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level V skill requirements with a bonus per level: why?

Author
IIshira
School of Applied Knowledge
Caldari State
#21 - 2014-07-09 16:55:16 UTC
Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses...

Yay day old Carrier pilots Lol
Rain6637
GoonWaffe
Goonswarm Federation
#22 - 2014-07-09 19:02:19 UTC  |  Edited by: Rain6637
Daniel Plain wrote:
Ireland VonVicious wrote:
Can we just take away all goals so no one has any reason to play? Shocked

I don't see the logic in a game with no progression.

waiting for a skill to finish is not playing. it's waiting.

if your idea of playing is one action, followed by months of inaction, you should probably start playing savings accounts. you put money in and wait for it to grow.

as for the skill requirements, they are useful for producing artificial scarcity. if everyone could fly a jf, black frog would go out of business. if everyone could fly command ships, you might as well remove battlecruisers. if everyone had perfect refining skills, you may as well remove them entirely, and so on.

thanks for stopping in and saying a word.

as for black frog's business though, that level 1 skilled jump freighter wouldn't jump very far, and jump freighters aren't the biggest T2 requirement offenders at 90d minimum train, compared to ishtars (60d) and golems (110d) and black ops (115d)

command ships are a big offender, however, with as much minimum training time as jump freighters (97d).

IIshira wrote:
Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses...

Yay day old Carrier pilots Lol

that's a bad exaggeration and I hope you know it. also, this is about T2 and that does not include any carriers. lastly, plenty of people would love the idea of a day-old carrier pilot.
JAF Anders
Adenosine Inhibition
The Chicken Coop
#23 - 2014-07-09 20:22:58 UTC
If we're worried about people disregarding their clone upkeep, make the level 5 skill a direct prerequisite (i.e., primary, secondary, tertiary skill requirement rather than a solely nested requirement).

Anything that requires a level 5 skill to use should have a per-level bonus rolled into a fixed bonus, be it in the form of basic stats adjustment or a role bonus in order to reduce the number of calls to the Character Sheet (read, lighten the back end load).

The pursuit of excellence and stabbed plexing alts.

Rain6637
GoonWaffe
Goonswarm Federation
#24 - 2014-07-09 20:42:31 UTC
yeah, more or less. I'm working on an outline for an article at the moment. I think this needs to be accompanied by some graphics before it's more convincing. I'll post in this thread for sure when it's done, and/so/but look out for it if you don't plan to return to this thread.
JAF Anders
Adenosine Inhibition
The Chicken Coop
#25 - 2014-07-09 20:59:03 UTC
Looking forward to your findings. I guess it'd be too much to ask if you would hit "Like" on this comment when you posted it. Cool

Feel free to send me in-game mail, too.

The pursuit of excellence and stabbed plexing alts.

IIshira
School of Applied Knowledge
Caldari State
#26 - 2014-07-09 21:10:24 UTC
Antillie Sa'Kan wrote:
The point of specialization requiring level V of the "base" skill is that you can't quickly specialize into a large number of things. That's what specialization means, you get really good at one thing at the expense of getting really good at other things. Choices and stuff.

This makes the most sense. If I spent one day training for a ship one could hardly call it specializing. . I agree that having bonuses per level of required skills seems silly. Perhaps it should just be listed as a set bonus unrelated to the T1 skill.
Jeremy Kamira
#27 - 2014-07-11 01:43:08 UTC
If a tengu went from 40 to 20 days then the significance of flying a tengu (Or any other ship with an sp barrier) would become smaller, so then when more people can fly a certain ship then the uniqueness of that ship will go down and it will become less cool to fly it. Don't really know how to explain it but hopefully this got my point through.
Rain6637
GoonWaffe
Goonswarm Federation
#28 - 2014-07-11 02:30:10 UTC
Rain6637
GoonWaffe
Goonswarm Federation
#29 - 2014-07-12 07:28:11 UTC  |  Edited by: Rain6637
I get the sense that I'm not asking a complete question. why don't minimum requirements look like this.

if you care, i wrote an essay about it here. it's tl;dr, and a laundry list (as my english comp prof would say). the graphic is the summary.
Tau Cabalander
Retirement Retreat
Working Stiffs
#30 - 2014-07-13 02:09:08 UTC
Level 4 offers 4 / 5 = 80% of the capability for 45255 / 256000 = 17.68% of the training time.

Training level 5 is specialization in a skill.

T2 ships are all specialized; they require pilots that have specialized in training to use.

If I seem to be repeating myself or parroting others, it is because I read your blog, and I still don't understand what your trying to achieve. The blog is hard to read; it reads as very disconnected, and I'm wondering if there is a language barrier here.

If you are suggesting easier or shorter skill training, you are unlikely to find any support for that. Also, this is the wrong forum for Features & Ideas Discussion.
IIshira
School of Applied Knowledge
Caldari State
#31 - 2014-07-13 03:57:51 UTC
Rain6637 wrote:
IIshira wrote:
Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses...

Yay day old Carrier pilots Lol

that's a bad exaggeration and I hope you know it. also, this is about T2 and that does not include any carriers. lastly, plenty of people would love the idea of a day-old carrier pilot.


Of course it's an exaggeration but the point was minimum skill requirements are for a reason.

Yes skills give bonuses per level but there should be some minimum. Using your argument why level 4 requirement for a bonus per level skill? With this there really isn't a bonus from 1-4 since it's required... So for the Guardian are we just going to ask for Amarr cruiser 1 and Logistics 1?
Rain6637
GoonWaffe
Goonswarm Federation
#32 - 2014-07-13 14:26:56 UTC  |  Edited by: Rain6637
Tau, thanks for the feedback regarding the writing. the main purpose of the essay was the writing practice--I have no vested interest in a change like this. I've cleared core skills with all of my mains and would be unaffected if minimum requirements were doubled, or tripled, or everything must be V

what I hoped to convey was the difference between

training time multiplier, which is a skill's training time difficulty relative to its benefit

versus


withholding a benefit until a threshold of a number of skills were trained.

IIshira wrote:
Rain6637 wrote:
IIshira wrote:
Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses...

Yay day old Carrier pilots Lol

that's a bad exaggeration and I hope you know it. also, this is about T2 and that does not include any carriers. lastly, plenty of people would love the idea of a day-old carrier pilot.


Of course it's an exaggeration but the point was minimum skill requirements are for a reason.

Yes skills give bonuses per level but there should be some minimum. Using your argument why level 4 requirement for a bonus per level skill? With this there really isn't a bonus from 1-4 since it's required... So for the Guardian are we just going to ask for Amarr cruiser 1 and Logistics 1?


YES Amarr Cruiser I and Logistics I, along with a complement of meaningful skills as requirements.

moving requirements to Mastery I also involves disconnecting ability skills from core skills, such as:

Capacitor Emission Systems not requiring Power Grid Management III (+PG)

Remote Armor Repair Systems requiring Mechanics III (hull HP) or Repair Systems II (repair system duration)

so that skipping core skills means a failship with gimped fitting and module performance, which is not so different from the usefulness of minimums currently
Rain6637
GoonWaffe
Goonswarm Federation
#33 - 2014-07-13 14:27:57 UTC  |  Edited by: Rain6637
when the skill structure is so bad (how skills are arranged, not what skills do), the only reason for keeping the structure is preserving the status quo

preserving the status quo is basically the sentiment that "if I had to do it, other people should have to do it too"
Shahai Shintaro
State War Academy
Caldari State
#34 - 2014-07-14 16:45:55 UTC
I'm not going to speak to modules, but for ships, t2 is specialization. You cannot specialize without having a base. I can't speak for other professions, but as an engineer, we all went through the same general engineering classes (dynamics, statics, calc, physics, etc.) These classes are you trainin to five in the ship skill. After that, you all go your different ways and specialize. The electricals go off and do their E&M, the civil go off and do structures, and aero go off and study aerodynamics.

TL;DR you have to have a solid general base of knowledge before you can specialize
Tibo Paralian
Task Force 641
Empyrean Edict
#35 - 2014-07-14 17:18:07 UTC
I get the "EVE is real" thing, but, how does training 25+ days for a ship give you a more solid general base of knowledge?
IIshira
School of Applied Knowledge
Caldari State
#36 - 2014-07-14 17:37:14 UTC
Tibo Paralian wrote:
I get the "EVE is real" thing, but, how does training 25+ days for a ship give you a more solid general base of knowledge?

Any in game skills aren't going to give you game play knowledge. You can keep setting skills and never play for 5 years. Yes you'll be able to fly a super carrier but have no clue how to.

This is not the point of skill. It's about setting goals and making decisions as to what you want to fly. Eve is not about instant gratification. If you want it right away there are many games that offer that.
Tibo Paralian
Task Force 641
Empyrean Edict
#37 - 2014-07-14 17:59:33 UTC
I never mentioned instant gratification. But thanks, I know there are other games out there that offer it. I went off by Shahai's IRL example having nothing to do with EVE.
Shahai Shintaro
State War Academy
Caldari State
#38 - 2014-07-14 18:21:23 UTC
Tibo Paralian wrote:
I get the "EVE is real" thing, but, how does training 25+ days for a ship give you a more solid general base of knowledge?


The general base is battleships. From any sort of realistic training you would have to know how to fly a battleship before learning how to use all the extra buttons that are there only for marauders.

Should we stick a fighter pilot in an f-22 before he knows how to fly a Cessna? So look at training level 1-5 as learning how to fly the Cessna before you get the keys to the raptor. If you don't like that example then let's say level 1-5 BS is your bachelor degree and Marauders is your masters.

If you don't like any of those because they are "real world" examples, then let's just let day 1 players fly titans. Why do they need all those other skills that don't directly effect the hull? In fact, why not take it to the extreme and remove all prereqs because that's what's being asked. No one has issues with certain mods being attached to level 5 skills. Why should ships be different
Tibo Paralian
Task Force 641
Empyrean Edict
#39 - 2014-07-14 18:37:09 UTC
Do you oppose the change CCP did to T2 guns no longer needing the class below it in order to use them? Somewhat of the same principal right?

Again, as Rain has said multiple times, since when has CCP cared about protecting players in a pvp situation? Why does CCP cares about players knowing how to fly a frigate before getting into a cruiser? You are still trying to compare skill points as IRL knowledge/experience.

If day one player titans ever become a thing then it simply means more PLEX sales for CCP, I don't see them saying no to more PLEX sales.

“What people resist is not change per se, but loss.” ― Ronald A. Heifetz
Shahai Shintaro
State War Academy
Caldari State
#40 - 2014-07-14 19:03:36 UTC
Tibo Paralian wrote:
Do you oppose the change CCP did to T2 guns no longer needing the class below it in order to use them? Somewhat of the same principal right?


This isn't the same thing. As far as I know you still require your gun skill to 5 in order to train the same guns 2 weapon specialization skills. Again solid base before specializing. Or do you think I should be able to use t2 guns out of the gate? If you do then all training plans say train level 1 of the specialization skills then go train your general gun skills and that makes no sense