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A solution for the attribute nonsense

Author
Snopzet
Inglourious Squirrels
That Escalated Quickly.
#1 - 2013-09-04 20:41:13 UTC
Yet another topic about removing attributes in EVE Online, but wait, this is not about discussing it! I like to present a solution which might make everyone or at least most happy and the best part is: it is very easy to implement!

There are some threads in this forum already, which discuss this topic (e.g. Death to Attributes, which can be summarized as following:

  • Some people don't care about attributes, since there are more important issues,
  • some don't like them because they add no value to this game and are more like a relic which should be cleaned up and
  • some fear to lose "complexity" if they were removed. Something about making the game easier and they like to plan one year ahead...


So, how to remove them while keeping some sort of "complexity" and don't waste too much time doing it:

  1. Remove the "Attributes" tab in the Character Sheet (not the attributes)
  2. Remove/disable the remapping system
  3. Set/hard code all attributes to 25 points (with +5 imps you have 30 = 2700sp/h)
  4. ???
  5. Profit!


This means: attributes are still there, but you can change them with implants only.

Pros:

  • No need to remove attributes from skillbooks
  • Learning implants keep their value, so no need to reimburse anyone + they remain as isk sink
  • Implant sets will still have a drawback (bad learning time)
  • Some sort of complexity remains, because you can make decisions like: make clones with different +5 implants to learn specific skills perfectly, while lowering the risk to lose lots of isk, if you get podded.
  • Very easy to implement. It shouldn't take more then one work day, depending on how attributes are implemented in the software


Cons:

  • You can't spend a long night anymore, to plan your next year skill plan, to optimize your training time (pro for beginners)
  • Anything else?


So what do you think about it?


PS: Fozzie, what about a little ninja patch? P
zbaaca
Republic Military Tax Avoiders
#2 - 2013-09-04 21:38:48 UTC
no. biomass. ect...

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Little Dragon Khamez
Guardians of the Underworld
#3 - 2013-09-04 23:19:47 UTC
So you want every character to be the same.

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

SkupojHren
EVE-RO
Goonswarm Federation
#4 - 2013-09-04 23:22:03 UTC
Little Dragon Khamez wrote:
So you want every character to be the same.


yes.its called balance
Domanique Altares
Rifterlings
#5 - 2013-09-04 23:22:43 UTC
2700? No.

If attributes go, then all skill training should be conducted at baseline.
zbaaca
Republic Military Tax Avoiders
#6 - 2013-09-04 23:24:18 UTC  |  Edited by: zbaaca
SkupojHren wrote:
Little Dragon Khamez wrote:
So you want every character to be the same.


yes.its called balance

u dont want balance , u want everybody become clones

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Snopzet
Inglourious Squirrels
That Escalated Quickly.
#7 - 2013-09-05 07:28:17 UTC
Little Dragon Khamez wrote:
So you want every character to be the same.

Let me guess: you have three different "builds" on your account. One healer with focus on intelligence/memory, one tank which is focused on perception/willpower and one damage dealer with willpower/charisma.

Oh wait.. wrong game Roll
suid0
Pandemic Horde Inc.
Pandemic Horde
#8 - 2013-09-05 07:46:37 UTC
Snopzet wrote:
Little Dragon Khamez wrote:
So you want every character to be the same.

Let me guess: you have three different "builds" on your account. One healer with focus on intelligence/memory, one tank which is focused on perception/willpower and one damage dealer with willpower/charisma.

Oh wait.. wrong game Roll


yeah... go back there and stay there....

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Zan Shiro
Doomheim
#9 - 2013-09-05 10:12:22 UTC  |  Edited by: Zan Shiro
SkupojHren wrote:
Little Dragon Khamez wrote:
So you want every character to be the same.


yes.its called balance




its called reskinning....10000 people and they only differ by avatar.


Balance would be....you on a perc/will train to counter me on an int/mem. Your weapons and ship skills training faster to maybe overcome my tank training.. You see if I go int/mem day 1...I can't tank enemies to death and my weapons come along much slower. But...your gun train has you lacking support skills so I get a more fair chance.


Want balance...here it is. Take those day 1 stats and keep them for close to a year. Mix in implants....and go. This got me fleet frigates like bombers, fleet bc's and fleet bs in a decent timeframe in less than a year. that done...then I specialized and started remaps for it. Some may note cruisers not listed. When I did pvp these where still broken, but you had the skills up for suicide t1 trash roams.

Others will says but but...where are the t2 cruisers. The good bs pays for the hacs. Need ths isk to have your fun. Hac 5 in record time but wallet not fat does you no good (as you'd be max skill but too space too poor to actually buy one). Fleet bs with mod swap out ='s nice pve bs and isk maker. But thats me...horse before cart.
SOL Ranger
Imperial Armed Forces
#10 - 2013-09-05 13:06:20 UTC
I wouldn't like this at all as proposed, I would like to keep the attributes and complexity from them as much as possible, albeit I'll admit there are some issues with the attributes.

Learning implants
I believe these should be removed, they are merely disguised learning skills.

Attribute change:
I believe attributes should not be manually assigned nor "reset", instead they should by the skills you train home in on those specific attributes it requires, so you become keen in those attribute areas needed over time and train faster.

We get:
  • Still takes time to change skill type training scheme.
  • Doesn't require any thought in to setting attributes.
  • No more magical sudden "resets".
  • No more risk in making a faulty attribute mapping.
  • No more waiting a year to fix a faulty attribute mapping.
  • Natural progression into whatever you fancy training.
  • Keeps same penalty for mixing training.
  • The Vargur requires launcher hardpoints, following tempest tradition.