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MASS-PROTEST AGAINST EXPLORING THE CHARACTER BAZAAR & SKILL TRADING

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Sibyyl
Garoun Investment Bank
Gallente Federation
#341 - 2015-11-23 16:47:22 UTC

Kaldi Tsukaya wrote:
Eliminate the profit motive (for players) and just let CCP sell the packets for AUR.
That now becomes microtransactions, however, yet eliminates the 'greed' issues with the proposal.
Damned if you do...


The reason why players have protested microtransactions, it is because these mechanisms are open to wide abuse with enough ISK or RL money. Exposing Skill Points to that abuse will have a trickle down effect on every aspect of the game.

(what's the effect? Wider separation of have's and have-not's)

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Frostys Virpio
State War Academy
Caldari State
#342 - 2015-11-23 19:10:07 UTC
Sibyyl wrote:

I agree, Marsha. Player suggestions for rule changes have been spectacular failures in action.

We can argue all day long, but none of us are looking at the raw numbers and data that CCP is.



I would like an answer to the RMT question that many have wondered about now. Why bother introducing something that increases (not decreases) RMT in the game?



Why would it increase RMT? PLEX is a micro-transaction and it reduced the RMT. Why would skill packets do the opposite, especially if they can be put on the market after being created?
Sibyyl
Garoun Investment Bank
Gallente Federation
#343 - 2015-11-23 20:42:05 UTC  |  Edited by: Sibyyl
PLEX reduces RMT because it provides a competitively priced alternative to RMT: buy ISK legally from CCP itself.

I'm calling PLEX is an alternative because people can buy ISK without PLEX (i.e.: RMT).

People can't buy SP today (it's not part of the game mechanics).

When SP Trading is introduced, you are also opening up the path for SP to be traded for money (an RMT possibility that didn't exist before). Since legal SP Trading will always be priced less competitively than the RMT alternative (since SP Trading is being introduced as a microtransactional source of income for CCP, not as an RMT preventer like PLEX) we're talking about a previously nonexistent pipe of RMT.

I have my doubts as to how this RMT pipe can be policed. This RMT pipe, since it's new, will require additional policing resources. And how would you prove that any SP is RMT anyway?



tl;dr PLEX and Character Bazaar are a necessary microtransactional evil in order to prevent RMT through mechanics already present in the game (ISK trading, Character trading).

SP trading only introduces another mechanism for RMT trading, not prevent it.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Jenn aSide
Soul Machines
The Initiative.
#344 - 2015-11-23 20:47:53 UTC
Sibyyl wrote:

Kaldi Tsukaya wrote:
Eliminate the profit motive (for players) and just let CCP sell the packets for AUR.
That now becomes microtransactions, however, yet eliminates the 'greed' issues with the proposal.
Damned if you do...


The reason why players have protested microtransactions, it is because these mechanisms are open to wide abuse with enough ISK or RL money. Exposing Skill Points to that abuse will have a trickle down effect on every aspect of the game.

(what's the effect? Wider separation of have's and have-not's)



To be fair it remains to be seen what the affects would be (I agree with you, it doesn't look good though). But the MOST LIKELY outcomes are bad. Every time someone tries to do something 'for the children' it ends up helping the veterans (recent example is the SP boost, I hear people on my comms talking about how great it is to be not that far from a new mining or ratting or bomber alt compared to how it used to be lol).

And yet it keeps happening. What does it take for people to learn "hey, this might not be the right way to go here"?
Asura Vajrarupa
Doomheim
#345 - 2015-11-23 21:38:26 UTC
Sibyyl wrote:
SP trading only introduces another mechanism for RMT trading, not prevent it.


Preventing it isn't the point. There is actually no policy, rule change, or mechanic that can stop RMT. Designing game mechanics, or not designing them, to prevent RMT is wasteful and stupid. All changes to the game should be to enhance player experience, to make the game a better game! Any argument against SP trading that falls outside this fact is nonsensical. You could make the argument that stopping RMT makes the game a better game, but then you'd have to show that stopping RMT is possible. It isn't. A simple internet search will prove that. And even if you could, that doesn't mean you'd have a better game.

And quite frankly, I haven't heard a decent argument against SP trading. It will help older characters isn't good enough. Everything helps older characters. Any change you make will help someone in a position to capitalize on it, and older characters fall into that group more than anyone else.

People with money will have an advantage? They already do. This new mechanic doesn't change that fact. But really, what advantage? You can only train a skill so far for any given ship. More earnings potential? They can buy plex and sell it for isk, no change in that fact is brought on by blocking SP trading from becoming a reality.

I get that change is scary but damn! You guys get anxious over the silliest of BS.

Ignorance is the cause of suffering.

Zakks
CSR NAVY
Citizen's Star Republic
#346 - 2015-11-24 01:52:52 UTC
Asura Vajrarupa wrote:

I get that change is scary but damn! You guys get anxious over the silliest of BS.


The arguments against are solidly there. But you don't agree with them so dismiss them and the people making them by closing with an attack.
Sibyyl
Garoun Investment Bank
Gallente Federation
#347 - 2015-11-24 03:42:21 UTC

Asura Vajrarupa wrote:
Preventing it isn't the point. There is actually no policy, rule change, or mechanic that can stop RMT. Designing game mechanics, or not designing them, to prevent RMT is wasteful and stupid.


I'll tell you about how you don't prevent RMT: by introducing another method to easily do so. And why introduce the method? To help newbros who are bored to death waiting for a ship doctrine to fly in? The logic does not follow. If that is a problem that needs to be solved (and no one is arguing it is a problem after the starting 400k SP bump) then it should be solved using un-tradable SP.



Quote:
All changes to the game should be to enhance player experience, to make the game a better game! Any argument against SP trading that falls outside this fact is nonsensical.


Let me be very clear here, since it doesn't seem to be. You and I are players and offering our opinions. Neither of us are CCP employees (I hope!) and we don't control the IP or the game. What they decide to do is their right alone. I feel simply that I voice my opinion what I feel better adheres to the spirit of the game as CCP has themselves described it to us.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Paul Pohl
blue media poetry
#348 - 2015-11-24 04:02:00 UTC
Sibyyl wrote:

Kaldi Tsukaya wrote:
Eliminate the profit motive (for players) and just let CCP sell the packets for AUR.
That now becomes microtransactions, however, yet eliminates the 'greed' issues with the proposal.
Damned if you do...


The reason why players have protested microtransactions, it is because these mechanisms are open to wide abuse with enough ISK or RL money. Exposing Skill Points to that abuse will have a trickle down effect on every aspect of the game.

(what's the effect? Wider separation of have's and have-not's)



Or a trickle up - since presumably it will be the haves selling their skills to the have nots
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#349 - 2015-11-24 04:13:26 UTC  |  Edited by: Tyberius Franklin
Sibyyl wrote:
I'll tell you about how you don't prevent RMT: by introducing another method to easily do so. And why introduce the method? To help newbros who are bored to death waiting for a ship doctrine to fly in? The logic does not follow. If that is a problem that needs to be solved (and no one is arguing it is a problem after the starting 400k SP bump) then it should be solved using un-tradable SP.
To be fair, there is no new method, just a new item which follows existing methods of RMT for all in game items. To suggest this is a comparatively detrimental RMT driver that subverts detection suggests:

a) CCP has little to no means to detect any RMT activity involving in game items other than isk,
b) this driver is one that somehow uniquely distinguishes itself from isk demand since that just routes back into another RMT mitigation, PLEX and
c) that this driver be greater than any provided by the high prices of the Bazaar itself to obtain the needed isk at a lower RL price point than allowed by PLEX.

While there could be some merits to the idea of direct sale only vs trading, if for cash only it just exasperates the issues between have's and have not's that forms the basis for most of the objections, and if for AUR, assuming the demand is sufficient to actually be an RMT driver while tradable, still remains an RMT driver for isk due to the isk > PLEX > AUR conversion (if not a sufficient driver it just comes down to whether player controlled availability beats infinite availability, which I'm on the fence about.).

Side note: If item RMT is actually untraceable then so is isk trading due to items being redeemable for isk on market for those that have figured that out. Taking the train of thought that this is the case breaks any means of RMT policing against the smart.

Jenn aSide wrote:
To be fair it remains to be seen what the affects would be (I agree with you, it doesn't look good though). But the MOST LIKELY outcomes are bad. Every time someone tries to do something 'for the children' it ends up helping the veterans (recent example is the SP boost, I hear people on my comms talking about how great it is to be not that far from a new mining or ratting or bomber alt compared to how it used to be lol).

And yet it keeps happening. What does it take for people to learn "hey, this might not be the right way to go here"?
From where does the idea originate that vets can't be allowed to benefit from changes designed for new players? Your example doesn't deny the benefit to new players, just that older players can use it, which itself shouldn't be an issue since the capacity to control multiple alts now has a capacity limit (with the assumption of abiding by the EULA/TOS).

The benefit for older players is capped here in the same method. There are only so many low SP slots vets have on their accounts and as such only so much use that can be had before the hit the efficiency limits designed to work against them. And again, it doesn't deny the potential to help new players or state why it wouldn't.
Jenshae Chiroptera
#350 - 2015-11-25 22:08:17 UTC
Zakks wrote:
Asura Vajrarupa wrote:

I get that change is scary but damn! You guys get anxious over the silliest of BS.
The arguments against are solidly there. .
Indeed.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Marsha Mallow
#351 - 2015-11-25 22:41:13 UTC
Jenshae Chiroptera wrote:
Zakks wrote:
Asura Vajrarupa wrote:

I get that change is scary but damn! You guys get anxious over the silliest of BS.
The arguments against are solidly there. .
Indeed.

Articulate them then. 'Grr CCP are teh dumb' isn't going to work. You were the first to start the #firefozzie crap, right here on GD btw. The arguments against that type of behaviour are also solid.

Why don't you just write something up in relation to the mechanic, without the overt hostility towards anyone in particular?

Sib, I wrote a longer post regarding RMT just as the forum crashed. I did save it, but looking at it I can't post it without being unintentionally rude/condescending. A few others might deserve that tone, but you don't and you might be onto something relevant. I can see the edges but not follow it through because I'm too close to the char trading market/recruitment side by default.

If you could clarify what you mean by RMT in relation to this topic (i.e. inbound/outgoing), define the casual 'cash out' RMTers vs the professionals etc. I'd also really question that assumption that Plex/ETCs were put into game purely to curb RMT - despite the public citation.

But you're throwing up multiple objections (AT/RMT/SP gap) and it's tough to orient in response. Drop me a mail if you like, I don't want to accidentally savage a legit point, and it reads like these are interlinked.

Jill Xelitras wrote:
Speaking of "related", are you in any way related to *spoiler alert, if you plan to read "Foundation"* (contains spoilers)Hober Mallow?

I bought Marsha early on (legally) because the name amused me. Still does.

Ripard Teg > For the morons in the room:

Sweets > U can dd my face any day

BANE LINX
Caldari Provisions
Caldari State
#352 - 2015-11-25 23:32:22 UTC
How many new players never got to experience the true glory of eve due to their low SP? Sure there are many corporations that claim to be newb friendly, but unless you have valuable skills, being the so-called Hero Tackle will be your only option at first (at least for those wanting to pvp). It is true that while "leveling" players will obtain some necessary skills for future higher level content, but how many people are willing to pay subscription fees for almost a year before their character becomes an asset? Most MMO's nowadays can't keep their player base captivated for more than a few years tops. The fact that EVE is still around is a modern day miracle. But no matter how amazing and unique this game is, it must evolve in order to secure its own future. In my eyes, this proposal is just that - CCP's attempt to prolong EvE's lifespan. Sure this proposal needs some refinement, but I do think it's for the best. So stop raging.
Jill Xelitras
Xeltec services
#353 - 2015-11-26 04:54:56 UTC
Marsha Mallow wrote:
I'd also really question that assumption that Plex/ETCs were put into game purely to curb RMT - despite the public citation.


My understanding is that GTC (Game Time Cards) where just a popular mechanic in the early MMO days to allow players to buy game time in a brick and mortar store. This way you didn't have to use your credit card for an online transaction.

RMT could and can be done withouth using game time. Traditional RMT is just a transaction where in-game currency or items are sold for real money. (reminder: RMT is a EULA violation that will get you banned !)

RMT has two sides:
- an ISK buying party
- an ISK selling party

The ISK buyers seek an ingame advantage to trade for real money. (I'm not being judgemental here, just explaining the mechanic).

The ISK sellers fall into two categories:
- players who made some ISK and want to benefit from that ISK in a way that is not directly supported by the game.
- non-players who seek a way to make real money using the game a means and the players as a target.

CCP recognized that especially the non-players engaging in RMT are a problem. Those guys were responsible for hacked accounts and were making money off of CCPs IP.

The "Timecode Bazaar" was a first step into legalizing the trades already happening between players (those who bought game time with ISK from those seeking to get ISK for real money.) Basically the demand for ISK was channelled away from the illegal sources towards the now legal sources.

The PLEX just made trading and applying game time to an account easier for everyone. The most important part to CCP is probably that it works without GM supervision, saving them money.

TL;DR: Were ETCs introduced to curb RMT ? No, but since players started trading ETCs, CCP came up with the Timecode Bazaar to prevent "illegal" RMT. The PLEX automates the function of the Timecode Bazaar. So PLEX is a tool against RMT.

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#354 - 2015-11-26 05:18:32 UTC  |  Edited by: Tyberius Franklin
Jill Xelitras wrote:
TL;DR: Were ETCs introduced to curb RMT ? No, but since players started trading ETCs, CCP came up with the Timecode Bazaar to prevent "illegal" RMT. The PLEX automates the function of the Timecode Bazaar. So PLEX is a tool against RMT.
Seems like PLEX was a tool to automate the Bazaar from your account, and the Bazaar was the Anti RMT element. As you describe it PLEX was introduced because it was easier and self managing, not because it further reduced RMT from the Bazaar.

That seems pretty analogous to TSP.
Jill Xelitras
Xeltec services
#355 - 2015-11-26 06:29:12 UTC
Tyberius Franklin wrote:
Jill Xelitras wrote:
TL;DR: Were ETCs introduced to curb RMT ? No, but since players started trading ETCs, CCP came up with the Timecode Bazaar to prevent "illegal" RMT. The PLEX automates the function of the Timecode Bazaar. So PLEX is a tool against RMT.
Seems like PLEX was a tool to automate the Bazaar from your account, and the Bazaar was the Anti RMT element. As you describe it PLEX was introduced because it was easier and self managing, not because it further reduced RMT from the Bazaar.

That seems pretty analogous to TSP.


The difference would be that TSP would allow SP trade instead of character trade. (see Sibyyl's posts. Part 1 is linked in my signature). In essence, a character has a history and reputation which have an effect beyond the actual SP. A specialized character is the result of careful planning and months of training time to achieve a skill-set. TSP is just pooling SP into packs of unallocated SP.

There are differences between ISK and SP too:

- ISK is supposed to be gained through activity. Passive ISK gain is the exception rather than the norm.
- SP were designed to accrue passively, this would change with TSP (for better or for worse)

- ISK making is rarely entirely risk free: ISK or whatever makes you ISK can be lost, destroyed, stolen ... Buying ISK doesn't make you immune to those risks.
- SP are pretty safe on your account. With the removal of loosing SP when podded, only losing a Tech3 ship still incurs this penalty. So buying SP is a permanent advancement, buying ISK is more of a temporary boost.

- SP were designed as a class system that was flexible in allowing you to create a character defined by your preferences, but also confining you to your previous choices for a set amount of time.

I'm not against tradeable SP as a mechanic. I have two main concerns toward the proposed system:
- The potential signal sent to new players: You have to buy SP early on to be competitive, but since you don't have much ISK as a beginner you'll have to spend real money to buy PLEX so you can afford SP. All this while paying a monthly subscription fee.

- Until now there was no grind for SP. The only thing you might want to grind for are ISK. Making SP tradeable adds SP to the list of items you may grind ISK for.

From all the discussions had around TSP, I liked the proposed idea of flattening skill dependencies as a way to help newer players to get into the gameplay they prefer quicker. The argument was that, if new players want to fly battleships, why should they have to train frigates, cruisers, small turrets, medium turrets first. Why not allow them to go straight for large turrets and the BS skill ?

Other than this I would prefer if the amount of SP you could add to a character was capped to a monthly max. This would allow CCP to analyze how the mechanic is used without it becoming a run away train. It would also preserve some of the function of the SP system: pushing you to make meaningful choices in what class/role you want to play. Otherwise, what's stopping you to be a fully skilled miner & ore refiner & industrialist & trader if it isn't the time investment ?

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#356 - 2015-11-26 11:07:10 UTC
Jill Xelitras wrote:
The difference would be that TSP would allow SP trade instead of character trade. (see Sibyyl's posts. Part 1 is linked in my signature). In essence, a character has a history and reputation which have an effect beyond the actual SP. A specialized character is the result of careful planning and months of training time to achieve a skill-set. TSP is just pooling SP into packs of unallocated SP.
While true the sale of SP and the sale of a character are different, I've not felt the distinctions were meaningful or beneficial to the idea of consequence the game supposedly emphasizes. For instance, buying a history, especially a negative one, means that the player who committed the acts gets paid to liquidate their consequence.

I'm still having a hard time understanding that mechanic as a positive in game principle.

Regarding planning, there is no difference, save the idea of simply waiting out the skills to which I'd ask, so long as someone waited out that time and decided it still worth selling, what is the issue?

Jill Xelitras wrote:
There are differences between ISK and SP too:

- ISK is supposed to be gained through activity. Passive ISK gain is the exception rather than the norm.
- SP were designed to accrue passively, this would change with TSP (for better or for worse)

- ISK making is rarely entirely risk free: ISK or whatever makes you ISK can be lost, destroyed, stolen ... Buying ISK doesn't make you immune to those risks.
- SP are pretty safe on your account. With the removal of loosing SP when podded, only losing a Tech3 ship still incurs this penalty. So buying SP is a permanent advancement, buying ISK is more of a temporary boost.

- SP were designed as a class system that was flexible in allowing you to create a character defined by your preferences, but also confining you to your previous choices for a set amount of time.
The benefits of the system are also it's weakness. By making real time an asset in accruing SP the skill system ensures goals in flexibility and adaptability are simple waiting games. There is something to be said for prioritization, but that will still be the case for consumed SP. The only difference is that the bar moves to effort rather than simply time being the measure of what you can do now.

The ability to select what that effort unlocks according to preference is no different than current though.

There is the question of loss, but I'm not sure that assuring opportunity for SP penalization is even a priority of the training system anymore. It seems designed to be permanent in a character's head and I'm not sure how TSP would invalidate that.

Jill Xelitras wrote:
I'm not against tradeable SP as a mechanic. I have two main concerns toward the proposed system:
- The potential signal sent to new players: You have to buy SP early on to be competitive, but since you don't have much ISK as a beginner you'll have to spend real money to buy PLEX so you can afford SP. All this while paying a monthly subscription fee.

- Until now there was no grind for SP. The only thing you might want to grind for are ISK. Making SP tradeable adds SP to the list of items you may grind ISK for.

From all the discussions had around TSP, I liked the proposed idea of flattening skill dependencies as a way to help newer players to get into the gameplay they prefer quicker. The argument was that, if new players want to fly battleships, why should they have to train frigates, cruisers, small turrets, medium turrets first. Why not allow them to go straight for large turrets and the BS skill ?

Other than this I would prefer if the amount of SP you could add to a character was capped to a monthly max. This would allow CCP to analyze how the mechanic is used without it becoming a run away train. It would also preserve some of the function of the SP system: pushing you to make meaningful choices in what class/role you want to play. Otherwise, what's stopping you to be a fully skilled miner & ore refiner & industrialist & trader if it isn't the time investment ?
Admittedly the one real contention I see is this potentially providing further emphasis on certain gameplay for isk generation due to the draw of TSP. In theory the game shouldn't do that, but such motivations are inevitable so long as PLEX, the Bazaar and really the market in general exist. So unless the detriment is moreso than every isk carrot currently out there we may not see as much change behaviorally.

Or maybe my own feelings on that are a minority and there will be a huge push for any free SP made available. Though, if that's so I can't wonder how much the current training system has contributed to that.
Jill Xelitras
Xeltec services
#357 - 2015-11-26 13:18:20 UTC
Tyberius Franklin wrote:
Jill Xelitras wrote:
The difference would be that TSP would allow SP trade instead of character trade. (see Sibyyl's posts. Part 1 is linked in my signature). In essence, a character has a history and reputation which have an effect beyond the actual SP. A specialized character is the result of careful planning and months of training time to achieve a skill-set. TSP is just pooling SP into packs of unallocated SP.
While true the sale of SP and the sale of a character are different, I've not felt the distinctions were meaningful or beneficial to the idea of consequence the game supposedly emphasizes. For instance, buying a history, especially a negative one, means that the player who committed the acts gets paid to liquidate their consequence.

I'm still having a hard time understanding that mechanic as a positive in game principle.


When trading a character, it may have meant getting paid less then for a similar character with good reputation. For the buyer it meant dealing with possible adversity.

But you're right, the current state of the game is less harsh than it used to be. Back in the days I didn't worry too much about possibly having too many SP. That is until getting podded started costing me 30 million ISK to replace my medical clone. This penalty has gone. It's also nearly impossible to forget to set skill training, since we now have the unlimited skill queue.

Taking another step to make it easier for players to create the character they want to play is good. What I don't want to see is this system directly linked to a players capacity to spend money. I'm not British, but I prefer waiting in queues to everyone rushing to get ahead of each other, or worse paying a premium to get a special treatment.

The next question is why maintain the SP system, when CCP is going to short-cut it.
Why wait a week for a skill to train if you could just buy it "instantly trained" instead ? But then why pay for a skill to "be instantly trained" when you're already paying for the skillbook and for access to the game ? If the waiting time for a skill to complete is a problem, then why not lower or remove the waiting time instead of inserting a payable short-cut ?

P.S. The character bazaar was just the lesser evil compared to people selling characters over e-bay. It wasn't a planned mechanic, but rather a response to what players were doing anyway despite it being against the EULA.

Tyberius Franklin wrote:

Regarding planning, there is no difference, save the idea of simply waiting out the skills to which I'd ask, so long as someone waited out that time and decided it still worth selling, what is the issue?


By planning, I meant that the seller had to decide which skills would get the best market value and establish an efficient raining plan to minimize costs and maximize profits.

The proposed SP trading system would mean that the seller can train any skill, since he only needs the SP not the skills.

In both cases you wait for SP to accrue, but in the first case the actual skills trained is what really matters. The issue is that it turns creating viable characters (miners, pvp pilots, carrier pilots ...) into farming SP.

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Jill Xelitras
Xeltec services
#358 - 2015-11-26 13:57:32 UTC
Tyberius Franklin wrote:
The benefits of the system are also it's weakness. By making real time an asset in accruing SP the skill system ensures goals in flexibility and adaptability are simple waiting games. There is something to be said for prioritization, but that will still be the case for consumed SP. The only difference is that the bar moves to effort rather than simply time being the measure of what you can do now.
I think that the bar would move towards ability to spend money, not effort. Time has the advantage of running at the same speed for everyone.

I see 2 issues with the current system:
1) the attribute system & attribute implants is creating inequality between players for no good reason. Basically, if you can afford +5 implants you're training faster than someone with +4 and so on.

2) the game has been running for so long that some of the skillsets required are too far away to be enjoyable to train for.
-> I like what one person proposed in the SP trading thread: lowering skill dependencies for all sub-cap skills in order to lower the barrier of entry to certain playstyles.

Tyberius Franklin wrote:

The ability to select what that effort unlocks according to preference is no different than current though.

There is the question of loss, but I'm not sure that assuring opportunity for SP penalization is even a priority of the training system anymore. It seems designed to be permanent in a character's head and I'm not sure how TSP would invalidate that.

Indeed SP are now almost impossible to lose and there is no penalty for having loads of SP. So far so good. What TSP would add is the ability to skip training time (not just with effort, but also with the wallet). My main concern is that this incites new players into spending real money to advance simply because CCP changed a game mechanic that they deemed bad. If a game mechanic needs to be changed, why have new players pay for it with real money ?

My logic is this: If waiting now is insufferable, when people advance at the same speed, how insufferable will it be when you can skip the waiting by spending money ? Why not demand from CCP that the waiting time be lowered or be removed ? How does spending real money ( $ -> PLEX -> ISK -> SP) seem like the better idea ?

Tyberius Franklin wrote:
Admittedly the one real contention I see is this potentially providing further emphasis on certain gameplay for isk generation due to the draw of TSP. In theory the game shouldn't do that, but such motivations are inevitable so long as PLEX, the Bazaar and really the market in general exist. So unless the detriment is moreso than every isk carrot currently out there we may not see as much change behaviorally.

Or maybe my own feelings on that are a minority and there will be a huge push for any free SP made available. Though, if that's so I can't wonder how much the current training system has contributed to that.


Yes, exactly this. We used to grind for the ships we flew and wait for the skills to train, but the future could be "grind for everything". Additionally it would most impact low SP characters. With over 100M SP on my main I don't worry so much about grinding, I could even sell off my mining skills worth of SP.

So yeah, I'd rather see faster SP training for low SP characters or a flattened skill requirement tree ... why not both ... to a potential grindfest.

Don't anger the forum gods.

ISD Buldath:

> I Saw, I came, I Frowned, I locked, I posted, and I left.

Asura Vajrarupa
Doomheim
#359 - 2015-11-26 17:12:03 UTC
Zakks wrote:
Asura Vajrarupa wrote:

I get that change is scary but damn! You guys get anxious over the silliest of BS.


The arguments against are solidly there. But you don't agree with them so dismiss them and the people making them by closing with an attack.


So if I left this last part off you'd have nothing to say, good to know I could include you.

Ignorance is the cause of suffering.

Asura Vajrarupa
Doomheim
#360 - 2015-11-26 17:35:28 UTC  |  Edited by: Asura Vajrarupa
Sibyyl wrote:

Asura Vajrarupa wrote:
Preventing it isn't the point. There is actually no policy, rule change, or mechanic that can stop RMT. Designing game mechanics, or not designing them, to prevent RMT is wasteful and stupid.


I'll tell you about how you don't prevent RMT: by introducing another method to easily do so. And why introduce the method? To help newbros who are bored to death waiting for a ship doctrine to fly in? The logic does not follow. If that is a problem that needs to be solved (and no one is arguing it is a problem after the starting 400k SP bump) then it should be solved using un-tradable SP.


I already stated that focusing on rmt prevention in game design doesn't lead to better games and is a fools errand. Between your post and mine at least one person has argued that low sp grind is a problem, and I'm willing to bet more if I could stand reading through the chaff of this thread. So your fantasy of no support for the idea is just that. There are at minimum two. Wake up from your confirmation bias.

Why should we use untradeable sp? How is one more burst of one time sp going to change anything? Unless suggesting CCP just sell sp, which is a terrible idea, and probably the real fear for most concerning this topic.

Sibyyl wrote:
Quote:
All changes to the game should be to enhance player experience, to make the game a better game! Any argument against SP trading that falls outside this fact is nonsensical.


Let me be very clear here, since it doesn't seem to be. You and I are players and offering our opinions. Neither of us are CCP employees (I hope!) and we don't control the IP or the game. What they decide to do is their right alone. I feel simply that I voice my opinion what I feel better adheres to the spirit of the game as CCP has themselves described it to us.


You don't see the cognitive dissonance in this statement?

Ignorance is the cause of suffering.