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Skill system expansion for meaningful consequences and choice.

Author
SOL Ranger
Imperial Armed Forces
#1 - 2015-02-08 01:38:10 UTC
Skill system expansion for meaningful consequences and choice.

I like the skill system in EVE, especially with its perceived complexity with a sense of freedom of choice appeals to me.

However it lacks a deeper meaningful dimension and persistence, there is not much player compromise to speak of, right now skill training is a single dimensional very finite task with little thought needed behind decisions, you train them and you're done.

There is not much to evaluate other than the quite limited situations when we were new players and opted for lv 3/4 skills over 4/5 due to the time, or some few max point longer duration specialisation skills for those last 2% where you almost begin to think of the value of the skills vs. time.


I would like to have a system which allows us to go much deeper into pilot specialisation and personal choice, where if one so desires one can improve upon a ship or role near indefinitely in a variety of ways.


Today it is quite a completionist system where you train all kinds of various things to "complete" your training, to "complete" all the battleships, all the frigates, "complete" the weapons, to "complete" a ship and have "maxed" skills and be done with that part of EVE to then begin to train some useless other skills you'll really never use or want, max and complete this and that.


I would like to change that, I would like to make a grey area of everything where every choice you make is meaningful to what your aims are even if you have been playing for a very very long time, that the choice of what you train should always matter in a relevant way.


My suggestion:


All skills would be expanded so that they function less rigidly with a substantially finer granularity of levels, where maximum levels are very difficult(uneconomical) to reach with increasing diminishing returns in effect for longer time spent.

This to make everything a persistent player composed grey area of personal choices where you decide areas of interest to learn and perpetually improve upon rather than "complete", we get more meaningful choice and consequences where player picked specialised roles have genuine value rather than everyone aiming at flying everything at equal proficiency.


ex. One pilot might push for AWU 68 with a high time cost for a smidgeon more of PG for a specific ship fit whereas another focuses more balanced on most of his skills 50-60 to improve more economically in general as many do today with full lvl 4 skills instead of going straight for 5 as mentioned before.


The changes:


  • Skill max level 5 would be increased to skill max level 100(or any other larger figure fitting a proper interval, 1000 could be better with even a steeper time cost curve, but we will use 100 as the example).

  • Skill level 5 of today would be converted and gained as level 50.

  • Skill criteria would be altered to fit a lower requirement, usually a direct conversion of x10(1=10, 5=50 etc.) but rather preferably allowing more things to be used at a lower skill proficiency than today.

  • Procurement of level 100 would take ~10x the time required today for a level 5 skill.

  • Training of level 50 would take the same time as it does today for a level 5 skill.

  • Especially the latter half of 50 levels would take increasingly longer to train, taking 90% of the total time of a whole skill, varying from several months to easily over a year depending on skill for the total skill, where notably single levels would mostly be a matter of days usually albeit with little gain.

  • Level 100 grants a potentially double current total level 5 effect depending on solving potential balance issues of course.




Results:


  • True pilot specialisation becomes possible.
  • Specialised pilots become permanent hard currency and valuable for what they decide to fly and profess in.
  • Player choice and personal journey becomes critical and wholly defining.
  • You will always be able to improve in a meaningful way upon your character for a specific ship or role, even after playing for years.
  • Generic testing and cross training to other ships and technologies is possible as they were before, it is just much less attractive to do so when you could be improving on what you actually prefer to fly.
  • Training to "complete" something you do not need in reality will be utterly futile waste of time making a player inclined to train what he actually needs, wants and uses.
  • Much less of the generalist training where everyone flies everything, the system follows the truth of specialisation more accurately where a generalist would indeed be a "Jack of all trades, master of none."
  • Allows much more tweaking options for minuscule performance gains paying with massive time costs when you need those few more % of CPU or something else for a ship.
  • Things become much less cookie cutter when there exists a perpetual option to improve in some manner.
  • All pilots become much more unique than ever before.
  • Autistic completionists will blow a gasket tunnel training all faction ships for 10 years for quite marginal gains they will rarely if every get to benefit from.



When for example all subcap gunnery skills take over 10 years to complete in total to get to 100, you need begin to compromise in your decision making, as you simply cannot train them all nor is it reasonable to "complete" almost anything to 100 with the beastly diminishing returns granting less effect for your time, yet we still give the option for those who know what they want to train to do so and keep improving.



We get player choice and consequences, extreme possibilities for specialisation, meaningful character role persistence and most of all unique pilot value in the EVE universe, we like consequences, this will bring true consequences.

Thank you.

Please post constructively.

The Vargur requires launcher hardpoints, following tempest tradition.

Anhenka
The New Federation
Sigma Grindset
#2 - 2015-02-08 01:47:25 UTC  |  Edited by: Anhenka
One of the common mantras of EVE is that a new player can become as good as an old player at a specific role fairly quickly.

That would be directly removed by allowing older players to continue to train things like raw shields/armor/hull/capacitor or damage/rof/application skills to levels that would take a newbie months of training a single skill to achieve. And we would do it, because a lot of older players have ran out of skills that we really had any use for a long time ago.

Also ships are balanced around potential max skills. It would be incredibly hard to balance ships if training long enough could permit seemingly outlandish fits CCP never wanted people to be able to use, but couldn't set the base low enough to prohibit it without impacting their intended capabilities.


Sorry, not supported.
M'pact
Aliastra
Gallente Federation
#3 - 2015-02-08 01:50:51 UTC
We already have exactly this -- you are simply extending it out farther.

Why bother, when it already takes 15+ years to learn all of the existing skills in EVE? Nobody has even come close yet.

The only real way to make choices matter and have consequences in the skill system is to have a skill point limit for our characters.

Example: If your character can only have a maximum of 100 million skill points, your choices become important and have consequences.

I have around 79 million SP right now, and if I could only have 100 million SP total, I'd have to really think on what I want to spend the last 21 million SP on.

When I finally do make an impact on this universe, it will reverberate across the entirety of it, and no one will be able to truthfully claim they don't know me. - -

Until then, I'll just sit quietly over here, minding my own business...

Lugh Crow-Slave
#4 - 2015-02-08 01:53:43 UTC
Anhenka wrote:
One of the common mantras of EVE is that a new player can become as good as an old player at a specific role fairly quickly.

That would be directly removed by allowing older players to continue to train things like raw shields/armor/hull/capacitor or damage/rof/application skills to levels that would take a newbie months of training a single skill to achieve. And we would do it, because a lot of older players have ran out of skills that we really had any use for a long time ago.

Also ships are balanced around potential max skills. It would be incredibly hard to balance ships if training long enough could permit seemingly outlandish fits CCP never wanted people to be able to use, but couldn't set the base low enough to prohibit it without impacting their intended capabilities.


Sorry, not supported.


I can't really say it any better
Lugh Crow-Slave
#5 - 2015-02-08 01:56:17 UTC
M'pact wrote:

The only real way to make choices matter and have consequences in the skill system is to have a skill point limit for our characters.

Example: If your character can only have a maximum of 100 million skill points, your choices become important and have consequences.

I have around 79 million SP right now, and if I could only have 100 million SP total, I'd have to really think on what I want to spend the last 21 million SP on.


and that would be a Honorable idea as it would remove the progression of a pilot once it hit that cap and force optimization rather than the individuality we have now in eve where you can become anything
Nariya Kentaya
Ministry of War
Amarr Empire
#6 - 2015-02-08 03:31:28 UTC
Anhenka wrote:
One of the common mantras of EVE is that a new player can become as good as an old player at a specific role fairly quickly.

That would be directly removed by allowing older players to continue to train things like raw shields/armor/hull/capacitor or damage/rof/application skills to levels that would take a newbie months of training a single skill to achieve. And we would do it, because a lot of older players have ran out of skills that we really had any use for a long time ago.

Also ships are balanced around potential max skills. It would be incredibly hard to balance ships if training long enough could permit seemingly outlandish fits CCP never wanted people to be able to use, but couldn't set the base low enough to prohibit it without impacting their intended capabilities.


Sorry, not supported.

one example of this going badly, Perpetuum, unlike EVE< perpetuum's skills cap at level 10, which means someone whos been playing longer, even just looking at core skills, is given such an insurmountable advanatge even with same fitting, that a newb is unlikely to be even able to do damage before being destroyed

dont want EVE to be like that
Donnachadh
United Allegiance of Undesirables
#7 - 2015-02-08 04:04:58 UTC
-1 to the OP as it would benefit the older players far more while unduly penalizing the newest players.

M'pact wrote:
We already have exactly this -- you are simply extending it out farther.

Why bother, when it already takes 15+ years to learn all of the existing skills in EVE? Nobody has even come close yet.

The only real way to make choices matter and have consequences in the skill system is to have a skill point limit for our characters.

Example: If your character can only have a maximum of 100 million skill points, your choices become important and have consequences.

I have around 79 million SP right now, and if I could only have 100 million SP total, I'd have to really think on what I want to spend the last 21 million SP on.


With the most recent changes the last number I heard to train every skill in the game to level 5 was about 25 years.
15 or 25 really does not matter all that much but why not strive for accuracy.
My reference material.
http://skilltrainingcomplete.com/questions/train-everything
SOL Ranger
Imperial Armed Forces
#8 - 2015-02-08 04:05:37 UTC
Anhenka wrote:
One of the common mantras of EVE is that a new player can become as good as an old player at a specific role fairly quickly.

That would be directly removed by allowing older players to continue to train things like raw shields/armor/hull/capacitor or damage/rof/application skills to levels that would take a newbie months of training a single skill to achieve. And we would do it, because a lot of older players have ran out of skills that we really had any use for a long time ago.

Also ships are balanced around potential max skills. It would be incredibly hard to balance ships if training long enough could permit seemingly outlandish fits CCP never wanted people to be able to use, but couldn't set the base low enough to prohibit it without impacting their intended capabilities.


Sorry, not supported.



I feel I need to clarify that I intentionally marked the scale of the effective skill increase a result of balancing considerations to be taken, the suggestion does not aim to allow "outlandish" fits, it aims for allowing useful minor continuation for an increasing cost and compromise, if it is seen as allowing outlandish fits then it is obviously in need of tuning those figures


When I speak of AWU 68, I in no way am insinuating that the ship gets 136% more PG, but instead at the worst case 20%(+10% maximum, L5 x2), and as mentioned, that's just a crude figure of example, balancing could dictate that only a general increase of 50% would be prudent, thus converting L5 -> L66/100 granting at total of L100 benefit of 15%, a 5% potential increase over a very long time(very time wasteful).


It's just about tuning the figures to avoid unwanted extreme situations while keeping reasonable continuation and grey areas.

The Vargur requires launcher hardpoints, following tempest tradition.

Anhenka
The New Federation
Sigma Grindset
#9 - 2015-02-08 04:21:04 UTC  |  Edited by: Anhenka
SOL Ranger wrote:

I feel I need to clarify that I intentionally marked the scale of the effective skill increase a result of balancing considerations to be taken, the suggestion does not aim to allow "outlandish" fits, it aims for allowing useful minor continuation for an increasing cost and compromise, if it is seen as allowing outlandish fits then it is obviously in need of tuning those figures


When I speak of AWU 68, I in no way am insinuating that the ship gets 136% more PG, but instead at the worst case 20%(+10% maximum, L5 x2), and as mentioned, that's just a crude figure of example, balancing could dictate that only a general increase of 50% would be prudent, thus converting L5 -> L66/100 granting at total of L100 benefit of 15%, a 5% potential increase over a very long time(very time wasteful).


It's just about tuning the figures to avoid unwanted extreme situations while keeping reasonable continuation and grey areas.


If you don't think that EVE players couldn't squeeze some absolutely crazy fits out of say an extra 4% PG and CPU, and then another 4% weapons PG and CPU reduction, and then a further -4% rof, and a good 10% damage, and 4% tracking, and 4% optimal/falloff, then 4 % more armor, hull, shield, cap, cap regen, you are very inexperienced in how razor tight some fits are, and how much more we could do with them if we could just trim off a few more % from our weapon needs or add a few % more CPU or PG.

So many potential fits are discarded because they would require a +5% implant, or a set of Genos. CCP sets the levels of PGU and CPU and the needs of modules precisely so you can't make these crazy fits, and even a few % more fitting capability, and then a few % reduction in fitting requirements is likely to fling open the doors on fits that are purposefully out of range by CCP.
SOL Ranger
Imperial Armed Forces
#10 - 2015-02-08 04:43:12 UTC  |  Edited by: SOL Ranger
M'pact wrote:
We already have exactly this -- you are simply extending it out farther.

Why bother, when it already takes 15+ years to learn all of the existing skills in EVE? Nobody has even come close yet.

The only real way to make choices matter and have consequences in the skill system is to have a skill point limit for our characters.

Example: If your character can only have a maximum of 100 million skill points, your choices become important and have consequences.

I have around 79 million SP right now, and if I could only have 100 million SP total, I'd have to really think on what I want to spend the last 21 million SP on.


Extending it is literally the point to allow the virtually indefinite training and specialisation.

I avoided this solution especially because it is impossible to implement into EVE, it existed in SWG and it worked quite well, but that was a relatively closed system without new complexity introductions into that system, with quite defined rigid class structure sizes and it also was an initial feature in the game which never caused a problem of having too many skill points.

In EVE things change:


  • You must decide what is considered "enough" SP, without any defined consistent sizes of "classes" to rely on as skills are varied in many ways, any decided size will be quite arbitrary.
  • You must decide what to do with those who have more SP than the limit, you are quite literally nerfing them.
  • What will you do when you introduce new skills, as you've now created a new balance concern and everyone has a limited SP pool where new skills will constrain its total usefulness in relation.
  • It does not solve continuation in focused training for specialisation, instead it simply stops training completely when you've reached your goal and after that the training system is of no use.
  • SP hard caps will inherently create problems with testing new technologies beyond the cap, this is unwanted behaviour.


I'm sitting on 66m, if CCP decided to put in a 50m SP cap I wouldn't be a happy camper, and I bet the real high end veterans would not either.



The key is instead to offer options and compromise, improvements and improbability of maximum performance to cut out cookie cutter concepts, you simply cannot create an optimal plan for something that is inherently not possible to complete, you are simply left with more vague guidelines and recommendations, choices with solutions based on investment in time.




What I'm trying to achieve is essentially what you are proposing but without the absolute completion aspect of it, without having to limit players on the low end of the skills with hard caps, instead limit them with options and meaningful decisions, after they've decided on their skills they want to focus on as per their own decisions they are free to do so for as long as they would desire, essentially constantly improving, albeit marginally granted.

The Vargur requires launcher hardpoints, following tempest tradition.

Tiddle Jr
Brutor Tribe
Minmatar Republic
#11 - 2015-02-08 05:16:09 UTC
I don't like the pre-skills every newbee received upon creation. Those should be re-worked for sure.

Next thing which is also not my fav is skills rank and required time to train from 4 to 5. But i understand it's a must otherwise most of us already flew a titans.

What would be good if they could review an atributes layout. Make it more interesting and flexible other than remap.

In addition to that i'd personaly ask for skills remap availability. For example i was a miner/builder but i've done and willing to move to science and research. It would be great if i could move all or at least 75% of my skills directly to that area from my mining past.
Make it limited once per year or even once every two years.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

SOL Ranger
Imperial Armed Forces
#12 - 2015-02-08 05:23:09 UTC
Anhenka wrote:
SOL Ranger wrote:

I feel I need to clarify that I intentionally marked the scale of the effective skill increase a result of balancing considerations to be taken, the suggestion does not aim to allow "outlandish" fits, it aims for allowing useful minor continuation for an increasing cost and compromise, if it is seen as allowing outlandish fits then it is obviously in need of tuning those figures


When I speak of AWU 68, I in no way am insinuating that the ship gets 136% more PG, but instead at the worst case 20%(+10% maximum, L5 x2), and as mentioned, that's just a crude figure of example, balancing could dictate that only a general increase of 50% would be prudent, thus converting L5 -> L66/100 granting at total of L100 benefit of 15%, a 5% potential increase over a very long time(very time wasteful).


It's just about tuning the figures to avoid unwanted extreme situations while keeping reasonable continuation and grey areas.


If you don't think that EVE players couldn't squeeze some absolutely crazy fits out of say an extra 4% PG and CPU, and then another 4% weapons PG and CPU reduction, and then a further -4% rof, and a good 10% damage, and 4% tracking, and 4% optimal/falloff, then 4 % more armor, hull, shield, cap, cap regen, you are very inexperienced in how razor tight some fits are, and how much more we could do with them if we could just trim off a few more % from our weapon needs or add a few % more CPU or PG.

So many potential fits are discarded because they would require a +5% implant, or a set of Genos. CCP sets the levels of PGU and CPU and the needs of modules precisely so you can't make these crazy fits, and even a few % more fitting capability, and then a few % reduction in fitting requirements is likely to fling open the doors on fits that are purposefully out of range by CCP.



As I said, it's all about tuning the figures, even if that on the off chance means lowering the effectiveness of ships and technology slightly to allow a reasonably increased skill benefit and player choice then that could also be the way forward if need be.

I will admit that the scope of the added skill value may have been too generously selected even if it was intended as an example figure.


The whole reason why I am even entertaining the increase of skill values is because you cannot keep L5 skill values and convert it to L100 outright for the intended results the suggestion aims for, it leaves no continuation to specialise for players for the very skills they have, hence the suggestion would be moot for its intent.
The same goes for the cost of such a level with harsh diminishing returns, which should be very high at L100, essentially given for free for everyone with L5 trained, not possible.
Finally simply changing granularity without any of the actual conceptual changes would be pointless, so without reasonable skill value increases and the coinciding inevitable need for rebalance which come with it, there is no suggestion to be had.


See the general concept I am conveying rather than the raw figures, the figures can always be tuned, from top and bottom, ships and skills can be adjusted, higher and lower to create a functional solution.


I will clarify the concept in broader terms:

Imagine a more fluent skill system where the progression allows a remarkably finer level granulation(more levels for a skill), with an additional non trivial benefit beyond the current max level skill.
This with an extremely far time horizon(think a year maxed) for training which you will hardly ever reach unless prepared to waste colossal time for simple necessary benefits of some specific kind you decidedly want, making all your progression decisions continual compromises of necessity rather than finite schedules.

The Vargur requires launcher hardpoints, following tempest tradition.

Rain6637
GoonWaffe
Goonswarm Federation
#13 - 2015-02-08 05:49:55 UTC
I kinda like this, as it removes the ceiling on skills. I think the branching of skills should be a bit different.

Rather than having a Large Blaster Specialization VI, there could be a high rank skill that improves only optimal and another for only falloff of large blasters. Say, rank 16 (double the rank of Large Blaster Spec).

This is coming from a player with characters who have reached skill ceilings exactly as you describe. The only other way I've come up with for remedying the skill ceiling is creating new skill splits, but those don't change much for someone like me, with 'completionist' skill sheets.

I'm also stuck on high rank ancillary skills, as mentioned.

This idea also feels somewhat uncomfortable, which I think is a good sign.
Daichi Yamato
Jabbersnarks and Wonderglass
#14 - 2015-02-08 18:23:49 UTC  |  Edited by: Daichi Yamato
No.

Just means noobs are uncompetitive for longer. This will not change the 'completionist' style, and It does not remove the ceiling, it merely raises it.

Creating fits for the masses is enabled by the fact it doesnt take long for everyone to reach the same level. This would make a nightmare of having to come up with corp fits/doctrines etc.

too much wrong, whilst not fixing what it says its supposed to fix. (if indeed there is a problem at all)

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Zimmer Jones
Aliastra
Gallente Federation
#15 - 2015-02-08 18:53:21 UTC
Daichi Yamato wrote:
No.

Just means noobs are uncompetitive for longer. This will not change the 'completionist' style, and It does not remove the ceiling, it merely raises it.

Creating fits for the masses is enabled by the fact it doesnt take long for everyone to reach the same level. This would make a nightmare of having to come up with corp fits/doctrines etc.

too much wrong, whilst not fixing what it says its supposed to fix. (if indeed there is a problem at all)

Seeing the spirit of it voiced so often here, and having seen the effect in other mmo's I have to invoke malcanis' law.
Not going to link, it is invoked too often and rightly so. I would love it, more room in my freighter, more drones for my carrier, etc.
But I have to think of the noobs. Sorry, unsupported.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

SOL Ranger
Imperial Armed Forces
#16 - 2015-02-08 22:44:47 UTC
Daichi Yamato wrote:

Just means noobs are uncompetitive for longer.


I can't agree with this.

If a veteran sits and chews on level 99 AWU for an additional ~0.2% PG gain for say ~10 days and during that time a new player can gain any number of other skills for a much lower time cost, what's the problem, especially when this relation is highly perpetual, he is in fact permanently gaining the advantage of catching up in total flexibility and usefulness even more than today.

Everything the veteran focus trains will be highly ineffective time wise, also the longer time goes the closer the new player gets, perpetually by the very design of the concept.

Today we have the opposite in effect, a veteran player will grow linear in power towards skills as he trains everything in a finite completionist manner, he completes and moves on to the next skill, and so on, there is no hindrance and the distance from a new player is always constant.

In my suggestion that effective distance will become minuscule eventually as a rule as everyone at some point would decide to specialise more and when they do the time cost becomes extreme, down to virtual trivial values in focus training over possibly tens of days.

Scattered completionist training as it exists today isn't actually useless, even if people complain about training unnecessary things those things are actually often useful and provide flexibility, it just isn't so appealing for them personally.

So instead we get all kinds of pilots able to do all kinds of things and devaluing other pilots who would like to specialise in those areas but the competition is insanely high to do anything worthwhile with it; There is not much use for professionals when anyone can be a professional in anything at the same time, there is nothing to improve in in the current system, this is the fundamental point which causes the problem and why my solution is so well fitting.


We instead give players the chance to improve, to pick specialisation, we free up all those other secondary roles they do not want and allow others to fill those shoes, when that is done new players will pick their own interests and start specialising themselves and as time goes by they will increasingly close the gap to the veterans in that area of expertise making it also trivial.


Today the system allows flexibility to an extreme degree, yet it doesn't have any consequences as nobody can decide to do otherwise, like focus train something, there is no value evaluation for the worth of what you train today when there absolutely should be.


If anything the new player has a greater chance of actually catching up in total and relative usefulness as generic scattered training by veterans will be very rare, also in some area of expertise will he perpetually close the gap as the veterans are sitting and wasting huge amounts of time on minuscule benefits on the high end.


Also, what does competitive mean in EVE, where do you draw the line today, how much does this raise that line when the figures aren't even definitive and quite low as a whole?


As I see it you are choosing to view it this way, the changes would not be at all as radical as you make it seem in terms of beneifts and relative to new players, you'll rather have much more problems with other dictating factors like raw ISK and wealthy fits, implants, player experience and player connections than character skills on any level, it is a non issue.


Quote:

This will not change the 'completionist' style, and It does not remove the ceiling, it merely raises it.



If you want to try the completionist style on say all frigates with my suggested system, you should plan to live for further 25-50 years, I'd say it solves it quite definitely, unless you are intending to let your account be inherited by your grandchildren to complete the goal that is.

If a single L100 skill takes more or less a year to complete, and you want to complete them all, how is it ever possible to complete them all?

By raising the limit to the point a human cannot reasonably complete it all in any kind of expected player game lifetime, it removes the completionist mindset by the very definition of it not being a possible option; If someone does play for 1000 years and completes every skill to L100, then all I can say is congratulations, you won the game; Even expecting a player to play 10-20 years uninterrupted is pushing it.

Nobody will be a completionist in such a system, it is impossible, this suggestion is to give options and compromises, and it does that very well.

Quote:

Creating fits for the masses is enabled by the fact it doesnt take long for everyone to reach the same level. This would make a nightmare of having to come up with corp fits/doctrines etc.


Creating fits for the masses isn't an argument for anything, you can still create fits for the masses and you still have to regard skill sets just like now, the difference is you cannot just pick every maximum level skill and think that's a reasonable way to define a fit, you actually have to make compromises.

Your average autistic min/maxer has to take into consideration that maximum level skills are not feasible for such planning, but yet some players can and will improve upon those fits; Some things are better off less absolute and only in such systems does genuine choice and consequence reside.


EVE shouldn't be about predefined patterns and absolutes, it should be about grey areas and compromises, at least that is how I see it.

The Vargur requires launcher hardpoints, following tempest tradition.

Anhenka
The New Federation
Sigma Grindset
#17 - 2015-02-08 23:01:51 UTC
SOL Ranger wrote:
~snip massive wall of text~


Competitive means that they are able to fly a particular ship in the same way as a veteran player.

Skills with fairly low skill caps means that they are able to reach the same level of capability with that ship as someone with far more SP than them if the older player has diversified.

For example, I can fly every subcap. Every single one.

I can't fly them terribly well, since the only t2 ship skill I have is Logistics V. But I can fly them. I can pick up any ship, and be decent at flying it. Other than logi, all myt2 ship skills are at 4, gunnery specs at 4, a lot of the specialized skills are at 4.

But I have known specialized pilots with literally a third of my SP to be far better than I am at the tasks that they specialized towards.

Take Interceptors for example. I'm fairly sure you can make a "perfect" interceptor pilot with around 15 Mil SP.

And they will be far better at flying interceptor than I would be, despite the fact that I would have a 60 mil SP lead on them. If I stripped away everything not applicable to interceptors I would have to throw out a good 85% of my skillsheet.

Allowing players to continue training indefinitely does the exact opposite to allowing new players to reach a competitive point against older players.

There's still a "you need to train X long to achieve "perfect" skills" race. There's still diminishing returns as skill levels increase (which is already very true, hence my only having all the t2 skills to IV). There's still noobs complaining that older players are far in advance of them. It just pushes the bar further out on what's considered "perfect" or "optimal", and that doesn't help noobs in the slightest.

Someone above mentioned Malcanis's Law. If you are not familiar with it, here is it. It is very true in this situation.

"Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players."
SOL Ranger
Imperial Armed Forces
#18 - 2015-02-09 00:52:29 UTC  |  Edited by: SOL Ranger
Anhenka wrote:

Competitive means that they are able to fly a particular ship in the same way as a veteran player.


It was a rhetorical question, but no, that is an absolute definition of being equal, being competitive means reasonably equal, functional, viable for a role, which is something my suggestion does not in any way hinder.

Quote:

...
And they will be far better at flying interceptor than I would be, despite the fact that I would have a 60 mil SP lead on them. If I stripped away everything not applicable to interceptors I would have to throw out a good 85% of my skillsheet.



And they will more often be better than you with my suggested system.

Even more so because they decided to specialise in some area you didn't with your generic completionist training you have, and if by chance they did pick the exact same focus they will over time gain in any meaningful advantage you may still have, just like with any other power property in EVE, dedication and focus should give benefits.

Quote:

Allowing players to continue training indefinitely does the exact opposite to allowing new players to reach a competitive point against older players.


If your definition for competitive is exactly equal without differences in any skills or properties, then yes, of course, but that's not what competitive means, it's what you've decided it should mean in this discussion.

Do you also mean to tell me that no fights which includes any kinds of high end unique ships, modules or implants are "competitive" because someone is at a disadvantage, or even a player who simply set foot in a fight where he has yet to train a level 5 skill?

EVE is about getting advantages and abusing disadvantages, even if those advantages and disadvantages are based on character skills, the playing field is fair to the point that if you want to train the skills, you can do it, but you also have to invest, just like anyone else.

We already have a massive character skill disadvantage in veterans with all kinds of skills to perfection able to do anything, it is not a negligible benefit to be able to do anything near perfectly, my suggested system fixes this too.

Quote:

There's still a "you need to train X long to achieve "perfect" skills" race. There's still diminishing returns as skill levels increase (which is already very true, hence my only having all the t2 skills to IV). There's still noobs complaining that older players are far in advance of them. It just pushes the bar further out on what's considered "perfect" or "optimal", and that doesn't help noobs in the slightest.

Someone above mentioned Malcanis's Law. ...


Of course it gives an edge to specialise and keep training, that's the whole point for focus training and specialising, if there was no gain for players to specialise there would be no point in the whole concept.

What I am commenting on is that a new player has every option in his disposal to close that gap in a meaningful way, not only that but he also gets the benefit of not every other veteran being a professional in his selected piloting role either, creating a much less cramped specialisation over the whole EVE universe where his skill set will be much more appreciated whatever it may be.

WIth the suggestion I'm literally making players like you and me who can fly almost anything very well less favoured for that specific part, that instead we too should specialise for something, it will very much help everyone in EVE to remove the whole "Jack of all trades, master of all" into an actual "Jack of all trades, master of none".


"Malcanis' law", isn't a reasoning nor an argument, but an observation to keep in mind when directly suggesting concepts for strictly new players' benefit.

It would be applicable if I had suggested this whole thing for new players directly, but the whole concept is for everyone, especially veterans and it is clear in the OP, so I can't help to say that it is quite unfounded to try to apply this here, I intentionally avoided to answer the comment you refer to simply because one of the main points I am driving is to give veterans a chance to specialise, Malcanis' law is simply unfounded.


New players gain the exact same mechanic as old players, if anything, the old players are nerfed as their previously perfect skills are no longer perfect and they have to choose what to specialise in, risking to have "wasted" almost all of their other skills, a new player could come in and easily become much more proficient in almost anything as you simply cannot have perfect skills anymore.

I don't see a problem, it is just like today but extended to offer some well needed specialisation with consequences for everyone.

Anywhere where power can be amassed an equality issue can be considered to exist for later competitors, if perfect equality is the goal; I will argue it is not the goal, keeping things within reason with interesting and exciting mechanics should instead be the goal and I believe my suggestion is quite reasonable, interesting and grants exciting mechanics for players to make deeper more meaningful decisions.

The Vargur requires launcher hardpoints, following tempest tradition.

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#19 - 2015-02-09 01:12:42 UTC
no, I have 160m sp and you want to limit it to 100m because ive taken the years to train my character and make it so I no longer have anything to train
you want people to quit don't you

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

SOL Ranger
Imperial Armed Forces
#20 - 2015-02-09 01:17:36 UTC
Agondray wrote:
no, I have 160m sp and you want to limit it to 100m because ive taken the years to train my character and make it so I no longer have anything to train
you want people to quit don't you


I'm going to assume you're not replying to me as I've not suggested anything that you describe.

The Vargur requires launcher hardpoints, following tempest tradition.

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