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Player Features and Ideas Discussion

 
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Skill Points remapping/buying™: Ideas, Discussion, and Proposals

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Author
Syn Shi
School of Applied Knowledge
Caldari State
#361 - 2015-05-23 01:37:41 UTC
Kaarous Aldurald wrote:
Might as well throw out a "Space Barbies" thread so we can knock out the last super-redundant topic here in F&I as well.

As to the topic I have very rarely heard worse ideas in my whole life, and I'm in the freaking Army for goodness sakes.




We just to need your posts on why people stay in NPC corps for super-redundant play the way I want you to posts.
Haatakan Reppola
Science and Trade Institute
Caldari State
#362 - 2015-05-23 03:19:30 UTC
New players should be able to remap alot more than they can now, something like 1month cooldown on remap the first 6-12months.

This would make new player able to remap for what they think they need, then change the ramapping when they see they made a misstake. Instead we have this 2x remap for new players where they make a bad remap only to change to either the old flat remap or another remap they are done with much faster than the 1year it takes until they can remap again.

Older players that know what they do will not gain a huge benefit since alts can easily train almost all skill they need with the 2 remaps we already have.

Give new players an option to actualy learn what the remaps do and how to use them before they **** up their attributes for 1 year!
Shova'k
The Bank Of Jita
#363 - 2015-05-23 05:48:50 UTC
no from me (even tho there are some skills i regret training or ship reworks made useless *looks at orca not needing barge 5 any more*)

u can always buy skill points via character bazaar the fact u have to settle for whats available and what ever terri bad name or if lucky decent or good name. that makes it some what fair

and like others have pointed out every one will just min/max their skills around what ever the op meta of the month is.

i would accept something like allowing people to un-train a skill taking the same amount of time it took to train it not sure if it should replace active training or be alowed along side it that is debatable.

but pay to just reallocate would be just to op they can go buy a char.
Cyborg Girl86
Federal Navy Academy
Gallente Federation
#364 - 2015-05-23 11:26:30 UTC
Mag's wrote:
Wow you guys really are suckers for punishment. ShockedLol

It is of course, a big NO from me. So far, no one has shown any good reasons why this is needed and what it fixes.


^This^
Shimoto
Doomheim
#365 - 2015-05-23 15:06:03 UTC  |  Edited by: Shimoto
...
evotta
Territorial Hanseatic League
#366 - 2015-05-23 17:38:07 UTC
Plex for SP would be definitely great, however we all know that the price of plexes would double in a few days. This would hurt a lot a considerable portion of the playerbase
CovCyno 2
Caldari Provisions
Caldari State
#367 - 2015-05-23 20:58:14 UTC
Skill Points

Lately on EVE's subreddit there has been a ton of talk about newbros and the Sp requirements to "play" the game.

There's a lot of validity to the discussion talking about how for your average new player the required amount of SP is still pretty steep for someone learning the ropes. Lets look at a fairly simple example. The Tristan.

The Tristan is a T1 Gallente Frigate that for the most part is a drone boat but also uses guns as well. For a newbro to hop into a Tristan and get a decent feel for it they'll need to train up Drones. This skill simply lets them use more drones and serves as quite the barrier. A 3 hour wait time is pretty long to someone who has never trained skills before. You'll also need to inject Light Drone op and train that to 1. While both are x1 skills, that's a lot of idle time to try a T1 frig out. Not to mention at this point you're still only using 3 drones, to use your full 5 that'll take another 5 days.

You've also got the ship skill, Small hybrid turrets, and lets not forget about the various support skills you need to have: CPU Management, Weapons Upgrades, Cap Systems Operation, Mechanics, Hull Upgrades, Sig Analysis, Target management, Long range targetting, and the list goes on.

How do we fix this? An extremely simple way is by flat out giving new players room to play the game, and let them worry about training stuff be a secondary concern for a week or two. Give them more skills right off the bat. Let them have some basic ship fitting skills like CPU Management 3/4, Hull upgrades 1, Racial Frig/Destro 3/4, some support skills. A new player coming into the game shouldn't have to wait hours to test out EVE. The learning curve for our game is steep enough, lets not hamstring them by making them wait to try the most basic ships in the game.

Implants and Remaps

On the mantra that was preached when we did away with clones, remaps on a whole provide very little choice. For many players there are so many different skills to train using remaps is less than ideal. If you do use a remap however you're stuck into a plan for over a year. Why are we locking our players into a year long plan that quite honestly provides very little choice. This is all in pursuit of SP. Yes, remaps are voluntary but when you're new to the game you're wanting SP as fast as possible, and with good reason.

How do we fix this? Lets get rid of remaps, sure they're useful but do we really need to force our players into making year long skill plans and sticking to them? Lets get rid of learning implants and give everyone higher base attributes. Give the players the freedom to train what they want at a decent level, ~2500 SP/HR and allow your players to not have their hands tied by a remap. A year is simply too long of a time period for many. Bonus remaps while helpful don't lend themselves to new people very well as there is a lot of different skills you have to train as a new player. Many players aren't going to have the dedication, knowledge, nor SP that allows them to take advantage of the current attribute system.

Learning implants are essentially the same and guess what, they too require a skill to use. All of this is for extremely marginal increases that really only make sense over elongated use. Plenty of math has been done to show how long it takes implants to actually make sense to train Cybernetics to 5. It really isn't advantageous for a lot of people to spend two weeks training a skill, spend hundreds of millions on implants, trying to train up skills a little faster.

With removing remaps and giving higher attributes to players lets get rid of learning implants as well. There isn't any use to have them at this point, but I believe it's still great to have implants like Snakes/Slaves that offer pilots real choice in what they want to fly. By doing this we're still allowing players to choose implant sets they want to use but not forcing them into using learning implants to train skills faster.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#368 - 2015-05-23 21:29:01 UTC
I was talking about current skill points remaps hoping that this would allow to accomodate preperly you skill points which are already being trained but no longer in use due to meta change or your game style change. Not buying SP, deff no.

New bros just gained a 4 bonus remaps, so that helpfull at some point. Atributes, yes it's time to go for them.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

CovCyno 2
Caldari Provisions
Caldari State
#369 - 2015-05-23 22:16:55 UTC
evotta wrote:
Plex for SP would be definitely great, however we all know that the price of plexes would double in a few days. This would hurt a lot a considerable portion of the playerbase


I really don't think this is a good idea.

You're already paying $15 per month, lets not allow/force people to buy SP because they want to progress. A broken system isn't and shouldn't be fixed by more real money being spent.
Reaver Glitterstim
The Scope
Gallente Federation
#370 - 2015-05-27 05:28:34 UTC
Zepheros Naeonis wrote:
IF SP could be bought(aka pay to win), I would quit. No questions asked.

Big f'n no from me.

Buying ISK is pay to lose, buying SP will be no different.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#371 - 2015-05-27 10:29:46 UTC
I have removed one reply that was off-topic.

Quote:
27. Off-topic posting is prohibited.

Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued to the off-topic poster.

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

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Zarek RedHill
State War Academy
Caldari State
#372 - 2015-05-27 11:38:46 UTC
Hello,

I wanted to add some weight/perspective, as I am a newbro (~5 months into the game) struggling w/ lack of SP. I've spent a bunch of time into Mining skills that I wish I could get back, and I am currently "blocked" from going on black ops roams with my corp/alliance since I cannot fly those ships for another couple of weeks.

All that said, I am very much against the idea of ISK/PLEX for SP. While it would feel great to be able to "catch up" to older players, I understand the huge issues/problems that might cause.

On the skill implants front -- my personal experience is that I found the whole thing just not fun as it exists presently. I'm presently finding my desire to always have +4 implants on as a disincentive to go to Null Sec (and vice versa). I'm perfectly willing to risk more ISK to go to Null. I'm just worried about the optics of the killmails with all +4 implants on. For better or worse, the guys I like to fly with (and my corp/alliance) -- like most PVP corps -- cares about pvp ISK efficiency. I kind of do as well.

What do feel may make some sense (though I'm not convinced), is to give players a way to accelerate their training based on "being active" in the game (i.e. not ISK/PLEX). It would be nice to reward "active" players SLIGHLY (and with diminishing returns) by being more active, but that's really hard to achieve in a balanced way. The sandbox nature of Eve makes defining "being active" very difficult (is it number of pvp kills? number of missions run? number of sites explored?) -- to the point of being impractical.

So even though I would personally benefit (short term, anyway) from buying SP via ISK/PLEX, it's also a no from me as well.

-Z




Zarek RedHill
State War Academy
Caldari State
#373 - 2015-05-27 11:44:55 UTC
Hello,

Sorry for the back-to-back post, but this popped into my head --

I don't know if this has been suggested -- but what about implants that would enable players use to use certain T2 modules (e.g. T2 guns, T2 ammo, etc.) despite them not having the required skills? Maybe with a timer on it so it disappears after a few days?

I wouldn't go so far as making implants to allow players to fly ships they wouldn't otherwise be able board, but maybe a limited number of T2 modules (i'm thinking small & medium guns/missiles, prop modules, remote reppers, and maybe e-war)?

So you're not getting skills for spending ISK. You're just temporarily able to use some T2 modules for which you current'y do not possess the skill requirement.

-Z
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#374 - 2015-05-27 11:59:09 UTC
Zarek RedHill wrote:
Hello,

Sorry for the back-to-back post, but this popped into my head --

I don't know if this has been suggested -- but what about implants that would enable players use to use certain T2 modules (e.g. T2 guns, T2 ammo, etc.) despite them not having the required skills? Maybe with a timer on it so it disappears after a few days?

I wouldn't go so far as making implants to allow players to fly ships they wouldn't otherwise be able board, but maybe a limited number of T2 modules (i'm thinking small & medium guns/missiles, prop modules, remote reppers, and maybe e-war)?

So you're not getting skills for spending ISK. You're just temporarily able to use some T2 modules for which you current'y do not possess the skill requirement.

-Z


This would boost ganking I think, tech II blasters for using implants? The gankers would snatch your hand off most likely!
Zarek RedHill
State War Academy
Caldari State
#375 - 2015-05-27 12:26:35 UTC
Hm, probably. Come to think of it, my suggestion isn't that much different than using faction modules (which for the most part are as good as T2).

Finding a way for newer (active) players to catch up to older (non-active) players is super hard. Would probably have to boil down to an artificial barrier (i.e. new players can do X, but old players cannot), which isn't very sandbox-y.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#376 - 2015-05-27 13:00:21 UTC
Zarek RedHill wrote:
Hm, probably. Come to think of it, my suggestion isn't that much different than using faction modules (which for the most part are as good as T2).

Finding a way for newer (active) players to catch up to older (non-active) players is super hard. Would probably have to boil down to an artificial barrier (i.e. new players can do X, but old players cannot), which isn't very sandbox-y.


For new players the best thing is to get involved with a good corp who will show you various aspects of the game. This involvement gives the new player satisfaction in helping a corp whilst making ISK and training new skills (hopefully with a bit of useful guidance from corpies!)

This is the real key to SP related issues for new players. The tech II stuff can come later once they have the game skills to make best use of it.
Teebeutel
Caldari Provisions
Caldari State
#377 - 2015-05-28 05:16:47 UTC
Corraidhin Farsaidh wrote:
Zarek RedHill wrote:
Hm, probably. Come to think of it, my suggestion isn't that much different than using faction modules (which for the most part are as good as T2).

Finding a way for newer (active) players to catch up to older (non-active) players is super hard. Would probably have to boil down to an artificial barrier (i.e. new players can do X, but old players cannot), which isn't very sandbox-y.


For new players the best thing is to get involved with a good corp who will show you various aspects of the game. This involvement gives the new player satisfaction in helping a corp whilst making ISK and training new skills (hopefully with a bit of useful guidance from corpies!)

This is the real key to SP related issues for new players. The tech II stuff can come later once they have the game skills to make best use of it.

You are basically saying that skillpoints aren't an issue for new players because they shouldn't be, since they could as well be doing something else while getting those skillpoints.
"Do something else" is an inherently unhealthy way to look at game design.

While I agree that getting into a corp is the best thing for most new players to do, basing your entire design on the concept that somebody does this one specific thing pidgeonholes the entire game in a way that is radically opposed to the sandbox aspect of EVE - some people just don't like social interaction or want to have the feeling of having accomplished something all on their own.
Zarek RedHill
State War Academy
Caldari State
#378 - 2015-06-01 14:30:14 UTC
Teebeutel wrote:

You are basically saying that skillpoints aren't an issue for new players because they shouldn't be, since they could as well be doing something else while getting those skillpoints.
"Do something else" is an inherently unhealthy way to look at game design.


Mostly agree -- in my view, skill points should be a progression mechanism that allows players to get stronger over time. I'd say it's generally successful at that. The only part that is unhealthy in terms of game design is when lack of SP prevents players from participating in content (even in a limited capacity).

examples where low SP only reduces effectiveness but the pilot can still participate in content (i.e. good design):
- you can't fly high DPS ships, but you can still fly as a tackle/scout/eyes for your fleet.
- you have to forego DPS rigs to fit CPU/PG rigs to be able to fit a combat ship.

examples where low SP prevents a player from participating altogether (i.e. unhealthy):
- can't participate at all in a stealth bomber fleet b/c you're 2-3 weeks away from being able to fly it (full disclosure - I'm currently in this situation but I'm not overly upset about it)
- you're the bottom-of-the-barrel for being picked to go on an Incursion fleet in any of the well-established incursion communities.


This tangential, but I don't like the notion that high-sec-only players get to fly +4 implants with minimal risk, while players who venture into 0.0 generally run +3s at most because of the high risk of getting podded. I don't see a great way to balance that, however -- I'd rather just see attributes removed altogether.

-Z



Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#379 - 2015-06-01 16:23:47 UTC
Teebeutel wrote:

You are basically saying that skillpoints aren't an issue for new players because they shouldn't be, since they could as well be doing something else while getting those skillpoints.
"Do something else" is an inherently unhealthy way to look at game design.

....


I'm saying do something else in the game whilst waiting. Most people train say combat skills to run missions. So run the missions whilst the skills train for the higher level missions. Waiting for scanning skills? Then train them whilst running the missions for ISK.

Whatever, I had no problem with finding things to do in the game whilst waiting for skills to train. It doesn't even take that long to train all relevant skills for a career path to level III to try it out.
Silen Talker
Ts Tax Corp
#380 - 2015-06-02 13:07:03 UTC
Teebeutel wrote:
Corraidhin Farsaidh wrote:
Zarek RedHill wrote:
Hm, probably. Come to think of it, my suggestion isn't that much different than using faction modules (which for the most part are as good as T2).

Finding a way for newer (active) players to catch up to older (non-active) players is super hard. Would probably have to boil down to an artificial barrier (i.e. new players can do X, but old players cannot), which isn't very sandbox-y.


For new players the best thing is to get involved with a good corp who will show you various aspects of the game. This involvement gives the new player satisfaction in helping a corp whilst making ISK and training new skills (hopefully with a bit of useful guidance from corpies!)

This is the real key to SP related issues for new players. The tech II stuff can come later once they have the game skills to make best use of it.

You are basically saying that skillpoints aren't an issue for new players because they shouldn't be, since they could as well be doing something else while getting those skillpoints.
"Do something else" is an inherently unhealthy way to look at game design.

While I agree that getting into a corp is the best thing for most new players to do, basing your entire design on the concept that somebody does this one specific thing pidgeonholes the entire game in a way that is radically opposed to the sandbox aspect of EVE - some people just don't like social interaction or want to have the feeling of having accomplished something all on their own.



Exactly, I didn't understand what alts were or why I would ever want one (no MMOLG XP) and didn't join a corp for same reason.
I do research now (which was so complicated mechanism back then) and trade/distribution to fund it which is what EVE is about for me. If other early mining and combat skills were on alts I would have to decide what to progress, and may do so differently, but I've simply decided to just drop these avenues. Will I ever double-learn them now? - No, gone too far. So this probably reduces the richness of EVE and my long-term life-span.