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

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ThePiachu Avar
Deep Core Mining Inc.
Caldari State
#701 - 2015-10-26 18:45:22 UTC
Getting back to the topic...

I love the idea of being able to sell skillpoints as described in the dev blog post. However, I would prefer it to be more granular.

I see a lot of use of these items as part of SRP for T3 ships - lose a Tengu? Here is money to buy a new ship and extra to buy back the skill you lost.

If we could have them in bite-sized pieces, say a day worth of training, or somewhere around what is needed to train a T3 skill to level 5, that would be a lot more useful than ~10 days worth of skills that are proposed right now.

The only downside I can see is that we would need some way of consuming / creating multiple packets at the same time. Shouldn't be too hard though.
Mike Voidstar
Voidstar Free Flight Foundation
#702 - 2015-10-27 03:01:11 UTC
If it were done by means of resources that could not be traded in game for money, it could maybe be made out to be beneficial. LP rewards in areas that interest the corporation, for instance. Mission rewards, especially missions specifically in low or Null sec. A resource that accrued over time from PI or deployable structures that needed guarding and were vulnerable to theft and destruction.

Things that required active participation in space or required guarding, and could not be just instantly created and consumed with an application of cash. Then it could drive conflict while cheapening the loyalty of long-standing players.
Teckos Pech
Hogyoku
Goonswarm Federation
#703 - 2015-10-27 04:29:14 UTC
Mike Voidstar wrote:
Sorry, you don't get to make my value judgments for me.

I don't have a problem with SP. There is more to SP than simple Time=SP.

This game does not have levels. One of my favorite things about this game is that progression isn't tied to how many things I kill. If real life intervenes in my game time, it does not matter other than lost time doing something, I don't log in and suddenly can't do things with my friends because they outleveled me in a few nights.

Real time training is an amazing feature, and while it's not technically going to go away, it will realistically cease to be a factor in character progression. It will be a minor little detail next to the overall grind for ISK and throwing dollars at the screen for the AUR to make the skill packets.

Consider the ramifications for the upcoming capital changes. When they go live, each cap pilot has some decisions to make.... Bring up skills for tech 2 cap weapons, train for the new class of cap, train for the other new cap sized modules, etc. You should see a shakeup in the metagame, possibly even the shape of the blue doughnut will waver as the fallout from the changes work their way into the game.

Except that with this change a day later you will see a horde of farmed characters disassembled, money for AUR tossed in CCP's lap, and all or most of the bigger alliances's cap pilots will have all of that, instantly. No long term strategy, nothing but some insta-baked max skilled characters dominating anyone without the cash both in game and IRL to match them overnight. By the time those without catch up all the shake up of the meta will long since be over and done with.

You can't buy that effect off the character bazaar. Nor can you correct for opportunity costs unless the exact thing you want happens to be available.

I am a busy man IRL. I have 2 kids that I raise myself, a job with long and inconvenient hours and a long commute, and a few social obligations. Without the real time training I would long ago have allowed my account to lapse, because I often go weeks at a time without even the opportunity for a couple hours shooting rats. I am not the only one. This will cost those subscriptions. Both because there is no point if I can just buy the lost time back, and because it instantly devalues any dedication to the game.


Mike and I have had our differences, but this point I completely and wholeheartedly agree with him.

What Mike said.

"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

Lis Aivo
Caldari Provisions
Caldari State
#704 - 2015-10-27 09:54:24 UTC
Mike Voidstar wrote:


I am a busy man IRL. I have 2 kids that I raise myself, a job with long and inconvenient hours and a long commute, and a few social obligations. Without the real time training I would long ago have allowed my account to lapse, because I often go weeks at a time without even the opportunity for a couple hours shooting rats. I am not the only one. This will cost those subscriptions. Both because there is no point if I can just buy the lost time back, and because it instantly devalues any dedication to the game.



And there are thousands, at least %80 of player base are playing more actively. Yet they are supposed stay behind someone, who doesnt log for weeks, just because hes paying CCP for longer than those active players. Also this player claims he is "dedicated" player, why ? because hes paying money to CCP regularly.
Mike Voidstar
Voidstar Free Flight Foundation
#705 - 2015-10-27 10:45:24 UTC
You don't have to stay behind me.

You can achieve vast sums of isk that I will never see, participate in battles that will never interest me. Create things I will never have the resources or infrastructure to even attempt.

The one thing that makes it worth it to those like me is that I can go at my own pace and not be crippled. Everyone starts out the same and builds the same, with the same opportunities and hardships.

Except that with this change everyone not either immeasurably space rich or real life rich will be relegated to the problem newbies are complaining about now. All that will change is who is at the bottom of an unclimbable well.
Lis Aivo
Caldari Provisions
Caldari State
#706 - 2015-10-27 13:00:44 UTC
All those things you mentioned requires vast amount of SP.

Obviously you dont know anything about pvp since you say it doesnt interest you. You cant do pvp properly with a brand new character because almost all situations you will find yourself in will favor your opponent.

Well of course you can still do pvp theoretically, if you call getting obliterated by others, pvp.
Nikk Narrel
Moonlit Bonsai
#707 - 2015-10-27 15:08:57 UTC
Lis Aivo wrote:
All those things you mentioned requires vast amount of SP.

Obviously you dont know anything about pvp since you say it doesnt interest you. You cant do pvp properly with a brand new character because almost all situations you will find yourself in will favor your opponent.

Well of course you can still do pvp theoretically, if you call getting obliterated by others, pvp.

Please avoid using Ad Hominem attacks.

If you insist on making unsupported assumptions, such as Mike not knowing about PvP, it could call into question other statements you have made seemingly with similar confidence.

A lack of interest does not equal a lack of knowledge.
Quite to the contrary, especially to many players described as being 'jaded', the lack of interest exists because of excessive familiarity with the concept.
Mike Voidstar
Voidstar Free Flight Foundation
#708 - 2015-10-27 15:15:56 UTC
Not really.

PvP in EVE, among those who aren't knocking over noncombat ships, generally favors the side with more friends. That scales from highest to lowest, and I have seen hero tackling newbie frigates become the lynchpin of an engagement. It does not interest me, that does not mean I have not done it.

SP only gates the scale of your combat. All PvP folks die in droves. PvP ships are as disposable as a used diaper. Nothing stops you from seeking a fight on your own terms.

While a certain minimum sp are required to fit a basic ship, everything after that is a refinement, not a requirement.
Lis Aivo
Caldari Provisions
Caldari State
#709 - 2015-10-27 16:53:04 UTC
SP only gates the scale of your combat

Partly true. Its not only preventing your fight scale, it also keep your options very limited. Also as i tried to tell before, there are a lot of players in low/null sec area who has a lot of Sp over newbie character and again this kind of situation ends up with unfair fight for newbie.

generally favors the side with more friends

True nothing to say about that. But not everyone can easily outnumber the other people on the grid or may not want to do. As myselft dont like to roam with 30 people and do blops.


I have seen hero tackling newbie frigates become the lynchpin of an engagement

well this mostly works for null sec area. Also hero tackling isnt fun at all. you almost die everytime instantly even if you get the job done. Boosters are one of the most important things also but people dont play as booster. They use alts for it. Tackling is kinda similar to that. Its easy and important but also not fun. That why always noobs are the tacklers in the crowded fleets.

While a certain minimum sp are required to fit a basic ship, everything after that is a refinement, not a requirement.

This is also true that you may not need more Sp when you reach a certain point. But reaching at that point is pain in the ass currently. This is the problem we are trying to solve here.


Nothing stops you from seeking a fight on your own terms

nothings stop you right but good luck finding a fight that wont smash you and your newbie friends in seconds.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#710 - 2015-10-27 17:35:37 UTC
Lis Aivo wrote:
...

While a certain minimum sp are required to fit a basic ship, everything after that is a refinement, not a requirement.

This is also true that you may not need more Sp when you reach a certain point. But reaching at that point is pain in the ass currently. This is the problem we are trying to solve here.

....


This highlight one of my main problems with this idea though, it basically means telling new players to throw a ton of cash at the game to reach some perceived point of utility for their character.
Nikk Narrel
Moonlit Bonsai
#711 - 2015-10-27 17:47:59 UTC
Corraidhin Farsaidh wrote:
Lis Aivo wrote:
...

While a certain minimum sp are required to fit a basic ship, everything after that is a refinement, not a requirement.

This is also true that you may not need more Sp when you reach a certain point. But reaching at that point is pain in the ass currently. This is the problem we are trying to solve here.

....


This highlight one of my main problems with this idea though, it basically means telling new players to throw a ton of cash at the game to reach some perceived point of utility for their character.

THIS

With this change, the game will be pushing for conformity.
Either by edict, to meet fleet or other requirements, or by expediency, to fit an expected minimum requirement.

The mechanic places value on the character having few enough SP, so that they get the best possible return on investment with these SP packets.
I expect this will encourage players to use minimum expected skill ranks to achieve desired proficiencies, causing more characters to be designed in spreadsheet logic than ever before.

Does anyone doubt these characters will have a significantly higher rate of mortality, than current characters expect?

Setting the expectation that players can have characters skilled now, implies that they will be comparably useful in the game against existing players with opposing goals.

TL;DR: We may well get a wave of new players with this, but they will likely be massacred as soon as they meet the players who grew into using characters more slowly.
I just hope we pick up more than we lose, through this experimental pay to learn mechanic.
Teckos Pech
Hogyoku
Goonswarm Federation
#712 - 2015-10-27 18:53:59 UTC  |  Edited by: Teckos Pech
Corraidhin Farsaidh wrote:
Mike Voidstar wrote:
...

Sure I am aware of the character bazaar. It's fundamentally different.

With the character bazaar you might can find a character trained to whatever doctrine your favorite FC is using, but it's not a guarantee, you are paying for other stuff you don't need, etc, etc...

It does not lend itself to what's coming next, which is the same sort of power creep enjoyed by all the other pay to win games. New Ships, OP relative to existing ships, that use all new skills or else uncommon combinations of skills. Ditto with new weapons, modules, etc... Probably just straight up new skills for new functionality---all added to make you want to buy the SP packs to be first on the block to use the new stuff.

With skill packs you open a new door to all sorts of darkness. We will still have newbies crying about not being able to be competitive until Skills X, Y, and Z are trained to level 5.... only now instead of inviting them into our missions to catch bounties and become familiar with the game in a more organic fashion, or tossing them into cheap tacklers and whatnot, they will just be told to buy the appropriate skill points and build the flavor of the month on the spot. Those that don't spend the cash up front will wind up ostracized for not being team players, and a whole other cascade of nasty that this will engender because that's just human nature.

It's not the same or equivalent to the bazaar at all, and is ultimately exactly what the Jita Riots are all about, just repackaged in a way that appeals to the gotta have it now crowd.


exactly this, new players will now be expected to buy the skill packs. They'll also be told where to put the points and not in a way that they learn from. They won't know why, they won't understand the effect of the skills, they'll just have to do as they are told or simply bumble through feeling even more disenchanted as they will now have an even greater feeliong of being left behind.

This of course doesn't even cover how those not rich enough to buy the packs will feel.


To be fair, I think that the expectation of buying new packets will diminish as players cross various thresholds. I don't care if it were my alliance leader who told me to go buy the SP to fly a given doctrine. I'd tell him to send me the RL cash or FOADIAF. Because at my current SP level I'd need to buy 10x the actual SP needed for that doctrine. So if it were 2 million SP I'd need to buy 20 million SP and my actual out-of-pocket RL expenditure would be quite large. So I am not going to drop ~$200* over and above my subscription costs just to be able to fly a doctrine. FC's and alliance leaders aren't that dumb (well usually). Even for characters between 50-80 million SP, the cost for that 2 million SP would ~$50, also somewhat ridiculous for an FC or an alliance leader to demand players just pony up. They might, but my guess is that alliance will not be around very long, and said FC will soon find nobody wanting to log into their fleets.

Even trying to buy with ISK might necessitate a substantial investment in terms of in game grinding. For example, if you are ratting and you are a new guy and you can run havens and sanctums (huge assumption here) you’ll make…what? Maybe 60-70 million ISK/hour. To afford the SP packet if you are over 5 million SP is just under 22 hours of uninterrupted ratting. Yeah, yeah I know incursions…problem there is that while the payout is possibly higher (assuming you can get in the fleet with a 6, 7 or 8 million SP character) there has to be an incursion you can get to, and there has to be a fleet to run it. In economics this is a matching problem and it makes such things less likely (think of finding matches for organ transplants, you need to find a recipient and suitable donor and this dual coincidence makes it so that there may be say, a kidney and a guy needing a kidney, but they are incompatible matches, so it is like there is no kidney). In other words, every time I log in I may not find an incursion I can run.

Finally, my guess is that the best way for a new player to “buy SP” and be able to get in on most fleet ops: logistics. I have yet to see an FC turn down another logistics ship. Many alliances even structure their SRP so that if on the rare chance the logi does die, and your ship was insured you’ll actually make ISK. Granted, it may not let you rack up kills, but you’ll always be welcome in fleet and nobody will say, “Go buy SP packets.”

*This assumes a stable market where the market forces push the price of SP packets to be approximately 1/4th the price of PLEX. If this is a market that becomes prone to bubbles then WTFK.

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#713 - 2015-10-27 19:51:25 UTC
Okay, so there I was in a boring webinar when I started thinking about how much money a new player would be inclined to spend with this new program. If he buys 3 PLEX and then turns them into SP (e.g. sells the PLEX and uses the ISK to buy SP packets) he could get ~6.2 million. Then my next thought was…how much training time is that? I assumed that he has his attributes set to average since he’ll probably be training different skills with different primary and secondary attributes and settled on 1860 SP/hour. This also gives us a “baseline case” scenario in terms of training time. We are talking 3,333 hours’ worth of training or about 4.5 months (given that 8760/12 = 730 the average hours in a month).

One thing our intrepid newbie could do would be to optimize for spaceship command and gunnery and use the SP packets to get engineering and electronics skills out of the way…well some of them. To get the E&E skills to levels most people consider required well probably eat up all of that 5.7 million SP he’ll be buying off the market.

So he can shave off 3-5 months of training “boring yet important” skills and start training some of the “good stuff” much sooner. But really, to get to the point of where you are going to be able to jump into doctrine ships with little fuss…you should be shopping in the character bazaar.

"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

Nikk Narrel
Moonlit Bonsai
#714 - 2015-10-27 20:14:36 UTC
Teckos Pech wrote:
Okay, so there I was in a boring webinar when I started thinking about how much money a new player would be inclined to spend with this new program. If he buys 3 PLEX and then turns them into SP (e.g. sells the PLEX and uses the ISK to buy SP packets) he could get ~6.2 million. Then my next thought was…how much training time is that? I assumed that he has his attributes set to average since he’ll probably be training different skills with different primary and secondary attributes and settled on 1860 SP/hour. This also gives us a “baseline case” scenario in terms of training time. We are talking 3,333 hours’ worth of training or about 4.5 months (given that 8760/12 = 730 the average hours in a month).

One thing our intrepid newbie could do would be to optimize for spaceship command and gunnery and use the SP packets to get engineering and electronics skills out of the way…well some of them. To get the E&E skills to levels most people consider required well probably eat up all of that 5.7 million SP he’ll be buying off the market.

So he can shave off 3-5 months of training “boring yet important” skills and start training some of the “good stuff” much sooner. But really, to get to the point of where you are going to be able to jump into doctrine ships with little fuss…you should be shopping in the character bazaar.

If they are being mentored, coached, or even just researched far enough to learn the real foundation skills, I would agree.

But we have tutorial things, with a pretty robot voice over named Aura.

I would expect a great many will follow this tutorial, and guess what they need to know based off of it's guidance.

Now, under this probable guidance, and wanting to jump into the fun thinking the rest of the game is as easy as the tutorial, they will likely make the same mistakes many of us did at first.
Pick the wrong skills, or more precisely, skills that end up being useless in what we end up enjoying to play.

Except they will buy these skills wholesale, and plug them in, thinking they were truly clever in bypassing a tedious part of skill grinding.
At some point, they will probably realize they wanted different skills.

Then they will be upset over wasting money, instead of time. Except many of us who wasted SOME time, figured it out before we finished learning these wrong skills. Someone gives us tips, we make friends who help us figure it out, etc.

They bypassed the part where they get help and guidance, by seeking instant gratification.

Yes, I bet they will be relieved to get this life lesson past them, and more than happy to sink a comparable amount of money into the game again, so they can grab the skills they really want.

I am sure some negative thinkers can come up with alternate responses, but I won't bore us with such bleak ideas.
Teckos Pech
Hogyoku
Goonswarm Federation
#715 - 2015-10-27 20:38:29 UTC
Nikk Narrel wrote:
Teckos Pech wrote:
Okay, so there I was in a boring webinar when I started thinking about how much money a new player would be inclined to spend with this new program. If he buys 3 PLEX and then turns them into SP (e.g. sells the PLEX and uses the ISK to buy SP packets) he could get ~6.2 million. Then my next thought was…how much training time is that? I assumed that he has his attributes set to average since he’ll probably be training different skills with different primary and secondary attributes and settled on 1860 SP/hour. This also gives us a “baseline case” scenario in terms of training time. We are talking 3,333 hours’ worth of training or about 4.5 months (given that 8760/12 = 730 the average hours in a month).

One thing our intrepid newbie could do would be to optimize for spaceship command and gunnery and use the SP packets to get engineering and electronics skills out of the way…well some of them. To get the E&E skills to levels most people consider required well probably eat up all of that 5.7 million SP he’ll be buying off the market.

So he can shave off 3-5 months of training “boring yet important” skills and start training some of the “good stuff” much sooner. But really, to get to the point of where you are going to be able to jump into doctrine ships with little fuss…you should be shopping in the character bazaar.

If they are being mentored, coached, or even just researched far enough to learn the real foundation skills, I would agree.

But we have tutorial things, with a pretty robot voice over named Aura.

I would expect a great many will follow this tutorial, and guess what they need to know based off of it's guidance.

Now, under this probable guidance, and wanting to jump into the fun thinking the rest of the game is as easy as the tutorial, they will likely make the same mistakes many of us did at first.
Pick the wrong skills, or more precisely, skills that end up being useless in what we end up enjoying to play.

Except they will buy these skills wholesale, and plug them in, thinking they were truly clever in bypassing a tedious part of skill grinding.
At some point, they will probably realize they wanted different skills.

Then they will be upset over wasting money, instead of time. Except many of us who wasted SOME time, figured it out before we finished learning these wrong skills. Someone gives us tips, we make friends who help us figure it out, etc.

They bypassed the part where they get help and guidance, by seeking instant gratification.

Yes, I bet they will be relieved to get this life lesson past them, and more than happy to sink a comparable amount of money into the game again, so they can grab the skills they really want.

I am sure some negative thinkers can come up with alternate responses, but I won't bore us with such bleak ideas.


Good point. My first days in EVE were spent mining. I thought, I’ll build a huge mining empire! Then I found out how boring mining was. But this was back in the day of can flipping and a guy came along and explained can flipping and how he wanted to jettison a can, I’d put my ore in it and when somebody would flip he’d kill them (later he’d bring in a hauler, haul the ore back to the station and would trade it too me). We chatted and he told me about learning skills and other stuff, then asked if I liked mining. No, but I can make ISK. He said, go combat run missions, better ISK and in a little while you’ll be able to PvP. So, back to the character creation screen and with some words of advice from my mentor I made a new character. I found I disliked missions almost as much as I did mining…but then I found the 1/10 DED sites in Gallente space and that by running them could make good ISK some of the modules that dropped. Even got a bit of PvP in as well. All thanks to about an hour or so of conversation in game. From that point forward my training was almost entire combat oriented.

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#716 - 2015-10-27 22:54:09 UTC  |  Edited by: Teckos Pech
Another thing people should remember is the diminishing returns with respect to skills. Once you get those support skills trained (e.g. the gunnery support skills which provide a benefit across all gun based weapons platforms) additional gunnery skill points is not going to be providing a huge advantage. The common notion is that a guy with 120 million SP will always win out over a player with say 60 million SP.

This idea is nonsense. The reason it is nonsense is that while sure the guy with 120 million SP will have more options/versatility than the guy with 60 million SP there is one fact that renders much of those SP both players have as irrelevant. You have to fly a specific ship. I cannot undock with a magic bag holding all my ships so that I can reship to the optimal ship given what my opponent is flying. As I’m roaming around I am in a given ship. If it is a T3 destroyer, say a svipul, well then all my SP for Gallente, Amarr and Caldari ships is useless at that point in time. The SP in hybrids and lasers and missiles…useless. All my drone skills? Useless. Even my skills in Minmatar cruiser, battle cruiser, and battleship are useless. The fact that I can fly 2 different dreadnaughts, 3 different carriers and can fit T2 tactical logistics and weapon reconfiguration modules…useless. I am in a svipul and only the skills pertaining to that ship and its modules are what matter, and that guy with 60 million SP…if he is in a svipul too, we probably have pretty much the same skills although I have 2x the skills he does.

Also, the benefit of SP is decreasing over time spent training. Consider a rank 1 skill that provides a benefit of 5%/level. The benefit/SP for training level 1 is 0.002/SP. For level 5 the (marginal) benefit/SP is 0.00000023/SP. Yes, if everything else between two players is equal (same ship, same weapons, same non-SP related skill, etc.) then the player with the greater SP will win. But that ceteris paribus assumption leaves out a Hell of a lot of other factors that affect the outcome of a 1-v-1 fight, never mind a larger fight between two gangs or two fleets.

So, the only real leg people who want to buy SP have to stand on is, “I want to do more sooner than later”—i.e. you are impatient and can’t be bothered to find ways to amuse yourself before you go welp your dread to a low sec gate camp. Fine.

Character bazaar is that way --->

And soon, you’ll have skill packets too.

Now, STFU and stop trying to ruin the game for the rest of us.

"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

Zsha
Immortalis Inc.
Shadow Cartel
#717 - 2015-10-28 04:01:14 UTC
I think if using a skill extractor and you want to extract and remove a skill thats been previously injected and remove all of the skillpoints from the skill, essentially leaving 0sp in an injected skill, there should be an option to remove an injected skill with 0 skillpoints in it.

Such an annoyance having skills which don't need but accidentally trained/injected
Teckos Pech
Hogyoku
Goonswarm Federation
#718 - 2015-10-28 07:53:33 UTC
Zsha wrote:
I think if using a skill extractor and you want to extract and remove a skill thats been previously injected and remove all of the skillpoints from the skill, essentially leaving 0sp in an injected skill, there should be an option to remove an injected skill with 0 skillpoints in it.

Such an annoyance having skills which don't need but accidentally trained/injected


Are you actually trying to say something here?

"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

Divine Entervention
Doomheim
#719 - 2015-11-01 00:50:56 UTC
Back to where it's suppose to be.

Allowing me to purchase skills is essential. So often I'm left without something to do because I simply do not have the points required to do those activities effectively.

Any who disagrees is selfish and should be censored from the internet.
Teckos Pech
Hogyoku
Goonswarm Federation
#720 - 2015-11-01 07:00:53 UTC
Divine Entervention wrote:
Back to where it's suppose to be.

Allowing me to purchase skills is essential. So often I'm left without something to do because I simply do not have the points required to do those activities effectively.

Any who disagrees is selfish and should be censored from the internet.


You lack the imagination? Really? I find that it is only that as I gain more SP that I find myself bored with the game.

"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