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[CCP opinion requested] Remove learning implants from the game.

Author
Dariusz Betonowy
Doomheim
#101 - 2013-11-18 13:58:20 UTC
How about lowering the rank on Cybernetics skill o 2 or even to 1? Less annoying time loss would definitely not hurt.
Mashie Saldana
V0LTA
WE FORM V0LTA
#102 - 2013-11-18 14:06:20 UTC
I wouldn't miss the learning implants at all.

The prices for the pirate implants would increase nicely as well if this change was introduced as the only reason not to use them right now is the reduced skill training speed.
Phoenix Jones
Small-Arms Fire
#103 - 2013-11-18 14:21:53 UTC  |  Edited by: Phoenix Jones
Kagura Nikon wrote:
Sarah Stallman wrote:
There are two problems with the status quo you keep spewing rhetoric to support. The less significant is that for a game that already has a reputation for being heavily stacked against new players. Having the +5 set cost as much as a month's game time and requiring a month of dedicated training to use them only widens that gap. More significantly, it enforces a mindset in a sizable part of the player base in which they won't go anywhere "dangerous" for fear of upsetting their beloved skill plan.

Losing sets of +5s is not a matter of "is it worth the ISK". Very few people in New Eden can afford to write off a PLEX worth of implants in the name of pew pew. It's not a meaningful choice if it is exclusively a matter of wallet balance.

I invite all of you to watch this video and then this one.



Why you want +5? I NEVER ever used anything over +3 in my eve career and I am FINE!


What is worth all these extra SP if you do not use them?


You want an excuse! The fact is you lack the guts!

Remove learning implants and you can still ahve the exact same scenario as you describe but for special implants.

You want to learn faster? Then pay the price of a little bit more of risk!

If you are outside 0.0 you will almost never loose a POD, only when you are drunk or almost falling aslpee. And if you are in 0.0 you can afford +3 and + 4 at will ( jump clone to the +2 clone when you got to a massive battle).

This is just YET ANOTHER suggestion to try to cater the game more towards NON EVE PLAYERS. PLayers that lack the ve mentality!

Those will never stay for long or really make this game grow!



Lack of "guts"? Its basic math.

"Hey I hear fleet warfare is fun, yaay lets go".
"Got my frig"
"Lost my frig"
"Get podded"
"Get Laughed at for losing a 500m pod in a 2 million isk ship".

You can't have it both ways.

Op, you have to understand that this is a very good suggestion for everybody except those people who are doing the following:

1) Have +5 or +6 implants (there are a few who still have those I believe).
2) Those who regularly train and sell characters on eve bazaar (as it slows down training for them).
3) Those who sell +5 implants (cause they make them money).
4) Those who want big isk kills by podding people who who have +5 implants.
5) Those who trained cybernetics to 5 just to put in +5 implants.

Those are generally the people in this thread who are against it. OP, you have a very good and considerate idea. It would remove a crutch related to training and getting people into combat. Heck I have my alts who I want to bring to PVP combat, but if they are in their training set, and there jump clone cooldown is not up, I don't bring them, Period.

Heck I've stopped jumping into wormholes with my training set, and won't bother going till I clone out to a lower set.

I have a set in my head at the moment, it would suck to lose it, but I would be more inclined to go jump into pvp and do stupid stuff if I was not worried about my training queue getting screwed by getting into a implantless clone. I would not have an objection to creating a booster type item that gives +'s to skill (Heck it would make drug labs a bit more useful).

Yaay!!!!

Zan Shiro
Doomheim
#104 - 2013-11-18 15:06:08 UTC
Ashlar Vellum wrote:
Sarah Stallman wrote:

The merit of this idea rests solely on increases the number of people participating in PvP.

If this suggestion rests solely on what you say then there is no point in it. People who want to pvp go and try it regardless, people who do not want just make excuses.

Today it's implants that preventing you, tomorrow it's clone costs, on thursdays it's bad remaps, on fridays it T3 sp loss, on sundays it ship costs. Don't make excuses and do what you really want to do.

btw. what about T3 sp loss?



then the'd whine about the bitter running hardwires they can't afford. They are thinking msut get level 5 faster. If they want to close the gap to bitters they need to be thinking level 6. Level 6 being the basic effect of mid to decent hardwires mod depending. Especially as for the bitter this frees up even more isk. No more attribute implant costs is isk to spluge on a higher +x hardwire.



Me I enjoyed my cheap sleazy low sp days of pvp. People were more understanding of you being an idiot. And the losses cheaper. this theortical player sitting in empire for a year in +5's. Well he can't say he's a noob with the sp count. And skipping the tard lessons in t1 gets those lessons in t2 for added pain to the wallet.

And its not like t1 sucks like it used to. These days its pretty damn good. I remember in apocrypha where you didn't have to ask if a pure t1 roam was going to be a suicidal one. It was assumed it was going to diaf....goal was to go out in blaze of glory before that happened.
Elsbeth Taron
Brutor Tribe
Minmatar Republic
#105 - 2013-11-18 15:54:03 UTC
I've been thinking of players going to a medical station and paying isk to have one of their base attributes bumped permanently by +1. Each bump becomes much more expensive to do; the equivalent of +5 implant being for the super-rich only.

This creates an isk sink.

This means people don't need to switch clones.

This means people don't lose the bonus when they're podded, removing the risk-aversion stuff from play.

This removes learning implants from play, leaving implants to boost abilities. PvPers can have 10 combat-oriented implants in their heads, researchers can have 10 scientific implants, etc..

Naturally those wearing currently +5 implants will howl at the notion of losing this boost until they can pay for it, but no one said the game was fair. This topic is about getting people out of the stations and into space; this idea may help.
Doc J
Space Wolves ind.
Solyaris Chtonium
#106 - 2013-11-18 16:22:11 UTC  |  Edited by: Doc J
Plex up a spare slot train a Frig pilot and go have fun in RvB.

It's PVP no?

It's not the implants that stop PVP, it's the player base and how the mechanics of the game have evolved.

I do not like for one second all this "but it's unbalanced". It may not have ever occurred to a lot of you but new features, mechanics, nerfs, et al intend to "balance" is part of the recipe that has resulted in "nobody PVP's" dilema, let alone the fact that the mindset of Eve's player base is to bait and blob. Not by any stretch is this fair but that is Eve.

Eve is built on calculations it has very little to do with player skill but a lot depends on the skill level of the character. The implants don't need to go anywhere, when people want to PVP I find that they will do. Likewise, if they don't it's a choice depending on the situation of the individual / player.

I'm sure thats why there is the ability to install JC's when you want to train your character you can use your learning clone and when you want to combat you have a combat clone?
Kirkwood Ross
Golden Profession
#107 - 2013-11-18 22:49:16 UTC
Elsbeth Taron wrote:
I've been thinking of players going to a medical station and paying isk to have one of their base attributes bumped permanently by +1. Each bump becomes much more expensive to do; the equivalent of +5 implant being for the super-rich only.

This creates an isk sink.

This means people don't need to switch clones.

This means people don't lose the bonus when they're podded, removing the risk-aversion stuff from play.

This removes learning implants from play, leaving implants to boost abilities. PvPers can have 10 combat-oriented implants in their heads, researchers can have 10 scientific implants, etc..

Naturally those wearing currently +5 implants will howl at the notion of losing this boost until they can pay for it, but no one said the game was fair. This topic is about getting people out of the stations and into space; this idea may help.


I'd be willing to dump billions into this idea if I can keep my old +5s in addition to the stat bonus.
Vassal Zeren
University of Caille
Gallente Federation
#108 - 2013-11-18 22:57:58 UTC  |  Edited by: Vassal Zeren
Roime wrote:
haha stupid



So what's the rule, when you get over a thousand likes you don't have to explain yourself anymore? Tell me, just when did you stop caring about responding validly.

A bad analogy is like a leaky screwdriver.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#109 - 2013-11-18 23:57:42 UTC  |  Edited by: Gizznitt Malikite
First off, if you are "not playing" because you want to train faster, you need to get your priorities corrected!!!

Next, fly what you can afford to lose. If you can afford to lose improved attribute implants, then do so. If they can't, then use standards or limit or whatever. Do you take a Marauder into PvP? A t1 BS? A recon? A BC? All of these have different amounts of isk at risk, and they provide advantages above cheaper ships. I could easily claim these ships benefit veterans, carebears, the rich, station huggers, and the stupidly risk adverse PvP'ers the most... but so what? should all ships now cost the same to fly?

The ONLY point you have is that these particular implants give you a boost while offline, whereas other implants dont.
--- The solution... you need to be logged in to receive their boost... (but suddenly everyone just logs into a station to train all day, which means this isn't really a solution).

Truthfully, what is the difference in training rates:
Beta (cost nothing compared to your ship) +1 attribute. + 90 SP / hr
Limited (cost little compared to your ship) +2 attribute + 180 SP/hr
Basic (Cost as much as a cruiser) + 3 attribute + 270 SP / hr
Standard (Cost more than a cruiser, less than a BC) + 360 SP / hr
Improved (Cost as much as a BS) + 450 SP / hr.

To put the SP / hr in perspective, a properly specced character earns 2250 SP / hr.
90 SP / hr is a 4% increase in training time.

An crappy specced character still earns 1530 SP / hr.
90 SP / hr is a 5.8% increase in training time.

If you can't PvP in +3's, you are either dying a lot (which is great when learning) or you are being a cheap bastage. And the difference between +3's and + 5's is 180 SP / hr which is a 7-10% reduction in max potential SP / hr.

This is NOTHING like the learning skills, which took weeks to months to train up, while your character does nothing to progress. And don't give me crap about Cyber V.... It takes 2 HOURS to train Cyber II, unlocking Basic implants so you can train at 90-93% of max potential. It takes 2.5 days for Cyber IV, unlocking standards, where you can train at 95-97% of Max potential. Training Cyber V is hardly a you-should-train-this-asap skill.

I really want you to think about what you are complaining about: Some people min/max their training so much, that they won't engage in game play that puts their implants at risk.

Something more to consider: The implant market is a MARKET. It is one of the primary means people turn LP into ISK, and removing them has economic consequences. This is one of the major ISK sinks in game. So, how do you plan to cope with the loss of this isk sink.


Finally, I really want to drive this point home: If you are "not playing" because you want to train faster, you need to get your priorities corrected!!!
Anomaly One
Doomheim
#110 - 2013-11-19 00:11:49 UTC  |  Edited by: Anomaly One
Ashlar Vellum wrote:
Sarah Stallman wrote:

The merit of this idea rests solely on increases the number of people participating in PvP.

If this suggestion rests solely on what you say then there is no point in it. People who want to pvp go and try it regardless, people who do not want just make excuses.

Today it's implants that preventing you, tomorrow it's clone costs, on thursdays it's bad remaps, on fridays it T3 sp loss, on sundays it ship costs. Don't make excuses and do what you really want to do.

btw. what about T3 sp loss?



100% this.

"COME PVP"
"Can't mang saving up for this pirate set implants, *saves up and buys them*"
"COME PVP"
"Can't mang don't wanna lose these shiny pirate implants"


EDIT: also you gotta ******* laugh at the people crying "but but it's not the same you lose TIME when you JC!!" really? how much time? do you pvp all day everyday ? what are you gonna lose 2-3 hours out of your 4 year training plan because I really ******* doubt you're a pvper if implants are whats stopping you from doing it...

Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC

Davader
Space Cleaners
The Gorgon Empire
#111 - 2013-11-19 09:23:54 UTC
Disagree with TS.

Having an expensive imps set in your head is an element of risk, so it would be stupid to remove this element from the game, as EVE is quite a cruel game about spaceships...

TheFourteenthTry
Unicorn Balls
#112 - 2013-11-19 09:48:11 UTC
To everyone that has said losing a training set is 500 mil isk you haven't really considered a better way to train to the max. I am sure most people remap...

SO if you remap use only the two implants you need dropping pod cost down over %50. Come on its just a little isk :)
Sarah Stallman
Pen2 Logistics
#113 - 2013-11-19 11:38:56 UTC
My issue with learning implants is it reeks of "pay to win". It's not like skill hardwires in which the cost is offset by whether you win that fight, but rather comparing the risk with permanently reducing your character's SP.

There is no meaningful choice to skill implants. If you can afford them, you use the better ones. It is purely a function of wallet. If I had a few hundred dollars to burn on PLEX to replace my implants you better believe I'd be PvP'ing with +5s. But I don't. So the folks who do will slowly pull ahead of me and there is exactly jack and **** I can do about it.
Sigras
Conglomo
#114 - 2013-11-19 12:04:10 UTC
clearly you never understood what the problems were with the learning skills. Implants are in no way the same. By your own admission you have a choice to make when undocking. "Do I lose training time by switching into cheaper implants?" or "do i risk losing expensive implants?"

The problem with learning skills was that there was literally no reason not to train them.

The fact that you prize 90 extra SP/hour (the difference between +4s and +5s) over everything else is YOUR problem, but trust me, when you get > 100 million SP it really doesnt matter that much anyway.
Ridvanson
#115 - 2013-11-19 13:52:44 UTC  |  Edited by: Ridvanson
+1 OMG

EDIT: remove clone upgrade cost as well.
Zan Shiro
Doomheim
#116 - 2013-11-19 15:20:01 UTC
Sarah Stallman wrote:
My issue with learning implants is it reeks of "pay to win". It's not like skill hardwires in which the cost is offset by whether you win that fight, but rather comparing the risk with permanently reducing your character's SP.

There is no meaningful choice to skill implants. If you can afford them, you use the better ones. It is purely a function of wallet. If I had a few hundred dollars to burn on PLEX to replace my implants you better believe I'd be PvP'ing with +5s. But I don't. So the folks who do will slowly pull ahead of me and there is exactly jack and **** I can do about it.



Its not p2w. SP != to win in this game. I am like 80 mil+ sp now and I know full well against a competent player who flies pvp daily even at 1/4 my sp (hell lower)....if I was betting man I got 5 on him. I am 2 years rusty and when I did pvp lets just say I got real good at pressing f1 in the blob. Very little skirmish time and I was a not pro by any means when I did it.

I know 8-10 year players who are just as deadly on their low sp cyno alts they gave some combat skill for giggles. Their secret to success is you tend to get damn good at flying frigates after flying them for several years.

Pvp skill comes from doing it, not a number on a screen. A good player from an AT team could tonight just give you his char and all its belongings. Are you ready for AT next year with this char? Hell no. You'd be missing the many nights of wins and losses they learned from during that long sp journey.
Nick Starkey
Native Freshfood
Minmatar Republic
#117 - 2013-11-19 16:23:50 UTC  |  Edited by: Nick Starkey
This is actually a very good suggestion that's slowly being discredited by some trolls that are grasping at straws and trying to find other unrelated aspects to refute it.

I do not believe pure learning implants(+1 to +5s) should be removed. Instead, they should be replaced by time-based booster-like effects similar to the ones you get from the starter packs, which are not lost with your pod. This actually fixes all of the problems people keep bringing up:

- Podding someone with implants is not an isk sink of any kind (like some people are saying). Material loss is not an ISK sink. The only sink you get from implants is when you purchase them in LP stores as they require you to pay a certain amount of ISK towards the shop along with LP. Turning them into boosters would both solve the OP concern as well as maintain the market supply and demand for implants (if anything, everyone will be purchasing them in a timely manner now). LP/ISK costs would obviously have be readjusted.

-Arguing to remove attributes and remaps is also a slippery slope. There is nothing wrong in certain people specializing into different activities and planning their skill growth accordingly. It is an interesting choice that diversifies character growth.

-Training skills were removed for exactly the same reason. They focused too much on passive play for an exchange of higher SP count (and more character options) in future. You could also say it was a meaningful choice of sitting around waiting now for better skills in future. It reality it sounds just as stupid as being encouraged not to risk your pod in order to advance your character, when most kinds of PVP are going to involve significant risk of losing your pod. In fact, that is exactly why most people that lose an expensive pod is usually a target of laugh and mockery. The grand majority of pods you find in low/nullsec are either empty or extremly cheap and that's because any kind of remotely interesting and not completly onesided engagement is going to suffer from eventual pod losses, especially in null.

-Contrary to popular belief, losing learning implants does not consitute any interesting or meaningful "choices". These buzzwords seem to get thrown around a lot from people that don't really know their meaning for a way to justify their beliefs. First of all, the grand majority of any risk you take during PVP will be the loss of your ship, and that's why you see empty pods everywhere in low/null. The first reason would be because learning skills have zero effect in your present combat ability. In essence, the only reason you'd want to risk your implants is to not waste the time you already paid not to waste. It's not a risk/reward scenario (using snakes/deltas/hardwirings IS a risk/reward because you're actually gaining an advantage in combat for using them). The only "reward" you are getting from using learning implants during PVP is saving up a couple minutes of training, which clearly isn't worth the possibility of loss of a learning pod. Therefore it's a pointless, adimentional choice with only 1 answer for 99% of the people. If you are too rich and don't mind losing a full set of +5s then it means it's not even a real loss, and therefore no real decision being made for you either. This is just like saying "I can opt not to keep my clone updated and save ISK". In reality neither of these things are an option.

I guess the main idea is that character progression should never be discouraged by active gameplay. If you think about it, the average low/null PVPer that switches to an empty jump clone every couple days is actually learning skills slower (by 30%!) than an alt that sits in station offline everyday. To me, this makes no sense at all. The entire point of a time-based progresson system is to be equal to everyone else, regardless of time spent online or activity, but right now it's actually rewarding those that don't do anything at all (which is why learning skills were removed).

I've made a signature. I hope you're enjoying it. www.evetrademaster.com - web based asset manager & profit tracker

Gizznitt Malikite
Agony Unleashed
Agony Empire
#118 - 2013-11-19 19:35:16 UTC
Nick Starkey wrote:
... defense of the OP...


The OP's original suggestion involved removing attribute implants because:
-- Optimal learning was more important than playing the game.
-- A craptastic comparison between Cybernetics skill and the Learning skills.
-- Complaints about the wealthy being able to afford nice things while the poor struggle.
-- It is an added cost levied on the Risk-takers in game.

There are only two points with merit
1.) This is an added cost levied on the in-game Risk takers... but so is clone costs, so is ship replacement costs, etc, etc, etc.
2.) The effects of learning implants have a role on character skilling while offline. (which the Op doesn't actually bring up).

Their original solution was to remove them and make everyone train the same... without regards to the market that surrounds them or other impacts it may have on the game.

This is why he was "being discredited".

Nick Starkey wrote:
... not an isk sinkl...


When people bring up the "isk sink" surrounding implants, they are specifically referring to players buying implants from the LP store. Podding someone with implants isn't an isk sink... but when they acquire them, they contribute to the implant isk sinks in game (which are substantial). Updating their clone also contributes to a major ingame isk sink. These both give consequence to losing your pod (and help limit death cloning across the universe).

Nick Starkey wrote:
... learning implants aren't risk/reward..


To be frank, this is wrong. The reward is tangeable (learning at an accelerated rate), even if it doesn't directly alter the ship you are flying. Many rewards in EvE apply to other aspects beyond the "ship your are currently flying". The risk for that reward is having the implant stuck in your head, irremovable.

I fly around in nullsec, usually in frigate, dessie, & cruiser hulls, and engage in much PvP. I fly with +4's to have a 16% increase in training rate over a naked clone, and lose my pod about twice a month. Between my implants and my clone costs, it is almost always worthwhile for me to "get my pod out" (which is usually worth more than my ship) and is something I pay attention to and take into account when playing the isk-war-game. When I was younger, I used +2's and +3's (because I lost my pod more often). Many nullsec players fly with attribute implants, and they do so for the non-combat awards, and accept the extra cost if they get podded. PvP'ers accept the risks to their pod, to their implants, to their ships, as that is part of PvP'ing.

Nick Starkey wrote:
... Alternative idea... Make attribute implants boosters


Your idea has a lot of merit above and beyond the OPs original post:
-- You maintain (if not improve) the isk sink around learning implants.
-- While I dislike the "you keep the booster effect beyond pod death", I like how this balances the works-while-offline aspect of attribute implants.
-- It doesn't cater to the "equally distribute everything because the rich have it too good" crowd.
Maldiro Selkurk
Radiation Sickness
#119 - 2013-11-19 20:21:07 UTC
SOV hurts carebears the most.
SOV benefits huge nullsec alliances the most.
SOV benefits huge alliances that dont even have to log in to have their assets protected for them.

Making it so that the ISK gradient benefits null, wh, low and true benefits those players and hurts highsec carebear miners the most.

Making mining vessels that have no true effective defense benefits pirates the most.

etc..etc..etc...

This entire game is based on some benefits going to certain playstyles and not all of them.

In short, your argument needs more justification for me to get on-board with it besides what you gave.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Kiera Houssa
Imperial Academy
Amarr Empire
#120 - 2013-11-20 02:34:01 UTC
Jason Itiner wrote:
Kaerakh wrote:
Jason Itiner wrote:
The Rorqual can fit a clone vat, can't it?

Wonderful thing about wormhole space is that it doesn't work there.


Well that's a strange thing, considering mind transfer supposedly works via quantum entanglement...


It works via stargates, no stargates in wh mean nowhere to send your mind data.