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

First post First post
Author
Solops Crendraven
University of Caille
Gallente Federation
#381 - 2015-01-29 05:10:00 UTC  |  Edited by: Solops Crendraven
Paying real life currency to beat players who are inherently better than you in any game would solve all this Mumblejumbo rermoving atributes points and implants and Advantage that 10 year veterans Have. I just cant wait till Permadeath. The Future is casual gamers.

Moving To Las Vegas Watch Me Play Poker! enter link description here

Max Kolonko
Caldari Provisions
Caldari State
#382 - 2015-01-29 07:33:53 UTC
Death to atributes and learning implants. I hope this will happen sooner than later.

Its what cause players to not train skills that are beneficial to the corp. "Im on int mem so i xant train logi now buuuhuuuu"

As for learning implants it will increase ammount of people that will fly with set of low grades or higher imho. I know i would.
Gregor Parud
Imperial Academy
#383 - 2015-01-29 07:58:09 UTC
Aliventi wrote:
You and I can both judge risk and reward. Currently pirate implants offer a bonus that you have deemed Pay to Win and an attribute boost. For this point I assume use of high grade implants which give a +4 attribute boost and a perfect remap. Seeing how you have determined that pirate implants, under the category of combat implants, are pay to win wouldn't it make sense that the advantages presented in the pirate implants outweighs a mere 90 SP/hour? So why do we not see more pods with pirate implants? Why do we see learning implants below the level of +4 attribute increase when there are better Pay to Win pirate implants readily available for purchase (aside from the lack of cybernetics V)?



What are the chances that these "new implants we will create" will be less strong ones but more funky ones? Warp speed implants together with agility, just a few % mind you but "worth it". Sensor strength increasing combined with targeting range, stuff like that. Implants that would bring clone cost to 50-200 mil for a "nice set". High SP chars aren't paying for clones anymore so that pretty much makes up for it, "these are awesome, gotta have them!", "for this doctrine everyone fit these, cost 150 mil". It'll happen.
flaming phantom
Unlimited LTD
#384 - 2015-01-29 10:12:18 UTC
I have no basis for my opinion, but I like the attribute points and implants. but if they were to go, then oh well.

I guess I wouldn't worry about jumping back to my high sec clone in order to get max SP if i am not going to be pvping for a few days.
Leannor
State War Academy
Caldari State
#385 - 2015-01-29 13:05:14 UTC
I wouldn't object to a re-working of implants. Maybe mirror them more closely (than they already are) to Skills and Meta level.

Ie, you have the T1 Attribute +1 to +5. Then a T2 varient, then a faction/officer etc varient (just like most other modules and ships - thus totally no more advantageous than any other form of advancement in EVE).

Then you have a "mixed implant", which is the same base as the above, but, you can add together with a second part to enhance a skill. Maybe not each specific skill, but maybe that might be an idea. My initial thoughts was for everything you train in eve, there should be an option to boost that ability via the mixer. Maybe only generic skills, such as +1% refine up to +5% refine etc, which you can then intersect with the basic implants. If they're sold seperatly, and you mix and match (much like T3) you can make your own preferred implants, at your own level. And, with a maximum of 10 Jump Clones, you can effectively 'focus' on ten skills. So, you can have a refining clone, a PVE clone, a Manufacturing clone, ... or be more specific and have a Medium Gunnery Clone, and a Large Gunnery Clone, or a Warp clone. The advantage towards older players is lost, the more specific skills are availlbe.

Maybe, these mixer skill implants could be a kind of invention activity based off Skill Books, and consumes jove or Sleeper equipment and said skill book.

Hmm, I made that up as I went along, but the basic concept actually sounds pretty decent. Sure there's holes that need to be pulgged, but, anyway, there you go. :)

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Araxmas
Caldari Provisions
Caldari State
#386 - 2015-01-29 13:50:44 UTC
Sounds like a good change.

To the people complaining remember that they mentioned the removal of LEARNING implants, not all implants!
This means that we now have 5 implant slots freed up so people will still be hurt when they get pod killed, just instead of a bunch of attribute implants it will now be, hopefully, a bunch of new implants that will use the same slots.

Hell the charisma slot may now feature a bunch of implants that reduce tax, increase agent rewards, give leadership bonuses .etc
Perception may instead be a bunch of implants that increase scan resolution, locking speed, cloak delay .etc

Of course this is all speculation but the reactionary "Waaah this is now WoW in space" is just laughable.
baltec1
Bat Country
Pandemic Horde
#387 - 2015-01-29 15:34:48 UTC
Max Kolonko wrote:

As for learning implants it will increase ammount of people that will fly with set of low grades or higher imho. I know i would.


Nah, they will think of another excuse to not PvP.
Leannor
State War Academy
Caldari State
#388 - 2015-01-29 15:47:10 UTC
baltec1 wrote:
Max Kolonko wrote:

As for learning implants it will increase ammount of people that will fly with set of low grades or higher imho. I know i would.


Nah, they will think of another excuse to not PvP.



yeah, ...people who pvp, don't care about what they loose. Because they're the arrogant type that will think they will win, regardless of wether they do or don't.

People who don't PVP are those that are always thinking they won't win, and they don't wanna loose what they have, whatever that is. Implants are but an easy excuse. Until pvp happens in pods, without no risk, these types will remain, and represent the majority of folks.

(NB the arroganct thing for PVPers is a complimnet by the way, ... PVP need arrogance or maybe blind confidence is a better description). (aside from the exceptions who do it for fun.

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#389 - 2015-01-29 16:32:33 UTC  |  Edited by: Aliventi
Gregor Parud wrote:
Aliventi wrote:
You and I can both judge risk and reward. Currently pirate implants offer a bonus that you have deemed Pay to Win and an attribute boost. For this point I assume use of high grade implants which give a +4 attribute boost and a perfect remap. Seeing how you have determined that pirate implants, under the category of combat implants, are pay to win wouldn't it make sense that the advantages presented in the pirate implants outweighs a mere 90 SP/hour? So why do we not see more pods with pirate implants? Why do we see learning implants below the level of +4 attribute increase when there are better Pay to Win pirate implants readily available for purchase (aside from the lack of cybernetics V)?

What are the chances that these "new implants we will create" will be less strong ones but more funky ones? Warp speed implants together with agility, just a few % mind you but "worth it". Sensor strength increasing combined with targeting range, stuff like that. Implants that would bring clone cost to 50-200 mil for a "nice set". High SP chars aren't paying for clones anymore so that pretty much makes up for it, "these are awesome, gotta have them!", "for this doctrine everyone fit these, cost 150 mil". It'll happen.

High SP players were never paying 200 mil isk for a clone. No one has 400 mil SP. I was paying ~20 mil isk IIRC. Clone Grades were terrible option to either lose SP or lose isk. SP is worth a heck of a lot more than isk so I bought myself a clone upgrade. Not having to pay for clone upgrades is nice because I no longer have to pay a cost I didn't want to pay. I am not thinking "oh ~20 mil isk to spent on implants!" I am thinking "Oh ~20 mil isk to spend on a ship or [insert X goal here]". By purchasing a clone upgrade I was never prevented from purchasing additional combat implants. If I wanted to do that then I would have. You can take a look at the pod mails to see that many others chose not to use combat implant then, and still don't use combat implants now.

You can take the CA-X Genolutions as an example of the implants CCP will create. Do not get me wrong. These are powerful implants.Their bonus maxes out at less than a 4% bonus if my math is correct. While powerful, the implants are not overpowered. There is a vast opportunity here to create new and interesting implants that will allow people to do things they weren't able to do before. If you decide that a few implants worth it then more power to you. If you choose to requre certain implants for a doctrine then more power to you. That is Eve Online. You have meaningful choices and consequences. These implants will not give you and edge that someone else can't take away with skill, by bringing friends, flying the counter to your ship, using EWAR, etc.

CCP has a pretty good grasp on how to balance. I know you can cite Ishtars and Tengus as unbalanced right now. But for every ships or module they made too powerful they got a dozen of other ships and modules right. CCP knows that the Tengu and the Ishtar are unbalanced and are taking a look at them. CCP doesn't like unbalanced things anymore than the players do. They know it is in no one's interest to have Ishtars Online. So if they create an implant that is too powerful then they will work to get it fixed eventually.
mrjknyazev
College of Winterhold
Honorable Third Party
#390 - 2015-01-29 16:33:26 UTC
baltec1 wrote:

Nah, they will think of another excuse to not PvP.


I think



we've already



got



this.


Thank you for sharing your greater understanding of human psychology with us.
Gregor Parud
Imperial Academy
#391 - 2015-01-29 17:10:38 UTC  |  Edited by: Gregor Parud
If only I could still like those posts, I always like good posts.
Lady Rift
His Majesty's Privateers
#392 - 2015-01-29 17:34:32 UTC
mrjknyazev wrote:
baltec1 wrote:

Nah, they will think of another excuse to not PvP.


I think



we've already



got



this.


Thank you for sharing your greater understanding of human psychology with us.



SO SO true. baltec has nailed it.
Mehrune Khan
Viziam
Amarr Empire
#393 - 2015-01-29 17:53:02 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.


Hi I just wanted to give my opinion on this. I think skill training speed should be independent of implants - I do spend about 50 mill ISK on my pod (I have a complete set of +3's), and if the learning implants were removed, I would not. In fact this is the primary barrier to me risking my ship right now, and is why I stay in high-sec to mine and do missions.

I don't want to give up that edge on skill training. IMO the skill system is dumb - linking your character progress to an endless timer means whoever has the fastest timer wins. Lots of players would argue otherwise, but the fact is a 20 mil+ SP character fundamentally has more fun than a 2 mil SP character. If that wasn't the case, the character bazaar wouldn't exist - we wouldn't have any need for it.

So yes, if learning implants didn't exist, I would play the game differently.
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#394 - 2015-01-29 18:00:16 UTC
Mehrune Khan wrote:

So yes, if learning implants didn't exist, I would play the game differently.


No, no you wouldn't.

Why?

You refuse to leave Hi-sec because you fear losing 50 million in implants. So, say that risk went away, what would you fly out there? 50 million worth of T2 fit Cruiser? 250 million worth of HAC? 300 million worth of BS? 500 million worth of T3 cruiser? How are any of these losses any more acceptable than 50 million of implants? Sure, the implants are 50 million on top of the ships cost, but that cruiser is 45 million on top of the cost of a T2 fit frigate, that BS is 250 million on top of the cruiser.

Take the cost of the implants in to account of the cost of the whole, and forget about it. Its a falsehood holding you back, an illusionary cost that in the scheme of things really doesn't matter. Free yourself from the chains of the lie.
Mehrune Khan
Viziam
Amarr Empire
#395 - 2015-01-29 18:03:13 UTC
Aralyn Cormallen wrote:
Mehrune Khan wrote:

So yes, if learning implants didn't exist, I would play the game differently.


No, no you wouldn't.

Why?

You refuse to leave Hi-sec because you fear losing 50 million in implants. So, say that risk went away, what would you fly out there? 50 million worth of T2 fit Cruiser? 250 million worth of HAC? 300 million worth of BS? 500 million worth of T3 cruiser? How are any of these losses any more acceptable than 50 million of implants? Sure, the implants are 50 million on top of the ships cost, but that cruiser is 45 million on top of the cost of a T2 fit frigate, that BS is 250 million on top of the cruiser.

Take the cost of the implants in to account of the cost of the whole, and forget about it. Its a falsehood holding you back, an illusionary cost that in the scheme of things really doesn't matter. Free yourself from the chains of the lie.


What a pile of fluff. I wouldn't fly something worth more than maybe 5 mil into low/nul. A T1 fit frigate or cruiser would work fine. Actually I have done this before, and got by butt handed to me. It wasn't the loss of the ship that hurt, it was the loss of my implants which were far more expensive.

You don't know anything about me, so I would appreciate it if you didn't tell me what I would or would not do.
Lady Rift
His Majesty's Privateers
#396 - 2015-01-29 18:03:38 UTC
Mehrune Khan wrote:
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.


Hi I just wanted to give my opinion on this. I think skill training speed should be independent of implants - I do spend about 50 mill ISK on my pod (I have a complete set of +3's), and if the learning implants were removed, I would not. In fact this is the primary barrier to me risking my ship right now, and is why I stay in high-sec to mine and do missions.

I don't want to give up that edge on skill training. IMO the skill system is dumb - linking your character progress to an endless timer means whoever has the fastest timer wins. Lots of players would argue otherwise, but the fact is a 20 mil+ SP character fundamentally has more fun than a 2 mil SP character. If that wasn't the case, the character bazaar wouldn't exist - we wouldn't have any need for it.

So yes, if learning implants didn't exist, I would play the game differently.



ps you con go to +5's if you want a real edge.
Lady Rift
His Majesty's Privateers
#397 - 2015-01-29 18:04:48 UTC  |  Edited by: Lady Rift
Mehrune Khan wrote:
Aralyn Cormallen wrote:
Mehrune Khan wrote:

So yes, if learning implants didn't exist, I would play the game differently.


No, no you wouldn't.

Why?

You refuse to leave Hi-sec because you fear losing 50 million in implants. So, say that risk went away, what would you fly out there? 50 million worth of T2 fit Cruiser? 250 million worth of HAC? 300 million worth of BS? 500 million worth of T3 cruiser? How are any of these losses any more acceptable than 50 million of implants? Sure, the implants are 50 million on top of the ships cost, but that cruiser is 45 million on top of the cost of a T2 fit frigate, that BS is 250 million on top of the cruiser.

Take the cost of the implants in to account of the cost of the whole, and forget about it. Its a falsehood holding you back, an illusionary cost that in the scheme of things really doesn't matter. Free yourself from the chains of the lie.


What a pile of fluff. I wouldn't fly something worth more than maybe 5 mil into low/nul. A T1 fit frigate or cruiser would work fine. Actually I have done this before, and got by butt handed to me. It wasn't the loss of the ship that hurt, it was the loss of my implants which were far more expensive.

You don't know anything about me, so I would appreciate it if you didn't tell me what I would or would not do.



If you lose a pod in low it really is your fault for they are 100% avoidable. a t1 fit cruiser cost more than 5 mil.

also Jump clones, go 19 hours with out implants its not that long.
Solops Crendraven
University of Caille
Gallente Federation
#398 - 2015-01-29 18:09:10 UTC  |  Edited by: Solops Crendraven
Mehrune Khan wrote:
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.


Hi I just wanted to give my opinion on this. I think skill training speed should be independent of implants - I do spend about 50 mill ISK on my pod (I have a complete set of +3's), and if the learning implants were removed, I would not. In fact this is the primary barrier to me risking my ship right now, and is why I stay in high-sec to mine and do missions.

I don't want to give up that edge on skill training. IMO the skill system is dumb - linking your character progress to an endless timer means whoever has the fastest timer wins. Lots of players would argue otherwise, but the fact is a 20 mil+ SP character fundamentally has more fun than a 2 mil SP character. If that wasn't the case, the character bazaar wouldn't exist - we wouldn't have any need for it.

So yes, if learning implants didn't exist, I would play the game differently.

Thats correct a 20mill+SP Character has more fun than a 2 mill SP Toon .
If the Bazaar was more cheaper and more variety of toons I wouldnt waste years of my life training skills and remapping points.
I would even buy the toon with implants if it was cheaper the issue isn't about really attributes and implants its really about pilot not wanting to lose 200 Million to billion worth of isk .
I guarantee if everything was alot cheaper we would see more pilot PvP using implants and so on taking more risk because once you take away the value its all about having fun and blowing up ships.
Like in the RW if you Tax everyone to death nobody is going to want to run a Business or take risks thats just common sense.Im a Poker Player Im not going to go all in if Im Not Going to get a Big ROI from the Pot . Risk Vs Reward Im Not afraid Of PvP I play it all day its again Is the Risk worth the reward that comes to Question.

Moving To Las Vegas Watch Me Play Poker! enter link description here

Mehrune Khan
Viziam
Amarr Empire
#399 - 2015-01-29 18:14:20 UTC
Lady Rift wrote:
Mehrune Khan wrote:
Aralyn Cormallen wrote:
Mehrune Khan wrote:

So yes, if learning implants didn't exist, I would play the game differently.


No, no you wouldn't.

Why?

You refuse to leave Hi-sec because you fear losing 50 million in implants. So, say that risk went away, what would you fly out there? 50 million worth of T2 fit Cruiser? 250 million worth of HAC? 300 million worth of BS? 500 million worth of T3 cruiser? How are any of these losses any more acceptable than 50 million of implants? Sure, the implants are 50 million on top of the ships cost, but that cruiser is 45 million on top of the cost of a T2 fit frigate, that BS is 250 million on top of the cruiser.

Take the cost of the implants in to account of the cost of the whole, and forget about it. Its a falsehood holding you back, an illusionary cost that in the scheme of things really doesn't matter. Free yourself from the chains of the lie.


What a pile of fluff. I wouldn't fly something worth more than maybe 5 mil into low/nul. A T1 fit frigate or cruiser would work fine. Actually I have done this before, and got by butt handed to me. It wasn't the loss of the ship that hurt, it was the loss of my implants which were far more expensive.

You don't know anything about me, so I would appreciate it if you didn't tell me what I would or would not do.



If you lose a pod in low it really is your fault for they are 100% avoidable. a t1 fit cruiser cost more than 5 mil.


You've never jumped into a gate camp before, have you? You can't escape if your pod can't warp and is 15 kilometers from the gate.

I'm not a walking market index.
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#400 - 2015-01-29 18:29:53 UTC
Mehrune Khan wrote:


You've never jumped into a gate camp before, have you?


See, you proved my point by immediately falling in to your back-up excuse.

It is virtually impossible to lose your pod in lowsec, literally no ship can lock you before it is warped off. But upon someone stating this, you immediately went "well, but gatecamps". It is your mind holding you back, not the game.