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

Author
Gully Alex Foyle
The Scope
Gallente Federation
#201 - 2014-08-08 23:06:01 UTC
^^logi is a great example.

I was about to train T2 logi, then realized it would've been pointless to do so before getting the higher-rank lvl Vs I'm still missing, such as cap mgmt, fuel conservation, remote reps and high speed maneuvering (they're all cap skills).

Problem is, all these lvl 5s add up and it'll be at least 2 months or so before I'll be more effective in a t2 logi than in a t1.

I honestly do not understand the reason for such a long wait. While I wait, not only I won't fly t2 logi, but my mates will have one less t2 logi to count on and my enemies will have one less 200+ mil ship to shoot at.

If I'm not benefiting from the long wait, my corpmates aren't benefiting from it and neither are my enemies, who the hell is? If nobody is benefiting, what's the purpose of these training times?

I'd take Rain's point a bit further and say lvl v are simply too damn long. Reducing the time (sp) by 50-70% would benefit everybody: still long enough to make choices meaningful, but without being just boring time sinks.

Only REAL problem is, older players would rage about it.

I have yet to read one single poster opposing shorter training times but at the same time saying or implying that he/she wouldn't take it personally if someone gets candy earlier/easier than they did.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Rain6637
GoonWaffe
Goonswarm Federation
#202 - 2014-08-08 23:21:24 UTC
bra the moving target thing... opinions change with insight.

I find it odd that you call it a target. is every discussion adversarial to you?

Antillie Sa'Kan wrote:
This. So much this. T2 is specialization. Specialization should, and does, require training something to V. The opportunity cost this creates is a cornerstone of how EVE is designed because it creates choices.

I could have been a capital pilot long ago. But I choose to stick with subcaps instead, taking all the racial ship skills to V and training all T2 subcap weapons instead of training for capitals. This was a very meaningful choice that has had a massive cascade effect on choices I have made since then and it continues to affect how I play the game now, in both good ways and bad. Yet I can still change my mind at any time and start on capital skills. I consider this to be the pinnacle of good game design in an MMO.

If level V in something was not required to use T2 ships and modules EVE would not be EVE. It would be Orcs in space.

congratulations on your gordian knot of semantic fallacies. how is it choice and mandatory
Venjenz Sake
Caldari Provisions
Caldari State
#203 - 2014-08-09 01:49:37 UTC  |  Edited by: Venjenz Sake
I'm not being adversarial "it's a moving target" is a standard colloquialism for the tactic of changing one's stance during an argument. If you prefer, we can say "moving the goalposts" if that feels less "adversarial."

And I'll stick with the Scythe-->Scimitar example. It follows your OP theory just fine. If you jumped in a Scythe and wanted to maximize every last ounce of power out of it, you'd end up pretty close to the reqs for a Scimitar, but you could start repping in a Scythe within 24 hours. Maybe not real well, but you could be flying and incrementally increasing that ship's effectiveness while playing. The Scimitar would end up being the wrapping paper and bow on the maxed Scythe gift. Nice gift too, since you move from medium to large shield boosters, move from 3 to 4 high slots, and the Logistics bonus adds 50% to the capacitor discount. The almost double powergrid and CPU to allow battleship remote shield reppers on a cruiser...well I guess it makes those Vs worth it.

FYI - T2 medium shield boosters can go on a Scythe. You do all the training for a Scimitar to use T2 LARGE remote shield boosters.

And I repeat...every specialty/T2/T3 ship has this kind of relationship to something lesser. SO the game already provides this "you don't need to wait for a bunch of V's to fly and have fun" thing covered.
Rain6637
GoonWaffe
Goonswarm Federation
#204 - 2014-08-09 02:57:12 UTC
so make everything V to make the message extra clear: the only time you should get to use a T2 version is after the T1 is maxed out?

that's an exaggeration, but are you suggesting the unique level V skill requirements for the various T2 hulls are meant to promote responsible skilling?

you're right, it's not game breaking, and there are cheaper options available. I really do agree with that point--keeping ships cheap makes gameplay more fun. I have a set of Ospreys that get a surprising amount done, and they are named:

Give them nothing
Take from them
Everything
Robert Morningstar
Morningstar Excavations LTD
Business Alliance of Manufacturers and Miners
#205 - 2014-08-09 03:58:15 UTC
Hakaari Inkuran wrote:
OP i get what you're saying, and its a valid point, but getting into a T2 ship should feel like a major step. It will feel less major if you could undock the thing at day 1 as long as you bought it with a PLEX or something. Leave it alone.



the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#206 - 2014-08-09 13:05:36 UTC  |  Edited by: Antillie Sa'Kan
Rain6637 wrote:
congratulations on your gordian knot of semantic fallacies. how is it choice and mandatory

Congratulations on not making any sense. Please explain how any of my past skill training decisions were mandatory and what fallacies I have made in my little narrative.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#207 - 2014-08-09 13:07:08 UTC
Robert Morningstar wrote:
the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.

This would make EVE pay to win as T2 ships are generally better than T1 in their specialized role. If I wanted to pay to win I would go play Farmville.
RavenPaine
RaVeN Alliance
#208 - 2014-08-09 15:03:31 UTC
Robert Morningstar wrote:
Hakaari Inkuran wrote:
OP i get what you're saying, and its a valid point, but getting into a T2 ship should feel like a major step. It will feel less major if you could undock the thing at day 1 as long as you bought it with a PLEX or something. Leave it alone.



the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.



Your point is almost correct...almost.

Those people WOULD lose those ships, because A: They'd still be terrible pilots, and B: they don't have the skills to back that hull up. And after a few stunning losses they would quit, because they would have nothing invested in eve at that point, and because pay to win isn't working for them.
When you have a year or two invested in training, it starts to have a personal value. The time investment is a huge part of the 'hook' of eve. That real time investment is also what gives your character value. Old vets understand this, and that is what they want to protect/preserve.
Venjenz Sake
Caldari Provisions
Caldari State
#209 - 2014-08-09 15:43:07 UTC
Rain6637 wrote:
are you suggesting the unique level V skill requirements for the various T2 hulls are meant to promote responsible skilling?

I am saying those Vs are the opportunity cost associated with big payoffs. Back to my Scythe / Scimitar example:

If I jump into a Scythe on Day 1, and start skilling the things that make that particular ship more powerful, I care about a couple things: how much do I rep per second, how long can I keep repping before my cap runs out, and how far from the excitement can I stay and still be repping? Right off the bat, I care about those things. So look at the bonuses:

  • Every level of Minmatar Cruiser gives me 1) more rep per second and 2) more cap lifetime.
  • I get 1,000% longer remote rep range, which for medium boosters is 66km max (pretty sure), but my max targeting range on the ship is 52.5km. Long Range Targeting V would push my targeting range to almost exactly 66km (65.63 actual)

That's just right off the bat "what would I do immediately to max the power of this ship I am improving incrementally" thinking....and you'd cover two of three skills needed to be V for a Scimitar. What's the remaining skill needed? Oh, the one that is so generally useful everyone should make it one of the first ten skills they take to V - Signature Analysis, since 25% faster locking time is so generally useful across every class of ship, role, kind of game play, etc. IN almost every area of EVE, he who locks fastest has the upper hand. Damn CCP all to heck and back for forcing such generally useful requirements into unlocking Logistics. Shocked

So 3 things you would have maxed to make that T1 ship the best it can be unlocks the T2 version, which now let's you take that role even further. Is a Scimitar a much better Logistics option than a Scythe? Of course, but the Scythe is an option and can rep close to 200hp/sec before drones are accounted for. By the time you max that Scythe, you need like 3 hours to Logistics 2 to make the Scimitar superior. There's your incremental update again.

Do fleets/corps say "T2 only, take your T1 nonsense and go pound sand"? Sure they do, but again, that's not CCP limiting you, but other players. CCP gives you the cheaper, easier to skill for, incrementally updated version of everything. If you find yourself in an environment where only T2 is acceptable ever, then change environments. Big smile
Rain6637 wrote:
you're right, it's not game breaking, and there are cheaper options available. I really do agree with that point--keeping ships cheap makes gameplay more fun. I have a set of Ospreys that get a surprising amount done, and they are named:

Give them nothing
Take from them
Everything

And I spent a year in the same Hawk, until 13 months later I felt ready to fly a Drake. My Logi alt is almost to 14 million SP and has never left her starting dock. I am in no hurry
IIshira
School of Applied Knowledge
Caldari State
#210 - 2014-08-09 16:09:20 UTC
I can understand that it's silly to give bonuses on a skill required to be at 5.

I still think the requirements for T2 ships should be max skill of the T1 ship. Reason? To make the requirements difficult. T2 is a whole lot better than T1 and the skills needed should be as well. Does this mean I could train for a Golem with absolutely no skills to fly it other than the skill to get in it? Of course but you can do that with a T1 Raven as well.

I could argue that having the T1 skill to 5 isn't needed because it doesn't do anything but I could also do this with the "Spaceship Command" skill. Are we going to remove this as well for a requirement?

Bottom line is skills are a time sink to make it where you can set goals to fly stuff. That's what keeps subscribers.
Hoshi
Incredible.
Brave Collective
#211 - 2014-08-10 10:07:26 UTC
Let's look at why T2 ships have a per level bonus that requires the skill to be at 5 in the first place.
Another way to do it would be to either include the bonus as part of the ship stats themselves if possible (can only be done with some types of bonuses) or add it as a Role bonus. If CCP created the T2 ship line today I think that's how they would have done it. But back when T2 ships in 2003 there where much more limitations to what type of bonuses a ship could have, their code did not support many of the things that it do today. For example back then the concept of Role Bonuses did not exist, it was added much later.

Over the years many of the things that where once per level bonuses have been moved into either the base stats of the ship or become a role bonus instead. Covert Ops Cloak and Probe Launchers are good examples of how they have changed things because they got more options with the type of bonuses they could give to a ship or module.
Covert Ops Cloak used to take several thousand CPU and the covert ops ships used to have a bonus that said something like 90-100% CPU reduction. The reason for this was that back then they could not limit a module to be able to be fitted to only certain ships other than through the fitting requirements so they had to work around it with the tools they had available.

There used to be so that they couldn't limit a ship to fit 1 module of a certain type so when they wanted to stop people from fitting 2 probe launchers (because doing so would brake the probe system released in revelations) they did it by a special bonus to the launcher that would increase the CPU usage of all other probe launchers to several thousand. This is also the reason why the Damage Control is an active module, they could not limit you to fit only one but they had the ability to limit you to have only one active at a time.

So why not change all those bonuses to role bonuses today? I guess they don't see it as important enough change to do. To the players it would only be a cosmetic change while back end changes needed would probably be fairly large.

TLDR: Why do we have per level bonuses for a a skill that requires level 5? It's for legacy reasons, when the T2 ships where initial added to the game it was not possible to do it in any other way because their code did not support all the types things it does today.

"Memories are meant to fade. They're designed that way for a reason."

Saleika Issikainen
Deep Core Mining Inc.
Caldari State
#212 - 2014-08-19 10:17:11 UTC
digitalwanderer wrote:
if the system wasn't what it is and I could do what I can without training all of this to lvl 5, I would have gotten bored of the game a long time ago, since the challenge wouldn't be there.

I admit, I laughed. I genuinely hope this entire post is a satire on how scrubby dad gamers play EVE.
Rain6637
GoonWaffe
Goonswarm Federation
#213 - 2014-08-26 21:53:49 UTC  |  Edited by: Rain6637
completely honest: some ideas I throw out there purely for the exercise in written argument or sophistry.

post stuff, see what sticks.
Christopher Mabata
Northern Accounts and Systems
#214 - 2014-08-26 23:37:32 UTC
Honestly As an older player i say keep the train times, not because i trained them to 5 and i dont want other people to train them to 5 or take less time but because when you can fly a t2 ship well and you get good in it it makes everything feel that much better and every second you spent training pays off. Like training into an arazu and dropping bombers on a ratting battleship it just feels good.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Ruffy Liqueur
Republic Military School
Minmatar Republic
#215 - 2014-11-17 18:24:00 UTC  |  Edited by: Ruffy Liqueur
Rain6637 wrote:
In the case of T2 ships that receive a bonus per level of a skill, but also have the skill level V as a requirement

such as the scimitar and Minmatar cruiser skill V

In your opinion, what are the pros and cons of the SP barrier?

I am of the opinion that level V skill requirements are too prohibitive, when training each level provides a benefit anyway, and the main reason for training a skill should be the bonus. ...and as a hard requirement and a barrier, it places the incentive of flying the ship too far off.

What I'm suggesting is skill level V requirements should be reduced to IV or lower. This would result in a wider spread of effectiveness in ships such as logistics and T2, from what they are now with full skills to partially-skilled and less capable in their role.


don't worry about sparing my feelings. I'd like to have this discussion, and/so strong language and opinions are OK.


Maybe they should change the mechanics for T2 ships. They should only give "Proficiency Bonus or Trait Bonus" when the racial skill trained to 5, and give out a "Proficiency or Trait Penalty" if it's trained only to level 4.

For example

Instead of a Guardian receiving 150% Remote Armor Repair and Remote Capacitor Transmitter Range and 20% Armor Maintenance bot transfer amount. per Amarr Cruiser skill level. They should receive a penalty on the bonus and only receive less than half of the bonus till the Guardian Pilot trains Amarr Cruiser to 5.

You can't expect yourself to be as proficient as someone who "mastered" or trained a racial ship to 5.
Rain6637
GoonWaffe
Goonswarm Federation
#216 - 2014-11-17 18:51:12 UTC
This is a relief, that someone gets it. Let that player fly the level III across the board Guardian.

Lately CCP has been on a kick about "because choice," which I think level V skill prereqs fall under. I'm not exaggerating for the sake of my point, I honestly think it qualifies as part of the "lack of choice" category of things to change.
Tau Cabalander
Retirement Retreat
Working Stiffs
#217 - 2014-11-17 18:54:16 UTC
Way to necro a 3 month old thread Roll
Rain6637
GoonWaffe
Goonswarm Federation
#218 - 2014-11-17 21:47:01 UTC
Ras Al-Gul
My My Miya
#219 - 2014-11-26 21:09:46 UTC
In the case of lvl 5 skill requirements also being listed as a "per lvl bonus" on a specific ship hull why not just leave the requirment at lvl 5 but apply the full bonus to the hull?

People still need to jump the hurdle and logically it would make more sense.

But to lower t2 ship reqs only to allow more players to be able to hope into them quicker wouldnt work as an improvmemt because eve in general is a game built around skill points opening doors and having something displayed externally to other pilots that projects at least some air of accomplishment.

I totally get what your saying but this path leads to all ships having lvl 1 reqs.
Saturday Beerun
Lost Ark Enterprises
#220 - 2014-12-12 15:40:12 UTC
The skill system in eve is broken.In some areas badly.Whereas some make real sense and are worthwhile.Wording of skill descriptions is terrible,ambiguous and confusing.My skill set for my banned char tells me I can fly a Fenrir,but I cant train the skill to fly it.Thats the only one I can remember right now.Can't be arsed to log on and trawl through the crap.

I Want The Black Vindicator Back