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

First post First post
Author
Kaely Tanniss
Black Lotus Society.
#701 - 2015-02-13 08:08:02 UTC
Aralyn Cormallen wrote:
CCP Darwin wrote:

If implants for slots 1-5 provided the same quality of benefit as spending that learning implant money on a somewhat more expensive ship would, why wouldn't implants be the smarter choice? After all, implants often survive multiple ship deaths, even in null.


The problem with Hardwirings is that they are just as big an obstruction to going out and pvping that you believe Learning Implants are, because Hardwirings are module specific, so the vast majority of the time, useless to your current need (unless you literally only ever fly one ship).

Discounting my Supercap pilot who is stuck in his ship, so Hardwirings are an obvious choice for him, I have only two clones with Hardwirings in. One has a Medium Hybrid Turrent Implant (for when I fly Tengus), and another has a CPU Implant (for when I fly the alliance Apocalypse fit). Both of those Hardwirings are literally only useful when I undock the particular ship i need the Implant for. If I undock any other ship, those Hardwirings are just dead weight, extra money I am carrying in the pod, that does nothing to enhance pvp... you know, exactly like you claim Learning Implants are. So if a fleet ping goes out for a Harpy fleet, while I am in my Apocalyse clone, I have to make the choice of whether I go on the fleet and risk the Hardwiring for no benefit, or not go. Exactly like the choice the Learning Implant wearer has to make. If a deadweight Learning Implant is supposedly giving me incentive not to pvp because of the extra cost, then these deadweight Hardwirings are too.

The problem is Jump Clone timers - literally, every issue you have with Learning Implants goes away if you listen to Rains continual suggestion to do away with Jump Clone timers when switching to another clone within the same station.



I think the JC cooldown is fine as it is...however...one thing I could get behind would be 0 cooldown for jc's in the same station...and an increasing cooldown time the farther from the station you get..or even by region/constellation..up to the current max (adjusted by trained skills). This, imo, would help alleviate some of the issues people have with jc's.

If I had a nickel for every time someone said women don't play eve, I'd have a bag of nickels to whack the next person who said it..

Rain6637
GoonWaffe
Goonswarm Federation
#702 - 2015-02-13 08:11:45 UTC
"risk vs reward" is a nice ideal, and it applies in a lot of situations, but in this case it's bullheaded. The reality of the choice is players choose not to undock, and this slows the pulse of EVE on a grand scale. It's not hard to follow the rationale.

It's a huge unknown. You don't know how much the game is suffering as a result because it's never been any other way. I could be wrong, but I think the local cooldown deserves a test period.
Mag's
Azn Empire
#703 - 2015-02-13 08:12:53 UTC
Kaely Tanniss wrote:
I think the JC cooldown is fine as it is...however...one thing I could get behind would be 0 cooldown for jc's in the same station...and an increasing cooldown time the farther from the station you get..or even by region/constellation..up to the current max (adjusted by trained skills). This, imo, would help alleviate some of the issues people have with jc's.
I agree completely. I have almost all my clones in the same system, I do not use them for jumping great swaths of space, but merely for their implants.

I would also be nice to have them all in the same station, one can hope. Lol

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Kaely Tanniss
Black Lotus Society.
#704 - 2015-02-13 08:17:15 UTC
Rain6637 wrote:
"risk vs reward" is a nice ideal, and it applies in a lot of situations, but in this case it's bullheaded. The reality of the choice is players choose not to undock, and this slows the pulse of EVE on a grand scale. It's not hard to follow the rationale.

It's a huge unknown. You don't know how much the game is suffering as a result because it's never been any other way. I could be wrong, but I think the local cooldown deserves a test period.


I agree..I could totally support that idea. Plus, having an increased cooldown by distance would prevent the "instant force projection" that CCP has tried to stop.

I think they should keep the attribute implants..teach new players how to use them...and adjust jc cooldown by distance..starting at 0 to the max by distance. Big smile

If I had a nickel for every time someone said women don't play eve, I'd have a bag of nickels to whack the next person who said it..

Rain6637
GoonWaffe
Goonswarm Federation
#705 - 2015-02-13 08:18:51 UTC
If +5 sets weren't so damning, they'd be more popular. Win-win, right... more active and passive gameplay.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#706 - 2015-02-13 08:38:14 UTC
Commissar Kate wrote:
Sniper Smith wrote:
And as I said before, and was supported again by other posts, give us a way to BUY remaps and then wasting or being stuck wouldn't be nearly as big as an issue. It's been what? 3? 4? years since CCP last gave out a bonus remap, so everyone else who used their original 2 bonus ones is on the yearly cycle. Yet we get the excuse that it locks them into sup-optimal training. Well CCP, YOU can fix that. I mean We have Dual-Char training as an ingame item. We have Resculpt as an ingame item. Why not Remap?


CCP did have plex for remap on the test sever several years ago but people cried bloody murder that it was pay to win so CCP listened and scraped it.

While I don't mind it costing a PLEX, I *personally* feel that anything other than PLEX/Dual-Char Training Time, should be made available In Game somehow. No I don't mean the NEX store, I mean LP stores, drops, mission rewards, whatever. I'd rather see Remaps ad Reseculpts being made available in LP Stores and the like rather than JUST via PLEX/AUR. That or have CCP seed AUR Tokens again.. (as above, LP Stores, Drops, Mission Items, etc.. however they feel as long as it becomes something someone can acquire)..

At this point though I don't care if people scream over it, just find a way to offer it. It's not Pay2Win however you slice it, as it doesn't give you ANY Advantage over someone with the same SP. And as far as I'm concerned, That's the deciding factor in Pay2Win for Eve. Not char age, but SP. If it's Pay2Win then so is Selling PLEX on the market to get the better ship and fit..
Rain6637
GoonWaffe
Goonswarm Federation
#707 - 2015-02-13 08:43:39 UTC
The way I see it, remaps for money or ISK is making a profit from a game flaw.

create uncomfortable situation -> charge for cure
Jane Shapperd
Quafe Commandos
#708 - 2015-02-13 08:55:11 UTC  |  Edited by: Jane Shapperd
Kaely Tanniss wrote:


These are all things that have to be considered by the player. It's all choice. Will you risk the expensive implants to avoid the 18hr cooldown..or will you jc to a cheap clone to avoid the loss in isk ut have to wait. This is where YOU, the player, have to weigh the risk vs reward. Risk: loss of expensive implants...reward: avoid the cooldown...


+1

You have a choice u could either pvp in you implanted clone or deal with jump clone timer. Which totally make since u want to have an edge training you'd have to risk more .

CCP Darwin wrote:



In fact, one issue with the current attribute system design is that doing the optimal thing (sticking to your remap, after remapping and implanting optimally) feels blah, because the accelerated skill speed (up to 2700 SP/h) is your "new normal" and any deviation just makes you feel like you're missing out, even if you're training faster than the no implants/no remaps case.

It's a bad sign when playing optimally is less fun (because you're forced not to take all the skills you want) than not knowing how to play optimally at all.


A good solution would be scrap the whole remap thing and give all characters same attributes. but keep learning implants as they are( with minor editing in slots see the end of the post ) . That way people who wants to train faster could risk more , and for those who doesn't want to risk they have jump clone choice or not injecting implants at all .

Aralyn Cormallen wrote:


The problem with Hardwirings is that they are just as big an obstruction to going out and pvping that you believe Learning Implants are, because Hardwirings are module specific, so the vast majority of the time, useless to your current need (unless you literally only ever fly one ship).

Discounting my Supercap pilot who is stuck in his ship, so Hardwirings are an obvious choice for him, I have only two clones with Hardwirings in. One has a Medium Hybrid Turrent Implant (for when I fly Tengus), and another has a CPU Implant (for when I fly the alliance Apocalypse fit). Both of those Hardwirings are literally only useful when I undock the particular ship i need the Implant for. If I undock any other ship, those Hardwirings are just dead weight, extra money I am carrying in the pod, that does nothing to enhance pvp... you know, exactly like you claim Learning Implants are. So if a fleet ping goes out for a Harpy fleet, while I am in my Apocalyse clone, I have to make the choice of whether I go on the fleet and risk the Hardwiring for no benefit, or not go. Exactly like the choice the Learning Implant wearer has to make. If a deadweight Learning Implant is supposedly giving me incentive not to pvp because of the extra cost, then these deadweight Hardwirings are too.



Well that's your choice to have these Hardwirings i personally have 5 Hardwirings ( i use all the time ) and i am sure they effect every ships i fly .( well most of them time )
Filling slot 6 to 10
1- 3% more cpu ( good for tight personal ship fittings , good for doctrine ships so i can improve on )
2- 3% agility ( good for all ships i ever undock in faster warp times and less time turning )
3- 3% Cap ( good for every ship from frigate to a capital )
4- 3% turret Dps ( may not be that good for drone boats , missiles boats , but whatever )
5- 3% armor ( its not that good on shield ships but still it gives u a buffer in everyship )

they may be dead-weight in some cases but hey i try as hard as i can to make use of them .
and you should be smart about using them who knows u could find a way to improve on your harpy fit

Memphis Baas wrote:

introduce implants that give a generic "Faster Skill Training" 2%, 3%, whatever the equivalent is when you take the current +1, +3, and +5 implants and recalculate their actual SP/hr bonus.

The problems with this having 1 implants that effect all skills are

1- They could be more costly than having two +5 or whatever implants you use. As the current system requires you to have 2 training implants to get the max SP/hour .


2 - It removes the punishment for training some skill out with attributes other than the 2 implants u are using .

if all pilots have same remap attributes ( considering we still have learning implants ), and they are using learning implant for .... let's say gunnery and they want to train for Armor after that . they would have at least 2 choices i can think of .

A - buy the 2 implants that effects armor skills and keep your gunny learning implants in .
this could save you buying the gunnery learning implants again if u ever plan to come back training that . However it would not only hurt your kill-board if you lose your pod but also it would cost more to replace 4 implants , rather than 2 .

B - buy the 2 implants that effects armor skills and destroy your gunny learning implants in .
It wouldn't hurt your kill-board as much and it would also punish you for destroying you implants if you ever plan to come back training gunnery. it would cost less to replace 2 implants rather than 4

personally i lose more implants by unplugging them rather than losing them in combat , its because i care about my kill-board more than my wallet .


i would suggest limitting the training implants slots to 2 instate of 5 , giving in space bonus for those who have these 2 slots filled bonus may vary depending on the implants injected +1 gets less bonus than +5 (+ keeping hardwiring implants slots as they are )but that would conflict with pirate sets . Which is another issue since CCP issued geno implants 3 and 4 and they were given as special edition implants
Leannor
State War Academy
Caldari State
#709 - 2015-02-13 09:39:25 UTC  |  Edited by: Leannor
I should clarify, my suggestion i made previosuly on skill based implants, was that the implant would give a bonus to what the skill provides ... not the learning speed of said skill.

So, where the having of a skill gives 5% bonus to somthing, the implants boosts that, by 1-5% ...

Not skills will be applicable, but it's an alternative to speedy learning, and attributes.

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#710 - 2015-02-13 09:53:09 UTC  |  Edited by: epicurus ataraxia
I have read the recent replies with great interest.
I notice that the giant elephant in the room is being somewhat ignored by some.

Whilst one can discuss ever more complicated, twisted, and convoluted ways to somehow shape the current learning system into a pretzel, one cannot escape the certainty of the following statement.

If one was to create a learning system to engage and delight the playerbase, what we have would certainly not be it.

I believe CCP Darwin is looking in the right direction.

There is one EvE. Many people. Many lifestyles. WE are EvE

Dominique Vasilkovsky
#711 - 2015-02-13 09:55:40 UTC
Set the training speed to 2700SP/h for everyone, make implants unpluggable just like ship modules and we won't have any issues with jump clones either.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#712 - 2015-02-13 10:27:51 UTC
Dominique Vasilkovsky wrote:
Set the training speed to 2700SP/h for everyone, make implants unpluggable just like ship modules and we won't have any issues with jump clones either.


This is a reasonable and sensible suggestion, resolving the implant issue, will also resolve most if not all of the issues with Jump clones.

However, if we did not currently have learning implants, would we create them now, I suggest going one step further, remove learning implants and the learning component of Pirate implants, and increase the training speed to take account of that, I suggest at +4 with a small adjustment to capital training base SP needs to compensate for the loss Of +5 as it is only there that they have the greatest impact, as sub this, the new base will compensate.

There is one EvE. Many people. Many lifestyles. WE are EvE

Zappity
New Eden Tank Testing Services
#713 - 2015-02-13 10:40:53 UTC
Kaely Tanniss wrote:
These are all things that have to be considered by the player. It's all choice. Will you risk the expensive implants to avoid the 18hr cooldown..or will you jc to a cheap clone to avoid the loss in isk ut have to wait. This is where YOU, the player, have to weigh the risk vs reward. Risk: loss of expensive implants...reward: avoid the cooldown...

You are wrong. The fundamental argument has nothing to do with risk of losing the implants. My +5 learning clone is much cheaper than my PvP clones. It is about choosing learning speed vs in game attribute enhancement such as speed, tracking, armour etc.

Zappity's Adventures for a taste of lowsec and nullsec.

Xer Jin
Hedion University
Amarr Empire
#714 - 2015-02-13 11:39:22 UTC
its very simple
remove attributes they aren't needed. they add complexity thats not need or fun. but in doing so allow us to train all skills at the current optimized attribute speed. that will make everyone happy.
as for learning implants since there would be no attributes we could have implants that give a percentage bonus to reduction in training time. sound good every one ok good lets move along to qqing in another thread
Jane Shapperd
Quafe Commandos
#715 - 2015-02-13 11:45:21 UTC
Zappity wrote:
Kaely Tanniss wrote:
These are all things that have to be considered by the player. It's all choice. Will you risk the expensive implants to avoid the 18hr cooldown..or will you jc to a cheap clone to avoid the loss in isk ut have to wait. This is where YOU, the player, have to weigh the risk vs reward. Risk: loss of expensive implants...reward: avoid the cooldown...

You are wrong. The fundamental argument has nothing to do with risk of losing the implants. My +5 learning clone is much cheaper than my PvP clones. It is about choosing learning speed vs in game attribute enhancement such as speed, tracking, armour etc.



you are taking things out of context but i see your point

epicurus ataraxia wrote:
Dominique Vasilkovsky wrote:
Set the training speed to 2700SP/h for everyone, make implants unpluggable just like ship modules and we won't have any issues with jump clones either.


This is a reasonable and sensible suggestion, resolving the implant issue, will also resolve most if not all of the issues with Jump clones.

However, if we did not currently have learning implants, would we create them now, I suggest going one step further, remove learning implants and the learning component of Pirate implants, and increase the training speed to take account of that, I suggest at +4 with a small adjustment to capital training base SP needs to compensate for the loss Of +5 as it is only there that they have the greatest impact, as sub this, the new base will compensate.


good suggestion but it removes the whole concept of having a edge of training faster than others .
The difference is good while being the same as any other player is bad

I think we all agree remap is bad and should be scraped or reworked
so my suggestion is that all characters have the same attributes

also it would be move viable to remove the whole training learning attributes from implants that uses slot 1 to 5 ( including pirate faction implants )

Add new slots (11 and 12 ) these slots for training implants and if they are filled with learning implants toy get a bonus in space based on the value the implant give to your attribute .
so at least it will be worth while to use learning implants while flying in space

that for those who say my pvp clone worth more than my learning could use the pvp clone and learning at the same time
Leannor
State War Academy
Caldari State
#716 - 2015-02-13 11:54:39 UTC
I'm just shocked that for what must be the first time it seems that everyone is agreed that an age old thing within EVE (attributes/remapping) is screwed and needs either fixing or removing.

Not sure I've seen such universality.

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Phoenix Jones
Small-Arms Fire
#717 - 2015-02-13 12:39:23 UTC
Zappity wrote:
Kaely Tanniss wrote:
These are all things that have to be considered by the player. It's all choice. Will you risk the expensive implants to avoid the 18hr cooldown..or will you jc to a cheap clone to avoid the loss in isk ut have to wait. This is where YOU, the player, have to weigh the risk vs reward. Risk: loss of expensive implants...reward: avoid the cooldown...

You are wrong. The fundamental argument has nothing to do with risk of losing the implants. My +5 learning clone is much cheaper than my PvP clones. It is about choosing learning speed vs in game attribute enhancement such as speed, tracking, armour etc.


And this is the core of the other argument. It is about choosing learning speed vs in game attribute enhancements such as speed, tracking, armor...

One gives you no practical ingame benefit except to learn faster, ala the old learning skills. The other has a actual pilot Impact benefit. you balance out the field, people can commit their game time and ISk to buying implants that will help them fly their ship.

Yaay I have a training implant I spent 50 million on... But it doesn't help me fly my frigate/destroyer any better...

Yaay!!!!

Memphis Baas
#718 - 2015-02-13 12:46:36 UTC
Sniper Smith wrote:
Make a new class of Jump Clone, this would be clean clone, NO implant spots (aka an ideal PVP Clone for most people, at least early on). This could would not be affected by cool down, and would not count toward your normal max clones. Limit 1 (so you can't get 12 of them from the 12 rookie corp schools).

So this would be a clone you can't put learning or any other expensive implants in, thus ensuring that everyone has access to one clone they can PVP in from the beginning. Ignores the cooldown, so if you just JC'd from your Exploration Clone, to your Mission Clone, and suddenly have a chance to go fight, you can JC into it. Thus removing the Cooldown as a reason to be unable to PvP.. (Likewise you can jump back to the clone you were in before to wait out the rest of the cooldown from any normal jumpclone maneuvers).


I believe that if they do this, they will have a new, more easily explained metric for measuring just how much of a PVP deterrent the attribute implants are: they can simply look at how many people use this clone vs. how many just ignore it completely and sit in station being irrational.
Anthar Thebess
#719 - 2015-02-13 13:09:33 UTC  |  Edited by: Anthar Thebess
Sabriz Adoudel wrote:


To throw a question back at you. Are learning implants a significant LP sink in the economy? A set of +5s is a lot of LP that someone has spent. What economic implications would removing that sink have?


Quite big.
Many players live from selling those implants in many LP stores this is the only thing actually valuable that can be sold.
So this is first and very big player group impacted .
Next one is traders that buy and sell stuff.
Last but very active are gankers - someone have to move those implants, so they will loose potential targets.
Leannor
State War Academy
Caldari State
#720 - 2015-02-13 13:10:57 UTC
Phoenix Jones wrote:
Zappity wrote:
Kaely Tanniss wrote:
These are all things that have to be considered by the player. It's all choice. Will you risk the expensive implants to avoid the 18hr cooldown..or will you jc to a cheap clone to avoid the loss in isk ut have to wait. This is where YOU, the player, have to weigh the risk vs reward. Risk: loss of expensive implants...reward: avoid the cooldown...

You are wrong. The fundamental argument has nothing to do with risk of losing the implants. My +5 learning clone is much cheaper than my PvP clones. It is about choosing learning speed vs in game attribute enhancement such as speed, tracking, armour etc.


And this is the core of the other argument. It is about choosing learning speed vs in game attribute enhancements such as speed, tracking, armor...

One gives you no practical ingame benefit except to learn faster, ala the old learning skills. The other has a actual pilot Impact benefit. you balance out the field, people can commit their game time and ISk to buying implants that will help them fly their ship.

Yaay I have a training implant I spent 50 million on... But it doesn't help me fly my frigate/destroyer any better...




better and sooner are two very distinct and desriable qualities.

Just look at teh queues outside an Apple shop when iPhone6 comes out ... because you get it earlier doesn't mean you'll be any better at using it when you get it ... but, importantly, some people wish to get their before other people (in EVE this can give you an advantage).

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"