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Attributes, Remaps and Skill Points per hour: Why must optimization hurt newer players?

First post
Author
Anna Verhyldvar
Ministry of War
Amarr Empire
#1 - 2013-07-31 19:38:28 UTC
I'm a relatively young player, with my oldest account having just around 21 million skill points. Having had sufficient money to splurge out on a couple of alts (logistics and missioning), I'd like to point out some issues I have with the way skill training works right now.

First a couple of disclaimers:

a) This character was born in 2009, when learning skills were still a thing. This current system is definitely WAY BETTER than what it used to be.

b) All my complaints are from the POV of a combat-focused pilot. I don't know about the training path for mining, manufacturing, station trading, or anything else.

The Introduction

So, currently if you wish to fly a combat pilot, you will need to train some or all of these skills (I'm including logistics under the banner of combat). I've tried to arrange them roughly in order of their importance:


  1. Relevant Spaceship Command skills for the hulls you want to fly (Per/Wil)
  2. Fitting skills such as Electronics or Weapon Upgrades (Usually Int/Mem, but WU and AWU are Per/Wil)
  3. Capacitor, Rep/Remote Rep and T2 Tank (Int/Mem)
  4. Weapon system of choice (Per/Wil) and/or Drones (Mem/Per)
  5. EWAR ( Int/Mem ) and Navigation (Int/Per)


A minor mention is the Social skills if you're going to focus on missioning, but they don't really affect your combat viability so I'll ignore them.

The Problem

Now, that's 4 different mappings (1 more than a new char gets) to optimize training for any given ship, and optimizing training really means you won't be able to fly it properly until atleast a decent part of Fittings + Weapons + Tank skills are done. This means you have to choose between spreading out your mapping and training with lower SP/hour to fly something and wait even longer for those skills that need to train to V, or optimize your mapping, and end up with a pilot that has Amarr Cruiser V and Logi V, but has to stay docked for another month or so while all the tank/capacitor support skills reach a reasonable level.

Basically, the current mapping system favors older players. On this account, I have no trouble mapping to optimize training, because I already have t2 tank, and good cap skills, and can fly most of the hulls I like, so I can dedicate several months or more to a mapping to fill out some high-ranked skills to V. However, for my alts, it's a source of a lot of frustration. My drone alt in particular has the most trouble because Drone skills are Mem/Per vs ship/weapons (Per/Wil) and support (Int/Mem). Drone-focused pilots need Sentry drone interfacing V, Drone Interfacing V, heavy Drones V, all of which are rank 5 (20-23day) skills.

TL;DR Because of the difference in attributes between fitting/support skills vs weapon/ship skills vs drone skills, a new pilot is forced to choose between using remaps, maximizing SP/hour and waiting a long time to fly a ship, or spreading attributes out, being able to fly something reasonably soon, but increasing training time for everything. Older pilots don't suffer so much from this.

A Proposed Solution

Scrap the attribute system and just have a flat training rate :P

Or, instead of attributes, use Career Paths. Each skill can belong to one or more career paths (eg "Small Projectile Turret" will belong to Combat, but "Energy Grid Upgrades" will belong to Combat and Mining). Instead of remapping attributes, you can choose/change your current Career Path, and all associated skills will receive a bonus in training speed.
Kaarous Aldurald
Black Hydra Consortium.
#2 - 2013-07-31 19:40:37 UTC
This belongs in Features and Ideas.

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ElQuirko
University of Caille
Gallente Federation
#3 - 2013-07-31 19:44:09 UTC
Kaarous Aldurald wrote:
This belongs in Features and Ideas.


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Dodixie > Hek

Verunae Caseti
Viziam
Amarr Empire
#4 - 2013-07-31 19:45:32 UTC
Nah, it's fine. Per/Will with a bit of Mem is fine for a combat-focused newbie and only requires one remap.

Why should all training be absolutely optimal? By the time the difference of a few days matters, you won't be a newbie anymore.
Anna Verhyldvar
Ministry of War
Amarr Empire
#5 - 2013-07-31 19:46:18 UTC
Kaarous Aldurald wrote:
This belongs in Features and Ideas.

Hm, I was sure that I'd clicked "New Topic" while browsing Features and Ideas, but I had multiple tabs open and may have gotten mixed up. Can I request a move? Or should I just repost?
Anna Verhyldvar
Ministry of War
Amarr Empire
#6 - 2013-07-31 19:49:24 UTC
Verunae Caseti wrote:
Why should all training be absolutely optimal? By the time the difference of a few days matters, you won't be a newbie anymore.
I don't think that all training should be optimal. I still feel that there should be a min/max choice, but right now it's the wrong choice. I should choose between optimizing training for Exploration, Combat, Mining, Industry or Trading. Not between optimizing training for weapons vs support skills vs fitting skills.
Lucas Kell
Solitude Trading
S.N.O.T.
#7 - 2013-07-31 20:41:28 UTC
New players already get 2 remaps available as a bonus. Utilising those is a good idea. Plus with the 80/20 rule, most skills only need to be 4 to be effective. I've made fresh week old characters that are already viable for combat.

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Icarus Able
Refuse.Resist
#8 - 2013-07-31 20:43:24 UTC
How about. You just equal it out across the skills when you have a lot of things to train for. Stop whining theres no problem with the current system.
Verunae Caseti
Viziam
Amarr Empire
#9 - 2013-07-31 21:03:55 UTC
Anna Verhyldvar wrote:
I don't think that all training should be optimal. I still feel that there should be a min/max choice, but right now it's the wrong choice. I should choose between optimizing training for Exploration, Combat, Mining, Industry or Trading. Not between optimizing training for weapons vs support skills vs fitting skills.


In other words, you want optimal training for your focus (Combat, Exploration, Mining, Industry or Trade).

You can basically optimize for Fitting + a focus - and twice at that.

A few attribute points account for a few thousand skill points per day; by the time this adds up to enough to put you at a "disadvantage" you're going to be years old and no longer a "newer player."
Whitehound
#10 - 2013-07-31 21:20:45 UTC
Attributes support the concept of character specialization, forcing players to think before they invest time into skills and allows them to focus on what they want from this game and avoids the creation of characters with bad skill sets. Being able to remap here is not so much a feature, but a compromise, which allows players to change their mind.

One can make plans, which stretch further than a year into the future, but this is a very long time span and most players will have changed their plans in between.

Someone once said, "All plans fail on contact with the enemy." - in EVE does this happen everyday.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Ms Valkyrie
Caldari Provisions
Caldari State
#11 - 2013-07-31 21:22:24 UTC
Remaping for per/int for the first year is really not that bad.
Ellendras Silver
CrashCat Corporation
#12 - 2013-07-31 21:35:16 UTC
+1 i like the idea

[u]Carpe noctem[/u]

Ellendras Silver
CrashCat Corporation
#13 - 2013-07-31 21:36:31 UTC
Verunae Caseti wrote:
Nah, it's fine. Per/Will with a bit of Mem is fine for a combat-focused newbie and only requires one remap.

Why should all training be absolutely optimal? By the time the difference of a few days matters, you won't be a newbie anymore.

what would be the objection not to do this? it will help out new players in a way i dont see as bad. hell it is good for everybody

[u]Carpe noctem[/u]

Riot Girl
You'll Cowards Don't Even Smoke Crack
#14 - 2013-07-31 21:36:43 UTC  |  Edited by: Riot Girl
Anna Verhyldvar wrote:
A Proposed Solution

Scrap the attribute system and just have a flat training rate :P

You already have a flat training rate available to you if you want to use it. You don't need to optimise your skill training every single step of the way either. You can train all the navigation skills on Int/Mem map and you can manage with +3 implants instead of +5s. There's no point trying to train optimally, just do whatever you feel like.

In fact, you can max out all sub-cap navigation skills on a brand new character in 100 days in Int/Per map. It takes 105 days on Int/Mem. I think it would be extremely unwise to waste a remap on Int/Per just to save 5 days of training.
Anna Verhyldvar
Ministry of War
Amarr Empire
#15 - 2013-07-31 21:47:37 UTC
Whitehound wrote:
Attributes support the concept of character specialization, forcing players to think before they invest time into skills and allows them to focus on what they want from this game and avoids the creation of characters with bad skill sets.
Yes but this is my point. Attributes aren't really allowing them to focus on what they want from this game, because if I want to do pvp, I need a set of skills across int/mem, per/wil, mem/per and int/per mappings.

My post was pointing out the fact that if I think before I invest time into skills i.e I try to train via an ideal per/wil mapping for ships/weapons, and then switching to int/mem for support/tank, I have to wait even longer for my ship to be ready to fly. I have to choose between high sp/hr or getting to play the game at some level sooner. This is a bad choice to make.

My suggestion with the "career paths" still keeps the element of character specialization and focus, while not having the problem of punishing you for optimizing sp/hour
Anna Verhyldvar
Ministry of War
Amarr Empire
#16 - 2013-07-31 21:54:22 UTC  |  Edited by: Anna Verhyldvar
Riot Girl wrote:
Anna Verhyldvar wrote:
A Proposed Solution

Scrap the attribute system and just have a flat training rate :P

You already have a flat training rate available to you if you want to use it. You don't need to optimise your skill training every single step of the way either. You can train all the navigation skills on Int/Mem map and you can manage with +3 implants instead of +5s. There's no point trying to train optimally, just do whatever you feel like.

In fact, you can max out all sub-cap navigation skills on a brand new character in 100 days in Int/Per map. It takes 105 days on Int/Mem. I think it would be extremely unwise to waste a remap on Int/Per just to save 5 days of training.
The flat training rate part was a joke, hence the :P

I'm still in favor of having some elements of character specialization in this game. Obviously you don't have to train optimally, but then you don't have to play this game either. What I'm saying is that you shouldn't be punished for trying to play optimally, and the current system forces you to either optimize for SP/hr and not be able to fly for a long time, or fly reasonably quickly but train at a lower SP/hour.


Ms Valkyrie wrote:
Remaping for per/int for the first year is really not that bad.


I agree it's not intolerable or anything like that. It just seems like a design flaw to me that you have make such a strange tradeoff.
Jill Xelitras
Xeltec services
#17 - 2013-07-31 22:04:57 UTC
I feel too that the attributes (and even the learning implants) have become unnecessary clutter. It's just a legacy from the old character creation system, where you had to chose a specific race and gender to get the attributes you wanted. I'm glad we got rid of that system.

I'm also glad the learning skills were removed.

Don't confuse complexity with clutter, let's get rid of the attributes. They were a must have of RPGs of the '90s, but the implementation into eve was so bad. Usually attributes in an RPG would have a direct effect on your character, not so in eve. In eve the attributes just define how fast you can gain a skill. Once you have the skill the attributes mean nothing. Let's scrap them.

J.

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Johan Civire
Caldari Provisions
Caldari State
#18 - 2013-07-31 22:12:53 UTC  |  Edited by: Johan Civire
For the common sense, att is just for alt or people that already playing eve to maximal the profit of skill learning. A noob or a real new player don`t care about those details at the first place < i was the same with my main. Now this alt have more sp than my main because of the better planning. Now keep in mind that already before you play eve there is a story tells you what you can do but really people let me honest are you going to read all that text? most people don`t take the time to read. And the are just trying eve for the first time. The don`t bother to read everything unless the want to prepare. However i agree cpp need indeed address the meaning of those ATT points little better to give a quick review what the do in eve outside the youtube vids or webvids. But more ingame how to address those att points and what do the do in the long run of the game.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#19 - 2013-07-31 22:15:07 UTC
Yeah, I see your point. I think the system could probably be made less punishing but I don't know if I'd want that. Eve is a punishing game and I like it that way.
Anna Verhyldvar
Ministry of War
Amarr Empire
#20 - 2013-07-31 22:19:52 UTC
Johan Civire wrote:
For the common sense, att is just for alt or people that already playing eve to maximal the profit of skill learning. A noob or a real new player don`t care about those details at the first place < i was the same with my main. Now this alt have more sp than my main because of the better planning. Now keep in mind that already before you play eve there is a story tells you what you can do but really people let me honest are you going to read all that text? most people don`t take the time to read. And the are just trying eve for the first time. The don`t bother to read everything unless the want to prepare. However i agree cpp need indeed address the meaning of those ATT points little better to give a quick review what the do in eve outside the youtube vids or webvids. But more ingame how to address those att points and what do the do in the long run of the game.
This is also taken care of in my suggestion. Rather than having to figure out what Int, Mem, Per and all the attributes do, and what primary and secondary attributes mean and all that, they have to choose between the career paths. Much simpler for a newbie pilot to understand and choose.
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