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Player Features and Ideas Discussion

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

Author
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#161 - 2014-01-16 05:19:31 UTC
Still hoping CCP does something about this.
Petrified
Old and Petrified Syndication
#162 - 2014-01-16 08:05:24 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.



Why is this a problem?

You argue that it benefits the those who don't undock or don't log in the most. Yet, skill learning takes place whether you are logged in, in space, docked, or logged off. You might as well argue that combat implants benefit those who PvP, are ingame, and undock more than those who are logged off. Learning implants benefit you even when you are undocked, in space, and logged in. In fact, learning implants benefit the character more than any other type unless your character is not training a skill.

There are jump clones that you can move to and from and have different implants. You can jump to a clone that has no implants or cheap/dedicated ones for PvP. Wormholes are not an issue with Learning implants: CCPs limitation of jumpclones in that space is the issue.

It would be better for CCP to remove the artificial limitation keeping players from Jump-cloning in wormholes (or, for that matter, moon-mining) and honor the 'sand-box' nature people associate with the game.

Removing learning implants would remove choices that players make.
Removing learning implants would benefit long term players more than short term.
People did not train learning skills because they ignorant of them. And while there are people who do not plug in learning implants because of ignorance, they also tend to be ignorant of combat and industry implants. In that sense, it is ignorance, not learning implants that are at issue.
There are, in fact, more downsides to removing them than leaving them in.

Perhaps it would be better to instead equalize everyone in learning by boosting all attribute stats by +5 and THEN remove all learning bonuses from the game. This way, any and all controversy is satisfied and everyone: PvPers and non-PvPers benefit equally.

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Altrue
Exploration Frontier inc
Tactical-Retreat
#163 - 2014-01-16 10:07:46 UTC  |  Edited by: Altrue
I know that one important point of eve is that character progression is unlinked to your ability to play to game a lot, but giving bonuses to people that stay docked or that are risk-averse, it seems to be a step in the wrong direction.

Yet, I believe we need to keep the isk sink and LP use that we might loose by removing implants.

So here is my proposal :
1- Make learning implants persistant at death. But plugging them will have them stay for a limited amount of time, say 30 days.
2- Transform all (each) sets into a (multiple variations of) super Omega implant that costs the same price and provides the same benefits as before, goes into the same slot... But now learning implants are entierly separed from combat implants.
3- While we are at it, why not doing the same thing for clones ? Pay for the clone once every month, enjoy unlimited podding in this month.

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Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#164 - 2014-01-16 11:08:56 UTC
A more simple solution would be to amend the skill (can't remember which one) that shortens the time between clon jumps so that it makes a real difference i.e. 3 hrs knocked of the jump cooldown per level. That way a player could hop into their jump clone for combat and then back to the main relatively soon to keep skills training.

I'm not in favour of changing the implants as they give the player choice. The solution in this case (to my mind) is to give players a little more/better choice to account for those odd days where you just want to go roam around (or mine, or build starships etc etc)
Anthar Thebess
#165 - 2014-01-16 11:19:26 UTC
CCP still does not care about what their customers say about their product.
Theon Severasse
The Scope
Gallente Federation
#166 - 2014-01-16 12:32:34 UTC
Bad idea -1.


Removing choices is always bad.

What's the next logical progression from this idea?

Why not just give all players all of the skills at 5 as soon as they start playing the game? That way the don't have to wait for anything.

While you're at it, why not just remove ISK from the game as well, and let all players just spawn whatever ships and modules they want?



Anyone can see that both those things are bad ideas. Sure they benefit newer players, but they do not encourage player retention, which is what the MMO model of games are really about.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#167 - 2014-01-16 13:18:31 UTC
Theon Severasse wrote:


Sure they benefit newer players



Actually it wouldn't have encouraged me as it would just seem dumbed down. It's the myriad of choices you can make and the consequences thereof that attracted me to the game. Possibly the same for other players who *will* be retained in game. If new players are spoon fed everything from the start then where is the challenge? In my view its the challenge that keeps people interested.

When I built my first control tower last week I was happy to have achieved a goal, had I been able to inst-pick the skills to do so? It would have been pointless.

I agree with you that anything that gives the player a choice is a good thing as long as there are real consequences from that choice.
Mr Blah Blahson
Doomheim
#168 - 2014-01-16 13:36:20 UTC
Being a newer pilot, I cannot support this unless the "base attributes" are +5.

Vets already have an SP advantage; this would make it worse.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#169 - 2014-01-16 13:54:00 UTC
SP is not the key advantage, experience of the game is, you can fully train up to fly tech II frigates (for example) in relatively little time. I'm pretty sure it'll take you longer to learn *how* to use the skills effectively than it will for the skills to train.

Also what if the 200+ million sp character flying by has all his skills in industry and prety much skipped combat skills beyond level IV? You at 6-8 weeks old would probably have the advantage in combat.if you have purely focused on nasty interceptor skills or similar.

The total number of SP is a red herring, any player will only be using a subset of those skills at any given time in space. This is especially true of the 'active' skills you use whilst flying/exploring/in combat.. True enough older players have an ISK advantage but more important to a new player is finding a good corp I think. ISK will flow from that relatively quickly.

I like the implants idea, lets people have multiple clones for multiple tasks. Hopped into you combat pilot? swap your training to combat skill and have lvl II (relatively cheap) implants fitted to minimize training time loss. Hopped to your mining clone? Change your training to resource skills to gain maximum benefit whilst grubbing through the belts. Switched back to the industry character? And so on...

Anything that lets me tailor my character more is a good thing for me
trader joes Ichinumi
Doomheim
#170 - 2014-01-16 19:18:47 UTC
I agree. When I was doing PvP, I set up a jump clone for my implants. I ended up having days where I just wouldn't play Eve because I didn't want to lose my learning skills.

With other implants, they are useless if you aren't out in Eve doing things. Learning implants are a rare mechanic that pushes players to not play the game.
trader joes Ichinumi
Doomheim
#171 - 2014-01-16 19:20:25 UTC
Mr Blah Blahson wrote:
Being a newer pilot, I cannot support this unless the "base attributes" are +5.

Vets already have an SP advantage; this would make it worse.


+5 implants aren't worth it until after a year of training due to the time it takes to train up cybernetics. I would be happy with +3s. Maybe +4s at most.
Notorious Fellon
#172 - 2014-01-16 19:48:25 UTC
I support the removal of all attributes and their removal from implants. They are entirely counter-productive to fun.

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xXNavidsonXx
Frenzied Faoladh
#173 - 2014-01-16 19:50:42 UTC
Get a jump clone. They're practically free and there's a stellar corp that can set you up with one.

Fly with cheaper implants.

Get PI going so you can replace a full set of +3's.

+5's are incredibly expensive for a newbie, but a combat pilot can run incursions after a couple months so even that cost is negligable.

Until I become space rich I just fly with +3's or none at all, sometimes the cheap combat implants and learning ones if I know I'm putting my clone in danger.

Really this post us complaining about isk lost. Stop trying to build some scenario where there's a dude in PvP/pve that you're obviously fighting against that has the edge in "that one fight" because he had +5's plugged in long enough to make an actual difference.
xXNavidsonXx
Frenzied Faoladh
#174 - 2014-01-16 22:19:08 UTC
Another thing to consider is that implants are an isk sink. It takes money directly out of the economy. One could argue that those who sit in stations aren't draining risk as fast as someone who gets podded with expensive implants, but I am whole heartedly against anything that removes isk sinks. The economy is tightly tied to game mechanics, this is why they have economists on staff.
Kirkwood Ross
Golden Profession
#175 - 2014-01-16 22:57:27 UTC
Remove learning implants and have everyone buy pvp implants in slots 1-6. I'm sure the rich wouldn't do that to improve their performance against poor pvpers. Space honor and all that.
Maldiro Selkurk
Radiation Sickness
#176 - 2014-01-16 23:43:47 UTC  |  Edited by: Maldiro Selkurk
deleted as it is basically something I already posted to this thread.

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

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#177 - 2014-01-17 10:33:12 UTC
By the time you can afford the +5 implants you can afford to lose or replace them without stress, implant level is a progression the same as everything else. I think of the (minimal) increase in training time as a reward for loyalty to the game, the longer you are here the greater the benefits.

Do I envy those with +5 implants? Nope. Will I buy some as soon as I am fiscally able to withstand the loss? Of bloody course I will :D
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#178 - 2014-01-17 19:26:59 UTC
Interesting and well written OP.
Others have commented that the Learning Implants have no more relevance than Learning Skills, Complexity for it's own sake.
I would not like to see implants disappear though, If anything I would like to see more, But hardwirings and slave type sets that can occupy more slots. There is too limited an option for fitting, too many choices for a limited number of places and more all the time , however use those 5 freed up slots too and let hardwirings go in ANY slot... and well so many choices!Cool

Either way OP has a good idea +1

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Cyndrogen
The Greatest Corp in the Universe
#179 - 2014-01-17 22:42:17 UTC
I disagree somewhat , I think all +skill bonus implants should be removed entirely. There should be NO bonus to training other then remaps and ALL skills should be adjusted to be +3 by default.

Every day in every way I improve my skills and get better.

Dredkeeper
Aliastra
Gallente Federation
#180 - 2014-01-18 03:13:48 UTC
+1 for a change that would promote more activity, but please at least add +5 to the base skill points. No one wants to lose a Bil isk in implants which only pays off after a year of not losing the clone.