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Player Features and Ideas Discussion

 
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Time to extend the skill queue

First post
Author
Katarr Ne'asirr
Deep Core Mining Inc.
Caldari State
#141 - 2014-05-15 09:33:33 UTC
Doireen Kaundur wrote:
Yun Kuai wrote:


Yeah sorry I really don't have any sympathy for this. I too remember when there was no skill training. Alarm clocks going off at 3:13am just so I can stumble to my computer, turn it on, log on and set a new skills...



Yes, but some people have a life.

I play EVE.

EVE doesnt play me.

unless your in russia.
Velicitia
XS Tech
#142 - 2014-05-15 10:52:44 UTC
Tyrone Alyeh wrote:
(stuff)


I mostly agree with what you're saying ... but at the same time, it seems you're hamstringing yourself with the "24 hour" buffer that you get.

As you mentioned, there are no more alarm-clock skill changes needed. Other ways around that were to throw in a long skill before logging off for the night (e.g. L5 skills), and then swapping it back to something you "wanted" that only had 9 hours or so, in order to have it done when you got home (with some buffer in case traffic or something).

You can still do the same thing, though it's more elegant these days -- load up your skill queue with 23 hours and 59 minutes of stuff, and then throw in a longer skill (like that 1d 7h one you mentioned). You end up with 2-3 days of "skill queue" then ... or, you can take it even farther and throw in a 30-day monster at the end and be buffered out to a month.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Drunken Angel
Sebiestor Tribe
Minmatar Republic
#143 - 2014-05-26 08:19:47 UTC  |  Edited by: Drunken Angel
Arthur Aihaken wrote:
FireFrenzy wrote:
Just be glad you have a skill que man, i remember…

No one cares… Well, at least no one but bitter old vets. How about this: Anyone paying ($) for their subscription should get an expanded skill queue - no questions asked. Whether those players login every day or only once a month, they're the ones actually generating the revenue for EVE.


Quit being absolutly ******** people who pay with plex actully pay more real life money for eve to CCP than thoes who buy subs because plex cost more than subs.
Money Makin Mitch
Paid in Full
#144 - 2014-05-26 09:21:02 UTC  |  Edited by: Money Makin Mitch
Yep. I haven't been able to log in for a week due to an infection which means I need to reformat, and irl work hasn't given me enough time to. I've basically wasted 1/4 of my sub due to the dumb mechanic, x3 accounts, thankfully my other accounts ran out of sub time.

I don't see why we can't update skills through evegate, it makes no sense. 3x accounts with empty ques for 8 days = I've basically wasted a month's training. $15-$20 down the drain. Frankly, I'm starting to see it as a waste of money and getting sick of it.

And when I can log in... that in itself is getting tedious. Needing to launch the client over and over on a daily basis cause of the 24h limit. Main reason I've stopped adding new accounts - I simply get annoying with having to log so many in every day. Why am I giving CCP money for this? I've barely played the last 6 months, mostly skill queuing, but even that is something I'm losing patience with. Might as well just quit while I'm ahead rite? Roll
Nikk Narrel
Moonlit Bonsai
#145 - 2014-05-26 14:55:50 UTC
If we truly do not want to dictate how others play, and we also do not want them to get rewards based without effort, then balancing the opportunity is the logical response.

Give everyone free out of game skill queue control.

Now, this won't hand anyone free skill books, or inject anything skill based not already present.
People always have needed to log into the game to perform new skill introductions on that level. That would not change.

But, whether you feel an obsessive need to see the game launcher cycle, or you simply have no play opportunity, you still are PAYING CCP for the ability to at least cycle your skills which are at least injected.

Why should you care whether another player logs into a character through the launcher or the EVE gate? They were not going to undock and play with you either way, without the opportunity to play already existing.

Stop pretending people are playing because they logged in to bump a skill.
Those people logged in to play in the first place, they just happened to have the opportunity to bump the skill.
Some players do NOT have your free time, but are still willing to pay CCP because they hope to have that time eventually.

The absence of an external queue only blocks one type of player: Those who would support the game by paying for it, but cannot otherwise play right now.
Stop punishing them, and CCP, by telling them to go away.
KIller Wabbit
MEME Thoughts
#146 - 2014-07-15 01:28:16 UTC
Time to implement this
Iain Cariaba
#147 - 2014-07-15 01:37:04 UTC  |  Edited by: Iain Cariaba
deleted. Somehow made it into wrong thread.
Dally Lama
Doomheim
#148 - 2014-07-15 03:21:53 UTC  |  Edited by: Dally Lama
Dave Stark wrote:
Seith Kali wrote:
Or regularly take weeks off at a time due to work/life commitments. This is a game played by adults after all.


yeah, takes you 30 seconds to update your skill queue, if you don't have 30 seconds of spare time for weeks at a time, you need to reevaluate your life rather than whining about the skill queue in a game you don't play.

There are some skills that take 1 day 9 hours to train for example. This means if I am not available within the next 33 hours, my skill queue will be empty.

No, I do not think this means I need to re-evaluate my life. I think it means you need to re-evaluate your position about skill queues.

Couple that with having nearly a dozen accounts, and we can see why 24 hour skill queues are an annoyance for some of us. You might not like it but we are their big customers, eating up a dozen PLEX a month to keep subscriptions going.
Kieron Krodmandouin
Sebiestor Tribe
Minmatar Republic
#149 - 2014-07-15 03:49:32 UTC
I completely agree with the OP, but I would be up for any kind of adjustment. I travel a lot, and occasionally don't have good internet. Hell, sometimes I am stuck on some damn third world cellphone data plan and have limited bandwidth as well. To top it off, it never fails that when I do get a chance to hop on there is a huge patch to download first, that inevitably takes longer than the skill update. My personal preference would be for it to select a skill at random when you run out, could swap it out later.
Areen Sassel
Dirac Angestun Gesept
#150 - 2014-07-15 04:44:48 UTC
Seems like a good idea to me, and the idea that because it used to be worse it can get no better is faintly absurd.
De'Veldrin
Republic University
Minmatar Republic
#151 - 2014-07-15 06:40:40 UTC  |  Edited by: De'Veldrin
Regardless of my personal feelings on the matter ( I wouldn't say no to a slightly longer queue - say 72 hours), there are two facts that will continue to conspire to insure we never see it happen.

1. Unless we get a "Skill queue for my entire subscription time", it won't be long enough for some people. 30 days? Pfft. I routinely sub for 6 months at a time to get the price break. So my queue should be 180 days long, right? But why should I get more database table space than someone else? Because don't forget, that's what the queue is - the visual representation of your entries in a table in the Eve O database - and while disk is cheap, it ain't free, and CCP has some 500k subscribed accounts, which means that table has to be able to reserve enough space for all of them.
Though, in all honesty, this is a secondary reason

2. The daily Player Login Count. Good, bad, right or wrong, this is a metric of game activity, and it's one that can be easily understood by investors. Saying "We had over 100,000 people log in today" sounds a lot better to your investors than saying "We had 10,000 people log in and do stuff, and another 90,000 skill queues ran unattended." Sometimes the appearance of activity is more important than actual activity - even though the two reports generate the same income, one of them sounds like a healthy game - the other one sounds like a game on the verge of dying. As an investor, whic one are you more likely to back with your real life monies?

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Arctic Estidal
Viziam
Amarr Empire
#152 - 2014-07-15 06:58:20 UTC
De'Veldrin wrote:
2. The daily Player Login Count. Good, bad, right or wrong, this is a metric of game activity, and it's one that can be easily understood by investors. Saying "We had over 100,000 people log in today" sounds a lot better to your investors than saying "We had 10,000 people log in and do stuff, and another 90,000 skill queues ran unattended." Sometimes the appearance of activity is more important than actual activity - even though the two reports generate the same income, one of them sounds like a healthy game - the other one sounds like a game on the verge of dying. As an investor, whic one are you more likely to back with your real life monies?


As an investor, using the skill system to manipulate an investment report would, if understood by investors, make them run away.

Having accurate information reported is key, if CCP is structuring game mechanics to fool investors into thinking the game is performing better than it really is, investors will notice eventually and withdraw their money.

CCP needs to understand this thread with all the other threads in here, is what causes players to leave the game. We want an enjoyable experience not a grind.

For hardcore players the grind is fun but not for everyone. The game must be tailored to meet different gamers needs instead of requiring continual monitoring and upkeep to keep your skills going, or having to click 1,000 times because game designers are lazy and don't want to spend the time creating intuitive UI.

I am supportive of one-month skill training.
Fer'isam K'ahn
SAS Veterinarians
#153 - 2014-07-15 08:28:51 UTC
KIller Wabbit wrote:
Time to implement this

I already replied to you in your own thread, thanks for reviving a Necro-thread of a forum troll who already bio-massed and firing the mute discussion all up again, great job for not listening. You didn't get the hint of your thread being insta-locked ?

The Answer is the same: No

The Reasons are the same: READ.
Nikk Narrel
Moonlit Bonsai
#154 - 2014-07-15 13:24:33 UTC
Fer'isam K'ahn wrote:
KIller Wabbit wrote:
Time to implement this

I already replied to you in your own thread, thanks for reviving a Necro-thread of a forum troll who already bio-massed and firing the mute discussion all up again, great job for not listening. You didn't get the hint of your thread being insta-locked ?

The Answer is the same: No

The Reasons are the same: READ.

This discussion never died. Like many things for which life is used as a metaphor, it ebbs and flows with public awareness and interest.

As to the reasons against, I have seen nothing that establishes any genuine reason not to do this.
In fact, this quote here...
Areen Sassel wrote:
Seems like a good idea to me, and the idea that because it used to be worse it can get no better is faintly absurd.

... is a fairly accurate summary of the arguments against it.

The claim that it would be somehow bad for the game, fails because it cannot be verified without trying it.
No comparable situation even exists to draw any conclusions from.

The only players who actually benefit from the current status quo, are those for whom a game client is predictably available as needed.
This includes the presence of an internet connection capable of handling patches in a reasonable time frame, as well as the bandwidth to at least log in to a docked pilot.
Oh, and of course, a PC capable of running the game client.

And on another note, there will probably be no perfect solution here, but we can get something that works for more people on a level that is fair to all involved.

Don't let the pursuit of the perfect block the adoption of the good.
Areen Sassel
Dirac Angestun Gesept
#155 - 2014-07-15 14:05:08 UTC  |  Edited by: Areen Sassel
De'Veldrin wrote:
1. Unless we get a "Skill queue for my entire subscription time", it won't be long enough for some people. 30 days? Pfft. I routinely sub for 6 months at a time to get the price break. So my queue should be 180 days long, right? But why should I get more database table space than someone else? Because don't forget, that's what the queue is - the visual representation of your entries in a table in the Eve O database - and while disk is cheap, it ain't free, and CCP has some 500k subscribed accounts, which means that table has to be able to reserve enough space for all of them.


Disc is cheap, but as a subscriber, you're paying for it. But how much would it cost?

Let's assume that the 50 skill limit is also lifted, so you can pack those 180 days pretty efficiently. Let's suppose you can get 256 skills in there, and let's suppose all 2^19 accounts do it. Furthermore, let's give a whole four bytes for the skill ID - after all, typeids might well go over 65535. Why, for all those subscribers, that's a princely 2^31 bytes. Or, in other words, two gigabytes. At current disc prices that would cost you _well_ over fourpence.

That is a bit unfair, of course, because the cost of properly backed up storage for professional purposes is far higher than just buying a disc off the shelf. My personal metric is that it is ten times as expensive, but let us err on the side of caution and make it a hundred times as expensive. The storage for these expanded skill queues could well cost as much as £5.

I sha'n't bother to calculate the marginal electricity costs of keeping a fraction of a square millimetre of disc platter spinning, but you see where I'm going.

Quote:
2. The daily Player Login Count. Good, bad, right or wrong, this is a metric of game activity, and it's one that can be easily understood by investors.


I think others have dealt with this; if you're pulling the wool over investors' eyes in an obvious fashion, better stop before they notice.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#156 - 2014-07-15 17:38:02 UTC  |  Edited by: epicurus ataraxia
Personally, I have not found the issue an insurmountable problem.
However, i have let payments lapse due to real world issues, making it impractical to sign into the actual client for a period.
When resolved, I re joined and continued from where I left off.

The only effects were it took longer to reach a training goal and CCP lost money.

Is this good business? Where you force your subscribers to continuously evaluate whether to pay this month?

Quite simply it is recognised as a bad business practice.

Inertia should encourage people to keep paying. Never as a reason to justify a bad business decision.

The only reason this has not changed is inertia, *effort* CCP's inertia, not the customers.

Get the whips and pink slips out and drive your designers and devs to solve the issues that are costing the business income.

There is one EvE. Many people. Many lifestyles. WE are EvE

Fer'isam K'ahn
SAS Veterinarians
#157 - 2014-07-15 18:06:57 UTC
Ok, I can say it again, the 24h skill cue was a gesture to avoid lost training time due to no fault of the player at all. And guess what, it works.
You are shifting the burdon of prove if say we have to bring up arguments against a change, you have to prove it is worth while and bring any benfits to the game and / or community.

I noticed the skillcue at day 1 of EVE and realized its importance and I have never lost a second due to my inability not to log on in time. You know, you can set your trainign at the first day to extend 36 hours and after that for about 100 hours and more. Anyone failing to fit in a skill in the end that lasts more then 25h is to blame himself. More so player who could always fit in a 26+day skill if logon times are being questionable.

With this in mind, a change, which was stated was against initial intentions (and are still being opposed to a change) will only serve the lazy and I follow the principle that 'if we start catering to the lazy it will be the death of EVE'.

This suggestion has nothing to do with improving playability like wanted shortcuts, some UI tweaks or balance issues or anything else for that matter, don't pretend it does.

PS: And I already stated, that if I would just think and act like a player considering only me, I would like to have a 1 month skill cue, but I am not here to argue just for myself but for the game - are you ?
Nikk Narrel
Moonlit Bonsai
#158 - 2014-07-15 18:56:23 UTC
Fer'isam K'ahn wrote:
Ok, I can say it again, the 24h skill cue was a gesture to avoid lost training time due to no fault of the player at all. And guess what, it works.
You are shifting the burdon of prove if say we have to bring up arguments against a change, you have to prove it is worth while and bring any benfits to the game and / or community.

...shortened for brevity...

PS: And I already stated, that if I would just think and act like a player considering only me, I would like to have a 1 month skill cue, but I am not here to argue just for myself but for the game - are you ?

The 24 hour skill queue was a GOOD solution at the time it was implemented.
This neither made it complete, nor did it satisfy all players.

What it did, was apply a limited solution to what had been an unpopular game mechanic.

Fair or unfair, is meaningless here. It is a game, and the condition it tried to fix was bothering by many players.

BUT: Players who were able and willing to log into the game at odd hours, or stilt their skill training to cover for the times they could not update their training, THEY were effectively penalized by this change.

Fer'isam K'ahn wrote:
With this in mind, a change, which was stated was against initial intentions (and are still being opposed to a change) will only serve the lazy and I follow the principle that 'if we start catering to the lazy it will be the death of EVE'.

Ah, I see. I would describe this as ad hominem, for implying players are lazy because their life circumstances make skill queue access difficult for them.

Because the 24 hour queue met your needs, you are more than happy to ignore those having more difficulties here.
I feel it might even extend towards hypocrisy, as you felt the 24hr queue was justified simply because it helped you, while a longer queue that could help even more players was not placed.

Never mind how the hard core players possibly considered you to be lazy, for not alarm clocking or using long skills to cover for when you worked or slept.

TL;DR: Extending the queue is giving noone any advantage over other players. It DOES remove a very specifically Out-of-game disadvantage to many players, however.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#159 - 2014-07-15 18:57:31 UTC
Lets send this thread the way of its OP.

Thread locked.

The rules:
16. Redundant and re-posted threads will be locked.

As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.


ISD Ezwal Community Communication Liaisons (CCLs)