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Player Features and Ideas Discussion

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

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Author
Vypera Blackneck
Sebiestor Tribe
Minmatar Republic
#721 - 2015-11-01 09:24:41 UTC
Teckos Pech wrote:
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.


I kinda feel the same. but it might be because of the game content, not necessarily because of the skills :)
Divine Entervention
Doomheim
#722 - 2015-11-01 20:49:03 UTC
The game's current progression mechanic is nothing other than a glorified automated cookie clicker.

You don't even have to click the cookies yourself to go to the next level. You don't even have to have the program open, it just all happens in the background with zero interaction required.

Imagination? lol, yea your vision is sooooo superior
Don ZOLA
Omniscient Order
#723 - 2015-11-03 18:19:25 UTC
Divine Entervention wrote:
The game's current progression mechanic is nothing other than a glorified automated cookie clicker.

You don't even have to click the cookies yourself to go to the next level. You don't even have to have the program open, it just all happens in the background with zero interaction required.

Imagination? lol, yea your vision is sooooo superior


Thanks for keeping up the spam go. By spreading your "wise" thoughts you are actually doing a favor to everyone who is against this Lol

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

General Lootit
The Scope
Gallente Federation
#724 - 2015-11-07 19:15:18 UTC
Don ZOLA wrote:
Divine Entervention wrote:
The game's current progression mechanic is nothing other than a glorified automated cookie clicker.

You don't even have to click the cookies yourself to go to the next level. You don't even have to have the program open, it just all happens in the background with zero interaction required.

Imagination? lol, yea your vision is sooooo superior


Thanks for keeping up the spam go. By spreading your "wise" thoughts you are actually doing a favor to everyone who is against this Lol

Analogy is complicated stuff. He pointing out that SP must be earned by in-game actions at least partly.
Teckos Pech
Hogyoku
Goonswarm Federation
#725 - 2015-11-07 21:38:19 UTC
General Lootit wrote:
Don ZOLA wrote:
Divine Entervention wrote:
The game's current progression mechanic is nothing other than a glorified automated cookie clicker.

You don't even have to click the cookies yourself to go to the next level. You don't even have to have the program open, it just all happens in the background with zero interaction required.

Imagination? lol, yea your vision is sooooo superior


Thanks for keeping up the spam go. By spreading your "wise" thoughts you are actually doing a favor to everyone who is against this Lol

Analogy is complicated stuff. He pointing out that SP must be earned by in-game actions at least partly.


Actually, no not really. Once the change is implemented allowing SP buying and selling yes, but now, no.

And like many who favor buying or even removing SP entirely he is relying on a reductio ad absurdum argument.

"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

General Lootit
The Scope
Gallente Federation
#726 - 2015-11-07 22:09:52 UTC  |  Edited by: General Lootit
Teckos Pech wrote:

And like many who favor buying or even removing SP entirely he is relying on a reductio ad absurdum argument.

It's popular method of argueing not only among those who favor this idea.

Anyway wise man said
Portmanteau wrote:
Stop making convenient and untrue generalizations about the motivations(and methods) of those who disagree with you.
TheSylance
Enchanted Minds
#727 - 2015-11-10 09:07:11 UTC  |  Edited by: TheSylance
I think its a very bad idea.
I like most of the stuff you do, but this is no good thing.
Every player in Eve can achieve a very important PVP-role as tackler within 2 days and from there improve his abilities.
But just buying SP (when you have the RL money to buy lots of GTCs for selling Plexes ingame) favors those who just start eve and have a lot of RL money.

You will not only boost the "new chars" but you will take the worth of the Skill-achivements ppl. who do not own much RL-money have made. And that also counts for the "rookies" who play since 6 months or so.
Marin Lunaire
The Scope
Gallente Federation
#728 - 2015-11-10 14:22:21 UTC
Just cap it at 20m sp on the receiving end. Very active new players will be able to boost their training via isk and the vets won't get pissed. Fixed.
Jadon Wallace
School of Applied Knowledge
Caldari State
#729 - 2015-11-14 18:57:05 UTC
Marin Lunaire wrote:
Just cap it at 20m sp on the receiving end. Very active new players will be able to boost their training via isk and the vets won't get pissed. Fixed.


I am going to assume by 'very active' this translates into grind or simple probability, this system would be for the real life peeps with lots of disposable income, both new and veteran who can pull out the credit card to get some great SP toons from the get-go. This system is not new player friendly and can be very damaging to the game.
Sola Fide
Perkone
Caldari State
#730 - 2015-11-15 14:23:08 UTC  |  Edited by: Sola Fide
While we are waiting for the answer, which at this rate will be never, could you not:

1. Allow monthly remaps
2. Allow Attribute implants to be unplugged and replugged in.

Modules and ships can be swapped at will in station, why do I have to jump clone to do this with Attribute implants?
They would still be an item you can lose, but the choice between popping them out to PVP for an hour or two then popping them back in when you have finished seems more logical.

Does not fix the problem, but makes it so much more usable in the interim
Veraca Darmazaf
Ministry of War
Amarr Empire
#731 - 2015-11-15 16:31:05 UTC  |  Edited by: Veraca Darmazaf
Lot's of conflicting reasons as to why this would be 'bad for the game', and a lot of it looks like attempts at justifying an emotional reaction to the idea.

My reaction: I can't see this having more negative effects than positive. I don't see how this hurts long time players beyond being put out that not everyone has to put in the time they did to get their SP, but character selling already does that. New players that can't afford to spend more money on the game are no worse off than they are now.

That's my initial thoughts on the matter, not an attempt to convince anyone of anything.

Personally I have not and have no plans to pour real money into the game, but I like the idea of saving ISK to spend on speeding my skill training.
IcyMidnight
Nobody in Local
Deepwater Hooligans
#732 - 2015-11-19 05:35:23 UTC  |  Edited by: IcyMidnight
I'm not particularly in love in the attribute system for training, but if you want to keep it around for other things (like not having to rework the implant system) I propose the following:

1. At any time a character can choose a target map e.g. 27/17/21/17/17 or if you want +10/0/+4/0/0
2. At downtime each day every skill that is below the target map increases by one point and takes that point from the skill most above the target map.

This way there's still some game play around optimizing your map in the short term and you pay a cost for remapping, but you're not stuck and penalized for not being able to predict a year into the future. You end up being outside of your target map for at most 10 days and I suspect that you'll find that average time to map convergence is close to that number as well.
Abra Ka Dabra
Mesta War Effort
Hard Knocks Executors
#733 - 2015-11-20 21:43:27 UTC
I love it! When are we getting it!!
Naxirian
Republic Military School
Minmatar Republic
#734 - 2015-11-29 10:41:29 UTC  |  Edited by: Naxirian
I've had a long think about this over the past couple of months, talking to newer players, older players, looking at the current situation with gameplay and content in the game etc.

Whilst I was initially against the idea of being able to "buy" SP to create customized characters, I have since changed my mind. Anything that can make it easier for new blood to get into the game, without dumbing down the actual game itself, is good in my opinion. I've been playing for over a decade in total and I know that buying SP will not make someone dangerous or good at the game. It will simply allow them to have more freedom in what they can potentially do.

The issues with the game right now are the utterly broken links system, broken and overpowered ships *coughorthrusgarmurcough*, and (from my decade long perspective) a shrinking userbase. So if we can fix links, bring ships back into line with each other, and introduce and retain new blood into the game, I say do whatever it takes to achieve that. Adding the ability to buy SP from other toons won't break the game, but it may help get newer players into the game and retain them, and that can only be a good thing in the long run.

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Teckos Pech
Hogyoku
Goonswarm Federation
#735 - 2015-11-29 18:00:25 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.


Well I do know something about PvP, and I can tell you that while SP obviously help it is not the be all and end all. For example, I would almost surely die to 10 12.5 million SP players. I'd be in trouble with 5 12.5 million SP players in many circumstances. In the first instance our total SP would be equal, 125 million on one side spread among 10 players, and 125 million in one player. In the second instance I'd have 2x the SP of the 5 players. But, if they fit their ships right and use them right they may very well have far more DPS than I can tank/dish out myself.

And I love these claims, "you can't do PvP in a brand new character...." First off just about everything you do is PvP. If you pop an asteroid before that other miner....PvP. You put a sell order and undercut the other guys....PvP. Also, Goons seem to do a pretty good job getting brand new players into PvP pretty quick. Yes...they operate in larger fleets. Had an almost total noob in our fleet a couple of nights ago.

Yes, there is still those initial 2 weeks one has to wait, but hey with the new plan to buy and sell SP, you wont have to wait that long either. For the price of a couple of PLEX you can have 2-4 million SP on day one. Of course, you will not have learned some of the non-SP related aspects of PvP such as maintaining transversal, how optimal and falloff work, stacking penalties, etc. (unless you spent alot of time researching the game, outside of the game) and even then having the theoretical knowledge and being able to apply it in the correct situations will still be something you wont know.

For example, we went into LS the other night and some people would still call for bubbles on gates, or small fast stuff would want to engage until it was pointed out that there are gate guns--i.e. somewhat experienced players who were out of the natural element making some rather basic mistakes.

"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

h4kun4
Banana-Republic.
Shadow Cartel
#736 - 2015-12-04 14:29:21 UTC
Some Ideas:

You can buy a SP Reallocation token for AUR or ISK, the number of tokens you can own and buy is of course unlimited but you can't activate more than - lets say three - on one Account and not more than two on one Character, even if it has been sold/switched Accounts, it keeps its remap counter, all the time.

To activate the token, you have to be docked, in a capsule and paused your skill training.
After activating a token your Character will be reset to the ones that are basic now for every new charcter and a "skillpoint reallocation menu" (like resculpt but different UI) opens, the Character then enters a "locked state" you can only end by aborting the remap process (you will get the activated token refunded) or by spending every single one of your unallocated Skillpoints.

You get all your skillpoints as unallocated, now you can freely remap all your SP with a drop down menu:
1. Add/Remove Skillpoints - You add/remove a specified number of SP to that skill
2. Increase/Decrease to next Level - sets the level one up or down.
3. Increase/Decrease to Level - you check a checkbox from 0 to 5 and the Skill will be trained to that level
4. Increase to Level 5/Decrease to 0 - it does exactly what it says
If you are done you have to veryfiy your decision with a button, before you push that button, you can freely remove any skillpoints and add them somwehre else. After that, your character leaves the "locked state" and you can start with your normal EVE gameplay again. (notes/ideas to finalizing process of the reallocation below)


User Interface and other functions possible: (?)

- The UI shows the number of SP needed for the next level and for level 5 right next to the skill so you can do some calculations (Example how it might look, such wow)


- If avaliable, you can import a skill-plan in the EVEMon-dataformat that offers a preview of what you can train immediately and what is out of reach by the priorities set by you in the plan in EVEMon, you can then adjust which skills to kick out and which to add based on your plan your choice, accept the plan and get it trained, the rest of the SP can then added freely

- Implemented in the "Reallocation Menu" could be a slim version of ISIS, you then click a ship and it shows you the Mastery, then you can either choose "Skill all to Mastery Level x" or choose all the skills by hand and raise them with the aforementioned "drop down menu"

- Alternatively or in addition to ISIS there could be an Item browser where you could add the skill to use any Item you want (bubbles, towers, certain modules, rigs and more)

- If the reallocation is done, there could go up a Skill list where you see all of your current skills in comparison to before, skill which are new or altered are highlighted Green, skills which have been decreased are yellow, and skills which have been "set to 0" are red while skill which stayed the same will not be highlighted. After checking that list you have to confirm it to end the reallocation process.


i hope that makes sense to you, i'd really like to read comments

btw...I think buying/selling SP is a terribad idea, even if its nerfed down, so High SP players wouldng get much out of it
O'nira
Science and Trade Institute
Caldari State
#737 - 2015-12-12 13:12:57 UTC
My biggest problem with this idea is that its taking you so long to implement it.


I would really like it if the sp packets were tied to a lp store or something though rather than plex, i feel like this game gets more and more transaction heavy. i can see why it would be hard/impossible to tie it to anything but plex/aurum however
Yonis Kador
KADORCORP
#738 - 2015-12-12 18:35:33 UTC
There's been so many changes while I was away that it'll literally take months to sort through everything new and proposed. Few things I've read have stopped me in my tracks though. I genuinely hope this isn't a real change being implemented in-game. EVE is about choices that have consequences and learning to adapt from those choices. Purchasing SP is PTW and imo, it would seem to run counter to everything I know and believe this game is. Even shifting SP from one skill to another is a bad idea.

One of my long-term goals in EVE has been to fly a Damnation. I'm not even really sure why. I like the hull. The reason doesn't matter. Because of some lengthy lvl 5 leadership skills and a raft of missile skills I didn't have (because as an Amarr pilot, I focused on beams primarily) and because skill training gets sidetracked every time I have a new idea, this long-term goal has yet to be realized. But it has been a goal for years and has driven my game. The idea that I could just drop a few $$ and attain that goal... one that I've had for years.... instantly... is stupefying.

If this change is implemented, we should just allow players to change races, character names, implants, everything. Let them erase their contract history, employment history, on and on. Sell each change for more PLEX.

When consequences have little meaning: if one change is good, another would be even better.

It's a slippery slope.

YK
miguel Manjarrez
#739 - 2015-12-14 07:18:51 UTC
An idea of selling a player skill set points on the market or in contracts would be interesting. Players that have unwanted skills can sell the skills on the different levels or moving points from different skills to others. In question the set up of skills can be different currently a formation of user / actively and interest is an evolving concept than a skill book but what you do and like may be infused with the current system of skill points to a new system of learning activity and user. With the number of skill points add into want is called eve or the pilot. A user and the amount a user has actions in the game universe increases the skill points. Activity what the player does would effect skill points in station (no user to manifestations) low rate of points flying in space moderate activities high rate. the gain skill points use to access the entity of eve and lives on the action, motivation and interest of the eve universe. collection? user skill ? N/A. Different entity's can arise. The different directions can be numerous. The concept of corps entity can amass skills base on the motivation of that corp. ect. Users with multiple manifestations can have their own version of the entity . Not a outlet of other entities it is a direct manifestation of the user and its 3 references of the eve online space. Were all ships and items can be used with only the effeteness and skill used by the pilot can effect the out come of use. The idea were people can enjoy the game and play with out the confines of a book and explore the universe of eve.
Renfus
Dread Fleet
Drop Imminent
#740 - 2015-12-15 06:01:43 UTC
I don't care for buying skill points BUT!!
I could definitely use a remap because my skills are all over the place.. Oops
Hazard of training for what I needed at the time over the years..

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