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Proposal: Remove "Core" Skills

Author
DETURK
The Graduates
The Initiative.
#21 - 2013-08-28 17:43:34 UTC
Part of why i love EVE is cuz it is "hard" 99% of all games bore me to death after a few days.
If ccp ever nerfs this game i'll prob quit.
FT Diomedes
The Graduates
#22 - 2013-08-28 18:03:59 UTC
The time sink should not be so heavily concentrated in early skills. I don't remember the exact number, but it would take a long time to max out all skills (more than two decades). Even at 140m SP, my current skill plan goes for another 2+ years. There is plenty of content in this game for long term / short term goals. To me, it seems more exciting to choose between "train Caldari Frigate V now? Or try out Minmatar ships?" than it is to decide, "I'm going to train up my core skills for the next 100-130 days so I have a solid foundation for all future playing, and in the meantime, I'll fly my Drake in level 3 missions until my eyes bleed. Once I get all those core skills done, I can respec to perception/willpower and train more fun spaceships." Give the new player that solid foundation upfront.

I know that not everyone (or anyone), including my corpmates, agrees with me on this, but CCP will go in this direction at some point in order to improve the new player experience and increase retention.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Captain Tardbar
Deep Core Mining Inc.
Caldari State
#23 - 2013-08-28 19:34:26 UTC
I think the rewarding part of EVE is that it does take you 6-12 months to become "good".

Looking to talk on VOIP with other EVE players? Are you new and need help with EVE (welfare) or looking for advice? Looking for adversarial debate with angry people?

Captain Tardbar's Voice Discord Server

Phaade
LowKey Ops
Snuffed Out
#24 - 2013-08-28 19:53:42 UTC  |  Edited by: Phaade
FT Diomedes wrote:
The time sink should not be so heavily concentrated in early skills. I don't remember the exact number, but it would take a long time to max out all skills (more than two decades). Even at 140m SP, my current skill plan goes for another 2+ years. There is plenty of content in this game for long term / short term goals. To me, it seems more exciting to choose between "train Caldari Frigate V now? Or try out Minmatar ships?" than it is to decide, "I'm going to train up my core skills for the next 100-130 days so I have a solid foundation for all future playing, and in the meantime, I'll fly my Drake in level 3 missions until my eyes bleed. Once I get all those core skills done, I can respec to perception/willpower and train more fun spaceships." Give the new player that solid foundation upfront.

I know that not everyone (or anyone), including my corpmates, agrees with me on this, but CCP will go in this direction at some point in order to improve the new player experience and increase retention.



QFT.

I'd rather see longer training times getting into new ships and specializing than spending time training fittings skills like engineering and electronics.

My friend just started playing this game last week. His capacitor amount + charge / speed + maneuverability / shield + armor + hull / fitting capabilities are SO much lower than mine that it really is completely unfair.

There is no way in hell a ship he can fly will beat any t1 frigate I can fly, even if I fit all tech 1, regardless of how he flies it.

This is why I think the OP has some merit.

Again, I don't like the idea of removing some of the time required to effectively specialize, so I'd propose longer training times on the rest of the skills and less with these "core" skills.
Wolfgang Achari
Morior Invictus.
#25 - 2013-08-28 20:46:04 UTC
Phaade wrote:

There is no way in hell a ship he can fly will beat any t1 frigate I can fly, even if I fit all tech 1, regardless of how he flies it.


That just means he lacks player skill. I can get kills on my FW alt (with ~2 weeks of training) against T2 fit frigs and I don't fit higher than M3 mods on any of the ships (frigs/dessies) that toon flies. I can certainly appreciate wanting to make the game easier to dive into, but by the same token being limited by these skills helps you develop as a player in EVE. Likewise, what happens to the skill requirements for all the modules that use these core skills?
Phaade
LowKey Ops
Snuffed Out
#26 - 2013-08-28 21:13:37 UTC  |  Edited by: Phaade
Wolfgang Achari wrote:
Phaade wrote:

There is no way in hell a ship he can fly will beat any t1 frigate I can fly, even if I fit all tech 1, regardless of how he flies it.


That just means he lacks player skill. I can get kills on my FW alt (with ~2 weeks of training) against T2 fit frigs and I don't fit higher than M3 mods on any of the ships (frigs/dessies) that toon flies. I can certainly appreciate wanting to make the game easier to dive into, but by the same token being limited by these skills helps you develop as a player in EVE. Likewise, what happens to the skill requirements for all the modules that use these core skills?



Not at all....did you read what I wrote?

It doesn't matter how well he flies (provided I don't completely derp), his ship is weaker in so many ways that he has no chance. I can perma run an armor repper while he can't; I can fly faster, with more agility, deal more damage from farther, track better, rep faster and longer, with significantly more armor / hull / armor hp; this doesn't include being able to fit the same ship in far more ways with far better modules (not tech 2, just different combinations of weapons / prop etc).

It just seems like a little much to me. I prefer having specialization / ship progression take longer than these core skills that are a requirement to truly compete at a high level.

Granted, it's not impossible for him to have a ship setup that beats another ship setup given he flies perfectly, but man is that unlikely. But PvE wise, he's weaker in every possible regard.
Wolfgang Achari
Morior Invictus.
#27 - 2013-08-28 22:15:09 UTC  |  Edited by: Wolfgang Achari
Phaade wrote:
Not at all....did you read what I wrote?

It doesn't matter how well he flies (provided I don't completely derp), his ship is weaker in so many ways that he has no chance. I can perma run an armor repper while he can't; I can fly faster, with more agility, deal more damage from farther, track better, rep faster and longer, with significantly more armor / hull / armor hp; this doesn't include being able to fit the same ship in far more ways with far better modules (not tech 2, just different combinations of weapons / prop etc).

It just seems like a little much to me. I prefer having specialization / ship progression take longer than these core skills that are a requirement to truly compete at a high level.

Granted, it's not impossible for him to have a ship setup that beats another ship setup given he flies perfectly, but man is that unlikely. But PvE wise, he's weaker in every possible regard.


This is the case with practically every other RPG that you can play. In Skyrim, if I equip the same gear on an old toon that I have on a new one I'm still going to be more effective with the old one. Sure in most other RPG's you can grind for XP to gain new skills faster, but most of the time when you're doing that you're not improving as a player. Which in EVE is arguably more important to do given the number of available game mechanics available that allow lower SP players to make up for that deficit.

*Apparently I took to long to hit submit the first time in case you see a blank post.
Azrael Dinn
Imperial Mechanics
#28 - 2013-08-29 05:35:16 UTC
Lets not...

If you don't want to train them you do not have to. Train something else they are not needed in the game if you do lets say pure science.

After centuries of debating and justifying... Break Cloaks tm

SOL Ranger
Imperial Armed Forces
#29 - 2013-08-29 06:51:27 UTC  |  Edited by: SOL Ranger
If anything there needs to be more skills(including core skills) and more levels(at least up to 100 with diminishing returns), this to allow specialization to become a real possibility and simultaneously eliminate the "everyone ends up training everything" concept finally.

People should be able to specialize into their own play style indefinitely and not need to resort to training of arbitrary skills for no reason other than to fill the queue.

Skill/role choices need to count for something.

The Vargur requires launcher hardpoints, following tempest tradition.

Deliora May
Altersheim fuer grummelige Veteranen
#30 - 2013-08-29 12:17:37 UTC
I think the core skills are a good idea. They reinforce the importance of certain aspects of the game. I know it takes time to train them but the effect is large. While the "learning skills" only affected the speed at which you could train skills the core skills actually have an effect on the stats / possiblities of your ship.
I know that it might sound drastic but I think they are part of what makes EVE unique compared to all the other games out there. You do not get a bouquet or roses once you start the game - you work your way up. Finding a balance in training those skills is a skill in itself and each player has his or her own strategy as how they go about their training.
A compromise might be not to let people start out on "0" on the support skills / core skills but on lv. 3. That way they can improve upon the skills and min/max their fitting possibilities while still giving them a chance to get into other skills a bit earlier.
Debora Tsung
Perkone
Caldari State
#31 - 2013-08-29 13:21:38 UTC
FT Diomedes wrote:
I wouldn't want to remove skill training completely, since then you take away the player development progression aspect of the MMORPG.
But, your approach would remove them eventually.

Given the slim possibility that CCP would even consider your idea and the (astronomically) tiny chance that CPP would even do as you ask, some other skills would become the new "Must have" skill after the so called core skills have been removed. Eventually someone would propose the very same idea about that skill as well. And for the next and for next after that.

And then they're all gone, skills, different ship fits, players, fun. Stuff like that, just like that.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

bloodknight2
Revenu.Quebec
#32 - 2013-08-29 13:23:22 UTC
Is this the worst idea ever?
I think so.
Zaxix
State War Academy
Caldari State
#33 - 2013-08-29 14:30:41 UTC
Barbara Nichole wrote:
Some people won't be satified 'til they remove one of the C's from CCP.

The C's aren't the problem; it's the P. It is clearly overpowered, doesn't fit the style of the previous two letters, and it breaks immersion.

Bokononist

 

Domanique Altares
Rifterlings
#34 - 2013-08-29 14:41:09 UTC
I think EVE should be more like Galaga. Everyone has the same skills, and there's still only one butan to bonk, and the only fitting you ever need is to stick another ship next to the ship you're already in for twice the firepower.

Sounds good, OP!
Gritstone
Discordant Requiem
#35 - 2013-08-29 16:54:33 UTC
I hate to say it, but I cannot agree with this proposal, you identify the core skill train as 129 days. You state that these should be removed as everyone has them, but that is the viewpoint of a established vet.

Through these skills new players learn early that training is an exercise in opportunity cost. Whereas the learning skills were a terrible idea, the core skills teach new players to make decisions based on priorities that they themselves identify.
Zan Shiro
Doomheim
#36 - 2013-08-29 22:35:25 UTC  |  Edited by: Zan Shiro
Wolfgang Achari wrote:
[quote=Phaade]This is the case with practically every other RPG that you can play. In Skyrim, if I equip the same gear on an old toon that I have on a new one I'm still going to be more effective with the old one. Sure in most other RPG's you can grind for XP to gain new skills faster, but most of the time when you're doing that you're not improving as a player. Which in EVE is arguably more important to do given the number of available game mechanics available that allow lower SP players to make up for that deficit.

*Apparently I took to long to hit submit the first time in case you see a blank post.



This basically. No game has ever , imo, ever solved the riddle of mixing noob and vet very well. Eve however has the best happy medium I think.


Other games solutions I have seen include tiered pvp and buffing in the pvp "lakes".

Tiered pvp....use the warhammer model. 1-10, 11-20, 21-30, 30 on up instanced pvp. Solved the level 40's smashing noob problem....however the noob can't roll with his friend till noob levels up or vet rolls a new alt.

Buffing....the level 21 is buffed a bit stat wise to run against level 30's. Sort of what this idea in this thread is. doesn't really work though. Yay you have buffed stats but are missing a few casts on the toolbar the higher level has. Depending on MMO, those casts are real frigging nice. Our noob has has boosted ehp and such...still can get their ass handed to them.


Enter eve. No tiers and while the noob may not want the job in a short time frame can roll with his friend as a tackle/scout. This role does not need cores maxed out. Not a glamorous job but eseential. No fast tackles in the fleet, stuff is getting away more often.

For the buffing....when this didn't even work in other game there was always noob zerg rush. 10 level 30's fair a better chance of bringing down the level 40. This works in eve as well. 10 half competent noobs should bring down an average player in a bigger ship.

After we wake up from the dream of fair 1 v 1 pvp in eve we get the bitter reality its just not common. Also the bitter reality ccp can never balance skills based on 1 v 1. When the dust settled....we'd have almost no skills left in eve. I playing devils advocate could say its unfair as a laser or hybrid user I need a gun skill to reduce cap use for guns. Pull it and now everone is capless weapons. Or I have to train falloff skill harder than minmatar to squeeze out falloff they get naturally. Or minmatar has this skill to boost natural ship bonuses. Sooo....we pull trajectory analysis to make me happy.
Little Dragon Khamez
Guardians of the Underworld
#37 - 2013-08-29 22:47:22 UTC
No, to the op, terrible Idea. I've earned my skills and like the edge they give me. I also liked the learning skills. You are mistaking raw SP with ability in the field which are two different things. I like the feeling of accomplishment that my training queue gives me, despite this I have been killed by lower SP characters many times. The playing field is more even than you think.

Dumbing down of Eve Online will result in it's destruction...

Mara Rinn
Cosmic Goo Convertor
#38 - 2013-08-30 02:14:02 UTC
My market alt doesn't need those skills.

My invention alt doesn't need those skills.

My mining & gas harvesting alt only needs some of those skills.

Training all those skills makes clones more expensive.

Learning how to fit ships with low skills encourages people to think outside the box.
FT Diomedes
The Graduates
#39 - 2013-08-30 03:12:43 UTC
Mara Rinn wrote:


Training all those skills makes clones more expensive.



That is why I didn't propose it that way. Rather, all those skills would be built into the hulls. Those skills would not longer exist in the game as I envision it.

I get that a lot of people like the game the way it currently exists.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mara Rinn
Cosmic Goo Convertor
#40 - 2013-08-30 03:36:41 UTC
My point is that training those skills is a choice that has consequences.
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