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

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CCP Darwin
C C P
C C P Alliance
#561 - 2015-02-09 11:46:43 UTC  |  Edited by: CCP Darwin
Leannor wrote:
There's also the other economical factor.

Yes, and the designers who are looking at this question recognize that this is a big issue. There are various possible solutions (and there's probably some value in speaking up in this thread if you think of something interesting yourself that you feel would be a good step forward for the game.)

Edit: I'm not aware of anyone who's proposing removing implants. Eliminating attributes would require removing attribute bonuses on implants, of course, but possibly replaced by some other bonus of some kind.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Gregor Parud
Imperial Academy
#562 - 2015-02-09 11:58:45 UTC
CCP Darwin wrote:
been participating in gameplay in the meantime that takes advantage of that choice.)

2) A new player who for some reason fully understands the attribute system on day 1 and can't bear to play suboptimally faces an optimal choice of starting with an int/mem remap and training mainly tons of support and drone skills that should be at V, deferring for months the ship and weapon system skills that widen the range of what they can do in the game. This player, like the player in (1), isn't having much fun either.



No, everyone makes choices, risk assessments and compromises. This is no different from miners who get a full row of MLU because they couldn't possibly deal with having to fit a DC. Next thing you'll say that mission ships really shouldn't have to deal with the burden of having to tank, they should be capable of fitting 4 damage mods and 3 painters/TC because otherwise those poor mission runners just can't deal with being sub optimal.

People make a choice and deal with the consequences, if people choose to go focussed remaps they choose to train focussed skills. If they don't like that they shouldn't use that remap. Nobody is forcing them to use it but at the same time it's an available option for the people who DO want it and (thus) agree to the compromise.


Also, it's still using the assumption that massive SP is somehow a necessity or a goal. It's not, people can MAKE it their goal but it really is just a choice.






Leannor
State War Academy
Caldari State
#563 - 2015-02-09 12:03:38 UTC  |  Edited by: Leannor
CCP Darwin wrote:
Leannor wrote:
There's also the other economical factor.


Yes, and the designers who are looking at this question recognize that this is a big issue. There are various possible solutions (and there's probably some value in speaking up in this thread if you think of something interesting yourself that you feel would be a good step forward for the game.)


Thanks. Implants have been a big money earner ever since dot, and they're entwined with loyalty points yada yada, so yeah, it certainly is not as simple as just removing a class of missile.

After following this thread, my ideal solution to the 'implants reduce PVP' dilema would be as follows.

First acknowledge that implants are but a replacable excuse for PVP avoidance, for most people. (Has there been a significant increase in PVP since clones were dumped?). If you're still insistant on addressing the issue ...

Second, consider greater ability to move within clones easier or move implnats easier. Idea 1) Simillar to Jump Fatigue, have clone fatigue. THis enables you, during one days activity, to login to your skill prioritised clone. Decide you're going to fight, jump to the PVP focused clone, fight, then after battle (say a few hours) jump back to skill clone and log off for the day. When you log in the next day rinse and repeat. After that second switch you need to wait 12 hours, after which you got 3hr wait. idea 2) You have JC as current, and can jump between them as current, but implants follow you around / or are located in a stations clone vat. And you're able to switch between implant sets within that station. (this excludes the ability to unplug and sell, just allows the ability to switch within the clone bay. Again, there can be a timer delay on this as idea 1).

Third ... personally I don't like the attribute idea, especially the one year re-map. And if your aim is to free up slots, or re-address this entirely, then (in conjunction with above, or not ) my previous idea of having each implant (ten at anyone time is good) made up of attribute (or not) plus skill specific boost. Like the way you have heat on modules. YOu can have boosters on up to ten skills at any one time. Maybe paired with the more generic '+5% Shield HP' type hardwiring, but the pairing of the choosing of the player - within various restrictions (like only sheild skills with a shield boost - or the opposite to avoid doubling impacts). [edit: probably not clear here, but this is advocating the entire removal of the whole attribute 'thing', and replacing it with just skill based boosters paired with existing hardwiring type implants]

Happy to talk offline, via evemail. :) I could talk now about how and why this would be good, and all the subtext remaifications of what I've said above ... but that would be a thesis, and even the above is probably enough to turn most people off before they get to the bottom. lol

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Leannor
State War Academy
Caldari State
#564 - 2015-02-09 12:10:43 UTC
Gregor Parud wrote:
[quote=CCP Darwin]
2) A new player [might make bad choices]

No, everyone makes choices, risk assessments and compromises.




Agreed

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

CCP Darwin
C C P
C C P Alliance
#565 - 2015-02-09 12:23:10 UTC  |  Edited by: CCP Darwin
Noting one more time that I'm not a game designer and not on the team considering these changes, just participating in the conversation. :)

Gregor Parud wrote:
No, everyone makes choices, risk assessments and compromises.

I think you missed my point, which was that the attribute system explicitly punishes behavior that it's probably better to encourage for new players, trying out a range of different skills, ships, modules. Choices with consequences are great, they're what makes EVE what it is, but a choice between optimal play and fun play is probably not where you want to end up as a game designer.

(Edit: To be perfectly clear about what I mean, optimal play with the attribute system means picking skills that match one's current remap rather than the skill one would like to play around with in the game. For a veteran player who's already tried everything EVE has to offer or who is already juggling multiple accounts, this is not as much an issue, but for a new player, it gets in the way of trying out different types of gameplay.)

An example of a meaningful choice that isn't like that is the choice between fitting a PvP ship for more tank vs. extra damage. There's a downside to fitting a very light tank, but the upside (doing more damage) leads to more fun gameplay. And, you could make the argument the other direction, too, that having a strong tank can be fun in its own way.

I think one of the reasons that the attribute system is getting a look is that all the choices you can make with attributes feel kind of bad. The time scale of the impact of a decision is so long that you never really know if you're making a mistake by committing to a remap, and the reward is so deferred and so abstract that the system always feels like it's punishing you.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Dominique Vasilkovsky
#566 - 2015-02-09 12:44:16 UTC
CCP Darwin wrote:
I think one of the reasons that the attribute system is getting a look is that all the choices you can make with attributes feel kind of bad. The time scale of the impact of a decision is so long that you never really know if you're making a mistake by committing to a remap, and the reward is so deferred and so abstract that the system always feels like it's punishing you.

I agree on this, it is no reason at all to have people locked in to min/max attributes. Let people train skills in the order they fancy without penalty. We already had the original attribute system before remaps and it was a royal pain for everyone not born Achura.

Remove the attributes and give everyone a flat SP/h speed and be done with it, it is long overdue. The training will still be full of consequences as nothing stops you from maxing out the wrong ship/weapon system. Just that you finally can mix shield and missile skills in your skill queue without feeling bad that you are doing half the training suboptimally.
Leannor
State War Academy
Caldari State
#567 - 2015-02-09 13:09:27 UTC
Actually, one very fair way of removing implants from the game? ...

Do not introduce anymore, remove any BPO/BPC (if any exist), and just let those on the market sell out. As people loose them, they slowly decrease.

This could be done covertly, so as not to raise prices until right near the end.

Or it could be done openly, so the current remaining implants out there rise in value.

All this with a back drop that after 'x' years, inactive players (for 'x' time) will have them removed, and then after 'x' more time, active players will have them removed also (where x plus x is known before hand and where that time period also is considered to be 'having ones money worth from them'. - that last bit will be a bigger debate.... lol)

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Gregor Parud
Imperial Academy
#568 - 2015-02-09 13:22:15 UTC
CCP Darwin wrote:
Noting one more time that I'm not a game designer and not on the team considering these changes, just participating in the conversation. :)

Gregor Parud wrote:
No, everyone makes choices, risk assessments and compromises.

I think you missed my point, which was that the attribute system explicitly punishes behavior that it's probably better to encourage for new players, trying out a range of different skills, ships, modules. Choices with consequences are great, they're what makes EVE what it is, but a choice between optimal play and fun play is probably not where you want to end up as a game designer.

(Edit: To be perfectly clear about what I mean, optimal play with the attribute system means picking skills that match one's current remap rather than the skill one would like to play around with in the game. For a veteran player who's already tried everything EVE has to offer or who is already juggling multiple accounts, this is not as much an issue, but for a new player, it gets in the way of trying out different types of gameplay.)

An example of a meaningful choice that isn't like that is the choice between fitting a PvP ship for more tank vs. extra damage. There's a downside to fitting a very light tank, but the upside (doing more damage) leads to more fun gameplay. And, you could make the argument the other direction, too, that having a strong tank can be fun in its own way.

I think one of the reasons that the attribute system is getting a look is that all the choices you can make with attributes feel kind of bad. The time scale of the impact of a decision is so long that you never really know if you're making a mistake by committing to a remap, and the reward is so deferred and so abstract that the system always feels like it's punishing you.



No, I got the point just fine. The attribute system does not in any way punish said behaviour. Anyone can choose a well rounded perc/int "combat remap" and do fine with it and while then "having to" train for drones isn't super optimal the difference in actual speed to get T2 light/med drones with decent support skills is about 10-20% compared to an optimised drone remap (about 3 days total, no one cares).

No one is forced to remap before understanding what play style he wants to choose, no one is forced to go int/mem for the first year. It's not the speed, it's the perception based on misunderstanding, bad advice and the overall "having your cake and eat it" mentality. Neither of those... reasons are valid to make changes to the game, if that were the case we might as well just close down the servers because everything takes effort, time and choices.


Nothing is gained from a game perspective by removing attribs/learning implants as a whole, apart from removing choices and options. Especially not if that opens the door to hilarious combat implants which I'm sure will sell just fine and thus increasing plex sales.
Leannor
State War Academy
Caldari State
#569 - 2015-02-09 13:30:39 UTC
CCP Darwin wrote:
Leannor wrote:
There's also the other economical factor.

Edit: I'm not aware of anyone who's proposing removing implants. Eliminating attributes would require removing attribute bonuses on implants, of course, but possibly replaced by some other bonus of some kind.


Hmm, then my options above work. I have no love for the Attributes, other than sentimentality. Especially the lock in etc.

But removing implants - would be a bad idea imo.
Removing the ability to enhance skill training at some risk and/or cost - also bad imo.

Removing Attributes, and replacing that with skill specific (or, hell, even 'skill type' specific) SP boosters .. now there's an idea.

Adjusting JC'ing so that's it's possible to 'effectively' have an offline clone and an online clone, ... that's useful.

:)

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Mathias Raholan
Iron.Guard
Fraternity.
#570 - 2015-02-09 13:32:21 UTC
Dominique Vasilkovsky wrote:
CCP Darwin wrote:
I think one of the reasons that the attribute system is getting a look is that all the choices you can make with attributes feel kind of bad. The time scale of the impact of a decision is so long that you never really know if you're making a mistake by committing to a remap, and the reward is so deferred and so abstract that the system always feels like it's punishing you.

I agree on this, it is no reason at all to have people locked in to min/max attributes. Let people train skills in the order they fancy without penalty. We already had the original attribute system before remaps and it was a royal pain for everyone not born Achura.

Remove the attributes and give everyone a flat SP/h speed and be done with it, it is long overdue. The training will still be full of consequences as nothing stops you from maxing out the wrong ship/weapon system. Just that you finally can mix shield and missile skills in your skill queue without feeling bad that you are doing half the training suboptimally.



There is a flat SP gain and that is the one you get unimplanted. Characters today start with all the same attribute points as opposed to before when we had to see which race and bloodline we thought matched the most. Implants aren't the bad guys and neither are attributes. The only way you can possibly be trained "suboptimally" in any scenario is not completing the skill training or not using the the actual skill/mechanics you are training for. Those +3s and +4s aren't that expensive or hard to figure outand neither is skill hardwiring
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#571 - 2015-02-09 13:33:31 UTC
CCP Darwin wrote:
Eliminating attributes would require removing attribute bonuses on implants, of course, but possibly replaced by some other bonus of some kind.


The obvious is to replace the attribute increases with a flat % speed increase within certain skill categories. Most categories use the same Primary/Secondary (with the occasional exception), so say Attributes get binned, turn the Perception Implants in to Implants that increase training speed in the categories that used to have Perception as the main attribute.
Skia Aumer
Planetary Harvesting and Processing LLC
#572 - 2015-02-09 13:48:06 UTC
CCP Darwin wrote:
1) Most new players learn about the full impact of the attribute system very late...

That's why you chose to remove the feature, rather than properly explain that feature for the new players.
I've heard a story of a new player who undocked in his shiny rookie ship and stated his journey towards the unknown. He saw a stargate and firmly intended to explore it and what was beyond. Unfortunately, he didnt know that his ship was able to make warps, thus aligned to the gate at full speed and waited. He waited till downtime. On a second day he logged in and waited some more. Unsatisfied with the little progress he had, he logged off and never logged in again.
Now that you've heard that story too - are you ready to consider removing warp mechanics and collapse solar systems accordingly? IIRC, in recent games of "X" series ("X3: Reunion" for example) developers chose this exact model, so it could be a good idea for EVE too.

CCP Darwin wrote:
2) A new player who for some reason fully understands the attribute system on day 1 and can't bear to play suboptimally faces an optimal choice of starting with an int/mem remap and training mainly tons of support and drone skills that should be at V, deferring for months the ship and weapon system skills that widen the range of what they can do in the game. This player, like the player in (1), isn't having much fun either.

Are you sure?
Skill que is not an obstacle in front of playing the game. This is the part of the game. One of the game features.
And to be honest, anticipation of flying a ship (in many cases) gives you a whole lot more positive emotions than actually flying that ship. Titans being the ultimate example, but even exhumers - which are expensive and damn skill intensive - are just the same T1 barges, but with 30% more shield, 10% more cargo and 3% more yield.
xxxTRUSTxxx
Galactic Rangers
#573 - 2015-02-09 13:49:44 UTC
remove remap.

give a new attirbute bonus slot. (only bonus implants can be fit in this slot)

create new bonus implants bpo's with 3% 4% 5% 6% increase to training time on all attributes.

implants lasts for 3 months, cannot be removed once fit.

they die with pod deaths.

cost of implants bpo reflected by level of bonus given.

makes it easy to understand and gives us some new content to make isk from.





Leannor
State War Academy
Caldari State
#574 - 2015-02-09 13:52:48 UTC
xxxTRUSTxxx wrote:
remove remap.

give a new attirbute bonus slot. (only bonus implants can be fit in this slot)

create new bonus implants bpo's with 3% 4% 5% 6% increase to training time on all attributes.

implants lasts for 3 months, cannot be removed once fit.

they die with pod deaths.

cost of implants bpo reflected by level of bonus given.

makes it easy to understand and gives us some new content to make isk from.







this, but remove attributes totally. just 'skill boost' slot.

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

CCP Darwin
C C P
C C P Alliance
#575 - 2015-02-09 13:55:48 UTC  |  Edited by: CCP Darwin
Skia Aumer wrote:
CCP Darwin wrote:
1) Most new players learn about the full impact of the attribute system very late...

That's why you chose to remove the feature, rather than properly explain that feature for the new players.

If it weren't for (2), a better presentation of the feature might be a way to deal with (1) However...

Quote:
CCP Darwin wrote:
2) A new player who for some reason fully understands the attribute system on day 1 and can't bear to play suboptimally faces an optimal choice of starting with an int/mem remap and training mainly tons of support and drone skills that should be at V, deferring for months the ship and weapon system skills that widen the range of what they can do in the game. This player, like the player in (1), isn't having much fun either.

Are you sure?


Yes, I'm pretty sure that a brand-new player who plays optimally from day 1 by mapping for and focusing heavily on support skills is probably not having much fun, because they're not training skills that let them do new things (which is how you explore the game as a new player.) I agree that's not a scenario that often occurs in the game, but it would probably be the result of a complete understanding of the impact of the attribute system being granted to a new player on the first day.

Edit: I'm going to step back from this discussion a bit, since like I say I'm not involved in the design efforts discussed in the CSM minutes, and I don't want to stifle conversation on the matter in this thread. Whether you agree or disagree with the ideas I've put forth, I hope they've helped provide some perspective about why these game mechanics may be under discussion.

As the CSM Winter Summit notes state, these conversations are in an early stage and what form any related changes might make hasn't been worked out, so please continue offering your thoughts.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Makari Aeron
Imperial Shipment
Amarr Empire
#576 - 2015-02-09 14:00:08 UTC  |  Edited by: Makari Aeron
CCP Darwin wrote:
Noting one more time that I'm not a game designer and not on the team considering these changes, just participating in the conversation. :)

Gregor Parud wrote:
No, everyone makes choices, risk assessments and compromises.

I think you missed my point, which was that the attribute system explicitly punishes behavior that it's probably better to encourage for new players, trying out a range of different skills, ships, modules. Choices with consequences are great, they're what makes EVE what it is, but a choice between optimal play and fun play is probably not where you want to end up as a game designer.

(Edit: To be perfectly clear about what I mean, optimal play with the attribute system means picking skills that match one's current remap rather than the skill one would like to play around with in the game. For a veteran player who's already tried everything EVE has to offer or who is already juggling multiple accounts, this is not as much an issue, but for a new player, it gets in the way of trying out different types of gameplay.)

An example of a meaningful choice that isn't like that is the choice between fitting a PvP ship for more tank vs. extra damage. There's a downside to fitting a very light tank, but the upside (doing more damage) leads to more fun gameplay. And, you could make the argument the other direction, too, that having a strong tank can be fun in its own way.

I think one of the reasons that the attribute system is getting a look is that all the choices you can make with attributes feel kind of bad. The time scale of the impact of a decision is so long that you never really know if you're making a mistake by committing to a remap, and the reward is so deferred and so abstract that the system always feels like it's punishing you.


I started playing with learning skills and as such I spent the majority of my first 3 months training those up. As such I was rather gimped. Why? Because I wanted to learn to how to train things more quickly. At the same time, I also did neural remaps to speed up my time along with +4 implants. However, I truly cared how quickly I trained things because I wanted to get right into it.

Most of my friends who started playing within the last two years don't particularly care for remaps. They simply put in +4/+5 implant sets, set themselves to the most "balanced" attribute system and carry on their day so they can train what they wish at a penalty. However, they also don't really plan ahead. They train things partially and swap skills out based on what they need right then and there. Hell, I end up making some of their skill queues for them because they can't be bothered to make a skill queue that far ahead. Granted, I love making massive skill queues and have personally started working on my "10 year plan" which encompasses every skill I should train since I'm out of skills I *want* to train.

While I am a fan of the remap system because of how quickly you can train up "spec'd" skills (assuming you plan far enough ahead), it really does penalize new players who needs to train up 5, 6, or even more different attribute combinations. The younger players are never truly gaining benefits from the attribute system until after 2+ years when they have found their niche and the skill attributes to go along with it. I would still object to the removal of the attribute system because I feel it is an integral portion of the game, especially for skill training. One must plan ahead in order to gain the most benefits from skill training.

On the other hand, I support the removal of the attribute system because it allows players to train as they wish and enjoy the game. There truly is not a good answer for this and I look forward to further discussions with actual metrics as well as new ideas to replace this system.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP

Querns
Science and Trade Institute
Caldari State
#577 - 2015-02-09 14:44:36 UTC  |  Edited by: Querns
There's a pretty simple way to go about this.

Remove basic learning implants; leave pirate implant sets. Shift all skill hardwirings up five slots to 1-5, where they would now occupy the same slots as pirate implant sets do. Leave slot 6 available for pirate omegas and gang bonus mindlinks.

Remove implant slots 7-10.

Then, remove attributes entirely. Retool the SP gain formula to work as if every attribute was 32 (max remap with +5s.)

Boom, I fixed skill training. Yes, it would require you to choose between pirate implants and skill hardwirings; this is a good thing.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Sven Viko VIkolander
In space we are briefly free
#578 - 2015-02-09 15:22:26 UTC  |  Edited by: Sven Viko VIkolander
All of the arguments people are making in favor of attributes are the same vacuous arguments made in favor of learning skills back in the day. Virtually no one thinks learning skills were good for the game, and so, for the same reasons, you should not think attributes are good for the game.

All of the same reasoning for defending attributes was used to defend the terrible mechanic that was learning skills: it adds "choices," it adds "risk" by punishing people for making bad choices, it is a "slippery slope toward making EVE easier," etc. None of these are true, and they also involve a flawed understanding of what real choices and risk involve in EVE.
Syn Shi
School of Applied Knowledge
Caldari State
#579 - 2015-02-09 15:31:43 UTC
Just give every player every ability at 5 then everyone can be on equal footing. No consequences.

But then the cost of ships would be prohibitive to someone.

Then lets make every ship free.

Then everyone can be consequence and risk free and space ships can be blown up and everyone can brag about the killmails.
Leannor
State War Academy
Caldari State
#580 - 2015-02-09 15:31:48 UTC
Sven Viko VIkolander wrote:
All of the arguments people are making in favor of attributes are the same vacuous arguments made in favor of learning skills back in the day. Virtually no one thinks learning skills were good for the game, and so, for the same reasons, you should not think attributes are good for the game.

All of the same reasoning for defending attributes was used to defend the terrible mechanic that was learning skills: it adds "choices," it adds "risk" by punishing people for making bad choices, it is a "slippery slope toward making EVE easier," etc. None of these are true, and they also involve a flawed understanding of what real choices and risk involve in EVE.



well, at the very least, the slippery slope is, logically, proven correct. First the skills, now the attributes, ... then ... and then... etc ... slope . ;)

but, if I'm reading this thread correctly. It's turned into a 'yeah, lets get rid of attributes, they're pointless, but lets not get rid of implants and a SP implant booster of some kind'.

Which, is a little different to whatyou're saying above, and in agreement with most of it.

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"