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Player Features and Ideas Discussion

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

Author
FightingMoose
Chroma Corp
#141 - 2013-12-17 23:51:47 UTC
LOL56 wrote:
I normally PvP with +3s or +4s in my head. most of the people in this thread need to HTFU.


So do I, but that doesn't mean that I wouldn't enjoy saving 100mm every time I lose a pod.

I think this makes sense. Players shouldn't have to make the trade-off between getting a slight edge during PVP and being able to learn things. It makes sense to have the attribute remap be the only thing that affects training times. Like many other people in this thread, I came into it assuming I'd be raging about the dumb noob. But learning implants are really very similar to the learning skills.

Proud owner of an Ibis.

Malphas Inanis
Deep Core Mining Inc.
Caldari State
#142 - 2013-12-18 01:20:58 UTC
I agree with this thread. As a newer player it is hard to loose implants as I feel I am falling behind in training and this caused me to not take part in alot of activities for along time!

+1

This is one of the hardest lessons for humans to learn. We cannot admit that things might be neither good nor evil, neither cruel nor kind, but simply callous – indifferent to all suffering, lacking all purpose.

Wapu Kashuken
Serenity Rising LLC
Controlled Chaos
#143 - 2013-12-18 01:49:35 UTC
No. Actions have consequence. ALL ACTIONS. To include PvP.

Essentially you are crying to make PvP less risky with less to loose.

How is this different from HS care-bears whining to make their life entirely risk-averse?

I PvvE, PvP (badly), loose stuff at a regular pace, kill things/players on occasion and I have no issue with the current mechanics and consequences of implants and PvP. I don't think the game should be dummied down so that you won't have to worry about what hangar you are forced to hang in or what style of game play you are choosing at the moment.
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#144 - 2013-12-18 02:02:26 UTC  |  Edited by: Grenn Putubi
I don't mind paying for implants, but the fact that I choose to pay for +5s definitely affects what I choose to do in the game. If I know I'm going to be pvping or in a dangerous area I'll clone jump to something with +3s, but the decision to do so always stings because I know I'm slowing down my skill progression and I avoid doing so as much as possible. And because Jump Clones don't function in WH space I sometimes find myself in a position where the decision is made for me, if my corp wants to go run WH ops and I can't be certain I'll be able to jump back to my +5 body when we're done or they're expecting an extended delve down a long chain then I just don't go with them or I go in a clone with no implants so I can just self destruct when we're done to get back to the body I want to be in...and having to orchestrate that just to go play with my corpmates is a huge bother.

If I didn't have to worry about implants so much I'd be much happier to fly off to pvp or join a militia for some FW. I'm not sure I'd advocate their removal from the game, but I would certainly love to see them be cheaper than they are. Perhaps with the recent implementation of player made implants the next step could be to introduce BPCs for the learning implants on the LP stores so players could have more control over how much they cost us?
Jack Miton
School of Applied Knowledge
Caldari State
#145 - 2013-12-18 02:23:05 UTC
No thanks.
I can fit and afford +5s pretty easily but I dont fit them. Why? Because I run pirate implants for their benefit at the cost of a +2 training speed.

Bottom line is that learning implants are fine and the fact that jump clones exist make this debate a non issue.

There is no Bob.

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Coyote Laughing
#146 - 2013-12-18 02:24:08 UTC  |  Edited by: Coyote Laughing
I would like to see a modification to the old learning skills:

Allow people a skill that gives you a "virtual" attribute bonus (whichever is better).

This should be an investment in training time that has a long term return, for those who are frequently podded.

Also, consider factoring in skillwires to the training time of a skill, say five percent longer per +1% implant bonus.

This will discourage people from putting in implants right away, waiting until they have trained it to V first.

l8r \o/

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#147 - 2013-12-28 03:17:42 UTC
CCP should check this idea out.
Yonis Kador
KADORCORP
#148 - 2013-12-28 07:22:59 UTC
Sorry guys but I'm opposed to this idea in general. If a player wants to invest in an implant for increased sp/hr and present himself with a larger isk cost when podded, he/she should have that option. If the player chooses to stay docked to maximize this sp/hr bonus, well, that also is an option, but the game shouldn't be balanced around those individuals who choose to stay docked. And learning certainly shouldn't be set at some +3 rate. What an insult to everyone running +4 and +5 implants that would be.

We should not be advocating the removal of options. Players have choices. It is up to them to make wise choices and to benefit or not benefit as a result. If you don't want to pvp with implants, don't, but don't demand that all learning boosts be eradicated because it would benefit your game. I see far too many topics that go: afk cloaking is bad, ccp remove afk cloaking; local chat is bad, ccp remove local chat; learning implants are bad, ccp remove learning implants; etc, etc, etc. Where does this end?

I was going to suggest that the learning bonus could be separated from the tactical bonus and players could choose either/or like with cerebral accelerators, but that wouldn't even matter. According to the logic on display here, if any learning boost is made available, players will avoid pvp in favor of increased sp/hr. Which, imo, seems a bit ridiculous.

To sum up, I'll never be an advocate of removing options to save players from making choices. EVE is supposed to be a complex game of decisions/consequences and we should demand it remain that way.

imo.

YK
Anarkia Evangel
Red Sky Morning
The Amarr Militia.
#149 - 2013-12-28 21:25:07 UTC  |  Edited by: Anarkia Evangel
I really like this idea, and agree with most points being said, we want to encourage people to undock. From my point of view, this isk isn't the problem the loss of learning is.

I would much prefer to use pirate implants, a lot more expensive than +5s, but pvping in anything less that 4+ doesn't make sense to me, I would be in low grades all the time for pvp if they didn't have such low attribute points.

I even think increasing implant slots by 5 would be a good idea, allow people to mix attribute with pirate.
Seranova Farreach
Biomass Negative
#150 - 2013-12-28 23:15:43 UTC
i can see the benefits and draw backs. i would pvp more if i didnt have to jumpclone to a fresh clone.

i disagree with the vets benefit/hug the most.. they need the implants the most cause most all the skills they have left are the x10 and above skills and those take far too much time.

maybe remove learning from the specialist implants (crystals halo talon slave....)

then bring in the cerebral accelerators for every one not limited to age of the character and make them not bound to 1 single clone so they wont be removed when you get podded. this will help and also encourage people to pvp more i think.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Little Dragon Khamez
Guardians of the Underworld
#151 - 2013-12-28 23:20:17 UTC
lets have no more dumbing down. If you use implants to shorten your training queue then you benefit from them. If you wish to retain the benefit and pvp use a jump clone it's as simple as that.

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

Nevyn Auscent
Broke Sauce
#152 - 2013-12-28 23:44:34 UTC
Wapu Kashuken wrote:
No. Actions have consequence. ALL ACTIONS. To include PvP.

Essentially you are crying to make PvP less risky with less to loose.

How is this different from HS care-bears whining to make their life entirely risk-averse?

I PvvE, PvP (badly), loose stuff at a regular pace, kill things/players on occasion and I have no issue with the current mechanics and consequences of implants and PvP. I don't think the game should be dummied down so that you won't have to worry about what hangar you are forced to hang in or what style of game play you are choosing at the moment.

Except if you remove learning implants you wouldn't make PVP 'less risky'
Because instead people will plug in pirate implants into those slots all the time. Since they no longer are loosing training time.

Learning Implants encourage people to not play the game and stay docked up because it maximises their reward. And that is bad design. Always has been bad design, always will be bad design.
Malseir Dabian
Shadow Consortium Holding's
#153 - 2013-12-29 00:32:52 UTC
SOL Ranger wrote:
This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it.
I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about.


  • They benefit the inactive/offline the most.
  • They benefit station campers the most.
  • They benefit carebears the most.
  • They benefit the rich most.
  • They benefit veterans the most.
  • They suffer the same downsides as did learning skills.
  • They suffer the additional downside of costing much thus not only do you need to focus your skills on cyber V first but you also need to save up for the implants immediately after as well, or fall behind.
  • You continually lose potential SP when actively playing the game with purpose built implants rather than pure learning implants.


Quite often I'm seeing myself staying docked and closing the client to train rather than play because I CBA. to change clone into less optimal learning implants and lose hours, possibly even days worth of SP because of that one or several gaming sessions.
Those who actually decide to go out and play, most notably interact in PvP and pod each other, those are the ones who suffer the real consequences, not only do they lose SP due to almost never having V's plugged in but they lose their IV's or III's when their pods pop. It makes little sense for a game supposed to promote PvP and yet punish those who then participate in it the most.

It is not an interesting nor exciting choice deciding to either play and lose efficiency or staying offline or docked while benefiting more, essentially playing 'optimally' when not playing.

What could be done is to remove the learning implants and make '+3 implants' baseline, people will rage about this but it's a reasonable suggestion, +5's made baseline might be just as fine a solution, I'm not sure, I'm just sure the learning implants must be removed.

Bottom line:
Rich inactive veteran station hugging carebears benefit the most
Poor active newbie proactive PvP'ers suffer the most

[EDIT] I see some are asking what about Slaves/Crystals etc, the idea is to merely strip the learning attributes from all those implants.


Well there are several issues with your logic here.....

1. Implants of any type are optional, not required. This being the case you do not lose anything whether you have them or not, as you are not forced to have or own them. + The Speed you train at comes at a cost, if you want combat effectiveness, you can't train as fast. If you want to train faster, your combat effectiveness drops.

This is in line with Eve's intentions of Cost Vs Reward, as well as Risk.


2. Despite what you believe, Eve is not and never has been about PvP, in fact PvP mine as well be a side game. The vast majority of Eve's resources are dedicated to Industry and PvE (About 85% - 90%).

PvP in Eve is a "result" of the Socio Economic struggle over the vast resources located in the Eve universe and of course "ISK", it'self. Without which you would not be able to have ammo, let alone ships to shoot anyone with. As 95% of all things in Eve are made by players.

This is something many of the PvP community fail to see. So I am not surprised to see a post like this from a PvPer.

3. Learning implants are for those who are the brains in Eve who choose to further their skill points at the cost of combat effectiveness they have no need for, they build your ships, they control your market, you may laugh and joke and make fun of them, but hey when those BS prices go up in your 0.0 region, now you know why. That indy you just killed may have been the controller of your regional market. Much more you may suddenly find that there is nothing worth buying on your market, yet your enemies market just exploded.

Same principle.

They have no need of PvP ships or weapons, they can destroy your entire Alliance simply by attrition, and economic means.

"True power lies in the hand of he or she who controls economic power, supply, demand, and the market. Give me this and I care not who leads the nation" - Rothschild at the signing of the implementation of the U.S. Federal Reserve.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#154 - 2013-12-29 00:54:26 UTC
Well reasoned!

+1
I am disposable
Republic University
Minmatar Republic
#155 - 2013-12-29 00:59:58 UTC
Wapu Kashuken wrote:
No. Actions have consequence. ALL ACTIONS. To include PvP.

Essentially you are crying to make PvP less risky with less to loose.

How is this different from HS care-bears whining to make their life entirely risk-averse?

I PvvE, PvP (badly), loose stuff at a regular pace, kill things/players on occasion and I have no issue with the current mechanics and consequences of implants and PvP. I don't think the game should be dummied down so that you won't have to worry about what hangar you are forced to hang in or what style of game play you are choosing at the moment.


You seemed to have completely missed the point of the thread. It's not about making PvP less risky (expensive implants would not go away altogether). It's about giving players a better choice than training time vs more active bonuses. It's also about removing an element of the game that actively encourages players to avoid risk and stay docked lest they lose their shiny training implants.

For my part, +1 to the idea.
Obsidiana
Atrament Inc.
#156 - 2013-12-29 05:30:07 UTC
I see no reason to take them out of the game. You should be able to do something to affect your training speed. Remaps are one way; implants another. Cybernetics to IV gives you +4s; to I gives you +3s. You only ever need two learning implants at a time.

Boost pirate implants.
Lower the cost of +5s.
Add learning boosters that last about a week (who cares if you lose them a day or two early).

BTW: More SP also means a more expensive clone.


The real issue here is the cost of death, not learning implants.


Even if you took them out, the clone costs still hurt older players. We aren't automatically better off. Lower the cost of death directly and you will see an increase in +5 usage and PvP. Learning implants are also a good LP/ISK sink, of which we need more of. Traders, missions, and FW (half the LP) are also involved.

And don't get me started on how you can make the same argument for +5% implants. You get the same problem: a higher cost of death. Yes, there is no SP bonus, but you can't skill use SP to get the same effect.
Malseir Dabian
Shadow Consortium Holding's
#157 - 2013-12-29 10:03:43 UTC  |  Edited by: Malseir Dabian
Obsidiana wrote:
I see no reason to take them out of the game. You should be able to do something to affect your training speed. Remaps are one way; implants another. Cybernetics to IV gives you +4s; to I gives you +3s. You only ever need two learning implants at a time.

Boost pirate implants.
Lower the cost of +5s.
Add learning boosters that last about a week (who cares if you lose them a day or two early).

BTW: More SP also means a more expensive clone.


The real issue here is the cost of death, not learning implants.


Even if you took them out, the clone costs still hurt older players. We aren't automatically better off. Lower the cost of death directly and you will see an increase in +5 usage and PvP. Learning implants are also a good LP/ISK sink, of which we need more of. Traders, missions, and FW (half the LP) are also involved.

And don't get me started on how you can make the same argument for +5% implants. You get the same problem: a higher cost of death. Yes, there is no SP bonus, but you can't skill use SP to get the same effect.



This is true, the cost of death is the reason I don't PvP as much as I used to, with the Eve Economy inflated (Or deflated) like it is, prices of everything are sky high, I remember when you used to be able to buy a Tier 3 BS for 80 Mil, Now they cost near 300 mil (Which was the cost of a Marauder or pirate BS in the past) Now those cost 1 -2 Billion.

These are just a few examples. Yet the Income from everything has remained the same. Without either a lowering of prices and or an Increase of income garnering mechanics and increase in ISK payout PvP will continue to decline as Prices increase and the ability to keep up a stable income continues to decline.

Such high prices are the reason PvP has gone down in recent times and most people prefer to work things out diplomatically, rather then by a wardec, or war. People are more focused on the Economics of the game then the Pew pew itself. (Which maybe is CCP's goal since Eve IS a Socio Economic Game about Resource Management and Exploration / Exploitation)

If the cost of Death and Losing your ship/clone was cut in half, You would see PvPers triple and quadruple in number.

CCP is fully aware of this, as they have their own team of RL Economist's who plan and manage the Eve Economy. So I would say this decline in PvPers is entirely Intentional.
Kadazer
The Scope
Gallente Federation
#158 - 2013-12-29 12:29:09 UTC
I totally agree with the OP. Please remove those stupid attribute implants.
Xe'Cara'eos
A Big Enough Lever
#159 - 2013-12-29 17:06:56 UTC
I think that it would have made sense to remove the learning implants rather than the learning skills - at least when you lose a pod, you don't lose your learning skills - and they gave much more meaning to the whole actions have (long term) consequences

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Patri Andari
Thukker Tribe Antiquities Importer
#160 - 2013-12-29 18:59:39 UTC  |  Edited by: Patri Andari
Alvatore DiMarco wrote:




Fixed it up a bit. Oh and +1

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown