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Skill Discussions

 
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What about a Symbiosis type skill?

Author
Dan Rae
The Scope
Gallente Federation
#1 - 2013-09-30 19:28:24 UTC
Hi,

Really loving the game so far, played about 6 weeks or so?, the game world is massive, missions, mining and PvP (even 1v1 gate camps) are all awesome fun. I only wish I had discovered this game a few years earlier and not wasted my time on other MMOs. My biggest gripe, like many other newbs here, I guess, is that character progression is not interactive and somewhat inexpedient. Now, I don't want a game whereby I kill 50 rats, and BOOM here's your titan plus top quality fittings, so please don't get me wrong. I would be happy to reach, say, marauders (75 days or so for me atm) in the same 75 days or so, if I was safe in the knowledge that my actions in game, could make some sort of difference.

I am not asking to be allowed to play 18 hours a day, farming pve content in order that I get epic ships and gear as a reward.

Nope. Put that thought out of your mind for a second!

What I had in mind was something like this: A new skill could be created called symbiotic relationships, or something weird like that, where once two players have that skill trained, they can enter into a symbiotic relationship with each other.

The wording in the description could be something like this:

The capsuleer enters a symbiotic relationship with another capsuleer. During this time, their wills are combined, thus reducing the time taken to learn their currently queued skill by X% per level, up to a maximum of X% at level 5.

HOORAY, free cookies for everyone, I hear you shout!

Not so, there must be drawbacks to such a skill!

Drawbacks: The developers of this technique have, as yet, been unable to succesfully enter into a symbiotic relationship whilst in or near large metallic objects. Therefore, it is not possible for for this relationship to be maintained for a sustained period (i.e it is possible, but not worth it long term) whilst either capsuleer is piloting a ship more massive than Battlecruiser class and above, nor when docked. The connection between the two pilots degrades over time and can end completely (thus negating any progress that would have otherwise be made).

Also, should either pilot be killed and thus activate their medical clone, X% (or all) of the accelerated progress they have made is lost.

What do you guys think? I dunno if this would lead to excessive carebearing, but at least people can't just dock up (except to sleep and for reasonable lengths of time, say) I thought the ship mass restrictions might help, as this would be aimed at new players.

There are risks involved with this skill, so hit me with your (constructive) criticisms!
RavenPaine
RaVeN Alliance
#2 - 2013-09-30 19:56:28 UTC
Dan Rae wrote:


Nope. Put that thought out of your mind for a second!




I have edited your post. I left in the important parts
Dan Rae
The Scope
Gallente Federation
#3 - 2013-09-30 20:01:55 UTC  |  Edited by: Dan Rae
RavenPaine wrote:
Dan Rae wrote:


Nope. Put that thought out of your mind for a second!




I have edited your post. I left in the important parts


Reading is hard to do. Say why you feel the way you do about it, at least. Thanks for the feedback!
Elena Thiesant
The Scope
Gallente Federation
#4 - 2013-09-30 20:29:49 UTC
Log in, undock in a rookie ship or cheap frigate, warp to safe spot, cloak. Repeat with my alt. Activate symbiosis. Go to bed. Profit.
Next morning after dt, repeat and go to work. Profit more. etc

p.s. You're probably 75 days from sitting in a Marauder, not flying one.
Dan Rae
The Scope
Gallente Federation
#5 - 2013-09-30 20:32:36 UTC
Elena Thiesant wrote:
Log in, undock in a rookie ship or cheap frigate, warp to safe spot, cloak. Repeat with my alt. Activate symbiosis. Go to bed. Profit.
Next morning after dt, repeat and go to work. Profit more. etc

p.s. You're probably 75 days from sitting in a Marauder, not flying one.



Crap, I never thought of that.

Cloaking causes interference?

Bugger.
Elena Thiesant
The Scope
Gallente Federation
#6 - 2013-09-30 20:37:06 UTC
Then I go and sit in my POS, or circle a can in a quiet system, or set a long, long, long autopilot route round and round highsec.

It's abusable, it'll benefit older players far more than younger ones (older ones who have multiple alts, etc) and it's completely against the EVE skill principal. I'd suggest you play for more than a month before trying to re-design one of the core areas of the game. (and I'm being far more polite than I expect most people will)
Dan Rae
The Scope
Gallente Federation
#7 - 2013-09-30 20:42:04 UTC
Elena Thiesant wrote:
Then I go and sit in my POS, or circle a can in a quiet system, or set a long, long, long autopilot route round and round highsec.

It's abusable, it'll benefit older players far more than younger ones (older ones who have multiple alts, etc) and it's completely against the EVE skill principal. I'd suggest you play for more than a month before trying to re-design one of the core areas of the game. (and I'm being far more polite than I expect most people will)



Are many EVE players "proud" or "precious" about subjects such as these?
Elena Thiesant
The Scope
Gallente Federation
#8 - 2013-09-30 20:53:05 UTC
Just to put things in perspective, in beta EVE had skill points for playing. It was removed. We used to have the learning skills, skills to train to increase skill training speed. They were removed.

The core premise of the EVE skill system is that whether you play 10 minutes or 10 hours a day, you gain skills at the same speed and that's how it's been for 10 years. Hence why new propositions for these kinds of 'enhancements' (and it happens regularly) are usually met with derision.

You might as well got to WoW as a new player and suggest that characters only gain a fixed amount of xp per day no matter how many monsters they kill. I suspect you'd get shot down in flames for such a suggestion.
Dan Rae
The Scope
Gallente Federation
#9 - 2013-09-30 21:09:40 UTC
Elena Thiesant wrote:
Just to put things in perspective, in beta EVE had skill points for playing. It was removed. We used to have the learning skills, skills to train to increase skill training speed. They were removed.

The core premise of the EVE skill system is that whether you play 10 minutes or 10 hours a day, you gain skills at the same speed and that's how it's been for 10 years. Hence why new propositions for these kinds of 'enhancements' (and it happens regularly) are usually met with derision.

You might as well got to WoW as a new player and suggest that characters only gain a fixed amount of xp per day no matter how many monsters they kill. I suspect you'd get shot down in flames for such a suggestion.



Why are there implants then? Why are the accelerated account things there where you can get even better boosters?

I withdraw my idea, I thought it carried enough risk to be accepted but I didnt think of all the douchebaggery that could go along with it.
Elena Thiesant
The Scope
Gallente Federation
#10 - 2013-09-30 21:20:38 UTC
Dan Rae wrote:
Why are there implants then? Why are the accelerated account things there where you can get even better boosters?


Huh? What do implants have to do with this topic?

I can choose whether or not to buy implants based on how much ISK I'm willing to risk. If I expect not to be podded then I can buy +5s, if I'm planning to PVP and there's a chance of getting podded I may buy +2s or maybe +3s, my choice. Similarly I can choose to remap attributes to favour some skills over others. Doesn't change that skill points accrue the same speed whether I play 10 minutes one day or 10 hours.
Eggs Ackley
#11 - 2013-09-30 21:23:13 UTC
Not to be harsh, but six weeks is not really long enough to make any informed suggestions. That being said, play a bit longer and you may see why things are set up the way they are.

As has been mentioned a million times in a million threads started by impatient newbs, you can be as proficient in a frig a a couple months as someone who had played 10 years. There are only so many relevant skills.

Try and purge the habits of theme park MMOs and you will see how rich EVE can be. In the end it is not SP, but the capsuleer that counts.

Check this out.
Dan Rae
The Scope
Gallente Federation
#12 - 2013-09-30 21:27:39 UTC
Eggs Ackley wrote:
Not to be harsh, but six weeks is not really long enough to make any informed suggestions. That being said, play a bit longer and you may see why things are set up the way they are.

As has been mentioned a million times in a million threads started by impatient newbs, you can be as proficient in a frig a a couple months as someone who had played 10 years. There are only so many relevant skills.

Try and purge the habits of theme park MMOs and you will see how rich EVE can be. In the end it is not SP, but the capsuleer that counts.

Check this out.


I saw that picture, the possibilities in this game really are endless, the universe is massive and there is little chance I will see all of it! As I said at the start, I am loving the game, though the skill system frustrates me as it is not interactive. I also tried to say that I don't care if things take the same amount of time to learn overall, its just weird to not be actively able to improve/progress your character.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#13 - 2013-09-30 21:28:45 UTC  |  Edited by: Antillie Sa'Kan
Dan Rae wrote:
Why are there implants then? Why are the accelerated account things there where you can get even better boosters?

I withdraw my idea, I thought it carried enough risk to be accepted but I didnt think of all the douchebaggery that could go along with it.

Because implants cost ISK and can be lost in PvP. Using them is a risk. The cerebral accelerator is severely limited in functionality and can't be used once your character has reached a certain age.

Training skills for the purpose of training other skills faster in annoying. The old learning skills often lead to people saying that every new character had to spend its first few months of life docked up training learning skills before it could train anything that actually let you play the game.

Just pick something you want to do and start training. You will be the equal of an old player pretty quickly. All age gives you is more options and more expensive clones.
Mocam
Aliastra
Gallente Federation
#14 - 2013-10-05 01:10:06 UTC
https://forums.eveonline.com/default.aspx?g=posts&m=776066#post776066

I put that together as a reply for someone on how EVE is casual friendly ... about a year and a half ago.

It outlines some of the differences in different areas of the game but pretty much sums up a lot of the differences this game's mechanics offer to people with lives outside of EVE.

It's a long post but I broke it up in chunks. Changes like you outline would change things at very fundamental levels albeit in subtle ways - but ways that would become very noticeable to the player base and not in a good way.
Oska Rus
Free Ice Cream People
#15 - 2013-10-11 15:09:31 UTC
I might explain to you why your idea is dumb.

Some years ago Eve had a lots of such skills which altered speed of training. they were so called training skills. They only consumed time for newbs because everyone had to start with them. CCP decided to drop them and just alter skilling speed on general level without obscuring it by more complications.
Kregan Gadhar
Helion Production Labs
Independent Operators Consortium
#16 - 2013-10-11 17:10:58 UTC
Antillie Sa'Kan wrote:


Training skills for the purpose of training other skills faster in annoying. The old learning skills often lead to people saying that every new character had to spend its first few months of life docked up training learning skills before it could train anything that actually let you play the game.

Just pick something you want to do and start training. You will be the equal of an old player pretty quickly. All age gives you is more options and more expensive clones.



Learn skills only took 2 months if you took everyone of them to level 5. When it came down that they were removing learn skills, come to find out there weren't that many in the grand scheme of Eve who had them maxed out. Seeing as I am now not maxing out as much SP/HR as I once was now that they are gone. Yes, they added attributes to "accommodate" the change, but the the actual "Learn" skill when taken away means you aren't training as much SP/HR.

So to make new people happy, those of us who looked to the long term actual got penalized when they did this. Yes, 6 years for maxed skills to pay off, and I have been playing longer than that now. Yes, got the invested SP back, but that stemmed back from noobs complaining about the steep curve. This game isn't a short term, it is a long term ordeal.
Dysgenesis
Dhoomcats
#17 - 2013-10-15 15:18:30 UTC
There are already a large number of rewards for playing the game,

1 Games experience – the most important by far, those who are good at EVE are so because they understand how the game and other players work
2 ISK, to allow you to get more stuff and/or feel good about yourself
3 Items, to do more stuff and/or feel good about yourself
4 The fun of playing (it is meant to be fun right?)

The only thing you don’t get is SP, and because many other MMOs do offer this people seem to think that EVE should also. You will have to progress at the same rate as every one else who has played has done (actually training has never been quicker due to implants, removal of learning skills and the implementation of the skill queue). In EVE the skill training time is an important buffer that prevents inexperienced pilots from doing stupid things that leads to expensive losses.

Also any SP for doing stuff will only increase the gap between new and old players, see Malcanis’ law.
Sgt Bamcis
Caldari Provisions
Caldari State
#18 - 2013-10-16 01:40:06 UTC
Dan Rae wrote:
Hi,

... and PvP (even 1v1 gate camps) are all awesome fun.



I made it to that part and stopped taking this thread seriously.