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Rationalising the skill training & implants sytem

First post
Author
afkalt
Republic Military School
Minmatar Republic
#101 - 2014-12-14 11:40:01 UTC
FT Diomedes wrote:
McChicken Combo HalfMayo wrote:
I'm with FT and I'll add one exception.

Right now we do have SP boosters, they are called Cerebral something-something. They come in a few varieties and boost SP gains for new players only. I would suggest balancing and expanding this, so players up to maybe 6 months in age can enjoy a fairly robust boost to SP/hour.


They will still benefit my alt just as much if not more than a new player. Flat rate for all characters.


Yes, but we need to suck that up. No one cares if their alt is a week off a core fit because you have main(s).

A noobie doesn't, it's worth the risk for a better NPE in my opinion.
M1k3y Koontz
House of Musashi
Stay Feral
#102 - 2014-12-14 13:27:03 UTC  |  Edited by: M1k3y Koontz
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.

How much herp could a herp derp derp if a herp derp could herp derp.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#103 - 2014-12-14 15:23:05 UTC
M1k3y Koontz wrote:
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.


Why should new players keep up with older players who've put more in and played the game longer? The older pilots have earnt the isk to do with as they will and newer pilots will get there too sooner or later. Also they can always catch up to a vet in any given ship class because *all relevant skills are capped at V*. Pick a ship, focus on it and I guarantee you will become exactly the same SP as the vet given time for that ship class. The vet gets there faster because of implants? Good. They've paid a lot for them and get the rewards. If they refuse to fly in the implants then more fool them because they are making nil isk whilst the pilot sits in dock.
Aiyshimin
Shiva Furnace
#104 - 2014-12-14 15:27:10 UTC
M1k3y Koontz wrote:
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.


Who uses full sets of +5s man, seriously :D

+3s in the form of Genos or pie sets, or then 2x +4s is what most PVP players use.

FT Diomedes
The Graduates
#105 - 2014-12-14 16:23:57 UTC
M1k3y Koontz wrote:
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.


This is precisely the point. If new players do invest in the implants, whether through grinding them up or selling PLEX, the loss of those items is disproportionately harder on them than it is on an older character.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#106 - 2014-12-14 16:32:57 UTC
Aiyshimin wrote:
M1k3y Koontz wrote:
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.


Who uses full sets of +5s man, seriously :D

+3s in the form of Genos or pie sets, or then 2x +4s is what most PVP players use.



I know plenty of folks who PVP in 0.0 with all 10 implant slots filled, they just don't usually fly small ships. We had a fleet last week where we totally stomped the enemy. Something like 12b destroyed for 4.5b lost. Then an assault frigate pilot lost his 1.5b ISK pod. Still a nice win, but funny to see 1/4 of our losses come from one pod. I lost a nice clone like that too when I did FW and got some lag as my ship exploded.

Don't fly what you cannot afford to lose applies at all times.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

afkalt
Republic Military School
Minmatar Republic
#107 - 2014-12-14 16:35:27 UTC
Corraidhin Farsaidh wrote:
M1k3y Koontz wrote:
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.


Why should new players keep up with older players who've put more in and played the game longer? The older pilots have earnt the isk to do with as they will and newer pilots will get there too sooner or later. Also they can always catch up to a vet in any given ship class because *all relevant skills are capped at V*. Pick a ship, focus on it and I guarantee you will become exactly the same SP as the vet given time for that ship class. The vet gets there faster because of implants? Good. They've paid a lot for them and get the rewards. If they refuse to fly in the implants then more fool them because they are making nil isk whilst the pilot sits in dock.


It's not that you don't undock, you don't PvP. You can carebear like a bastard with a pricy pod in high sec. In fact, it's utterly worth doing so. An extra 10% DPS on my Mach/marauder? Yes please. More falloff? More tracking? Don't mind if I do.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#108 - 2014-12-14 16:51:37 UTC
FT Diomedes wrote:
M1k3y Koontz wrote:
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.


This is precisely the point. If new players do invest in the implants, whether through grinding them up or selling PLEX, the loss of those items is disproportionately harder on them than it is on an older character.


And they shouldn't have bought them until they could afford to lose them. I see absolutely no problem with this.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#109 - 2014-12-14 16:52:44 UTC
afkalt wrote:
Corraidhin Farsaidh wrote:
M1k3y Koontz wrote:
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.


Why should new players keep up with older players who've put more in and played the game longer? The older pilots have earnt the isk to do with as they will and newer pilots will get there too sooner or later. Also they can always catch up to a vet in any given ship class because *all relevant skills are capped at V*. Pick a ship, focus on it and I guarantee you will become exactly the same SP as the vet given time for that ship class. The vet gets there faster because of implants? Good. They've paid a lot for them and get the rewards. If they refuse to fly in the implants then more fool them because they are making nil isk whilst the pilot sits in dock.


It's not that you don't undock, you don't PvP. You can carebear like a bastard with a pricy pod in high sec. In fact, it's utterly worth doing so. An extra 10% DPS on my Mach/marauder? Yes please. More falloff? More tracking? Don't mind if I do.


A 'carebear' of that sort wouldn't PvP anyway so removing the +5s would absolutely not suddenly make them think 'Hey maybe I should go fight someone else instead now I have no implants...'
Daichi Yamato
Jabbersnarks and Wonderglass
#110 - 2014-12-14 17:13:11 UTC
i'm pro removal of learning implants because they are what ppl are referring to as an illusion of choice (That you pretty much have to always have some form of learning implant, not just +5's).

However, they dont stop anyone from PvP'ing unless you put too much value on SP/hour and too little value on PvP. And thats your own dumb arse fault. +3's provide almost the same training speed. Hell +2's are good enough for new players. Like Mag's, if learning implants were removed id rather it would not be replaced by some other form of booster that essentially does the same thing.

Educating players that +5's are not that important would be a better way of changing PvP attitudes.

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

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#111 - 2014-12-14 17:17:06 UTC
Daichi Yamato wrote:
i'm pro removal of learning implants because they are what ppl are referring to as an illusion of choice (That you pretty much have to always have some form of learning implant, not just +5's).

However, they dont stop anyone from PvP'ing unless you put too much value on SP/hour and too little value on PvP. And thats your own dumb arse fault. +3's provide almost the same training speed. Hell +2's are good enough for new players. Like Mag's, if learning implants were removed id rather it would not be replaced by some other form of booster that essentially does the same thing.

Educating players that +5's are not that important would be a better way of changing PvP attitudes.


I'm pretty sure removing implants wouldn't change PvP attitudes in the slightest as it is the fear if losing *something* that puts people off. The something in question is irrelevant and would be replaced with another if it were removed.
FT Diomedes
The Graduates
#112 - 2014-12-14 17:46:08 UTC
Corraidhin Farsaidh wrote:
Bullet Therapist wrote:

Remaps fall into the same category because for a given skill-path there's only one right choice to make. Characters will still be allowed to specialize or not if attributes are removed, but probably more importantly it will give new players the freedom to train without the knowledge that they've somehow screwed up their 'optimal' training attributes. People get into ships faster, build ships faster, and generate content faster; all of which happens while removing another unnecassary learning requirement.


However, there isn't just one skill path and a players focus in the game can change over time.

in answer to FT's point I would ask just how often he would have undocked the titan clone anyway whilst it was training since he has had it sat in dock whilst preumably using another character more specialized in smaller ship classes. If someone sits a chracter in dock because of implants it is either because of FT's situation where it is training up for something or the player bought the wrong things and would only complain about something else stopping them from undocking instead.


That is correct - on that same account I have a character who almost exclusively flies Interdictors. She's maxed skilled for frigate and destroyer class ships. Groomed that way from Day 1. Her training clone sits in high sec and she clone jumps to it only if CCP adds a new frigate or destroyer related skill. As an Interdictor pilot, she dies a fair amount, so she never has implants, unless they make her ship better.

As for whether I could have used the Titan pilot in training while she was training - sure to a point. Among her prerequisite skills are Amarr Battleship V and Large Energy Turrets V. On the other hand, part of min-maxing a character means that she spent basically one year knocking out Perception/Willpower skills and one year doing Int/Mem skills. So, when on an optimal skill plan, she could sit in ships that she did not have the support skills to fly properly. Yet another reason that the attribute respec needs to go away. It works beautifully for someone who has already made a long term commitment to Eve, but it is wretched for someone exploring Eve and trying to incrementally improve their character. They either use their remaps sub optimally, or have to accept fewer SP/hour.

Lots of veterans will also manage their risk by respecializing and then injecting only the two implants they need. This works once you have a baseline of core skills. If you are the new player, however, having to train Amarr Frigate IV one day and Engineering V the next, you either defer training those skills to optimize your plan, or have a generic respec and at least four implants installed, which makes it harder to manage the risk (and is still suboptimal SP/hour). This makes it disproportionately harder on players less than six months old - who have a shotgun of skills they need to train. If they last past that six months, then they have it much easier, but we know that many players never make it that far. Additionally, with the limited access to jump clones that most new players have, jumping around to your Int/Mem clone and then back to your Perc/Will clone is not really an option.

Corraidhin Farsaidh wrote:
It boils down to saying people are complaining that if they undock they are risking losing stuff that give them an advantage over other players, please give me that advantage without the risk.


As a new player, you are risking your future SP and incurring a proportionately much greater risk than the established veteran. Yet the ships you are expected to fly are worth a fraction of your implant value. It's the same as asking me to fly a T1 frigate in this character two weeks ago - my clones were 40m each. I could afford to lose them, but typically wouldn't bother to in anything smaller than a HAC. Asking a newbie to risk a 20-40m ISK pod (assuming a pair of +3s or +4s) to come tackle for me in his Rifter is just silly.

You should risk the stuff that gives you an immediate advantage. The most satisfying pod mail I have ever taken was a dude in his Virtue set. He was out in space risking something valuable that gave him a direct and immediate advantage. Then he ended up in my interdictor bubble in his faction fit covert ops ship. I want more pod mails like that, not some paltry two implants that only help a player be better six months from now.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Daichi Yamato
Jabbersnarks and Wonderglass
#113 - 2014-12-14 17:46:40 UTC
i actually agree,

but PvP aversion is the main argument made by players who want learning implants removed. just saying, if they REALLY think its a problem, then educating players that +5's are not important would do what they want without any need for removing implants.

I'd like the implants removed for other reasons.

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

afkalt
Republic Military School
Minmatar Republic
#114 - 2014-12-14 18:51:00 UTC
Corraidhin Farsaidh wrote:
afkalt wrote:
Corraidhin Farsaidh wrote:
M1k3y Koontz wrote:
Aiyshimin wrote:

When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.

Yea, because newbies are capable of buying a 500mil set of +5s like vets can?

Fixed training speed would help newbies keep up, rather than the current system where cost and knowledge disparity gets them off to a slow start, and at best they end up matching a vet's speed.


Why should new players keep up with older players who've put more in and played the game longer? The older pilots have earnt the isk to do with as they will and newer pilots will get there too sooner or later. Also they can always catch up to a vet in any given ship class because *all relevant skills are capped at V*. Pick a ship, focus on it and I guarantee you will become exactly the same SP as the vet given time for that ship class. The vet gets there faster because of implants? Good. They've paid a lot for them and get the rewards. If they refuse to fly in the implants then more fool them because they are making nil isk whilst the pilot sits in dock.


It's not that you don't undock, you don't PvP. You can carebear like a bastard with a pricy pod in high sec. In fact, it's utterly worth doing so. An extra 10% DPS on my Mach/marauder? Yes please. More falloff? More tracking? Don't mind if I do.


A 'carebear' of that sort wouldn't PvP anyway so removing the +5s would absolutely not suddenly make them think 'Hey maybe I should go fight someone else instead now I have no implants...'



Depends, I keep a learning clone I'm in right now for away periods. I also pimp clones for high sec missioning. I also maintain cheap/emptied for my null use.
Waltaratzor
Glorious Revolutionary Armed Forces of Highsec
#115 - 2014-12-14 18:57:35 UTC
Rivr Luzade wrote:
Waltaratzor wrote:
Corraidhin Farsaidh wrote:
People don't 'need' to train faster, it's a nice to have.


It does however reward people for staying in high sec.

How so? You can still get podded easily in High sec. And you do not need to sit in a +5 in order to train with optimal speed. A +3 head is more than sufficient to train skills fast and without prohibitive cost, and they don't matter much when you get podded in High/Low/Null sec.

Whoever puts +5s in their head and then complains about how s/he can't PVP, is just complaining about their own incapability of playing and judging things correctly. You can PVP everywhere just as easily with +5s in your head as with +3s or no implants.


You only get podded in high sec if you are dumb or lazy. In null sec you get podded frequently and in low a little bad luck of lag will get you podded.
McChicken Combo HalfMayo
The Happy Meal
#116 - 2014-12-14 20:17:57 UTC  |  Edited by: McChicken Combo HalfMayo
FT Diomedes wrote:
McChicken Combo HalfMayo wrote:
I'm with FT and I'll add one exception.

Right now we do have SP boosters, they are called Cerebral something-something. They come in a few varieties and boost SP gains for new players only. I would suggest balancing and expanding this, so players up to maybe 6 months in age can enjoy a fairly robust boost to SP/hour.


They will still benefit my alt just as much if not more than a new player. Flat rate for all characters.

Your alt is low SP so it shouldn't matter too much. There's only so much you can do with an alt of that age. The benefits afforded to actual newer players in being able to train quicker would outweigh it.

Maybe 6 months is too long. 4 months perhaps. It would also scale the same way it does now, i.e. you get less boost to SP/hour as the 4 months elapse.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

FT Diomedes
The Graduates
#117 - 2014-12-14 20:18:03 UTC  |  Edited by: FT Diomedes
Waltaratzor wrote:
Rivr Luzade wrote:
Waltaratzor wrote:
Corraidhin Farsaidh wrote:
People don't 'need' to train faster, it's a nice to have.


It does however reward people for staying in high sec.

How so? You can still get podded easily in High sec. And you do not need to sit in a +5 in order to train with optimal speed. A +3 head is more than sufficient to train skills fast and without prohibitive cost, and they don't matter much when you get podded in High/Low/Null sec.

Whoever puts +5s in their head and then complains about how s/he can't PVP, is just complaining about their own incapability of playing and judging things correctly. You can PVP everywhere just as easily with +5s in your head as with +3s or no implants.


You only get podded in high sec if you are dumb or lazy. In null sec you get podded frequently and in low a little bad luck of lag will get you podded.


The first time I got podded was in high sec. It was the first day my corp was in our first war. I was two months old and jumped through a gate in a salvage Catalyst. At that time, I did not know about neutral scouting alts or log off tactics. A war target assault frigate logged in on the gate (which I had scouted) and killed my Catalyst. I warped to the nearest station and tried to run back home in my rookie ship. He caught me again and when that ship exploded I lagged a little and he got my pod too. Clone wasn't up to date, lost a set of +4s, and a level 5 skill. That was over seven years ago. It still smarts a little.

Most of the lessons I learned in that first war still hold true: 90% of Eve is knowing game mechanics, don't fly what you cannot afford to lose, and if you cannot stand losing anything this is not the game for you. That first war dec also cost me 9-10 really close friends - about a dozen of us had joined Eve at the same time, having all played another game together. At the end of the first war, having been abused by station games, neutral scouts, neutral remote repair alts, neutral off grid boosters, and about 200m more SP than our corp had combined, only two of us were left. The two of us headed to 0.0 to get away from that and never looked back - the rest of my friends quit Eve.

The point is that for an experienced player you should never get podded outside of 0.0, you know to spam warp constantly, or maybe even eject a bit early. New players don't know these things and/or lack those reflexes.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Shakira Akira
Sebiestor Tribe
Minmatar Republic
#118 - 2014-12-14 20:22:36 UTC
Malcanis wrote:
Character attributes are meaningless and stupid, and only serve to punish players who haven't trained up the basics already (primarily new players, but also older players who have previously focused on specific areas of gameplay). The cost of implants deters high risk PvP amongst those for whom training skills is still very important (again, primarily new players). The stat respec system rewards poor skill training habits and punishes good ones. The cost of implants incentivises and gives excuses for risk averse behaviour.





How does it reward poor skill training habits and punish good ones?


It does the exact opposite.. I have to pay attention to what my skills are based on so instead of just plugging in willy nilly skills, I have to follow the path I laid out for myself if I bothered to actually spec myself.

Malcanis
Vanishing Point.
The Initiative.
#119 - 2014-12-14 20:25:23 UTC
Shakira Akira wrote:
Malcanis wrote:
Character attributes are meaningless and stupid, and only serve to punish players who haven't trained up the basics already (primarily new players, but also older players who have previously focused on specific areas of gameplay). The cost of implants deters high risk PvP amongst those for whom training skills is still very important (again, primarily new players). The stat respec system rewards poor skill training habits and punishes good ones. The cost of implants incentivises and gives excuses for risk averse behaviour.





How does it reward poor skill training habits and punish good ones?


It does the exact opposite.. I have to pay attention to what my skills are based on so instead of just plugging in willy nilly skills, I have to follow the path I laid out for myself if I bothered to actually spec myself.



New players (or older players who are training out of hyper-specialised characters like station traders, inventors, etc) have to train a diverse set of skills, and they're forced to accept slower training speeds than characters who can train skills based on a single stat combo for a whole year.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

FT Diomedes
The Graduates
#120 - 2014-12-14 20:28:37 UTC
Shakira Akira wrote:
Malcanis wrote:
Character attributes are meaningless and stupid, and only serve to punish players who haven't trained up the basics already (primarily new players, but also older players who have previously focused on specific areas of gameplay). The cost of implants deters high risk PvP amongst those for whom training skills is still very important (again, primarily new players). The stat respec system rewards poor skill training habits and punishes good ones. The cost of implants incentivises and gives excuses for risk averse behaviour.





How does it reward poor skill training habits and punish good ones?


It does the exact opposite.. I have to pay attention to what my skills are based on so instead of just plugging in willy nilly skills, I have to follow the path I laid out for myself if I bothered to actually spec myself.



Character attributes reward deferred gratification and skill plans that are years long. Implants represent a long term investment with no immediate reward if they are lost. If you decided in the first few hours that Eve was the game for you, then you are in the minority. Most people will get bored with high sec content and quit long before they see any benefit from a lengthy skill plan or the learning implants people encourage them to use to catch up.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.