These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

All new characters will now start with ~400,000 skillpoints

Author
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#141 - 2015-09-28 22:43:05 UTC
More SP at character creation is actually something that vets can't take advantage of over new players. What they can do with that same SP comparatively may be greater, but the same is true for the current 50k SP as well as any other conceivable value.

Fundamentally static skill changes for new characters are the least gamable means of improving the woes of the initial skillset. Just accelerating training only exasperates the knowledge gap between new players and vets, ensuring the gap in training effectiveness during that time only widens, and even creates the possibility of fully wasting it for new players.
Webvan
All Kill No Skill
#142 - 2015-09-28 22:58:25 UTC  |  Edited by: Webvan
Tyberius Franklin wrote:
More SP at character creation is actually something that vets can't take advantage of over new players. What they can do with that same SP comparatively may be greater, but the same is true for the current 50k SP as well as any other conceivable value.

Fundamentally static skill changes for new characters are the least gamable means of improving the woes of the initial skillset. Just accelerating training only exasperates the knowledge gap between new players and vets, ensuring the gap in training effectiveness during that time only widens, and even creates the possibility of fully wasting it for new players.

But the way it's going down at this point, I can roll a new alt with the instant SP handout and then train up cybernetics to use a good implant that a real newbie could not afford. As a vet, it does not remove any advantage I have over a newbie. If the SP were instead out of a cerebral accelerator, one I cant use other implants with, my new alt is training at the same speed as the newbie character. I may make better choices on what to train as being a vet, but still the newbie with guidance could make those same decisions and/or learn the mechanics of how to manage training from the start, not skipping very basic lessons as we all had to learn.

I'm in it for the money

Ctrl+Alt+Shift+F12

Zihao
Doomheim
#143 - 2015-09-28 23:14:07 UTC
Niriel Greez wrote:
Feyd Rautha Harkonnen wrote:
Meh.

As I reflect on my personal career and how only now after four years I am at the point where I can fly most of the stuff I want to fly well, I would actually give new players 10 M SP to allocate when they sub.

In contrast, I distinctly remember my first six months to a year of initial training to be an utter ballache, and a negative experience. I wouldn't wish that on anyone else, and will continue to recommend all new players simply buy an 80m+ toon on the character bazaar, than go through the erectile dysfunction hell of the initial years of EvE SP accumulation.

F




Couldn't agree more - although I would like to see skill point 'unlocks' that require you to do the different things in the game as a form of playing catch-up, obviously limited to certain skills - no need to make those 10M, or 5M, or whatever SP overly useful for alts in the form of cap skills, battleship skills, cyno etc.

For example:

Ten solo kills, racial frig 5. 100 warps through HS/LS/NS/WHs, WDO 5.


I don't think most people here even know how utterly ******* **** it is to be new - you can't even warp around in a shuttle on a new character without dropping out of warp due to cap.


Wait, are you telling me at some point I will be able to warp across Thera non-stop?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#144 - 2015-09-28 23:17:03 UTC
Webvan wrote:
Tyberius Franklin wrote:
More SP at character creation is actually something that vets can't take advantage of over new players. What they can do with that same SP comparatively may be greater, but the same is true for the current 50k SP as well as any other conceivable value.

Fundamentally static skill changes for new characters are the least gamable means of improving the woes of the initial skillset. Just accelerating training only exasperates the knowledge gap between new players and vets, ensuring the gap in training effectiveness during that time only widens, and even creates the possibility of fully wasting it for new players.

But the way it's going down at this point, I can roll a new alt with the instant SP handout and then train up cybernetics to use a good implant that a real newbie could not afford. As a vet, it does not remove any advantage I have over a newbie. If the SP were instead out of a cerebral accelerator, one I cant use other implants with, my new alt is training at the same speed as the newbie character. I may make better choices on what to train as being a vet, but still the newbie with guidance could make those same decisions and/or learn the mechanics of how to manage training from the start, not skipping very basic lessons as we all had to learn.
The SP being granted is not allocatable. It's in set skills. As such that SP brings the veteran no closer to cyber V than the new player. And the vet still has the knowledge of what cyber V and learning implants does, allowing them to prioritize it during the cerebral accelerator timeframe, which, unless the new player does the same, exasperates the learning gap. This is on top of the known skillplan from the vet as you mentioned.

What I don't get though is where the idea that skill selection and planning is something one bypasses at 400k SP. I still think about that at 110mill SP, know how to optimize SP/hour and what it entails in terms of planning, researching it myself when I started the game, and IIRC started with a lot more than 50k SP and no cerebral accelerator.

Webvan
All Kill No Skill
#145 - 2015-09-28 23:51:57 UTC
Tyberius Franklin wrote:
The SP being granted is not allocatable. It's in set skills. As such that SP brings the veteran no closer to cyber V than the new player. And the vet still has the knowledge of what cyber V and learning implants does, allowing them to prioritize it during the cerebral accelerator timeframe, which, unless the new player does the same, exasperates the learning gap. This is on top of the known skillplan from the vet as you mentioned.

What I don't get though is where the idea that skill selection and planning is something one bypasses at 400k SP. I still think about that at 110mill SP, know how to optimize SP/hour and what it entails in terms of planning, researching it myself when I started the game, and IIRC started with a lot more than 50k SP and no cerebral accelerator.


You don't need V's though, I've never even bothered to take it to V. That's more for long-term training as it does cut into overall training by taking it to V, then factoring in cost and potential loss (100m+ ea.). For the short term, between 1-4 does well, especially if actively undocking. At cybernetics 1 a vet can drop ~40m (~10m ea.) and have +3 to all attributes using Basics (or get them from LP). 40mil isk is a lot more than a newbie has, and for some time, especially if needing to replace them after getting podded.

I'm in it for the money

Ctrl+Alt+Shift+F12

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#146 - 2015-09-29 00:02:48 UTC  |  Edited by: Tyberius Franklin
Webvan wrote:
Tyberius Franklin wrote:
The SP being granted is not allocatable. It's in set skills. As such that SP brings the veteran no closer to cyber V than the new player. And the vet still has the knowledge of what cyber V and learning implants does, allowing them to prioritize it during the cerebral accelerator timeframe, which, unless the new player does the same, exasperates the learning gap. This is on top of the known skillplan from the vet as you mentioned.

What I don't get though is where the idea that skill selection and planning is something one bypasses at 400k SP. I still think about that at 110mill SP, know how to optimize SP/hour and what it entails in terms of planning, researching it myself when I started the game, and IIRC started with a lot more than 50k SP and no cerebral accelerator.


You don't need V's though, I've never even bothered to take it to V. That's more for long-term training as it does cut into overall training by taking it to V, then factoring in cost and potential loss (100m+ ea.). For the short term, between 1-4 does well, especially if actively undocking. At cybernetics 1 a vet can drop ~40m (~10m ea.) and have +3 to all attributes using Basics (or get them from LP). 40mil isk is a lot more than a newbie has, and for some time, especially if needing to replace them after getting podded.
The exact level is pretty immaterial though regarding this change. Whether +3's at lvl 1 or +4's at lvl 4, knowing the mechanic exists and prioritizing it and having the resources to take advantage of it effortlessly are advantages of veterans.

That advantage doesn't disappear regardless of the number of starting SP.
Webvan
All Kill No Skill
#147 - 2015-09-29 00:35:51 UTC
Tyberius Franklin wrote:
The exact level is pretty immaterial though regarding this change. Whether +3's at lvl 1 or +4's at lvl 4, knowing the mechanic exists and prioritizing it and having the resources to take advantage of it effortlessly are advantages of veterans.

That advantage doesn't disappear regardless of the number of starting SP.

Well in a way we agree on that as you wrote it. It's less about the number of starting SP and imo more about how the starting SP is allocated. Is it just given to avoid the lessons or is it earned; be it over time with an accelerator or even as someone mentioned thru doing tasks such as with the npe and having it awarded. I recommend the accelerator method as it levels the playing field of new characters be it newbie or vet.

For any disadvantage to newbies the way you put it, it's one of the reasons I watch ncq&a and answer questions, to help them adjust to aspects of the game such as the example you bring up. Alternatively, they can join a corp and have that guidance, if they didn't start EVE with a vet friend. But regarding game mechanics, the accelerator is the most sound, it levels the ability for training time to both vet and newbie alike.

I'm in it for the money

Ctrl+Alt+Shift+F12

Markus Reese
Deep Core Mining Inc.
Caldari State
#148 - 2015-09-29 00:53:16 UTC
The starting SP is a pretty complex one for sure. What would be the magic number? People saying high numbers, 5-10m but that isn't true. They are saying the numbers to be small hull DPS competitive. It isn't about effectiveness, it is about being combat DPS, nothing more. A far lower value is still effective, but not in the current eve climate and mechanics.

Simply put, it isn't starting SP that needs to be fixed, but other components of gameplay that render low sp skills ineffective. Tiericide was probably the first good move to help remedy this. By making T1 hulls and equipment more useful, it is now more possible to be involved with low sp characters.

A good way to run this would be to increase the power of non damage equipment, but at an increase in stacking penalty. Something more controversial would be to fully go over the fittings and equipment dynamics to make having tackle on a combat damage ship less viable. All sorts of ideas for that.

Essentially, the best way I can think of going over SP is to have those general core skills as part of the initial NPE for now, then when they are done, the remaining SP can be earned and allocated through the career agents which will give basic advice on more specialized SP allocation.

I did say for now, If the mechanics were re-balanced, I would eventually say be done with core mechanics and instead relate them to more basic combat skills. Core skills such as capacitor and fitting shouldn't be basic ones. They should have more of an effect, but be a decision of if it is more important than other parts. Find that point in which is this to level five really needing to be "mandatory" anymore outside of heavy top fit T2 setups.

50k, 400k, when does it stop? When are we at that happy number and when does it have validity? When I started, the skills were determined almost Bethesda style. Taking core attributes and getting skills for them related to my personal choices. Maybe we need to get back to that?

We don't want to make the SP be too different from how it actually works, but much like the elimination of learning skills, the absolute must have no matter what core skills, that is just redundant time sink...

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Hole Checker
Black Hole Navy
#149 - 2015-09-29 01:00:25 UTC
I started in late 06 and I got 800,000 sp to start with I think reducing it to 50,000 was a mistake from the start

This is going in the right direction could still be better but I'm glad for the change
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#150 - 2015-09-29 01:03:34 UTC
Webvan wrote:
Tyberius Franklin wrote:
The exact level is pretty immaterial though regarding this change. Whether +3's at lvl 1 or +4's at lvl 4, knowing the mechanic exists and prioritizing it and having the resources to take advantage of it effortlessly are advantages of veterans.

That advantage doesn't disappear regardless of the number of starting SP.

Well in a way we agree on that as you wrote it. It's less about the number of starting SP and imo more about how the starting SP is allocated. Is it just given to avoid the lessons or is it earned; be it over time with an accelerator or even as someone mentioned thru doing tasks such as with the npe and having it awarded. I recommend the accelerator method as it levels the playing field of new characters be it newbie or vet.

For any disadvantage to newbies the way you put it, it's one of the reasons I watch ncq&a and answer questions, to help them adjust to aspects of the game such as the example you bring up. Alternatively, they can join a corp and have that guidance, if they didn't start EVE with a vet friend. But regarding game mechanics, the accelerator is the most sound, it levels the ability for training time to both vet and newbie alike.

The problems I see with "awarding" it or having it given in an accelerated manner is that those are more suited to alt creation then helpful to new players.

An example: Lets say that for a variety of starting experiences we want a day one new player to be able to use a T1 miner, repair and resist mod for the racially favored tank, tackle and ewar.

With more accelerated training: The vet simply skips the recommended skills and devotes the full training time to their purpose build. The new player meanwhile, has a strong risk of missing the message if they strike out on their own vs whatever path is supposed to grant the skills and/or guide them about the training queue. Really, the only thing gained with accelerated training is the ability to squander it.

With gifted SP: Vets know the shortest paths to get the SP gifts and apply them in the most efficient manner to start off the new character. New players on the other hand get an introduction to the skill system that doesn't actually reflect the way training works at any point outside of that tutorial. Further their lack of understanding of the skills creates the potential for costly mistakes, negating any help the gift was intended to give.

Now yes, there are corps and other help channels, but if initial player capabilities is still a concern that means Q&A isn't the only answer. Something about the actual user experience of early skilling and possible mod use was found lacking I'd imagine. Otherwise, yes, this doesn't make sense.
Webvan
All Kill No Skill
#151 - 2015-09-29 02:37:03 UTC
Hole Checker wrote:
I started in late 06 and I got 800,000 sp to start with I think reducing it to 50,000 was a mistake from the start

This is going in the right direction could still be better but I'm glad for the change

But what is the difference now? Newbies can automatically fly any t1 ship. More modules have become available to use with little or no training. This was all already dealt with, and I liked what they did. But now this is even more ontop of that, and probably not the end of it, they'll say then that they'll need to do it again, or something. Eventually it gets so dumb, you only attract dumb players, while the ones craving challenge go elsewhere. It's not the issue, or EVE would have never grown as it did in the first place.

I'm in it for the money

Ctrl+Alt+Shift+F12

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#152 - 2015-09-29 03:12:11 UTC  |  Edited by: Tyberius Franklin
Webvan wrote:
Hole Checker wrote:
I started in late 06 and I got 800,000 sp to start with I think reducing it to 50,000 was a mistake from the start

This is going in the right direction could still be better but I'm glad for the change

But what is the difference now? Newbies can automatically fly any t1 ship. More modules have become available to use with little or no training. This was all already dealt with, and I liked what they did. But now this is even more ontop of that, and probably not the end of it, they'll say then that they'll need to do it again, or something. Eventually it gets so dumb, you only attract dumb players, while the ones craving challenge go elsewhere. It's not the issue, or EVE would have never grown as it did in the first place.

I'm not sure I understand what's meant by "Newbies can automatically fly any t1 ship." Also, what mods became more accessible to new players outside of this change and how? It feels like I seem to be missing a change or 2 that adds something to the reasoning.

Are you referring to tiericide? That hasn't changed module prereqs doesn't exactly make T1 ship access "automatic" but it's the only thing even remotely related I could think of.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#153 - 2015-09-29 07:13:03 UTC  |  Edited by: BeBopAReBop RhubarbPie
Jenn aSide wrote:
Yang Aurilen wrote:
Raffael Ramirez wrote:
Good move!
Let them start with a million or 2 to get rid of the 'I need x amount of lvl5 skills to enjoy the game" mentality.



They'll just move the goal post you know. Now they'll say "I need JDC V to be able to PVP!!!"


Exactly what will happen. Because the problem wasn't lack of skill points, it was lack of will.

It's exactly why doing things like getting rid of skill loss on death doesn't make people take more risks, the people who complained about it were never going to take more risk, they were jsut mentally 'saving face' by blaming something else for their dislike of taking risk.

Personally I don't care what CCP starts characters with in terms of skill points (it could be 5 million SP for all I care), just commenting on the futility of it all.

Having high speed maneuvering and thermodynamics on brand new characters is excellent. Most of the other changes I could have lived without, though I would have liked to see propulsion jamming I. Starting SP should be under alpha clone level, but I want to be able to take any day one player on a roam with less than 20 minutes of training. High speed maneuvering (and its afterburner III prereq) was the only kill preventing this.

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#154 - 2015-09-29 08:19:30 UTC
BeBopAReBop RhubarbPie wrote:
...though I would have liked to see propulsion jamming I.
Propulsion jamming I is included in the new starting skills.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#155 - 2015-09-29 23:41:09 UTC
Tyberius Franklin wrote:
BeBopAReBop RhubarbPie wrote:
...though I would have liked to see propulsion jamming I.
Propulsion jamming I is included in the new starting skills.

Oops, missed that. I didn't see the electronics section. I have no complaints!

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

Justa Hunni
State War Academy
Caldari State
#156 - 2015-09-30 04:11:53 UTC
Eternus8lux8lucis wrote:

More SP mostly helps alt creation or those who already know the game


Miniluv must love these changes, makes creating the "10 Hour Hero" that much easier.
Commander Spurty
#157 - 2015-09-30 16:23:38 UTC  |  Edited by: Commander Spurty
8 pages later, not one 'like'.

Looks like you [op] have successfully failed to discover the "drum-beat of the Nation"

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Howard Aideron
Pax International
#158 - 2015-09-30 17:14:02 UTC
Aerasia wrote:
Zihao wrote:
Howard Aideron wrote:
IMO we should give new players 10 - 20 millions skill points and +5 implants to start their journey. Not sure what CCP is thinking.


I'd pay to see CCP trot that one out on April fools, just to see the epic threadnaughts.

Just don't go halfway. No +5 implants: hardcode +5 to all stats into any character made that day.


Definitely go all the way. Don't forget to give all new players a titan too.
admiral root
Red Galaxy
#159 - 2015-09-30 17:15:45 UTC
Commander Spurty wrote:
8 pages later, not one 'like'.

Looks like you [op] have successfully failed to discover the "drum-beat of the Nation"


Spacebook likes being a widely acknowledged indicator of quality. Roll

No, your rights end in optimal+2*falloff

NecIony
Society of Business Technologies
Sleeper Protocol
#160 - 2015-09-30 17:18:57 UTC
It gives a bad taste, when someone recently started to play this game and do not have all this SP and skill books...