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Player Features and Ideas Discussion

 
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NPE feedback Q and A

First post First post First post
Author
Riot Girl
You'll Cowards Don't Even Smoke Crack
#301 - 2015-07-06 07:07:53 UTC
CCP have mentioned adding EFT-lite to the game client.
Zeera Tomb-Raider
Vega Farscape
#302 - 2015-07-06 08:28:58 UTC
Ohh Yeah wrote:
^^ Ignore Iain man, he literally posts in every thread in Features & Suggestions and ***** on everything everyone says, including CCP. He isn't interested in having any sort of constructive conversation, he just wants to talk down to people like he's "smart" or something
Agree his just after angering people so tred gets blocked.I welcom all those nice idiots to cheer,posetive experiance and player intraction is good iven war dec have a purpose,but humen nature is to exploit what they kan so som war dec corps alliances have more wars active then they have members like 1 i found on just the firs page on info on all wars 106 members 128 active wars,to many doing this and the negativ impct on the game escalate.reson for saying so i have first hand experiance with it, wardeced almost continuly for 3 mounths when traying to build up new corp.most of those new players in corp i will saye about 20 or so of them do not playe any more of a corp of 30 members.most was new to eve 4-2 months old.
Joe Risalo
State War Academy
Caldari State
#303 - 2015-07-06 08:31:03 UTC
Rivr Luzade wrote:

Joe Risalo, yes they would need to train them to become better at handling their tools. That is the entire purpose of the skills: You become better at what you do over time. However, I fail to see how this has anything to do with NPE. I conceded so far that can get more SP in some of the more vital core skills to have a wider variety of actions available to them right from the start. That's accomplished with giving them the skills at level 1 or 3 at the bottom of this list and only these. With these skills they could do every possible thing available in the game that's feasible to do for a newbie. Whether they are actually able to do something with the increased SP count, is highly questionable as evidently shown by Phoenix' reddit poster. Every other skill, that are mentioned in this list as well as by you all the time, are necessary skills to improve the performance of your tools over time. They have absolutely no connection to what the NPE is about.
As you stated wonderfully in your last post: One cannot read The Art of War with 1st grade reading comprehension. However, giving people 7th grade reading comprehension right from the start does not make them capable of reading or understanding The Art of War either. They might be able to read the letters, but they do not understand the meaning of them as they just see words and do not have the experience or knowledge to understand the deeper meaning and connection between them in this work. It is mandatory for a student to learn these meta skills by slowly and steadily improving the reading comprehension and many other personal skills. Same goes for the skills that you want to see rolled into a char right away.

Kenrailae - Look to this man for inspiration. This is how you develop a coherent argument.
Notice how he doesn't mention that you don't "have" to train any skills.
In a game of choice, optimization is what sets you apart from others.

Now, onto the conversation at point. IMO, the skill list you linked is too much.
I personally feel that a newbro should start in a rookie boat, and should start with no skills.
That said, the point in removing these skills
Quote:
Mechanics - 1x
Drones - 1x (there's more than enough drone skills to limit newbros without this)
Capacitor Management - 3x
Capacitor Systems Operation - 1x (Related modules will instead require Electroncs upgrades)
CPU Management - 1x
Power Grid Management - 1x
Gunnery - 1x
Missile Launcher Operation - 1x
Navigation - 1x
Warp Drive Operation - 1x
Jury Rigging - 2x
Science - 1x (all remaining science and engineering skills should be rolled into one catagory)
Shield Operation - 1x
Spaceship Command - 1x
Target Management - 1x


is that they are essentially a pay wall. You must put time into these skills in order to play with the vets.
I totally get your side of the argument, but I'm looking past the "earn to play" and looking towards the "learn to play".
Many of these skills are a lockout from competitive play, even for vets.
Sure, it will be annoying to have players get into an optimized dessy to gank someone that much faster, but this, and the fact that I feel newbros need to come into the universe with at least some sense of understand, is why I'm suggestion this.
This isn't nurturing them, but instead introducing them into a world of many possibilities and giving them basic knowledge on how to perform these tasks, and then podding them in the end to let them know that death and destruction are a way of life in Eve.
Think of it like tutorial missions in a RTS game. Give the players some basics and it will greatly increase the potential outcome, which includes retention.

For many of us, progression is what addicts us to Eve. Getting that next ship, that next big kill, SOV, POS, etc. etc.
The way the system currently is, you're thrown into a raging inferno, to which the majority of the player base would rather kill you than help you, and expected to learn. On top of that, you also have these skills blocking your way.

See, I'm not suggesting to remove these skills because I don't like them... I've already trained all of them, so that doesn't matter to me. That said, as a player that had a hard start with no friends playing Eve, dyslexia (makes reading texts annoying, thus trying to learn through a pop ups or google is hideous), I was having all kinds of hell getting into the game and was already trying to fly BS's before someone explained the importance of these skills to me.
So, here I was thinking I was doing good, only to find, I had this wall of skills blocking my way for the next month, on top of still needing to train for t2 modules, and still having no clue that there were specialization skills for everything that you're basically crap without (tracking/damage/fitting optimization skills as an example).

With the removal of the skills I list above, there are still TONS of specialization skills for tanking, rig fitting, guns, ewar, mining, etc. etc. etc..
Clear these skills out of the way, not to appease me, but to allow new players to enjoy the game without feeling like there's a wall in the way.
Zeera Tomb-Raider
Vega Farscape
#304 - 2015-07-06 08:47:29 UTC
Dino Zavr wrote:
CCP Rise wrote:

Q: 'Attributes aren't very interesting, you should remove them'
A: Again, we agree. Team Size Matters discussed removing them on the o7 show (or some other public venue) awhile back and it's still something we are very interested in. We need to figure out a good way to handle all the learning implants in the game though, which is actually a difficult problem. If any of you have awesome ideas for how to handle it don't hesitate to make suggestions.


Dear CCP Rise,

may i. please, wonder about CCP plans of removing implants sets?
Of course, the Syndicate "Edge" set probably deserves this, but what about Snake or Slave sets or "newly" introduced Virtue and Ascendancy implants?
Knowing CCP's priority to get rid of older players I frankly expect: "The implants sets are removed. But in New Eden space is merciless, and change is ever-present." from you.

Could you, please, comment on your plans about existing implants sets?

Thanks
yees plees remowe atrebute implants,make those slots hardwiring in sted. som new hardwiring implants or just more option to mix the 1ns we have
Rivr Luzade
Coreli Corporation
Pandemic Legion
#305 - 2015-07-06 08:54:48 UTC  |  Edited by: Rivr Luzade
But there is. And it is not these skills, it is their lack of knowledge about how the game works. With the removal of these skills, you remove your interpretation of the wall, but you leave the more important and actually existing wall intact, even increase its height and traps and defenses. Without these skills, players can fly and use bigger and "better" things way before they have spend a single thought on all the necessary information, knowledge, scenarios, dos and don'ts, advantages and disadvantages of these things. By having to train these skills, the new players get the necessary time to get to know all these aspects.
Time seems to be something that new players are in dire need of when it comes to learning these things. It might just be one example, but the reddit poster mentioned by Phoenix Jones was already overwhelmed by a simple thing such as slots (in my opinion easily accessible information if you look around a bit) twenty minutes into the game. What do you think, being able to do even more than they are capable of with the current version of NPE, right away after finishing the character creation will do?

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.

Mike Azariah
The Scope
Gallente Federation
#306 - 2015-07-06 09:03:21 UTC
We are all in an ultra marathon and not a single person has crossed the finish line. Oh lots of folks have bowed out of the race but nobody has gone all the way, yet.

And here we are, discussing shortening the course. Whether it be by moving the starting line a few days forward or removing some of the further distances. Been done before, remember learning skills? I do, too. An odd part of me takes pride in the fact that I actually committed and trained the damnable things.

No, I ma not a big fan of headstart programs that put someone so far ahead that they think they can run when they still are too young to even walk. My favourite solution was the cerebral accelerator program or the 'tutorial rewards' I mentioned earlier. It is not that the skills need to be heaped on them as much as a shade more guidance in what skills are needed and which direction can the players go. Make it clear they can, eventually, train everything and do almost anything but have suggested skill paths the same way other games have 'builds' for character types. Training builds, that is what I was asking for earlier, not to make it a day 1 handout but to help the players of even today make choices and live with the consequences.

Just as we share ship builds we should share character ones.

Me driving you forward 1/2 mile in a 1000 mile race may seem like a gift but the road still spins out ahead of you, still intimidates with the view of other runners already miles beyond you whom you are sure you will never catch up with. And that is OK. When I am healthy I try to do 10k runs, my baby sister does ultra marathons, my 76 year old mother just finished her first half marathon. Ask any one of us and we will tell you, you are not racing other people . . . you run your own race, if you can.

I have killed countless rats in other games, leveling up to be able to cast a spell or afford a better sword. It was part of the game. Our skill queue is part of this game. Starting here or one month further in it will still exist, stretching out ahead of you. Games that you can max level in three months do not have that marathon feel. I have played and left them behind. Haven't you? But you are still here and so am I.

If you start with 1.5 million skill point preset in some pattern of usable skills then that will be the new base point, the new zero. We will just tare our scales to a new weight. Make the learning better, make the process keep the player involved and interested and guided. Not railroaded up the road but shown the road in all its glory and the wilderness paths (sandbox) that surround it.

It is late, I babble.

m

Mike Azariah  ┬──┬ ¯|(ツ)

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#307 - 2015-07-06 11:01:59 UTC
Mike Azariah wrote:
...My favourite solution was the cerebral accelerator program ...


This I entirely agree with. I got one of these when I signed up and between that and decent help from luckily falling in with a good crowd in a corp on my 3rd day helped me way more than any of the career paths.

If CCP could work out a way to reliably apply these two conditions then the new player experience would be so much better.
Joe Risalo
State War Academy
Caldari State
#308 - 2015-07-06 11:22:55 UTC  |  Edited by: Joe Risalo
Rivr Luzade wrote:
But there is. And it is not these skills, it is their lack of knowledge about how the game works. With the removal of these skills, you remove your interpretation of the wall, but you leave the more important and actually existing wall intact, even increase its height and traps and defenses. Without these skills, players can fly and use bigger and "better" things way before they have spend a single thought on all the necessary information, knowledge, scenarios, dos and don'ts, advantages and disadvantages of these things. By having to train these skills, the new players get the necessary time to get to know all these aspects.
Time seems to be something that new players are in dire need of when it comes to learning these things. It might just be one example, but the reddit poster mentioned by Phoenix Jones was already overwhelmed by a simple thing such as slots (in my opinion easily accessible information if you look around a bit) twenty minutes into the game. What do you think, being able to do even more than they are capable of with the current version of NPE, right away after finishing the character creation will do?


That is why I included the link to another comment I made that suggests a totally different training program that actually takes players through all the aspects (though not at advanced levels) long before it ever ejects them into the universe.

See, you take that two week trial period away, and instead make it a free experience/training program.
In that program, you'll get involved in everything from skills to dropping bubbles/cynos in null.
This way, they're not only getting experience without feeling cheated by other players, but they're also more likely to stick around if they know what to expect before it feels like a game ending blow.


Edit... I would also like to note that my suggested training program would take the hand holding away from us, which is good.
We should be mentoring, not fathering/mothering newbros like children.

With that training program, you could introduce them to the awe and glory of all that is Eve and many people will get that urge to reach for a goal, which the current system doesn't support because they don't even know what's in the game..
Hell, I had no idea low sec existed until I went in and got blown up, thus losing all I had.
And forget knowing anything about capitals.. I can't tell you how long it was before I even knew about them....

We can all agree that Eve was an amazing sight when you were new to the game.
The first BS that I saw from my little putter was amazing!!
I can't imagine how much more excited I would have been had I seen a Titan...
If I would have had any semblance of training, I'd probably be in a much better place than I am now...

I still have yet to try PI and production because my brain can't wrap around the walls of texts I've found that try to explain it to me.
Hell, my main has been around since '08 and I just started exploration!!!!

That's how f'd up this game is for newbros... if you can't get good contacts early on in life, you're doomed to the mediocre existence I have experienced through most of my time in Eve.

If there was an engaging training program like what I'm suggesting, I would actually run through it myself.
I have the attention span to play Eve, but I don't have the attention span to read through walls and walls of text.
I need verbal and visual guidance, as astigmatism and dyslexia hinder my reading capabilities, while my impatience hinders me from watching a 30 minute youtube video on blah blah boring!!

I need involvement. I learn through experience, not through text..

Draw their attention, aid their training, and develop their skills.
I guarantee that Eve, as is, will develop a much larger and stronger player base with a beter training program.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#309 - 2015-07-06 11:28:54 UTC
Joe Risalo wrote:
See, you take that two week trial period away, and instead make it a free experience/training program.
In that program, you'll get involved in everything from skills to dropping bubbles/cynos in null.

So you want to force players through a 2 week tutorial? Who will run the training program? NPCs?
Delt0r Garsk
Shits N Giggles
#310 - 2015-07-06 12:38:50 UTC
I am not sure about the 1-2M skill for starting accounts. Most of the barrier to entry is dogma and people thinking their corp is all leet and stuff.

If everyone starts with 2M skills points the "well you need at least X points" just gets moved up the extra 2M points. Corps that have been happy to train newbros have done well and show that you don't need at least X points + Ishtars lvl 5 to play well.

So i think this just keeps pushing the "your new and there is nothing interesting you can do against the bittervets" line. And I really think this line is wrong for eve and that is the culture that need to be addressed more than anything.

AKA the scientist.

Death and Glory!

Well fun is also good.

Zeera Tomb-Raider
Vega Farscape
#311 - 2015-07-06 12:44:55 UTC
Joe Risalo wrote:
Rivr Luzade wrote:
But there is. And it is not these skills, it is their lack of knowledge about how the game works. With the removal of these skills, you remove your interpretation of the wall, but you leave the more important and actually existing wall intact, even increase its height and traps and defenses. Without these skills, players can fly and use bigger and "better" things way before they have spend a single thought on all the necessary information, knowledge, scenarios, dos and don'ts, advantages and disadvantages of these things. By having to train these skills, the new players get the necessary time to get to know all these aspects.
Time seems to be something that new players are in dire need of when it comes to learning these things. It might just be one example, but the reddit poster mentioned by Phoenix Jones was already overwhelmed by a simple thing such as slots (in my opinion easily accessible information if you look around a bit) twenty minutes into the game. What do you think, being able to do even more than they are capable of with the current version of NPE, right away after finishing the character creation will do?


That is why I included the link to another comment I made that suggests a totally different training program that actually takes players through all the aspects (though not at advanced levels) long before it ever ejects them into the universe.

See, you take that two week trial period away, and instead make it a free experience/training program.
In that program, you'll get involved in everything from skills to dropping bubbles/cynos in null.
This way, they're not only getting experience without feeling cheated by other players, but they're also more likely to stick around if they know what to expect before it feels like a game ending blow.


Thers 1 thing i think CCP did wrong regarding skills and that is splitting up ship skills in to factions for the 4 factions empiers,granted som ship skills have shorter training time now but dont make up for all the sp you need for all 4 factions in any waye,its not that mutch of a game changer but limet your options for a mutch longer time.I learned a lott about the game just watching help chanal when playing to. and from reading info on moduls ships ect on marked,and som more advanced info from player corp maits,ther are a lott of videos on the web to.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#312 - 2015-07-06 13:32:57 UTC
Joe Risalo wrote:
See, you take that two week trial period away, and instead make it a free experience/training program.
In that program, you'll get involved in everything from skills to dropping bubbles/cynos in null.
This way, they're not only getting experience without feeling cheated by other players, but they're also more likely to stick around if they know what to expect before it feels like a game ending blow..

On a separate server, I guess. Because dropping bubbles and lighting a cyno under the protection of a new player tutorial are something very questionable.

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.

Aerasia
Republic University
Minmatar Republic
#313 - 2015-07-06 13:54:50 UTC
Rivr Luzade wrote:
Aerasia, I wonder where I am wrong. I stated on multiple occasions that more SP does not help them at all.
Got it in one.
Rivr Luzade wrote:
They can fly things faster they do not understand
And this is especially toxic. I agree that SP does not correlate with a player's understanding of the game. But that doesn't mean we should restrict SP on new characters with the belief they don't know what to do with it.

The time gated SP system has its roots in "theme park" MMOs, and single player RPGs before that. As I said a few posts back, it's there so that a player can learn how to use each ability in their arsenal slowly as these games will often end up showing the player with dozens of swords/spells/guns/stats/party orders/etc. RPGs aren't the only game type that does this, even the far more "instant gratification" FPS genre will gate its single player this way. But MMORPGs are the only example that comes to mind of a game genre that takes this progression system into a multiplayer environment. Just imagine how silly it would be to tell somebody they had to play StarCraft for three weeks/400 matches before they could build air units.

EVE, along with most MMOs, have taken this single player game progression mechanic and just plopped it in their game. Not even adapted it for MMO use really, just took the idea and ran with it because it's tradition for an RPG. And it hurts EVE on two levels.

1. The time gate mechanic was innovative when players could expect similar grind times out of other MMOs. 6 months to 'git gud' in EverQuest vs 6 months in EVE seemed like a slam dunk when EVE didn't make you grind. MMOs have evolved and have started dropping the idea of the grind entirely, so not having to log in doesn't seem like a great deal when EVE is demanding an order of magnitude more time.

There are people who find pleasure in nothing more than knowing they waited for something to happen. EVE has been very good at finding that personality type over the years, but that same system is also very good at pushing out people who are looking for other challenges to overcome.

2. The SP system attracts single player focused gamers. This is why 80% of the players that EVE does manage to keep are just "leveling their Ravens". The SP system is actually fairly well balanced against the progression of mission difficulty. If all I want to do is keep to myself and blow up Angel Cartel for 3 hours every afternoon, then I can do that without feeling held back. But "Single Player Syndrome" is also bad for retention; it's the players who interact with other players that stay with the game.

What I want to do is get players involved with other players, as quickly as humanly possible. Getting them engaged with player corporations would be ideal. I have no doubt that EVE owes its longevity to the social bonds created out of the necessity of trying to overcome the hostility of the game itself. But WoW provides a definitive example of the fact that even in an easy game, those social relationships can extend a game's life by decades.

Just having them out there doing something with/against/for other players is great though. Be it market dominance, FW, high sec griefing or sov battles. Explain the rules of the game (i.e. "What's a mid slot?") and point people towards activities that will put them in conflict with others. Show them how to team up with people to achieve their goals. There are things out there to do, go do them!

But I don't conflate "fleeting with people who are doing things" with "doing things". Being fodder tackle is not a selling point of joining EVE. EVE is a PvP game, don't bog it down with single player progression mechanics. It hurts retention, it encourages the 'wrong' sort of people to stay (note: I don't have an issue with people leveling a Raven, but they aren't really playing an MMO), and it provides no benefit to the game beyond the most shallow form of 'achievement'.
Joe Risalo
State War Academy
Caldari State
#314 - 2015-07-06 13:55:59 UTC
Rivr Luzade wrote:
Joe Risalo wrote:
See, you take that two week trial period away, and instead make it a free experience/training program.
In that program, you'll get involved in everything from skills to dropping bubbles/cynos in null.
This way, they're not only getting experience without feeling cheated by other players, but they're also more likely to stick around if they know what to expect before it feels like a game ending blow..

On a separate server, I guess. Because dropping bubbles and lighting a cyno under the protection of a new player tutorial are something very questionable.


I don't know if it would be a separate server, but perhaps more of a segregated region.
The end of the tutorial is your death, followed by character creation based on the experience attained while in training, which spawns you in the standard rookie hub.

As far as the length of this free trial/training period, it's all dependent of the amount of time it takes you as an individual to complete the program.
This allows dedicated players to burn through the process, while those that don't have a lot of time for gaming, can still enjoy the full scenario for free.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#315 - 2015-07-06 14:10:27 UTC
Aerasia wrote:
that same system is also very good at pushing out people who are looking for other challenges to overcome

Citation needed.

Quote:
But WoW provides a definitive example of the fact that even in an easy game, those social relationships can extend a game's life by decades.

Terrible example. Players in WoW are so alienated, they might as well be playing with bots (when they're not actually playing with bots).

Kenrailae
Center for Advanced Studies
Gallente Federation
#316 - 2015-07-06 15:20:57 UTC
Rivr Luzade wrote:
Joe Risalo wrote:
See, you take that two week trial period away, and instead make it a free experience/training program.
In that program, you'll get involved in everything from skills to dropping bubbles/cynos in null.
This way, they're not only getting experience without feeling cheated by other players, but they're also more likely to stick around if they know what to expect before it feels like a game ending blow..

On a separate server, I guess. Because dropping bubbles and lighting a cyno under the protection of a new player tutorial are something very questionable.



Rivr, I would recommend desisting from conversing with this individual. He will post 5 posts and not say anything new from his first one, just more and more of the same thing, and call it innovative and original. Further, his understanding is so far off the mark he actually believes he knows what he's talking about. Just trying to save you time.

The Law is a point of View

The NPE IS a big deal

Asveron Durr
Vandanian Order
Greater Itamo Mafia
#317 - 2015-07-06 16:24:41 UTC
I remember my first week in EvE, getting skills and ships was not the problem for me...the problem was understanding how things fit together to be workable in the sense that i could do something now. Compounded by the attitude of not being able to talk to anybody and get a direct straight answer or help in any form. That is until i met someone in RL who introduced me to my first player corp.
Over the years I have seen the growing veteran community get better at that, but the underlying problem still exists.

And that problem is that tutorials and things like that do no reflect the point that being in a Player corp is the best thing a player especially a newbie player could do. EvE can be played solo, but by its very definition it is not a Solo game. and that must be stressed at the beginning, should be stressed at the beginning....if your alone you die...quite simply.

Not sure how CCP can do it, but I am against the removal of attributes, I started this character whose skills and attributes were determined by my character creation choices. I suggest:

Attributes should remain, make them so either you can select where your points go at the beginning like some stand alone games and even other MMO's and they never change when your done, while also getting rid of remaps.

This makes a choice permanent and allows value for Attribute Implants (i so despise the term learning) to later on be useful in fixing any percieved holes a player may think they have.

In this type of setting, a player can decide if informed right from the get go (again CCP needs to better inform players on their choices during character creation) what they wish to do.
Want a combat pilot: join a war college, set attributes to things like perspective and willpower higher than the rest maybe leave your charisma at 1....what do you care about being a leader(for now) you just want to shoot stuff.

Same would go for making an industrial or science character
and for diplomat or those really wanting to be in leadership and fly command ships....well Charisma would be an important attribute to have as opposed to the others...at least until OGB is eliminated, your gun skills would take second priority.

Implants are a reward for Veterans and those that have learned how to make ISK that they can easily be replaced. I rarely fly with 5's...but i definitely have 4's and i use hardwires only to game specific types of fits like my orthrus that is cap stable and can land missiles at 110km onto a target in 4 seconds.

Now giving new players 1-2 million starting SP....what are they going to do with it? I say give it to them....but still what are they going to do with it...they will stay die to those that take advantage of the fact they are newbies. They will still be regulated to FNG grunt roles in bigger organizations...and they still will quit for being inexpierenced and thinking every one here is an asshat.

Those advocating removal of attributes ont understand that attributes in game are important...they are your base abilities of who you are..maybe more should be added with a new system, not take them away.
Those advocating removal of Attribute Enhancers...well I have seen the excuses and they are lame.
Using them on an Alt that stays logged of for training....thats because a player already understands what is needed to fly a particular specific way.
Using them at all, well in my personal experience...i have the ISK and the time in this game to know I require them to keep an edge on the mob mentality that permeates this game...but I am a Vet...Vets need the implants newbies do not. They are also my reward for being a long time player, and in some others cases....being better.

It boils down to this....players quit when they have nothing to do. They have nothing to do when they are not immersed in the community properly. That is the problem that requires fixing, all these symptoms people cry about...thats all they are symptoms. Political demographics of the game are an issue. Figure a better way to get newbies out of the npc corps faster and keep them out of there is what must be addressed. From the get go it should not be hinted at you can gain power or will be hunted by those that have some...it should be straight up told to new players they can get power but will be hunted from day one by other player corps and the only way to survive is to be part of something greater than themselves.
FT Diomedes
The Graduates
#318 - 2015-07-06 17:57:26 UTC
Asveron, they had a system like that before and it sucked. Everyone who knew what they were doing rolled an Achura or Sebiestor character.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Asveron Durr
Vandanian Order
Greater Itamo Mafia
#319 - 2015-07-06 19:39:33 UTC
FT Diomedes wrote:
Asveron, they had a system like that before and it sucked. Everyone who knew what they were doing rolled an Achura or Sebiestor character.


Yes and no.

The point im making is that within a given faction, sure there are subtle differences maybe between racial classes. More so the school you pick, (more familiar with caldari thes days)...you pick SWA you get primarily combat skills towards ships and stuff similiar, SAK woul be more like for miners and industry, and Science & Trade wold be a leg up on science and trade(social) skills.

But before all that.....
You give idk a player 50 Attribute point pool...they put the pts where they want them...and can make no changes to them after exiting the creation screen.
As to actual bonuses for a particular race...maybe make the standings reflect from the get go based on their race...thnk i heard once that Lai Dai maybe had something to do with their ceptro missing so maybe the Achurans naturally despise Lai Dai corp and vice versa.

And also in my experience letting you ASSIGN your attrib pts....i never heard of that done before...so no CCP hasnt had that before.
Allow this and get rid of remaps...there will be no reason for getting rid of Attribute Implants but a reason for using them.
Nevyn Auscent
Broke Sauce
#320 - 2015-07-06 20:08:05 UTC  |  Edited by: Nevyn Auscent
Asveron Durr wrote:
*snip*

And then everyone goes Per/Will
Because the majority of skills are Per/Will.
And anyone who tries to generalise gets punished, rather than rolling new alts.

Attributes are nothing to do with who your character is, they do not affect a single thing other than how fast you train skills, and are utterly irrelevant to gameplay.
What does affect who your character is are the choices you decide to make. 'Role'playing. Not 'Roll'playing.