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Latest CSM notes : Rumours of attribute points/implants being removed.

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Author
Benny Ohu
Royal Amarr Institute
Amarr Empire
#241 - 2015-01-27 13:06:04 UTC
i've always had +3s in. i reckon +3s are probably what's 'standard', if there is one. cheap enough that a rookie can afford them, really. getting +4s'd make me question if i really needed them
Memphis Baas
#242 - 2015-01-27 13:19:21 UTC
There are multiple interests at work regarding the issue of implants, imo:

- CCP wants to get us out of the stations and believe the loss of attribute implants will.

- We're addicted to them; I believe people will willingly give them up only if presented with overpowered alternatives (implant for immunity to warp disruption, ewar, being probed, appearing on d-scan, and the like).

- People who are making money from acquiring and selling these implants want to keep making money and are opposed to their removal.

- People who want to keep the game visceral or the way it was in the past are opposed to any change.

- People who want freebies would gladly take a free +5 to all attributes for free.

If the attribute implants that we're addicted to get removed, I believe implant usage will shrink down to the same proportions that rig usage has vs. unrigged ships. Most used rigs are generic (power grid, cpu, cap.) Also, once things settle down, CCP will want to nerf the ship stats so we have to use implants to keep the same firepower as before.
Chaotix Morwen
Church Of BDSM
#243 - 2015-01-27 13:20:59 UTC
Dominique Vasilkovsky wrote:
Chaotix Morwen wrote:
Dominique Vasilkovsky wrote:
Chaotix Morwen wrote:
Why is everybody obsessed with removing choices from this game? Learning implants have always given people the choice of risk vs reward, you people are essentially asking for the reward without the risk.

I'll bet you loved the choice given back when we had learning skills to train as well.

It isn't about risk, it is about a stupid mechanic that shouldn't have been added to start with. I would happily replace my +5s with highgrade pirate implants if it wasn't for the SP/h penalty currently imposed.


The learning skills werent a choice, there wasnt the pick between SP, ship efficency or cost, it was just spend time for bonuses. With implants you can have learning implants, pirate implants or nothing at all, 3 choices which you can intermix as you wish. With choice comes risk. Just because you struggle with choices doesnt mean its a stupid mechanic.

Are you seriously saying you wont use pirate implants for the sake of 1.5 sp/m? Does that meager little sp gain mean so much as to gimp your ships?

It's the same argument, you didn't have to do the learning skills, sure would be silly long term if you didn't get them trained but no one forced you. Same with the attribute implants. Not to mention the attribute implants were added to make up for the bad learning skill mechanic in the first place.

Up until recently high grade implants were +3 not +4. That 3SP/m would total to 11m SP for the 7 years I have had +5's plugged in.


It isnt the same argument. Learning skills once trained stuck with you, you never had to think of them again, the only cost was time. There are no alternatives to them, and there is no downside to having them, this is no choice. Learnng implants cost you your implant slots 1-5, which can be used for other things, get a crystal set for 15% boost to your rep rate or get that extra 1.5 sp/m with the learning implants? This is choice.

After 7 years you care about 11m sp? This is sounding more and more like a case of you wanting the +5 sp at no cost, heres the thing, this game was built upon consequences. Upon risk vs reward. If you want the reward, take the risk, fly with your +5s and enjoy the game.
Gregor Parud
Imperial Academy
#244 - 2015-01-27 13:22:08 UTC
Memphis Baas wrote:
There are multiple interests at work regarding the issue of implants, imo:

- CCP wants to get us out of the stations and believe the loss of attribute implants will.

- We're addicted to them; I believe people will willingly give them up only if presented with overpowered alternatives (implant for immunity to warp disruption, ewar, being probed, appearing on d-scan, and the like).

- People who are making money from acquiring and selling these implants want to keep making money and are opposed to their removal.

- People who want to keep the game visceral or the way it was in the past are opposed to any change.

- People who want freebies would gladly take a free +5 to all attributes for free.

If the attribute implants that we're addicted to get removed, I believe implant usage will shrink down to the same proportions that rig usage has vs. unrigged ships. Most used rigs are generic (power grid, cpu, cap.) Also, once things settle down, CCP will want to nerf the ship stats so we have to use implants to keep the same firepower as before.



And then there's people who see through the bullshit and care about the actual result of removing them.
Mara Rinn
Cosmic Goo Convertor
#245 - 2015-01-27 13:29:02 UTC
Celgar Thurn wrote:
2) This change would be another kick in the pants to the missions system, mission/LP revenue and various career sub-options such as selling ore for storyline missions etc. I would argue that too many revenue ideas have been removed or made uneconomic already


Attribute implants are not particularly profitable. There are many things that are more profitable, including high end hardwirings (as opposed to high end implants).

Removing attribute implants does not mean that pirate implants would go away: they would simply lose the attribute bonuses. Your high-grade slave implants would still provide a significant boost to armour.

Celgar Thurn wrote:
3) I feel this is another case of dumbing down of the game. Are we eventually going to get to a point where EVE Online is like many other MMOs where items are just collected within the game and nothing gets destroyed ?


"Dumbing down" would imply that there are benefits provided by attribute points and learning implants beyond the ability to stroke one's e-peen over the trimming of a 2-year-long training plan by four days, part of which includes stacking all the Per/Wil skills together and then stacking the Int/Mem skills together, then leaving the character to "cook" for two-years-less-four-days.

That is not actually playing the game.

Is it really "dumbing down" when the optimum training plan was to not play the game for two years, and removing attributes means people will actually play the game before they get bored of it?
Gregor Parud
Imperial Academy
#246 - 2015-01-27 13:32:35 UTC
Mara Rinn wrote:
Is it really "dumbing down" when the optimum training plan was to not play the game for two years, and removing attributes means people will actually play the game before they get bored of it?



Nothing is forcing you to do so.


Dominique Vasilkovsky
#247 - 2015-01-27 13:37:52 UTC
Aralyn Cormallen wrote:
How typical am I? I will admit I don't know, but I would bet anything I'm a lot more closer to the norm than Mrs "wore +5s since day one and never trained a skill off-remap".

Ok just to prove I didn't do min/maxing from day one:
Quote:

This char was designed to have as even stats as possible so the attributes with advanced learning level 4 and +5 implants is as follow:

Charisma 24
Intelligence 24
Perception 23
Memory 24
Willpower 24

Any skill not using perception is done at 2178 SP/h with the worst case scenario at 2112 SP/h. Add another 90/60 SP/h if all the advanced learning is pushed to level 5.

Source

This was ofcourse long before learning skills were removed and neural remaps were introduced. Also seems I only waited a year and not two before going from +4 to +5's on this character. After all the +5 implants back in 2006 cost around 2 years worth of game time each so well out of reach. Thankfully CCP tweaked the availability.

But sure, I'm not the highest SP Gallente Jin-Mei in game without a reason and the Achura I created (and later sold) is still in the top 5 among them.
Mara Rinn
Cosmic Goo Convertor
#248 - 2015-01-27 13:42:54 UTC
Gregor Parud wrote:
Mara Rinn wrote:
Is it really "dumbing down" when the optimum training plan was to not play the game for two years, and removing attributes means people will actually play the game before they get bored of it?


Nothing is forcing you to do so.


And yet people do.

Why is that?
Jenn aSide
Soul Machines
The Initiative.
#249 - 2015-01-27 13:44:43 UTC
The real truth is that people like to make excuses (even to themselves) about what they do. for some reason, some people who aren't pvp minded choose to think "if it's just easier/more accessible/less costly I would pvp".

Developers across games (not just EVE) deliver on this all the time, only to see the exact same people find a new excuse, because it wasn't the cost or something keeping them from pvping, it was them (the player and that player's true preferences) that kept them out of pvp.

Look at all the things CCP has added to the game in the last 2 years that damn near no one uses despite the fact that use of those itmes would solve the problems they complain about. Mobil micro jump drives, scan inhibitors, cyno jammers, anchor rigs, target lock breakers and so on and not even including the already existing stuff like ecm, ecm bursts, smartbombs, nuets, warp core stabs etc etc. CCp could put in a "win" button that ejects everyone but you from the server and they'd still complain lol.

If CCP is gonna remove learning implants, they should do it for the right reasons (ie they can deliver better gameplay options without them, lie it was with learning skills) and not the wrong reasons ("hey, if we remove these things, people will pvp their backsides off!!").
Gregor Parud
Imperial Academy
#250 - 2015-01-27 13:45:40 UTC
Mara Rinn wrote:
Gregor Parud wrote:
Mara Rinn wrote:
Is it really "dumbing down" when the optimum training plan was to not play the game for two years, and removing attributes means people will actually play the game before they get bored of it?


Nothing is forcing you to do so.


And yet people do.

Why is that?


Because they choose to to play Skill Training Online, the rest of us just plays the game... as they choose. Why should we alter the game in a tremendous way, resulting in even less advantages for newbies, just because some of us decide to play by not playing?
Mara Rinn
Cosmic Goo Convertor
#251 - 2015-01-27 13:47:52 UTC
Gregor Parud wrote:
Because they choose to to play Skill Training Online, the rest of us just plays the game... as they choose. Why should we alter the game in a tremendous way, resulting in even less advantages for newbies, just because some of us decide to play by not playing?


Because for the rest of us who don't really care about optimising a few days out of a two year training plan, removal of attributes won't change the game we play.

Removal of attributes will only alter things for the people who play Skill Training (Off/On)line (aka "Sokoban with Gantt Charts")
baltec1
Bat Country
Pandemic Horde
#252 - 2015-01-27 13:53:26 UTC
Mara Rinn wrote:
Gregor Parud wrote:
Mara Rinn wrote:
Is it really "dumbing down" when the optimum training plan was to not play the game for two years, and removing attributes means people will actually play the game before they get bored of it?


Nothing is forcing you to do so.


And yet people do.

Why is that?


Greed.
Dominique Vasilkovsky
#253 - 2015-01-27 13:55:23 UTC
Chaotix Morwen wrote:
It isnt the same argument. Learning skills once trained stuck with you, you never had to think of them again, the only cost was time. There are no alternatives to them, and there is no downside to having them, this is no choice. Learnng implants cost you your implant slots 1-5, which can be used for other things, get a crystal set for 15% boost to your rep rate or get that extra 1.5 sp/m with the learning implants? This is choice.

After 7 years you care about 11m sp? This is sounding more and more like a case of you wanting the +5 sp at no cost, heres the thing, this game was built upon consequences. Upon risk vs reward. If you want the reward, take the risk, fly with your +5s and enjoy the game.

The options with learning skills were the same as the current options for learning implants. You had the option to ship spin for two months or train ship skills and actually have fun in game. Now that everyone picked the ship spinning route explains why we no longer have those skills in game. However with the learning implants it is the same choice again for people, do they want to have fun or progress faster in safety?

Personally I don't care what happens with the learning implants as long as they flatten the attributes. It would just be a good opportunity to get both fixed at once.

And yes I'm glad i didn't miss out on those 11m+ SP. Big smile
Lugh Crow-Slave
#254 - 2015-01-27 13:56:00 UTC
CCP Darwin wrote:
Gregor Parud wrote:
people accept risk in this pvp centric MMO where consequences can be harsh?


I'm not on the team that brought this question up with the CSM, but I do have a question for you.

If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed?

Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat?

Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases?

I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.



currently i am buying what i need few experienced pilots buy more than they need if these are removed no i'm not going to buy 50mill worth of other implants i will simply keep the isk in my wallet where it can't be lost
Jeremiah Saken
The Fall of Leviathan
#255 - 2015-01-27 13:58:20 UTC
Mara Rinn wrote:
Removing attribute implants does not mean that pirate implants would go away: they would simply lose the attribute bonuses. Your high-grade slave implants would still provide a significant boost to armour.

Then anybody who want to remove attribute implants will have same argument for pirate implants. "We don't want do undock because the cost of them". If they don't undock now they won't with pirate sets. Cost matter here. Not only: "we don't have options here, so let's just remove them". Last one is easy to solve.
Mara Rinn wrote:

..."Dumbing down"...

Dumbing down as less oportunities to train my character.
Just merge attributes bonuses with skill bonuses like in pirate sets and we will have problem solved.
One part of the problem is training system in EvE. We have to plan our skill training ahead, with only one remap of skill per year. When i started to play EvE i was feeling like i'm being forced to choose my path for next few months. I don't even know if i will be playing this game then. We are slave to our SP's.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Gregor Parud
Imperial Academy
#256 - 2015-01-27 13:58:44 UTC  |  Edited by: Gregor Parud
Mara Rinn wrote:
Gregor Parud wrote:
Because they choose to to play Skill Training Online, the rest of us just plays the game... as they choose. Why should we alter the game in a tremendous way, resulting in even less advantages for newbies, just because some of us decide to play by not playing?


Because for the rest of us who don't really care about optimising a few days out of a two year training plan, removal of attributes won't change the game we play.

Removal of attributes will only alter things for the people who play Skill Training (Off/On)line (aka "Sokoban with Gantt Charts")


No, as stated earlier it will completely affect balance. Here's why.

There isn't much performance difference between combat/ship skills at lvl 4 or 5 and as such the "supervet vs newer player" isn't so much a battle of SP as it's capped by skill level and thus skill points are actually a balancing factor, in favour of newbies. The only thing that more SP gives you is more diversity in ships and choices, but in a 1v1 combat scenario this extra SP does nothing at all. Newbies have learning implants to "catch up" and vets have learning implants to diversify thus those implants are, again, a balancing factor in favour of the newbie because it doesn't affect actual scenarios, just long term goals.

On top of that, if the logic is "newbies can't really pay for learning implants while older players can" then if they get removed this changes into "newbies can't pay for slaves/snakes/etc while older players can". Resulting in a shift from a "skill point battle" (which as stated isn't that much of a gap) into a "lol slave/snake/etc" battle, which is a massive gap.

This "1v1" scenario translates very easily to "fleets vs fleets". Newer players are NOT helped by removing learning implants, doing so will backfire and cause richer players/groups to gain an advantage through combat implants.


So with that reason debunked all that's left is "because I like non-effort, non-risk bonuses". Which is not a valid rason.
Mara Rinn
Cosmic Goo Convertor
#257 - 2015-01-27 14:16:46 UTC
Gregor Parud wrote:
Newbies have learning implants to "catch up" and vets have learning implants to diversify thus those implants are, again, a balancing factor in favour of the newbie because it doesn't affect actual scenarios, just long term goals.


For that newbie to "catch up" they need to dedicate 12 months with one remap to a set of skills which will mostly be wasted until they finish the next 12 month period of training with a different remap.

There's no point having medium gunnery skills until you can fly a cruiser, for example. With attributes and remaps gone, there is no pressure to "catch up" with the veteran players by remapping and logging out for two years. So the newer players can simply train the support skills to fly a mediocre frigate, then skill up to fly a mediocre cruiser, then focus on support skills. All the while, they'll be actually playing the game.

CCP could even enhance training speed (like they did for rookie pilots in their sub-1.5M SP period at one point, which later changed to "Cerebral Accelerators"). That's how you provide a benefit to rookie pilots, by addressing the "catching up with vets" issue directly.

Gregor Parud wrote:
On top of that, if the logic is "newbies can't really pay for learning implants while older players can" then if they get removed this changes into "newbies can't pay for slaves/snakes/etc while older players can". Resulting in a shift from a "skill point battle" (which as stated isn't that much of a gap) into a "lol slave/snake/etc" battle, which is a massive gap.


The people who are afraid of losing their +5s are typically the ones who never got into the kinds of incomes where they'd be using Slave Implants. They're addicted to the learning speed, because they're min-maxers. The people who do have the kinds of incomes where they can afford to take high-grade Slaves into combat also don't care about SP because they can just buy the characters they want. If you have ISK, you don't need to train Racial Titan 5, you just buy the character that already has it trained.

Gregor Parud wrote:
Newbies are NOT helped by removing learning implants, doing so will backfire and cause richer players/groups to gain an advantage through combat implants.


Richer players already have that advantage. Removing learning implants isn't going to change that particular advantage.

Removing attributes and learning implants still leaves the way open for Cerebral Accelerators to help newbies "catch up" with skill training. Even better since there will be no neural remaps the Cerebral Accelerators are effectively twice as useful.
Nilk Deninard
Only Fools and Horses
#258 - 2015-01-27 14:26:13 UTC
To the Devs, my reasons behind not wearing learning implants.

When I got hook by EvE I was less than a week old and I received an email from Spaceship Samurai inviting me to 0.0, the email was well written and I accepted the offer. From that point on it was ‘frowned’ on to fly with any implants due to the Alliance killboard statistics and after my newb implants ran out I very rarely (like once or twice) have ever plugged them in.

The above reason was also applicable to the other few corps/alliances I have flown with.

I now live in a WH with a few good friends with our own corp, but still I do not use learning implants for the reasons of my stats (to be honest I find KB stats a very poor metric but that’s another topic that has been bashed to death and I’m not going there). I just cannot seem to re-train myself away from this teaching and probably never will.

I don’t care either way as it hasn’t bothered me that I have just trained at normal speed for most of my time, in fact I spent the ISK that I would of probably lost on a higher SP Character.

TLDR; For me it’s not risk v reward, is risk v KB stats, that to me is why it’s wrong.
Gregor Parud
Imperial Academy
#259 - 2015-01-27 14:30:08 UTC  |  Edited by: Gregor Parud
Quote:
For that newbie to "catch up" they need to dedicate 12 months with one remap to a set of skills which will mostly be wasted until they finish the next 12 month period of training with a different remap.


No, they don't. The point of going int/mem and then later on perc/wil is to train (pretty much) all the relevant skills before remapping, no sane person will go int/mem just to get some support skills up to a slightly decent level. As such that strategy is only for people who think REALLY long term and as such agree to short term uselessness. Simply put; alts

Anyone who actually plays the game (new players, single account players) will follow a more logical overall perc/int or similar. Those people aren't going full OCD "these all skills first", they're actually playing the game (gasp). So if you take away the "must get everything to lvl 5" then the training time loss from not going 2 remaps but instead going an overall remap is actually really low. About 5-10%.

Alts and long term players will choose those 5-10% but that's more OCD than actually logically useful. People who just enjoy playing the game won't notice a difference.


The rest of your stuff is a whole lot of "what if" that has no bearing on the (f)actual current situation, nor would it change anything. those extra implants affect extra... regardless of removing of learning implants or not.
Mara Rinn
Cosmic Goo Convertor
#260 - 2015-01-27 14:40:10 UTC
Gregor Parud wrote:
The rest of your stuff is a whole lot of "what if" that has no bearing on the (f)actual current situation, nor would it change anything. those extra implants affect extra... regardless of removing of learning implants or not.


Now you tell me, if I'm flying a Rifter and I already have all the skills required to fly that Rifter trained to 5, why am I using +5s instead of useful implants?