These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Upcoming Feature and Change Feedback Center

 
  • Topic is locked indefinitely.
 

[February] Force Auxiliary Skills

First post First post
Author
Crosi Wesdo
War and Order
#261 - 2016-02-09 20:03:50 UTC
Cearain wrote:
It seems to me that ccp has not really thought this through very well on many levels.

I still do not understand why I need to have Tactical Logistics Reconfiguration in order to get my carrier sp refunded.


I think they were given an objective to encourage use of skill injectors.

Unfortunately, that requires ignoring the only two fit for purpose solutions of;

- Use existing racial carrier skill and support skills, since no new role was being created, rather just separated.

- Refunding all cap related skills to be reallocated.

Im sure the devs would have gone with one of the reasonable options if the boot from higher up was not on their necks.
Ashterothi
The Order of Thelemic Ascension
The Invited
#262 - 2016-02-09 20:10:45 UTC
I do my best to think of things complexly, so have been trying to think of things from the other point of view, and this is what I have come up with.

As was stated before, when new ships with new capabilities are introduced, those ships generally come with new skills. The time that SP has been split is basically when little if anything new was added, but the skill was split for clarification.

Regardless of if the FAX will be a "new ship" or if it is just a "piece" of what we now know of as carriers, the carriers themselves are going to be totally new. However you slice it, you are gaining new capabilities, and CCP is allowing you to pretrain now so you have them both if you so choose, but the bottom line is there will be an additional ship class, and an additional role, even if that role is going to carriers.

Furthermore, this stands as the best time in history for a high SP pilot to bank a _ton_ of unallocated SP. The change in skill extractors didn't only make SP monetarily valuable, but made unallocated SP more normal. Whereas before handing you 2+ months of unallocated SP would have been considered too powerful, now it isn't so bad.

My plan is to sink the next 2 months into as efficient of carrier training as I possibly can, and buy the FAX skills to compensate. Then I will have the free SP to do _whatever_ I want come Citadels.

tl;dr It isn't the same as before, but in some ways it is better.
Crosi Wesdo
War and Order
#263 - 2016-02-09 20:23:54 UTC  |  Edited by: Crosi Wesdo
We can do triage with one ship and launch fighters with the other. What new ability are we gaining because if im not mistaken i can do both of those things already.

Please clarify how it will be better when i can do both of those things now, but will have to train to do both of those things in the future.

Start with the assumption that i train SP to fly ships. Not to stockpile them for some undisclosed reason;.
Ashterothi
The Order of Thelemic Ascension
The Invited
#264 - 2016-02-09 20:26:31 UTC
Crosi Wesdo wrote:
We can do triage with one ship and launch fighters with the other. What new ability are we gaining?

The entire carrier game is changing as far as it looks.

You could abstract it far enough and say "you do damage and rep things, what new thing are they adding" if you wish, or you can see it as an unique opportunity to gain a ton of unallocated SP without having to pay diminishing returns.
D3m0n sam
Mea Culpa.
Shadow Cartel
#265 - 2016-02-09 20:35:49 UTC
Ashterothi wrote:
Crosi Wesdo wrote:
We can do triage with one ship and launch fighters with the other. What new ability are we gaining?

The entire carrier game is changing as far as it looks.

You could abstract it far enough and say "you do damage and rep things, what new thing are they adding" if you wish, or you can see it as an unique opportunity to gain a ton of unallocated SP without having to pay diminishing returns.


We already trained to both. Why should we have to train it again?
Crosi Wesdo
War and Order
#266 - 2016-02-09 20:41:10 UTC  |  Edited by: Crosi Wesdo
Ashterothi wrote:
Crosi Wesdo wrote:
We can do triage with one ship and launch fighters with the other. What new ability are we gaining?

The entire carrier game is changing as far as it looks.

You could abstract it far enough and say "you do damage and rep things, what new thing are they adding" if you wish, or you can see it as an unique opportunity to gain a ton of unallocated SP without having to pay diminishing returns.


What on earth are you talking about?!? Thats the dumbest post in the thread yet. Why would i want a bunch of unallocated SP?!?

Everything needs training, doesnt matter where the SP comes from.

I actually want to be able to fly combat carriers and logistics carriers ASAP. Probably at least 2 races. I can do that now, it didnt happen by accident.

The problem is that both carriers could happily function under the same skill using support skills like a new drone control siege mod for combat duties and the triage module for RR duty.

There is always a reason CCP chooses an extremely convoluted path. Usually its to do with mechanics that they dont want people abusing, like jump fatigue, or the new null sov.

In this case, there was a simple, perfectly reasonable, abuse free solution, that did not involve giving away free SP and did not involve alienating customers by forcing months of training on them. This choice is even in line with how other T1 ship skills work for other classes.

But they chose a very convoluted route, to encourage the use of SP injectors.
Ashterothi
The Order of Thelemic Ascension
The Invited
#267 - 2016-02-09 20:42:20 UTC
D3m0n sam wrote:
Ashterothi wrote:
Crosi Wesdo wrote:
We can do triage with one ship and launch fighters with the other. What new ability are we gaining?

The entire carrier game is changing as far as it looks.

You could abstract it far enough and say "you do damage and rep things, what new thing are they adding" if you wish, or you can see it as an unique opportunity to gain a ton of unallocated SP without having to pay diminishing returns.


We already trained to both. Why should we have to train it again?

As you can read in the history, I myself was banging on that drum, however you cannot ignore the fact that this is additionally a unique opportunity for those who can capitalize on it (get it?).
Crosi Wesdo
War and Order
#268 - 2016-02-09 20:44:34 UTC  |  Edited by: Crosi Wesdo
Ashterothi wrote:
D3m0n sam wrote:
Ashterothi wrote:
Crosi Wesdo wrote:
We can do triage with one ship and launch fighters with the other. What new ability are we gaining?

The entire carrier game is changing as far as it looks.

You could abstract it far enough and say "you do damage and rep things, what new thing are they adding" if you wish, or you can see it as an unique opportunity to gain a ton of unallocated SP without having to pay diminishing returns.


We already trained to both. Why should we have to train it again?

As you can read in the history, I myself was banging on that drum, however you cannot ignore the fact that this is additionally a unique opportunity for those who can capitalize on it (get it?).


Listen dude, i can make a billion isk in 3 hours. Perhaps you need to sell SP to make isk, but the rest of us use SP to fly space submarines.
Ashterothi
The Order of Thelemic Ascension
The Invited
#269 - 2016-02-09 20:49:55 UTC  |  Edited by: Ashterothi
Crosi Wesdo wrote:
Ashterothi wrote:
D3m0n sam wrote:
Ashterothi wrote:
Crosi Wesdo wrote:
We can do triage with one ship and launch fighters with the other. What new ability are we gaining?

The entire carrier game is changing as far as it looks.

You could abstract it far enough and say "you do damage and rep things, what new thing are they adding" if you wish, or you can see it as an unique opportunity to gain a ton of unallocated SP without having to pay diminishing returns.


We already trained to both. Why should we have to train it again?

As you can read in the history, I myself was banging on that drum, however you cannot ignore the fact that this is additionally a unique opportunity for those who can capitalize on it (get it?).


Listen dude, i can make a billion isk in 3 hours. Perhaps you need to sell SP to make isk, but the rest of us use SP to fly space submarines.

The point I am trying to make is that it is clear that the decision making process is changing for CCP, and the new market model is likely to blame, but whereas Free SP is more troublesome, unallocated SP is actually more acceptable in the new paradigm. While we don't get the free SP, we do get the unique opportunity to load up on unallocated SP without having to pay terrible diminishing returns on injectors.

It may not be best for you, I am only speaking for myself.
Crosi Wesdo
War and Order
#270 - 2016-02-09 20:59:14 UTC  |  Edited by: Crosi Wesdo
My solution did not involve free SP or reimbursed SP.

It is by far the simplest option they could have chosen and follows a model already in place for frigate and cruiser DPS/Logi. They could have just released the new cap and rejigged the stats on the existing caps and job done. All based on the current carrier skill. No one is further ahead or behind where they were before. Everyone is happy that slow cats are dead.

TBH, im more against free SP than what they did because i think creating SP hills for only newer players to climb is bad for the game.

But in the same respect, creating an SP hill for EVERYONE to climb even though many were already over that hill is absurd.

This leads to speculation about the justification for such changes, which in this case is a clear cash grab.

And your irreverent point about just having to accept CCPs current trend in decision making, if this was a CCP blog i would accept that. But this is a forum, so we are allowed to discuss and decide if we aret going to personally tolerate changes in CCPs decision making style.
Frostys Virpio
State War Academy
Caldari State
#271 - 2016-02-09 21:30:56 UTC
Crosi Wesdo wrote:
My solution did not involve free SP or reimbursed SP.

It is by far the simplest option they could have chosen and follows a model already in place for frigate and cruiser DPS/Logi.


Except from what we read, their GOAL also include requiring much more SP investment to be able to do RR and DPS so your solution brings them no closer at all to that for all existing pilots and that is probably why they didn't go that way. It's pretty obvious they want you to have to burn more SP into it no matter how you acquire those SP so any solution that runs around that principle is defacto not good for THEM.

Your solution by itself is good IF the goal was just to make a clean transition from the current state to new ship existing and no one loosing any potential ROLES in their effective capability. If they wanted that, they would of went with something like you are proposing or close to it. Your proposal is sadly not effective for the goal THEY have. If you get closer with your solution to your own goal than what they propose, your solution probably just gives too much for their plan. It does not take them to THEIR end goal.

If you propose any way where you get both half of the pie directly, you are playing outside of their defined limits. If it's not the proposed one, it will be another but at the end of the day, I'm pretty sure their goal is to make you do a though choice.

If history of other RR ship is to show something, the RR one will pretty much require to be trained to V to be really effective while the DPS one will work at lower skill level with much lesser sacrifice on the fit to make it work.
Cearain
Plus 10 NV
#272 - 2016-02-09 21:53:49 UTC  |  Edited by: Cearain
Ashterothi wrote:
D3m0n sam wrote:
Ashterothi wrote:
Crosi Wesdo wrote:
We can do triage with one ship and launch fighters with the other. What new ability are we gaining?

The entire carrier game is changing as far as it looks.

You could abstract it far enough and say "you do damage and rep things, what new thing are they adding" if you wish, or you can see it as an unique opportunity to gain a ton of unallocated SP without having to pay diminishing returns.


We already trained to both. Why should we have to train it again?

As you can read in the history, I myself was banging on that drum, however you cannot ignore the fact that this is additionally a unique opportunity for those who can capitalize on it (get it?).


I am not sure what you mean capitalize on what? I wanted to be able to rep people with a capital ship. So I trained a level 14 skill which only benefits a single ship. Now they are taking away that role of that single ship I trained and replacing it with who knows what.

Now they say I can reassign those points, but only if I train another skill, Tactical Logistics Reconfiguration, which has a prereq or logistics cruisers 5 that I have not trained. Why do I have to do this? Isn't my time spent training carriers wasted just as much whether I train this other skill now or not?

Now if I don't want all those carrier points to go to waste I need to train this other long skill group before citadel hits - whenever that is. If I don't, that level 14 skill goes to waste.

Now maybe it wont go to waste because carriers will be awesome. But really its not looking to good for that. Carriers are now going to start doing more damage. Will they do more damage than dreads which are a capital designed to do damage? Probably not. They will probably do less. And honestly it looks like ccp is going to nerf all the dreads and carriers so that they will be equivalent to the current ships only if you fit expensive capital modules to them.

CCP should just accept that they are massively changing the game where allot of players have invested allot of money and time and try to be accommodating. They said they would take these concerns into account when they announced the cap changes at eve vegas. This solution is not really cutting it. They should dig deeper and come up with something that is more fair to players.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Nevyn Auscent
Broke Sauce
#273 - 2016-02-09 22:08:51 UTC  |  Edited by: Nevyn Auscent
Crosi Wesdo wrote:
My solution did not involve free SP or reimbursed SP.

It is by far the simplest option they could have chosen and follows a model already in place for frigate and cruiser DPS/Logi. They could have just released the new cap and rejigged the stats on the existing caps and job done. All based on the current carrier skill. No one is further ahead or behind where they were before. Everyone is happy that slow cats are dead.

TBH, im more against free SP than what they did because i think creating SP hills for only newer players to climb is bad for the game.

But in the same respect, creating an SP hill for EVERYONE to climb even though many were already over that hill is absurd.

This leads to speculation about the justification for such changes, which in this case is a clear cash grab.

And your irreverent point about just having to accept CCPs current trend in decision making, if this was a CCP blog i would accept that. But this is a forum, so we are allowed to discuss and decide if we aret going to personally tolerate changes in CCPs decision making style.

Capitals do not follow the T1 subcap progression patterns and never have.
And the change in the decision making style is to allow you to move the SP. If you want CCP to stick to their old decision making style then you have to train the FAX skills and get no reallocation of SP at all, because that was their old style.

It's not a cash grab, it's just rampant paranoia making you feel that way. It's just a standard nerf to an OP ship.
Crosi Wesdo
War and Order
#274 - 2016-02-09 22:09:50 UTC  |  Edited by: Crosi Wesdo
Frostys Virpio wrote:
Crosi Wesdo wrote:
My solution did not involve free SP or reimbursed SP.

It is by far the simplest option they could have chosen and follows a model already in place for frigate and cruiser DPS/Logi.


Except from what we read, their GOAL also include requiring much more SP investment to be able to do RR and DPS


I dont think anyone disputes that. Question is why? I dont think its because they thought 25 years of total skills to train was insufficient. The answer is to peddle SP injectors.

Is that acceptable?
If we accept it now will that kind of behavior occur elsewhere?
Whats to stop CCP doing this to all ship roles?

Nevyn Auscent wrote:

Capitals do not follow the T1 subcap progression patterns and never have.
And the change in the decision making style is to allow you to move the SP. If you want CCP to stick to their old decision making style then you have to train the FAX skills and get no reallocation of SP at all, because that was their old style.


Adding a new cap did not need to be any more complicated than adding a new destroyer was. There was no need for progression, and there still is no progression. The new cap is essentially parallel to the old one skill wise.

CCPs previous decisions have been all over the chart. Fact is that they could have avoided all these difficulties if they didnt have AUR to sell.

Caps may or may not have followed any kind of progression in the past, but that that baseless assertion doesnt justify, or in itself represent a good reason why a new skill was needed since they are just separating 2 roles that used to be accomplished by a single class of ship. There is no mechanical benefit, there is no lore benefit, there is no gameplay benefit, there is only an incentive for people to recoup their SP losses with AUR items.

I wonder why its the 2 guys with almost zero combat history that dont mind this change. Interesting.
Rek Seven
University of Caille
Gallente Federation
#275 - 2016-02-09 22:21:39 UTC  |  Edited by: Rek Seven
Why even add a new skill for the force auxiliaries? Why not just let the carrier skill count for both?

I really don't see why I should have to buy another skill book to do something in the future that I can already do now. I'm hoping that I will be able to petition to get the new skill book and my sp
Justin Cody
War Firm
#276 - 2016-02-09 22:44:00 UTC
D3m0n sam wrote:
Ashterothi wrote:
Crosi Wesdo wrote:
We can do triage with one ship and launch fighters with the other. What new ability are we gaining?

The entire carrier game is changing as far as it looks.

You could abstract it far enough and say "you do damage and rep things, what new thing are they adding" if you wish, or you can see it as an unique opportunity to gain a ton of unallocated SP without having to pay diminishing returns.


We already trained to both. Why should we have to train it again?


Because CCP wants cash for aurum so you buy skill injectors all the time. Duhh
Justin Cody
War Firm
#277 - 2016-02-09 22:45:00 UTC
Rek Seven wrote:
Why even add a new skill for the force auxiliaries? Why not just let the carrier skill count for both?

I really don't see why I should have to buy another skill book to do something in the future that I can already do now. I'm hoping that I will be able to petition to get the new skill book and my sp


I'm getting ready for the day when CCP makes me train a separate skill for a Claymore and Sleipnir just to sit in it.
Neuntausend
Republic Military School
Minmatar Republic
#278 - 2016-02-09 22:57:07 UTC  |  Edited by: Neuntausend
Crosi Wesdo wrote:
I dont think anyone disputes that. Question is why? I dont think its because they thought 25 years of total skills to train was insufficient. The answer is to peddle SP injectors.

Well, the timing is perfect in that regard, so this line of reasoning probably plays a role. But it does make sense to split it up, even beyond pushing SP trading in our faces. They explained it rather well: Carriers are real multitalents - they can deal damage through fighters, they can repair, they can boost, they have a refitting service and a ship hangar. Therefore it's by far the superior choice for most people for their "first capital" over Dreadnoughts. It makes a lot more sense to have another class just for the support roles so every capital is a decent choice as first venture into the world of capital ships.

But then, it doesn't make much sense to have two completely different classes covered by the same skill. Now we have:

Racial Dreadnought + Tactical Weapon Reconfiguration for in your face DPS
Racial Carrier + Fighters for variable long range DPS and anti-support
Racial FAX + Tactical Logistics Reconfiguration for logistics

Its neat and tidy and makes a lot of sense.


Crosi Wesdo wrote:
Is that acceptable?
If we accept it now will that kind of behavior occur elsewhere?
Whats to stop CCP doing this to all ship roles?

Even if it weren't acceptable - what can we do, really? CCP have shown that they don't give a flying **** about their players opinions anymore. The only way to show them that something is not acceptable is to leave the game. But if we do that, why would we care what CCP does in the future?

So, it's either staying with the game if we still enjoy it, or quitting the game if we don't.
Justin Cody
War Firm
#279 - 2016-02-09 23:38:44 UTC
Esnaelc Sin'led wrote:
CCP Larrikin wrote:
Any character with Tactical Logistics Reconfiguration, a Carrier and Force Auxiliary skill (of the same race) injected when the citadels expansion launches, will have the racial carrier skillpoints refunded as unallocated skillpoints.


That sentence is not quite clear in my opinion.
Is that "Any Character with Tactical Reconfiguration SKILL, Carrier SKILL and FAX SKILL" ?
Or do you mean "Any Character with Tactical Reconfiguration SKILL, a Carrier (the ship) and Force Auxiliary SKILL" ?

In other word, are you takling about the SKILL or the SHIP when you say "Carrier" ?
The "a" before "Carrier" is disturbing.


'a Carrier and Force Auxiliary skill (of the same race) injected'

is pretty specific that it is the skill and not the ship. You just misread it.
Justin Cody
War Firm
#280 - 2016-02-09 23:39:52 UTC
Neuntausend wrote:
Crosi Wesdo wrote:
I dont think anyone disputes that. Question is why? I dont think its because they thought 25 years of total skills to train was insufficient. The answer is to peddle SP injectors.

Well, the timing is perfect in that regard, so this line of reasoning probably plays a role. But it does make sense to split it up, even beyond pushing SP trading in our faces. They explained it rather well: Carriers are real multitalents - they can deal damage through fighters, they can repair, they can boost, they have a refitting service and a ship hangar. Therefore it's by far the superior choice for most people for their "first capital" over Dreadnoughts. It makes a lot more sense to have another class just for the support roles so every capital is a decent choice as first venture into the world of capital ships.

But then, it doesn't make much sense to have two completely different classes covered by the same skill. Now we have:

Racial Dreadnought + Tactical Weapon Reconfiguration for in your face DPS
Racial Carrier + Fighters for variable long range DPS and anti-support
Racial FAX + Tactical Logistics Reconfiguration for logistics

Its neat and tidy and makes a lot of sense.


Crosi Wesdo wrote:
Is that acceptable?
If we accept it now will that kind of behavior occur elsewhere?
Whats to stop CCP doing this to all ship roles?

Even if it weren't acceptable - what can we do, really? CCP have shown that they don't give a flying **** about their players opinions anymore. The only way to show them that something is not acceptable is to leave the game. But if we do that, why would we care what CCP does in the future?

So, it's either staying with the game if we still enjoy it, or quitting the game if we don't.


Pretty much. - could close the thread with that post.