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Idle Queue's

Author
Bagger Mourahn
Republic University
Minmatar Republic
#1 - 2014-02-04 01:16:35 UTC  |  Edited by: Bagger Mourahn
Just a thought I had today with regards to queue's that people let go idle accidentally, maybe because you had to make an emergency trip out of town, or whatever - it happens to all of us and we get back and say "dammit I thought I had a longer skill in training!"

I propose that if your skill queue happens to go idle (as long as your account is currently active,) you accumulate SP at a lower rate in the "bonus SP" that you can apply to whatever skill you wish. Now, of course one would need to take measures to avoid abuse and I feel like this abuse could be avoided in this simple way.

Restrictions:

  • The ammount of SP gained does not take into account any implants you may have
  • It would produce no more than 15 SP 5-10 SP(not certain on a specific ammount) per attribute, regardless of your current neural mapping. (For clarity the default mapping as a new capsuleer gives you 17SP per attribute)
  • In addition the SP Pool accumulated while your queue is idle would count towards your clone cost.
  • Edit 1: In the case of most players having multiple characters on one account, the SP would pool on the character that most recently finished training. In the case of multiple character training, it would go to the two characters who most recently completed training, until the bonus time ran out then it would continue to pool on the one that completed most recently.
  • Edit 2: Pooled SP would cap out at an amount determined reasonable by CCP perhaps 250,000 SP


This way if you forget to plug in a skill or you have to go away for a few days and your skill queue goes idle for a bit you come back and have a little bit of SP to dump into the skill you would've otherwise trained at your regular SP rate. I don't really see a downside, but I'm sure you all will be happy to point them out to me.

Edit: Example of the actual numbers of SP Gained actively, and during an inactive period.

  • Active queue using +4 Implants and "Ideal" remap gains 40,320 SP per day
  • Idle queue using 5 SP per attribute as the baseline to pool gains 7,200 SP per day

It would take approximately 34 days of not training at all to cap out the pooled SP, and takes approximately one week of Idle training to equal one day of active training.

For those curious about how much 250,000 SP actually equates to here's a list of some example skills and how much SP is needed to max them.

Mechanics (x1) - 256,000
Hull Upgrades (x2) - 512,000
Armor Layering (x3) - 768,000
Assault Frigates (x4) - 1,024,000
[Racial] Cruisers (x5) - 1,280,000
[Racial] Battlecruisers (x6) - 1,536,000



Of course there would be no need for something like this if you are diligent and always able to update your skill queue on time.

Flame away F&I

Edited to include suggestions to improve the Idea
Daoden
The Scope
Gallente Federation
#2 - 2014-02-04 01:26:10 UTC
I can definitely agree to this since I travel a lot for work and don't always have internet access where I go, and at times don't always know how long ill be at 1 site.
Dun'Gal
Myriad Contractors Inc.
#3 - 2014-02-04 01:28:16 UTC
Not a bad idea really, seems to coddle the lazy/forgetful, but would be a decent qol improvement. I will admit I have definitely forgot to update my skills before a weekend out, and been a little bit frustrated with myself for doing so.

This has the knock-on effect of eliminating the need for CCP to worry (as much) about those people who forget to put in a long skill on patch days when the unthinkable happens and we can't log in for days at a time. I don't miss these days one bit.
Nariya Kentaya
Ministry of War
Amarr Empire
#4 - 2014-02-04 02:50:47 UTC
Bagger Mourahn wrote:
Just a thought I had today with regards to queue's that people let go idle accidentally, maybe because you had to make an emergency trip out of town, or whatever - it happens to all of us and we get back and say "dammit I thought I had a longer skill in training!"

I propose that if your skill queue happens to go idle (as long as your account is currently active,) you accumulate SP at a lower rate in the "bonus SP" that you can apply to whatever skill you wish. Now, of course one would need to take measures to avoid abuse and I feel like this abuse could be avoided in this simple way.

The ammount of SP gained does not take into account any implants you may have, it would produce no more than 15 SP per attribute, regardless of your current neural mapping. (15 SP is 2 SP less than the default mapping you start with as a new capsuleer, or a total of 10 SP across all attributes)

This way if you forget to plug in a skill or you have to go away for a few days and your skill queue goes idle for a bit you come back and have a little bit of SP to dump into the skill you would've otherwise trained at your regular SP rate. I don't really see a downside, but I'm sure you all will be happy to point them out to me.

Of course there would be no need for something like this if you are diligent and always able to update your skill queue on time.

Flame away F&I

only if the SP accumulated, once applied, is divided by the skill multiplier of the skill your applying it to, to keep you from getting farther into a long skill than you would have actually training it.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#5 - 2014-02-04 02:51:30 UTC
The main concern is most likely the Flavour of the Month instant training that could possibly happen.

Although the concept is probably risk vs reward at heart anyways.
- Decide to train for X, X gets nerfed in patch :( wasted training.
- Decide to not train, wait for patch, instant train into new FOTM fit. :) although wasted potential max training.
Zan Shiro
Doomheim
#6 - 2014-02-04 03:41:07 UTC  |  Edited by: Zan Shiro
Caldari 5 wrote:
The main concern is most likely the Flavour of the Month instant training that could possibly happen.

Although the concept is probably risk vs reward at heart anyways.
- Decide to train for X, X gets nerfed in patch :( wasted training.
- Decide to not train, wait for patch, instant train into new FOTM fit. :) although wasted potential max training.



this....


What a space rich player of a few years can do....


While not space rich (as that is a really high number now lol) I have a few isk.

At 4 years plus all I do is tweak skills. I basically am "done" eve as I have no desire for mommies and titans and fly caps passably. Also all 4 races sub caps for t1 and t2 (well only 1 race for t2 bs') and t3 are done. At least to average fleet standards to find a home in most fleets anywhere. I don[t have ocd or e-peen issues....if my ships are good enough I can stop at 4 and not feel inadequate or go into neurotic fits about it lol. Well that and when 20 people primary you level 4 and level 5 don't really matter much....your bs is going boom usually.

In short at this point I go what pita 5 do I run at this point not really needed but nice to have at some point maybe.


So I plex for a few months and see what dev blogs come out, see what goes on sisi and does not die right away to get an idea of what will make gold disk for the summer expansion. And walk right into it.....after gold disk. As ccp has with very short notice has changed stuff mere days before release.

In this case I would not be really hurt by the lower sp acquisitioin. It actuall helps as I get whatever will be fotm in summer expansion and not make my clone costs higher than they would/might be with +3/4's and a remap with extra sp not really needed.
Xe'Cara'eos
A Big Enough Lever
#7 - 2014-02-04 05:52:19 UTC
make it quite a serious reduction in training rate and it COULD work as a balanced idea..... and maybe put a hard limit on how many sp you can gain a year like this - say the equivalent of 15d of queue? (numbers plucked out of air, but the point is to make it VERY difficult to train FOTM fits like this)

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.

Gigan Amilupar
Viziam
Amarr Empire
#8 - 2014-02-04 05:58:23 UTC
Nariya Kentaya wrote:
Bagger Mourahn wrote:
Just a thought I had today with regards to queue's that people let go idle accidentally, maybe because you had to make an emergency trip out of town, or whatever - it happens to all of us and we get back and say "dammit I thought I had a longer skill in training!"

I propose that if your skill queue happens to go idle (as long as your account is currently active,) you accumulate SP at a lower rate in the "bonus SP" that you can apply to whatever skill you wish. Now, of course one would need to take measures to avoid abuse and I feel like this abuse could be avoided in this simple way.

The ammount of SP gained does not take into account any implants you may have, it would produce no more than 15 SP per attribute, regardless of your current neural mapping. (15 SP is 2 SP less than the default mapping you start with as a new capsuleer, or a total of 10 SP across all attributes)

This way if you forget to plug in a skill or you have to go away for a few days and your skill queue goes idle for a bit you come back and have a little bit of SP to dump into the skill you would've otherwise trained at your regular SP rate. I don't really see a downside, but I'm sure you all will be happy to point them out to me.

Of course there would be no need for something like this if you are diligent and always able to update your skill queue on time.

Flame away F&I

only if the SP accumulated, once applied, is divided by the skill multiplier of the skill your applying it to, to keep you from getting farther into a long skill than you would have actually training it.


I actually like the idea with that condition. It's still by far more preferable to train something, but if something happens and you miss a few days of training your not left with nothing.
Julius Rigel
#9 - 2014-02-04 08:33:54 UTC
Bagger Mourahn wrote:
Just a thought I had today with regards to queue's that people let go idle accidentally, maybe because you had to make an emergency trip out of town, or whatever - it happens to all of us and we get back and say "dammit I thought I had a longer skill in training!"
This whole training thing is a circumstance unique to EVE. While I understand that some careers may demand your time in big chunks, or in the form of continuous travel, or in some other way that hinders you from logging in regularly, planning out your training really is the least amount of effort demanded from a game. In any other subscription-based MMOG, you get nothing if you forget to log in, as there is no training going on while your account is offline, and you still pay your subscription whether or not you level up your character.

Bagger Mourahn wrote:
I propose that if your skill queue happens to go idle (as long as your account is currently active,) you accumulate SP at a lower rate in the "bonus SP" that you can apply to whatever skill you wish.
The skill queue was already implemented because newer players felt it was difficult to juggle their training time between short skills (while playing) and long skills (when you log off for the night).

With the skill queue feature, you are now able to train any skill under 24 hours long, provided that you are able to log in once every 24 hours, or you put a long skill at the end of your queue to soak up the extra time when you won't be able to log in.

Without intending to sound mean, I would suggest thinking about the possibility that maybe EVE is not for you if you find it impossible to keep your skills queued up. But give it a month or two, and you will see that it becomes much easier to manage as the skills you train become longer, and you have more leeway to push that 24 hour period (where your 30 day skill finishes) back and forth by throwing in smaller skills at the start of your queue whenever you do have time to log in.

EVEMon is also very helpful for this, as it can help you plan your skill plans, shows you in almost-real-time the progress of your training, and comes with lots of pings and pop-ups and warnings you can turn on to remind you that you have free room in your skill queue.

If you travel a lot and you have a laptop with you, you could install EVEMon on it, and it will remember what your character is training and when it finishes, what comes next in your skill plan, and so on, even when you're not connected to the internet.
Bagger Mourahn
Republic University
Minmatar Republic
#10 - 2014-02-04 09:52:44 UTC
Some interesting points made on this. When I thought of this it seemed strange to me that this wasn't already a thing, it just makes sense what with the only way to achieve skill progression is over time. I can see there are a few holes in this, and the suggestion on the training time multiplier effecting it, and perhaps the amount of SP gained being reduced further, are very good thoughts. I would think as well having the SP in the "bonus pool" count towards your clone cost should be required also, to prevent people just hanging on to SP to keep there clone cost down.

To Mr. Julius Rigel, I've played Eve for nearly 5 years and would be surprised if I've missed more than 24 hours of skill training in that time. So no offense taken but Eve is definitely my kind of game.

As to the suggestion that there is no way to regain lost XP in other subscription based MMO's when you aren't playing that is in fact untrue, as the majority of them provide you with "bonus XP" if you are away from the game for a long period of time, allowing you to catch yourself up some, while never as much as you would if you played continuously through that time. To clarify when I say bonus XP it's usually an increase to the amount of XP you gain through normal activities (double xp or whatever.)

Anyway, glad to see the responses so far!
Julius Rigel
#11 - 2014-02-04 10:21:46 UTC
Bagger Mourahn wrote:
To Mr. Julius Rigel, I've played Eve for nearly 5 years and would be surprised if I've missed more than 24 hours of skill training in that time. So no offense taken but Eve is definitely my kind of game.
I'm sorry. I made a faulty assumption of your viewpoint judging from your employment history. You'd be surprised how many beginners post "feature ideas" on FAID which turn out to already be features that they didn't know about, or features that were reviewed and rejected in the past, or simply not viable (or maybe you wouldn't be surprised, maybe you come here a lot).

Bagger Mourahn wrote:
As to the suggestion that there is no way to regain lost XP in other subscription based MMO's when you aren't playing that is in fact untrue, as the majority of them provide you with "bonus XP" if you are away from the game for a long period of time, allowing you to catch yourself up some, while never as much as you would if you played continuously through that time. To clarify when I say bonus XP it's usually an increase to the amount of XP you gain through normal activities (double xp or whatever.)
Indeed, I am familiar with this mechanism. I have played games in the past that have had such a feature, and it's normally a bonus that equates to roughly one play session, so that you can miss roughly a day and get a bonus that will catch you back up to your friends by roughly a day.

But I think that this is already what the skill queue does. It lets you put a long skill on top of a short skill as a buffer, and I think this is more than adequate.

I think the only system that would make sense in terms of letting busy businessmen keep their queues from idling would be something like:


  • Feature / change: The skill queue can hold up to two skills, even if the first skill exceeds 24 hours.
  • Impact: This removes the necessity to log in within a specific 24-hour period at the end of a skill queue, or to add short skills to the front of the skill queue to push back the 24-hour window.
  • Impact: Potentially add one 30-day skill on top of another 30-day skill. May be viewed as an abuse.
Bagger Mourahn
Republic University
Minmatar Republic
#12 - 2014-02-04 10:25:39 UTC  |  Edited by: Bagger Mourahn
Just did a quick look at some skills and realized that training time multiplier doesn't quite work the way it seems people believe it does here. It's much simpler and would automatically be applied to the bonus XP without any complicated math whatsoever

Using the following skills as examples:

CPU Management - 1x Training Multiplier - SP Needed to Lvl 5: 256,000

Cloaking - 6x Training Multiplier - SP Needed to Lvl 5: 1,536,000

The 6x skill has exactly 6x the SP needed to max out as the 1x skill so no need for fancy calculations to make it take longer, as it does simply by the fact that it's more SP.

Julius Rigel wrote:

But I think that this is already what the skill queue does. It lets you put a long skill on top of a short skill as a buffer, and I think this is more than adequate.


I will agree, it's certainly "adequate" as is, but isn't necessarily a perfect system, and could perhaps be improved upon.
Julius Rigel
#13 - 2014-02-04 12:18:43 UTC
Bagger Mourahn wrote:
I will agree, it's certainly "adequate" as is, but isn't necessarily a perfect system, and could perhaps be improved upon.
Perhaps, but I think your idea with bonus points and multipliers and "only for this long after the last skill finished" and so on is overcomplicated.

I think it would be worth going through the motions of figuring out the possible pros and cons of a more simple idea, such as what I suggested above; "you can always queue up two skills".

Alternatively, simply extending the queue to 48 hours.

If one still can't figure out how to log in once in a "48 hours +/- short skills you can add in front of the queue before that" time window, then one really ought not complain about losing a few hours of training time.
Bagger Mourahn
Republic University
Minmatar Republic
#14 - 2014-02-04 18:45:36 UTC
Julius Rigel wrote:
Bagger Mourahn wrote:
I will agree, it's certainly "adequate" as is, but isn't necessarily a perfect system, and could perhaps be improved upon.
Perhaps, but I think your idea with bonus points and multipliers and "only for this long after the last skill finished" and so on is overcomplicated.


I'm sorry, but please explain what is over complicated about a small passive SP gain when you have no skill in training? I already explained multipliers are completely unnecessary due to a likely misinterpretation of how they work by those who suggested it. Nor did I suggest that it should only train for a specified period of time after a skill finishes.

The concept is extremely simple, it seems the only complicated thing about it is your inability to grasp something this simplistic.

I will reiterate the concept for you hopefully in simpler terms - when you have no skill in training, you recieve a small trickle of SP that is significantly less than what you would receive if you plugged a skill in. In my OP I suggested 15SP per attribute, upon listening to responses I'm willing to accept even that is probably high, say between 5 and 10SP per attribute would be more realistic. Fairly straightforward no?

Based on suggestions I felt that this SP Pool should count towards your clone cost, and that you would only recieve this trickle of SP on an active account.

Julius Rigel wrote:
If one still can't figure out how to log in once in a "48 hours +/- short skills you can add in front of the queue before that" time window, then one really ought not complain about losing a few hours of training time.

I feel like you are being argumentative simply for the sake of arguing?
JetStream Drenard
Jerkasaurus Wrecks Inc.
Sedition.
#15 - 2014-02-04 18:53:55 UTC
Maybe a simpler way of accomplishing the same goal is to have a longer training queue allotment. I agree that the hustle of Real LifeTM, sometimes makes skill queuing difficult or impossible. A 3 day (or 7 day) queue would certainly help those of us with active real life schedules.
Bagger Mourahn
Republic University
Minmatar Republic
#16 - 2014-02-04 19:20:10 UTC
I can understand the argument that it is somehow easier to just make the queue longer, and I can only say that this is not an appropriate solution for the following reasons.

An extended skill queue promotes the notion that you do not need to log in while still being a very young pilot. Imagine as a new pilot plugging in a weeks worth of skills, it's likely in this situation that a) this new pilot is just going to plug in whatever he's given in the tutorials and hope for the best, and b) will be bored after the first couple days and just wait for his queue to finish before logging back in.

This doesn't work because you receive full benefit of all attributes and implants without the need to login at any sort of frequency.

I've said it before and I'll say it again, I will admit that my idea is not completely flawless - it may not necessarily promote logging in either, but there is a large penalty in your SP gain for not logging in. To put it into perspective:

A pilot with +4 Implants and an ideal remap (31+25) receives approximately 40,320 SP per day.
Whereas a pilot who's queue is idle under my suggestion (5+5 or 10+10) would recieve between 7,200 and 14,400 SP per day much less than he would if it was an active skill, just enough to not be too upset about missing a bit of time. For perspective that would be 5 or 10 SP per minute on the idle queue, and 28 SP Per Minute on an active queue.

The SP per minute calculation is (Primary Attribute+Secondary Attribute)/2

Updated OP to clarify and include the good suggestions for improving the system.
Dun'Gal
Myriad Contractors Inc.
#17 - 2014-02-04 19:29:10 UTC
Wow, I'm a little surprised (not really) at people dragging there feet on this suggestion, it's actually half decent. Extending the skill queue is a bad idea, no matter how you slice it, the idea has been brought up and shot down so many times in the past it's not even worth digging up the dead threads.

This idea of an accumulating idle skill point pool, on the other hand isn't too bad, it's well thought out and seems to cover the issues brought up. The only issue I see that's not covered is Julius Rigel's superiority complex, who seems to be saying "You are clearly bad because you can't login every 24 hours, hurr durr." (Loose translation)
Ms Stark
Doomheim
#18 - 2014-02-04 19:36:33 UTC
+1
JetStream Drenard
Jerkasaurus Wrecks Inc.
Sedition.
#19 - 2014-02-04 19:54:43 UTC
Dun'Gal wrote:
Wow, I'm a little surprised (not really) at people dragging there feet on this suggestion, it's actually half decent. Extending the skill queue is a bad idea, no matter how you slice it, the idea has been brought up and shot down so many times in the past it's not even worth digging up the dead threads.

This idea of an accumulating idle skill point pool, on the other hand isn't too bad, it's well thought out and seems to cover the issues brought up. The only issue I see that's not covered is Julius Rigel's superiority complex, who seems to be saying "You are clearly bad because you can't login every 24 hours, hurr durr." (Loose translation)


I cant see one bad reason for extending the skill queue. I travel 4 days every week of the year. I dont come home every day at 5 and log on while making dinner, then while away the evening playing eve. Under these circumstance, I cant plan a long train every week like I could if I were taking a vacation. I have only missed a skill queue once or twice because of this before I got in the habit, but even if I only have 8 hours in the hotel and am thoroughly exhausted, I have to drag out my computer and make sure that my queues are all filled. Then go get some sleep for another grueling day. Extending the queue even a little like 48 hours can not be abused in any way and benefits everyone who is in similar position as I am.
Dun'Gal
Myriad Contractors Inc.
#20 - 2014-02-04 20:10:53 UTC
JetStream Drenard wrote:
I cant see one bad reason for extending the skill queue. I travel 4 days every week of the year. I dont come home every day at 5 and log on while making dinner, then while away the evening playing eve. Under these circumstance, I cant plan a long train every week like I could if I were taking a vacation. I have only missed a skill queue once or twice because of this before I got in the habit, but even if I only have 8 hours in the hotel and am thoroughly exhausted, I have to drag out my computer and make sure that my queues are all filled. Then go get some sleep for another grueling day. Extending the queue even a little like 48 hours can not be abused in any way and benefits everyone who is in similar position as I am.


Perhaps you should take a second and read what's already been written here to see why an extension of the skill queue is bad. Though I'm not sure you will see the logic knowing you think adding +50 Implants to the game is also a worthy suggestion. (Yes I see you amended that thought to be only +10) The point is you seem to think that you should have full benefit and not be punished for not keeping up with your skill training. When the opposite should be true, you SHOULD be punished for not keeping up with the skill queue/not logging in. The OP has simply suggested that you should get slightly more than nothing if you forget or are unable to plugin a skill.
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