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The Place of Learning Implants

Author
phonybarone
Creative Assembly
#1 - 2016-12-11 03:03:23 UTC
Okay so this is something that has bothered me for some time that I'd finally like to discuss with the community. The place of learning implants. In my humble, and no doubt somewhat misinformed opinion, they are outdated and do more harm than good.

Now given the amount of skills in EVE and the impact they can have on your play style and your versatility as a player I don't believe it too crazy for most players to maintain a set of behaviours that ensures they are training at optimal levels at all times or at least as often as possible. Now, this may just be my own OCD, but for me, this means often avoiding any pvp or other situations where it's entirely conceivable that I might be podded, which as you all can imagine, are the parameters for most enjoyable activities in EVE. And I get it, EVE is all about risk vs reward but is it really necessary that one of those risks include often several million ISK worth of an item that makes you simply train skills a faster?

They did away with all the various skills that affected skill training times...why are implants still here? I'm no expert but I'd imagine they are still around because of the massive ISK vacuum their absence would likely create in the LP economy. But perhaps their, in my opinion, obsolete role could be filled by other equally universal items/ modules being attainable through the LP market. Perhaps we, as a community, could come up with some ideas here.

Perhaps it's just me, perhaps I am simply more OCD then previously thought but I can't count the times I didn't go on this fleet, I didn't go exploring in null/ WH space or I didn't jump clone to an empty pod for pvp because I didn't feel the time was worth parting ways with my set of improved and all that precious SP. Am I the only one this anal about my SP gain in a game where SP can A) drastically improve your current abilities and B) more often than not be the decisive variable in whether you partake in something at all. Surely I'm not the only one. And in a game like EVE, it can only hurt the community and the game itself if people are choosing not to interact with its amazing environment and all it has to offer for any reason. In their absence, our JC can always be filled with implants that actually enhance our game play, skill based implants...making for better utility for the JC owner and even nicer killmails

I passionately believe, and have for some time, that the only variable that should affect your SP gain should be what attributes you are currently mapped to. Period. And of course any special event accelerators and things of that nature. Items like that are amazing in so many ways. For that precious, precious SP and because they encourage you to get out in the world of EVE, more often than not forcing interaction with other players, in the pursuit of rewards that most of us, if not all of us, can get behind...SP or that dank ISK. Arguably, for most I'd imagine, or at the very least those of you out there who care as much as I do about your mains SP gain, these somewhat novelty items have the exact opposite affect on game play as these outdated implants have...they are a driving force for content and encourage your frequent interaction with EVEs insane potential. They are amazing steps in the right direction from CCP in my opinion and I'd love to see them make an even more bold step and do away with learning implants entirely.

Opinions? Am I missing any reason that might deter CCP from outright removing them outside of the ISK people have invested in them over the years (which in my opinion is what ever) and because of the LP vacuum that would likely result if they are replaced and an equally universal item/ items where not made available through the LP stores. Is this possible?
ShahFluffers
Ice Fire Warriors
#2 - 2016-12-11 03:23:24 UTC  |  Edited by: ShahFluffers
From what I understand, the DEVs want to remove attribute implants.

However, there are a few issues;

- what to do about training time.
---------- the easy route is simply "bake" the max attributes (or close to max) right into the character... similar to what happened with learning skills. But this becomes a kind of "power creep" where stats are continually improving while the rest of the game is designed around the "old ways." It also sets a precedent that people can point to in the future to justify what they want.
---------- remove the attribute implants completely and give nothing. This would cause a lot of rage among those min/maxers out there who see training at anything less than max speed as "theft" of their monthly subscription. However, it would mean that no one in the future could point to this particular situation to justify their proposal (for whatever).

- the Loyalty Point market: If memory serves me right, I heard a DEV talking about how attribute implants make up the majority of Loyalty Point transactions. Loyalty Points are a big deal as they are a ISK "sink" (see: they remove money from the economic system).
If they can figure out how to make up this loss of an ISK sink without pissing off too many people... that would be ideal. However people seem to freak out over 1% tax raises on the market... soooooooooo... yeah.


My personal opinion?
Remove them outright and give nothing in return. Implants are supposed to be a luxury item and nothing more. Yet people seem to think they are mandatory to do anything.
It would be nice to reset expectations for everyone and say "HTFU."


edit: I should also mention this...

For the time being... don't be OCD.
+5 implants will only shave off, at most, about a month worth of training time over the course of a year.

You are better served tossing on two +3 implants in the skills you are training now and going out to have fun wherever you want.

Hell... a lot of us in low-sec are rocking 1+ billion ISK pirate implant sets to increase our stats. And most of us rarely die.
Nevyn Auscent
Broke Sauce
#3 - 2016-12-11 03:35:32 UTC
LP market can be resolved easily by making the Empire sets actually worth using for their set bonuses. And by removing the tag requirement for all the faction guns (& other items). At which point people will actually use them because it's not so much drama to get just a set of faction guns. And the Empire sets will make up the us also.

Frankly I'm in agreement, they should be removed, and the LP market will settle where it does. We just introduced some massive sinks to highsec, and no high sec faucets have been increased, only null faucets. So there shouldn't be any concern over unbalancing the high sec economy.

And gaining more by not playing than by playing (ala risking losing learning implants) has always been a terrible design. Where they land the SP income, I don't care, it will be what it is and we all will deal one way or another.
FireFrenzy
Cynosural Samurai
#4 - 2016-12-11 08:56:19 UTC  |  Edited by: FireFrenzy
deleted message i was not adding to the disussion
Do Little
Bluenose Trading
#5 - 2016-12-11 11:46:19 UTC
The biggest argument against attribute implants has always been reluctance of people to put them at risk in PVP. CCP largely addressed this with the Citadel expansion - you can jump between clones at a Citadel without restriction - have a combat clone with no implants and a learning clone with expensive implants, jump back and forth with no cool-down.

Beyond that, I don't see that they present a problem. You can spend ISK on implants to train a bit faster or you can spend it on faction gear to get the same bonus now. Your choice. I don't think we should be asking the developers to remove choice from the game!
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2016-12-11 12:01:27 UTC
Two +4 implants is what, 40 mil? And you only need two for whatever you're training.

Two +3s is about 20, and the difference amounts to something like two weeks across an entire year.

If you're avoiding all PVP over 40mil, or especially over 20mil, you weren't going to PVP anyway.
Dark Lord Trump
Infinite Point
Pandemic Horde
#7 - 2016-12-11 12:54:37 UTC
Does your corp not have a citadel with a clone bay? Just put your implanted clone in the citadel and PvP to your heart's content. Or stay out of null because it's really hard to kill someone's pod in low.

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

FT Diomedes
The Graduates
#8 - 2016-12-11 13:04:33 UTC
Any implant that doesn't benefit a ship flying around doing something should be removed (and that includes refining hardwirings).

Although it is wonderful that you can swap your implants fairly easily (as long as you have as many citadels with cloning facilities as you have implant sets), that does not address the problem. This is a game design problem. The philosophy behind learning implants is very poor. They give no bonus while you are actually playing the game. They encourage an excessive "wait until you are great" mindset, rather than a "get out in space and do things now" mindset.

1. All the learning implants and refining hardwirings should be removed.

2. In the process of removing them, convert them all to components used to build other implants and hardwirings.

3. Then stop selling complete implants and hardwirings from the LP stores. Instead, sell BPC's for those implants.

4. All loot drops become simply the BPC for the implants or hardwirings.

5. Fix the tag requirements for the LP stores.

6. Add some new implant sets for each LP store. There are a few niches out there that have not yet been filled.

Or hell, just redo the entire thing to keep up with the current Lore. Reset all the implants! And review all the faction loot drops! Fix all the LP stores! Why should Slave implants keep coming from a shield tanking faction? And so on and so forth...

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

phonybarone
Creative Assembly
#9 - 2016-12-11 17:26:47 UTC
FT Diomedes wrote:
Any implant that doesn't benefit a ship flying around doing something should be removed (and that includes refining hardwirings).

Although it is wonderful that you can swap your implants fairly easily (as long as you have as many citadels with cloning facilities as you have implant sets), that does not address the problem. This is a game design problem. The philosophy behind learning implants is very poor. They give no bonus while you are actually playing the game. They encourage an excessive "wait until you are great" mindset, rather than a "get out in space and do things now" mindset.




Couldn't have said it better myself, this is the underlying point I was trying to get across, well said

As as for the citadels, they are not always available/ not always convieniently located
Zan Shiro
Doomheim
#10 - 2016-12-11 23:14:21 UTC  |  Edited by: Zan Shiro
People would find another reason to not pvp. Not losing implants is a red herring. Many have given the advice of 2 +3's for a night of fun here and there is fine. Which it actually is. I did this a little over a year in +3's only in 0.0 for starters and got me the basic needs of 0.0 met. Fleet Frigs, BC and BS, all meeting sanctioned fleet specs.

Take this away and it be something else. Some don't dig pvp. Which is fine. Their time and their dime, play how you want. Its just some try to justify this for appearance it seems. well its this...yeah its this. That's the ticket. Take away the excuse it be something else.

Me, currently a bear who used to pvp. Fits my needs and wants. Don't give out excuses....shooting rats is my thing these days.
For good or bad...is what it is there really.

No more learning implants....I'd still bear it. Many would. Moar targets...this won't get in droves. New excuses to not PvP would be found by those who use them as is now.

Ship costs, thermodynamics is too hard to train, the drug using skills (which can suck for train and 1 or 2 of them not the cheapest of skill books), the nanopaste skills (again can suck, and again iirc one is pricey for a book too) etc. These would be among the new potential excuses.
TigerXtrm
KarmaFleet
Goonswarm Federation
#11 - 2016-12-12 03:02:41 UTC
Attributes are entirely outdated, implants included. Should they be replaced with some other system that influences training speed? Yes. But it should not be permanent and it should certainly not be something as 'you're stupid if you don't' as implants, learning skills and medical clones.

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PopeUrban
El Expedicion
Flames of Exile
#12 - 2016-12-12 23:27:58 UTC
How about we treat them like event boosters in stead?

The event boosters, when avaliable, are easy sinks. They have a baked in expiration date and follow you through clones and so on. They not a great economy because they're not meant to be. they're handouts with expiration dates.

Originally I had some half baked idea about "home station upgrades" to replace learning implants (gain +attributes from essentially upgrading your "house" in your home station, corp office, etc.) but that kinda had the problem of being a useless system for characters that spend a lot of time in space and there wasn't much of a sink there.

However, if you just make them stacking boosters with their own slots that work like non-expiring event boosters? That could work.

People would still be able to use them without having to play clone musical chairs, and they'd still sink out of the market at a decent rate to ensure demand for them. Hell, demand might increase for the higher end ones simply because of their increased functionality. I know I'd be much more likely to invest in a full set of fancy ones if I didn't have to constantly clone swap just to keep the billion ISK in my head safe when I decide to go welp in a frig or whatever. Even if those fancy ones automatically expired after two months or however long the expiration is.

CCP would have to look over the metrics to assign appropriate durations for them, but ideally they'd all have equal durations, and higher tier implants would just have increased effects as they do now. Probably want to change the terminology for them at that point, as I believe the skill hardwiring implants should continue to use the old system. Maybe have the training implant sets changed from "implants" to "Interfaces" or something so you can lore them like they're software that follows neural imprints around.
Kenrailae
Center for Advanced Studies
Gallente Federation
#13 - 2016-12-12 23:49:29 UTC
FT Diomedes wrote:
Any implant that doesn't benefit a ship flying around doing something should be removed (and that includes refining hardwirings).

Although it is wonderful that you can swap your implants fairly easily (as long as you have as many citadels with cloning facilities as you have implant sets), that does not address the problem. This is a game design problem. The philosophy behind learning implants is very poor. They give no bonus while you are actually playing the game. They encourage an excessive "wait until you are great" mindset, rather than a "get out in space and do things now" mindset.

1. All the learning implants and refining hardwirings should be removed.

2. In the process of removing them, convert them all to components used to build other implants and hardwirings.

3. Then stop selling complete implants and hardwirings from the LP stores. Instead, sell BPC's for those implants.

4. All loot drops become simply the BPC for the implants or hardwirings.

5. Fix the tag requirements for the LP stores.

6. Add some new implant sets for each LP store. There are a few niches out there that have not yet been filled.

Or hell, just redo the entire thing to keep up with the current Lore. Reset all the implants! And review all the faction loot drops! Fix all the LP stores! Why should Slave implants keep coming from a shield tanking faction? And so on and so forth...



I disagree. Eve isn't just a ship flying game. It's not a game where everything is made available by the game, it's a game where someone's play style, someone's Eve is doing other things than flying ships. It's kinda short sighted to step on that just because it's not flying a ship.

The Law is a point of View

The NPE IS a big deal