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What are Attributes for and why are they still in the game?

First post
Author
Moac Tor
Cyber Core
Immediate Destruction
#41 - 2015-07-08 18:46:41 UTC  |  Edited by: Moac Tor
Chance Ravinne wrote:
Moac Tor wrote:
Chance Ravinne wrote:
Attributes aren't the Big Bad, but they're certainly an unintuitive and unfun system. The mourning process following their demise will be short.

Speak for yourself, I find the decisions which the current system present the player quite interesting, and if your looking for a game in which things are intuitive then your in the wrong game. Removing attributes would fix literally nothing and at the same time remove an element of the game some players find interesting. If you don't like the system then just put on a balanced remap and you can train your skills however you like.


I don't like the system because as a min maxer it forces me to plan around pointless arbitrary figures that have no meaningful in game effect.

As for character differentiation, that's what overpriced digital apparel is for, and the best part is other players can actually see it.

Ok, there are so many things wrong with this post, let me see if I can correct your thinking here.

First, the figures are quite plainly not "pointless", if that were the case then people wouldn't be on here complaining that they have to put in some mental effort to maximise their character training speed.

Also, I'm not sure if you are aware seeing as you are pretty new, but pretty much everything in eve boils down to "arbitrary" figures.

Let us say you want to create a fitting for a new ship you just bought: first you have to deal with two arbitrary figures; the ships CPU and PG. This makes it difficult to min max your ship as you need a knowledge of a very large set of archaic and arbitrary numbers alongside a knowledge of how another set of archaic and arbitrary numbers are going to interact with each other when it hits the fan.

Now following your line of thinking we should remove all these numbers and allow any module to fit on the respective slot (of course you'd have to restrict the modules to the hull class, and to reflect the power of the module you would need to allow some to require multiple slots). But this would reduce arbitrary numbers and would allow you to easily fulfil your desire to min max correct?

Much like the skill system ship fitting takes a lot of knowledge (far more than the skill system) and mastery of all the types of modules available and their respective CPU and PG requirements to maximise that ships capabilities (and that is not to mention cap requirement, activation time, specific bonuses etc.). Now to some this is very boring and they'll just go to eve uni where they can get a decent fit served to them, but to others is an an interesting and complex puzzle.

And lets not go into industry and trading, as I am sure that will bore you even more as you are just playing around with numbers as your bread and butter gameplay.

So it its essence eve has always been a game where players are rewarded for being clever with arbitrary numbers. That being said if you want to enjoy the more action oriented side of the game you can do that, but just don't expect to fulfil your desire for min maxing when your not either clever enough or prepared to put in the effort to do so.
Ivant Sumboodi
Science and Trade Institute
Caldari State
#42 - 2015-07-08 18:58:02 UTC
By this CSM's guys vocal interjections here, can we derive that the CSM is actively supporting an Attribute-less, SP-less CCP future?


And this is a real question.
Baaldor
Pandemic Horde Inc.
Pandemic Horde
#43 - 2015-07-08 19:00:17 UTC
Chance Ravinne wrote:
BRB resigning from CSM because I have a subjective opinion on what constitutes fun. I'll let Xenuria know where my parking spot was.


Actually, if you sat back a bit, ask a few questions, and keep your opinion to your self, you might pick up more than just angst.
Dersen Lowery
The Scope
#44 - 2015-07-08 19:08:17 UTC
Webvan wrote:
Chance Ravinne wrote:
Yes except in most RPGs attributes actually have an in game effect on your character and other players. A high strength character hits harder or wears heavier armor. A high agility character can ride motorcycles instead of cars, or access pathways other people can't. Those attributes meaningfully and obviously differentiate characters by power and ability.


Attributes are much like that here, such as a means to an end, and in ways reflect real life. You take that out, you have just another mario kart. Replace it with what everyone else is doing, you simply dumb the game down to just another clone of something or another.

The current system offers a challenge. It's not so simple that you can just click away and everything will just be dandy in the end. The system provides not only challenge, but consequences for our actions, or lack thereof. A mental challenge, a puzzle, even at times a paradox, that we must wrap our minds around and reason our way through.


Combining them would offer a greater challenge. Yes, your FC character could min/max Per/Will, but they'd lose that sweet Cha bonus to Leadership.

If you made that change and removed the pure learning implants that encourage people to be docked up studying, you'd have a nice tension that would encourage balanced characters and discourage min/max silliness.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Jacques d'Orleans
#45 - 2015-07-08 19:27:13 UTC
GAJY wrote:
For me personally I just see them and attribute implants as an extra thing to put new players off PVP. For people I know who play, they're just a nuisance and they wouldn't care if they were gone, just something you have to remap once in awhile and spend money on, yet it adds nothing to the experience.


Oh you're so right! Lets remove them and when while we're removing them then lets remove Skiilpoints too. There so less fun, all my trendy Hipster friends say i'm so 1990's because i play a game which asks for skillpoint. And then we should remove ganking in High Sec, because that's also so much unfun, say my trendy Starbucks slurping Hipster Casual friends.
But most of my Taliban bearded Hipster friends say, im totally Pro war, Anti vegan and a misogynist because i play EVE and not Splatoon.
I'm so uncool, i cried the whole night into my pillow, my poor pillow!

/cynism

(And no, i'm sober)
Moac Tor
Cyber Core
Immediate Destruction
#46 - 2015-07-08 19:31:28 UTC  |  Edited by: Moac Tor
Dersen Lowery wrote:
If you made that change and removed the pure learning implants that encourage people to be docked up studying, you'd have a nice tension that would encourage balanced characters and discourage min/max silliness.

I've always thought the pirate implants should confer a greater bonuses to learning to discourage people form making the choice between a learning clone or a combat clone.

For players interested in accumulating SP at a fast rate (so disproportionately newer players) the choice of using a combat enhancing pirate clone is offset by the fact they will lose SP/hour by not being in a learning clone. For a 10 year vet this isn't a problem as they are past caring about SP accumulation and can sit in a pirate clone all day, but for anyone under 3 or 4 years this is quite an annoying choice to have to make.

A solution would be if all of the pirate implants offered a +5 learning bonus as standard alongside the combat bonuses, and then your basic learning clones would go from +1 to +5 as usual. For the intended effect of reducing the practice of having a 'learning clone' the standard learning implants could be reduced in price to 50% of what they are now with pirate clones being the new gold standard.

This would also help newer players attain a higher SP/hour rate as they can more easily afford learning implants in the beginning as even 10 mil for a basic +3 is a lot when your just starting.
Ralph King-Griffin
New Eden Tech Support
#47 - 2015-07-08 19:35:02 UTC
Chance Ravinne wrote:
I'll let Xenuria know where my parking spot was.

Shocked oh God.


What have you done!
TigerXtrm
KarmaFleet
Goonswarm Federation
#48 - 2015-07-08 19:44:05 UTC
Attributes are a thing from olden times and arguably one of the mistakes that were made in the initial design document of EVE Online (along with space mines, warping to 15km off a gate and skillpoint loss on death). They made character creation a serious thing that people had to put thought into, at least that was the idea. After a few years of having people play the game, it was pretty obvious that wasn't happening and people complained in hordes about their awful stats.

Yearly remaps were introduced to compensate but that only made attributes more horrible than they already were. Instead of a meaningful choice, they were now turned into a needlessly complicated mechanic that one is somewhat forced to dabble into for maximum return on skill training speed.

Attributes themselves need to go as a mechanic. Should all skill training be at a flat rate... I don't know honestly. Part of me says yes, part of me says no. It is an interesting thing to micromanage, but there have to be ways to make it more accessible to the more casual players. The current way of needing a third party program to figure out the ideal attributes for a particular skill list is hard to work with and absolutely not player friendly.

My YouTube Channel - EVE Tutorials & other game related things!

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Moac Tor
Cyber Core
Immediate Destruction
#49 - 2015-07-08 19:51:18 UTC  |  Edited by: Moac Tor
TigerXtrm wrote:
Should all skill training be at a flat rate... I don't know honestly. Part of me says yes, part of me says no. It is an interesting thing to micromanage.

It is not just an interesting thing to micromanage, or a puzzle to solve, but it is one of the aspects of the game that players really care about and as a result it could provide some of the most meaningful choices in the game. I think it is a shame that SP loss has almost been removed from the game, although I agree the implementation of it they had with having to update your clone wasn't the best.

There is an issue with how disproportionate any negative effect is on a new player compared to an older player, but there are plenty of solutions to that problem without ripping out the whole system.
Baaldor
Pandemic Horde Inc.
Pandemic Horde
#50 - 2015-07-08 19:53:19 UTC  |  Edited by: Baaldor
TigerXtrm wrote:
Attributes are a thing from olden times and arguably one of the mistakes that were made in the initial design document of EVE Online (along with space mines, warping to 15km off a gate and skillpoint loss on death). They made character creation a serious thing that people had to put thought into, at least that was the idea. After a few years of having people play the game, it was pretty obvious that wasn't happening and people complained in hordes about their awful stats.

Yearly remaps were introduced to compensate but that only made attributes more horrible than they already were. Instead of a meaningful choice, they were now turned into a needlessly complicated mechanic that one is somewhat forced to dabble into for maximum return on skill training speed.

Attributes themselves need to go as a mechanic. Should all skill training be at a flat rate... I don't know honestly. Part of me says yes, part of me says no. It is an interesting thing to micromanage, but there have to be ways to make it more accessible to the more casual players. The current way of needing a third party program to figure out the ideal attributes for a particular skill list is hard to work with and absolutely not player friendly.


Olden times? it has not been that long.

You make it seem like back then Buck Skin rubbers were in style.
Aerasia
Republic University
Minmatar Republic
#51 - 2015-07-08 20:07:03 UTC
Ivant Sumboodi wrote:
By this CSM's guys vocal interjections here, can we derive that the CSM is actively supporting an Attribute-less, SP-less CCP future?
I don't think we're that lucky. But I suppose we have to settle for killing one pointless system at a time.

TigerXtrm wrote:
Attributes themselves need to go as a mechanic.
I would actually love to see attributes stay as a concept. Just not one tied to the ridiculous skill system. Ideally, every endeavor in the game would be tied in some way to each attribute. Perception would give bonuses to something, whether you were hauling, exploring, FC or trading. As would Willpower, Charisma, etc.

I don't expect that to ever happen because it would be a tremendous amount of work for CCP to figure out appropriate benefits and balance levels. And as far as player support goes, I'm sure it would somehow be 'dumbing down EVE', or some such nonsense.

PS:
Moac Tor wrote:
First, the figures are quite plainly not "pointless", if that were the case then people wouldn't be on here complaining that they have to put in some mental effort to maximise their character training speed.
Wait, sorry - didn't mean "pointless". I meant "obnoxious clutter which fails to provide an illusion of choice in an archaic system of character progression".

Baaldor wrote:
Actually, if you sat back a bit, ask a few questions, and keep your opinion to your self, you might pick up more than just angst.
I don't know about Chance, but my visits to the EVE forums might have me pick up a drinking problem.

Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#52 - 2015-07-08 20:29:24 UTC  |  Edited by: Nana Skalski
Chance Ravinne wrote:
BRB resigning from CSM because I have a subjective opinion on what constitutes fun. I'll let Xenuria know where my parking spot was.

Now you are defending yourself with "subjective point", while all that was seen is a lack of understanding the broader scope of the feature. EVE skill-attribute conection is not only differentiating characters , but also adds consequences so important because it is EVE, and here your actions have consequences, even if you add or remove one point of charisma or intelligence while you train skill that train faster with these attributes higher.
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#53 - 2015-07-08 20:50:34 UTC
The rhetorical hoops people will jump through to defend a system that comprises SWITCHING FIVE NUMBERS ONCE PER YEAR is quite entertaining.

We've seen it been said that if you cannot switch five numbers once per year, Eve will become Mario Kart or WoW. If you take away the annual number swap, the game will lose significant depth. If you can't adjust the value of five integers every 365 days, characters become cookie cutter copies of each other, regardless of skills trained, accomplishments made, or personal lore.

Just close your eyes and imagine one year from now you somehow survived without editing five integer fields over the span of fifteen gameplay seconds. Try to remain calm during this process.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Enya Sparhawk
Black Tea and Talons
#54 - 2015-07-08 20:54:32 UTC  |  Edited by: Enya Sparhawk
Chance Ravinne wrote:

Yes except in most RPGs attributes actually have an in game effect on your character and other players. A high strength character hits harder or wears heavier armor. A high agility character can ride motorcycles instead of cars, or access pathways other people can't. Those attributes meaningfully and obviously differentiate characters by power and ability.

In EVE, being in fleet with a high Perception FC does nothing for your game experience. Taking a contract from a high Charisma person has no effect. Downing boosters while you have high Willpower doesn't cut down hangovers.

I'm not saying they should. But the attributes in Eve fail to provide the RP part of RPG that attributes serve in most other titles in the genre. Many a newbro have probably been disappointed to learn that no, having higher Memory doesn't let you train more skills at once or show a cloaked ship's last known position. They're just lame training stats.


You are totally right. So instead of finding ways of removing them, CCP (I'm actually looking at the CSM's here) should be finding feasible ways to assign them positives for high stats and negatives for low in their associated skill groups...
Even a 1% or 2% percent gain or loss in something definitely adds a certain something to a character (it's also not like you can't change that with a remap either; make those things useful for something too). It should be easy to do since the skill books have been removed and now each and every player is now left with just an easily determined base attribute to decide their course; from what I can see, most of the complications have already been removed. (even the attribute implants could then be used and limited in the respect that they would not apply a percentage in something, but merely to remove a loss due to low attributes.)

If attributes become useful for something other than just training times, then they will allow the player to specialize our own characters in whatever role/we want to at the time...

The main idea: recapture that old flavour from a time when creating a character back in the day (2005/6) allowed a person to choose their area of expertise and excel in it from the start (ie. choose race, then bloodline, then career path which would then give certain skills that correlated to your choices a bump from the start.)

I thought this way of character creation made this game unique; especially for a new player who doesn't have the skills to do everything that they want to from the start anyways... Now you can give them a boost by allowing them to concentrate their efforts from the start (ie. assigning their attributes to key areas for a certain career path) down a single path

What's the point of advertising the various career paths if your not going to give them that little something extra for making them feel connected to it...

EVE Wiki wrote:
Attributes and Skill Groups

These are the main attributes associated with each category of your skill tree.

Corporation Management: (Memory / Charisma)

Drones: (Memory / Perception)

Electronics: (Intelligence / Memory)

Engineering: (Intelligence / Memory)

Gunnery: (Perception / Willpower)

Industry: (Memory / Intelligence)

Leadership: (Charisma / Willpower)

Mechanic: (Intelligence / Memory)

Missile: (Perception / Willpower)

Navigation: (Intelligence / Perception)

Science: (Intelligence / Memory)

Social: (Charisma / Intelligence)

Spaceship Command: (Perception / Willpower)

Subsystems: (Intelligence / Perception)

Trade: (Charisma / Willpower)



I'm sure a community of people can come up with a whole list of areas within the mechanics of the gameplay (ie. velocity, cpu, power, range for something, etc.) where they feel these would be best represented...
Make the system complex, but not complicated...

Even a character bazaar would adapt, since you could just remap...

I'm the type of person who likes a duality of purpose...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#55 - 2015-07-08 20:56:47 UTC  |  Edited by: Nana Skalski
Chance Ravinne wrote:
The rhetorical hoops people will jump through to defend a system that comprises SWITCHING FIVE NUMBERS ONCE PER YEAR is quite entertaining.

We've seen it been said that if you cannot switch five numbers once per year, Eve will become Mario Kart or WoW. If you take away the annual number swap, the game will lose significant depth. If you can't adjust the value of five integers every 365 days, characters become cookie cutter copies of each other, regardless of skills trained, accomplishments made, or personal lore.

Just close your eyes and imagine one year from now you somehow survived without editing five integer fields over the span of fifteen gameplay seconds. Try to remain calm during this process.


Even now you fail to acknowledge the impact attributes have on game, take into consideration implants too, and see how CCP fails to break the system because it is in fact good, all encompasing feature. Try to simple down the implants too, modules, or even ships. You can simple down everything, into an flat, uninteresting plain where everybody can jump at the same height.
Baaldor
Pandemic Horde Inc.
Pandemic Horde
#56 - 2015-07-08 20:59:57 UTC
Nana Skalski wrote:


Even now you fail to acknowledge the impact attributes have on game, take into consideration implants too, and see how CCP fails to breake the system because it is in fact good, all encompasing feature. Try to simple down the implants too, modules, or even ships. You can simpoe down everything, into an flat, uninteresting plain where everybody can jump at the same height.


The game you are describing is called Pong.


Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#57 - 2015-07-08 21:02:35 UTC
Baaldor wrote:
Nana Skalski wrote:


Even now you fail to acknowledge the impact attributes have on game, take into consideration implants too, and see how CCP fails to breake the system because it is in fact good, all encompasing feature. Try to simple down the implants too, modules, or even ships. You can simpoe down everything, into an flat, uninteresting plain where everybody can jump at the same height.


The game you are describing is called Pong.



You can name it whatever you want, but I know its not a place where EVE should end.
Moac Tor
Cyber Core
Immediate Destruction
#58 - 2015-07-08 21:09:27 UTC
Chance Ravinne wrote:
The rhetorical hoops people will jump through to defend a system that comprises SWITCHING FIVE NUMBERS ONCE PER YEAR is quite entertaining.

My friend, take a deep breath, then have a read over what people are actually saying to you before you reply again.
Webvan
All Kill No Skill
#59 - 2015-07-08 23:00:23 UTC  |  Edited by: Webvan
Baaldor wrote:
Nana Skalski wrote:


Even now you fail to acknowledge the impact attributes have on game, take into consideration implants too, and see how CCP fails to breake the system because it is in fact good, all encompasing feature. Try to simple down the implants too, modules, or even ships. You can simpoe down everything, into an flat, uninteresting plain where everybody can jump at the same height.


The game you are describing is called Pong.



This thought has touched my mind at a number of spots in this thread. I may need a shrink now.

Actually, probably screams SWG between CU and NGE. Most/all consequences were removed from the game and the skill tree system turned into basically a pre-defined class system.
It died. dead - dead - dead.

Edit: in fact, come to think of it, SOE isn't even around any longer. So much fail over the years :/

I can expand on that, and maybe see a relation happening here. SWG was a strong openworld sandbox mmo, at peak (global accounts) had just a little less playing than EVE at known peak (EVE turning a little more secretive now ). The Devs at SWG got into their head the idea of making it easier for new players, to get new players with a more simplified system. After CU which was rejected by the vet community, they secretively worked on NGE.

One day there was a huge surprise patch which fundamentally changed the game. That day all the servers emptied out and there were what I could describe as Jita riots in the development forums, near everyone came out of the woodwork to post their disgust. The mmo charts show the sudden drop in subscriptions, there was no backtracking by SOE to restore the game, and SWG never got the new players they sought after. It ran with minimal player activity for years before finally shutting down.

The thing that drives such a game is the vets, not dumbed down gameplay. Vets bring in new players far more efficiently than some fail ad campaign. When you anger the vets, those that actually play your game, they stop bringing in new players. I see CCP starting to go down that path, and it's conclusion is a huge mistake. No secrets, no dumbing down to draw in new players, they wont come, only players leaving. It's happened before, SWG the prime example of how not to run an mmorpg.

I'm in it for the money

Ctrl+Alt+Shift+F12

Enya Sparhawk
Black Tea and Talons
#60 - 2015-07-09 20:32:48 UTC
Not to continually drag out any points further than need be... this idea came to me just before heading to sleep last night, so I do wish to share it... I think it is important.

This game, the entirety of the EVE universe, is a game built solely upon statistical data. It has been from the start; it is part of the reason why so many people have become so attached to it. They, like myself, are just naturally inclined to stats. It is basically the 'soul' of this game, defining everything we do or how we interact. So to fully remove that quality (at least without trying every option to better adapt it) from a character essential removes any means of better 'defining' a character within this universe; sort of like burning off a set of unique fingerprints. The players then become not apart of the game, but just in it... essentially, a detached shell with no soul; the game becomes a chore and not fun because of the detachment of sentiment. Standardising items, modules and ships within the game is one thing but to do so with the player characters...

In my opinion, that would be the greatest tragedy to this game...

To become something so contrary to CCP's original vision and design...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...