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

First post First post
Author
Gregor Parud
Imperial Academy
#1041 - 2015-02-17 12:22:14 UTC  |  Edited by: Gregor Parud
Dave Stark wrote:
i simply don't think that new players either being 'locked' in to one set of skills, or simply having to accept lower training times is good for the game. especially when CCP are trying to put a real effort in to attracting and retaining new players.
yeah, i suffered it, you suffered it... but there's really no reason why new players have to suffer it too - what does that actually achieve?


What does ship loss achieve? Or losing access to a station with your stuff just because the new owners aren't your friends. What does allowing high sec ganking achieve? What does not having local in WH achieve? Those are all arbitrary game play/mechanic choices made by CCP which could easily be changed by following the "it would just be easier" logic.


Also, I "suffer" it still every day. I have many alts and projects with new characters. Not 2 weeks ago I opened a new account and and fully training up 3 characters on that one (ie 3 plex a month). As I stated earlier, it would benefit me personally if they'd remove remaps and learning implants.

But this is EVE and every time someone mentions "wouldn't it just be easier if we'd remove choice and risk" I'll start kicking and screaming unless I am/get convinced that it's actually better that way (like clone cost).
Rain6637
GoonWaffe
Goonswarm Federation
#1042 - 2015-02-17 12:24:43 UTC  |  Edited by: Rain6637
For starters, a responsible thing to do is set their attributes to Charisma:empty, and the other four categories leveled out. I don't know what starter characters' attributes look like nowadays.
Dave Stark
#1043 - 2015-02-17 12:25:33 UTC  |  Edited by: Dave Stark
Gregor Parud wrote:
Dave Stark wrote:
i simply don't think that new players either being 'locked' in to one set of skills, or simply having to accept lower training times is good for the game. especially when CCP are trying to put a real effort in to attracting and retaining new players.
yeah, i suffered it, you suffered it... but there's really no reason why new players have to suffer it too - what does that actually achieve?


What does ship loss achieve? Or losing access to a station with your stuff just because the new owners aren't your friends. What does allowing high sec ganking achieve? What does not having local in WH achieve? Those are all arbitrary game play/mechanic choices made by CCP which could easily be changed by following the "it would just be easier" logic.




ship loss is pretty much what drives the economy.
kinda the same with losing access to a station when you have to replace all the stuff that was in there.
high sec ganking is essentially ship loss - so again, stimulating the economy.
not having local achieves a unique area of space with rules different to anywhere else.

execpt removing attributes doesn't make anything easier - it just removes an arbitrary punishment to new players. as i said earlier, the level of difficulty in eve is in no way tied to the SP system and as such removing attributes wouldn't influence EVEs difficulty one way or the other so "it would just be easier" isn't the logic.

anyway, back to my question; what does it achieve to have an SP system that puts new players at a disadvantage from the very beginning?

edit: this keyboard sucks more than a cheap hooker.
Dave Stark
#1044 - 2015-02-17 12:26:21 UTC
Rain6637 wrote:
For starters, a responsible thing to do for the ignorant new players is set their attributes to Charisma:empty, and the other four categories leveled out. I don't know what starter characters' attributes look like nowadays.


iirc they're 20s accross the board with 19 in charisma.

but i could be mistaken, been a long time since i made a new alt.
Rain6637
GoonWaffe
Goonswarm Federation
#1045 - 2015-02-17 12:30:46 UTC
So with a +4 set across the board, they're at 24 out of a possible 32... 3/4 or 75% efficiency. Not a bad start. Cybernetics IV, 100 mil for the +4s. meh. I've used +4s in my 100 mil SP mains forever.
Tia Aves
Stay Frosty.
A Band Apart.
#1046 - 2015-02-17 12:30:57 UTC
Gregor Parud wrote:
Dave Stark wrote:
i simply don't think that new players either being 'locked' in to one set of skills, or simply having to accept lower training times is good for the game. especially when CCP are trying to put a real effort in to attracting and retaining new players.
yeah, i suffered it, you suffered it... but there's really no reason why new players have to suffer it too - what does that actually achieve?


What does ship loss achieve? Or losing access to a station with your stuff just because the new owners aren't your friends. What does allowing high sec ganking achieve? What does not having local in WH achieve? Those are all arbitrary game play/mechanic choices made by CCP which could easily be changed by following the "it would just be easier" logic.




These things are all mechanics which make the game more varied and interesting and therefore fun (yes even losing access to a station can provoke some diplomatic gameplay and promote interaction). Learning implants and remaps do not make the game more varied, interesting or fun.
Dave Stark
#1047 - 2015-02-17 12:32:35 UTC
Tia Aves wrote:
Gregor Parud wrote:
Dave Stark wrote:
i simply don't think that new players either being 'locked' in to one set of skills, or simply having to accept lower training times is good for the game. especially when CCP are trying to put a real effort in to attracting and retaining new players.
yeah, i suffered it, you suffered it... but there's really no reason why new players have to suffer it too - what does that actually achieve?


What does ship loss achieve? Or losing access to a station with your stuff just because the new owners aren't your friends. What does allowing high sec ganking achieve? What does not having local in WH achieve? Those are all arbitrary game play/mechanic choices made by CCP which could easily be changed by following the "it would just be easier" logic.




These things are all mechanics which make the game more varied and interesting and therefore fun (yes even losing access to a station can provoke some diplomatic gameplay and promote interaction). Learning implants and remaps do not make the game more varied, interesting or fun.


indeed, arbitrarily picking which skills you're going to train slower than others is hardly the pinnacle of engaging gameplay.
Gregor Parud
Imperial Academy
#1048 - 2015-02-17 12:39:33 UTC  |  Edited by: Gregor Parud
Rain6637 wrote:
For starters, a responsible thing to do for the ignorant new players is set their attributes to Charisma:empty, and the other four categories leveled out. I don't know what starter characters' attributes look like nowadays.


Streamlining attribs makes a lot of sense. Dropping the dual attrib requirements would require less remaps to be "optimal", make it more logical and still give a sense of direction.

- perc (or whatever new name) for combat related including shields and armour
- int for support skills like navigation, drones, electronics etc.
- mem for industry related (including mining & hauling ship training)
- char for leadership and social

Give enough points that you can't completely min-max in the way that you'd never really get one to lowest unless you pile it in the other 3.
Gregor Parud
Imperial Academy
#1049 - 2015-02-17 12:44:19 UTC  |  Edited by: Gregor Parud
Dave Stark wrote:
anyway, back to my question; what does it achieve to have an SP system that puts new players at a disadvantage from the very beginning?


But it doesn't, it only does if you're OCD about it and min-max like a true champ. "Come fly with us, remap to perc/int and stop bothering about it. If you really do want to get the last ounce of training then these are your options but honestly, it's just a choice" is a perfectly valid way to get newbies into the game and pvp. And by the time that they gained so much SP it would start to "make sense" to go for specific remaps they'll have their normal remap back so they still have 3 to toy with.
Dave Stark
#1050 - 2015-02-17 12:47:32 UTC
Gregor Parud wrote:
But it doesn't,


but it does, you proved that in YOUR OWN post about 2-3 pages ago.
Gregor Parud
Imperial Academy
#1051 - 2015-02-17 12:49:14 UTC
Dave Stark wrote:
Gregor Parud wrote:
But it doesn't,


but it does, you proved that in YOUR OWN post about 2-3 pages ago.


If you find 5% important in any way, sure. Which leads back to "min-maxing like a champ".
Dave Stark
#1052 - 2015-02-17 12:51:32 UTC
Gregor Parud wrote:
Dave Stark wrote:
Gregor Parud wrote:
But it doesn't,


but it does, you proved that in YOUR OWN post about 2-3 pages ago.


If you find 5% important in any way, sure. Which leads back to "min-maxing like a champ".


sigh, pretending it isn't a problem doesn't change the fact that the system does nothing but put new players at a disadvantage vs the rest of us and that adds nothing to the game and you've yet to state why keeping it that way is a good thing; as you were asked.

honestly, it's easier to get blood out of a stone than to get you to answer basic questions.
Spurty
#1053 - 2015-02-17 13:00:15 UTC
You guys keep talking about RISK, but really now .. is there 'RISK' in EVE any more or just 'Juicy Kill mails'?

Honestly, EVE ONLINE was a lot more exciting when people cared about losing their stuff as it was hard to replace and not about being on the wrong side of a killmail.

If you want to reintroduce RISK to the game, TAX all players on their assets. Got 999 Ships in your station? You got yourself 999 TAX bills to pay. Don't worry, you wont go into a negative wallet, CONCORD or some NPC will just remove your assets.

True ISK Sink set.

Why a TAX bill? Law of the game i suppose (if you needed a reason, this should do). Crews need feeding and paying (unless you're Amarr, I guess)

Crews? But I'm a mighty pod pilot, I don't need no stinking crew! Am I making this all up? Nope.

Quote:
Finally, the solution evolved from the stationary defenses of all things. The Gallenteans
had employed mines for a long time with so-so results, but with the massive advances in
robotics technology taking place at this time the mines were slowly transformed into a
far deadlier object. The first drones were little more than mines with proximity
detonators and some limited moving capabilities, but soon they had advanced to the
level that a single drone almost rivaled a solo-fighter’s capabilities. The fact that drones
were many times cheaper to build than fighters and didn’t require a highly trained pilot
meant that the days of the solo-fighters were numbered. The drones reversed the tide
of the war and now the Caldari were scrambling to come up with a solution against
these new weapons. It didn’t take them that long - they simply upgraded their fighters a
bit, added some shields and extra weapons and called the new vessels frigates. Some
extra crew was also needed at first, but then the Caldari obtained capsule technology
from the Jovians some years later and could again reduce the crew to one on most
frigates.
- you need more then one person to pilot just a frigate, it soon ramps up (and fast) as you go up ship sizes.

- citation needed .. er http://go-dl.eve-files.com/media/0911/Chronicals.pdf

so TL;DR = RISK needs to be buffed, we have too many assets nullifying Risk. Strip excess ISK and Assets by TAXATION and remove the inhibitors to RISK.

Now, lets see who balks at this as all they really want is one of those 'juicy killmails'.

I'm guessing you really weren't after risk at all you little liars!

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Tia Aves
Stay Frosty.
A Band Apart.
#1054 - 2015-02-17 13:04:09 UTC
Commander Spurty wrote:
You guys keep talking about RISK, but really now .. is there 'RISK' in EVE any more or just 'Juicy Kill mails'?

Honestly, EVE ONLINE was a lot more exciting when people cared about losing their stuff as it was hard to replace and not about being on the wrong side of a killmail.

If you want to reintroduce RISK to the game, TAX all players on their assets. Got 999 Ships in your station? You got yourself 999 TAX bills to pay. Don't worry, you wont go into a negative wallet, CONCORD or some NPC will just remove your assets.

True ISK Sink set.

Why a TAX bill? Law of the game i suppose (if you needed a reason, this should do). Crews need feeding and paying (unless you're Amarr, I guess)

Crews? But I'm a mighty pod pilot, I don't need no stinking crew! Am I making this all up? Nope.

Quote:
Finally, the solution evolved from the stationary defenses of all things. The Gallenteans
had employed mines for a long time with so-so results, but with the massive advances in
robotics technology taking place at this time the mines were slowly transformed into a
far deadlier object. The first drones were little more than mines with proximity
detonators and some limited moving capabilities, but soon they had advanced to the
level that a single drone almost rivaled a solo-fighter’s capabilities. The fact that drones
were many times cheaper to build than fighters and didn’t require a highly trained pilot
meant that the days of the solo-fighters were numbered. The drones reversed the tide
of the war and now the Caldari were scrambling to come up with a solution against
these new weapons. It didn’t take them that long - they simply upgraded their fighters a
bit, added some shields and extra weapons and called the new vessels frigates. Some
extra crew was also needed at first, but then the Caldari obtained capsule technology
from the Jovians some years later and could again reduce the crew to one on most
frigates.
- you need more then one person to pilot just a frigate, it soon ramps up (and fast) as you go up ship sizes.

- citation needed .. er http://go-dl.eve-files.com/media/0911/Chronicals.pdf

so TL;DR = RISK needs to be buffed, we have too many assets nullifying Risk. Strip excess ISK and Assets by TAXATION and remove the inhibitors to RISK.

Now, lets see who balks at this as all they really want is one of those 'juicy killmails'.

I'm guessing you really weren't after risk at all you little liars!


This is the thread about learning implants and attributes buddy I think you must of got lost somewhere on the way here.
Gregor Parud
Imperial Academy
#1055 - 2015-02-17 13:04:18 UTC  |  Edited by: Gregor Parud
I did answer it but in an edit Big smile

Quote:
But this is EVE and every time someone mentions "wouldn't it just be easier if we'd remove choice and risk" I'll start kicking and screaming unless I am/get convinced that it's actually better that way (like clone cost).


I'm not convinced it's better. Factually it's below optimal (duh) but that doesn't make it bad, all it does is give people choice and the option to either not bother too much with because they don't care enough for it or for the people who DO enjoy the min-maxing game to play EVE "their way".

Don't get me wrong, I love newbies and over the years have helped them in so many ways it's not even funny but at the same time I love the game and EVE, to me, is part tough love, "deal with it", "HTFU", "think before you act", "you can't have your cake and eat it" and "if you're gonna be dumb you gotta be tough".
Dave Stark
#1056 - 2015-02-17 13:31:10 UTC  |  Edited by: Dave Stark
the problem is, the choice isn't meaningful. don't get me wrong - i'm all for choice, if it has meaning. the problem with SP is as i keep saying - you're just picking between two bad outcomes.

things i think are done right that are closely related to this topic - hardwirings.

Hardwirings are risked in combat, and also give you an edge in combat. do you edge out that last 5% with implants, or do you just go with an empty clone and keep your losses low if you aren't confident that extra 5% will tip it far enough in your favour?

or "do i armour tank, or shield tank?" do i want ewar, or extra damage? meaningful choices.

but picking what skills you train slowly just isn't interesting or engaging, it's like being asked if you want to be punched in the gut, or the jaw. by mike tyson, in his prime.

thankfully most of us don't have to deal with off remap skills much, if at all, and that's nice. however that doesn't mean we shouldn't try and improve the system just because we've, essentially, surpassed it.

There are other ways to teach newbies all those things - but limiting the areas of the game they can experience by hampering their SP/hour from the start isn't the way to teach them those things. mercilessly blowing up their untanked t1 industrial carrying all their worldly possessions is when they jump in to uedama without a scout is.
Gregor Parud
Imperial Academy
#1057 - 2015-02-17 13:42:37 UTC
How many remaps do you have left atm.
Dave Stark
#1058 - 2015-02-17 13:45:25 UTC
Gregor Parud wrote:
How many remaps do you have left atm.


off the top of my head, i genuinely couldn't tell you.
Rain6637
GoonWaffe
Goonswarm Federation
#1059 - 2015-02-17 13:52:36 UTC  |  Edited by: Rain6637
1 or 2 for me, 3 on a couple. A perk of having several characters training is there's always someone due for a remap.
Warric NazGhoul
Deep Core Mining Inc.
Caldari State
#1060 - 2015-02-17 14:05:26 UTC
Dave Stark wrote:
let me pose the question then;

why is it ok for new players to train skills slower? why is that a good thing for the game?



Why is it ok for new players to have less skillpoints over all
Why is it ok for new player to have "worse" ships then old player
Why is it ok for new players to .....

Ill tell you why, its because this is a MMO, not space shooter. All in EVE create a want to be better/have more. Be it isk or ships or killboard stats. If you remove this you will kill the game.

Would be interesting to know how long the average player that picks up lets say Battlefield play that came compare to EVE. For me I played Battlefield for maybe a month or two, and that's a really good game.

I played EVE on and off for 8.