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Crews?

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Author
Nevil Oscillator
#41 - 2014-09-22 18:25:56 UTC
Wraymond Arji wrote:


The only way I will concede my opinion is if crew skills and advancement are based on usage of said crew; and nothing like the train over time regardless of usage map that normal SP follows. It could provide a little bit of balance if integrated properly to be balanced, .


I would agree that the train over time system is flawed but skill advancement is something difficult to find a good solution to. I have no suggestions on that, firstly because it is a huge integral chunk of the game to be messing with, secondly all the alternatives I know of are just as flawed.
Wraymond Arji
Caldari Provisions
Caldari State
#42 - 2014-10-03 16:56:03 UTC
Nevil Oscillator wrote:
Wraymond Arji wrote:


The only way I will concede my opinion is if crew skills and advancement are based on usage of said crew; and nothing like the train over time regardless of usage map that normal SP follows. It could provide a little bit of balance if integrated properly to be balanced, .


I would agree that the train over time system is flawed but skill advancement is something difficult to find a good solution to. I have no suggestions on that, firstly because it is a huge integral chunk of the game to be messing with, secondly all the alternatives I know of are just as flawed.


Well, the train over time isn't broken because it can't be manipulated or power leveled, so working as intended. The problem is that a lot of people just want to jump into eve and have everything available without putting the time in. You can't ignore the fact that it's mainly a point of view issue with people expecting too much to come without paying your dues, etc. The only issue is trying to get around that, but this game has never been intended to be an arcade style game. It's highly complex, hard as hell to master, and the learning curve is an over-arcing cliff by design. Honestly if it was any easier I wouldn't play it and would move on to whatever is the hardest thing to play. Some people like to just jump in and have mindless fun. I have to be engaged in extremely difficult challenges to figure out how to overcome them. It's POV of the player. Honestly, EVE is the last bastion of any challenging video games. I would probably just quit playing video games all together if this gets any closer to WOW. Most of us that have been in EVE for years are here to be away from those with a WOW mindset and not put up with whining kids screaming obscenities. This is a re-roll character by the way, not my original, or an alt. EVE used to be the place for people like me to conquer said challenges without having to put up with a community like wow raiders, etc. Those wishing for easier stuff had pretty much every other video game. Now it's being ripped out of that niche for "business purposes" literally snubbing those of us who share my POV. I don;t mind those people being in the game, but when they are just given all the stuff that us who had to grind and skill for YEARS to obtain it is almost literally flipping the bird at us and making all that past effort totally pointless. This is why the term bitter vet cam about and most of the original player base simply left eve. Or some of them infiltrate and intentionally crap on the whiney alliances to make it more difficult. You can't give either side what they want without totally snubbing the other and with every other game trying to be all-inclusive I ask why can't those of us who want our extreme learning curve have 1 place, 1 game that IS NOT like that where we can take on those challenges and say F you to those who are too thin skinned, or can't cut it?
Rahelis
Doomheim
#43 - 2014-10-03 17:03:06 UTC  |  Edited by: Rahelis
Things are getting more interesting by the day.

Caps and supers using gates - . . .

Titans using DDs in low sec - bomber balance coming - how long will it take until bombs can be launched in low sec?

Caps that will enter high sec in the near future - cap burner missions or L5 missions in high sec in caps?


A logical part for crews would be to soften the jump fatigue effect which only affects jump capable ships. That alone would make crews an asset.
Nevil Oscillator
#44 - 2014-10-03 17:37:12 UTC
Wraymond Arji wrote:
[quote=Nevil Oscillator][quote=Wraymond Arji]

Honestly if it was any easier I wouldn't play it and would move on to whatever is the hardest thing to play. Some people like to just jump in and have mindless fun.


The time factor is all a bit screwy, I'm not sure if the only reason train over time exists is because new type of game can do it, so lets use it because it is different. It has a mixture of things happening in real time and symbolic time, how long it would actually take and what is best for the game.
Time Factor = How well you know the game but that multiplies by what your character can do. A massive advantage that they try to even out by making the higher skills take longer which works to some extent..
The concept that the character has to do everything on a ship, whatever size ship, yeah ok we want to keep the arcade side of things don't we ?
Wraymond Arji
Caldari Provisions
Caldari State
#45 - 2014-10-03 18:14:21 UTC  |  Edited by: Wraymond Arji
Nevil Oscillator wrote:
Wraymond Arji wrote:
[quote=Nevil Oscillator][quote=Wraymond Arji]

Honestly if it was any easier I wouldn't play it and would move on to whatever is the hardest thing to play. Some people like to just jump in and have mindless fun.


The time factor is all a bit screwy, I'm not sure if the only reason train over time exists is because new type of game can do it, so lets use it because it is different. It has a mixture of things happening in real time and symbolic time, how long it would actually take and what is best for the game.
Time Factor = How well you know the game but that multiplies by what your character can do. A massive advantage that they try to even out by making the higher skills take longer which works to some extent..
The concept that the character has to do everything on a ship, whatever size ship, yeah ok we want to keep the arcade side of things don't we ?


I don't and most vets don't from what I understand. If this was an arcade style game where you just jump in and go shoot stuff I would not be playing it. I need the challenges and build up and extreme things needed to be successful. A whole other level of complexity that makes the skill tree beautiful is navigating to the desired skills that will give you the best results in what you want to do int a timely manner. How you plan your training path, etc. It's another way that you can excel if done right, or fail miserably if done lazily. This is great IMO as those of us who put in the effort to plan and then stick to the plan are rewarded with achieving capabilities faster while those who just jump around training random skills without a plan take forever to get to a moderate level of usability. Those who put in the effort and planning SHOULD get the advantages IMO.

One example is all the different small random ships that some FCs want to run and say that "Oh you don't have the skils for that, well plug them in, you can train into that in just a couple days!". Well, I don't, I planned to knock out core skills as I know how important they are and am perfectly happy flying low cost frigates until I have most of the core skills at 5. It's not worth risking and losing 20m isk cruisers when I only have cruiser 1 and guns 1 for whatever it is. Just sitting in it with the chosen mods on isn't being CAPABLE in it for example. Some people don't mind going out in stuff they can't fly well yet, but I prefer to go out in things I am almost max skilled in and enjoy having that edge.

I know my corp and alliance doesn't represent this, but they are a lot of fun and have content.. But, my goal and most derived fun comes from having a highly skilled synergized team in high end ships that can take on numbers far greater than our own and either win, or make such a dent in the enemy they are asking "How the F did they do that?". You simply don't, no CAN'T do that in stuff you can barely sit in. Bottom line being that those of us who specialize in a smaller number of things we want to excel in SHOULD excel in those fields against those who aimlessly trained random stuff only 1/2 way up and just have more people whining that they can't do the same.
Nevil Oscillator
#46 - 2014-10-03 18:48:55 UTC
Wraymond Arji wrote:
[quote=Nevil Oscillator] Those who put in the effort and planning SHOULD get the advantages IMO.
.



I'm not sure the existence of crew (Possibly as a module) that provide artificial skills would affect that, it would just provide an alternative route with disadvantages to having the skills yourself.

ISK can't buy everything but it can have a bloody good try is what I am thinking.
Estella Osoka
Cranky Bitches Who PMS
#47 - 2014-10-03 19:32:09 UTC
Nevil Oscillator wrote:
Wraymond Arji wrote:
[quote=Nevil Oscillator] Those who put in the effort and planning SHOULD get the advantages IMO.
.



I'm not sure the existence of crew (Possibly as a module) that provide artificial skills would affect that, it would just provide an alternative route with disadvantages to having the skills yourself.

ISK can't buy everything but it can have a bloody good try is what I am thinking.


So you think this game should be pay to win? Having all purple should make you the best? That is not EVE WoW is down the hall and to right after the kindergarteners' bathrooms.
Nevil Oscillator
#48 - 2014-10-03 19:44:50 UTC
Estella Osoka wrote:


So you think this game should be pay to win?



Depends what you mean by win but yes as far as I am aware ISK already has a fairly significant influence. You should be able to use ISK how you want, it is up to players to calculate the best way to spend it.
Nevil Oscillator
#49 - 2014-10-03 20:00:02 UTC
Estella Osoka wrote:
Having all purple should make you the best?


No, it just means you can afford a fleet of ships and people to fly them
Nevil Oscillator
#50 - 2014-10-03 21:13:42 UTC
Estella Osoka wrote:


That is not EVE WoW is down the hall and to right after the kindergarteners' bathrooms.


You can buy space ship crew in WoW ?
Nevil Oscillator
#51 - 2014-10-04 10:31:48 UTC
What I was suggesting isn't anyway near that drastic because you could have a required skills to use them that are most of the way towards having the skill yourself.

Nevil Oscillator
#52 - 2014-10-05 15:41:04 UTC
Wraymond Arji wrote:
Some people don't mind going out in stuff they can't fly well yet, but I prefer to go out in things I am almost max skilled in and enjoy having that edge.


Apologies fo posting this in so many sections but it is taking a while for me to think about all this. I think that what you have said is a bit of a contradiction. On the one hand you want to retain this character focus and have the edge but on the other you want to distance yourself from the arcade side of the game. I like the way people can jump in a ship, go out and have fun, I like the logistics and empire contro that you can aspire to. I like the way characters can be good at things to gain an advantage in their element. I'm not so keen on the idea that everything works like that. Eve is also a political game, it's not just about number crunching and optimizing. Your greatest asset might not be part of the game rules.
Ralph King-Griffin
New Eden Tech Support
#53 - 2014-10-05 17:50:37 UTC
nevil,
when you want to keep talking and are the last poster in the thread,

edit that post instead of putting another.
its the button next to quote.
Nevil Oscillator
#54 - 2014-10-05 21:16:26 UTC
Ralph King-Griffin wrote:
nevil,
when you want to keep talking and are the last poster in the thread,

edit that post instead of putting another.
its the button next to quote.



I will tighten my game up as I get used to it.
Ralph King-Griffin
New Eden Tech Support
#55 - 2014-10-06 09:14:29 UTC
Nevil Oscillator wrote:
Ralph King-Griffin wrote:
nevil,
when you want to keep talking and are the last poster in the thread,

edit that post instead of putting another.
its the button next to quote.



I will tighten my game up as I get used to it.

No problem, just a courtesy to the rest of us.
Wraymond Arji
Caldari Provisions
Caldari State
#56 - 2014-10-10 02:38:45 UTC
Nevil Oscillator wrote:
Wraymond Arji wrote:
Some people don't mind going out in stuff they can't fly well yet, but I prefer to go out in things I am almost max skilled in and enjoy having that edge.


Apologies fo posting this in so many sections but it is taking a while for me to think about all this. I think that what you have said is a bit of a contradiction. On the one hand you want to retain this character focus and have the edge but on the other you want to distance yourself from the arcade side of the game. I like the way people can jump in a ship, go out and have fun, I like the logistics and empire contro that you can aspire to. I like the way characters can be good at things to gain an advantage in their element. I'm not so keen on the idea that everything works like that. Eve is also a political game, it's not just about number crunching and optimizing. Your greatest asset might not be part of the game rules.


It's not a contradiction. In other words, I wait patiently while doing other fun things in eve, until the skills for a certain ship with a certain fit are almost maxed out before taking it into pvp. It's a sacrifice as not being able to pvp right away. But on the other hand, it is not because there are so many things to do in eve. Other people don't mind going out with lower skills and that is their choice. I like that they do, because it makes it that much easier for me to kill them when they are less capable. I like that gap and scale in skills training. If it didn't exist then it would be people in the same ship, same fit with same skills and the only deciding factor being who clicked where on screen more accurately, or faster, etc. There are a ton of game out there that run on that kind of twitch gaming and eve is intentionally not one of them. Many people choose eve because of this difference. Trying to make it easier for new players to skip skills or get other advantages to more quickly get up to par with skills promotes advancement of people that are more lazy than before. It attracts the wrong kind of people and creates the undesired atmosphere that most existing people who make EVE home intend to avoid all together.
Nevil Oscillator
#57 - 2014-10-10 07:50:05 UTC  |  Edited by: Nevil Oscillator
Wraymond Arji wrote:



Trying to make it easier for new players to skip skills or get other advantages to more quickly get up to par with skills promotes advancement of people that are more lazy than before.


I'm not sure it would make things easier as such, it's about having the right ship and equipment for the situation, if they don't know what ship to use then having crew for it is just going to help them lose a more expensive ship than they would otherwise be able to fly. But on the plus side, it could give them the ability to test drive equipment to see if they want to train that skill or a different one.
Due to the disadvantage they might perform similar to an NPC ship, and we all know how many of those some AI somewhere can afford to lose.

I would be more worried about experienced players using them to put their ALT in a bigger suicide ship than newbies getting something for nothing.

I wonder if you could have a rule that you can't switch the safety catch off if you have crew?
Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#58 - 2014-10-13 18:40:43 UTC
Ralph King-Griffin wrote:
Gully Alex Foyle wrote:
The concept sounds nice, but how could it be implemented in an engaging way?


If it's just a flat, fixed stats bonus, it kind of overlaps with implants, links, even faction/deadspace/officer modules if you think about it. All stuff that gives you some +X% performance for a price and/or additional effort and/or risk.

If it's a stat bonus that increases over time:



- If it's some kind of 'XP', it could easily become a tedious grind: 'I'll repeatedly shoot my corpmate while he reps, so my crew become better shooters and his crew become better reppers'.


Did you have some implementation concept in mind?

- If it's just real time, it's not so much about survival, it's more like 'buy ship and crew, leave ship in station for a couple of months, undock with Corpses'Oops


Aren't time-based bonuses already covered by combat boosters though?

Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

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