and eHP will increase the range of fights you can pick.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#112 - 2013-07-10 23:52:36 UTC
Chi'Nane T'Kal wrote:

Gizznitt Malikite wrote:
[stuff about PvP not being fair]


What you're saying is only partly true.


More eHP on your victim's ship (and we're easily talking about 20-50% more due to direct bonuses and better fitting options) could mean the difference in his friends arriving in time or him warping away in his pod.

More DPS on YOUR ship could have the exact opposite effect.


Better support skills could be the difference between reasonably expecting a kiting setup to work or not.


Even if you pick only 100% lopsided fights, more DPS and eHP will increase the range of fights you can pick.


Yes, there are borderline cases where skills make the difference. So what? If you don't go out and PvP because of that 20% difference, then perhaps your simply too risk adverse to PvP. Even a highly skilled player constantly finds themselves in situations where their opponents have more tackle range, more EHP, more speed, more dps... fleet boosters, faction modules, implants, all of these can easily give your opponent that edge and much more. You simply adapt on the spot, sometimes to excellent success, sometimes to the loss of your ship.

Malcanis
Vanishing Point.
The Initiative.
#113 - 2013-07-11 06:47:07 UTC
Chi'Nane T'Kal wrote:
Malcanis wrote:

I bet there's a lot of fat to be cut from those 200 days. Armor Comps to V? Shield skills?


No and no :).

You just reminded me that i even forgot the engineering and electronics skills, so that would be another 40 days on top.

Malcanis wrote:

Again you're implicitly assuming that "perfect" skills are required to be "competitive", whatever that's supposed to mean. But in 99 fights out of 100 that actually happen on TQ, a few percent more or less DPS or EHP won't affect the outcome at all.


It's the skillset I would want to have to be comfortable sitting in that cruiser.

The discussion was about catching up to the veteran by ignoring all skills that would give him more options but not immediately benefit the ship he is sitting in.

I placed the further restriction T1 cruiser and no expensive skills at lvl5 to make the whole thing more newb friendly.
IMO it should be easy to find a subcap setup where you could have way more than a year's worth of skills and every SP would be contributing.



And yet people do.

How do you explain that?

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

Grath Telkin, 11.10.2016

Frank Millar
The Scope
Gallente Federation
#114 - 2013-07-11 07:07:57 UTC  |  Edited by: Frank Millar
Quote:
It's the skillset I would want to have to be comfortable sitting in that cruiser.

Sitting is the right word. You still wouldn't know how to fly it. Big smile

I know I don't. Bear
Chi'Nane T'Kal
Interminatus
#115 - 2013-07-11 07:55:43 UTC
Malcanis wrote:
Chi'Nane T'Kal wrote:
Malcanis wrote:

I bet there's a lot of fat to be cut from those 200 days. Armor Comps to V? Shield skills?


No and no :).

You just reminded me that i even forgot the engineering and electronics skills, so that would be another 40 days on top.

Malcanis wrote:

Again you're implicitly assuming that "perfect" skills are required to be "competitive", whatever that's supposed to mean. But in 99 fights out of 100 that actually happen on TQ, a few percent more or less DPS or EHP won't affect the outcome at all.


It's the skillset I would want to have to be comfortable sitting in that cruiser.

The discussion was about catching up to the veteran by ignoring all skills that would give him more options but not immediately benefit the ship he is sitting in.

I placed the further restriction T1 cruiser and no expensive skills at lvl5 to make the whole thing more newb friendly.
IMO it should be easy to find a subcap setup where you could have way more than a year's worth of skills and every SP would be contributing.



And yet people do.

How do you explain that?


Are you sure you read what i wrote?
And yet people do WHAT?

Karak Bol
Low-Sec Survival Ltd.
#116 - 2013-07-11 12:17:43 UTC
Chi'Nane T'Kal wrote:

As if ISK had ever been relevant. You probably faint every time you see a deadspace module then?


I am quiet sure they are useful on your highsec mission boat. Or maybe Sleeperboat? Doesnt matter, their are not many ships, that warrant the use of deadspace modules. ISK effectiveness is important, to me at least. It takes way to long for a bling fitted ship to repay itself.


Chi'Nane T'Kal wrote:

Usually the limiting factor for an encounter is the availability of pilots, NOT the availability of ISK to fit out your ships. Otherwise there would be no reason whatsoever for people to fly expensive stuff like T3 cruisers or pirate ships, much less with deadspace or faction fits.


We are talking about newbros here, not about 5+ year old dudes. (And in this age, their are still people hideously poor) For a new player without PvP experience, it would be a really bad advise to tell them to T2 fit. because they will die... a lot. And for them, a 30 mil T1 Cruiser+fit is many hours of grinding.

Chi'Nane T'Kal wrote:
Raiding empty WHs or occupied by carebears?

How did your new pilots end up when they met some of the T3 flying WH entities?


Both questions miss the mark. They went in, had balls you know (google that word), and went out with 100 mil for two players. That was a lot of money for them.

Stop being afraid, fly cheap and dangerous.
Sweeet
Homeworld Defense Collective
#117 - 2013-07-11 12:23:33 UTC  |  Edited by: Sweeet
Karak Bol wrote:
Stop being afraid, fly cheap and dangerous.


Haha, that right there is my new EVE motto - words to live by Lol

Stop being afraid, fly cheap and dangerous.

Jamwara DelCalicoe Ashley
New Eden Tech Support
#118 - 2013-07-11 12:56:48 UTC  |  Edited by: Jamwara DelCalicoe Ashley
Sweeet wrote:
OK, another brain storm. How about giving all players the chance to purchase SP boosts that will only work up to a given amount of SP. Say a 400% boost to 50mil, then a 300% boost to 70mil, then a 200% boost to 90mil and finally a 100% boost to 100mil. Or something along those lines.

All new players want is the chance to catch up in a meaningful amount of time. Is that really so much to ask?


Yeah, I think that is too much to ask ... (~3M SP nooblet here)

New players already know, or find out quickly, what a difficult game Eve can be - some of us like the challenge of learning to operate in a super-hostile shark tank with space rocks - some do not.
Jamwara DelCalicoe Ashley
New Eden Tech Support
#119 - 2013-07-11 13:13:13 UTC
Tsukino Stareine wrote:
Sweeet wrote:

But hey, you're right, what do I know? I'm just a new player that can see exactly why so many people quit even though they really want to give the game a chance. If that makes me a *******, so be it. But it really is no wonder this game struggles to retain new players you know.


it has trouble retaining immature, self-entitled children.

It's pretty good at retaining players.


+1000

In other news, if our toons were to somehow find themselves shaking off a nice hangover from too much spiced wine and a night of fogging up my Destroyer's windows... well, that would be awesome.
Chi'Nane T'Kal
Interminatus
#120 - 2013-07-11 13:21:03 UTC
Karak Bol wrote:

Chi'Nane T'Kal wrote:
Raiding empty WHs or occupied by carebears?

How did your new pilots end up when they met some of the T3 flying WH entities?


Both questions miss the mark.


How do those questions miss the mark?

That's what a huge chunk of SP difference boils down to.
You're sitting in a Drake and find yourself against a Tengu, or a Hurricane and meet a Sleipnir (yeah i know, CS not T3, but same principle).

Yes, good recon can mitigate that somewhat. But only insofar as it helps you AVOID those matchups.

I.e. your veteran slepinir gang could consider to risk roaming that WH with a similar amount of canes on dscan. Your newbro cane gang would leave silently.

Quote:

They went in, had balls you know (google that word), and went out with 100 mil for two players. That was a lot of money for them.


Again supporting my point, cos 100M is surely not a lot of money for a veteran who can breeze through lvl4s or incursions.

(Nor for a new-ish trader, admittedly)