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Player Features and Ideas Discussion

 
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Skill acquisition. Time for change?

First post
Author
Phaade
LowKey Ops
Snuffed Out
#21 - 2014-06-12 17:29:04 UTC
Being an '07 player who can fly t2 everything sub BS, I completely agree with the OP.

The vets who DO NOT believe that new players have a MASSIVE disadvantage feel this way because it has been so long since they trained their characters. When you start trying to fly with a friend of yours who just started playing the game, you begin to realize just how handicapped new players are.

After 3-4 weeks: New players have, generally speaking, 15% lower cap, 15% lower cap recharge, 15% lower shield, armor, hull, armor rep speed, scan resolution, targeting range, agility, speed, afterburner / MWD speed / cap use...15% less turret damage, rate of fire, tracking, optimal, falloff..... their weapons take 10% more powergrid, roughly 15% more CPU; ships have 15% less powergrid, less CPU, many mods have roughly 15% higher fitting requirements.... ship skills are level 3-4 instead of 5, no weapon specializations, limited to no access to truly effective fits / tech 2 ammo (which open up huge tactical options).

With the exact same fit, for example t1 merlin crapfit, new player MWD speed is roughly 2200m/s, my MWD speed is around 2800. My dps is 120, theirs is 45-60. My EHP is 7k, theirs is 5k... Huge difference. Not to mention most of them can't overheat for the first few weeks.

You see how long the list is; and this is off the top of my head. Because many of these skills feed off of each other, the combat effectiveness of a new player versus me, or another vet, is abysmal. They literally do not have a chance in hell.

Their solo engagement profile is next to nothing, so obviously solo pvp is way out of the question. This is very, very limiting and demoralizing for new players who suffer defeat after defeat without even getting through the shields of armor tanked ships.

So of course, they fly with friends. The results: They generally deal between .1% and 20% damage on the kill, and often fly home in a pod. Hell, their ships are so weak that they are hard to use as bait; they can die before you make 2 short warps (into a plex or w/e).

TLDR; Vets who think new players have a chance in pvp are kidding themselves. All gameplay complexity aside (piloting mechanics etc) the difference between new player's and veteran's combat effectiveness is staggering.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#22 - 2014-06-12 17:34:44 UTC
Remove attributes and attribute implants. Skills train at 2700 SP/hr and the SP is deposited in to a free SP pool that is capped at 1-3 mil SP. Then when you want to train a skill you just apply the SP out of the pool. Simple for noobs to understand and not screw up and allows them to PvP without worrying about losing their +3 implants. Nice for us older players that may not be able always have access to Eve due to business trips, military deployments, etc.
Dyfchris
Doomheim
#23 - 2014-06-12 17:56:29 UTC
Oh Gosh ! Ved Riru go back to WoW and let us with the same mechanic...
Eve has no need to change the skill system !
Fer'isam K'ahn
SAS Veterinarians
#24 - 2014-06-12 17:57:34 UTC
I agree about implants being an issue (there is another thread for that), as well as flying solo, but everything else is game play related.
The veteran can always adjust to the 'fresh' friend and not only in style and mods, but in the choice of the engagements and much more, with advice.
I was fresh not so long ago, but the skill training was never an issue, I kept being informed and just in my second month I commited to the Odyssey changes and trained for all BC level 5 for the reimburcement. Nothing beats attentiveness and knowing how to get information. Gameplay catering is for other games, not EVE.

Again, I am not agreeing with some skill issues either, its still not as difficult and disheartening as it is made out to be.

As one thought of mine, I would like to see certain 'low gain' or plain unlocking skills reduced by at least one multiplier. As well as certain spcialisations changed to be more difficult to train from level 3 on while kept at the same overall time invested, like 4/28 days to like 8/20.
In general, the last multiplier could be lowered by at least 25%, which can be distrubuted throught level 4 for lower skills and 1-4 for higher skills this makes everything way more pleasent for the skills that seem to eb a 'must have' or otherwise obligatory requisit. - Still, going back th my previous statement this is mostly just a cosmetic application on a subjective feeling.

And on anther note, whatever changes will come, even plain cuts, in 6 months, 12 months, threads will open with 'skilltraining takes too long' ... think about that. I bet years ago players whished passionately for what we have now, practically begged for it, only for us to complain ´this is soooo difficult and unjust' !

Again, just think about it.

Cheers
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#25 - 2014-06-12 18:03:44 UTC
No, the skill acquision system is what makes EVE unique, keeps people playing, and brings people back . A major change to this would not be a good idea.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Dhaq
Doomheim
#26 - 2014-06-12 19:09:59 UTC  |  Edited by: Dhaq
Phaade wrote:

TLDR; Vets who think new players have a chance in pvp are kidding themselves. All gameplay complexity aside (piloting mechanics etc) the difference between new player's and veteran's combat effectiveness is staggering.


It is interesting to see the common reply of SP don't matter that much, new players can be just as effective as a 10 year vet. But then turn around and scream bloody murder if any idea is presented about changing the process in any way.

But it is unique for better or for worse
Kaarous Aldurald
Black Hydra Consortium.
#27 - 2014-06-12 19:24:34 UTC
Selling skillpoints? Hell no.

You can already buy characters, and that's honestly still more pay to win than I'm comfortable with.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Daichi Yamato
Jabbersnarks and Wonderglass
#28 - 2014-06-12 19:28:52 UTC  |  Edited by: Daichi Yamato
all else being equal, then yeah SP's give an edge. But not all else is equal. Thats how many players quite often kill players older than themselves. Some players get kills during their free trials for crying out loud.

I like the skill system. It takes so long to train everything it makes u think about and decide what u want to train into and when. U try to make the most of ur time so every skill choice is a meaningful decision. Makes the game interesting.

OP has two threads. Both are bad idea's. Both are based on experiences of other games when, EVE is a niche game and owes its success to not being like other games.

Edit
And of course shes started a corp without knowing anything about the game and filled it with alts/noobs. So the next thread we can expect from her will be about war decs.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#29 - 2014-06-12 19:32:54 UTC  |  Edited by: Antillie Sa'Kan
New players may be at a disadvantage in a straight up fight for a few weeks, but after a month or two they will start getting kills against people with more SP than them. There are simply too many factors in PVP combat for SP to be able to play that much of a roll once you are out of your rookie ship.

Also, a new player following the training advice on minerbumping.com can easily take out a miner that has been playing for years and get involved in all sorts of interesting content in the process. The idea that you need lots of SP to do things is just a symptom of not being able to think outside the box.
ShahFluffers
Ice Fire Warriors
#30 - 2014-06-12 19:41:21 UTC
Christ, I keep telling myself not to bite but this just can't go unanswered...

Phaade wrote:
TLDR; Vets who think new players have a chance in pvp are kidding themselves. All gameplay complexity aside (piloting mechanics etc) the difference between new player's and veteran's combat effectiveness is staggering.

A lot of your arguments are hyperbolic.

Yes, a newbie will not be able to stand toe to toe against a veteran in the same ship with the same fit. I cannot even think of one skillpoint based MMO game that allows for this to even happen... however...

- it is rare for any two people to be flying the same ship with the same exact fit. This means that there will almost always be a difference in capabilities and tactics which can give the edge to either person.
And like I said in my previous post in this thread, "ships and weapons have been balanced against one another." If a veteran is in a HAC or battleship, the newbie can just fly away rather than engage. And he/she cannot be caught due to the nature of frigates (high mobility). And the veterans will not chase because in order to catch that newbie frigate they have to ship down... which takes time... while that newbie frigate gets further and further away.

- there is no rule that says the newbie must be alone or fight alone. In fact, the game is designed such that you gain more advantages by teaming up with others than you ever could by having more skillpoints/specializations and better grade ships/equipment.
True... some will want to be solo just on principle... but then they must accept that their road will be a fair bit harder because they have to spend more time filling up all the gaps in their skills.
And no... the game cannot really be made easier for a "soloist" without creating complete arbitrary conditions and restrictions. People who work together are subject to the same mechanics and have access to the same tools. In a sense, they are "solo players" too... they just choose to pool those solo resources with others.

- Just because you are limited in what you can do (as a newbie) it does not mean that your contribution to a team is meaningless and/or without weight. Being a "tackler" in PvP is quite basically suicide if you have limited skills and knowledge... but even half-success can mean the difference between catching or losing something... or everyone escaping or dying in a fire.
And more than a few veterans are more than willing to supply newbies with suicide tacklers for free (I've done it, as it was done for me). The cost for vets is meaningless for the benefit it provides them... and the newbie gets fodder to learn more about the game in.

- I started PvPing with with Fluffers here when he had less than 2 months of combat skills in him (the other 4 months worth of skills were spread out between core, mining and learning skills).
I died. A lot. I could not 1v1. But I could suicide tackle. And provide Ewar support. And scout. And remote rep pretty well. All of which made me invaluable to the group I was part of. And from there I worked my way up. I expect nothing less from a newbie.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#31 - 2014-06-12 19:52:54 UTC
ShahFluffers wrote:
- Just because you are limited in what you can do (as a newbie) it does not mean that your contribution to a team is meaningless and/or without weight. Being a "tackler" in PvP is quite basically suicide if you have limited skills and knowledge... but even half-success can mean the difference between catching or losing something... or everyone escaping or dying in a fire.

This. There is a reason the goons made this poster back in the day.
Iain Cariaba
#32 - 2014-06-12 20:00:09 UTC  |  Edited by: Iain Cariaba
Dhaq wrote:
It is interesting to see the common reply of SP don't matter that much, new players can be just as effective as a 10 year vet. But then turn around and scream bloody murder if any idea is presented about changing the process in any way.

How many times do we need to hear the same arguments from a small handful of players that "new players need (insert generally useless idea that will most likely unbalance the game here)" before we're allowed to say no to those ideas?

Eve is an extremly competitive game and you really should specialize while you learn the nuances. Unlike WoW and almost every other MMO, Eve doesn't have a nice mellow learning curve. It has a cliff, with the broken bodies of those who couldn't hack it piled at the bottom.

Simply allowing you quicker access to bigger shinier ships will only foster more resentment and anger. If you don't know how to use the ship you're flying, and I'm talking real skill not SP, you will lose it. Then you'll either quit, or come crying to forums where you will get no sympathy at all.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#33 - 2014-06-12 20:03:17 UTC  |  Edited by: Antillie Sa'Kan
Iain Cariaba wrote:
...or come crying to forums where you will get no sympathy at all.

You know, there may be some value in this.
Iain Cariaba
#34 - 2014-06-12 20:05:47 UTC
Eve Online Learning Curve

This still applies.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#35 - 2014-06-12 20:14:18 UTC
I have removed a rule breaking post and those quoting it.

The Rules:
3. Ranting is prohibited.

A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community. Rants are disruptive, and incite flaming and trolling. Please post your thoughts in a concise and clear manner while avoiding going off on rambling tangents.

ISD Ezwal Community Communication Liaisons (CCLs)

Gizznitt Malikite
Agony Unleashed
Agony Empire
#36 - 2014-06-12 20:18:04 UTC
Ved Riru wrote:

Proposed non-cosmetic solutions:

1. Faster skill acquisition through lower SP requirements for all skills across the board. How about an amount of SP that needs only two years or so to master with 3-4 characters? A wild guess.

2. More free or paid attribute remaps per year. At the moment I believe that new players don’t understand the true value of these and spend them easily early in the game. Giving more attribute remaps would be good. If in the end CCP intends to sell them, sell them in packs, please. Although the calculations indicate the effect will be low. Still not having to worry about proper attributes for learning a skill will be pleasant.

3. Selling premium packs with 20M SP or so for players to distribute at will after creating a character. The price should not exceed the price for a regular buy to play AAA title. Some people may be attracted by the proposition of getting into the game with a good head start. Although I wouldn’t like CCP to offer specific skills, an amount of skill points to distribute sounds better. 20M SP would also give a sense of achievement and will drive new players to get better because they have achieved so much and surely the game from now on will be only bright and joyful.

4. Skill point acquisition multipliers for sale. However, I don’t like current prices for multiple character training. The total amount of real money I’d have to pay for a trained character would be too much if it needs a year or several years of training.

5. Giving +1 or +5 attribute points to players after a certain level like 5M SP perhaps? Something else? Like a +15 to all attributes booster that will work for three months or more similar to the ones that are bundled with starter packs but for adult characters this time? That feature would keep players subscribing for the game.

Before anyone tells me Eve Online is not a pay to win game I can say these propositions only open up options, they don’t foreclose anything. And nothing can substitute the years of practice that old players have had in the game. Besides, even with all the skills learned, there is always something interesting that can be done in the universe that is Eve Online.

PS: This is a breeding ground for ideas. If someone has an idea, listen to it. If you don't like it, think about why. Constructive feedback is good. Posting "That's an awful idea," is not constructive.


1.) It takes a fair amount of time to train perfect skills for any particular ship/career. Please explain why the current system is insufficient and needs to change. What aspects of the game can you NOT play after a few weeks of training?

2.) I started the game before remaps existed, before there was a skill queue, and spent the majority of my first two months training learning skills so I could train skills "faster". Please explain why the 1-remap per year is inadequate. What timeframe would be adequate enough that min/maxing your attributes still carries consequences.

3, 4, & 5.) Those riots you linked above.... they were protesting CCP adding pay2win to the game. Adding premium packs that give out 20m SP is exactly what they were protesting. If you want a head start, find someone else that has already trained a character and buy it from them. This is the entire point of the character bazaar.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#37 - 2014-06-12 20:25:41 UTC
Phaade wrote:

The vets who DO NOT believe that new players have a MASSIVE disadvantage feel this way because it has been so long since they trained their characters. When you start trying to fly with a friend of yours who just started playing the game, you begin to realize just how handicapped new players are.



I'm an 8 month old char and have never once felt unfairly disadvantaged by the skill system (or learning implants as that will be no doubt dragged in at some point).

People have been playing longer and have more SP than me. I don't care though as that is their character not mine. Unless I make a mistake I do not need to engage them. When I choose to engage them it will be in an ishtar or similar at all 4's and 5's for skills. Guess what? those skills took less of the 8 months than the mining and science skills I have. It absolutely does *not* take that long to be effective, and not that long to become a real threat.

Hands up who thinks a vet in a thorax or similar is likely to try to go 1v1 against an 6 month old char in a sentry ishtar? It's about the ship you fly and how you fly it, which includes picking your fights and measuring your chances based upon your fit and the friends you may or may not have with you.
Phaade
LowKey Ops
Snuffed Out
#38 - 2014-06-12 21:16:01 UTC
Daichi Yamato wrote:
all else being equal, then yeah SP's give an edge. But not all else is equal. Thats how many players quite often kill players older than themselves. Some players get kills during their free trials for crying out loud.

I like the skill system. It takes so long to train everything it makes u think about and decide what u want to train into and when. U try to make the most of ur time so every skill choice is a meaningful decision. Makes the game interesting.

OP has two threads. Both are bad idea's. Both are based on experiences of other games when, EVE is a niche game and owes its success to not being like other games.

Edit
And of course shes started a corp without knowing anything about the game and filled it with alts/noobs. So the next thread we can expect from her will be about war decs.


I disagree; a pilot on a trial account will literally never kill me in any 1v1 situation. Unless I am afk.

I really like the premise of the skill system.

However, I feel the actual implementation is too difficult for new players, thus negatively impacts player retention. A fresh combat pilot should be able to reasonably fit a t1 frigate, currently they can't even get close for pve or pvp.

They just need to start "combat" pilots with combat skills, "Industrial" pilots with industry skills, probably almost all to level 3. I don't know what number of SP that is, but 3 weeks of training just to finally fill out the slots in the fitting window is ridiculous.
Daichi Yamato
Jabbersnarks and Wonderglass
#39 - 2014-06-12 21:19:13 UTC  |  Edited by: Daichi Yamato
If ur up for it, ill start a trial account and take u on.

i choose what u fly and what u fit it with.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Gizznitt Malikite
Agony Unleashed
Agony Empire
#40 - 2014-06-12 21:34:55 UTC
Phaade wrote:


I disagree; a pilot on a trial account will literally never kill me in any 1v1 situation. Unless I am afk.



Post your ship and fitting, and I'll create a 2 weak old character that will destroy it.