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Rationalising the skill training & implants sytem

First post
Author
Ab'del Abu
Atlantis Ascendant
#121 - 2014-12-14 20:35:10 UTC  |  Edited by: Ab'del Abu
I like the booster idea because they give you a good reason to log in every other day or so.

However, I wouldn't add the limiting factor that they're lost at podding. Also I wouldn't introduce those learning implants for slot 7-9 for pretty much the same reason why you want to remove learning implants for the other slots: because it would give risk averse people a reason not to engage in pvp.

EDIT: also, the booster should go in a separate slot (say slot 4 ;))
Malcanis
Vanishing Point.
The Initiative.
#122 - 2014-12-14 20:42:42 UTC
Ab'del Abu wrote:
I like the booster idea because they give you a good reason to log in every other day or so.

However, I wouldn't add the limiting factor that they're lost at podding. Also I wouldn't introduce those learning implants for slot 7-9 for pretty much the same reason why you want to remove learning implants for the other slots: because it would risk adverse people a reason not to engage in pvp.


(1) It's risk averse, not adverse. Adverse is a different word, it means something different. Averse has the same root as avoid. If you are averse to something, you avoid it. Adverse means disadvantageous.

For example: Ab'del was a risk averse pilot: when he undocked and saw 27 pirates in Tornados camping the station, he realised that conditions were adverse for flying a low EHP mission Tengu, so he redocked.

(2) The boosters part of the proposal is specifically there so that players can choose to manage their level of risk. They can either use cheap boosters that will only last 72h anyway, so they're risking very little, or they can use expensive implants. Neither choice offers faster training speeds than the other. Each is useful for different conditions.

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

Grath Telkin, 11.10.2016

Omnathious Deninard
University of Caille
Gallente Federation
#123 - 2014-12-14 20:53:24 UTC
I'm not opposed to the idea at its core, I am opposed to learning boosters.

They removed learning skills, implants became the new learning skills, you want to remove learning implants and replace them with learning boosters, in the end there is no change.

Everyone should just train 2700sp/hr and new players can increase this with the cerebral accelerator, again using the same restrictions the cerebral accelerators have.

If you don't follow the rules, neither will I.

Bullet Therapist
Caldari Provisions
Caldari State
#124 - 2014-12-14 21:02:17 UTC
Aiyshimin wrote:
Bullet Therapist wrote:

Honestly, I care less about learning implants and boosters than I do about the attribute system. I'd be happy to see it go, but it wouldn't bother me too much if it didn't.

Even then, I don't think that it would hurt the game at all to see the SP/hour rate at the maximum current rate. No implants, boosters, or attributes. Characters that are currently optimized get the same SP/hour and the average rate for all players increases.


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.


New players have less of a chance now of having the same rate of SP growth as old players as it stands now. Make a mistake, and the differential is even larger. A system that punishes new players for up to a year after making a mistake isn't a good system. Ship and isk losses are appropriate consequences for mistakes.

Resources are available to help new players, and they can learn, but in the end attributes still don't constitute any meaningful game play and should be removed
Mharius Skjem
Guardians of the Underworld
#125 - 2014-12-14 21:05:52 UTC
Bullet Therapist wrote:
Aiyshimin wrote:
Bullet Therapist wrote:

Honestly, I care less about learning implants and boosters than I do about the attribute system. I'd be happy to see it go, but it wouldn't bother me too much if it didn't.

Even then, I don't think that it would hurt the game at all to see the SP/hour rate at the maximum current rate. No implants, boosters, or attributes. Characters that are currently optimized get the same SP/hour and the average rate for all players increases.


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.


New players have less of a chance now of having the same rate of SP growth as old players as it stands now. Make a mistake, and the differential is even larger. A system that punishes new players for up to a year after making a mistake isn't a good system. Ship and isk losses are appropriate consequences for mistakes.

Resources are available to help new players, and they can learn, but in the end attributes still don't constitute any meaningful game play and should be removed


Why not get rid of SP altogether?

Just have it so that new players can fly anything that they can afford.

Isn't that where all of these changes are going, so that CCP can get the instant gratification type of player hooked on the game.

Thing is though if we allow stuff like this the character of Eve will change beyond recognition and become 'just another' play to win, free to play space sim.

A recovering btter vet,  with a fresh toon and a determination to like everything that CCP does to Eve...

Don't take me too seriously though, I like to tease a bit on the forums, but that's only because I love you...

Malcanis
Vanishing Point.
The Initiative.
#126 - 2014-12-14 21:08:01 UTC
Mharius Skjem wrote:
Bullet Therapist wrote:
Aiyshimin wrote:
Bullet Therapist wrote:

Honestly, I care less about learning implants and boosters than I do about the attribute system. I'd be happy to see it go, but it wouldn't bother me too much if it didn't.

Even then, I don't think that it would hurt the game at all to see the SP/hour rate at the maximum current rate. No implants, boosters, or attributes. Characters that are currently optimized get the same SP/hour and the average rate for all players increases.


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.


New players have less of a chance now of having the same rate of SP growth as old players as it stands now. Make a mistake, and the differential is even larger. A system that punishes new players for up to a year after making a mistake isn't a good system. Ship and isk losses are appropriate consequences for mistakes.

Resources are available to help new players, and they can learn, but in the end attributes still don't constitute any meaningful game play and should be removed


Why not get rid of SP altogether?

Just have it so that new players can fly anything that they can afford.

Isn't that where all of these changes are going, so that CCP can get the instant gratification type of player hooked on the game.

Thing is though if we allow stuff like this the character of Eve will change beyond recognition and become 'just another' play to win, free to play space sim.




Yes the sky will fall if the learning system makes a bit more sense.

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

Grath Telkin, 11.10.2016

Mharius Skjem
Guardians of the Underworld
#127 - 2014-12-14 21:09:48 UTC
Malcanis wrote:
Mharius Skjem wrote:
Bullet Therapist wrote:
Aiyshimin wrote:
Bullet Therapist wrote:

Honestly, I care less about learning implants and boosters than I do about the attribute system. I'd be happy to see it go, but it wouldn't bother me too much if it didn't.

Even then, I don't think that it would hurt the game at all to see the SP/hour rate at the maximum current rate. No implants, boosters, or attributes. Characters that are currently optimized get the same SP/hour and the average rate for all players increases.


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.


New players have less of a chance now of having the same rate of SP growth as old players as it stands now. Make a mistake, and the differential is even larger. A system that punishes new players for up to a year after making a mistake isn't a good system. Ship and isk losses are appropriate consequences for mistakes.

Resources are available to help new players, and they can learn, but in the end attributes still don't constitute any meaningful game play and should be removed


Why not get rid of SP altogether?

Just have it so that new players can fly anything that they can afford.

Isn't that where all of these changes are going, so that CCP can get the instant gratification type of player hooked on the game.

Thing is though if we allow stuff like this the character of Eve will change beyond recognition and become 'just another' play to win, free to play space sim.




Yes the sky will fall if the learning system makes a bit more sense.


That wasn't what I was addressing I've previously liked one of your posts in this thread, just didn't like that one.

A recovering btter vet,  with a fresh toon and a determination to like everything that CCP does to Eve...

Don't take me too seriously though, I like to tease a bit on the forums, but that's only because I love you...

Bullet Therapist
Caldari Provisions
Caldari State
#128 - 2014-12-14 21:45:20 UTC
Mharius Skjem wrote:
Bullet Therapist wrote:
Aiyshimin wrote:
Bullet Therapist wrote:

Honestly, I care less about learning implants and boosters than I do about the attribute system. I'd be happy to see it go, but it wouldn't bother me too much if it didn't.

Even then, I don't think that it would hurt the game at all to see the SP/hour rate at the maximum current rate. No implants, boosters, or attributes. Characters that are currently optimized get the same SP/hour and the average rate for all players increases.


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.


New players have less of a chance now of having the same rate of SP growth as old players as it stands now. Make a mistake, and the differential is even larger. A system that punishes new players for up to a year after making a mistake isn't a good system. Ship and isk losses are appropriate consequences for mistakes.

Resources are available to help new players, and they can learn, but in the end attributes still don't constitute any meaningful game play and should be removed


Why not get rid of SP altogether?

Just have it so that new players can fly anything that they can afford.

Isn't that where all of these changes are going, so that CCP can get the instant gratification type of player hooked on the game.

Thing is though if we allow stuff like this the character of Eve will change beyond recognition and become 'just another' play to win, free to play space sim.



People said the same thing when they removed learning skills. The current attribute system is a relic of the old learning skills and normalization of the SP/hour is the final step of removing the old system, not the first step in some slippery slope to the demise of EVE. Players will still be required to specialize to catch up, and they'll still have to start small.
Malcanis
Vanishing Point.
The Initiative.
#129 - 2014-12-14 21:55:19 UTC
I'd be quite happy for CCP to keep stats and make them matter in some other way.

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

Grath Telkin, 11.10.2016

Violet Hurst
Fedaya Recon
#130 - 2014-12-15 01:07:54 UTC  |  Edited by: Violet Hurst
About podloss: OP, your timing could not have been worse for a suggestion like that. In a recent patch the insurance payout for T2 ships was buffed by a tremendous ammount. With Rhea the medical clone system was dumped to prevent SP loss. After weighing the arguments for and against it, i think most players agreed on it being a good change. This does not mean that many would not have had to stomach further reduction of the meaning of death. And now you posted a suggestion to prevent potential SP loss.
I would like to point out as well that dying in pvp combat does not equal getting podded. As long as there are no smartbombs, interdiction bubbles or instalock setups involved, the chance to escape with your pod is quite real. And if i manage to i feel i should be somehow rewarded for it instead of sitting there like a rabbit caught in the headlights.
And while it is true that whether or not to upgrade your clone was not a choice, this does not apply to plugging in training implants. There is also another choice which to the best of my knowledge wasn't mentioned at all: To pod or not to pod.
Since the direct financial gain by podding somebody is negligible, whether to do it or not is very much a personal choice for each capsuleer and each potential podding situation.

About training boosters: This concept is well known in the mmo industry, it's commonly implemented by f2p games as a cash shop item. If implemented the way you suggested it would merely be a tax for high podloss risk activities(hpras) as opposed to the one time payment done by players who don't engage in those. Switching from one method of fast training to the other would still require the clone jump of the current system, so nothing is gained there. Also biology would be lifted to the status of a re-added "training skill" to reduce your hpra tax.
Bullet Therapist
Caldari Provisions
Caldari State
#131 - 2014-12-15 01:15:17 UTC
Violet Hurst wrote:
About podloss: OP, your timing could not have been worse for a suggestion like that. In a recent patch the insurance payout for T2 ships was buffed by a tremendous ammount.


T2 insurance was tuned back to what it's supposed to be. The increase in t2 insurance was an oversight that took CCP a while to fix.
Kaarous Aldurald
Black Hydra Consortium.
#132 - 2014-12-15 02:24:39 UTC
I don't really see how this would encourage PvP.

And otherwise, all it would do is chop away a large part of an existing and legitimate market. I was all for removing learning skills, but this is a different matter. This is a deliberate choice, risk vs reward, and that's what the game is all about.

Don't fly what you can't afford to lose applies to what's in your head, not just what you're sitting in.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Quintessen
The Scope
Gallente Federation
#133 - 2014-12-15 03:17:52 UTC
Anything that improves SP/hour really should be removed from the game. It penalizes early players for not reading up on not using tools that optimize attributes or paying for implants (or the proposed boosters). People get riled up when CCP makes a change that diminishes even a month's worth of training when they change what a skill does. If CCP adds a new skill that is lucrative that someone, then the people who are already "correctly" mapped are at an advantage to picking up that new skill.

EVE can be a cruel mistress, but players should know what they're getting in to. How the SP system works while documented isn't clearly explained to a lot of players in the game. It never really comes up in a way that forces players to understand it so many are sub-optimal for years. I can imagine a chunk of players get mad at CCP for having such an important system not explained effectively in the game itself diminishing their enjoyment of it. I imagine it's a lot like playing a board game where someone is keeping track of a lot of variables and you keep losing because that person never explained the game well enough to make a proper strategy. Simplifying mostly hidden systems like attributes in favor of explicit clearly visible systems will mean that players are making more meaningful choices and are feeling like they have a firmer grasp of the game.

[1] Reading out-of-game resources really isn't a viable strategy in general, but especially for EVE since EVE changes so often and where the Web is full of incorrect, out-of-date information on the game. I read incorrect information here as well. The game is really the only official source of information a player can trust.
Quintessen
The Scope
Gallente Federation
#134 - 2014-12-15 03:33:52 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.


Because regressive systems historically have discouraged participation. And progressive systems tend to encourage participation. Power Grid, a German board game, has some great mechanics for catch up that make it also competitive. To maintain your advantage you need to stay vigilant the entire time. Regressive systems tend to encourage people to make a lot and then sit on their early advantage. Note that I am not making an argument for life, but for games. The perception that a system is regressive is all that it takes to make people not want to participate. I've played numerous games where the winner of a game could be determined at the mid-way point or earlier and the rest of the game was the slog to get to the final score-keeping.

Games should be enjoyable above all else. That enjoyment can come from the joy of learning a new skill or strategy. That enjoyment can come from small or large victories. That enjoyment can come from overcoming situations where you previously lost. But enjoyment is critical. The more regressive a skill system is the more likely players will quit believing that they're just slogging out the rest of the game, having already lost long ago.
afkalt
Republic Military School
Minmatar Republic
#135 - 2014-12-15 11:20:27 UTC  |  Edited by: afkalt
Kaarous Aldurald wrote:
I don't really see how this would encourage PvP.

And otherwise, all it would do is chop away a large part of an existing and legitimate market. I was all for removing learning skills, but this is a different matter. This is a deliberate choice, risk vs reward, and that's what the game is all about.

Don't fly what you can't afford to lose applies to what's in your head, not just what you're sitting in.


I miss PvP opportunities for it. Because I get stuck in the wrong clone.

I usually live in null but on extended aways, or times where I don't expect to be online I head to an old high sec clone stuff full of good stuff for the training boost. Occasionally the plans fall through and I can play, but I'll be goddamned if I'm fighting in null in that pod. So I miss fleets for it.

Sure, risk/reward....maaaaybe - but why should my cosy safe high clone learn faster than my null clone who is at risk? It's ass backwards.

I say bin the learning implants and extend the combat ones, or I also liked the idea of illegal pirate ones that are cheap that you can't take to high. It sticks in my throat that to train the fastest I'm best served where I don't live. Sure I could fly it down, but station spinning is the same as high sec.
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#136 - 2014-12-15 11:26:25 UTC
I can certainly get behind the normalization of stats and a removal of stat implants opening up those slots for other bonuses.
OP suggestion has a problem, though, in that it adds the same thing back in, just in a different form. Whether it is 5 implants bonusing SP gain for different skills, or a flat bonus to ALL training, it is still a training time bonus, and, in fact, the current system is the better system since it at least lets you choose to just buff certain categories.

I'd be OK with removing stats as something that effects training time since it's really false choice Right now it's get the best you can reasonably afford otherwise you are falling behind which is fairly one dimensional, and doesn't really add THAT much to the game.

I could get behind the idea of keeping stats but have them provide some tangible, in-space bonus.


I actually used to like the concept of the learning skills, but I have begun to think that, while training skills in the background in real time is great, the way it is handled is suboptimal. I don't see min-maxing your SP gains to add something to the game. Sure having to make tough decisions is very important, and that aspect of eve is very important to maintain, but I'd rather it be choices that have more real depth to them.

Right now, I don't think SP gains have that much real depth. Ship fitting is a good counterpoint, you have the choice of many ships with many fittings, sure plenty are suboptimal for a situation, but there's still a decent number left over that are varied, yet viable, and you can choose how much risk to accept by choosing larger vs smaller ships and meta vs faction modules. Sure it is massively complex, but it provides similarly massive depth. Meanwhile SP gains are complex through having a multitude of stats with multiple ways to get each and you have to combine them in the best way and min/max your training, but the only depth that comes from it is option a better than option B better than option c. There is no room for sidegrades to your original intended plan, so it has a fair bit of complexity, but little depth.

The best games are the ones that provide the maximum depth for the complexity (easy to learn, hard to master, if you will), and in the framework of eve SP/hr doesn't add sufficient depth to the game to warrant the complexity.

Rivr Luzade wrote:
Joe Risalo wrote:

It's an illusion of choice, because you either lose isk or you lose SP (not training at max potential is losing SP)

Just like they said with clones, the choice between losing isk and losing SP is not a real choice, but the illusion of choice.

How is that an illusion of choice?

With the clone upgrades you either paid a high price to keep your many SP or you didn't and risked losing them. You would really lose SP if you did not pay the ISK.

Is it really a choice, though? Sucre you COULD choose to not upgrade your clone, but it is such a non-viable option there is really no reason to actually choose it. It's like suggesting you could choose not to pay your utility bill and have them turn your power and water off. Sure it IS a choice you can make, but there is no good reason to make that choice.

It's an illusion of choice, because while there may be multiple choices, they aren't actually worth considering. The only time SP is lost for not upgrading a clone is through neglect or accident, or ignorance of the mechanics, and that is bad gameplay. Also bear in mind complexity is not depth. the clone mechanics added complexity but no depth which is the worst combination of factors (since, ideally, you want to add maximum additional depth with minimal added complexity).

It further punished older players after a fashion. It's a veteran tax, sure older players can afford to pay more for their clones, but that doesn't make it a good idea. Again, there isn't much choice in the matter either. NOT upgrading your clone isn't an option worth considering, and there is no way to choose to leave station with only SOME of your SP on the line (If clone grades instead let you have as many SP as you wanted but only actively use a subset with any overages being risked, then it WOULD be a choice. Do I leave station in a 2mil SP clone that lets me fly this one thing cheaply and risk not being able to use something until my next clone jump, or do I get the more expensive clone that lets me fly all of the ships I qualify on should I need to swap to something else.)
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#137 - 2014-12-15 11:26:39 UTC
Quintessen 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.


Because regressive systems historically have discouraged participation. And progressive systems tend to encourage participation. Power Grid, a German board game, has some great mechanics for catch up that make it also competitive. To maintain your advantage you need to stay vigilant the entire time. Regressive systems tend to encourage people to make a lot and then sit on their early advantage. Note that I am not making an argument for life, but for games. The perception that a system is regressive is all that it takes to make people not want to participate. I've played numerous games where the winner of a game could be determined at the mid-way point or earlier and the rest of the game was the slog to get to the final score-keeping.

Games should be enjoyable above all else. That enjoyment can come from the joy of learning a new skill or strategy. That enjoyment can come from small or large victories. That enjoyment can come from overcoming situations where you previously lost. But enjoyment is critical. The more regressive a skill system is the more likely players will quit believing that they're just slogging out the rest of the game, having already lost long ago.


TRhe key point to counter this is that in any given skillset all players can reach the same point in a reasonable time. There is no way at all that an old player can keep an indefinite edvantae over a newer player as for all hulls there are only a finite number of skills to max out that affect that hull. Learning implants are a choice to increase sp rate for an additional risk. In terms of reading up on it I learnt all i needed to know from the tutorials.

Peaopl say that implants are an iilusion of choice but I would argue against that. All players are at the same base level of sp accrual, if you wish to amend that you can change your attributes with a remap or buy the relevant implants. Ultimately you will reach the same end point attainable by every single player, just at the rate you choose to specialize too.

Keep stripping out the rpg elements from Eve and you will gradually remove the 'soul' of the game.
afkalt
Republic Military School
Minmatar Republic
#138 - 2014-12-15 12:00:36 UTC
Corraidhin Farsaidh wrote:
Peaopl say that implants are an iilusion of choice but I would argue against that. All players are at the same base level of sp accrual, if you wish to amend that you can change your attributes with a remap or buy the relevant implants. Ultimately you will reach the same end point attainable by every single player, just at the rate you choose to specialize too.


It sounds like you're making a mistake a lot of people make - speaking from someone with a decent chunk of SP and not remembering the newbies days. Once you hit a certain point it really is a choice, but in the earlier days it is not.

One of our young tackle pilots pointed this out, he kept getting podded (enemy bubbles, tackle...whatcha gonna do) and lamented constantly buying new implants. So naturally we said just use an empty clone, but as he (rightly imo) pointed out when you're still chasing 'core' skills followed by doctrines, taking chunks of time off there matters. It directly impeded his gameplay.

Now take an older player who can fly everything they really care to and damned sure everything they NEED to, why should they care about an extra day or two on a skill? They've got nothing but time.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#139 - 2014-12-15 12:09:45 UTC
afkalt wrote:
Corraidhin Farsaidh wrote:
Peaopl say that implants are an iilusion of choice but I would argue against that. All players are at the same base level of sp accrual, if you wish to amend that you can change your attributes with a remap or buy the relevant implants. Ultimately you will reach the same end point attainable by every single player, just at the rate you choose to specialize too.


It sounds like you're making a mistake a lot of people make - speaking from someone with a decent chunk of SP and not remembering the newbies days. Once you hit a certain point it really is a choice, but in the earlier days it is not.

One of our young tackle pilots pointed this out, he kept getting podded (enemy bubbles, tackle...whatcha gonna do) and lamented constantly buying new implants. So naturally we said just use an empty clone, but as he (rightly imo) pointed out when you're still chasing 'core' skills followed by doctrines, taking chunks of time off there matters. It directly impeded his gameplay.

Now take an older player who can fly everything they really care to and damned sure everything they NEED to, why should they care about an extra day or two on a skill? They've got nothing but time.


I'm still not an old pilot and remember very well my early days. If you are in null your corp should probably provide srp, and if you fly tackle I would expect this to cover pods too. Also on lower skills and core skills it doesn't take that much off te training time. I hadn't however realized that the cerebral booster wasn't a standard new player thing which in my opinion it should be. I would be open to this being made to last longer for new pilots only too if required. I don't think this would have a negative affect on increased numbers of gank alts in training so shouldn't be an issue if it will benefit newer players.

Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#140 - 2014-12-15 12:25:53 UTC
Just what skills DOES a new character start with these days?

When I was a fresh noob, the skills were fairly spit-balled across the board, but at least I didn't have to train core fitting skills from 0SP.