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Remove learning implants

First post
Author
Tian Toralen
State War Academy
Caldari State
#1 - 2015-04-02 11:12:52 UTC  |  Edited by: Tian Toralen
A lot of players that never tried EVE before, see the long skillqueue, see the advantages of two +4 implants and they don't want to lose those implants, so they don't PVP, they stay in high-sec and get bored, then leave the game.

Learning implants are a real barrier for new players trying to enter null-sec. They need skills fast. They also need to pvp. They also need ISK and can't afford to lose 40 million each time they die. What to choose? Why do players have to make this choice: fun or isk ($$$) ?

So - remove learning implants, give us a +4 boost to all attributes. The money CCP will lose because of shorter training times will be a lot less than the money won because players fight, destroy more ships, are not afraid to PVP, have more fun and stay in the game.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2015-04-02 15:17:57 UTC
And what do you replace them with to avoid gutting the LP market?

Not saying I'm against the idea, but they're an LP and ISK sink that would probably want replacing.
Kaarous Aldurald
Black Hydra Consortium.
#3 - 2015-04-02 16:51:37 UTC
No, we're not going to crash the market just so some people can justify their obscene risk aversion.

Implants are a choice, and what's more they are a meaningful choice. That is a good thing.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#4 - 2015-04-03 03:11:41 UTC
This certainly plays into the whole "do attributes serve a purpose?" angle. I'd venture to say no. They really don't serve a purpose other than to make the oldest players feel good about shuffling some arbitrary numbers around once a year.

Learning implants of course exacerbate the issue. I completely agree they should go, as they're a risk aversion multiplier and stupidly expensive way to suck time (the only really valuable resource) away from players. And of course older players have the most ISK to buy them, giving them an accelerating and compounding advantage over their existing skill point head start.

Learning implants can 100% be removed and replaced with pretty much any other implant and continue to supply meaningful choice, as well as ISK and LP sinks, into the game.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Zappity
New Eden Tank Testing Services
#5 - 2015-04-03 04:08:21 UTC
I agree and even made a thread about it: https://forums.eveonline.com/default.aspx?g=posts&t=336673

It has nothing to do with risk - I routinely PvP in much more expensive implants. They discourage the use of 'out in space and doing stuff' implants and should be removed. My preference would be to replace them with learning boosters made in lowsec.

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

Jon Dekker
Dekker Corporation
#6 - 2015-04-03 06:43:27 UTC
I support this.
Sootsia
HIgh Sec Care Bears
Brothers of Tangra
#7 - 2015-04-03 13:02:06 UTC
WTF Y'all smoking? you seriously want something for nothing "give us a +4 boost to all attributes"

That makes the implants meaningless, oh right, that's your intention. Swing the nerf bat again CCP cause the kiddies can;t play in their sandbox without pooping in it.

Implants are supposed to cost you something,,,,, simply because they give you a advantage over another player, or allow you to compete on their level. If your afraid of getting podded every time you undock, then this game is not for you,. You want all the benefits of the implants, but not the risk, shame on you.

Soot
Nariya Kentaya
Ministry of War
Amarr Empire
#8 - 2015-04-03 13:42:04 UTC  |  Edited by: Nariya Kentaya
Chance Ravinne wrote:
This certainly plays into the whole "do attributes serve a purpose?" angle. I'd venture to say no. They really don't serve a purpose other than to make the oldest players feel good about shuffling some arbitrary numbers around once a year.

Learning implants of course exacerbate the issue. I completely agree they should go, as they're a risk aversion multiplier and stupidly expensive way to suck time (the only really valuable resource) away from players. And of course older players have the most ISK to buy them, giving them an accelerating and compounding advantage over their existing skill point head start.

Learning implants can 100% be removed and replaced with pretty much any other implant and continue to supply meaningful choice, as well as ISK and LP sinks, into the game.

the myth that older players somehow get this compounding/accelerated advantage with implants is false

all implants do ocne you have 20+ mil is somewhat mitigate the obscene amount of time that you now have to devote to each skill to get it leveled, ratio wise per skill were advancing just as fast as a noob, SP wise were going up faster, but thats because we have more distance to cover per skill than the new guys


not to mention they are currently an LP/ISK sink, and id venture to say probably one of the larger LP store sinks
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#9 - 2015-04-03 14:18:55 UTC
Sootsia wrote:
WTF Y'all smoking? you seriously want something for nothing "give us a +4 boost to all attributes"

That makes the implants meaningless, oh right, that's your intention. Swing the nerf bat again CCP cause the kiddies can;t play in their sandbox without pooping in it.

Implants are supposed to cost you something,,,,, simply because they give you a advantage over another player, or allow you to compete on their level. If your afraid of getting podded every time you undock, then this game is not for you,. You want all the benefits of the implants, but not the risk, shame on you.

Soot


As someone flying around regularly with 500m to 2b in implants I assure you I appreciate the risk/reward they provide. However there's a difference between hardwires and pirate implants that affect gameplay and learning implants you can plug into a market trading alt that doesn't undock. Theres no reason attribute implants can't be swapped for something with more meaningful gameplay impact.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Mag's
Azn Empire
#10 - 2015-04-03 14:23:42 UTC
While I can see and agree to some extent on some arguments, for the removal of learning implants and attributes. NONE of them include the ridiculous notion, that they somehow stopped people from PvP.

Let's make one thing clear here, you are gaining a BONUS in training by wearing them. If you wish for that bonus to be permanent for all, then remove attributes and give everyone a fixed training amount per hour for all skills. Just stop with the whole "I can't PvP with them in" bulls**t.

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

Gorski Car
#11 - 2015-04-03 22:03:57 UTC  |  Edited by: Gorski Car
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#12 - 2015-04-04 01:16:45 UTC
Gorski Car wrote:
http://gorsking.blogspot.se/2015/04/on-attributes-and-implants.html


100% agree with this article.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Adunh Slavy
#13 - 2015-04-04 05:23:47 UTC
Sootsia wrote:
WTF Y'all smoking? you seriously want something for nothing "give us a +4 boost to all attributes"


Why would anyone have to get +4? Why not just zero?

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Tipa Riot
Federal Navy Academy
Gallente Federation
#14 - 2015-04-04 14:41:58 UTC
+1

The attributes/remap system is bad because it forces to decide between combat and support skills if actually used, else there exists an optimal average mapping. Learning implants do nothing to help you when undocked and pose a form of pay-to-win or keep safe in the game for younger players where every skill level counts. They have to go together with the attribute enhancements of the pirate sets. Everybody shall have the same flat skill training rate for all skills, which is what you get from your subscription money. Then there is plenty of room to create a whole new system around the free implant slots ...

I'm my own NPC alt.

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#15 - 2015-04-06 19:47:09 UTC
CCP needs to remove learning implants and not replace them with anything. The truth is that leaning implants add nothing meaningful to the game, are a terrible choice to make, encourage risk averse behavior, and removing them from the game would actually improve Eve without dumbing Eve down.

Let's start with choices. Eve is not a game of choices. If you think Eve is a game of choices you are wrong. Eve is a game of meaningful choices. That is a huge distinction. A meaningful choice is choice that affects the Eve universe beyond yourself. For example the choice to fit an AB instead of an MWD is a meaningful choice. Your decision now is going to affect the fight you and others are going to have in a matter of minutes. You decisions during that fight are meaningful choices. What you do after that fight will likely be a series of meaningful choices.

Learning implants are not a meaningful choice. Take any situation: mining, PvP, PvE, market trading, etc. Place yourself in that situation with another person. Ask yourself these simple questions: Does that player having no learning implants affect this situation? What if they have a set of +1 implants? +5 implants? Under no circumstances does their decision to use learning implants affect your gameplay at all. Some of you are going to argue that if you podded said player with +5 implants you would feel good because you destroyed something of high value they had. You will miss the fact that it wasn't the learning implants that affected your gameplay, but the value of those implants. If we set the value to 0 they would have little to no effect at all. Learning implants are still not a meaningful choice.

Clone grades were a choice between losing isk or losing SP. That is a terrible choice to make. CCP rightly removed clone grades from the game because of the poor choice they presented, among other things. Learning implants are the exact same choice that was presented in clone grades: lose isk or lose SP. Imagine there was a third choice added. This third choice is a "no change" choice. So if I offered you the choice between losing your isk, losing your SP, and doing nothing and losing nothing. A majority of people would chose to lose nothing. That may seem a little extreme, but the point is that anytime where the choice of "do nothing and lose nothing" is the best choice it should be altered to not be the best choice. In fact the do nothing choice became the only option for clone grades and people rejoiced because a terrible choice was removed.

Learning implants encourage risk averse gameplay. I have trained many pilots to PvP over the years. One of the biggest issues is that the players, who often don't have lots of isk, would rather stay in highsec where they can use their learning implants to gain skills quickly than PvP or do something where those implants would be at risk. People should be out enjoying the game, creating content for themselves and others. It isn't hard to see that removing learning implants will get more people out into space and doing things in space. One of the biggest arguments to removing clone grades, argued mainly by nullsec and lowsec PvPers, was that a 15+ mil isk clone was enough to get people to not fly small ships. It isn't hard to see why 40 mil isk in two +4 implants is discouraging PvP just as much as clone grades were.

Ask yourself: if learning implants were removed, and we were given a flat SP/hour that compensated for their removal, would Eve be better or worse off? I will argue that it would be better off. A meaningless and terrible choice is no longer present, more people are out doing risky activities while gaining the max SP/hour they can, and more content is generated. There are surprisingly minimal costs to removing learning implants. We lost a few LP store items. I am sure CCP can fix that. Other than that... it is all gains. (feel free to let me know if I missed costs.)

The bottom line is that Eve will be better off if learning implants are removed. I hope CCP can see that removing learning implants is really in the best interest of the game. I ask players that agree to speak to their CSM representatives and get them to urge CCP to remove learning implants.
Thonys Visser
The Scope
Gallente Federation
#16 - 2015-04-14 12:29:29 UTC
Tian Toralen wrote:
A lot of players that never tried EVE before, see the long skillqueue, see the advantages of two +4 implants and they don't want to lose those implants, so they don't PVP, they stay in high-sec and get bored, then leave the game.

Learning implants are a real barrier for new players trying to enter null-sec. They need skills fast. They also need to pvp. They also need ISK and can't afford to lose 40 million each time they die. What to choose? Why do players have to make this choice: fun or isk ($$$) ?

So - remove learning implants, give us a +4 boost to all attributes. The money CCP will lose because of shorter training times will be a lot less than the money won because players fight, destroy more ships, are not afraid to PVP, have more fun and stay in the game.



i think it can be solved much easyer..

if you bought a implant and your pod is destroyed:>>

you will have a copy in your clonebay to be used again , i think that would be a much more smarter thing to do
in that case you keep the market going
and you will have more choices for the next clone in the clone bay
and you are not affraid of losing 800 + mil of isk the next time ,so pvp can be more atractive for the people who dont pvp because of that..
so taking the pvp "willingness" away from the clone... improves the game
and yes i am a miner in hs > and refuse to get killed in low (because of the expensive cloon stuff),and yes this game is very boring for me to ...

so this is a good topic ..but ccp is not intrested in this kind of behaviour or topics
it is so called player driven they say , ...but it is not...they make money on it so they keep it this way ..

but also a lot of people disapear from the game after a while and thats true to

for me personaly my last goal is on the way (own build charon) ,and after that there is none (for me in hs) annymore so i guit perhaps to
as a miner (also called carebear) i refuse to get blown up in low with my expensive clone in it


Malcanis
Vanishing Point.
The Initiative.
#17 - 2015-04-14 18:07:39 UTC
Tian Toralen wrote:
A lot of players that never tried EVE before, see the long skillqueue, see the advantages of two +4 implants and they don't want to lose those implants, so they don't PVP, they stay in high-sec and get bored, then leave the game.

Learning implants are a real barrier for new players trying to enter null-sec. They need skills fast. They also need to pvp. They also need ISK and can't afford to lose 40 million each time they die. What to choose? Why do players have to make this choice: fun or isk ($$$) ?

So - remove learning implants, give us a +4 boost to all attributes. The money CCP will lose because of shorter training times will be a lot less than the money won because players fight, destroy more ships, are not afraid to PVP, have more fun and stay in the game.



Rather than removing my options, why don't we increase your options?

https://forums.eveonline.com/default.aspx?g=posts&t=391378

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#18 - 2015-04-14 20:01:56 UTC
Do we really need to have a method to speed up learning? Especially ones that benefit the oldest and richest players? Why not just flatten it out and find new uses for implant slots?

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Zappity
New Eden Tank Testing Services
#19 - 2015-04-14 20:27:20 UTC
Malcanis wrote:
Rather than removing my options, why don't we increase your options?

https://forums.eveonline.com/default.aspx?g=posts&t=391378

If learning implants are going to stay I very much like the idea of moving them to slots 7-9. It is the interference with pirate sets that bothers me most. Learning drugs would be great but this does favour rich players.

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

Malcanis
Vanishing Point.
The Initiative.
#20 - 2015-04-14 20:32:14 UTC
Zappity wrote:
Malcanis wrote:
Rather than removing my options, why don't we increase your options?

https://forums.eveonline.com/default.aspx?g=posts&t=391378

If learning implants are going to stay I very much like the idea of moving them to slots 7-9. It is the interference with pirate sets that bothers me most. Learning drugs would be great but this does favour rich players.


How do learning drugs intrinsically favour rich players?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

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