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Spaceship command skills - A description suggestion

Author
Sabriz Adoudel
Move along there is nothing here
#1 - 2015-02-12 23:26:19 UTC
This suggestion comes out of answering a lot of questions in the New CItizens Q&A section, and is aimed at solving one of the most common forms of confusion newbies suffer.

In EVE, when a module's effectiveness is improved by a skill, you find that out by looking at the skill's description.

As an example, the skills Rapid Firing, Trajectory Analysis and Small Blaster Specialisation all improve the performance of Light Neutron Blaster II. These effects are all mentioned in the descriptions of the skills themselves, and their benefits are not mentioned anywhere on the description of the Light Neutron Blaster II.


The opposite is true for spaceship command skills (such as Gallente Cruiser). The Gallente Cruiser skill simply states "Skill at operating Gallente cruisers", and you need to check the actual cruiser hulls to find out what this means in practice.

My suggestion is to expand the description of these skills to read something like the following:


Gallente Cruiser

Skill at operating Gallente cruisers.
Each level of this skill improves the pilot's ability with each of the following ships, check that ship's description for details on the bonus:
(list all ships that receive a bonus from this skill in hyperlink format)


This may seem obvious to veteran players, but a lot of newbies believe that all training this skill above 1 achieves is meeting prerequisites, because they never think to look for a skill's bonus anywhere other than the skill.

I support the New Order and CODE. alliance. www.minerbumping.com

Zhilia Mann
Tide Way Out Productions
#2 - 2015-02-12 23:40:14 UTC
Sigh. I guess I have to support this. The question really does come up a lot.
Iain Cariaba
#3 - 2015-02-12 23:40:15 UTC
Unlike weapon supports skills, that effect all weapons or a single type of weapon the same, the ship skills effect each different hull, well, differently. In this instance, it is simply far easier to list the effects on the ship info page than it is to list every single type of hull the ship skill effects on the skill info page.
Sabriz Adoudel
Move along there is nothing here
#4 - 2015-02-12 23:48:26 UTC  |  Edited by: Sabriz Adoudel
Iain Cariaba wrote:
Unlike weapon supports skills, that effect all weapons or a single type of weapon the same, the ship skills effect each different hull, well, differently. In this instance, it is simply far easier to list the effects on the ship info page than it is to list every single type of hull the ship skill effects on the skill info page.


I agree that posting the individual effects for each hull on the skill would be going overboard, especially on cruiser skills which affect an enormous amount of ships (one support, one EWAR, 2 combat, about 5 pirate hulls and empire faction hulls, a logistics ship, two recons, two HACs, a HIC, a strategic cruiser, some rare ships and probably more that elude me right now).

I still think a concise list of those ships (possibly excluding rare ships like AT ships) would be beneficial to helping newbies understand the skill and harmonizing it with skills that benefit modules. Especially with how much of a ship's power comes from this skill.

I support the New Order and CODE. alliance. www.minerbumping.com

Lugh Crow-Slave
#5 - 2015-02-13 00:43:46 UTC
Sabriz Adoudel wrote:


I still think a concise list of those ships (possibly excluding rare ships like AT ships) would be beneficial to helping newbies understand the skill and harmonizing it with skills that benefit modules. Especially with how much of a ship's power comes from this skill.


... you mean like the "required for" page?
Alvatore DiMarco
Capricious Endeavours Ltd
#6 - 2015-02-13 01:01:04 UTC
I'm not really convinced this would actually improve or change anything except by giving more work to the devs in the form of having to update skill descriptions every time a new ship is added.

If you need to look at a skill description to be told which ships benefit from the relevant ship command skill, perhaps you have larger issues that should be addressed first.

Additionally, don't the various racial ship command skills have a "Required For" tab that lists all the ships that skill is required for? That's functionally identical isn't it?
Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2015-02-13 01:03:56 UTC
There was a time when I thought that ship skills did nothing but finish prerequisites, and what finally convinced me otherwise was when I realized that my Catalyst was actually mining slower than my Navitas. It wasn't that I didn't think to look on the page that listed ship skill bonuses, but that I had never found it and didn't know it existed.

There are still skills that today appear to me to have no function other than meet prerequisites.

I strongly support this!

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sabriz Adoudel
Move along there is nothing here
#8 - 2015-02-13 01:12:24 UTC
Prerequisites can be misleading. Gallente Destroyer 3 is a prerequisite to sit in a Vexor (exception: people who had the Gallente Cruiser skill injected before the Destroyers skill split), yet it provides no bonus to the Vexor in any way, shape or form. Obviously it's not a 'direct' (primary/secondary/tertiary etc) prerequisite but it is one.

I'm not sure off the top of my head if there are ships where the primary/secondary/tertiary etc prerequisite skills do not grant a bonus to the ship so I'm not sure if the 'required for' tab is 100% accurate or not. If it is, even a note saying "Skill in operating Gallente cruisers. Each ship that this skill is a direct prerequisite for gains bonuses based upon your level in this skill - check the ship description for details" would solve this issue.

I support the New Order and CODE. alliance. www.minerbumping.com

Lugh Crow-Slave
#9 - 2015-02-13 01:29:56 UTC
If you want a list of ships that a command ship skill directly affects then yes the required for tab shows this


as for the person who never thought to show info on the ship you were flying I don't think this would help you much since you would still need to show info



at best this idea is a tiny improvement hardly worth the effort at worst it turns the skill books into an impenetrable wall of text
Rivr Luzade
Coreli Corporation
Pandemic Legion
#10 - 2015-02-13 07:29:39 UTC  |  Edited by: Rivr Luzade
Additional note: Requirements is not equal Required for.

Also, what does an incomplete list or way to cluttered list (if you will have a look at this image where the Amarr Frigate skill is the base for a very wide variety of ships and skills) of objects do better than the Required for Tab, which lists all the things basing on a particular skill sorted by required skill level and category?

-1, not supported. We ought not to support players incapable of clicking on another tab. The only concession I could convince myself to like is a (still redundant) tip like "For affected ships and skills, please see the Required for Tab".

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Hiasa Kite
Brutor Tribe
Minmatar Republic
#11 - 2015-02-13 07:55:32 UTC
+1

I don't think it's a big ask of dev time to add one or two sentences that a ship skill is more than a mere requisite.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Rivr Luzade
Coreli Corporation
Pandemic Legion
#12 - 2015-02-13 08:55:59 UTC
Hiasa Kite wrote:
+1

I don't think it's a big ask of dev time to add one or two sentences that a ship skill is more than a mere requisite.

You could also count on the intelligence to understand what "Required for" means and curiosity of players to explore different tabs of a window, but I guess in times of Facebook and games like Candy Crush, Angry Bird and the likes, this is too much to ask for.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Sabriz Adoudel
Move along there is nothing here
#13 - 2015-02-13 09:35:06 UTC
Rivr Luzade wrote:
Hiasa Kite wrote:
+1

I don't think it's a big ask of dev time to add one or two sentences that a ship skill is more than a mere requisite.

You could also count on the intelligence to understand what "Required for" means and curiosity of players to explore different tabs of a window, but I guess in times of Facebook and games like Candy Crush, Angry Bird and the likes, this is too much to ask for.



The thing is, players learn from other skills that this is not needed.

Look up Gunnery the skill. It tells you it gives 2% ROF increase on the description. It then has a Required For tab, which tells you different information. Gunnery is required to operate Modal Light Neutron Blaster I, but the bonus Gunnery gives you is listed on the Gunnery skill, not on the meta blaster description. This is the same for *every other skill in the game*.

Why would any newbie think that Caldari Destroyer skill behaves differently unless they happen across it by accident?

I support the New Order and CODE. alliance. www.minerbumping.com

Rivr Luzade
Coreli Corporation
Pandemic Legion
#14 - 2015-02-13 09:40:02 UTC  |  Edited by: Rivr Luzade
Because Gunnery and Module skill always give the same bonus to the respective module. Ship skills do not give the same bonus on different hulls.

They don't and therefore check the tab, browse through the ships and next-level skills and learn more about the game in the process? Roll Will say, a hint to the Required for Tab or the mentioned hint to check the Traits tab (the skill bonuses/traits aren't even listed in the Description tab anymore, but easily recognizable in that special tab) is more than sufficient. Listing ships, skills and maybe even modules (look at the Industry skills, for instance) will only load the Description tab with unnecessary clutter. All the info is already there, already organized, clearly visible and beautifully displayed in the dedicated tab and it's not even obstructed or hard to read anymore.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.