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Skill Points remapping/buying™: Ideas, Discussion, and Proposals

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Don ZOLA
Omniscient Order
#581 - 2015-10-16 08:08:26 UTC
As a bitter vet, owner of ~244mil sp on main char and probably ~1bil on all chars i think this is great idea. CCP please read carefully to understand why:


1. For 12 years I have been playing this game, did plenty of mistakes with missed training, getting podded without clone and losing BS 5, training without implants. Even had some inactivity periods. But for all those 12 years I have been looking at Dr Caymus being the guy with the most sp in the game. Wishing to take his place...

He had trained every day for 12 years, to his optimized attributes, with implants, without doing any (at least visible) mistakes to be on the top for all these years. Now with this new option I will simply use my inactive accounts (you can check their sp) and spend cash to take him over. I mean F*CK his 12 years of efforts I will give you money!!! (And that`s what this is about right?)


2. People will focus even more in ISK grinding, in order to buy chars, get the sp. I mean you can never have enough sp, right? You can hope it will not happen, but I assure it will. That means that less people will PVP and we (bitter vets) will enjoy pvp like in good old games with much smaller numbers. Get rid of the blobs \o/


3. As people focus on grinding, game will become more boring to them and during the time they will simply quit. Not everyone has persistence to train and pay for 12 years eh? So the player base will shrink and there will be less lag.


4. As more and more people "pay to win" and speed up with getting wanted sp to be able to fly the ships they dream about, they will sooner make their dreams come true and get bored. Easier the game is - faster it gets boring. More players quitting - hurrah!


5. People who like fair chances in games will quit as well. But who cares, **** on the poor people, just grinding isk is not enough. If they cannot spend the money in your game you do not need them anyway. Why should EVE be different from other p2w games. Why should it be niche game better be classic mediocre game but get the masses and the money eh?


6. As more and more people are quitting, some of my bitter vet friends will do as well. I am sure decent amount will quit due to this change as well, no one likes to see their efforts and money treated like sh*t.As in past, most of them will give me their assets and characters and by taking their sp i can be sure to remain top 1. And that is lot of isk and sp to get!


7. In the end when everyone quits out of boredom, I will be the real winner.Thank you CCP, sorry for your game that will die btw. Until then, my credit card is ready for this brilliant idea.



Now off with sarcasm. For those commenting that bazaar is already p2w: it does improve your "winning" a bit, by speeding some things up, but you can never take over people who invested years of efforts and subscription to be where they are. And that should be honored by CCP if they do not want to lose their face in greed for some more money. Because if you do not honor your vets today, players who are new now will know you will not honor them in couple of years either. And no one sticks long in such "relationships". Maybe some pathological cases, but they are not so common :)

And yes, as you probably already know there are people who will spend thousands of bucks on this game in order to accomplish what they want. So you will make some money, though it will be short term only. In the long run you are continuing to kill this pearl among the games...

I am not sure who came up with such "brilliant" idea without taking side effects in the consideration. I agree there should be ways to help new players. But not by killing the one of the essences of the game. Get advisers not just from CSM, most of them is there just because they have large alliances behind them, it is more of e-peen measuring (or at least it was in past, while I still hoped they would come up with some good ideas).

People who already have more than 20/30/50? mil sp will probably stick to the game anyway, they have already invested time and learned a lot about the game. You need to help just the focus group. I am sure you can run data analysis and check when the most of people quits and make separate strategies to try to keep them. I think the most quits with less than 10mil sp, but do your work and find it out yourself.

What made this game was its toughness, nowadays 1 month char can make isk easier than 10-20mil sp ones could do in past. They get skills boost, they do not have to train learning skills, etc. It is already MUCH easier. And you keep failing to keep them with all those new ideas? Then you need to find some other approach to get/keep them into the game, get new people involved.

Decade ago, EVE was elitist game, we laughed to other grinding MMORPGs. Now, EVE is slowly turning in one of them. Everyone wanted to PVP back then, even though it was much tougher to make isk for lost ships. Nowadays the most of the players are "scared" to do so as someone might see their losses and make fun of them. Or simply because they do not want their "losing" to be public, if there is no API they can always deny it :) They will rather wait for certain win scenarios so they can boost their kb stats. Which are rarely related to their skills... And meanwhile just grind isk for bigger ships, not realizing that "you are not your ship" rule :). Same will be with sp, they will rush to get more and more, without knowing that sp do not equal skills.


EVE has changed a lot over time, from taking pride in being different game among plenty of MMORPGs, harder and tougher, being unique, joy of our community compared to games dominated by 13 years old players etc. For some time it is taking direction to even with them and this seems like one of the final nails in the coffin. I am sorry for that :(

TL; DR

NO

Get better advisers.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Don ZOLA
Omniscient Order
#582 - 2015-10-16 08:10:06 UTC
Another post from other topic which does not even goes in details about how it is being wrong from the "psychology behind the game" perspective. I suggest CCP reads other topic carefully as well, lots of good points there.


They want to introduce new feature which should help new players.

So when the new player comes he finds out that beside subscription he should spent 5x-10x that money to "get it going". Meaning that since the start he does not get the EVE. Eve is not about speeding things up and having it easy way. When that reality hits them a lot will just quit, since they were not prepared for that.


After that turbo start he realizes the game is quite slow unless he wants to keep spending more and more money to speed it until he gets comfortable with sp. Pity that in the most cases he will not have any idea what he needs/wants. Because that is what you learn while your skills are training. There is no Instant Start Up Course to teach them everything in couple of hours. Then disappointment comes. Guess what, 99% will quit. You will make them spend extra cash and give them false image of the game which will not lead to anything.

So the group this should help the most will actually have the least benefit of it. Ie the whole idea is a giant fail. There are people mentioning alliances who will buy sp to boost news etc. How many alliances accepts new players? How many puts effort in them? Eve Uni cannot fund something like this, other alliances/corps might eventually use it to affect some battle doctrine they are using, but there is low possibility due to high cost as alliances tend to have players with more sp.


There is definitely need to find a way to attract and keep new players, but this is not the proper one.


Meanwhile, some older players will utilize this function to spec new alts. Also some rich old players could try to get on top of total sp list and take off someone who committed himself for years to the game to be where he is. During that plenty of older/vet players will quit, disappointed in CCP. They will not be disappointed because "some newbs are overtaking them in sp". Let`s be realistic, there will be only minor amount of those who will spend a lot of cash to get high sp just for the sake of sp. There might be couple of contenders on top spots, i know some people can afford spending thousands of usd/eur on the game if they find that idea (to be top 1) in sp interesting.

People will be disappointed as they will see CCP making great mistakes. Changing FUNDAMENTALS of the game for something new, something they cannot even assume the result of, without considering side effects and without caring about their customers feelings. Meaning that if they are ready to do it once, they will do it again and people will not commit their time as they cannot know what to expect next in the long run. People will be disappointed as they will lose faith in CCP and company`s vision of the game. No one is going to trust with his money company which is inconsistent and on whom`s ideas and vision they can lean on or see themselves be part of.

So, even though some people have personal interests to be able to fix the mistakes they did (boofkinhoo, cry me a river about wrongly put 2mil sp) or to get an alt easier without being able to look at the whole picture as they can look up only on their own asses, this whole idea will strike whole player base in much worse sense.

And there could be even more side effects like rmt and who knows what else...


I hope I have drawn it nicely for everyone.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Ahuraa
Tyde8
#583 - 2015-10-16 11:38:58 UTC
I believe this function would empower the rich and weaker the poor.

We can see this today in the market. Those people with massive amount of isk are controlling the prices as if it was their ISK printing machine.

The goal of this is as i have understood it to give players the chance to switch "specialties" and that goal is valid, but the restrictions set does not reflect that at all.

The rules of the Transneural Skill Packet should be the opposite. That means if you have allot of skill points then you should NOT be able to buy these packs. Those people that have low skills and that have come to understand the game better and want to take another approach in their long term goals should have the opportunity to do so.

Instead you want those that have massive amount of ISK to be able to use these packs to empower them even more.

I dont know if you can see individual wallet transactions or not and how the transactions of one account effect certain items in market, but we do see it all the time. The price manipulation is real and people are using their massive wealth to adjust prices for their benefits.

I also understand that this is part of the game and i am ok with it, what i am saying is to not give these people more tools that they can use to get even more wealth.

Thank you
Dror
Center for Advanced Studies
Gallente Federation
#584 - 2015-10-16 11:54:07 UTC
@ Don ZOLA

Dror wrote:
I'm all about criticizing P2W aspects because of how it effects newbies and retention, but if you have that problem with this idea, you have that problem with SP altogether.

Furthermore, this post's reasoning is shabby at best, and here's why.

Everything about motivation describes self-direction as most beneficial for innovation, creativity, etc. Furthermore, there's the option of learning the game and playing well without the objectively arbitrary limitations of SP. It's no fun subbing for a game and finding the inability to do anything you've heard about or fantasized (competitively). On defining the qualia for interest in video games, the top response on the top category (competition) -- "I like to play to prove to my friends that I am the best." SP is a barrier in the progression for that, and that's a problem for retention and referrals.

You're implying that SP is somehow helpful for the game. Well, here's all of the research on motivation -- it says the opposite! What purpose does it serve, then?

"Veterans win." That already happens. Starter corps are already non-competitive because of low SP. Where's sov action now? It's supported by the biggest ships. "Fix sov!" you say. ["Fix P2W."] Remove SP.

"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.

MrQuisno
Doomheim
#585 - 2015-10-16 11:58:49 UTC
Keras Authion wrote:
Posting the Tippia's copypasta for why buying or remapping skillpoints is bad

It removes the point of having skills to begin with.
It removes the point of having attributes.
It removes attribute implants from the game.
It removes variety and instead encourages FOTM and cookie-cutter setups.
It removes the uniqueness, history and "character" of your character.
It removes planning and choice and consequences.
It removes goal-setting, progression and any achievement in those areas.
It kills character trading.
It massively boosts older characters over new ones.
It introduces "catching up" as a concept in EVE and instantly makes it impossible to do.

Edit: Here's the old microtransactions vote thread from late 2010, made after the SP reallocation hit the sisi and there was plans for plex for remaps. Note the vote distribution.




Lookss like this topic is dead now that ccp is doing it now :).... good luck

https://community.eveonline.com/news/dev-blogs/exploring-the-character-bazaar-skill-trading/
Dror
Center for Advanced Studies
Gallente Federation
#586 - 2015-10-16 12:13:28 UTC
MrQuisno wrote:
Keras Authion wrote:
Posting the Tippia's copypasta for why buying or remapping skillpoints is bad

It removes the point of having skills to begin with.
It removes the point of having attributes.
It removes attribute implants from the game.
It removes variety and instead encourages FOTM and cookie-cutter setups.
It removes the uniqueness, history and "character" of your character.
It removes planning and choice and consequences.
It removes goal-setting, progression and any achievement in those areas.
It kills character trading.
It massively boosts older characters over new ones.
It introduces "catching up" as a concept in EVE and instantly makes it impossible to do.

Edit: Here's the old microtransactions vote thread from late 2010, made after the SP reallocation hit the sisi and there was plans for plex for remaps. Note the vote distribution.




Lookss like this topic is dead now that ccp is doing it now :).... good luck

https://community.eveonline.com/news/dev-blogs/exploring-the-character-bazaar-skill-trading/

Warm memo that most or all of that is one huge appeal to tradition. Show where being limited from playing the game with depth and efficiency is motivating (and with research)? Show where character specialization is something more effective, for interest and subs, than exploring all of the game systems?

"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.

Don ZOLA
Omniscient Order
#587 - 2015-10-16 12:18:50 UTC
Dror wrote:
@ Don ZOLA

Dror wrote:
I'm all about criticizing P2W aspects because of how it effects newbies and retention, but if you have that problem with this idea, you have that problem with SP altogether.

Furthermore, this post's reasoning is shabby at best, and here's why.

Everything about motivation describes self-direction as most beneficial for innovation, creativity, etc. Furthermore, there's the option of learning the game and playing well without the objectively arbitrary limitations of SP. It's no fun subbing for a game and finding the inability to do anything you've heard about or fantasized (competitively). On defining the qualia for interest in video games, the top response on the top category (competition) -- "I like to play to prove to my friends that I am the best." SP is a barrier in the progression for that, and that's a problem for retention and referrals.

You're implying that SP is somehow helpful for the game. Well, here's all of the research on motivation -- it says the opposite! What purpose does it serve, then?

"Veterans win." That already happens. Starter corps are already non-competitive because of low SP. Where's sov action now? It's supported by the biggest ships. "Fix sov!" you say. ["Fix P2W."] Remove SP.


Read my both posts on it. P2W is not the main issue. As more sp does not mean win of course. But there are plenty of other issues connected to this, main one being inconsistency.

And I think you have totally missed the motivation part or you have missed the point of EVE. If it was like that then just give all sp and isk to anyone and they can do whatever they have fantasized. Dreams come true by efforts, dedication, sometimes even luck. EVE is tough game and that`s what made it different from others. While there is no clear "end game" in EVE, you still have to put effort to get in some form of it and then do what you have fantasized. And there is no best player in any segment, as long as CCP does not make official competitions for such titles.

SP is entry barrier for lazy, non persistent players. What EVE "was" is not the game for them. Because even if you make start easier, as soon as it gets bit harder they will quit. CCP needs to address their marketing different way. Not just by showing nice graphic, stories and explosions but with challenging potential new players with asking them in advance "Do you have what it takes? Are you ready to give your blood and your sweat to make in impact in this space" etc.

I can tell you that most of older players, vets, have actually enjoyed that barrier and the amount of effort EVE demands. That differentiated us from WoW like MMORPGs where kids would just grind until they get bored. In EVE you needed brains + effort to be able to play. In most of other MMORPGS usually only top players have both :)

So, in the conclusion, entry barrier and toughness of the game was in the great part one of the keys to success. And we can actually see that the game is going downhill since they have started to make it easier and easier. People who do not put lot of efforts will quit much easier than those who committed themselves. I agree it is niche market of gamers and that EVE can never have player base like WoW and similar. Which does not mean that it cannot have healthy and growing player base, just need to be aware of fundamentals and direct message to the right markets.

Also the consistency meant that even though you had to put lot of efforts, you knew what you will gain. Without consistency there will be no long term commitment by players. If you had asked players 5 or 10 or 12 years ago will they stay and they were aware of such inconsistent moves, I am sure the game would be already dead. Loyalty and respect are earned and you do not earn them with such manners.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Max Caulfield
Perkone
Caldari State
#588 - 2015-10-16 12:45:04 UTC
This makes the journey into endgame shorter for those who can afford it. Why make the journey less relevant?
Dror
Center for Advanced Studies
Gallente Federation
#589 - 2015-10-16 12:58:44 UTC
Don ZOLA wrote:
Read my both posts on it. P2W is not the main issue. As more sp does not mean win of course. But there are plenty of other issues connected to this, main one being inconsistency.

Hence, that's why there's more to that post.

Don ZOLA wrote:
And I think you have totally missed the motivation part or you have missed the point of EVE. If it was like that then just give all sp and isk to anyone and they can do whatever they have fantasized. Dreams come true by efforts, dedication, sometimes even luck.

Exactly -- just give all SP to all characters.. Then, the game is based on skillfulness, starter corps can be competitive and infiltrate sov if that seems entertaining, newbies can save up for and learn any ship or playstyle they fantasize about, the average cost and size of flown ships increases, KMs abound, and (quite plausibly, with the design of JF) little skirmishes fill systems as if there are a hundred Brave corporations.

Don ZOLA wrote:
SP is entry barrier for lazy, non persistent players. What EVE "was" is not the game for them. Because even if you make start easier, as soon as it gets bit harder they will quit. CCP needs to address their marketing different way. Not just by showing nice graphic, stories and explosions but with challenging potential new players with asking them in advance "Do you have what it takes? Are you ready to give your blood and your sweat to make in impact in this space" etc.

If it's so simple to quit just because the game is "easier", are you saying you're quitting? Because, unless so, that's obviously incongruent. The game has depth, which is why subs come. If they show up and their characters are limited, and the game seems shallow because of it, why would they stay? Why would they recruit for a sandbox that gates them out of interesting content? Maybe you're saying that just fresh subs would quit if they found the game easier, but again -- prove it. Show (even slightly-relevant) studies. In fact, the whole idea of the game having better gameplay, or so, because of SP is completely fabricated. It's like saying that subs would come because they don't have to grind for XP. Yet, XP is completely unnecessary -- there's already a grind for, and loss of, ships and items. SP is no attracting feature for some 99% of the gaming demographic, the sandbox is. "Let the boys play."

"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.

Don ZOLA
Omniscient Order
#590 - 2015-10-16 13:18:20 UTC
Dror wrote:
Don ZOLA wrote:
And I think you have totally missed the motivation part or you have missed the point of EVE. If it was like that then just give all sp and isk to anyone and they can do whatever they have fantasized. Dreams come true by efforts, dedication, sometimes even luck.

Exactly -- just give all SP to all characters.. Then, the game is based on skillfulness, starter corps can be competitive and infiltrate sov if that seems entertaining, newbies can save up for and learn any ship or playstyle they fantasize about, the average cost and size of flown ships increases, KMs abound, and (quite plausibly, with the design of JF) little skirmishes fill systems as if there are a hundred Brave corporations.


There are already games like that in the market, Counter Strike Gungame mode? That`s not What EVE is about.

Dror wrote:
Don ZOLA wrote:
SP is entry barrier for lazy, non persistent players. What EVE "was" is not the game for them. Because even if you make start easier, as soon as it gets bit harder they will quit. CCP needs to address their marketing different way. Not just by showing nice graphic, stories and explosions but with challenging potential new players with asking them in advance "Do you have what it takes? Are you ready to give your blood and your sweat to make in impact in this space" etc.

If it's so simple to quit just because the game is "easier", are you saying you're quitting? Because, unless so, that's obviously incongruent. The game has depth, which is why subs come. If they show up and their characters are limited, and the game seems shallow because of it, why would they stay? Why would they recruit for a sandbox that gates them out of interesting content? Maybe you're saying that just fresh subs would quit if they found the game easier, but again -- prove it. Show (even slightly-relevant) studies. In fact, the whole idea of the game having better gameplay, or so, because of SP is completely fabricated. It's like saying that subs would come because they don't have to grind for XP. Yet, XP is completely unnecessary -- there's already a grind for, and loss of, ships and items. SP is no attracting feature for some 99% of the gaming demographic, the sandbox is. "Let the boys play."


Because if they think the game is shallow that just means they are shallow or with too low iq to be able to see all the depth of the game. People can be aware of it by reading reviews, getting info from other players, tutorials, etc. And if they are shallow, they will probably not stick with the game anyway.

You do not need studies from me, you can see it on live example - EVE is declining while they are making game easier and easier. As I mentioned, EVE is niche game and as such targets niche gamers as well. Either make it CS gungame and see the result or stick to fundamentals and develop content further. SP is what enables sandbox to the full. Therefore they are correlated and quitting on that model would mean the change to the game fundamentals. Then it ceases to be what it was and becomes something new. And this change is different from ingame changes as this change is related to customer-service model which affects whole business model.

It is good to have an end to journey toward; but it is the journey that matters, in the end. If you provide everyone end game, you will take the joy of the journey and even though it might be considered tough journey for some, plenty of people still playing this game after years and years actually prove it.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Dror
Center for Advanced Studies
Gallente Federation
#591 - 2015-10-16 13:25:49 UTC
Don ZOLA wrote:
Dror wrote:
Don ZOLA wrote:
And I think you have totally missed the motivation part or you have missed the point of EVE. If it was like that then just give all sp and isk to anyone and they can do whatever they have fantasized. Dreams come true by efforts, dedication, sometimes even luck.

Exactly -- just give all SP to all characters.. Then, the game is based on skillfulness, starter corps can be competitive and infiltrate sov if that seems entertaining, newbies can save up for and learn any ship or playstyle they fantasize about, the average cost and size of flown ships increases, KMs abound, and (quite plausibly, with the design of JF) little skirmishes fill systems as if there are a hundred Brave corporations.


There are already games like that in the market, Counter Strike Gungame mode? That`s not What EVE is about.

A hundred Brave corporations isn't what EVE is about!?

Dror wrote:
You're making the whole of issues out to be a people problem. Prove it, then. Prove that motivation isn't some inherent process that design has to be submitted to. Prove that undermining player skillfulness is motivating, instead of its alternative of allowing progression and mastery.

"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.

Don ZOLA
Omniscient Order
#592 - 2015-10-16 13:35:10 UTC
Dror wrote:
Don ZOLA wrote:
Dror wrote:
Don ZOLA wrote:
And I think you have totally missed the motivation part or you have missed the point of EVE. If it was like that then just give all sp and isk to anyone and they can do whatever they have fantasized. Dreams come true by efforts, dedication, sometimes even luck.

Exactly -- just give all SP to all characters.. Then, the game is based on skillfulness, starter corps can be competitive and infiltrate sov if that seems entertaining, newbies can save up for and learn any ship or playstyle they fantasize about, the average cost and size of flown ships increases, KMs abound, and (quite plausibly, with the design of JF) little skirmishes fill systems as if there are a hundred Brave corporations.


There are already games like that in the market, Counter Strike Gungame mode? That`s not What EVE is about.

A hundred Brave corporations isn't what EVE is about!?

Dror wrote:
You're making the whole of issues out to be a people problem. Prove it, then. Prove that motivation isn't some inherent process that design has to be submitted to. Prove that undermining player skillfulness is motivating, instead of its alternative of allowing progression and mastery.



Getting everything on the plate is not what EVE is about. There were always hundred brave corporations out there. Were they flying rifters or avatars, does not matter. There is fun in every phase of eve, if you cannot find it then maybe just change the game.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Dror
Center for Advanced Studies
Gallente Federation
#593 - 2015-10-16 13:39:04 UTC  |  Edited by: Dror
Don ZOLA wrote:
Dror wrote:
Don ZOLA wrote:
There are already games like that in the market, Counter Strike Gungame mode? That`s not What EVE is about.

A hundred Brave corporations isn't what EVE is about!?


Dror wrote:
You're making the whole of issues out to be a people problem. Prove it, then. Prove that motivation isn't some inherent process that design has to be submitted to. Prove that undermining player skillfulness is motivating, instead of its alternative of allowing progression and mastery.



Getting everything on the plate is not what EVE is about. There were always hundred brave corporations out there. Were they flying rifters or avatars, does not matter. There is fun in every phase of eve, if you cannot find it then maybe just change the game.

Yet, Brave got burnt out -- before the SP announcement. What's the reasoning, then? ..That they got bored of being ineffective and stuck with static progression, or can you really make this not about motivation? Can you really evidence that limiting content is effective for increasing it?

"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.

Don ZOLA
Omniscient Order
#594 - 2015-10-16 13:48:53 UTC
Dror wrote:
Don ZOLA wrote:
Dror wrote:
Don ZOLA wrote:
There are already games like that in the market, Counter Strike Gungame mode? That`s not What EVE is about.

A hundred Brave corporations isn't what EVE is about!?


Dror wrote:
You're making the whole of issues out to be a people problem. Prove it, then. Prove that motivation isn't some inherent process that design has to be submitted to. Prove that undermining player skillfulness is motivating, instead of its alternative of allowing progression and mastery.



Getting everything on the plate is not what EVE is about. There were always hundred brave corporations out there. Were they flying rifters or avatars, does not matter. There is fun in every phase of eve, if you cannot find it then maybe just change the game.

Yet, Brave got burnt out -- before the SP announcement. What's the reasoning, then? ..That they got bored of being ineffective and stuck with static progression, or can you really make this not about motivation? Can you really evidence that limiting content is effective for increasing it?


Do you think they will get back because of it? There are plenty of reasons people quit, let me name just a few: obligations, family, job, finding out more interesting games, not enjoying the current one, experiencing all aspects of the game and not finding any worthy to stay etc.

Content which is needed for last one to stay is not SP, they know they will reach it anyway. They do not have to quit because of that, skill their chars without even playing - one of the beauties of the game. But they do not expect it will bring them any additional fun in the future since they do not have fun game content to use it for. And that is what kind of content CCP should focus on.


Can you really evidence it is not?

There are 2 rules in a successful life: 1. Don't tell people everything you know

Dror
Center for Advanced Studies
Gallente Federation
#595 - 2015-10-16 14:11:50 UTC
Don ZOLA wrote:
Dror wrote:
Yet, Brave got burnt out -- before the SP announcement. What's the reasoning, then? ..That they got bored of being ineffective and stuck with static progression, or can you really make this not about motivation? Can you really evidence that limiting content is effective for increasing it?


Do you think they will get back because of it? There are plenty of reasons people quit, let me name just a few: obligations, family, job, finding out more interesting games, not enjoying the current one, experiencing all aspects of the game and not finding any worthy to stay etc.

Content which is needed for last one to stay is not SP, they know they will reach it anyway. They do not have to quit because of that, skill their chars without even playing - one of the beauties of the game. But they do not expect it will bring them any additional fun in the future since they do not have fun game content to use it for. And that is what kind of content CCP should focus on.


Can you really evidence it is not?

Now you're just making generalizations -- yet deflecting and avoiding the question. What if sov only found frigate-level play coming at them? Would they get bored? I'm not asking if subs can get bored, I'm asking why. I can find logic with it: would you play Freelancer if it was as gated as this game? Of course, you wouldn't. Why suggest that they should here?

Yes, I obviously can evidence that arbitrarily limiting resources reduces motivation, from everything that discusses it:

Quote:
Creativity-friendly constraints include (1) a clear problem definition with clear goals, like the specific challenges of on-line innovation competitions, or the Iron Chef “secret ingredient” constraints; and (2) a truly urgent, challenging need, like bringing the Apollo 13 astronauts safely back to earth. But intentionally strangling resources below a sufficient level, in a misguided effort to spur new thinking, will likely spawn only aborted attempts at innovation. The same goes for constraints that straightjacket the autonomy needed to passionately search for new solutions.

Japanese haiku, a lovely and time-honored art form, is full of tight constraints; the classic three-line poem must have five syllables, then seven syllables, then five more. But, because the form offers a clear and challenging set of parameters, and because there’s no scarcity of words in any language, creativity can blossom.

How would you criticize links but support SP? It's the same type of power projection.

"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.

Don ZOLA
Omniscient Order
#596 - 2015-10-16 14:59:04 UTC
Dror wrote:
Don ZOLA wrote:
Dror wrote:
Yet, Brave got burnt out -- before the SP announcement. What's the reasoning, then? ..That they got bored of being ineffective and stuck with static progression, or can you really make this not about motivation? Can you really evidence that limiting content is effective for increasing it?


Do you think they will get back because of it? There are plenty of reasons people quit, let me name just a few: obligations, family, job, finding out more interesting games, not enjoying the current one, experiencing all aspects of the game and not finding any worthy to stay etc.

Content which is needed for last one to stay is not SP, they know they will reach it anyway. They do not have to quit because of that, skill their chars without even playing - one of the beauties of the game. But they do not expect it will bring them any additional fun in the future since they do not have fun game content to use it for. And that is what kind of content CCP should focus on.


Can you really evidence it is not?

Now you're just making generalizations -- yet deflecting and avoiding the question. What if sov only found frigate-level play coming at them? Would they get bored? I'm not asking if subs can get bored, I'm asking why. I can find logic with it: would you play Freelancer if it was as gated as this game? Of course, you wouldn't. Why suggest that they should here?

Yes, I obviously can evidence that arbitrarily limiting resources reduces motivation, from everything that discusses it:

Quote:
Creativity-friendly constraints include (1) a clear problem definition with clear goals, like the specific challenges of on-line innovation competitions, or the Iron Chef “secret ingredient” constraints; and (2) a truly urgent, challenging need, like bringing the Apollo 13 astronauts safely back to earth. But intentionally strangling resources below a sufficient level, in a misguided effort to spur new thinking, will likely spawn only aborted attempts at innovation. The same goes for constraints that straightjacket the autonomy needed to passionately search for new solutions.

Japanese haiku, a lovely and time-honored art form, is full of tight constraints; the classic three-line poem must have five syllables, then seven syllables, then five more. But, because the form offers a clear and challenging set of parameters, and because there’s no scarcity of words in any language, creativity can blossom.

How would you criticize links but support SP? It's the same type of power projection.



I am not deflecting or avoiding the question as I cannot speak for all. I have no idea what would people feel like if there was only frigate level play in sov, I think it would be fun, yet it would add "unnatural" limitation to the game. On the other hand, SP is realistic limitation. As in RL you are not born with knowledge of everything and you need to work on it in order to strengthen your capabilities and go in depth in some aspects which interest you.

Why people get bored? Lack of fun, gain, honor...

As far as I know and that might be wrong freelancer is different type of game, more like space flying sim? And I am not sure what it has to do with previous comments since that is totally different genre. But I have nothing against gated games as I actually enjoy being persistent bugger if I like the game. If you are referring to my statement that people should play some other games I see that perfectly valid as gamers have different preferences. Some prefer fast paced games, some don`t, some like challenges, some don`t etc. So EVE is definitely not the game for everyone.

Regarding to the "evidence" you have brought up, I feel it simply does not relate to everyone. People are not the same and while majority of herd follows some things that does not mean everyone does. It is same with EVE, as I stated it is niche game with its own niche public. I have to add that SP does not limit content, content is there unrelated to your personal SP. You just potentially "unlock" more content with more SP without meaning that you will go for it. Simple example - I have gallente carrier 5 and I have more then enough isk to buy mothership but I never found interest in that. Only reason I have purchased thanatos is to move my stuff through space fast. Ie I use it as a mere transport ship. Same with titans, I can afford titan + skill, yet I do not want it. Ie content is unlocked but it does not create any additional benefit for me. Some would say I am crazy but that is my choice in this sandbox. Same like I cannot understand someone can enjoy blob warfare but it is his cup of tea, simple as that. So it is quite individual choice what content you want to "unlock". So EVE was always the game for people with other preferences than standard MMORPGs and those players pushed its success. CCP should focus on finding more of similar niche players and add more content in means of fun, gain, honor. And then the game will grow healthy way.

With SP system yea accomplish things over time and that way you "bond" with the game. It is just important to create fun content for players on that journey and that will make them loyal customers. And to have consistency on fundamentals of course. As everyone who plans to commit to something in the long run wants it.


I am sorry but I do not understand your last question, which links you are referring to?

There are 2 rules in a successful life: 1. Don't tell people everything you know

Dror
Center for Advanced Studies
Gallente Federation
#597 - 2015-10-16 15:52:28 UTC  |  Edited by: Dror
Don ZOLA wrote:
I am not deflecting or avoiding the question as I cannot speak for all. I have no idea what would people feel like if there was only frigate level play in sov, I think it would be fun, yet it would add "unnatural" limitation to the game. On the other hand, SP is realistic limitation. As in RL you are not born with knowledge of everything and you need to work on it in order to strengthen your capabilities and go in depth in some aspects which interest you.

The question is, "What if sov was only challenged by frigate-level play?", even if they still have the option of advanced ships, capitals, etc. The point is that they would get bored because that's no challenge.

Without SP, ships wouldn't just appear from nowhere -- they'd have to be produced and earned the same. They still have to be flown well and strategically.

Don ZOLA wrote:
I have to add that SP does not limit content, content is there unrelated to your personal SP. You just potentially "unlock" more content with more SP without meaning that you will go for it. .. it does not create any additional benefit.

Then why can't a corp like Brave, even if with the help of others, take the sov from Goons or similar? There's a power level for each class of ship, and that's effectiveness. Why would a sandbox game seem interesting if everything from ship progression through industrialization was limited? That's the content: gameplay.. strategy. That's the feature list -- that's why subs come.

Links? Increasing power through SP availability? ..Increased speed, tank, and efficiency? That's what SP does ordinarily, and it undermines player skillfulness by making ships perform worse and by limiting industrialization. It's obvious that more options lead to more counters (which is undock potential). More to learn is more to play. More to play is more to be competitive with..

Dror wrote:
You're trying to imply that motivation and creativity naturally thrive through ineffective stats and locked game exploration. You're trying to imply that getting buddies in to an immensely gated game is some sort of probability.

In their videos, CCP states that intrinsic motivation is much more helpful for creativity and engagement, and this is researched abundantly. Intrinsic motivation is the will to mastery, from freedom of choice, and for the socialization that the game promotes through its economy and its strategy. Extrinsic motivation is of an external reward, playing the game to get a ship or to find esteem. The problem with SP is that it doesn't inherently provide either. In fact, it removes options for both. The point is that limiting the mastery and depth of the game because YOU imply the game isn't interesting enough to hold players is completely ludicrous, and it's based on nothing.

"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.

Cardcaptor Sakura
Deep Core Mining Inc.
Caldari State
#598 - 2015-10-16 16:59:48 UTC
the idea is ok.
just have restrictions.
the skill points given cannot be used on certain skills..that allow you to pilot caps and supers or modules that only those can use.
(i.e. caldari titan or caldari dreadnaught...doomsday operation, etc.)

Also, cannot be used on T2 ships
(ie. you can use it for caldari cruiser..but NOT heavy assault cruiser or heavy interdiction cruser)

totally ok with giving them acess to T1 battleships and smaller on day one...but not T2 or caps and supers.

everything else is ok.
Utencil
Doomheim
#599 - 2015-10-16 17:50:56 UTC
How about they just limit the SP transfers to pilot that has 20m or below SP.
Mai Khumm
172.0.0.1
#600 - 2015-10-16 17:54:04 UTC
When we unlearn skills, I seriously hope we get the skill books back!

I'd like to unlearn alot of **** that's completely useless....even some Capital skills. But, I don't want to write off the expensive skillbooks!