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Skill Discussions

 
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New player skills and skill points (proposal)

Author
Why Meeeeeh
Universal Test
#41 - 2015-05-22 17:56:47 UTC
Scira Crimson wrote:
Hi guys, I'm new to this game, can't be arsed checking any of the years of posts and discussions on a subject, and know better than everyone that a basic concept needs to be changed.

Unsubscribe. I'ld ask for your stuff, but can hardly imagine it's worth anything.
Zhilia Mann
Tide Way Out Productions
#42 - 2015-05-23 04:57:43 UTC
u3pog wrote:
I spoke to Chribba about that once. He told me he had lost a lot of SP to putting points on the wrong attributes (I think there was no remap at the time, or once per year at best).


There were no remaps. At all. You were stuck with your starting attributes, which you set during character creation. Furthermore, it wasn't fully customizable, but locked you in to certain parameters based on your race and bloodline. For anyone claiming that the current system is hard because you might not know what the ideal attribute spread is for a given training path: chew on that. My mem/will roll sounded great from an RP perspective (don't judge!) but turned out to be fairly awful for anything but drone training.

That, mind, was on top of the lack of a queue. Missed skill changeovers took another solid chunk out of my early training.

But hey, 176mil now. Eventually things balanced out. That said, I have an alt under 18 months old that already has 60mil. Training is simply shorter now than it used to be.
Chribba
Otherworld Enterprises
Otherworld Empire
#43 - 2015-05-23 05:15:59 UTC
I don't regret maxing out charisma back in the days with no remaps nor skills that used Charisma as primary! New Eden is was a harsh place lol

/c

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Visit my in-game channel 'Holy Veldspar'

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Zhilia Mann
Tide Way Out Productions
#44 - 2015-05-23 05:39:58 UTC
Scira Crimson wrote:
So very many words that I can't quote them all and respond in the same post.


THIS is one epic wall of text. Having said that, there are some ideas in here worth exploring and others that at least deserve comment.

I'll start with my standard disclaimer on these discussions: I actually do want to make NPE easier. New blood is good for the game, and retaining new blood is obviously easier than generating it.

But let's start with this: passive progression, love it or hate it, is a core part of Eve gameplay. Part of the appeal of the game in the first place is that it doesn't set you behind to walk away and do something else. There is no grind for skills and that's an incredible part of the appeal for many, many players. The day that goes away a great number of veterans walk. I'm fairly sure I would. I specifically don't play other games because I don't have a predictable amount of time to grind away and certainly don't want to be locked into an activity I don't like in order to later do things I do like. In Eve, I can set skills for something I want to do, keep doing whatever it is I'm doing now, and wait a bit to open up new content. There is absolutely no design flaw here; it's actually a huge feature that keeps accounts subscribed over the long term.

As for the assertion that an "all 4" generalist will always fall to an "all 5" specialist in some sort of elite one-on-one PvP: somwhat likely! To a certain extent, that's the whole point of the skill system, right? having said that, if I take a buffer Thorax and EFT's all 5 character I get something like this:

[Thorax, armor buffer]
800mm Reinforced Rolled Tungsten Plates I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Armor Explosive Hardener II
Damage Control II

Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator
Small Capacitor Booster II, Navy Cap Booster 100

Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M

Medium Hybrid Ambit Extension II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

The ship was chosen nearly at random, by the way. An all-5 character pushes out 432 DPS to 1.9+6 without drones. That all-5 character has 20,418 EHP (using EFT's calculation here). It also goes 1767 m/s.

In the hands of a theoretical all-4 character those stats do indeed drop (of course). DPS is down to 378 (12.5% decrease), range is down to 1.8+5.8 (4% decrease), and EHP is down to 20,324 (0.5% decrease). Speed is down to 1669 m/s (5.5% decrease).

None of these individual factors will matter more in the fight than player skill and positioning. If a "good" all-4 pilot catches anything but a superlative all-5 pilot the match is at least very close. If two all-4 pilots find one all-5 pilot and get position it's all over for the all-5. The odds of him taking even one of the others down with him are slim at best.

So yes, there are multiplicative advangates to skills, but let's not overstate them.

Gated content and player options, though, are more complex and I think open to some changes. I do think that Eve currently gates too much gameplay from truly new players. The (relatively) new change to make the destroyer and battlecruiser skills racial was a big problem here from what I can see. The fact that so many T2 modules require level 5 skills also bothers me at times.

I'd even be open to the idea of opening T2 hulls at level 4 skills. Granted, a player would be missing a huge chunk of hull bonuses, but so what? If you really, really want to fly a modestly upgraded ship, sure, why not. Balance could be an issue here; currently T2 hulls are very much designed around the assumption that base skills are at 5 and might end up grossly underpowered under that level (but again, player choice, so I can't really object).

As for alts: don't touch them. The extra revenue CCP gets from alt accounts is huge. I have three right now and am considering dropping to two and I'm small-time. Touching anything here would seriously upset the whole revenue model.

They're also just plain not that onerous. Lots of people play without them and it suits them just fine. There are, in fact, only a few playstyles that truly require alt accounts (capital and super pilots, any large scale industry, etc). For a basic combat setup, one player in a gang might want to log in a booster alt but that's about it. They simply aren't the scourge you're making them out to be and the benefits to CCP are enormous.
Jacob Holland
Weyland-Vulcan Industries
#45 - 2015-05-23 08:21:16 UTC
Chribba wrote:
I don't regret maxing out charisma back in the days with no remaps nor skills that used Charisma as primary!

#James Bond
Charisma is not always a dump stat.

It would lead to a return of SP disparity among new pilots but I would like to see the return of what, for want of a better phrase, I will call the background decision tree - the part of character creation where you "chose" your starting skills back in the day.
You picked from three (five?) possible answers to a series of half a dozen (ten?) questions/scenarios which dealt with the life you had prior to the certification exam Aura was going to give you when you finished character creation, the subjects you'd studied at the academy and so forth...
Each answer you gave granted you up to three (?) level one skills (or if you already had the skill, the skill "block" became an additional level to that skill). It paid to specialise even in that part of creation, it was possible to stack levels of racial frigate to give you [4] off the bat but it gave you a bit more ownership of your character.

(I had some minor idea of how the game worked when I started but had no idea how easy skill books were going to be to get so I started with a very long list of very low skills and the lowest starting SP total of anyone I knew - but they were mine).

Sure, the people who started with their racial turret at [3] and racial frigate [4] would not be a match for duel requesting Daredevils flown by experienced pilots outside their starter station... but the cerebral booster wouldn't help you there either.
However I think that that system made one more involved, more invested in the character and skill system early and I don't think that would be a bad thing to bring back.
Omar Alharazaad
New Eden Tech Support
#46 - 2015-05-27 08:05:47 UTC
Wisdom is and always has been my dump stat.
I knew binary's name looked familiar... she was rocking out battleship kills in a t1 frigate shortly after joining our band of miscreants.

I know the SP thing can seem frustrating and overwhelming to start with. The thing to keep in mind is that each ship class is just like a class in other MMO's in a sense. The more SP you dedicate to that class of ship, the more you can get back out of it. Core skills are helpful too. Each module related skill opens up new powers you can use with your ship class.

This may seem dreadfully slow to some, but it serves the purpose of also giving you time to learn as much as you can about that class of ship before stepping into another ship category, while still leaving a relatively quick route into other nearby classes (such as destroyers and cruisers). There's no rush, as all classes of ships have very valid gameplay forms that are fun.

It also serves to put something of a brake on the minimum amount of ISK worth of ship and modules you need to undock with to utilize what you know. For newer players who don't have a tremendous amount of ISK to draw off of, a loss of the biggest ship they can fly can be devastating.

And finally, before I shut up, there is this one other tidbit. EVE is unlike ANY other MMO out there in that what the PLAYER knows how to do is FAR more important than the stats of their character. An experienced frigate pilot in the cockpit of their favorite baby can do some pretty amazing stuff. Same for dessies and cruisers and so on and so forth all the way up to battleships and beyond... Understanding the capabilities and learning to utilize the tactics available is not something CCP grants you.

Come hell or high water, this sick world will know I was here.

Moonlit Raid
Doomheim
#47 - 2015-05-28 01:01:53 UTC
Dominique Vasilkovsky wrote:

Why not simply remove attributes? Give everyone 2700 SP/h into a pool that they can allocate to whatever skill they have injected? No need to have remaps then. This will also make it easier for new players to not get confused nor will it be the end of the world if they forget to set a skillqueue for the first week as no SP is lost.

Oh and remove learning attributes from all implants while at it.

Well the problem with just giving them the sp will mean someone inexperienced will probably just plant that sp into something abitrary/not really what they want/need.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Azda Ja
Native Freshfood
Minmatar Republic
#48 - 2015-05-30 21:16:03 UTC
I'm approaching my 1 year EVE birthday and sitting on around 16 mil SP I think. I'm an all 4 generalist in Cruisers down, and currently fleshing out gun supports to 5 before getting my first Cruiser to 5 (mmmm Nomen, here I come baby). Do I sometimes wish I had more SP? Sure, but it's most certainly not limiting, or hindering my enjoyment of the game. As Omar mentioned above, EVE is far more about knowing what you're doing than your stats. The stats help of course, but it's more about leveraging your stats into a position to wreck the other guy's face before he wrecks yours.

I solo killed a 2 year old player in a Navy Comet with a T1 fit Tristan with T1 Hobgoblins after around 6 weeks of play. I'm by no means an amazing player, but I did have more experience in lowsec PVP than that vet with who knows how much SP after those 6 weeks, I put myself into an advantageous position and exploited the hell out of it. More SP wouldn't have saved him, and all more SP would have done for me is make me able to break his tank a little faster. Big deal, I can wait. I get a new shiny level 5 skill to play with every week or two. I pity you vets who have everything you could possibly want trained already, every other week is EVE XMAS for me. Big smile

Grrr.

Official Forum Business
Doomheim
#49 - 2015-06-08 01:46:45 UTC
Azda Ja wrote:
I pity you vets who have everything you could possibly want trained already, every other week is EVE XMAS for me. Big smile


Friends and corpmates told me I was going to regret it when I sold my original main of some 80m sp many years back. They said I was certifiably insane when I repeated the same several more times and I'm in the process of doing it again.

Perhaps it's an orthodoxy amongst some that the original avatar is sacred or that the optimal stat distribution on the biggest and best ships is something everyone ought to aspire to, but I agree with you completely. I both appreciate and pity my customers on the bazaar. They're getting exactly what they want and Bob willing they will enjoy their money's worth, but at the same time I know a lot of them are skipping one of the most exhilarating and rewarding parts of the game where you're plugging away at rank 3 on several key skills just becoming able to equip that scrappy little t1 ship.

I've never held on to a character now for longer than the 80m sp of my first. Most never even make it to their second year. Contrary to popular belief, this has never held me back from seeing content. I've lived in high class wormholes, held sov, participated in FW with two militias, pirated, ganked, traded, mined, manufactured, researched, invented, set up POS, explored, and even run a mission or two. The only thing I've yet to really notch into the old bedpost is incursions and frankly, I'm not terribly interested.

I'd just like to re-iterated how true the above quote is. When you don't have a lot of sp, you don't have much to take for granted. Younglings may look up to the sp-gods like Camus and hope against hope that one day they'll have enough isk to buy their way into such lavish sp, but when one conquers the subliminal urge to win the skillpoint game they become infinitely better for it. Not only do they learn to become more effective pilots with the skills they have, but they come to appreciate the open-ended nature of EVE in a way that skill-training-online players only fantasize about.

Last week I was prepping my newest fresh face. Once my latest sale clears I'll be plugging in several skillbooks and hitting the stars. In two weeks time I expect to have some kills and deaths on the new killboard. I'm winning EVE and I didn't even have to log off.

Cheers Azda and all the young pilots like you.
SFR SaFeRa
Doomheim
#50 - 2015-06-08 06:51:03 UTC
Please read the ENTIRE post before hating. ;)


What I haven't seen much of in this thread is new players weighing in. I'm about 40 days old, with approx 1.45 m sp on this toon as well as having put in about 700k towards a miner I bought on char bazaar. My thoughts on this matter are..... mixed.

Bad Idea

Let's start with what I think is a BAD idea. Giving huge attribute or sp/hour bonuses to new accs/chars is not, imo, workable. Nor is a pool of unallocated SP. Here's why: If I'm a new player, and I get +6 implants or 2m sp, for example, do you know what I'll probably do? I'm going to train a racial battleship to 1. Then I'm going to become very sad when I lose that bs, because I don't realize I can't actually use the heavy guns on it. Clearly, if some kind of bonus should be given to new players, it needs to be given in a way that encourages responsibility.

Good Idea

That in mind, here's my suggestion: allow 1 character on new accounts to choose a "skill path". Then, for a limited period of time, allow 2-5x skill training time to that char on that skill path. For example, say I chose amarr light vessels. I would then, for, say, 1 month, be able to train armor tanking, amarr dessie/frig, and small projectile turret and gunnery support skills (light drones?) at an accelerated rate. Alternatively, you could choose medium hulls for a certain race, giving medium turret/missile bonus, racial cruiser, weapon type support, etc.

In addition, there would be the option to choose a 2 month accelerated training plan for non-combat paths. For example, mining, training towards barges, exhumers, and mining turret/strip miner/gas/ice/deep core at that 2-5x rate. Or, industry, with reprocessing skills and science skills. Other options might be trade, pi, etc.

Restrictions

Naturally, there need to be some restrictions to this. One should be a cap on sp/hour, so people don't stack implants on remaps on bonuses. Then, there are account restrictions. I propose the following: 1. In order to use this feature, an account must have a paid sub. 2. In order to use this feature, an account must not have been active for more than a year. 3. In order to use this feature, an account must have no character with more than 10m sp. 4. In order to use this feature, an account can never have participated in a char transfer. 5. The char that uses this feature can not be transferred for 1 year of active sub time since the feature was started.


Thoughts?
Velarra
#51 - 2015-06-12 12:43:41 UTC
In the context of this thread, what is the difference between a new player and a new account, on which a new character is generated?

Is the intended goal to help new ~players~?

Or the training speed and flexibility of building new alts much faster / easier than before?
Dominique Vasilkovsky
#52 - 2015-06-12 14:30:52 UTC
Moonlit Raid wrote:
Dominique Vasilkovsky wrote:

Why not simply remove attributes? Give everyone 2700 SP/h into a pool that they can allocate to whatever skill they have injected? No need to have remaps then. This will also make it easier for new players to not get confused nor will it be the end of the world if they forget to set a skillqueue for the first week as no SP is lost.

Oh and remove learning attributes from all implants while at it.

Well the problem with just giving them the sp will mean someone inexperienced will probably just plant that sp into something abitrary/not really what they want/need.

I think you quoted the wrong post. My suggestion will just make it more fun for everyone as you can train whatever you want when you want and not feel speed penalized. Sure new people can train "wrong" skills but at least they do it at full speed.
Khanid Voltar
#53 - 2015-06-12 19:31:53 UTC  |  Edited by: Khanid Voltar
As an early 2006 player when I first wondered who had the most SP there was no eveboard, there was no ineve (eveboard's predecessor) and the predecessor of that didnt work.

People used to show screenshots and someone posted an official list on the forums of who had the most SP. The person with the most SP back then, like now was Dr Caymus.

I like most people looked at the people who had more SP and wished/hoped/prayed I might one day catch up. Now, 9 years later, guess what Dr Caymus is still at the top.

I believe skill training is now bad for the game in that while maybe (made up stat) 10% of players learn to deal with it (like myself), 90% of players get hacked off and quit. This is bad for the game in that CCP loses the opportunity to gain their subscription fees and we lose the opportunity to profit from those subs in terms of new features etc.

The problem is, whenever anyone complains about the skill training you get these self entitled forum trolls popping up and saying "didnt want those players anyway" "eve is supposed to be hard" and "You don't know how good you have it these days, in my day no remaps and no skill queue".

Yes skill training it is less difficult than it used to be. But that doesn't detract from the fact that the current system promotes decadence in that long term players just have more and more sp and younger players look at that and think "I'll never catch up" and most of them quit.

If we want Eve to remain a game then we need new customers.

I do have ideas about how to fix it but:

A - self entitled trolls will flame it &

B - since when has CCP listened to the playerbase without a Jita riot or a 150 page threadnaught.

Doesn't mean that we couldn't all benefit from the process being different.

[EDIT] I'm not saying that everyone who disagrees the process should be different is a troll. But what I am saying is that misery loves company and for the most part if it was hard for them they want it to be hard for everyone else.

And we all need to get past that attitude if we want Eve to survive long term. Business survive by growing, not by becoming stagnant.

Insert obligatory "eve is dying" meme here
Moonlit Raid
Doomheim
#54 - 2015-06-12 19:42:05 UTC
Dominique Vasilkovsky wrote:
Moonlit Raid wrote:
Dominique Vasilkovsky wrote:

Why not simply remove attributes? Give everyone 2700 SP/h into a pool that they can allocate to whatever skill they have injected? No need to have remaps then. This will also make it easier for new players to not get confused nor will it be the end of the world if they forget to set a skillqueue for the first week as no SP is lost.

Oh and remove learning attributes from all implants while at it.

Well the problem with just giving them the sp will mean someone inexperienced will probably just plant that sp into something abitrary/not really what they want/need.

I think you quoted the wrong post. My suggestion will just make it more fun for everyone as you can train whatever you want when you want and not feel speed penalized. Sure new people can train "wrong" skills but at least they do it at full speed.

I don't think I did misquote, but I do think I misunderstood. And I actually like the idea.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Tybur Kan
Doomheim
#55 - 2015-06-16 12:51:58 UTC  |  Edited by: Tybur Kan
I don't know about free skills and that stuff but I like the attributes suggestion. I also think CCP doing content that's accessible to lower skill levels helps a lot. Exploring is really viable without a lot of space skills and trade industry seems that way too for some extent. I think group pvp is also available without a bunch of skills trained from what I know.
Aerasia
Republic University
Minmatar Republic
#56 - 2015-06-28 20:25:38 UTC
Khanid Voltar wrote:
I'm not saying that everyone who disagrees the process should be different is a troll.
I've never understood the, frankly terrifying, number of people who actually say they like the EVE SP system. It's been an asinine waste of time for over a decade - and yet there are multiple celebratory threads dedicated to "I've been consistently giving my money to CCP, here's my number as proof!".

Khanid Voltar wrote:
90% of players get hacked off and quit.

You're exactly right. The overwhelmingly vast majority of people who leave EVE because of the SP system are simply never heard from again, leaving only the people who preach "HTFU". So beyond all reason, you end up with multi-page responses of "Bro, the SP system is fine. I survived it, why can't you?"

The game is constantly reminding you: "You can't fit this for X days", and "You won't be able to compete with your neighbor for Y weeks". That's ridiculous. The last time I looked at my SP plan and saw a 3 month gap between now, and being able to do whatever it was I thought I wanted I dropped EVE for 5 years. In fact, my main is from Dec 2005 and I broke 11M SP about a week ago. Do the math on that one.

I'd love for the game to restrict you based on what you can afford to fly, and what you can figure out how to accomplish. The extra gate of "How long have you been paying your membership dues?" is silly, misguided, annoying, and rewards logging off. Just dump it. It's a tumor in the game's design - treat it like any other cancer. Change the attribute system if you want to build a way to differentiate pilots, there's enough potential there to make it so Pilot A is good at this, and Pilot B is good at that. Just get rid of this stupid "You can't do X until you've paid CCP enough cash" system.
Ramshack Z
Maeda-Koru Group
#57 - 2015-06-29 01:04:20 UTC
What is it that you want to do with all that sp? I'm genuinely curious. I see this argument a lot and I have a hard time adopting the mindset to understand it. Just about everything I do in the game has a really low sp barrier to entry and I've never found myself logging off in disgust because I lacked skillpoints.
Sequester Risalo
Significant Others
#58 - 2015-06-30 13:22:12 UTC
Scira Crimson wrote:
1, Passive/Offline progression. In my opinion (well, my opionion doesnt matter, but I am sure this is some kind of "game design axiom") Passive progression is just wrong in any game. Player should be rewarded for playing the game and not by afking and offlining. I really hope I do not have to discuss this point as its too obvious...
I mean: You play a game to play it? And not to not play it and come back and have it played itself automatically? xD


I understand that this is the case in most other MMOs. I like the fact that I don't feel any pressure to log in to keep up with the Joneses or have to camp that named for days to get an uber item and frankly I coundn't do that anymore. Also you get rewarded for playing. For example I was happy when I learned to flawlessly execute the MWD+cloak trick.

Scira Crimson wrote:
2, multiplicative scalings and diminishing returns are underestimated. Some people might argue, that there are diminishing returns. So if you are Master 5 you are not a lot stronger than master 4 and I say, this is wrong! In high level PvP every single percentage counts! If I do have 2% less firerate because specialisation is on 4 and not 5 you have a MAJOR DISADVANTAGE. Ofc this will not be apparent to most player because probably their main PvP activity is to focus on weaker targets as a group (so the small difference does not matter), but if you are up vs an equally playerskilled enemy in an equally fitted ship you will lose, if you do 2% less damage. Thats a fact.

And the 2% example is a ridiculious understatement, because in reality there are a lot more stats which multiply with each other, easily to several 10s percent. (Wouldnt be surprised if a Master 5 has 50% more "combat strength" than a Master 4)
Conlusion: Skills put a major imbalace on the game


You will not always lose against an "All 5" pilot as an "All 4" pilot. That's a fact. The outcome depends on a lot of things like numbers, experience, location, ships, fitting, mistakes made, skills etc. Skill points are just one of the things effecting the outcome of any given fight.

Scira Crimson wrote:
3, Gateing content. I dont know what game design purpose this has. I mean, if somebody plays a lot and has tons of ISK why shouldnt he be allowed to use a T2 explorer? This just doesnt make sense gateing content by offline time.
Content should be gated by ISK(=dedication, cunning) and playerskill.


Since the invention of PLEX dedication and cunning are not the only to gain ISK. Therfore it is discounted as a gate. The SP threshold is not gateing content by offline time. SP as a gate are an indicator of experience. Of course there are old players who never learned a thing and new players who know the pilot handbook and all lore by heart, but it's close enough as indicator.

Scira Crimson wrote:
4, It disallows people to experiment in a game with a lot of depth. Same example: You want to explore? what you can do is:
-use a sucky ship and play content at a uncomfortable slow pace
-train to T2 (and then maybe find out that you dont like this playstyle). Great.

So basically the Skillsystem punishes experimenting with different playstyles. (For instance I am locked into missile and shield tanking for now. Maybe in 5 years I can REASONABLE try out hybrid and armortanking or I gimp myself by switching or I quit? No good options I have...)


The switch to armor/hybrid will take much less time than your first set of ships as you can reuse some of the skills you already know (engineering, navigation etc.) Even if building up from scratch it will take much less than 5 years to fly any races ships reasonably well. You are really doing yourself a diesservice in being deliberately stupid.

Scira Crimson wrote:
5, The skillsystem encourages people to create alts so they can combine "all" skills into one account. The skillsystem might be a smart idea to generate money for CCP, because people are forced to pay in order to experience the game to its full extend, but on the other side its CONDRADICTIONARY game design.
An MMO where people are encouraged to create alts so they can play alone efficiently? Maybe most casual player dont do this but this behaviour is definitly encouraged.
My opinion: MMO = 1 Player and 1 Account. Simple


I don't understand why this would be contradictionary. In fact I doubt that such a word exists. I don't even know what it is contradicting in your opinion. It is quite common for people to try out several races/classes and combinations in MMOs. Eve is different in that ordinary people - and not only hardcore gamers - are able to play several characters at the same time. but still there are a lot of players with a single character on a single account.

All in all I think the skills are set progressing well. There is always a goal to work towards and in the beginnings it's easy to competently fly a certain ship or do a certain task (trading, producing etc.) quite well.
Bobaa Fett
Blood-Reaver
#59 - 2015-06-30 17:43:44 UTC  |  Edited by: Bobaa Fett
Rising Rider wrote:
Hi all

I don't know if this is the right place to put up something like this but i need to somehow express my opinion about the new players needs when they decide to join and start playing EvE.

I have seen lots of new players struggling to play and cope up with the increasing demand of the game in skills and the "need to learn skills" for being able to start enjoying this game, that most of us older players do.
I have seen many following the steep learning curve some with success and enthusiasm others with not so much, and finally i ve seen lots of new players either quit out of disappointment or start decreasing their game time until they finally get bored because of their lack of skills.
I believe we all agree that having new players is important for all of us and of course CCP.
So here is my proposal:
Create a new SUPER implant. One that ADDS a huge learning potential (something like a +6 attribute modifier) with a limited operating time (say 4-6 months) and make it BOUND to the character so it can not be sold or otherwise transferred and give it as a bonus to the new account for his 1st subscription.
I don't know if it will help in increasing the new players enthusiasm for the game but it will certainly increase their morale and will provide them with something that can actually help them rapidly increase much needed skills in shorter time thus allowing them to enjoy EvE more.

Thank you


Honestly, it doesn't take long to train all t2 skills and core skills to be able to choose 1-3 ships and fly them at a fully optimal rate.
You might spend a few months of training these skills. That's not very long. It's better than grinding for half a year or longer in any other MMO. What you're talking about is a new pilot wanting to fly many DIFFERENT hulls in a reasonable time: you will be in over your head. The best advice for a new pilot now, would be to choose a hull and stick to it until you get optimal skills for it, and then move on. If you spread your SP out, you might be able to fly every ship in the game, and they will all fail miserably in PvP and in some instances PvE.

It depends on what you want to do. I think the real issue lies in the misinformation provided to newer players who tend to spread SP around to be able to fly different ships far too much to because their original idea didn't work out once or twice, generally because they applied it improperly. Tell them to stick to their ship, their skill training, and within a few months that ship will become just about as optimal as someone with 100 mil sp. (it only takes about 20 mil SP to have level 5 in 3 different cruisers, frigs, and to have t2 mods for those ships with at least level IV in gunnery enhancing skills or missiles (Not both). That only takes....maybe 4 months? Let's face it, you get to 100 million SP...most of that is going into ships that people rarely fly in PvP in small gang/solo environments...
Aerasia
Republic University
Minmatar Republic
#60 - 2015-06-30 18:59:35 UTC
There's so much wrong here I can't split the quotes up. I'll just have to put the replies in bold.
Bobaa Fett wrote:
Honestly, it doesn't take long to train all t2 skills and core skills to be able to choose 1-3 ships and fly them at a fully optimal rate. Yes it does. T2 fits, especially for multiple hulls, take months.

You might spend a few months of training these skills. Exactly.

That's not very long. Yes it is.

It's better than grinding for half a year or longer in any other MMO. Grinding for half a year in any other MMO on the market will have you in end game gear. In EVE, you'll be in Assault Frigates.

What you're talking about is a new pilot wanting to fly many DIFFERENT hulls in a reasonable time: A reasonable expecation

you will be in over your head. If only they could fly the hulls to learn.

The best advice for a new pilot now, would be to choose a hull and stick to it until you get optimal skills for it, The aforementioned "few months", right.

and then move on. Kind of the point. "Move on" usually refers to a different game.

If you spread your SP out, you might be able to fly every ship in the game, and they will all fail miserably in PvP and in some instances PvE. .... Ok, this one's true.

It depends on what you want to do. No it doesn't. There's a 2-3 month wait in front of almost every task in the game.

I think the real issue lies in the misinformation provided to newer players who tend to spread SP around to be able to fly different ships far too much to because their original idea didn't work out once or twice, generally because they applied it improperly. Misinformation like "3 months of not being able to do anything isn't that long. Just remember how hard MMO players had it in the 90s!"?

Tell them to stick to their ship, their skill training, and within a few months that ship will become just about as optimal as someone with 100 mil sp. In the mean time, enjoy getting your face stomped in.

(it only takes about 20 mil SP to have level 5 in 3 different cruisers, frigs, and to have t2 mods for those ships with at least level IV in gunnery enhancing skills or missiles (Not both). That only takes....maybe 4 months? 20M SP is roughly a years worth of training. I'm also not sure how you're getting into three different ship classes for only 20M SP.

Let's face it, you get to 100 million SP...most of that is going into ships that people rarely fly in PvP in small gang/solo environments... Cheer up Newbro! Things will be better for you in 2020