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Player Features and Ideas Discussion

 
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Attributes and attribute implants

First post
Author
Zel Juk
Doomheim
#1 - 2015-05-21 13:42:55 UTC
Attributes are a needlessly complex feature and are a major cause of confusion for new players. I propose a system where we replace attributes and +attribute implants in favour of a more straight forward system of +% learning speed.

Firstly, remove attributes from the game and give everyone a flat rate of learning equal to if you had 20 attribute points in each attribute type. No confusion, no need for remaps, no need for certain skills to take longer because they rely on under utilised attribute categories (charisma, I'm looking at you).

For implants, leave the same slot based system, but create an interface similar to the ship fitting panel that displays these implants, so people can get a visual idea of their implants.

Remove all implants with +attribute. Replace this with +% learning rate of two flavours.

'Across the board' learning implants
1%, 2% and 3% (open to suggestions on the figures) across the board for all skills - 5 potential slots (as with the current attribute system) for learning implants. this means you can get a maximum of +15% learning speed to any skills with a full set of +3% implants.

Specific skill implants
10%, 15% and 20% increase in the learning speed for specific skill sub categories (gunnery, drones, shields). Obviously you would not be able to have more than of the same specialised learning implants to get insane bonuses. They would also not stack with the 'across the board' implants, again to ensure the bonuses don't go too high.

Implants are still destroyed when removed so you can't just pick and chose the specialist implant for training a handful of skills.

This eliminates a game mechanism that is confusing and overly obtuse, and replaces it with something that tidies up the meaningless complexity whilst retaining the depth. This system would also add a new element of choice. You can go for 'across the board' if you want flexibility, or if you want to focus on a few core skill sub-categories then you can opt for specialised implants.

What are you thoughts?

(PLEASE NOTE - all the figures are barely placeholders, I don't know how existing implants boost learning speed exactly, but basically I want this system to avoid buffing learning speed too much, only a few percentage points.)


Joe Risalo
State War Academy
Caldari State
#2 - 2015-05-21 14:26:26 UTC
the general consensus from those of us who wish to do away with attributes and their implants is simply.

Remove the attributes, remove the implants... Done.
Base line of training that cannot be modified.

Treat it as if all players had +5's or even +3's.


Neural remaps aren't worth having, because they pigeon holed you into select training.
As far as allowing a bonus increase implants and/or boosts.
No... That's essentially the same thing as attributes.

Just do away with it all and give all players the same base line training times across the board.
Whether we keep the implant slots or not is up to whether or not CCP can find something cool to do with them.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#3 - 2015-05-21 14:28:26 UTC
On the flipside the general consensu of those against this kind of often recurring OP are that the current system is fine as is and offers choice and increased risk for increased reward (higher SP rate). I'm in this camp and have never been confused about attributes/implants/remaps.
Zel Juk
Doomheim
#4 - 2015-05-21 14:30:06 UTC
I guess this is my attempt to meet people in the middle. Appreciate your point though.
Zel Juk
Doomheim
#5 - 2015-05-21 14:37:41 UTC
Corraidhin Farsaidh wrote:
On the flipside the general consensu of those against this kind of often recurring OP are that the current system is fine as is and offers choice and increased risk for increased reward (higher SP rate). I'm in this camp and have never been confused about attributes/implants/remaps.


The problem with the current system is that it's a linear choice. You either have the implants or you don't. Whether you have a +3 or a +5 is based primarily on how much ISK you have. This system keeps that linear choice, in addition to another (flexible or focused), whilst also clearing up a common, albeit minor, gripe of newer players.
Joe Risalo
State War Academy
Caldari State
#6 - 2015-05-21 14:40:25 UTC
Corraidhin Farsaidh wrote:
On the flipside the general consensu of those against this kind of often recurring OP are that the current system is fine as is and offers choice and increased risk for increased reward (higher SP rate). I'm in this camp and have never been confused about attributes/implants/remaps.



It is my belief that it's just a matter of time.


I think as some point CCP will realize, if they haven't already, that attributes and their implants are no different than med clones.



Here's a quote from the Dev blog in regards to med clones

Quote:
Death is one of the most meaningful things a player can experience, and can happen at any time. The consequences and meaning a player applies to the loss of their ship is very powerful, and the ways they can affect and deal with that loss are very real.

The same cannot be said for the current clone death mechanics. They are not a real choice, they are an illusion of choice. A choice between a bad option of losing ISK, and a worse option of losing skillpoints. A choice which does not affect the EVE universe as a whole, other than to empty players accounts of ISK and discourage the same interactions we want to foster.

It is for these reasons we have set down the path of changing the death penalty, and ultimately how clones work, to bring these systems in line with the rest of the vision for EVE Online.


With that in mind, attribute implants fall into this... It's an illusion of choice. These implants do not effect Eve, other than being sold on the market. If you're not using +5s, then you're choosing to lose SP generation instead of Isk. If you're using +5s, you're choosing to lose isk instead of SP generation. You're losing something no matter how you go about it.
This is the same bad choice bad choice with jump clones.

In that same token, it has the same counter intuitive effect of discouraging interactions CCP wishes to foster.
Donnachadh
United Allegiance of Undesirables
#7 - 2015-05-21 14:42:29 UTC
Not against this but.

Considering the confusions that can occur with the current implants and you are in essence adding even more implants into the game I do not see how this would make it any easier for players to figure out?

If you are going to implement a visual system in game so players can better understand what the implants do why not just implement that portion to cover the existing implants?

With these new implants cost could become a hugs factor in skills training and it would adversely affect the new players the most, yet in the current system there are no costs to the player to change attributes to support training within a specific area of skills. Within your system how would you propose to change this so it does not impact new players in such an adverse way?
Joe Risalo
State War Academy
Caldari State
#8 - 2015-05-21 14:42:52 UTC
I'm going to note....


ISD...

If y'all are going to close this thread due to commonly proposed ideas/whatever.

Please note that there is no sticky for this.
It does tie into the skill points remapping/buying thread, but is not noted in the title of that thread.

So.... be gentle.
Elenahina
Federal Navy Academy
Gallente Federation
#9 - 2015-05-21 14:50:16 UTC
Yes, let's by all means remove the last method of character customization that actually matters.

Did the sarcasm come through alright? It's hard to tell.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Mag's
Azn Empire
#10 - 2015-05-21 15:03:38 UTC
This thread is a monthly or even weekly arrival and not a new idea. So it may be locked.

If you are looking at removing attributes, then remove them and give everyone a flat training speed. Simply moving the goal posts, will not change the problem some have with the current system.

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

Elenahina
Federal Navy Academy
Gallente Federation
#11 - 2015-05-21 15:03:53 UTC  |  Edited by: Elenahina
Joe Risalo wrote:


With that in mind, attribute implants fall into this... It's an illusion of choice. These implants do not effect Eve, other than being sold on the market. If you're not using +5s, then you're choosing to lose SP generation instead of Isk. If you're using +5s, you're choosing to lose isk instead of SP generation. You're losing something no matter how you go about it.
This is the same bad choice bad choice with jump clones.

In that same token, it has the same counter intuitive effect of discouraging interactions CCP wishes to foster.


I disagree, and I'll explain why. Med clones were an illusion of choice because there was no benefit from choosing not to use them, only a penalty. Implants don't fall into that category because there are, as you point out, benefits and penalties from both choices.

Don't use implants: Pro - cheap pod loss. Con - slower skill training.
Use Implants: Pro - faster skill training, Con - expensive pod loss.

But now, as a player, I have a meaningful choice - what level of risk am I willing to accept to get faster training times than people competing against me. It's no different than choosing what investments to make. I can gamble big and make larger profits (spend a lot of ISK and get faster training), and maybe lose big, or I can gamble small and make smaller profits (spend less ISK, but make little to no extra SP), but with lower risk.

The investment in this case is ISK to train faster. If you check my killboard, you'll see this meaningful choice in action. I used to routinely plug in a full set of +4s and a pod loss cost me right around 120 million ISK (or more, if I was using hardwirings). But after I joined fac war and lost three pods in a single day, I changed my implant habits - now I only have a pair of +3s at a time based on which skills I am training. If I lose a pod now, my loss is only 16-20 million. I chose to train slower so I can PvP more without worrying about the cost. That is the choice you're trying to take away from us.

Now, learning skills were the perfect example of the lose lose scenario you're describing. The only meaningful choice was to train them - there was no benefit in not having them. And that's one of the reasons they were removed.

Also, the "It's too hard for newbros" argument is crap. As a new player I had absolutely no trouble using implants or knowing what they did for me. The first skill I trained was Cybernetics 1 so I could get a set of +2's to train my learning skills.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Celthric Kanerian
Viziam
Amarr Empire
#12 - 2015-05-21 15:12:33 UTC
This has already been brought up so many times and have met a lot of critic. You would know this if you knew how to use the search tool here on the forum.

Therefore, reported for redundancy.
Zel Juk
Doomheim
#13 - 2015-05-21 15:17:50 UTC
Celthric Kanerian wrote:
This has already been brought up so many times and have met a lot of critic. You would know this if you knew how to use the search tool here on the forum.

Therefore, reported for redundancy.


I did. Couldn't find anything similar to the implant system I proposed. I also welcome the criticism. this was a bit of a shower thought and its good to thrash out these ideas. Helps me learn.
Joe Risalo
State War Academy
Caldari State
#14 - 2015-05-21 15:28:36 UTC
Elenahina wrote:

I disagree, and I'll explain why. Med clones were an illusion of choice because there was no benefit from choosing not to use them, only a penalty. Implants don't fall into that category because there are, as you point out, benefits and penalties from both choices.

Don't use implants: Pro - cheap pod loss. Con - slower skill training.
Use Implants: Pro - faster skill training, Con - expensive pod loss.

But now, as a player, I have a meaningful choice - what level of risk am I willing to accept to get faster training times than people competing against me. It's no different than choosing what investments to make. I can gamble big and make larger profits (spend a lot of ISK and get faster training), and maybe lose big, or I can gamble small and make smaller profits (spend less ISK, but make little to no extra SP), but with lower risk.

The investment in this case is ISK to train faster. If you check my killboard, you'll see this meaningful choice in action. I used to routinely plug in a full set of +4s and a pod loss cost me right around 120 million ISK (or more, if I was using hardwirings). But after I joined fac war and lost three pods in a single day, I changed my implant habits - now I only have a pair of +3s at a time based on which skills I am training. If I lose a pod now, my loss is only 16-20 million. I chose to train slower so I can PvP more without worrying about the cost. That is the choice you're trying to take away from us.

Now, learning skills were the perfect example of the lose lose scenario you're describing. The only meaningful choice was to train them - there was no benefit in not having them. And that's one of the reasons they were removed.

Also, the "It's too hard for newbros" argument is crap. As a new player I had absolutely no trouble using implants or knowing what they did for me. The first skill I trained was Cybernetics 1 so I could get a set of +2's to train my learning skills.



I see your point, but we can argue that all day.

The main premise to removing them is the simple fact that they promote risk averse behavior.
See, skill implants don't feel that way.
When a player PVPs, they don't feel they need skill implants. Most player only use them in PVE, for maxing out potential, thus increasing isk generation.
however, attribute implants feel significantly more crucial the younger you are, or the more focused you are on training.

I'm at a point now where I'm happy with the skills I have. I've actually just started maxing out a bunch of skills because I have no other goals in mind. I could live without my +5s, but since I enjoy the carebear ways, I don't have to worry about that.
however, I'm much less averse to hoping in a jump clone and going to pew pew because I don't have any meaningful skills(to me) that I'm training now.

However, in the case of newbros and/or oldbros with high goals, they may not be in the same boat as me.
That said, it still fosters a life of aversion.
If you start Eve being averse due to wanting to max training, you're more likely to be averse when you have high SP.

I am a prime example of this. I am more averse now than I likely would have been had attr implants not felt so important to me.
I'm willing to throw away frigs and possibly cruisers to go out blapping, but not at the extent other players would like to see.
This was fostered by implants more so than anything else.

I've lost a ton of ships, and while it hurt, it never hurt as much as losing an implanted clone.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#15 - 2015-05-21 15:47:19 UTC
Joe Risalo wrote:
With that in mind, attribute implants fall into this... It's an illusion of choice. These implants do not effect Eve, other than being sold on the market. If you're not using +5s, then you're choosing to lose SP generation instead of Isk. If you're using +5s, you're choosing to lose isk instead of SP generation. You're losing something no matter how you go about it.
This is the same bad choice bad choice with jump clones.

Roll How exactly am I losing SP generation? It may be inaccurate and nothing but a rough estimation, but battleclinic estimates my SP count at 77M. My actual SP count is at well over 85M. I have never used +5s, I have never used +4s for a long period of time, I only sit in +4s when I do not play anyways. So, tell me: How is having more SP than some algorithm's estimation losing SP generation?

What you lose is your impatience, and that is something all these new gamers need to be retaught asap. You do not need to have all skills up to V or even IV in a matter of weeks, you do not need to learn at the best possible speed to progress in an orderly fashion. You ought to progress at a pace that suits your own real-life learning pace. And in that regard, if I might say so, most people who try EVE these days are best advised to use +1s at most as they have absolutely no idea what they are doing and need a lot of time to be taught what they should do.

Having said that: Implants offer you more than a choice between linear SP accumulation and ISK investment. They offer you a decision between learning things too fast for you to understand and learning at a reasonable pace that gives you the opportunity to understand what you are actually doing.

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.

Xe'Cara'eos
A Big Enough Lever
#16 - 2015-05-21 16:41:42 UTC
I think we need to take into account the following: once you get a jump clone, you frequently have a 'safe' learning clone and a 'pvp' clone that you don't care if it gets blown up

at which everything becomes a matter of: don't fly what you can't afford to lose, are you willing to risk your +5/have you badly miscalculated the risk, or do you think that using an empty/+1 clone is the safer bet.

as for attributes and remaps - they are what drew me into EVE and I was v. upset when learning skills were removed... (less so when med clones went) so excuse me for being biased

EVE was never supposed to be a 'give me bacon'-button style of game, it was always supposed to be about choices, sometimes easy, sometimes hard, sometimes trivial, sometimes very important. Your actions can affect your situation years down the line - which is the whole premise behind skill training, if you're going to remove attributes, it's a matter of time before you remove skills.

attributes are 'fitting' your character for the skills you're training, you can either be specialist or generalist, not both, they also offer a way for intelligent noobs to draw even with careless bittervets, the option just needs to be highlighted more...

If you want to train all skills equally, stick with CCP's basic map (perhaps call for a single additional remappable point for charisma) and accept that you will never be the fastest at any single skill (just as a brawler fit will melt a generalist fit if it can close, whilst a kiting fit will kite the generalist if it can keep range)
if you want to train optimally pick a set of attributes/skills and stick with them for a year and accept that training any other skills will be hugely sub-optimal (like trying to hit a fast orbiting frigate with 1400mm arty at 10km range)

ACCEPT you can be either generalist or specialist

with that in mind, I would not support the removal of either attributes (or learning implants), as it decreases the choice in the EVe universe.

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#17 - 2015-05-21 16:47:21 UTC
Quote:

Forum rules

17. Redundant and re-posted threads will be locked.

As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread.


Closed.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department