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Player Features and Ideas Discussion

 
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FailRate / Skill Training...

Author
Honestu Pravus
Deep Core Mining Inc.
Caldari State
#1 - 2011-11-30 05:29:03 UTC
I know it would be rather in-depth, and I haven't seen it mentioned in this release... But as for an idea...

Would it be possible to include FailRate?
What I mean by that, is once you have a skill fully trained, it would work no differently then it does now. As of now, you cannot use an item until you have trained that skill and all pre-req's, and once you have trained the skill you can use it and you do not have to worry about losing contact with your drones (unless you warp off without them) or a weapon jamming or shield failing...

But what if you changed it to where if you are training that last primary skill, say Heavy Missile V, so you can use a Tech II launcher, and that is the last skill you would need to train to actually use that item. If you could use it WHILE it was training, but have a Fail Rate. XX % chance it jams, XX % chance it breaks and can only be reprossessed, XX % chance it blows up in use causing damage to your ship.
Lose contact with your drone, or your drone attacts the wrong target because you don't have the skill to operate it @ 100%.
Shields could fail, Overheat, or a vast variety of other "Oh **** not now" senarios that would add a huge element of "trial by fire" so to speak...

It would be something to sit in that shiney ship while you are training the last book, and random systems start to lose power, or warp drive goes out for XX time...

Of course not everyone would want to take the risk, and as such they could wait till that skill is fully trained, but I myself would like the opportunity to place myself in danger at my own risk. Currently, the only way to do that is to go into a mission I know I'm too small for.

Just an Idea and about a year of programming.... lol

Thanks :)
Nestara Aldent
Citimatics
#2 - 2011-11-30 05:45:05 UTC  |  Edited by: Nestara Aldent
Adding randomness in the game rewards the lucky, no matter how. Adding critical hits that knock out modules to the game has been proposed already, and would have the same detrimental effect on the game, without additional mechanics like ship repairing the damage to warp after ten or twenty seconds. I don't think the game should, in essence, be a lottery.
Honestu Pravus
Deep Core Mining Inc.
Caldari State
#3 - 2011-11-30 05:51:13 UTC
Nestara Aldent wrote:
Adding randomness in the game rewards the lucky, no matter how. Adding 'critical hits' to the game has been proposed already, and would have the same detrimental effect on the game, without additional mechanics like ship repairing teh damage to warp after ten or twenty seconds. I don't think the game should, in essence, be a lottery.


No... You need to re-read the post.

It is a choice. If you want to wait till the skill is fully trained before you use the item. nothing changes for you. Therefore there is no risk for thos individuals.

It's not a "lottery" at all. When you use something before you read how to, you can make mistakes. It's realism that I'm after. Inherent risk to using something before I know how to.

If you want to train completely before you use it, then nothing changes from current game play.
Nestara Aldent
Citimatics
#4 - 2011-11-30 05:55:59 UTC  |  Edited by: Nestara Aldent
I read the post again. What about skill that takes months to complete? With your system, new pilot would gain access to a ship months before old players were able.

Really, new system you propose could work, but I see nothing wrong with the current system.
Honestu Pravus
Deep Core Mining Inc.
Caldari State
#5 - 2011-11-30 06:06:27 UTC
Not that the current system is "bad" so to speak... Just ideas that could help pull in new players, as well as get some who tried it out and left BECAUSE of the 30 day wait to fly that ship.

I understand how some older players may take adverse ideas to this because they had to wait, but they will be the ones laughing out loud at the ship who is getting beat on because their systems failed.

The person taking that risk would have no one to blame but themselves, and they better pray it doesn't happen when in PVP or carrying FOF missiles and launchers randomly start to fire.

It could be both comical, and a learning expeirance, and one that is missed when you can say "Oh, I can use this now" and nothing ever goes wrong.

I don't want to be in a PVP, I don't want to go into an incurrsion alone, but I would love to go into a lvl four mission flying a new ship and have it go to pot on me just because I get a little greedy.

It may just turn out that I don't like the way the ship fits, so I want to alter my training to make the best of my money and not feel like I wasted 30 days of training too...

The benifits out way the cons in either case...
Mike Azariah
The Scope
Gallente Federation
#6 - 2011-11-30 06:42:18 UTC
I agree that this is different than the crit hit proposal in that the risk to loss is taken by the person who will lose.

It looks like a neat mechanic but I see a few small risks to it.

1) it would encourage people to get into ships they might not be able to afford even sooner than before, this leads to ship lose and the possibility of losin gpilots unwilling to risk 'damn game' cheating.

2) Gankers might see this as another tool in the arsenal to fit even riskier guns to shoot with, eveen with 14 day characters.

3) I think some things should not be 'go ahead and try it . . . ships for example, what you forget mid flight or only as you undock?

4) FC's would be unable to tell if the person bringing a ship was playing the 'skill lottery' or could really fly what they were in.

m


Mike Azariah  ┬──┬ ¯|(ツ)

Rina Asanari
CitadeI
#7 - 2011-11-30 06:48:38 UTC
Honestu Pravus wrote:
Not that the current system is "bad" so to speak... Just ideas that could help pull in new players, as well as get some who tried it out and left BECAUSE of the 30 day wait to fly that ship.

(...)

It may just turn out that I don't like the way the ship fits, so I want to alter my training to make the best of my money and not feel like I wasted 30 days of training too...

The benifits out way the cons in either case...


I'm quite sure that you have an inkling about how things work the day you're considering month-long skills. It starts with Battleship V and similar, but you've already trained 0 to IV. Same goes with modules. You would have at least been able to use the T1 or 'best named' variant of T2 modules.

Take "Large autocannon specialization" or the other race's variation thereof (meaning, the large short-range weapon variant) for example. You have to skill small, medium and large projectile missiles and small and medium autocannons before you can consider training this skill. I think that's more than enough time to see if you like short-range engagements or not. Same goes with ship sizes. If you go up in size you surely see the trend of getting bulkier, less maneoverable and with more firepower and can surely project it beyond battleships and decide whether this is your style of flying or not.

Honestu Pravus
Deep Core Mining Inc.
Caldari State
#8 - 2011-11-30 06:54:29 UTC
Mike Azariah wrote:
I agree that this is different than the crit hit proposal in that the risk to loss is taken by the person who will lose.

It looks like a neat mechanic but I see a few small risks to it.

1) it would encourage people to get into ships they might not be able to afford even sooner than before, this leads to ship lose and the possibility of losin gpilots unwilling to risk 'damn game' cheating.

2) Gankers might see this as another tool in the arsenal to fit even riskier guns to shoot with, eveen with 14 day characters.

3) I think some things should not be 'go ahead and try it . . . ships for example, what you forget mid flight or only as you undock?

4) FC's would be unable to tell if the person bringing a ship was playing the 'skill lottery' or could really fly what they were in.

m




Answer 1) Clearly state that there is no fail rate once the skill is fully trained. You could even use a pop up warning "Are you sure you want to take this risk? The skill is not completed yet."

Answer 2) They too risk fail rates, and at 14 days in, they would be running a BIG risk. *** The skill has to be currently training, so just because it is in your que does not mean that it is currently training. So that would negate new players from running ships missiles and shields that they were not ready for. It would be an either or situation.

Answer 3) See answer 1

Answer 4) FC's take that risk with people who have fully trained now... just because you take someone in does not mean they know what they are doing. Asking question and being social as well as professional in those cases are key. If someone doesn't preform they way they said they would you don't take them on again. Same difference. If someone lies about it, don't hire them again.

Fair?
Venus Rinah
Arcanum Industry
#9 - 2011-11-30 07:06:18 UTC
Seriously, you want to plex yourself into a titan on day 1? Roll

Of course allowing someone unqualified to control hardware capable of leveling a city on a planet is common practice in the future. All manner of Heath and safety legislation has gone out the window for the new legal system of "joy rider" rights, didn't you know? Lol

Seriously training is just that, it is not just a series of sequential skills limiting you from the most "bling" thing you can find. It's designed to give a new pilot opportunities to become accustomed and learn the relevant features of different disciplines, items, fittings and ship designs by experiencing them fully.

To dismiss the waiting times of older players so non-chalantly shouldn't be taken lightly in a culture of patience like EvE.

Also why would someone even consider this kind of gamble? As it's not a question of "if" its a question of "when" that huge repair bill comes in, and seriously would need to be common place that failure occurs, assuming you don't obviously lose the whole lot in the process as is likley with poor fitting skills. Also why would insurance companies allow for such uncertified practice?

How do you balance the aspect of fitting capabilites, as larger ships need a number of core skills for you to effectively fit and run certain ships to avoid the classic "rush to fail fit" issues you often see in some new player missguided enthusiasm. You can't just allow people to exercise level 5 fitting capabilities because they havent trained in these things. In this sense it might also confer certain strategic imbalances for certain useage e.g. ganking, where if you dont intend to use a ship for longer than say 30 seconds, the fact that something might fail on you holds no real relevance or importance. But you haven't needed to invest the relevant skilling into it to exploit it's use.

EvE is about patience, planning and choices. So i don't support this obvious shortcut, if your bored or want to try things, help out on the test server.
Honestu Pravus
Deep Core Mining Inc.
Caldari State
#10 - 2011-11-30 07:08:54 UTC
Rina Asanari wrote:

I'm quite sure that you have an inkling about how things work the day you're considering month-long skills.
...

Same goes with ship sizes. If you go up in size you surely see the trend of getting bulkier, less maneoverable and with more firepower and can surely project it beyond battleships and decide whether this is your style of flying or not.



I would have thought that too, but the Raven for example handles nothing like a Drake, and even though the mid slots are pretty even up, the ship fits are way different. In this case, maybe training a different faction is where you would like to go?

It wouldn't hurt anyone terribly, and I think satisfaction would increase because you could resell the ship (as long as you didn't blow it up) and minimize any loss.

It would also show the importance of training energy and mechanics up before you make that leap... Which could ultamately be an equation for the FailRate.
If you have good Mechanics, you are less likely to have a weapon jam.

The possibilities are almost endless.
Honestu Pravus
Deep Core Mining Inc.
Caldari State
#11 - 2011-11-30 07:18:31 UTC  |  Edited by: Honestu Pravus
Venus Rinah wrote:
Seriously, you want to plex yourself into a titan on day 1? Roll

Of course allowing someone unqualified to control hardware capable of leveling a city on a planet is common practice in the future. All manner of Heath and safety legislation has gone out the window for the new legal system of "joy rider" rights, didn't you know? Lol

....

EvE is about patience, planning and choices. So i don't support this obvious shortcut, if your bored or want to try things, help out on the test server.



I actually could not agree/disagree with you more. It is not something to be taken lightly, and I don't mean to make light of it at all.
There are no "shortcuts" to being a good pilot.

You missed the part about needing to be IN THE proccess and CURRENTLY training the last required skill. So no. A Titan on day one would not be possible even with my proposed chances.

Gankers are going to try regardless... I have never seen someone be successful with tech I shields and what not and try to be bad mother running just Tech II launchers (that may or may not fail).

Who waited till they were of age before they had their first drink, or drove their first car? It might not have been the smartest move, but it was a learning expeirience.
Honestu Pravus
Deep Core Mining Inc.
Caldari State
#12 - 2011-11-30 07:28:56 UTC
*** EvE HQ is nice btw, don't get me wrong, but things don't always transfer ofer the same, and there's just some things that you can only learn by sitting in the ship. ***
DooDoo Gum
Center for Advanced Studies
Gallente Federation
#13 - 2011-11-30 12:13:03 UTC
This could potentially cause massive problems for anyone in a BIG way, imagine a player in a logistics ship flying incursions, he is supposed to be able to use the ship and modules but he cannot, and modules start doing stupid things...

or in pvp his fleetmates are counting on him, and his modules go poof for no aparrent reason

im sorry, but this idea would have to come a looooooong way to get my +1
Honestu Pravus
Deep Core Mining Inc.
Caldari State
#14 - 2011-12-05 10:54:28 UTC
I already addressed the incursion issue. Communication is key.

As for PVP, if someone wants to take that risk, let them. Doesn't mean you have to, as a matter of fact you could get a laugh or two in when you are pounding on them and then all of the sudden he stops firing at you.

Everyone seems to be missing the fact that if you have the skill trained, nothing would change. There's no FailRate for a fully trained skill. It's just something different for people who like taking some risks without being completely stupid about it like jumping into a level four mission alone in a drake that is tech one fit... That's not a risk, that's ignorent.

People will say if you want a risk, go through null sec or low sec... but then that puts the player against other players who have been playing for years, and are out matched. Not to mention the fact that if they don't want to pvp they don't really have a choice going out there.

All in all, It's meant more as a mod for people who want to stay high sec, who don't want to pvp, but still would like an element of inherent risk without jumping into something stupid. It would also add an element of fun for those who just want to try something different.

Maybe there would be some way to flag an FC if someone is requesting to be fleeted when they are using an item or flying a ship that is still in training? Like a required system diagnostic? Those that are not fully trained the FC could deny thier request?
FlinchingNinja Kishunuba
Crunchy Crunchy
#15 - 2011-12-05 11:08:50 UTC
No, all your doing is lowering the prerequisites for a ship. The stated ones are the lowest required anyway, you would be seriously gimped flying around a Raven with min prereqs and standard core skills.

It's taken me 8 months to get a Raven to fly ok, I have just started getting a CNR up to a reasonable level and am a week away from starting on a Tengu. I knew from the beginning that it would take me this long to get this far if you can't accept this then your playing the wrong game.

I am looking at a Golem now which will take me 80 days plus just to sit in.
Honestu Pravus
Deep Core Mining Inc.
Caldari State
#16 - 2011-12-06 10:42:26 UTC
FlinchingNinja Kishunuba wrote:
No, all your doing is lowering the prerequisites for a ship. The stated ones are the lowest required anyway, you would be seriously gimped flying around a Raven with min prereqs and standard core skills.

It's taken me 8 months to get a Raven to fly ok, I have just started getting a CNR up to a reasonable level and am a week away from starting on a Tengu. I knew from the beginning that it would take me this long to get this far if you can't accept this then your playing the wrong game.

I am looking at a Golem now which will take me 80 days plus just to sit in.




??? My previous responce was too long and it deleted it all...

Instead I will just say again... re-read everything, because you missed the mark.

Again - there is no short cuts to actually being able to fly the ship

Again - when an FC goes to add someone to the fleet the would get a message ("Warnng - Mechanics on this member are not running at a completed capacity. Do you still wish to add this member to your fleet?")

Again - You cannot run multiple items you havent trained, it is directly related to what is currently accruing skill points in your que. Fail safe would be - if you are using an item that is not fully trained in the que, and you switch your que in space the item turns off. If you are in a ship, the que is locked until you dock.

Again (and most prominent to this post proving that not everything was read through) You have to be on the last required prerequisite in order to do it. In other words, on day one you couldn't hop into a drake or a raven, or use tech two launchers... If you are training Heavey Missile 5, tech two launchers would than be available for use, but not tech two missiles (unless you already have that missile skill fully trained) ... If you are training battle crusers two but you didn't have spaceship command at four or the other pre reqs done, you are not getting in the ship...

Get it now???