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

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Author
Memphis Baas
#741 - 2015-02-13 20:21:33 UTC  |  Edited by: Memphis Baas
Who is this "others" you think you have an edge on?

It's like "I'm going to buy a car so I have an edge compared to others" and you live in the New York suburbs. I suppose you can feel smug when passing the bicycle guy, but otherwise there's no edge; your car is just the average, expected thing you're supposed to have in today's world.

Meanwhile, you're arguing against free public transportation because you want to retain the choice to have an edge vs. the bicycle guy who can't get a car for whatever reason. Or because "choice is good."
Seiko Sorrelius
Rekall Inc.
#742 - 2015-02-13 20:36:44 UTC  |  Edited by: Seiko Sorrelius
CCP Darwin wrote:
Finally, thanks to everyone who's posting here for carrying on a substantive and constructive discussion about the idea. That kind of tone makes it a lot easier for game designers to understand and think about everyone's arguments either way, and we appreciate the thought and time everyone's brought to this.


I agree with everything that you've said thus far. I respond specifically to you because I'd rather not read 37 pages of text that probably go over the same few things 30 times, but I wanted to throw in my support for an implant and remap overhaul. Their effect on skill training being removed AND/OR replaced entirely is my ideal.


No game mechanic should ever place fun against permanent character growth: remaps.

No game mechanic should place isk loss against permanent charcter growth: attribute implants.

Isk is the lifeblood of the game and can almost directly correlate to fun, at least for the players for which attribute implants are a substantial investment.

I propose that to fix both of these issues, we detach attributes from skills and instead give them different bonuses as a traditional rpg does, but this is only one potential solution where many others could work.

Examples:
Perception = weapon (turret, missile) damage 0.5% per level
Willpower = ship speed, 0.5% per level
charisma = trading tax 0.5% per level
intelligence = shield, armor, hull 0.5% per level.
Memory = Manufacturing time 1% per level

Drop attribute bases down to 0. 10 allocatable points, 5 max per attribute. Default everyone to 2 each and give everyone a bonus remap.
Essentially, attributes become powerful hardwires. Economy shouldn't change significantly, but will shift around. Remap code can be left in place. Implant code can be left in place. And primarily, skill training is no longer linked to a loss in fun.

https://forums.eveonline.com/default.aspx?g=posts&t=403417

Aureus Ahishatsu
Deadspace Knights
#743 - 2015-02-13 21:32:15 UTC
So started up this topic in the features and idea's section because that's usually where future ideas are discussed I did not realize people were discussing in the general area. I had an idea though for removing attributes which i'll outline again since this forum is remaining open.

If they removed remapping and standardized all attributes to a flat value.

-It would not be fair to the people who spent time training cybernetics to 4 or 5 to suddenly have an increase in training time due to a low 'base' attribute value.
-currently training cybernetics V takes over a year of training with +5's to make up for the 10+days it takes to train cybernetic V

It's for those reasons I recommend the following changes.
-double the effect of all implants (2,4,6,8,10)
-use standard implants (current +4) as the base to shape everything around

The end effect would be as follows assuming you currently have max mapping for a skill
-improved implants users would see a slight buff to train time reducing the payoff time for cybernetics V to about half a year
-standard implants users would see zero change
-basic through limited implant users would see a slight increase in training time however that is only IF MAPPED PERFECTLY FOR SKILL as i'll explain below.

It may seem like the limited - basic implant users are getting a hard nerf keep in mind that nerf is ONLY if you are max mapped for a skill currently. Most people who are going for max training through aren't using these implants anyways. if you're currently mapped incorrectly or mapped evenly across all 4/5 you would still see a slight decrease in training as the base training rate would be raised across the board from the current 17points per attribute to a flat 23 across all attributes. The end result would look like this for attribute points with each implant.

improved - 33
standard - 31
basic - 29
limited beta - 27
limited - 25
none - 23

Bones Outten
Council of Economic Advisors
Bitter Vets n Noobs
#744 - 2015-02-13 21:39:11 UTC
CCP Darwin wrote:
Gregor Parud wrote:
people accept risk in this pvp centric MMO where consequences can be harsh?


I'm not on the team that brought this question up with the CSM, but I do have a question for you.

If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed?

Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat?

Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases?

I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.


I avoid PvP purely because the implants cost as much as the ship I am flying.

o/
Jane Shapperd
Quafe Commandos
#745 - 2015-02-13 21:42:26 UTC  |  Edited by: Jane Shapperd
Memphis Baas wrote:
Who is this "others" you think you have an edge on?

It's like "I'm going to buy a car so I have an edge compared to others" and you live in the New York suburbs. I suppose you can feel smug when passing the bicycle guy, but otherwise there's no edge; your car is just the average, expected thing you're supposed to have in today's world.

Meanwhile, you're arguing against free public transportation because you want to retain the choice to have an edge vs. the bicycle guy who can't get a car for whatever reason. Or because "choice is good."


i mean by and edge on other is that i am training faster than other pilots because i am willing to risk more.

to tie it with real world

no implants = public transportation
+1 =bicycle
+2 = motorcycle
+3 = average car
+5 = some sport or expensive car.

now i don't have anything against public transportation nor any other choice people would want use that so be it
i want to have the ability to chose one of these choices
Aureus Ahishatsu
Deadspace Knights
#746 - 2015-02-13 21:43:06 UTC
Dominique Vasilkovsky wrote:
baltec1 wrote:
Zappity wrote:
The problem with learning implants is that they don't contribute to in game activities. Having them active means you are less likely to be doing something else which other people can interact with. So when I'm in my +5 learning I'm not in my snakes, or industry, or whatever else.

Encouraging people into learning clones rather than 'interacting' clones is bad game design.


Thats not the implants that entirely down to you.

True but why promote a feature that makes people chose inactivity for a large percentage of the playerbase? If the option for attribute implants didn't exist people wouldn't get themselfs locked in "in the wrong clone" in the first place.


This could be helped if they introduced a different timer for jumpcloning within the same station. Say 2 hours or something.
Gregor Parud
Imperial Academy
#747 - 2015-02-13 21:57:09 UTC
Bones Outten wrote:
CCP Darwin wrote:
Gregor Parud wrote:
people accept risk in this pvp centric MMO where consequences can be harsh?


I'm not on the team that brought this question up with the CSM, but I do have a question for you.

If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed?

Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat?

Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases?

I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.


I avoid PvP purely because the implants cost as much as the ship I am flying.

o/


You avoid it because you choose to be bad at it, your implants have nothing to do with it.
Seiko Sorrelius
Rekall Inc.
#748 - 2015-02-13 22:24:14 UTC
Gregor Parud wrote:
Bones Outten wrote:


I avoid PvP purely because the implants cost as much as the ship I am flying.

o/


You avoid it because you choose to be bad at it, your implants have nothing to do with it.


Yeah man, everyone is lying to you. You know them better than they know themselves. Good work!

https://forums.eveonline.com/default.aspx?g=posts&t=403417

Jane Shapperd
Quafe Commandos
#749 - 2015-02-13 22:26:43 UTC
Seiko Sorrelius wrote:
Gregor Parud wrote:
Bones Outten wrote:


I avoid PvP purely because the implants cost as much as the ship I am flying.

o/


You avoid it because you choose to be bad at it, your implants have nothing to do with it.


Yeah man, everyone is lying to you. You know them better than they know themselves. Good work!


i think his point was care-bears will avoid regardless of the implant they have . they will always find an excuse to not pvp
Gregor Parud
Imperial Academy
#750 - 2015-02-13 22:42:13 UTC
Jane Shapperd wrote:
Seiko Sorrelius wrote:
Gregor Parud wrote:
Bones Outten wrote:


I avoid PvP purely because the implants cost as much as the ship I am flying.

o/


You avoid it because you choose to be bad at it, your implants have nothing to do with it.


Yeah man, everyone is lying to you. You know them better than they know themselves. Good work!


i think his point was care-bears will avoid regardless of the implant they have . they will always find an excuse to not pvp


Apart from that, a cursory glance at his losses shows he has no clue which, given his character age, is a choice. So implants or not won't matter one bit.
Seiko Sorrelius
Rekall Inc.
#751 - 2015-02-13 22:45:22 UTC
Jane Shapperd wrote:
Seiko Sorrelius wrote:
Gregor Parud wrote:
Bones Outten wrote:


I avoid PvP purely because the implants cost as much as the ship I am flying.

o/


You avoid it because you choose to be bad at it, your implants have nothing to do with it.


Yeah man, everyone is lying to you. You know them better than they know themselves. Good work!


i think his point was care-bears will avoid regardless of the implant they have . they will always find an excuse to not pvp


Except multiple people have pointed out they would pvp if attribute implants didn't exist. I don't pvp on seiko because she is my high-sp character, but I do pvp on my other characters. So you're simply ignoring the people saying they would pvp if it weren't for attribute implants.

https://forums.eveonline.com/default.aspx?g=posts&t=403417

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#752 - 2015-02-13 22:53:35 UTC  |  Edited by: Scipio Artelius
Bones Outten wrote:
I avoid PvP purely because the implants cost as much as the ship I am flying.

o/

Jump clones provide a solution to that and there are services that allow anyone to install a jump clone quickly and easily.

You could just as easily have an empty clone for pvp under the existing methods of interacting with the game. Choosing not to use those solutions isn't a game design fault.

So it's is an issue that has nothing at all to do with learning implants, it's just your gameplay that results in no pvp for you.
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#753 - 2015-02-13 23:00:16 UTC
Bones Outten wrote:

I avoid PvP purely because the implants cost as much as the ship I am flying.
o/


Which ship would that be? A Cruiser, that'd be about on par with a set of +3's? I hope you haven't wasted any xp on training Battleship, or T2 or T3 ship skills, because the cost of one of those must be terrifying, since it is far more than a Cruiser and a set of Implants. Or are you being, perhaps, a touch dishonest?
Seiko Sorrelius
Rekall Inc.
#754 - 2015-02-13 23:00:32 UTC
Scipio Artelius wrote:
Bones Outten wrote:
I avoid PvP purely because the implants cost as much as the ship I am flying.

o/

Jump clones provide a solution to that and there are services that allow anyone to install a jump clone quickly and easily.

You could just as easily have an empty clone for pvp under the existing methods of interacting with the game. Choosing not to use those solutions isn't a game design fault.

So it's is an issue that has nothing at all to do with learning implants, it's just your gameplay that results in no pvp for you.



Jump clones are definitely not a solution as they are only able to be used very infrequently, are a pain in the ass, and just a general hassle


The learning implants create an incentive to avoid pvp, and nothing should incentive avoiding gameplay.

Learning implants provide nothing to the game other than loss, and that loss can be kept just by changing them to do other things.

It would be the best of both worlds, think about it.

https://forums.eveonline.com/default.aspx?g=posts&t=403417

Jane Shapperd
Quafe Commandos
#755 - 2015-02-13 23:02:41 UTC  |  Edited by: Jane Shapperd
Seiko Sorrelius wrote:
Jane Shapperd wrote:
Seiko Sorrelius wrote:
Gregor Parud wrote:
Bones Outten wrote:


I avoid PvP purely because the implants cost as much as the ship I am flying.

o/


You avoid it because you choose to be bad at it, your implants have nothing to do with it.


Yeah man, everyone is lying to you. You know them better than they know themselves. Good work!


i think his point was care-bears will avoid regardless of the implant they have . they will always find an excuse to not pvp


Except multiple people have pointed out they would pvp if attribute implants didn't exist. I don't pvp on seiko because she is my high-sp character, but I do pvp on my other characters. So you're simply ignoring the people saying they would pvp if it weren't for attribute implants.


I pvp with + 5 attribute implants injected in my head. It's not matter of implant is matter of not wanting to risk your implant
now if you do not want to risk your implants jump clone .

like i suggested before adding a bonus to your ship when having 2 attribute implants injected

would encourage players to pvp in these attribute implants
Gregor Parud
Imperial Academy
#756 - 2015-02-13 23:04:54 UTC  |  Edited by: Gregor Parud
Seiko Sorrelius wrote:
Scipio Artelius wrote:
Bones Outten wrote:
I avoid PvP purely because the implants cost as much as the ship I am flying.

o/

Jump clones provide a solution to that and there are services that allow anyone to install a jump clone quickly and easily.

You could just as easily have an empty clone for pvp under the existing methods of interacting with the game. Choosing not to use those solutions isn't a game design fault.

So it's is an issue that has nothing at all to do with learning implants, it's just your gameplay that results in no pvp for you.



Jump clones are definitely not a solution as they are only able to be used very infrequently, are a pain in the ass, and just a general hassle


The learning implants create an incentive to avoid pvp, and nothing should incentive avoiding gameplay.

Learning implants provide nothing to the game other than loss, and that loss can be kept just by changing them to do other things.

It would be the best of both worlds, think about it.




"this game takes effort, this is not right!"

Also, if we follow your.... logic... then we should do away with ship losses too. It just keeps ppl from pvping you know.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#757 - 2015-02-13 23:23:01 UTC  |  Edited by: Scipio Artelius
Seiko Sorrelius wrote:
Except multiple people have pointed out they would pvp if attribute implants didn't exist. I don't pvp on seiko because she is my high-sp character, but I do pvp on my other characters. So you're simply ignoring the people saying they would pvp if it weren't for attribute implants.

One question and one counter-point for consideration:

One
Why does having high skillpoints lead you to choose not to pvp?

Two
Gameplay is about the way each of us interact with the game. The more complex the options for gameplay that still work, the more opportunities there are for players to discover unique solutions (emergent play) as well as play the anticipated ways. Complex systems also usually provide for more non-linear play, which leads to a more varied and interesting game.

The trick is in ensuring that systems aren't complex just for the sake of it, so that they all provide for interesting gameplay.

Players stating they would pvp in the absence of learning implants doesn't itself mean the current game design is at fault. The current game design provides solutions to that, especially through jump clones. Choosing not to use that option is the way someone has chosen to play the game, not the games fault.

That doesn't make the current situation ideal in terms of game design, but learning implants aren't the cause of non-pvp. That is down to player choice because they don't use the other forms of gameplay available.

Let's not make the game more linear and less interesting on the whole, just because some fail to use all paths available.

One issue which CCP has already mentioned is the use of jump clones and the way they are used to change implant sets. So change that aspect of the play and those that could otherwise pvp might also have a solution. Make implants removable without destruction for example. That would solve the problem for those people. Without considering the impact on other areas of play, that isn't necessarily good design either, but there has to be more than one solution that still keeps interesting play in the game.
Selena Aldura
Team Evil
#758 - 2015-02-13 23:23:39 UTC
The current attribute system is fine and not broken. The thing that's broken is the people that are not smart enough to know how to use it.

God forbid you have to put some thought into your skillplan and remaps instead of just winging it if you want to train with some efficiency. If you can't grasp this simple concept you deserve to be punished with slow training.

Removing learning implants won't make much of a difference to encourage pvp either, not to mention all the people that make ISK from selling said implants. The whiners that don't want to loose ISK by getting podded with learning implants will just complain about something else.
Jane Shapperd
Quafe Commandos
#759 - 2015-02-13 23:37:58 UTC  |  Edited by: Jane Shapperd
Selena Aldura wrote:
The current attribute system is fine and not broken. The thing that's broken is the people that are not smart enough to know how to use it.

God forbid you have to put some thought into your skillplan and remaps instead of just winging it if you want to train with some efficiency. If you can't grasp this simple concept you deserve to be punished with slow training.

Removing learning implants won't make much of a difference to encourage pvp either, not to mention all the people that make ISK from selling said implants. The whiners that don't want to loose ISK by getting podded with learning implants will just complain about something else.


implants system is fine as it is but the proplem with remap system it is kinda dull to new players
Say i am a newbie and i wanna train for a guardian assuming i have all +5 .

i'd have to ramp at least 4 times to be perfect guardian pilot

1- willpower -perception : to get my Amarr cruiser to 5
2 - Intel - memory : to unlock logistics skills and train cap , armor skills
3- perception - willpower : to train logistic skills
4- memory - perception : to train combat or logistic drones.

you would need 4 remaps to get the highest sp/hour which kinda bullshit
Seiko Sorrelius
Rekall Inc.
#760 - 2015-02-13 23:40:24 UTC  |  Edited by: Seiko Sorrelius
Gregor Parud wrote:


"this game takes effort, this is not right!"

Also, if we follow your.... logic... then we should do away with ship losses too. It just keeps ppl from pvping you know.


Nice straw man argument.

Losing a ship doesn't cause your character to develop more slowly. Losing ships and killing ships is the point of the game.

Scipio Artelius wrote:

One question and one counter-point for consideration:

One
Why does having high skillpoints lead you to choose not to pvp?

Two
Gameplay is about the way each of us interact with the game. The more complex the options for gameplay that still work, the more opportunities there are for players to discover unique solutions (emergent play) as well as play the anticipated ways. Complex systems also usually provide for more non-linear play, which leads to a more varied and interesting game.

The trick is in ensuring that systems aren't complex just for the sake of it, so that they all provide for interesting gameplay.

Players stating they would pvp in the absence of learning implants doesn't itself mean the current game design is at fault. The current game design provides solutions to that, especially through jump clones. Choosing not to use that option is the way someone has chosen to play the game, not the games fault.

That doesn't make the current situation ideal in terms of game design, but learning implants aren't the cause of non-pvp. That is down to player choice because they don't use the other forms of gameplay available.

Let's not make the game more linear and less interesting on the whole, just because some fail to use all paths available.

One issue which CCP has already mentioned is the use of jump clones and the way they are used to change implant sets. So change that aspect of the play and those that could otherwise pvp might also have a solution. Make implants removable without destruction for example. That would solve the problem for those people. Without considering the impact on other areas of play, that isn't necessarily good design either, but there has to be more than one solution that still keeps interesting play in the game.


1. Because SP is almost like its own currency, and if I slow down my training (by losing implants/not buying implants) on Seiko then I lose a currency that I can't gain back (you can always gain more isk, but I can't gain lost SP due to time spent without implants).

2. Making implants removable would horribly upset the market and game mechanics, and jump clones are a bad mechanic for short-term use and were intended, as far as I am aware, for travel and whole sets of implants. I still think the best solution is to replace attribute implants with something else that is equally as valuable but doesn't affect skill gain:

This would:

  • Keep the implant economy stable
  • Encourage PVP, especially amongst new players.
  • Allow new players to train skills without loss, thus encouraging them to actually play the game and subscribe.
  • Easier to program and implement than most options so far.

https://forums.eveonline.com/default.aspx?g=posts&t=403417