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Player Features and Ideas Discussion

 
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Rationalising the skill training & implants sytem

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Author
Rain6637
GoonWaffe
Goonswarm Federation
#181 - 2014-12-19 15:53:42 UTC  |  Edited by: Rain6637
Jenshae Chiroptera wrote:
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.

I'm one for HTFU, but the problem here is the economics of it is influencing player behavior to reduce/slow gameplay.

It also concerns subscription time benefit, and is somewhat meta / outside EVE.
Serendipity Lost
Repo Industries
#182 - 2014-12-19 17:11:02 UTC
Rain6637 wrote:
Jenshae Chiroptera wrote:
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.

I'm one for HTFU, but the problem here is the economics of it is influencing player behavior to reduce/slow gameplay.

It also concerns subscription time benefit, and is somewhat meta / outside EVE.


Your opinion and use of forum bingo buzzwords is noted.

Unless you can put some actual parameters on 'the economics of it', define what 'influencing player behavior to reduce/slow gameplay' actually means, and maybe describe in 60 words or less what the true meaning of 'subscription time benefit' actually is, then you've pretty much just spouted a bunch of made up techno babble garbage.

No offense, but you make no real sense.
Serendipity Lost
Repo Industries
#183 - 2014-12-19 17:13:25 UTC
Wait, I think I get it. Your saying "My noobs frustrate me cuz the can't fly my doctrines" ???

Is that it?
Eileen Black
Center for Advanced Studies
Gallente Federation
#184 - 2014-12-19 17:32:40 UTC
Well - It seems to me like it's not an attribute problem but a remap problem. What if CCP did it so that you can change your profile by setting what you want to have and it aligns towards that by 1 point every 2 days as such

Target: 27/17/21/17/17
Day 0: 20/20/20/20/19
Day 2: 21/19/20/20/19
Day 4: 21/19/21/19/19
(...)

Algorithm is simple: increase the lowest that needs to get higher and decrease the highest that has to get lower, in case of multiple candidates, roll dice.

Simple, would make a full "remap" take in worst case scenario 1 month.
If we extend it to 4 days a point, we get 2 months.

I think this would let vets do their thing and newbies do their thing.
Everyone would gain:)
Serendipity Lost
Repo Industries
#185 - 2014-12-19 17:38:25 UTC
Remapping was a gift from CCP.

You're pretty much saying "Hey, my gold brick is too heavy"

Are you a titan pilot?
Maldiro Selkurk
Radiation Sickness
#186 - 2014-12-19 17:49:22 UTC
They should just normalize all training and get rid of training boosting altogether. Your idea is @$% and solves nothing.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Rain6637
GoonWaffe
Goonswarm Federation
#187 - 2014-12-19 17:56:17 UTC  |  Edited by: Rain6637
I'm saying it causes players to undock less often, due to ISK loss that is also hard to get around due to jump clone timing and the limit of one jump clone per station. If it's changed, you would see an increase in undocking across EVE. The problem with implants affecting SP accumulation rate is it relates to the value of something outside the game mechanics, or subscription fees.

SP accumulation is a pillar of EVE, but we're not talking about removing that, or making it easier for anyone. The point of this idea is stabilizing the rate, and separating SP accumulation from PVP (as it should be).

It's a very vague issue, but I promise you it's there.
Serendipity Lost
Repo Industries
#188 - 2014-12-19 18:03:08 UTC
Rain6637 wrote:
I'm saying it causes players to undock less often, due to ISK loss that is also hard to get around due to jump clone timing and the limit of one jump clone per station. If it's changed, you would see an increase in undocking across EVE. The problem with implants affecting SP accumulation rate is it relates to the value of something outside the game mechanics, or subscription fees.

SP accumulation is a pillar of EVE, but we're not talking about removing that, or making it easier for anyone. The point of this idea is stabilizing the rate, and separating SP accumulation from PVP (as it should be).

It's a very vague issue, but I promise you it's there.



Please name one thing in eve you are OK with. I'm just curious what that could possibly be.
Kharnakh
Imperial Academy
Amarr Empire
#189 - 2014-12-19 18:20:22 UTC
I would say delete the current learning implants, and remove the stat bonuses from the pirate sets (slot 1-5 implants).

Then, nothing...


There's no reason players are entitled to be able to train at 2700 sp/hr (though if this was a figure that wasn't just the result of random numbers coming together then CCP could tie the bonus to the base stat like they did when they removed the learning skills and make it 22 + remap points), and theres no reason why implant slots 1-5 should be used for anything but the named set implants.

This would allow pvp oriented players to enjoy the same skill point gains as fully loaded high sec residents without losing the ability to pimp their clone, and would allow high seccers scared to lose their ~500 mil learning implants in low or nulsec to jumpclone to a clean one without losing their precious sp/hr.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#190 - 2014-12-19 18:20:30 UTC
Just seems like a really complicated way to do something entirely uninteresting. Yay for boredom.
Moac Tor
Cyber Core
Immediate Destruction
#191 - 2014-12-19 18:27:05 UTC
Rain6637 wrote:
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.

For me, attribute Implants should stay simply because they give the player interesting choices in regards to risk more expensive implants and get higher reward. I don't buy into this mind set that SP is somehow sacred; my experience tells me this is not the case and so thinking like that will eventually lead to sour grapes.

That being said, I would like to see a rebalance of implants.

To give a rough idea; currently there are 3 grades of pirate implant, they should confer the same benefit in terms of learning as the top grade learning implants.

High-Grade = +5
Mid-Grade = +4
Low-Grade = +3

As mentioned previously in the thread, if the vanilla attribute enhancers had their cost reduced by increasing supply, then there would be a clear progression from plain attribute enhancers to the pirate combat enhancing sets.

At the moment you have to either decide if you want combat ability with pirate sets, or learning ability with the plain attribute enhancers; the problem with giving the player a choice like that should be clear.
Serendipity Lost
Repo Industries
#192 - 2014-12-19 18:39:33 UTC
I'm not sure what is wrong with having to choose between better skillin and better killin. Explain.
Moac Tor
Cyber Core
Immediate Destruction
#193 - 2014-12-19 18:58:50 UTC
Serendipity Lost wrote:
I'm not sure what is wrong with having to choose between better skillin and better killin. Explain.

If you insist.

For any serious pvper the combat enhancing pirate faction sets are mandatory. I'm aware you can skimp on them and still get by, but please be aware that if you have equipped a vanilla learning implant set in your slot 1-5 then you are going into a fight at a disadvantage.

This may not matter so much on big clusterfucks where everyone assigns drones or mashes F1 at whatever the FC calls, but for small scale engagements where every man counts you need every advantage you can get.

So to conclude, If I am sitting in a set of 500mil isk +5s and my jump timer has not yet expired; or the clone is situated half way across the map; then there is little chance of me wanting to get involved in any meaningful pvp given the massive cost of the implants in my head, and given that I have already hamstrung myself by not having made use of combat enhancing implants.

If on the other hand vanilla attribute enhancers were more around the cost of 75 mil for a full set of +5s, then firstly I would consider the reduction in combat ability by not having pirate implants, and secondly the 75 mil isk I am putting on the line, and in most cases assess that 75mil is not enough of a deterrent for avoiding combat.

Also on the other side, if I want to go for a full set of combat implants, I then don't have to worry about gimping my training time and will feel free to stay in that high-grade pirate set for as long as I can afford them.

So in this situation it simply comes down to how much isk are you willing to put on the line, instead of do I want to train skills or do I want to pvp.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#194 - 2014-12-19 19:55:37 UTC
Moac Tor wrote:
Serendipity Lost wrote:
I'm not sure what is wrong with having to choose between better skillin and better killin. Explain.

If you insist.

For any serious pvper the combat enhancing pirate faction sets are mandatory. I'm aware you can skimp on them and still get by, but please be aware that if you have equipped a vanilla learning implant set in your slot 1-5 then you are going into a fight at a disadvantage.

This may not matter so much on big clusterfucks where everyone assigns drones or mashes F1 at whatever the FC calls, but for small scale engagements where every man counts you need every advantage you can get.

So to conclude, If I am sitting in a set of 500mil isk +5s and my jump timer has not yet expired; or the clone is situated half way across the map; then there is little chance of me wanting to get involved in any meaningful pvp given the massive cost of the implants in my head, and given that I have already hamstrung myself by not having made use of combat enhancing implants.

If on the other hand vanilla attribute enhancers were more around the cost of 75 mil for a full set of +5s, then firstly I would consider the reduction in combat ability by not having pirate implants, and secondly the 75 mil isk I am putting on the line, and in most cases assess that 75mil is not enough of a deterrent for avoiding combat.

Also on the other side, if I want to go for a full set of combat implants, I then don't have to worry about gimping my training time and will feel free to stay in that high-grade pirate set for as long as I can afford them.

So in this situation it simply comes down to how much isk are you willing to put on the line, instead of do I want to train skills or do I want to pvp.


And when you choose to go to null you forsake some of the things you can do in hisec for the potentially higher rewards from null.
Choices and consequences just as it should be.
McChicken Combo HalfMayo
The Happy Meal
#195 - 2014-12-19 20:25:46 UTC
The problem with the risk/reward argument is that in all other facets of EVE, what you lose is ISK. It's somewhat different when it comes to implants as you lose SP.

You can fit +5s each and every time and then all you lose is ISK, but for many pilots (even vets) that is not sustainable. Active PVP players in nullsec lose pods often enough, and many noobs in FW do too. What you're left with is an inability to fit +5s without bankrupting yourself in the process, and so you fit lesser or no learning implants and permanently lose SP.

By comparison if you can't afford to keep losing expensive ships and fits, you similarly take less risk by using worse ships and fits, but you don't lose anything in the long run by doing so.

And so the logic of the situation dictates two situations commonly occurring
- Pilot uses lesser implants and permanently loses SP
- Pilot uses expensive implants and doesn't undock as often

There are all our dominion

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

Mario Putzo
#196 - 2014-12-19 20:35:29 UTC  |  Edited by: Mario Putzo
I think Attributes are "meaningless" on the whole because there is a large inability to change them. 1 time a year is kind of a joke, if you could remap your attributes more frequently there would be a large benefit to do so. Case in point I have a 25 day skill plan set up on my free second character training, with the remap and +3 Attribute Implants that has come down to 19 days 18 Hours, just under 6 days time saved, and a perfect fit for a 20 day free training plan.

This is only possible because of how i placed my attributes in the remap, otherwise I would need to cut skills to pull it under 20 days.

Extrapolate that how you will, In my honest opinion having more access to changing attributes would be more beneficial in the long term. Perhaps through an in game isk sink, or yet another PLEX spender. The only thing I would change about implants is make them salvageable from corpses. Otherwise, why fix it if it ain't broken.

In either regard more options is always better than less options, and people who seriously condone removing options from a game should consider removing themselves from the gene pool instead.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#197 - 2014-12-19 21:54:09 UTC
Mario Putzo wrote:
I think Attributes are "meaningless" on the whole because there is a large inability to change them. 1 time a year is kind of a joke, if you could remap your attributes more frequently there would be a large benefit to do so. Case in point I have a 25 day skill plan set up on my free second character training, with the remap and +3 Attribute Implants that has come down to 19 days 18 Hours, just under 6 days time saved, and a perfect fit for a 20 day free training plan.

This is only possible because of how i placed my attributes in the remap, otherwise I would need to cut skills to pull it under 20 days.

Extrapolate that how you will, In my honest opinion having more access to changing attributes would be more beneficial in the long term. Perhaps through an in game isk sink, or yet another PLEX spender. The only thing I would change about implants is make them salvageable from corpses. Otherwise, why fix it if it ain't broken.

In either regard more options is always better than less options, and people who seriously condone removing options from a game should consider removing themselves from the gene pool instead.


I'm not averse to being able to disect corpses and get a bpc for implants as long as they require lots of PI to produce as the ascendency ones do.

We don't need more things hitting plex though. As for attributes I like that they make you think of your focus in game, but I'm old fashioned like that :D
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#198 - 2014-12-19 21:58:43 UTC
McChicken Combo HalfMayo wrote:
The problem with the risk/reward argument is that in all other facets of EVE, what you lose is ISK. It's somewhat different when it comes to implants as you lose SP.

You can fit +5s each and every time and then all you lose is ISK, but for many pilots (even vets) that is not sustainable. Active PVP players in nullsec lose pods often enough, and many noobs in FW do too. What you're left with is an inability to fit +5s without bankrupting yourself in the process, and so you fit lesser or no learning implants and permanently lose SP.

By comparison if you can't afford to keep losing expensive ships and fits, you similarly take less risk by using worse ships and fits, but you don't lose anything in the long run by doing so.

And so the logic of the situation dictates two situations commonly occurring
- Pilot uses lesser implants and permanently loses SP
- Pilot uses expensive implants and doesn't undock as often


It is factually incorrect to say that players lose sp. No player has the right to the additonal training boosts, they earn them. Jusf the same as pirate ships or faction modules. Would people ask to remove them to due to the (available to all who earn it) advantage that they give?

By making a choice to fly pvp in null or wh a player has chosen higher risk for higher reward. Risking implants or *choosing* not to usr them is part of that risk. In hisec the implants are much safer but the rewards are consequently lower in every area.
McChicken Combo HalfMayo
The Happy Meal
#199 - 2014-12-19 23:42:47 UTC  |  Edited by: McChicken Combo HalfMayo
Corraidhin Farsaidh wrote:
McChicken Combo HalfMayo wrote:
The problem with the risk/reward argument is that in all other facets of EVE, what you lose is ISK. It's somewhat different when it comes to implants as you lose SP.

You can fit +5s each and every time and then all you lose is ISK, but for many pilots (even vets) that is not sustainable. Active PVP players in nullsec lose pods often enough, and many noobs in FW do too. What you're left with is an inability to fit +5s without bankrupting yourself in the process, and so you fit lesser or no learning implants and permanently lose SP.

By comparison if you can't afford to keep losing expensive ships and fits, you similarly take less risk by using worse ships and fits, but you don't lose anything in the long run by doing so.

And so the logic of the situation dictates two situations commonly occurring
- Pilot uses lesser implants and permanently loses SP
- Pilot uses expensive implants and doesn't undock as often


It is factually incorrect to say that players lose sp. No player has the right to the additonal training boosts, they earn them. Jusf the same as pirate ships or faction modules. Would people ask to remove them to due to the (available to all who earn it) advantage that they give?

By making a choice to fly pvp in null or wh a player has chosen higher risk for higher reward. Risking implants or *choosing* not to usr them is part of that risk. In hisec the implants are much safer but the rewards are consequently lower in every area.

They lose SP for not using expensive training implants in the same way they lose combat ability by not using expensive combat implants. The semantics can be argued but the point is still in tact. You risk something expensive for a greater reward from using it. The difference is though there aren't any long term ramifications for not using the combat implants. It effects you only during that given time frame.

I don't think this negates your entire point though, but rather that the risk/reward model in regards to training implants isn't a straight forward comparison to most other risk/reward models in the game. It deserves it's own consideration because permanent effects on a player will affect their mentality and decision making differently than temporary ones.

There are all our dominion

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

Taresh Jahemis
Yashida Industries
#200 - 2014-12-20 00:28:55 UTC
Corraidhin Farsaidh wrote:
It is factually incorrect to say that players lose sp. No player has the right to the additonal training boosts, they earn them. [...]
If you compare two hypothetical scenarios, it is appropriate to state that in one scenario you lose skillpoints relative to the other scenario. Using "losing out on skillpoints" might be less prone to misinterpretation, but all this is really just semantic hair-splitting.

When you read the arguments of many of the opponents of the proposed changes, you see a lot of "you have to earn it", "you need to learn patience", "stop being a spoiled child". In other words, they feel like they need to teach a life lesson to those who argue in favor of the proposed changes, and this distracts them from looking at the mechanics objectively.

When you look at the remap mechanic, for instance, you don't need to earn the boost to train optimally. It's trivially easy to just train the skills that correspond to your current remap. If you do that as a new player, though, it sucks the fun right out of the first couple of months of your Eve career. Same with the +5 Implants: earning the ISK to purchase a set it pretty easy, but once you have them, you are incentivized to be more risk averse, which is bad for both your own fun and for the game as a whole.

In summary, you always need to look at the incentives that the mechanic in question creates. If those incentives propagate tedious, joyless, or frustrating behavior, then they are not good game design, irrespective of how much you have gotten used to them over the years and how much you think they provide valuable learning opportunities in personal growth and delay of gratification for other players.

Fortunately, CCP has recently become much more open to revisiting those types of ingrained but poor game mechanics (e.g., clone grades, skill queue length, etc.) that I am cautiously optimistic that they will do just that with the attributes and skill training system.