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Rationalising the skill training & implants sytem

First post
Author
afkalt
Republic Military School
Minmatar Republic
#161 - 2014-12-16 15:22:40 UTC
I'm mainly talking about implants, not attributes. Standardising risk/reward balance isn't the same as dumbing down.

My point is there is no real choice. Why would you not use the best available in high/low sec? What is the choice? It's like an idiot test. Sure, if you plan in jumping into rancer in a pod, maybe not do it with high grade crystals in, but in general it is stupid to not take the best available in the lands of no bubbles.

In null/WH, unless you're super rich, there's no meaningful choice either - forego training speed or burn eye watering quantities of isk on good implants. The very fact most null pods are empty tells you how many people think that "reward" is worth the risk. A quick glance though dead pods on zkillboard shows how few have many implants out there.

Again, for me to train in my null pod at the rate of my safe learning clone would be hundreds upon hundreds of millions. The odds of my high sec clone dying are as close to nil as to be irrelevant. The life expectancy of a dictor pilots pod....well....

I don't see how anyone can think that risk/reward isn't broken. High sec I risk virtually nothing, nullsec it's like flying about in an officer fit noobship.
Aiyshimin
Shiva Furnace
#162 - 2014-12-16 16:05:45 UTC
afkalt wrote:
@Aiyshimin: You have literally no idea what you're talking about. Zero. Go find me Gelidus in high sec.


No, you don't have any clue about this game, risk & rewards, you're spouting your own misconceptions and seem to believe in them fanatically.

There is nothing in EVE that rewards players for being located in some system over another.




Serendipity Lost
Repo Industries
#163 - 2014-12-16 16:43:31 UTC
afkalt wrote:
No, that's simply part of it and showing why "use an empty clone" is not a good enough response.

Fundamentally the key part no-one has answered (afaik) is why the risk reward is utterly broken.

Why should the most dangerous areas of space, where one is most likely to lose things offer at best the same reward as the coddled high sec? Moreover the risk of loss is so damned high people actively choose to penalise their skill training. In no other aspect of the game is this tolerated - why should it be the case for this?

There's not even an opportunity for greater rewards in null/WH for using implants, it's JUST a sink waiting to happen.

Eve is all about appropriate risk vs reward - if someone can show me the appropriate reward for my risk I would get rolling in+5s in null compared to high sec then I shall concede the point.


If we're hell bent on keeping these things what would be a hell of a lot better is making them last 30/60/90 days at varying grades that survive through pod loss. Not the hardwires - those offer direct benefits, just the learning junk. Whilst this wouldnt address risk/reward fully - it would at least level it which would be an improvement as well as having the fringe benefit of stimulating the high/low sec market where people pretty much never lose pods barring stupidity/lag.


The whole point of going to null/wh space is the greater rewards for the greater risk. You're looking at it from a SP only view - which is silly. Something draws the player to null/wh space. It doesn't really matter what the draw is. The new player chooses to go out where the risk and reward is higher. That's a choice. The UP side of the choice is whatever made the guy make the leap (isk/pvp/fame/mom made me). The DOWN side is you get a lot more opportunities to be podded. It's the choice thing.

I live in a C5 wh. It kills me to tell guys they need to fly a certain ship to get in the corp, but I must. A 2 month old guy w/ max rifter skills just doesn't have enough to live where I do. That's how it goes. It seems to me you're the one frustrated that your minions can't fly your doctrines fast enough to suit you. I could almost read your stuff as 'slow sp/hr is messin' with my doctrines'

As for the reward for null or wh space.... isk, pvp, better guys to hang out with (wh only - null sux). You're looking for a cookie for going to null. Going to null or anywhere else in the game is a choice that has + and -. The null minus for you it seems is longer training times.

Maybe don't force your new guys to be frigate tackle cannon fodder so they have a bit longer pod expectancy??
afkalt
Republic Military School
Minmatar Republic
#164 - 2014-12-16 16:55:26 UTC
The isk thing is balanced around ship loss/costs. The pods have zero balance around risk reward.

It's not about me, I have sufficient skillpoints it matters very little. I still JC about the place but it's an option, I dont feel obligated. I have sympathy with newbies but I'm not a director, they're not "my" doctrines, I'm just echoing sentiments they've discussed on fleets :)

Basically I feel that the higher risk of the system you live in should provide better rewards in every conceivable way, otherwise what's the point of the added risk.

Null only sucks if you live in the doughnut ;)

How would you feel if empire had the best everything? Because it shouldn't have the best anything. Such is the price of the added safety.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#165 - 2014-12-16 18:57:38 UTC
Sure can I be compensated for all of those years of lower then 2700 sp/h, I would suspect all other pilots given as such based on their dates

I have seen pilots start with a huge amount of sp compared to my 80k or hugh sp rates compared to m 0 rate and such.

My current skill set is over 2 years long just to finish learning the last things in eve which requires all level 5s with a set of 4s .

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Serendipity Lost
Repo Industries
#166 - 2014-12-16 18:58:19 UTC
I think overall (and not even this thread in particular - multi billionair wh guys irk me the most) there has been a rise in complaints about what folks feel they can't reasonably do in this or that set of implants. I always try to point it out this way: Implants are extra. Everyone in eve has no implants until they purchase them and put them in. HAVING them adds to your abilities and conversely NOT HAVING them DOES NOT take anything away from your abilities.

The fact that pilot X has them and you do not doesn't = a net loss for you. Guys in empty pods aren't losing SP per hour they are choosing to not invest in a bonus system. There seems sometimes to be a perception issue on this.

My biggest headache is when WH guys complain that they can't switch from their high grade slaves to their high grade talismans without taking a trip to empire. Their justification is that you can't correctly fly a proteus w/ out high grade slaves and only an idiot would fly a bhaalgorn without his high grade talisman set. I have seen this argument in the past. You may think it's a crazy argument (I would agree), but it's the same argument as 'it doesn't pay to wear +2 in null because you get podded all the time.' It's the same argument except that one guy is a L337 pampered wh queen w/ an overgrown sense of entitlement and the other is a new guy just starting out and trying to make ends meet. Both guys have options that don't include changing 'obviously flawed' (thier opinion) training, clone jumping and/or implant systems.

I like the current system. You have to think ahead, make a plan, make choices and then live with them. Remaps give you a lot of flexibility. Clone jumping is up to what.... 10 clones now? Implant cost vs. chance of getting podded.... I would really hate to take that out of the pilots equation.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#167 - 2014-12-16 19:24:02 UTC  |  Edited by: Corraidhin Farsaidh
Serendipity Lost wrote:
I think overall (and not even this thread in particular - multi billionair wh guys irk me the most) there has been a rise in complaints about what folks feel they can't reasonably do in this or that set of implants. I always try to point it out this way: Implants are extra. Everyone in eve has no implants until they purchase them and put them in. HAVING them adds to your abilities and conversely NOT HAVING them DOES NOT take anything away from your abilities.

The fact that pilot X has them and you do not doesn't = a net loss for you. Guys in empty pods aren't losing SP per hour they are choosing to not invest in a bonus system. There seems sometimes to be a perception issue on this.

My biggest headache is when WH guys complain that they can't switch from their high grade slaves to their high grade talismans without taking a trip to empire. Their justification is that you can't correctly fly a proteus w/ out high grade slaves and only an idiot would fly a bhaalgorn without his high grade talisman set. I have seen this argument in the past. You may think it's a crazy argument (I would agree), but it's the same argument as 'it doesn't pay to wear +2 in null because you get podded all the time.' It's the same argument except that one guy is a L337 pampered wh queen w/ an overgrown sense of entitlement and the other is a new guy just starting out and trying to make ends meet. Both guys have options that don't include changing 'obviously flawed' (thier opinion) training, clone jumping and/or implant systems.

I like the current system. You have to think ahead, make a plan, make choices and then live with them. Remaps give you a lot of flexibility. Clone jumping is up to what.... 10 clones now? Implant cost vs. chance of getting podded.... I would really hate to take that out of the pilots equation.


Pretty much my view, you pays your money you makes your choice...
Taresh Jahemis
Yashida Industries
#168 - 2014-12-17 21:20:23 UTC
I always thought that remaps were one of the most frustrating mechanics in Eve. Especially as a new player, you can either choose to train the broad spectrum of skills that would actually be useful to you right now and severely gimp your overall training speed, or you can optimize for training speed and have a very lopsided skill plan with many skills severely underdeveloped for quite some time. It's basically a choice between plague and cholera.

Worst case scenario is if you do a very specialized remap but then realize after a month or two that you would rather do something completely different. That sucks the fun right out of it.

As many others have stated in this thread, I too would be thrilled if all learning modifiers were removed and learning took place at a flat 2700 SP/h. At the very least, please get rid of remaps though (and buff SP/h to compensate), for it is just a bad and frustrating game mechanic.
Serendipity Lost
Repo Industries
#169 - 2014-12-18 11:51:46 UTC
Taresh Jahemis wrote:
I always thought that remaps were one of the most frustrating mechanics in Eve. Especially as a new player, you can either choose to train the broad spectrum of skills that would actually be useful to you right now and severely gimp your overall training speed, or you can optimize for training speed and have a very lopsided skill plan with many skills severely underdeveloped for quite some time. It's basically a choice between plague and cholera.

Worst case scenario is if you do a very specialized remap but then realize after a month or two that you would rather do something completely different. That sucks the fun right out of it.

As many others have stated in this thread, I too would be thrilled if all learning modifiers were removed and learning took place at a flat 2700 SP/h. At the very least, please get rid of remaps though (and buff SP/h to compensate), for it is just a bad and frustrating game mechanic.



Were you around before remaps?? If remaps are a hard pill to swallow, imagine being brand new, making your first character for the first time and being forced to pick 1 of 8 attribute sets based on racial lines. You had to pick between the character portrait that you wanted OR you could pick the attribute distribution that you wanted. If you were lucky they would be the same. If you were indy slanted there were 4 female and 4 male characters (1 for each race) to pick from w/ the fixed attributes that you wanted. These fixed attributes (pre remap) were for the life of the character.

You want to talk about long lasting choices that had a huge impact on your training (for the life of your character... at that time). You used to make some hard choices when you made your character AND they were permanent. Then along comes remapping. You get the ability once to several times a year to 'magically' change what your character is good at. Kind of like going from Pro Center Forward one day to elite DNA nerd the next. CCP took a draconian training scheme and made it much easier on the players. That and the max implant bonus has somewhat steadily risen. +4s didn't exist when I joined the game. Now - you can jam +5s in your head. (Put your imagination cap on and think about training all your leadership skills w/ a charisma of 8 and the best implant on the market is a +3). A lot of us did that.

Now days your concern is that you remapped to I/M and realize you messed up (changed your mind or whatever) and you have to wait X days to remap to the P/W you now want. You get +5s and at least every other christmas CCP give the option for a bonus remap. Learn to plan ahead, think things out and mostly - learn to accept the concequences of your actions.

TL/DR You never had is so good AND your need for instant gratification sickens me - grow up.
Taresh Jahemis
Yashida Industries
#170 - 2014-12-18 23:32:39 UTC
Serendipity Lost wrote:

[...] TL/DR You never had is so good AND your need for instant gratification sickens me - grow up.
More accurately:
"TL;DR: It used to be even worse so it doesn't matter that it is still a bad mechanic. Plus, I had to suffer through it so I would hate it, if new players would not have to deal with any of that."

If you took a step back and looked at it from a game design perspective, it would become very apparent to you that remapping with its 1 year cooldown is just a bad mechanic because it disincentivizes exploring and trying out new things. That, of course, would require you to focus less on insulting people in order to inflate your own sense of maturity.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#171 - 2014-12-19 09:49:31 UTC
Taresh Jahemis wrote:
Serendipity Lost wrote:

[...] TL/DR You never had is so good AND your need for instant gratification sickens me - grow up.
More accurately:
"TL;DR: It used to be even worse so it doesn't matter that it is still a bad mechanic. Plus, I had to suffer through it so I would hate it, if new players would not have to deal with any of that."

If you took a step back and looked at it from a game design perspective, it would become very apparent to you that remapping with its 1 year cooldown is just a bad mechanic because it disincentivizes exploring and trying out new things. That, of course, would require you to focus less on insulting people in order to inflate your own sense of maturity.


Never put me off doing anything, I currently do everything other than WH explo and moon mining because I don't have the skills or contacts yet. Everything else I am at least competent at and can make profit from and I've only been here for just over a year. Skill training/implants/remaps are fine as is.
Rain6637
GoonWaffe
Goonswarm Federation
#172 - 2014-12-19 10:21:42 UTC  |  Edited by: Rain6637
holy crap that OP sent tingles down my spine, and you had me at "meaningless and stupid."

I support your vigor as hard as I freaking can, Malcanis, holy **** I liked reading that post.

I agree with the idea, too. BUT MOSTLY THE LANGUAGE.

I think CCP is starting to wake up to the fact that subscription shouldn't be messed with. I had deep resentment for my paid-for SP being put at risk by playing. The issue with the current system involving training rates and implants is arguably, some people get less for their sub money than others.

I'm still coming down from the rush of SP loss being removed, but this was the next item on my gripe list.

Personally, I will do whatever it takes to maintain an optimal training rate within reason. That's usually +4 implants in PVP, and +5 sets for characters who are dormant or in capitals. I ran my C5 wormhole gang in this configuration of +5s and +4s. I have the lossmails to prove it, hopefully it's ok for me to post my own lossmails.

lighting a cyno with +4 sets
wormhole PVP with +4 sets and one character in a +5
that guardian loss is burned in my memory. podboating out of a bubble in an engagement with SSC was a little dicey :-)
returning from an op in burst logi with +4s
triple boxing on a welp roam with +4s and +3s (already replaced). The other pods show as empty because I unplugged everything before challenging my aggressor to a duel (they wouldn't pod express me otherwise, which was disappointing).

It's a good point that beginning players are at disadvantage in accumulating SP. With 100 mil SP and all my supports done, I can use slots 1-5 for the benefit of SP rate rather than an improvement to my ship, but younger characters without all supports to V don't have the same luxury.

I think there's a quality of gameplay improvement to be made in doing away with attribute implants, but not attributes themselves. I'm OK with the idea of strategically remapping attributes even though it may suck, because we all suck together, regardless of character age. The main reason I can think of for keeping training implants in place, however, is the industry and activity involved in moving implants to market.

The thing about medical clone grades that made it an easier request was nobody saw med clone ISK other than CCP, and it simply vanished from the game. So I think a viable plan for removing training implants involves a good way to replace that gameplay for those players involved in implant markets.

I know virtually nothing about industry, and I have no idea how that could be accomplished.

M1k3y Koontz wrote:
Better solution: No jump clone cooldown timer IF you jump to a clone in the same station.

In a +5 learning implants clone? No problem, jump into an empty one for the fight, and when you die, jump right back to the +5s.
This would be nice if we could also keep more than one clone in a station at a time.

I forgot about that option. This makes 100% sense to me. with jump fatigue being a thing, if you're foregoing the travel benefit of jump cloning, why not. It's selective, strategic risk without an intense timer attached to it.

Giving up 18-24 hours every time you want to PVP smarter is a bit much.

At first you might think this would reduce demand for training implants, but I think it will cause the opposite: more players will choose to buy training implants, way more. and higher grades, too.

There's also risk involved in moving the implants to that station in the first place. Whether it was on your part (in your head), or the person shipping them to sell, risk was had by someone.

multiple jump clones in the same station is a huge improvement, too. I hope it's painfully obvious why the number of jump clones per station is clunky, and makes it impossible to have even that much flexibility in one system in null (with one-station / outpost systems)

SP accumulation is a dormant activity, or a station activity (if you don't mind me calling it that), that is affecting pew activity. let us disconnect the two.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#173 - 2014-12-19 11:14:52 UTC
Rain6637 wrote:
...Malcanis cheerleeding...

It's a good point that beginning players are at disadvantage in accumulating SP. With 100 mil SP and all my supports done, I can use slots 1-5 for the benefit of SP rate rather than an improvement to my ship, but younger characters without all supports to V don't have the same luxury.

...other stuff...


Firstly here's some pom-poms for te next time you cheerlead (perhaps in one of the old see through gallente tops...)

Secondly no player is at a disadvantage in SP accumulation, we all gain at the same base rate and have access to the exact same tools as everyone else depending on where you choose to invest isk.

If someone wrote that new players are at a disadvantage as they can't buy a tech II uber-pimped officer fit ship like an older player can they would be shot down in leaping flames of damnation (Flames of Damnation sounds like a GW marine barge :D).

people need to learn patience along with the fact youcan have benefits but at risk to your isk. They also need to learn not to put isk where they can't afford it along with the risks increase in different areas of space along with the *possible* rewards. I could say that I get less for my monthly sub because I can't rat in null in a super-carrier but that would be daft as I haven't earnt the required skills or isk to do so.

You pay a sub to play the game, and the game involves learning how to do things and making choices that affect that. The learning system is an intrinsic part of this and works perfectly well as is.

Now...do you have any signature moves? Something involving jumping up and down maybe?
Rain6637
GoonWaffe
Goonswarm Federation
#174 - 2014-12-19 11:27:13 UTC
disadvantaged because they don't have the same luxury of foregoing ship improving implants for training implants.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#175 - 2014-12-19 12:21:59 UTC
Rain6637 wrote:
disadvantaged because they don't have the same luxury of foregoing ship improving implants for training implants.


I'm assuming that you mean PvP pilots in null here (so apologies if not) but that then is a consequence of a choice the pilot made which is fine by me. Have the potential to earn more in null? Fair enough but you have a greatly increased risk on additional sp from training implants (note it is not lost sp as many say, it is additional based on risking isk in implants).
Rain6637
GoonWaffe
Goonswarm Federation
#176 - 2014-12-19 12:36:03 UTC
Not just in null, but anywhere/any time a player is in space, really.
Serendipity Lost
Repo Industries
#177 - 2014-12-19 13:15:35 UTC  |  Edited by: Serendipity Lost
I think newer players are at a disadvantage because they have few SP. They are limited because they are new. The SP training structure in eve is unique. I think a lot of folks come to the game looking to power level up their characters as they can in othe MMO.

When they realize that even in training they must make choices and reap the benefits/suffer the consequences they get frustrated and this thread comes up again. It's not like other games. You have to be strategic, plan things out and work for gains.

Here's a list of things that are teh suxors in eve training:

1 - training up core skills (capacitor / shield / armor / gunnery / missile support skills)
2 - training up core professional skills (exploration / mining / leadership)
3 - training up pre-requisites for the ship of your dreams (why the frak do I need leadership to fly my pvp command ship??)
4 - training up corp doctrine requirements (there are some crazy corp driven requirements out there)

Here's what I've told new guys over the years concerning these things.

1 - core skills suck, but guess what - you're a new guy - you need to just suck this one up.
2 - noob to 10 mil SP - you'll be training stuff you need to train to be able to do stuff in game (NEED)
3 - 10 mil to 30 mil - you'll be pumping up all those base skills to lvl 4 and some pre reqs to lvl 5.
4 - 30 mil to 60 mil - the game really opens up - this is where cross training to other races picks up and you can finally fly a large number of ships well - you can probably train up new ships faster than you can afford them and a few you'll never fly
5 - 60 mil and beyond - eve is your playground - other than new things being introduce you can polish the ships/activities you enjoy most to all 5s

So.... early on it sux and it's because you're new and that's the way it is. From there it gets better as you go. As you move from needs to wants choices become less critical.

A note to new guys AND to corp alliance directors: some doctrine requirements are just crazy. If you join a corp w/ what you feel is an opressive doctrine training requriement - just leave. It's your subscription - play as you like. If you have a huge 'here's what you need to train' list then as a director - you suck. Just knock it off. Work with the new guys. Most dudes don't like dicktate, so don't do it to them.

All the proposed changes over many similar threads are pretty much schemes to get you to the 60 mil SP plateau more quickly. Relax, sit back, train smart and enjoy the ride. Once you get to each plateau the game takes a jump step to 'better'. You just have to work for each of the milestones.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#178 - 2014-12-19 14:31:03 UTC
Saying you need 10 mil+sp to do anything is not true, I was plexing after my first month with the skills I had. I'm only just getting some core skills to V now as they simply weren't necessary. It depends on what you choose to do in eve and the above list at least looks predominantly slanted towards PvP and null space. There's much more to eve than that for a player to enjoy.

As for 60 mil being rewuired I'm only just at 25 mil and really haven't noticed a problem doing the things I choose to do. I can't comment on doctrines of course never having flown in one but if its the needs of a fleet and the player wants in then it becomes their target.There is no reason why their needs should have more weight than those who are hppy with the current system though.
Jenshae Chiroptera
#179 - 2014-12-19 14:59:14 UTC  |  Edited by: Jenshae Chiroptera
As it is now, new players need to do one of two things

  • Read up a lot about the game
  • Find themselves a veteran for guidance.

Takes some effort or some social skill. I like it when there is a Darwin hurdle in games, stops EVE falling into the "Boost meh plz!" "Game only starts when you fly a Titan!" type of game.

So, I like it the way it is. Good fittings, having an aim and newbies can do so very much in a week and in a month.

Edit: The patience factor also tends to work as a maturity filter also.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Serendipity Lost
Repo Industries
#180 - 2014-12-19 15:33:53 UTC
Corraidhin Farsaidh wrote:
Saying you need 10 mil+sp to do anything is not true, I was plexing after my first month with the skills I had. I'm only just getting some core skills to V now as they simply weren't necessary. It depends on what you choose to do in eve and the above list at least looks predominantly slanted towards PvP and null space. There's much more to eve than that for a player to enjoy.

As for 60 mil being rewuired I'm only just at 25 mil and really haven't noticed a problem doing the things I choose to do. I can't comment on doctrines of course never having flown in one but if its the needs of a fleet and the player wants in then it becomes their target.There is no reason why their needs should have more weight than those who are hppy with the current system though.



LOL, I never said any of these were requirements for anything. They are rough SP milestones where things tend to change from one phase to the next. To be clear - Nothing will noticably happen in the game or to your character when you cross from 999999 ti 1 mil SP. It's just a point I picked where I feel folks go from training what they need (defensively) and start to have more choices.

I know a guy that has 4 accounts, has been playing for maybe 2 years, has crap skills (due to age) and is a blast to fly with. He's been living in a C5 wh since his 3rd month or so in game. I think he occaisionally FCs the viper fleet thing out of amarr. He wrote the WH mapping program I use. If you look up YOLO in evelopedia there's a picture of him. He's understood the game and how to play it pretty much from day 1. The odd part isn't his character age or the amount of SP he has.... It's that he's canadian (who would have thunk it).

It's a rough guide, not a set of rules. I'm not big on dicktate.