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How would EVE break if we removed skills altogether?

First post
Author
Dror
Center for Advanced Studies
Gallente Federation
#241 - 2015-10-04 22:48:59 UTC  |  Edited by: Dror
Teckos Pech wrote:
CCP Rise's suggestion would be an option for players who are more casual in terms of play. They have a rather specific thing in mind they want to do...so here is a new option.

Note, it will almost surely be used by long term players who will know about various niche forms of play and have a free slot on an existing account to use this option.

A brand new player will not know that stuff. At all.

So I see CCP Rises idea as more of a way to improve existing player retention. It will likely have very little impact on new players.

As for moon goo prices possibly rising alot driving content/conflict. No. Back when technetium was sky high it resulted in a cartel and OTEC an agreement between the holders of tech moons not to go after each other's tech moons and even for mutual defense. So we have at least one historical example that says, "No!" Unless you consider an in game cartel and the negotiations for such to be good game play. I don't as I was not involved in said negotiations and only a handful of players were.

Seriously, I suspect Dror is your alt....how long have you, the player, been in game? Don't care who your main is....just curious how far back your information goes.


"The video idea is more of a way to improve existing player retention," is a baseless assumption? Motivation is pretty consistent across the whole industry. That's why there are other-game examples for the videos. The motivation philosophies are based on very simple, but established ideas.

..On an analogy in the thread, if I heard all about how deep chess is, but played it, receiving only a few pieces -- that's (foremost) not what I'd come for. A new player doesn't have to know what a capital does. It's huge. It's within the most-locked set of classes, so it's probably effective. ..It's the same with general stats and ship performance. There are a lot of methods of increasing effectiveness through SP, and fresh subs are brought very non-fluidly through progression. They can't even do anything about getting better stats. That's also unexpected with any MMO experience. In other words, it's nothing about niche play, because expectations aren't about niches, but non-linearity.

Tyberius Franklin wrote:
Realistically, no, probably not. We have enough veteran players to reasonably simulate what a full set of options looks like at this point I'd imagine. With a large group of players already acting with a close approximation of having no SP restrictions and the only actually greatly affected players lacking the knowledge to effectively identify, procure and use advanced tools efficiently for any particular purpose, not to mention the fact that the tools themselves would be unchanged, we can see that the strategic landscape is already set in that regard.

If anything that landscape becomes more boring because variables have been removed and can no longer be manipulated by players in the case of a skill-less system.

On moon goo,
It's more than just prices which could develop content. The trend of more accessibility is that more t2 ships and modules are in demand, less risk aversion comes from feeling like the tier-on-tier engagement is fair (that they can win), and if there really is more demand for and content with T2s.. there's the possibility of no supply at all.

There really is no great example of how unrestricted play effects T2 economies. At least with my corp, there are no T2s flown, because (for example) most of our engagements are outnumbered. Most of our engagements are "outnumbered", because most pilots looking for fresh corps are those with basically no SP. Yet, cost is plausibly a non-issue, as a lot of fresh pilots head straight for BSs; but again, if the ship seems inefficient, that ship probably won't be flown. There's no motivation in even playing the game for ISK, if there's no valid reason to spend it; and it probably seems repetitive farming for the same ship, for no progression. Feel free to describe any of these problems' causes or solutions. Some posts mention increased ISK income with increased ship tiers and techs, and that seems true. It's also more risk because of align speed and signature radius (and that not every pilot has hoards of empty null systems for farming). That's plausibly lots of null and WH traffic? That's perfect. That's reduced stabilized, FW farming? That's magnificent.

Teckos Pech wrote:
Sunk costs are sunk--i.e. you should not let such costs influence current decisions.

Negative feelings for subbing are never because "they've subbed before". Is that a worthy statement? Sure.. the price is "increasing", and if there's very little value coming from that sub -- "2M SP? That's tiny!"

Maybe the point is that the specific quote isn't really a sunk cost idea at all, because the criticism isn't that he feels like subbing only because he's already spent money on the game. If that were true, you'd basically be telling him to unsub. He's providing the idea that if the sub seems worth cancelling, he's finding it a problem with the progression system and how little gameplay and dynamism comes from it. There's a very strong notion of gathering in-game money and spending it, and the game can benefit from allowing that.

--

Edit:

It comes up that the rebuttal for slightly "increased" retention, from more interesting progression, is possibly nulled out after they experience all of the ships. Honestly, then they've probably found content and a corp, yeah? If they're involved with capital engagements and fleets, that's exactly what's said would develop that deep interest in the game that comes with sustain. The game's selling a lot more than ships.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#242 - 2015-10-05 00:43:23 UTC
Dror wrote:
Tyberius Franklin wrote:
Realistically, no, probably not. We have enough veteran players to reasonably simulate what a full set of options looks like at this point I'd imagine. With a large group of players already acting with a close approximation of having no SP restrictions and the only actually greatly affected players lacking the knowledge to effectively identify, procure and use advanced tools efficiently for any particular purpose, not to mention the fact that the tools themselves would be unchanged, we can see that the strategic landscape is already set in that regard.

If anything that landscape becomes more boring because variables have been removed and can no longer be manipulated by players in the case of a skill-less system.

On moon goo,
It's more than just prices which could develop content. The trend of more accessibility is that more t2 ships and modules are in demand, less risk aversion comes from feeling like the tier-on-tier engagement is fair (that they can win), and if there really is more demand for and content with T2s.. there's the possibility of no supply at all.

There really is no great example of how unrestricted play effects T2 economies. At least with my corp, there are no T2s flown, because (for example) most of our engagements are outnumbered. Most of our engagements are "outnumbered", because most pilots looking for fresh corps are those with basically no SP. Yet, cost is plausibly a non-issue, as a lot of fresh pilots head straight for BSs; but again, if the ship seems inefficient, that ship probably won't be flown. There's no motivation in even playing the game for ISK, if there's no valid reason to spend it; and it probably seems repetitive farming for the same ship, for no progression. Feel free to describe any of these problems' causes or solutions. Some posts mention increased ISK income with increased ship tiers and techs, and that seems true. It's also more risk because of align speed and signature radius (and that not every pilot has hoards of empty null systems for farming). That's plausibly lots of null and WH traffic? That's perfect. That's reduced stabilized, FW farming? That's magnificent.
Your definition of fresh is lacking if you think truly fresh players are looking for BSs and reasonably obtaining them. I see requests for isk to help buy cruisers in FNA corp chat. Opening BS's instantly only exasperates that issue. So I'd have to ask who are theses players that are all supposedly capable of earning billions when they first enter the game while still being genuinely new?

Also, I'm not sure what the argument for being outnumbered is that you're presenting here. If you're stating that you don't use T2 because you don't have numbers and you don't have numbers because you refuse to recruit players with low SP, which so far as I can tell is what you are saying, that's an issue of your own making. Refusing pilots because of SP limitations means refusing resources that are usable now so long as you are not overly inflexible and demand certain roles be played with a strict tool set when not necessary.

The rest of the reasoning revolves around a concept which historically hasn't ever actually functioned as you describe it. More access to advanced tiers of ships hasn't seen a mass exodus into null and WH for isk making. This idea doesn't plausibly lead to that conclusion because it makes it far more palatable to just concentrate a number of advanced ship pilots in highsec and multibox ones way to victory. You don't need to seek the most lucrative activities in more dangerous space (be it in theory or practice) when you can just brute force it with numbers of instantly perfect characters.
Teckos Pech
Hogyoku
Goonswarm Federation
#243 - 2015-10-05 01:19:59 UTC
Dror wrote:


[snipped to save space]



For somebody who writes so many words you, quite literally, say...nothing. That entire first paragraph of yours is a huge helping of non-sequitur. It literally does not follow from what I wrote. So, I'll just ignore it.

Oh for god's sake stop with the stupid chess analogy, this is an MMO, not a two player game with perfect information that is, IIRC, solvable via backwards induction. It is only slightly less dumb than trying to use checkers as an analogy.

I don't even know what you are trying to say with regards to moon goo. Looks like you are trying to hand wave aside the issue of moon goo and T2 manufacturing, but given the rambling and incoherent nature of that section...v0v

Regarding sunk costs and SP, that money is already spent and unrecoverable. If you paid for 5 years and trained that whole time, those expenditures are sunk--i.e. you cannot recover them (not in RL money), so the fact that you have been playing for 5 years should not be part of your decision making process.

The amount of SP has nothing to do with it.

I am not telling anyone to maintain their sub or to unsub. I'm saying that make the decision based on how one views that game today. Nothing more, nothing less.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dror
Center for Advanced Studies
Gallente Federation
#244 - 2015-10-05 03:07:04 UTC  |  Edited by: Dror
Tyberius Franklin wrote:
Your definition of fresh is lacking if you think truly fresh players are looking for BSs and reasonably obtaining them. I see requests for isk to help buy cruisers in FNA corp chat. Opening BS's instantly only exasperates that issue. So I'd have to ask who are theses players that are all supposedly capable of earning billions when they first enter the game while still being genuinely new?

The sub retainment chart and discussion from here mention "leveling up their Raven" as if this is a common idea. It further says that the majority of that (mostly missioning) 40% tend to unsub.

Quote:
Also, I'm not sure what the argument for being outnumbered is that you're presenting here. If you're stating that you don't use T2 because you don't have numbers and you don't have numbers because you refuse to recruit players with low SP, which so far as I can tell is what you are saying, that's an issue of your own making. Refusing pilots because of SP limitations means refusing resources that are usable now so long as you are not overly inflexible and demand certain roles be played with a strict tool set when not necessary.

Low SP characters can't use T2 ships, and honestly, by their second sub or whatever (for even the possibility of that option), they're often not playing. PS, this is a corp that was dec'ing Brave when they were in null -- plenty of content.

Quote:
The rest of the reasoning revolves around a concept which historically hasn't ever actually functioned as you describe it. More access to advanced tiers of ships hasn't seen a mass exodus into null and WH for isk making. This idea doesn't plausibly lead to that conclusion because it makes it far more palatable to just concentrate a number of advanced ship pilots in highsec and multibox ones way to victory. You don't need to seek the most lucrative activities in more dangerous space (be it in theory or practice) when you can just brute force it with numbers of instantly perfect characters.

With more quotes from videos, the point is that newbies have a lot more interest in the non-linear experience that they expect. If they decide against missioning, though, those BS skills are much less.. meta. That's probably awful.

Teckos Pech wrote:
..That entire first paragraph.

Regarding sunk costs and SP, that money is already spent and unrecoverable.. should not be part of your decision making process. The amount of SP has nothing to do with it.

The point of that first paragraph is that there's no "this is mostly for existing player retention", at all, with improving motivation, as is discussed in this very reply. Fresh subs are enthusiastic, and they and the game should benefit from that for value.

Also, that very post's phrasing and tone (about rubbish) are completely based on the skill system. How does that "have nothing to do with SP"? My point of reply is that the minimal subscription cost is a small percentage of perceived value. There's a huge demographic than can afford the sub. If the game seems fun (dynamic and rewarding) mostly determines the subscription. That's the basic idea of challenging SP. The game's fun. Feeling irrelevant and under-performing are nothing at all fun.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#245 - 2015-10-05 04:36:56 UTC
Dror wrote:
The sub retainment chart and discussion from here mention "leveling up their Raven" as if this is a common idea. It further says that the majority of that (mostly missioning) 40% tend to unsub.
I never said anything suggesting otherwise. Yet the statement was about fresh new players, not vets themeparking towards Golems then out of game. And further, that doesn't in any way actually address the point of exasperating the issue of ship cost with instant access to everything and no manner of progression.

Realistically, if we're simply talking the "leveling their ravens" route the idea of removing SP is like shooting yourself in the foot as that final hold is eliminated from the start. The ONLY thing that then remains is isk grinding since character development is eliminated. I can't think E've's case is helped by having character progression to it's most advanced aspects reduced to the cost of PLEX.

Quote:
Low SP characters can't use T2 ships, and honestly, by their second sub or whatever (for even the possibility of that option), they're often not playing. PS, this is a corp that was dec'ing Brave when they were in null -- plenty of content.
Yet brave, who you mentioned, seemed to do just fine with those same limitations. That pretty much places the issue squarely back on you. If they aren't playing it's not because of the ships or skills, it's because they don't properly understand how effective they can be due to ideas about the skill system like your own, and vets holding those same views not allowing them to experience that usefulness. The thing you seem to keep missing is that having every skill maxed doesn't fundamentally change the game. It just opens up more tools to do the exact same things slightly more effectively.

Quote:
With more quotes from videos, the point is that newbies have a lot more interest in the non-linear experience that they expect. If they decide against missioning, though, those BS skills are much less.. meta. That's probably awful.
They have a non-linear experience in both the skill system itself as well as the game as a whole so it's a non issue with respect to the topic at hand. And yes, skills are situationally effective, which lends to their use as a strategic element of the game. That's pretty much their point, to allow for strategic specialization and enhancement and provide interest in the game on an additional level.
Teckos Pech
Hogyoku
Goonswarm Federation
#246 - 2015-10-05 04:51:45 UTC
Dror wrote:

Teckos Pech wrote:
..That entire first paragraph.

Regarding sunk costs and SP, that money is already spent and unrecoverable.. should not be part of your decision making process. The amount of SP has nothing to do with it.

The point of that first paragraph is that there's no "this is mostly for existing player retention", at all, with improving motivation, as is discussed in this very reply. Fresh subs are enthusiastic, and they and the game should benefit from that for value.

Also, that very post's phrasing and tone (about rubbish) are completely based on the skill system. How does that "have nothing to do with SP"? My point of reply is that the minimal subscription cost is a small percentage of perceived value. There's a huge demographic than can afford the sub. If the game seems fun (dynamic and rewarding) mostly determines the subscription. That's the basic idea of challenging SP. The game's fun. Feeling irrelevant and under-performing are nothing at all fun.



Dror, no new playr is going to have the detailed knowledge to make use of CCP Rises suggested change. None. At least not with a shed ton of research. Now, maybe 1-in-100 new players will do that research, but that means 99% wont. So it will be worthless to them or lead to very sub-optimal outcomes.

To pretend CCP Rise's presentation in anyway supports your position is sheer idiocy compounded with willful stupidity. The idea itself might have value...to existing players who might want to make a gank alt, or a solo PvP alt, or some other highly specialized character. Specialization implies a fairly deep understanding of the system in question...which pretty much precludes most new players.

You grab things that are at best very tenuously related to your position then pretend they mesh perfectly. I'll just say this...such shenanigans...most people would have rather unpleasant things to say about such tactics.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#247 - 2015-10-05 04:54:41 UTC  |  Edited by: Teckos Pech
Oh, and CCP Rises idea...would almost certainly fall within the purview of Malcanis' Law: i.e. it would in no way benefit new players and almost surely benefit only older more established players (e.g. I'd have a great character for running NS anoms).

So, while CCP Rise is clearly thinking outside the box, I have to reject his idea on the basis of game balance. And it goes without saying your idea, Mara Rinn's idea and Areasia's too.

Bad ideas are just bad. So is dogmatism--i.e. you, Areasia and anyone thinking like you who refuse to even consider the contrary view point.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#248 - 2015-10-05 08:54:35 UTC
Let's refer back to the title of the thread: How would removing skills break Eve?

Technically it would not change how ships interact, invention occurs, ore gets refined etc etc assuming everyone now has all V skills (which is the only way to guarantee everyone can use everything). This would leave the code filled with now useless bloatware calls to functions checking skill etc that are simply not required. Great! You might think you can now remove this unnecessary processing and improve server performance. To do this would almost certainly be a gargantuan nightmare of CCP night on the beer proportions. So no benefits technically in doing this, just a lot of embarrassing bloatware left behind.

Psychologically you just slapped every older player who has spent time creating and crafting their character in the face. Whilst kicking them in the balls. Ask any company in the world whether completely alienating their existing customer base is a good idea. I know for certain what the answer will be.

Meta game-wise you would basically destroy the market, there would be a flood of minerals, ore, PI, and every other material used in production. This would lead to price crash on everything. Additionally since everyone can use tech II and tech III perfectly there would be very little if any market for all tech I and virtually no market for the meta modules. Since anyone could produce anything perfectly there would be no means in which any manufacturer could compete in the market.

There would be nothing flying other than tech II, pirate, and tech III ships except for gankers.

Core game-wise you just tore the heart out of a character building game. Good work, and the just removed a large chunk of the game for those who enjoy the role-playing side too. This also removes any meaning in the choices a player makes for everyone in the game as there are no longer any choices beyond 'Which powerful ship should I fly with perfect skills today?). This will not help with player retention as once a person has tried every ship they like they will get bored and leave.

Every game needs some form of progression to give the player that sense of achievement at each unlock whether it be a new skill, new module, new ship etc etc. Sure this is a sandbox and players can set their own 'achievements' but that doesn't mean we don't need the inbuilt game ones. And in the skillpoint system you have the achievements granted to you based upon the choices you make and whether you log in or not. You are not forced to grind anything to gain this side of the game, simply make the choices that suit you and do something else fun in the game whilst waiting for the skill to open up new possibilities. You can usually still do what you are training for very quickly with tech I and faction gear anyway.

so back to the title: How would removing skills break EvE?

In just about every meaningful way.
Dror
Center for Advanced Studies
Gallente Federation
#249 - 2015-10-05 10:09:50 UTC  |  Edited by: Dror
Tyberius Franklin wrote:
I never said anything suggesting otherwise. Yet the statement was about fresh new players, not vets themeparking towards Golems then out of game. And further, that doesn't in any way actually address the point of exasperating the issue of ship cost with instant access to everything and no manner of progression.

"Billions of ISK", "vets leveling their Golem" -- where is any of this implied? If new players are "leveling up their Raven" for the first sub or so, that still counts as part of the NPE. The original challenge on the idea of fresh characters in BSs is as follows:
Tyberius Franklin wrote:
Your definition of fresh is lacking if you think truly fresh players are looking for BSs and reasonably obtaining them.

Would you like to reiterate?

Tyberius Franklin wrote:
I can't think E've's case is helped by having character progression to it's most advanced aspects reduced to the cost of PLEX.

That's already how it is.

Tyberius Franklin wrote:
They have a non-linear experience in both the skill system itself as well as the game as a whole so it's a non issue with respect to the topic at hand.

The NPE videos claim that the NPE is "not really like B-R or EVE stories at all.. They're there for these emergent, unpredictable, interactive experiences. Instead, what they find is this linear, predictable, reward-based, isolated systems." I, and apparently plenty of scientific studies, can tell you why its helpful fixing this, but it doesn't seem like you have an interesting or accurate argument to start.

Techos Peck wrote:
No new player is going to have the detailed knowledge to make use [of no SP].

EVE's a pretty simple experience. A fresh player can't be shown what it's like playing well if they're limited to T1 ammo and frigates.

Also, freedom benefiting veterans is fine. They're already benefited by an insurmountable "achievement" over fresh subs. Making power and effectiveness correlative with "money paid" cheapens the experience and the sandbox feature list. We're talking about motivation. If newbies can achieve something, the idea is that they will. If they can't, the idea is that they unsub. Why wouldn't the true sandbox be the best design?

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Aerasia
Republic University
Minmatar Republic
#250 - 2015-10-05 14:07:13 UTC
Corraidhin Farsaidh wrote:
Meta game-wise you would basically destroy the market, there would be a flood of minerals, ore, PI, and every other material used in production. This would lead to price crash on everything. Additionally since everyone can use tech II and tech III perfectly there would be very little if any market for all tech I and virtually no market for the meta modules. Since anyone could produce anything perfectly there would be no means in which any manufacturer could compete in the market.

There would be nothing flying other than tech II, pirate, and tech III ships except for gankers.

Core game-wise you just tore the heart out of a character building game.

And the flood of minerals wouldn't be offset by the sudden uptick in demand for the products needed to harvest them? By the explosion in T2 gear purchases? By the increase in more expensive things being exploded?

And it doesn't mean there cannot be personalization, or module diversity. Right now Meta 1-4 are held back by the fact they are intended to be the stepping stone for people who haven't skilled V for whatever it is. Getting rid of SP means that you can rebalance those to be specializations of T2 gear, instead of inferior versions of it. The current market of Meta 4 often being worth several times T2 would go away, but that's not a death knell to dropped mods as a whole.

You can also have character difference without enforcing a time gated power mechanic. Other competitive games have been doing this for decades, in offering ways to specialize a character in certain areas at the expense of others. You could still have the ability to specialize in manufacturing if you like, and have that tied to something like a remap mechanic instead of a time waster offline skill bar.
Lady Rift
His Majesty's Privateers
#251 - 2015-10-05 14:13:17 UTC
Aerasia wrote:
Corraidhin Farsaidh wrote:
Meta game-wise you would basically destroy the market, there would be a flood of minerals, ore, PI, and every other material used in production. This would lead to price crash on everything. Additionally since everyone can use tech II and tech III perfectly there would be very little if any market for all tech I and virtually no market for the meta modules. Since anyone could produce anything perfectly there would be no means in which any manufacturer could compete in the market.

There would be nothing flying other than tech II, pirate, and tech III ships except for gankers.

Core game-wise you just tore the heart out of a character building game.

And the flood of minerals wouldn't be offset by the sudden uptick in demand for the products needed to harvest them? By the explosion in T2 gear purchases? By the increase in more expensive things being exploded?

And it doesn't mean there cannot be personalization, or module diversity. Right now Meta 1-4 are held back by the fact they are intended to be the stepping stone for people who haven't skilled V for whatever it is. Getting rid of SP means that you can rebalance those to be specializations of T2 gear, instead of inferior versions of it. The current market of Meta 4 often being worth several times T2 would go away, but that's not a death knell to dropped mods as a whole.

You can also have character difference without enforcing a time gated power mechanic. Other competitive games have been doing this for decades, in offering ways to specialize a character in certain areas at the expense of others. You could still have the ability to specialize in manufacturing if you like, and have that tied to something like a remap mechanic instead of a time waster offline skill bar.


And every one who plexs can get a 51 day perfect mining alt per plex.
Dror
Center for Advanced Studies
Gallente Federation
#252 - 2015-10-05 14:21:51 UTC
Lady Rift wrote:
And every one who plexs can get a 51 day perfect mining alt per plex.

Which would require mining.. for those ships' production and for supplying their worth in PLEX. Mining is also less than the best efficiency, so it's still limited to the playstyle that can actually PLEX that account. If nothing else, the limitations on mining belts can be reached.. or tuned. Mining is pretty nice in any game though.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#253 - 2015-10-05 15:04:26 UTC
Aerasia wrote:

And the flood of minerals wouldn't be offset by the sudden uptick in demand for the products needed to harvest them? By the explosion in T2 gear purchases? By the increase in more expensive things being exploded?


I have my doubts and it would be an enormous gamble to take with the market place based an a huge assumption.

Aerasia wrote:

And it doesn't mean there cannot be personalization, or module diversity. Right now Meta 1-4 are held back by the fact they are intended to be the stepping stone for people who haven't skilled V for whatever it is. Getting rid of SP means that you can rebalance those to be specializations of T2 gear, instead of inferior versions of it. The current market of Meta 4 often being worth several times T2 would go away, but that's not a death knell to dropped mods as a whole.

rebalance the meta stuff? All of it? That's huge change and again a huge gamble. Also tearing the heart out of the meta 4 market would destroy the income of combat anomaly runners etc who make most of their profit from them. That wouldn't be a death knell on the meta 4 market, more of an assassination.

Aerasia wrote:

You can also have character difference without enforcing a time gated power mechanic. Other competitive games have been doing this for decades, in offering ways to specialize a character in certain areas at the expense of others. You could still have the ability to specialize in manufacturing if you like, and have that tied to something like a remap mechanic instead of a time waster offline skill bar.

Other games may well do things differently but guess what? That's why different people like different games. Changing the skill mechanism changes and affects every single part of Eve directly or indirectly. Doing so would almost certainly drive the current player base away immediately. Do you really think enough new players would instantly sign up to keep that number of subscriptions running?
Lady Rift
His Majesty's Privateers
#254 - 2015-10-05 15:16:43 UTC
Aerasia wrote:
Corraidhin Farsaidh wrote:
Meta game-wise you would basically destroy the market, there would be a flood of minerals, ore, PI, and every other material used in production. This would lead to price crash on everything. Additionally since everyone can use tech II and tech III perfectly there would be very little if any market for all tech I and virtually no market for the meta modules. Since anyone could produce anything perfectly there would be no means in which any manufacturer could compete in the market.

There would be nothing flying other than tech II, pirate, and tech III ships except for gankers.

Core game-wise you just tore the heart out of a character building game.

And the flood of minerals wouldn't be offset by the sudden uptick in demand for the products needed to harvest them? By the explosion in T2 gear purchases? By the increase in more expensive things being exploded?

And it doesn't mean there cannot be personalization, or module diversity. Right now Meta 1-4 are held back by the fact they are intended to be the stepping stone for people who haven't skilled V for whatever it is. Getting rid of SP means that you can rebalance those to be specializations of T2 gear, instead of inferior versions of it. The current market of Meta 4 often being worth several times T2 would go away, but that's not a death knell to dropped mods as a whole.

You can also have character difference without enforcing a time gated power mechanic. Other competitive games have been doing this for decades, in offering ways to specialize a character in certain areas at the expense of others. You could still have the ability to specialize in manufacturing if you like, and have that tied to something like a remap mechanic instead of a time waster offline skill bar.


what other mmo has this mechanic that doesn't have some form of leveling also?
Aerasia
Republic University
Minmatar Republic
#255 - 2015-10-05 15:56:34 UTC
Corraidhin Farsaidh wrote:
rebalance the meta stuff? All of it? That's huge change and again a huge gamble.
For the good of your own heart, don't google "Teiricide".

Or market equilibrium.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#256 - 2015-10-05 16:02:40 UTC
Aerasia wrote:
Corraidhin Farsaidh wrote:
rebalance the meta stuff? All of it? That's huge change and again a huge gamble.
For the good of your own heart, don't google "Teiricide".

Or market equilibrium.


and how long has it taken CCP to rebalance things? They are doing it very very gradually whereas this would require everything to be rebalanced. At once. I can see that ending well...

Oh and whilst you're at it you'd need to change all the manufacturing stuff to account for producing the new modules if they are player build, or amend all loot tables if they are not.

This proposal is basically asking what would happen if we changed the entire game apart from the graphics and basic physics engine?

Wow, surprisingly it turns out my heart is fine...
LaserzPewPew
Hard Knocks Inc.
Hard Knocks Citizens
#257 - 2015-10-05 17:03:41 UTC
Time is a commodity. Just like money.

Actually, I'd say that time is a more valuable commodity than ISK. And that's working exactly as intended.
Dror
Center for Advanced Studies
Gallente Federation
#258 - 2015-10-05 17:30:03 UTC
LaserzPewPew wrote:
Time is a commodity. Just like money.

Actually, I'd say that time is a more valuable commodity than ISK. And that's working exactly as intended.

It's less than obvious how giant limitations on gameplay are a helpful design philosophy for any aspect of sub development or emergent gameplay. You're obviously free to expound on the idea.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Teckos Pech
Hogyoku
Goonswarm Federation
#259 - 2015-10-05 20:19:06 UTC
Dror wrote:


Techos Peck wrote:
No new player is going to have the detailed knowledge to make use [of no SP].

EVE's a pretty simple experience. A fresh player can't be shown what it's like playing well if they're limited to T1 ammo and frigates.

Also, freedom benefiting veterans is fine. They're already benefited by an insurmountable "achievement" over fresh subs. Making power and effectiveness correlative with "money paid" cheapens the experience and the sandbox feature list. We're talking about motivation. If newbies can achieve something, the idea is that they will. If they can't, the idea is that they unsub. Why wouldn't the true sandbox be the best design?


And no new player knows enough nor has the ISK to take advantage of CCP Rise's idea. The players that do, will be the veterans.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dror
Center for Advanced Studies
Gallente Federation
#260 - 2015-10-05 20:22:59 UTC
Teckos Pech wrote:
Dror wrote:


Techos Peck wrote:
No new player is going to have the detailed knowledge to make use [of no SP].

EVE's a pretty simple experience. A fresh player can't be shown what it's like playing well if they're limited to T1 ammo and frigates.

Also, freedom benefiting veterans is fine. They're already benefited by an insurmountable "achievement" over fresh subs. Making power and effectiveness correlative with "money paid" cheapens the experience and the sandbox feature list. We're talking about motivation. If newbies can achieve something, the idea is that they will. If they can't, the idea is that they unsub. Why wouldn't the true sandbox be the best design?


And no new player knows enough nor has the ISK to take advantage of CCP Rise's idea. The players that do, will be the veterans.

This is no valid criticism of the idea. The new player can play the same with or without SP, but depth makes them more interested because of more diversity, fairness (helping motivation), options for promoting fantasy, options for feeling relevant and promoting socialization, and playstyles to learn.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.