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How would EVE break if we removed skills altogether?

First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#441 - 2015-10-11 23:06:41 UTC  |  Edited by: Teckos Pech
Dror wrote:
Teckos Pech wrote:
Why? You cherry picked your criteria to be virtually useless. The game has to "break" for everyone. Valid concerns have been raised, but none of them rise to that level. For example, the problem with AWOXing. AWOX for awhile, when you have a reputation as an AWOXer, biomass the character, create another....no loss, and go right back to AWOXing.

How is the criteria useless? It contrasts emptily implying that skills prevent no gameplay vs. real issues with the design just being implemented on button press.

What's obvious about the idea and AWOXing is corp security rising to the demand. At worst, for fleets, it promotes more small gang cliques. Yet, it's an MMO. Most of these cliques would entertain the idea of recruitment for their niche and location and interests. Beyond that, the idea allows any sub to recruit any crew, for their assured security, from wherever. That's a very profound effect on both that sub's interest and advertising potential.

There's an economy example in that reply that seems less than analogous. What's the simile for bailing a company? There's no bailing out corps from a development control point.. It's almost completely laissez faire until something profits too much. As stated in a development post, game accounts can only hit zero.


If the minimum height for the high jump in the olympics is 20 feet, it is useless because the bar is too high. Similarly, Mara has now revised the criteria to "breaks for everyone", that is IMO, too high a bar. For example, if it "breaks things" for 50% of the players it does not meet the criteria, but 50% of the players is a huge f---ing problem.

Edit: And I find your argument against the potential increase in AWOXing entirely unconvincing. For example, AWOXing people in dedicated ratting set ups is quite common as they can be quite pricey. Ratting is an inherently solo endeavor. People do not rat in fleets because if you have to wait for a fleet you cannot rat and ratting can be done solo. Further, the idea of having people sitting around to kill AWOXers is not going to happen because...the AWOXer will know and he'll just bore them to death...then AWOX. Finally in game corporate and alliance security measures are minimal at best.

And the point of my banking system example was not about bailouts, but about how an idea that looks good and everybody agreed should have brought stability to the system...did not.

"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
#442 - 2015-10-11 23:45:26 UTC
Teckos Pech wrote:
If the minimum height for the high jump in the olympics is 20 feet, it is useless because the bar is too high. Similarly, Mara has now revised the criteria to "breaks for everyone", that is IMO, too high a bar. For example, if it "breaks things" for 50% of the players it does not meet the criteria, but 50% of the players is a huge f---ing problem.

So, state more problems instead of griping about an overall great post?

Teckos Pech wrote:
And I find your argument against the potential increase in AWOXing entirely unconvincing. For example, AWOXing people in dedicated ratting set ups is quite common as they can be quite pricey. Ratting is an inherently solo endeavor. People do not rat in fleets because if you have to wait for a fleet you cannot rat and ratting can be done solo. Further, the idea of having people sitting around to kill AWOXers is not going to happen because...the AWOXer will know and he'll just bore them to death...then AWOX. Finally in game corporate and alliance security measures are minimal at best.

What relevance is ratting if it requires an AWOXer to still find the target or be told the location? The remainder of that logic train seems tangential.

On corps, literally what's the issue?

"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
#443 - 2015-10-12 01:28:57 UTC  |  Edited by: Teckos Pech
Dror wrote:
Teckos Pech wrote:
If the minimum height for the high jump in the olympics is 20 feet, it is useless because the bar is too high. Similarly, Mara has now revised the criteria to "breaks for everyone", that is IMO, too high a bar. For example, if it "breaks things" for 50% of the players it does not meet the criteria, but 50% of the players is a huge f---ing problem.

So, state more problems instead of griping about an overall great post?

Teckos Pech wrote:
And I find your argument against the potential increase in AWOXing entirely unconvincing. For example, AWOXing people in dedicated ratting set ups is quite common as they can be quite pricey. Ratting is an inherently solo endeavor. People do not rat in fleets because if you have to wait for a fleet you cannot rat and ratting can be done solo. Further, the idea of having people sitting around to kill AWOXers is not going to happen because...the AWOXer will know and he'll just bore them to death...then AWOX. Finally in game corporate and alliance security measures are minimal at best.

What relevance is ratting if it requires an AWOXer to still find the target or be told the location? The remainder of that logic train seems tangential.

On corps, literally what's the issue?


First sentence in it goes completely off the rails.

As for the rest, it seems you just don't get it. Finding a target is super easy if you AWOXing...you do know what that means right? Why don't you provide a one sentence definition of AWOXing. It is okay if you don't know, ignorance is nothing to be ashamed of...wallowing in it on the other hand is.

Edit: Here is a story of a guy who when young and dumb and full of *** early in his Eve career indulged in a bit of AWOXing...now he wished he hadn't.

Quote:
Awoxing, to me, is a permanent stain that's smeared all over my character, I have a lot of trouble finding a corporation to join, especially in WH's.


Remove skills and this problem, literally goes away. AWOX your heart out! Twisted

"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
#444 - 2015-10-12 01:50:06 UTC
Teckos Pech wrote:
Dror wrote:
Teckos Pech wrote:
If the minimum height for the high jump in the olympics is 20 feet, it is useless because the bar is too high. Similarly, Mara has now revised the criteria to "breaks for everyone", that is IMO, too high a bar. For example, if it "breaks things" for 50% of the players it does not meet the criteria, but 50% of the players is a huge f---ing problem.

So, state more problems instead of griping about an overall great post?

Teckos Pech wrote:
And I find your argument against the potential increase in AWOXing entirely unconvincing. For example, AWOXing people in dedicated ratting set ups is quite common as they can be quite pricey. Ratting is an inherently solo endeavor. People do not rat in fleets because if you have to wait for a fleet you cannot rat and ratting can be done solo. Further, the idea of having people sitting around to kill AWOXers is not going to happen because...the AWOXer will know and he'll just bore them to death...then AWOX. Finally in game corporate and alliance security measures are minimal at best.

What relevance is ratting if it requires an AWOXer to still find the target or be told the location? The remainder of that logic train seems tangential.

On corps, literally what's the issue?


First sentence in it goes completely off the rails.

As for the rest, it seems you just don't get it. Finding a target is super easy if you AWOXing...you do know what that means right? Why don't you provide a one sentence definition of AWOXing. It is okay if you don't know, ignorance is nothing to be ashamed of...wallowing in it on the other hand is.

TK. How is there more susceptibility to that, if it's blatantly obvious to keep that information discreet? There are literally thousands of systems. Technically speaking, corps could just require better referrals. If this is any disservice to ginormous alliances, fug 'em. It's well known that the game would benefit from less bluesec.

"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
#445 - 2015-10-12 01:56:54 UTC  |  Edited by: Teckos Pech
Dror wrote:
Teckos Pech wrote:
Dror wrote:
Teckos Pech wrote:
If the minimum height for the high jump in the olympics is 20 feet, it is useless because the bar is too high. Similarly, Mara has now revised the criteria to "breaks for everyone", that is IMO, too high a bar. For example, if it "breaks things" for 50% of the players it does not meet the criteria, but 50% of the players is a huge f---ing problem.

So, state more problems instead of griping about an overall great post?

Teckos Pech wrote:
And I find your argument against the potential increase in AWOXing entirely unconvincing. For example, AWOXing people in dedicated ratting set ups is quite common as they can be quite pricey. Ratting is an inherently solo endeavor. People do not rat in fleets because if you have to wait for a fleet you cannot rat and ratting can be done solo. Further, the idea of having people sitting around to kill AWOXers is not going to happen because...the AWOXer will know and he'll just bore them to death...then AWOX. Finally in game corporate and alliance security measures are minimal at best.

What relevance is ratting if it requires an AWOXer to still find the target or be told the location? The remainder of that logic train seems tangential.

On corps, literally what's the issue?


First sentence in it goes completely off the rails.

As for the rest, it seems you just don't get it. Finding a target is super easy if you AWOXing...you do know what that means right? Why don't you provide a one sentence definition of AWOXing. It is okay if you don't know, ignorance is nothing to be ashamed of...wallowing in it on the other hand is.

TK. How is there more susceptibility to that, if it's blatantly obvious to keep that information discreet? There are literally thousands of systems. Technically speaking, corps could just require better referrals. If this is any disservice to ginormous alliances, fug 'em. It's well known that the game would benefit from less bluesec.


Exactly my point. Taking on a new recruit will become a much more costly process. New players will be frozen out of NS corps because they wont have the referrals.

I mean, really do you read and think about these things or just fire off an answer from the hip? Here we have seen claims along the lines of:

A noob can get into a B-R fight on day one (or damn early in their Eve career). Ignoring that B-R type fights are rare (there has literally been 1 in all the years Eve existed). That getting into such a fight in even something like a carrier is not possible for a noob.

So noob can go to NS and be able to join in and be effective as soon as he undocks (or something similar)....but now we find out that no...that isn't true either. Now, that poor noob will have to build up a history in game so that NS corps can avoid bringing in an AWOXer.

How many other things are going to suddenly not pan out like you think they will.

Here is a ******* clue for you. Consider your change and how you could abuse it and use it to **** with other people's game. Instead of pretending it will be sunshine and unicorns, think of ways you could **** over your fellow player.

"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
#446 - 2015-10-12 02:30:52 UTC
Teckos Pech wrote:
Dror wrote:
TK. How is there more susceptibility to that, if it's blatantly obvious to keep that information discreet? There are literally thousands of systems. Technically speaking, corps could just require better referrals. If this is any disservice to ginormous alliances, fug 'em. It's well known that the game would benefit from less bluesec.


Exactly my point. Taking on a new recruit will become a much more costly process. New players will be frozen out of NS corps because they wont have the referrals.

I mean, really do you read and think about these things or just fire off an answer from the hip? Here we have seen claims along the lines of:

A noob can get into a B-R fight on day one (or damn early in their Eve career). Ignoring that B-R type fights are rare (there has literally been 1 in all the years Eve existed). That getting into such a fight in even something like a carrier is not possible for a noob.

S noob can go to NS and be able to join in and be effective as soon as he undocks (or something similar)....but now we find out that no...that isn't true either. Now, that poor noob will have to build up a history in game so that NS corps can avoid bringing in an AWOXer.

How many other things are going to suddenly not pan out like you think they will.

Here is a ******* clue for you. Consider your change and how you could abuse it and use it to **** with other people's game. Instead of pretending it will be sunshine and unicorns, think of ways you could **** over your fellow player.

You're precisely not making a point. Discussing not if an idea is helpful or diminishing, but how much so?

If newbies are frozen out of NS corps, why wouldn't they team up and learn the game and make something of their characters' value? This would apparently affect all of NS though, so wouldn't there be plenty of residual options? Frankly though, from stories, AWOXing is a deep process; and any great spy would simply outplay the indifferent procedure of most corps (as is). Furthermore, with something like ship-kill displays on the ships, wouldn't it seem as simple placing "originally owned by" in a note set?

PS: the claim about capitals and BR-types obviously requires the availability of those resources. Nothing is implying, in probably any post, that the immediate playstyle of any fresh sub trends directly for carriers. Nothing is implying at all that ships above a few billion would be roaming.

"..More of something? Make it 'cheaper,'" is 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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#447 - 2015-10-12 02:55:49 UTC
Dror wrote:
You're precisely not making a point. Discussing not if an idea is helpful or diminishing, but how much so?

If newbies are frozen out of NS corps, why wouldn't they team up and learn the game and make something of their characters' value? This would apparently affect all of NS though, so wouldn't there be plenty of residual options? Frankly though, from stories, AWOXing is a deep process; and any great spy would simply outplay the indifferent procedure of most corps (as is). Furthermore, with something like ship-kill displays on the ships, wouldn't it seem as simple placing "originally owned by" in a note set?
So the better experience is for a group of individuals who lack a depth of resources, knowledge or experience in SOV holding and warfare to go up against those who have all of the above with a large established player force? From anything approaching a realistic outlook any positive outcome for the new players consists solely of being absorbed into a larger entity out of respect for their initiative, which is an outcome that exists now, with all others being quickly and efficiently evicted at the whims of their would be neighbors.

Dror wrote:
PS: the claim about capitals and BR-types obviously requires the availability of those resources. Nothing is implying, in probably any post, that the immediate playstyle of any fresh sub trends directly for carriers. Nothing is implying at all that ships above a few billion would be roaming.

"..More of something? Make it 'cheaper,'" is the idea.
Actually you have implied on several occasions that a lack of access to capital ships for new players is a major factor holding back BR-like fights or more common smaller instances of the same, and insistence that the freedom of a skilless eve would enable these players to pursue that goal of BR-fights that attracted them to the game, which is a direct implication of these ships being immediate or very soon after immediate goals.

And what still doesn't make sense is the idea that placing more characters into more costly assets will result in more activity than those characters acting in far cheaper and more easily replaceable assets.
Dror
Center for Advanced Studies
Gallente Federation
#448 - 2015-10-12 03:11:35 UTC
Tyberius Franklin wrote:
Dror wrote:
You're precisely not making a point. Discussing not if an idea is helpful or diminishing, but how much so?

If newbies are frozen out of NS corps, why wouldn't they team up and learn the game and make something of their characters' value? This would apparently affect all of NS though, so wouldn't there be plenty of residual options? Frankly though, from stories, AWOXing is a deep process; and any great spy would simply outplay the indifferent procedure of most corps (as is). Furthermore, with something like ship-kill displays on the ships, wouldn't it seem as simple placing "originally owned by" in a note set?
So the better experience is for a group of individuals who lack a depth of resources, knowledge or experience in SOV holding and warfare to go up against those who have all of the above with a large established player force? From anything approaching a realistic outlook any positive outcome for the new players consists solely of being absorbed into a larger entity out of respect for their initiative, which is an outcome that exists now, with all others being quickly and efficiently evicted at the whims of their would be neighbors.

Except, the idea is that all characters would be in question. Nothing's suggesting that the huge sovereignties could sustain their size with that level of character affluence.

Quote:
Dror wrote:
PS: the claim about capitals and BR-types obviously requires the availability of those resources. Nothing is implying, in probably any post, that the immediate playstyle of any fresh sub trends directly for carriers. Nothing is implying at all that ships above a few billion would be roaming.

"..More of something? Make it 'cheaper,'" is the idea.
Actually you have implied on several occasions that a lack of access to capital ships for new players is a major factor holding back BR-like fights or more common smaller instances of the same, and insistence that the freedom of a skilless eve would enable these players to pursue that goal of BR-fights that attracted them to the game, which is a direct implication of these ships being immediate or very soon after immediate goals.

And what still doesn't make sense is the idea that placing more characters into more costly assets will result in more activity than those characters acting in far cheaper and more easily replaceable assets.

There are niches. Playstyles and fantasies interested enough in capitals would fly them.

..More of larger ships? Them making more ISK is a decent reason.

"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
#449 - 2015-10-12 03:24:40 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
Except, the idea is that all characters would be in question. Nothing's suggesting that the huge sovereignties could sustain their size with that level of character affluence.
All characters already are in question, so that hypothetical is already answered (null empires are not solely populated by cap pilots).

Dror wrote:
There are niches. Playstyles and fantasies interested enough in capitals would fly them.

..More of larger ships? Them making more ISK is a decent reason.
Which leads back into the first part of my prior post, you suggest individual or groups of new players stand to gain by having high value assets and pitting them up against groups of veterans with deeper pockets and more experience.

Worse, the more isk being made and the more large ships being consumed, the more likely the buying power of isk will diminish between increased demand for materials and the ability for multi-account-holding vets to use their now perfect alts to flood isk into the economy at far greater efficiencies.

Both of these factors work against new players obtaining and retaining sizable assets. And this is still before counting recruitment issues with awoxing and corp theft.
Teckos Pech
Hogyoku
Goonswarm Federation
#450 - 2015-10-12 03:26:08 UTC
Dror wrote:
Teckos Pech wrote:
Dror wrote:
TK. How is there more susceptibility to that, if it's blatantly obvious to keep that information discreet? There are literally thousands of systems. Technically speaking, corps could just require better referrals. If this is any disservice to ginormous alliances, fug 'em. It's well known that the game would benefit from less bluesec.


Exactly my point. Taking on a new recruit will become a much more costly process. New players will be frozen out of NS corps because they wont have the referrals.

I mean, really do you read and think about these things or just fire off an answer from the hip? Here we have seen claims along the lines of:

A noob can get into a B-R fight on day one (or damn early in their Eve career). Ignoring that B-R type fights are rare (there has literally been 1 in all the years Eve existed). That getting into such a fight in even something like a carrier is not possible for a noob.

S noob can go to NS and be able to join in and be effective as soon as he undocks (or something similar)....but now we find out that no...that isn't true either. Now, that poor noob will have to build up a history in game so that NS corps can avoid bringing in an AWOXer.

How many other things are going to suddenly not pan out like you think they will.

Here is a ******* clue for you. Consider your change and how you could abuse it and use it to **** with other people's game. Instead of pretending it will be sunshine and unicorns, think of ways you could **** over your fellow player.

You're precisely not making a point. Discussing not if an idea is helpful or diminishing, but how much so?

If newbies are frozen out of NS corps, why wouldn't they team up and learn the game and make something of their characters' value? This would apparently affect all of NS though, so wouldn't there be plenty of residual options? Frankly though, from stories, AWOXing is a deep process; and any great spy would simply outplay the indifferent procedure of most corps (as is). Furthermore, with something like ship-kill displays on the ships, wouldn't it seem as simple placing "originally owned by" in a note set?

PS: the claim about capitals and BR-types obviously requires the availability of those resources. Nothing is implying, in probably any post, that the immediate playstyle of any fresh sub trends directly for carriers. Nothing is implying at all that ships above a few billion would be roaming.

"..More of something? Make it 'cheaper,'" is the idea.


I am making a very clear and obvious point for those who want to think and be reasonable and rationale. That you think otherwise suggest you are a "pie in the sky" person. That type thinking is utterly useless in my view.

You make certain claims. People point out problems then you make new claims that invalidate or weaken your initial claims and you ignore these inherent contradictions.

You are, literally, the worst advocate for the removal of SP/skills. Aerasia's snark and Mara's sweeping generalizations are better than your "say whatever is needed at the moment...consistency be damned approach."

"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
#451 - 2015-10-12 03:58:04 UTC  |  Edited by: Dror
Tyberius Franklin wrote:
Dror wrote:
Except, the idea is that all characters would be in question. Nothing's suggesting that the huge sovereignties could sustain their size with that level of character affluence.
All characters already are in question, so that hypothetical is already answered (null empires are not solely populated by cap pilots).

..Not with the same force and volatility. If any character can be any alt, basically every character becomes suspect.

Quote:
Dror wrote:
There are niches. Playstyles and fantasies interested enough in capitals would fly them.

..More of larger ships? Them making more ISK is a decent reason.
Which leads back into the first part of my prior post, you suggest individual or groups of new players stand to gain by having high value assets and pitting them up against groups of veterans with deeper pockets and more experience.

Worse, the more isk being made and the more large ships being consumed, the more likely the buying power of isk will diminish between increased demand for materials and the ability for multi-account-holding vets to use their now perfect alts to flood isk into the economy at far greater efficiencies.

Both of these factors work against new players obtaining and retaining sizable assets. And this is still before counting recruitment issues with awoxing and corp theft.

A whole subset of Goon propaganda is that every pilot helps. It's, frankly, a video game. All their comms seem of merriment, even with the most gross play.

Furthermore, the idea of any character re-imagined as an alt is what's necessary for the AWOX viability, yeah? That's what the discussion is based on; and there are already mentions of measures such as an "originally owned by" ship annotation, more precisely correlating cliques.

Motivation is a simple idea. Hypothetically, the "endgame" of an MMO is socialization. If the deep options of the game are standard, that sets up interesting social interactions as a primary -- logistics. Those deeper plans and strategic plays foster the fullness of competence and autonomy. There are stakes, but there are intrinsic winnings. What's great about abundance is that every pilot can "GF". It's play. It's freedom.

"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
#452 - 2015-10-12 04:19:07 UTC
Dror wrote:
..Not with the same force and volatility. If any character can be any alt, basically every character becomes suspect.
No, rather that makes existing ties comparatively that much greater. New characters won't have the benefit of existing connections while existing characters will.

Dror wrote:
A whole subset of Goon propaganda is that every pilot helps. It's, frankly, a video game. All their comms seem of merriment, even with the most gross play.

Furthermore, the idea of any character re-imagined as an alt is what's necessary for the AWOX viability, yeah? That's what the discussion is based on; and there are already mentions of measures such as an "originally owned by" ship annotation, more precisely correlating cliques.

Motivation is a simple idea. Hypothetically, the "endgame" of an MMO is socialization. If the deep options of the game are standard, that sets up interesting social interactions as a primary -- logistics. Those deeper plans and strategic plays foster the fullness of competence and autonomy. There are stakes, but there are intrinsic winnings. What's great about abundance is that every pilot can "GF". It's play. It's freedom.
A whole subset of goon propaganda says that every pilot helps is exactly right. It says that right now. Not after getting into BSs and carriers. Not after millions of SP. Now. No mention of Goons will ever serve your point because their utilization of fresh new players is the antithesis of your position.

And no, re-imagining as an alt is not necessary for awox viability. In your desired skill-less game there is no limit to such viability, hence the issue. Also the dead simple workaround to a ship identifier is to not got the ship from a known character. The market exists and cheap gank ships abound there. That's a complete non-measure as it's not even a trivial workaround to bypass, one just uses the primary means of obtaining ships and mods.

Your last paragraph falls in conflict with your first though. Again, you point to a group that incorporates new players from the moment they create a character in a social and competency building group. Every one of them can GF right now. Why can't you?
Dror
Center for Advanced Studies
Gallente Federation
#453 - 2015-10-12 04:43:35 UTC
Tyberius Franklin wrote:
Dror wrote:
..Not with the same force and volatility. If any character can be any alt, basically every character becomes suspect.
No, rather that makes existing ties comparatively that much greater. New characters won't have the benefit of existing connections while existing characters will.

How set are those relationships, of any that can now fly your capital ship?

Quote:
Dror wrote:
A whole subset of Goon propaganda is that every pilot helps. It's, frankly, a video game. All their comms seem of merriment, even with the most gross play.

Furthermore, the idea of any character re-imagined as an alt is what's necessary for the AWOX viability, yeah? That's what the discussion is based on; and there are already mentions of measures such as an "originally owned by" ship annotation, more precisely correlating cliques.

Motivation is a simple idea. Hypothetically, the "endgame" of an MMO is socialization. If the deep options of the game are standard, that sets up interesting social interactions as a primary -- logistics. Those deeper plans and strategic plays foster the fullness of competence and autonomy. There are stakes, but there are intrinsic winnings. What's great about abundance is that every pilot can "GF". It's play. It's freedom.
A whole subset of goon propaganda says that every pilot helps is exactly right. It says that right now. Not after getting into BSs and carriers. Not after millions of SP. Now. No mention of Goons will ever serve your point because their utilization of fresh new players is the antithesis of your position.

And no, re-imagining as an alt is not necessary for awox viability. In your desired skill-less game there is no limit to such viability, hence the issue. Also the dead simple workaround to a ship identifier is to not got the ship from a known character. The market exists and cheap gank ships abound there. That's a complete non-measure as it's not even a trivial workaround to bypass, one just uses the primary means of obtaining ships and mods.

Your last paragraph falls in conflict with your first though. Again, you point to a group that incorporates new players from the moment they create a character in a social and competency building group. Every one of them can GF right now. Why can't you?

That every pilot helps.. proves that flying frigates is enough to sustain a subscription? How much better does popularity serve them if those recruits are potentially any role? The point is that engagement becomes qualitative. Showing a fresh sub how to play is showing them how to play their and your favorite idea. That's a smallgang fleet, much more so than a t1-fit tackle in a range meta.

If every character can GF, then they can stay subbed. Yet, with some level of limitation even fantasy becomes worth nothing. Goals being realized allows more goals to be set. Learning leads to strategy.

"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
#454 - 2015-10-12 04:57:51 UTC
Dror wrote:
How set are those relationships, of any that can now fly your capital ship?
How many cap using corps/alliances do you think only have one cap pilot?

Dror wrote:
That every pilot helps.. proves that flying frigates is enough to sustain a subscription? How much better does popularity serve them if those recruits are potentially any role? The point is that engagement becomes qualitative. Showing a fresh sub how to play is showing them how to play their and your favorite idea. That's a smallgang fleet, much more so than a t1-fit tackle in a range meta.

If every character can GF, then they can stay subbed. Yet, with some level of limitation even fantasy becomes worth nothing. Goals being realized allows more goals to be set. Learning leads to strategy.
Obviously it's enough to sustain a subscription long enough for the pilots to move of. For proof we have every account that has ever subbed. Also we just discussed how capability without competence is unhelpful and builds distrust in new players due to the possibility of being a character created with ill intent.

It was also pointed out that veterans with access to those same character creation abilities exasperate issues for new players from an economic perspective as well as exploiting their newfound ability to create anonymous alt with advanced functions that can be used for immediate destructive and deceptive purpose.

If engagement is an issue, then being more character capable but more isolated, thus more likely to be less competent and thus less actually capable in usage and procurement of specialized tools. These are qualitative negatives for engagement. Also, everyone can GF from the moment a character is created. That you can't is a personal issue, not for the game to resolve.
Dror
Center for Advanced Studies
Gallente Federation
#455 - 2015-10-12 05:24:28 UTC
Tyberius Franklin wrote:
Dror wrote:
How set are those relationships, of any that can now fly your capital ship?
How many cap using corps/alliances do you think only have one cap pilot?

Irrelevant.

Quote:
Dror wrote:
That every pilot helps.. proves that flying frigates is enough to sustain a subscription? How much better does popularity serve them if those recruits are potentially any role? The point is that engagement becomes qualitative. Showing a fresh sub how to play is showing them how to play their and your favorite idea. That's a smallgang fleet, much more so than a t1-fit tackle in a range meta.

If every character can GF, then they can stay subbed. Yet, with some level of limitation even fantasy becomes worth nothing. Goals being realized allows more goals to be set. Learning leads to strategy.
Obviously it's enough to sustain a subscription long enough for the pilots to move of. For proof we have every account that has ever subbed. Also we just discussed how capability without competence is unhelpful and builds distrust in new players due to the possibility of being a character created with ill intent.

The declining PCU? In overall contrast with other games' PCU and the PC gaming demographic? Then, it's the same proof for every unsub.

Actually, as well, the claim is that capability allows unpredictability. Those fresh characters coming in can fly any playstyle instead of a very limited role and effectiveness. It probably becomes uninteresting showing the exact same flight patterns and ideas.. for a range of role that's much less lenient than something like a t2-fit cruiser.


Quote:
It was also pointed out that veterans with access to those same character creation abilities exasperate issues for new players from an economic perspective as well as exploiting their newfound ability to create anonymous alt with advanced functions that can be used for immediate destructive and deceptive purpose.

If engagement is an issue, then being more character capable but more isolated, thus more likely to be less competent and thus less actually capable in usage and procurement of specialized tools. These are qualitative negatives for engagement. Also, everyone can GF from the moment a character is created. That you can't is a personal issue, not for the game to resolve.

Conjecture.

"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
#456 - 2015-10-12 05:56:13 UTC
Dror wrote:
Irrelevant.
So then you weren't trying to make a point about needing to trust other cap capable pilots?

Dror wrote:
The declining PCU? In overall contrast with other games' PCU and the PC gaming demographic? Then, it's the same proof for every unsub.

Actually, as well, the claim is that capability allows unpredictability. Those fresh characters coming in can fly any playstyle instead of a very limited role and effectiveness. It probably becomes uninteresting showing the exact same flight patterns and ideas.. for a range of role that's much less lenient than something like a t2-fit cruiser.
What about the declining PCU? Do you know which subs are not logging in? Do you have some data to suggest it trends towards low SP subs? Your use of conjecture below makes your PCU speculation comical.

Also it's a short train to a cruiser, which does not need T2 fittings to be effective, but still allows a wide variety of T2 mods to be paced with, again, a number of short trains.

Quote:
Conjecture.
The use of the market is not conjecture, but fact. The presence of increased harmful capabilities in new characters without the skill system is fact. The ability to roll more capable alts and instantly place them into isk making ventures is fact.

Basing conjecture upon these facts is a non-issue, especially when compared with your own conjecture which simply ignores any less than convenient consequence and creates conclusions from a complete lack of evidence.
Teckos Pech
Hogyoku
Goonswarm Federation
#457 - 2015-10-12 05:57:43 UTC
Dror wrote:

The declining PCU? In overall contrast with other games' PCU and the PC gaming demographic? Then, it's the same proof for every unsub.


And how do you explain increasing PCU with SP/skills...oh, you can't. So much for your theory, into the rubbish bin. Roll

"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
#458 - 2015-10-12 06:55:12 UTC
Tyberius Franklin wrote:
Dror wrote:
Irrelevant.
So then you weren't trying to make a point about needing to trust other cap capable pilots?

It's a worthless qualifier how many cap pilots are in a corp if all of the pilots in a corp become cap pilots.

Quote:
Dror wrote:
The declining PCU? In overall contrast with other games' PCU and the PC gaming demographic? Then, it's the same proof for every unsub.

Actually, as well, the claim is that capability allows unpredictability. Those fresh characters coming in can fly any playstyle instead of a very limited role and effectiveness. It probably becomes uninteresting showing the exact same flight patterns and ideas.. for a range of role that's much less lenient than something like a t2-fit cruiser.
What about the declining PCU? Do you know which subs are not logging in? Do you have some data to suggest it trends towards low SP subs? Your use of conjecture below makes your PCU speculation comical.

Also it's a short train to a cruiser, which does not need T2 fittings to be effective, but still allows a wide variety of T2 mods to be paced with, again, a number of short trains.

Whether low SP subs are logging in is an unnecessary statistic. It's already reported that fresh-sub retention is really low. That is ultimately them logging in no more. Saying that some subbed accounts is defining proof on the quality of SP is shallow. For clarity, I'm discussing research and motivation through the topics of depth and strategy.

Capability without practice is fantasy -- autonomy, which is motivating. There's no exasperation of issues for newbie economic potential with more options. Their ability to successfully re-character is still in question, as that's of implementation.

The likelihood of finding training is great, so there's also no issue. That comes back to fresh subs being effective. There's also a community subset that finds value training effective playstyles.

Quote:
The use of the market is not conjecture, but fact. The presence of increased harmful capabilities in new characters without the skill system is fact. The ability to roll more capable alts and instantly place them into isk making ventures is fact.

Basing conjecture upon these facts is a non-issue, especially when compared with your own conjecture which simply ignores any less than convenient consequence and creates conclusions from a complete lack of evidence.

Except, they were all just refuted. There are plenty of options for fresh players without limitations. If that's mining, production, and marketing, that's more helpful than putting them in the over-suggested position of light tackle. Yet, there's no limitation on that specific gameplay dynamic.

"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
#459 - 2015-10-12 07:36:28 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
It's a worthless qualifier how many cap pilots are in a corp if all of the pilots in a corp become cap pilots.
It's an entirely relevant qualifier as it proves that's not a new concern for any cap capable groups.

Dror wrote:
Whether low SP subs are logging in is an unnecessary statistic. It's already reported that fresh-sub retention is really low. That is ultimately them logging in no more. Saying that some subbed accounts is defining proof on the quality of SP is shallow. For clarity, I'm discussing research and motivation through the topics of depth and strategy.

Capability without practice is fantasy -- autonomy, which is motivating. There's no exasperation of issues for newbie economic potential with more options. Their ability to successfully re-character is still in question, as that's of implementation.

The likelihood of finding training is great, so there's also no issue. That comes back to fresh subs being effective. There's also a community subset that finds value training effective playstyles.
You explicitly linked the PCU to the skill system. That makes evidence to support that link specifically necessary in the presence of other potential factors. One such piece of evidence might be a concentration of unsubs with lower SP, but you'd be hard pressed to overturn the obvious fact that Eve has had all of the growth it's ever had with the skill system in play.

And yes, there is very much an issue with the exasperation of wealth due to new players not having the resources of older players who themselves would likely be increasing their material demand to meet their higher capabilities, further compounded by multi account holding. Their ability to generate isk doesn't increase radically in their noob ship by having more SP.

Lastly, again, others find new subs effective from day one. That you don't is a personal issue, and not worthy of a game change of this magnitude.

Dror wrote:
Except, they were all just refuted. There are plenty of options for fresh players without limitations. If that's mining, production, and marketing, that's more helpful than putting them in the over-suggested position of light tackle. Yet, there's no limitation on that specific gameplay dynamic.
None were refuted. They weren't even addressed by you in any way save the lie you just told about being refuted. All of those were irrefutable facts. While the behavioral conclusions are open to debate, you haven't even presented a coherent argument as to why things would not play out as we predict. The further irony here is that this comes from players who have been using and manipulating eve's systems, while being refuted by you, a player who, if believed, has refused to engage in the same ways and would thus be far less qualified to comment.

Also every aspect you just mentioned can be engaged in by new players now. Light tackle is one, but only one, of the starting options open to a new player.
Dror
Center for Advanced Studies
Gallente Federation
#460 - 2015-10-12 10:54:20 UTC
Tyberius Franklin wrote:
You explicitly linked the PCU to the skill system. That makes evidence to support that link specifically necessary in the presence of other potential factors. One such piece of evidence might be a concentration of unsubs with lower SP, but you'd be hard pressed to overturn the obvious fact that Eve has had all of the growth it's ever had with the skill system in play.

And yes, there is very much an issue with the exasperation of wealth due to new players not having the resources of older players who themselves would likely be increasing their material demand to meet their higher capabilities, further compounded by multi account holding. Their ability to generate isk doesn't increase radically in their noob ship by having more SP.

Lastly, again, others find new subs effective from day one. That you don't is a personal issue, and not worthy of a game change of this magnitude.

This post set up the idea that accounts subbed is a valid statistic for evidencing the status quo of the SP system and its motivational factors. The simple reply is that if subs, a number that is unavailable, are evidence of the sustaining potential of SP, then every unsub is equal evidence for its negativity. In fact, though, both are logically invalid as Appeal to Extremes. Refute 1. The contrast is made that saying SP is motivating and sustaining is of little obviousness with a declining PCU. If it was so helpful for developing motivational factors, the PCU could remain steady from fresh subs replacing vets, etc.

"Capability without competence is unhelpful"? Prove it. What does that make incapability without competence? How do you prove SP, as an extrinsic reward, is helpful against the completely opposite research results and theories -- and even CCP -- saying that extrinsic reward is detrimental for initiative?

How is productivity effected by non-restrictions? There are still the same free ships and ISK from the tutorial missions, which very simply allow just mining in a Venture until affording something of similar scale (beyond their already-obtained, starter ship set). If that's market investment, that's fine. There's nothing inherently limiting about non-restricted SP. Yet, it would seem the fresh sub's power to generate ISK would increase by a great margin because of the market and margin-trading skill bonuses.. as well as increased processing efficiency (for a very simple, example trend).

That some corps "find fresh subs effective" is neither conclusive evidence of SP's helpfulness, nor a logical response to how effective subs could be without limitations. As stated, their increased performance potential is a direct line to a fleet comp that's more deep than that of a role they have no business as.

Digressing, if "unrestrictions exasperate the economical problems of newbies", there's no logical reason for it -- they have an increased potential for making ISK.. which is literally as simple, of an example, as increased mining efficiency because of those skills now being at V. By your logic of "reduced economic potential leading to less competence and thus less actually capable usage and procurement of specialized tools", their increased (e.g. mining) efficiency leads to more competence and capable usage and procurement of specialized tools. Refutement 2.

If these are refuted, the problem of "qualitative negatives" has disappeared. Again, fresh subs are more effective than they would be, with more options leading to more exploration and more potential for creativity.

"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.