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Player Features and Ideas Discussion

 
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Skill points and implants, implant fitting window

Author
Fishu Endazi
Blah Blah Blah Blah
#1 - 2015-05-30 00:34:13 UTC
A few ideas I have been mulling over and want to get off my chest, some of them (maybe all) are not original but just worth a bump:

Idea Give implants a fitting window just like the ship fitting one.

You could save implant setups to make replacing them after a podding quicker and easier.


Idea Get rid of skill implants

They just mean that it costs you potential skill points to actually play the game, unless you are willing to fly around in your +5s. This is the main reason I don't play very much other than skill queue online. In my mind it is not worth losing a day of improved skill training to play for an hour or two. Others may disagree but everyone has their own priorities. Maybe just build them into the cybernetics skill, as you upgrade the hardware in your head to plug in better implants your capacity to learn improves as a side effect. And it isn't really a return to learning skills because people already train this first on a new char to plug in cheap skill implants.


Idea Be able to either remove implants or swap clones within a station without a cool down.


Idea Get rid of skill loss when losing a T3 cruiser.

I don't care about the cost of the ship but I won't fly one because skill points are irreplaceable. You may have realised by now that I like skill points more than I like flying. I know I am weird get over itBig smile

Idea/cough Move downtime out of the middle of AUtz /cough

And on a final note keep up the good work on the lore. I have never been a rper or paid much attention to story in games but with the Scope videos and such it is hard to avoid being drawn into it which is a good thing.
Christopher Mabata
Northern Accounts and Systems
#2 - 2015-05-30 00:46:06 UTC
Here we go:

1. Implant fitting window seems like a good idea to me, lets you more comprehensibly see what slots you have open for implants and boosters, which in turn makes set up easier. +1 for that idea

2. No Skill implants are an option, not a requirement, even the spacepoor can afford to run around in +1 or +2, many of them choose +3s or higher. There is no cardinal rule that says "Thou shall sport +5's, Not Any less". Or you could choose to fly in say low sec where podding is rare, or highsec where if it happens, you deserved it. Even in Null sec, just avoid dictors and anchored bubbles.

3. Removing implants has been beaten to a pulp, ground up, re fried, ingested, passed as excrement only to be then be beaten some more. Overwhelming support is for the latter, implants need loss mechanics or the market depresses among a whole bunch of other negative impacts. Look up any of a dozen threads to see more details on "why?"

4. T3 Skill loss is the risk of flying the ship, it takes 4 days or so to replace a lost level of a skill, if you cant be bothered to risk that don't fly them, nobody is forcing you to fly them.

5. Swapping clones with no cool-down undoes all the nerfs to clone transport and projection currently in effect, so No.

Probably a troll post, no regrets taking the bait.

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Stormseige Adraelia
Libri di Guerra
#3 - 2015-05-30 01:16:46 UTC
Christopher Mabata wrote:
Here we go:

1. Implant fitting window seems like a good idea to me, lets you more comprehensibly see what slots you have open for implants and boosters, which in turn makes set up easier. +1 for that idea

2. No Skill implants are an option, not a requirement, even the spacepoor can afford to run around in +1 or +2, many of them choose +3s or higher. There is no cardinal rule that says "Thou shall sport +5's, Not Any less". Or you could choose to fly in say low sec where podding is rare, or highsec where if it happens, you deserved it. Even in Null sec, just avoid dictors and anchored bubbles.

3. Removing implants has been beaten to a pulp, ground up, re fried, ingested, passed as excrement only to be then be beaten some more. Overwhelming support is for the latter, implants need loss mechanics or the market depresses among a whole bunch of other negative impacts. Look up any of a dozen threads to see more details on "why?"

4. T3 Skill loss is the risk of flying the ship, it takes 4 days or so to replace a lost level of a skill, if you cant be bothered to risk that don't fly them, nobody is forcing you to fly them.

5. Swapping clones with no cool-down undoes all the nerfs to clone transport and projection currently in effect, so No.

Probably a troll post, no regrets taking the bait.


I have to agree with Mr. Mabata here you do make a great point on the fitting window but I will back Mabata on this one.
ShahFluffers
Ice Fire Warriors
#4 - 2015-05-30 01:39:15 UTC  |  Edited by: ShahFluffers
All I read from the OP is...

"bawwww... I don't want to have to make tradeoffs."


As for the OP's belief that "it is not worthwhile" to train with anything less than +5s... what good is a faster SP rate if you don't ever use the SP you get?
Hell... the long-term SP difference between training with no implants and +5s over the course of a year is... what... a month worth of skills? Maybe less?
(FYI: your subscription? You aren't paying CCP for skillpoints. You are paying for access to their servers. Nothing more)

Implants are luxury items that anyone can get with enough effort. And they should be treated as such... with the appropriate tradeoffs (you lose them when you die or unplug them).
Zan Shiro
Doomheim
#5 - 2015-05-30 03:34:42 UTC  |  Edited by: Zan Shiro
OP, you are assuming you'd get +5 tacked on in this. IIRC even learning skill removal didn't give you skill level 5 per skill tacked on when removed. Why...not everyone trained them to +5. Not all trained the full suite either. I 4'd the skills I had, all i needed.


hate to break it to you but if this ever happened you won't see +5 across the board Why. Not everyone runs +5's. I am in the +3 is fine crew, we are legion. Cheap enough to replace easy, especially if you do it the smart way and just run a clone with the 2 implants for the skill training. Why lose 5 +3's....when you need only 2. Well that and for the oddest reason I always seem to clear my pod better with 2 implants only.

Tripped me out really..It was like 5 implants just had murphy say oh yes son...you will be podded. 2 +3's....I have actually had a pod clear after getting shot at. Pods can and do smoking ship effect. I cleared one once and travelled like 8 systems back home like this. Unless changed if this happens station even auto repairs this. Thought that was neat lol.



We'd be the non mouth breathing window lickers who realize you have to play the game to get better. All navigation skills 5 means jack crap when you don't have the hand/eye skills to manually orbit a target worth a damn. This...requires undock and practice.



I predict if this ever happened the most you'd see is +3. Realistically we'd get +2. Why....a large part of the player base runs low grades and have no issues with the +2 for the train speed. CCP doesn' give out massive presents in changes....your aren't getting a full set of +5's or even 4's for free.

Example: I have lots of sp for nag that is unused. My present was no more half assed split weapons and missile launchers removed. I did not get the sp for missiles back though. Welcome to CCP, they give up the goods....but you don't get everything you want lol.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#6 - 2015-05-30 07:20:12 UTC  |  Edited by: Rivr Luzade
Fishu Endazi wrote:
Idea Get rid of skill implants

They just mean that it costs you potential skill points to actually play the game, unless you are willing to fly around in your +5s. This is the main reason I don't play very much other than skill queue online. In my mind it is not worth losing a day of improved skill training to play for an hour or two. Others may disagree but everyone has their own priorities. Maybe just build them into the cybernetics skill, as you upgrade the hardware in your head to plug in better implants your capacity to learn improves as a side effect. And it isn't really a return to learning skills because people already train this first on a new char to plug in cheap skill implants.


I quote myself here:

Rivr Luzade wrote:
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?

Quote from this thread.

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.

Mag's
Azn Empire
#7 - 2015-05-30 07:58:36 UTC
The OP is one long whine/rant post, without any reasons for the changes asked.

So it's a no from me.

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

Ralph King-Griffin
New Eden Tech Support
#8 - 2015-05-30 08:00:23 UTC
Fishu Endazi wrote:


Idea Get rid of skill loss when losing a T3 cruiser.

I don't care about the cost of the ship but I won't fly one because skill points are irreplaceable. You may have realised by now that I like skill points more than I like flying. I know I am weird get over itBig smile

ignoring all the other drivel ill pick on this.

don't fly t3 cruisers then or even better, do and stop losing the damn things
shimiku
Zircron Industries
#9 - 2015-05-30 09:36:29 UTC
Ralph King-Griffin wrote:
Fishu Endazi wrote:


Idea Get rid of skill loss when losing a T3 cruiser.

I don't care about the cost of the ship but I won't fly one because skill points are irreplaceable. You may have realised by now that I like skill points more than I like flying. I know I am weird get over itBig smile

ignoring all the other drivel ill pick on this.

don't fly t3 cruisers then or even better, do and stop losing the damn things


but my fc is bad its not my faultCry huehue

Samillian
Angry Mustellid
#10 - 2015-05-30 10:04:55 UTC
Fishu Endazi wrote:
Idea Give implants a fitting window just like the ship fitting one.

You could save implant setups to make replacing them after a podding quicker and easier.


This is I'm afraid the only part of the OP I consider of any worth.

As for the rest, no.

NBSI shall be the whole of the Law