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Attribute Implants are anti-content

Author
Nevyn Auscent
Broke Sauce
#21 - 2017-03-05 21:54:31 UTC  |  Edited by: Nevyn Auscent
Teckos Pech wrote:

Personally, I became far less fixated on SP around 100 million SP. I don't have a clone that is a dedicated learning clone anymore, in part for this reason and also because of diminishing marginal returns with regards to SP.

This is the key point.
The people who keep saying attribute implants/attributes themselves should remain tend to be very old vets well past this mark on their mains.
The younger someone is the stronger they are impacted by the negatives involved, and that isn't a good thing when Vets can leverage things like remaps better since they can just leave the alt training on one track for 6 months while it's unusable, while the real newer player has to train balanced and can't afford to risk implants either.

Yes EVE isn't an SP game, but there is no great advantage to having the 'sit in station and do nothing' behaviour rewarded over people who are out there doing things, and at the end of the day that is what the entire attribute system actually does.

Obviously no changes to jump clone needed on this front though, a different solution of removing attributes is the right one, then jump clones become about which implants you want for in space today, and people use cheap sets (like those low grade empire sets that boost sensor strength, hmm......) when being casual, empty clones when being super risky, or expensive sets when appropriate.
Teckos Pech
Hogyoku
Goonswarm Federation
#22 - 2017-03-05 21:55:47 UTC  |  Edited by: Teckos Pech
Perimeter - ☆☆ IChooseYou Market

That citadel will let you install a clone for free even.

And I just jumped into the clone and right back out.

Problem solved...maybe not perfectly, but there is a work around.

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#23 - 2017-03-05 21:58:37 UTC
Nevyn Auscent wrote:
Teckos Pech wrote:

Personally, I became far less fixated on SP around 100 million SP. I don't have a clone that is a dedicated learning clone anymore, in part for this reason and also because of diminishing marginal returns with regards to SP.

This is the key point.
The people who keep saying attribute implants/attributes themselves should remain tend to be very old vets well past this mark on their mains.
The younger someone is the stronger they are impacted by the negatives involved, and that isn't a good thing when Vets can leverage things like remaps better since they can just leave the alt training on one track for 6 months while it's unusable, while the real newer player has to train balanced and can't afford to risk implants either.

Yes EVE isn't an SP game, but there is no great advantage to having the 'sit in station and do nothing' behaviour rewarded over people who are out there doing things, and at the end of the day that is what the entire attribute system actually does.

Obviously no changes to jump clone needed on this front though, a different solution of removing attributes is the right one, then jump clones become about which implants you want for in space today, and people use cheap sets (like those low grade empire sets that boost sensor strength, hmm......) when being casual, empty clones when being super risky, or expensive sets when appropriate.


Again, go to Perimeter - ☆☆ IChooseYou Market set up a PvP clone with no implants. Keep your training clone there. Jump back and forth all day with no timers at all.

Just not seeing the big issue here. And another upshot, you are 1 jump from Jita, the largest market in game.

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

8 Golden Rules for EVE Online

Nevyn Auscent
Broke Sauce
#24 - 2017-03-05 22:09:55 UTC
Teckos Pech wrote:


Again, go to Perimeter - ☆☆ IChooseYou Market set up a PvP clone with no implants. Keep your training clone there. Jump back and forth all day with no timers at all.

Just not seeing the big issue here. And another upshot, you are 1 jump from Jita, the largest market in game.

So that newbie has to spend 4 hours a day not in their training clone.
So that newbie has to spend their first 6 months on a sub optimal attribute map because they have to train a range of skills and can't do what vets can do on their alts.

And well, that newbie just lost their clone when the perimeter market wars blew the citadel up as well.

And you don't see any problems here at all?

Again,. this is not about jump clone timers, they are fine as they are, this is about the attribute system itself being bad for the game. Implants that affect your ship in space are good, timers based around that & travel are good, ability to swap between two sets of implants that affect your ship in space in a single location are good.
Training clones however are bad.
Kenrailae
Center for Advanced Studies
Gallente Federation
#25 - 2017-03-05 22:11:20 UTC
In Part Nevyn.


Older players also know what they are building a character for, so don't have to deal with the constant sidetracking, changing directions, bit of this, bit of that, that new players do. We also don't train to just 1's and 2's, but build alts to be optimized for their role. Another, IMO larger, part of the issue is the lack of focus new players have, because they're told to train this, read they should train that, see those and want to fly them, etc etc. I remember making those mistakes, and know a guy right now, sub 15m sp, who can fly cal, gal, and amarr bs, next door to a tengu, talos, mine, build, and so on. Course, those are all just pre-req's and whatever L1 or L2 skill is needed to sit those ships. Where in all that do Core skills go?


Now, yes, all of this goes with lending credence to the removing attributes argument, but even when you do that, the problem is going to remain. Removing attributes is a step in the right direction, but it needs to go a bit further than that and be accompanied by further refinement of the NPE focusing on a 'yes you CAN train anything, but you also need to train what you do train well' shift. I don't think training implants are inherently bad, but they are definitely made worse by the attributes. Changing them from being +x to this attribute to +Y Sp/hr with the removal of attributes may be a viable middle ground.



The Law is a point of View

The NPE IS a big deal

Daichi Yamato
Jabbersnarks and Wonderglass
#26 - 2017-03-05 22:22:51 UTC
I would, and do, follow danika's advice. I've never used +5's. Never had to worry about what head im in.

And as ken says, attribute implants aren't bad. They are a choice like more powerful skill hardwiring implants or using higher meta mods. The way attributes work however might want overhauling.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Nevyn Auscent
Broke Sauce
#27 - 2017-03-05 22:22:57 UTC
Kenrailae wrote:

Now, yes, all of this goes with lending credence to the removing attributes argument, but even when you do that, the problem is going to remain. Removing attributes is a step in the right direction, but it needs to go a bit further than that and be accompanied by further refinement of the NPE focusing on a 'yes you CAN train anything, but you also need to train what you do train well' shift. I don't think training implants are inherently bad, but they are definitely made worse by the attributes. Changing them from being +x to this attribute to +Y Sp/hr with the removal of attributes may be a viable middle ground.

I agree with the first part of that. Encouraging them to do an initial specialisation is important. But even then it would need them to train a bunch of different attribute maps, so even without all that jumping around attributes still hammer them.

I'll agree to disagree on +y sp/hr implants being a good thing, because I still see it as a pay wall, and one that stops them using implants that actually benefit their ship as well. But you are right that it is a middle ground if CCP are too worried about the impact on the LP market to actually remove them, and allows for removing the worst part of the problem (the attributes themselves)
Teckos Pech
Hogyoku
Goonswarm Federation
#28 - 2017-03-05 22:26:25 UTC  |  Edited by: Teckos Pech
Nevyn Auscent wrote:
Teckos Pech wrote:


Again, go to Perimeter - ☆☆ IChooseYou Market set up a PvP clone with no implants. Keep your training clone there. Jump back and forth all day with no timers at all.

Just not seeing the big issue here. And another upshot, you are 1 jump from Jita, the largest market in game.

So that newbie has to spend 4 hours a day not in their training clone.
So that newbie has to spend their first 6 months on a sub optimal attribute map because they have to train a range of skills and can't do what vets can do on their alts.

And well, that newbie just lost their clone when the perimeter market wars blew the citadel up as well.

And you don't see any problems here at all?

Again,. this is not about jump clone timers, they are fine as they are, this is about the attribute system itself being bad for the game. Implants that affect your ship in space are good, timers based around that & travel are good, ability to swap between two sets of implants that affect your ship in space in a single location are good.
Training clones however are bad.


Or just remove all attribute implants.

Nobody should get a free ride here. Remove the implants and let them train at the rate without the implants. Problem also solved....of course, this will mean that the new players won't get the benefit of the enhanced training.

This is the complaint? You get reduced training for 4 hours a day assuming you are going something high risk enough not to get into that training clone? BTW, somebody who has +5s is not really much of a new player, IMO. That is alot of ISK and already alot of training. So you get 4 hours/day of lowered training with +3s that is just over 394,000 SP a year. I think they can live with it. If somebody is going to quit because of that, feck 'em.

And before you get indignant, they made a choice. They decided to get out of their learning clone and go PvP. Now crying about the lost SP from that decision strikes me as somebody who wants their cake and to eat it too. Everything comes with trade offs, in RL and in game. Grow up and deal with it like a big boy or girl.

Edit: If you somehow managed to lose your learning clone during that 4 hours of PvP you are terrible.

Log into your learning clone who is safe in a Perimeter station. Scoot over to the citadel. Check to see if it is in reinforced. If not, dock up, JC to the PVP clone, go have fun. If it is reinforced, check the timer to see if you are in danger of losing your learning clone. If not, JC and have fun, if it is, don't. You could even look to see if there is another citadel in Perimeter or even in another system that has a public clone bay.

I mean holy mother of God, how much hand holding must be done here. Are we going to hold their pecker for them when the new player has to take ****?

"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

Kenrailae
Center for Advanced Studies
Gallente Federation
#29 - 2017-03-05 22:42:39 UTC
Teckos Pech wrote:

I mean holy mother of God, how much hand holding must be done here. Are we going to hold their pecker for them when the new player has to take ****?




You don't???



rrrrr..... well, this is awkward.....

The Law is a point of View

The NPE IS a big deal

Rivr Luzade
Coreli Corporation
Pandemic Legion
#30 - 2017-03-05 22:48:27 UTC  |  Edited by: Rivr Luzade
Nevyn Auscent wrote:
Again,. this is not about jump clone timers, they are fine as they are, this is about the attribute system itself being bad for the game. Implants that affect your ship in space are good, timers based around that & travel are good, ability to swap between two sets of implants that affect your ship in space in a single location are good.
Training clones however are bad.

I don't quite follow. The system has not done anything bad to me. It enabled me pretty early on with my +4s and later +3s to train all the skills I need with a reasonably fast training speed. Once I started actually PVPing, I never looked back to anything beyond +3s, too. Even without the incredible (annoying for market people) feature of clone jumps without timer, I never felt a disadvantage of always training in +3s in the old days. The attribute system is not to blame here, but the incompetence of players to manage their EVE lifes as well as their obnoxious impatience that leads to false accusations on the attribute system being responsible for their worse EVE experience.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Sitting Bull Lakota
Poppins and Company
#31 - 2017-03-05 23:04:18 UTC
Captain Campion wrote:
Yesterday I jumped out of my expensive implants and went on a public roam.
After the roam I got back into my implants asap for faster training.
That was the smartest thing I could do at the time.

Today, I heard there's another public fleet, I didn't know about it yesterday so couldn't plan ahead.
But there's a timer until I can clone jump again.
I've trained up the skills to reduce the timer, but it still means I can't go on today's roam without risking my expensive clone, and that's not worth it.

So I'm logging off for today.
Fun ruined because of implants.
Cry


Take a step back with me and imagine for a second how many more people there are who have abstained from hitting "Undock" for fear of losing 100m-500m isk and some measure of sp/hr just like our op here.

The solution isn't to remove them. They're a great isk sink, fun to kill, and fit in with EvE's wealth=power theme.
As many have said in here, citadels are the counter. You don't have to wait 24 hours, because you can use a freeport to switch freely between clones.
Everyone should have a cheap clone whether it's in a citadel or not. It should be and is common practice.

CCP has done more than enough in providing us with the ability to quickly hop clones without penalty in citadels and create jump clones in any station without grinding up rep.
It's on us to instruct others to protect their clones' implants with liberal use of jump clones, and I plan on doing that this week with an artillery thrasher.
Teckos Pech
Hogyoku
Goonswarm Federation
#32 - 2017-03-05 23:13:33 UTC
Nevyn Auscent wrote:


I'll agree to disagree on +y sp/hr implants being a good thing, because I still see it as a pay wall, and one that stops them using implants that actually benefit their ship as well. But you are right that it is a middle ground if CCP are too worried about the impact on the LP market to actually remove them, and allows for removing the worst part of the problem (the attributes themselves)


Why? The +y SP/hour implant approach would let you render attributes meaningless and thus remove attribute remaps. But still let players train faster. Your post here suggests that a newer player is going to more interested in training implants. Removing all of this means there is even less ability to close the SP gap between older and newer players. I don't really care about SP like I used too. I've even used my last remap to equalize my attributes so I can shift around and train whatever I want. A newer player who is optimizing his training will be catching up, slowly yes, but catching up.

And using a public clone bay in a citadel offers newer players a way to do this without the JC timer. And paywall? Only if you are trying to get into the best implants right away and then again look at the marginal differences. What is the marginal benefit from going up one step in implants on an annual basis, it is 788,400 SP/year. The cost differential is much, much larger. If somebody is that desperate that they are going to open up their RL wallet to that kind of benefit...okay, but sheesh talk about having some skewed understanding of marginal benefit vs. marginal cost. And isn't this true of just about everything in game. If I want X now it is a paywall if I don't already have the means to obtain/use X now.

"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

Captain Campion
Campion Corp.
#33 - 2017-03-05 23:25:54 UTC  |  Edited by: Captain Campion
OK, So I've been reading the link about Upwell Structures posted earlier. I don't mind admitting I didn't know about that, and having read it I still don't really get it. It''s likely that most EVE players don't know any of this either. I'll try and explain my thoughts, and hopefully you won't just fling insults back...

the link again: https://support.eveonline.com/hc/en-us/articles/209985225-Upwell-Structures-Quick-Facts

I'm assuming these things are Citadels, it doesn't actually say and I don't see how I'm supposed to know that. I don't know if all Citadels are Upwell, or if all Upwell are Citadels.

My experience of Citadels is in 0.0 and I've learnt they are dangerous, with odd tethering mechanics so I never really know what I'm dealing with and end up avoiding them altogether.

I don't know why they're even allowed in high sec. I'd be very worried about putting my stuff in someone else's structure. I've heard about people losing stuff and clones because of that.

The notes about cloning are:

Cloning Service

- The cost of installing a jump clones is set by the structure's owner.
- Jump clones and their implants are lost when a structure is destroyed or unanchored.
- If you jump clone to a clone you have at the Upwell structure you are currently located in, then you receive no activation delay to jump clone again.

So it sounds like someone can change the cost. Are there any restrictions on that, e.g. timers to stop them from 100x-ing the cost every few seconds?

I have no clue about how destroying or unanchoring Citadels works, what concord would do, how reinforcements work, do you have to declare war, what happens if they declare war on you, etc. I'm not planning on using or owning a Citadel so you don't need to explain it. But I do know that Citadels come and go, so it's not unusual for these things to happen.

It used to be that jumping to the same station would destroy one of your clones. So I really don't know what would happen if I jumped to the same location in a Citadel OR in a regular station. I really like the intent of this though -
to say if you're not travelling there's no timer, that's exactly what I want. I am really only trying to go from one station to another within the same system (I'd have them all in the same station if I could), and therefore there'd be no need for a timer to apply to me.
Teckos Pech
Hogyoku
Goonswarm Federation
#34 - 2017-03-05 23:34:40 UTC
Captain Campion wrote:
OK, So I've been reading the link about Upwell Structures posted earlier. I don't mind admitting I didn't know about that, and having read it I still don't really get it. I'll try and explain my thoughts, and hopefully you won't just fling insults back...

the link again: https://support.eveonline.com/hc/en-us/articles/209985225-Upwell-Structures-Quick-Facts

I'm assuming these things are Citadels, it doesn't actually say and I don't see how I'm supposed to know that. I don't know if all Citadels are Upwell, or if all Upwell are Citadels.

My experience of Citadels is in 0.0 and I've learnt they are dangerous, with odd tethering mechanics so I never really know what I'm dealing with and end up avoiding them altogether.

I don't know why they're even allowed in high sec. I'd be very worried about putting my stuff in someone else's structure. I've heard about people losing stuff and clones because of that.

The notes about cloning are:

Cloning Service

- The cost of installing a jump clones is set by the structure's owner.
- Jump clones and their implants are lost when a structure is destroyed or unanchored.
- If you jump clone to a clone you have at the Upwell structure you are currently located in, then you receive no activation delay to jump clone again.

So it sounds like someone can change the cost. Are there any restrictions on that, e.g. timers to stop them from 100x-ing the cost every few seconds?

I have no clue about how destroying or unanchoring Citadels works, what concord would do, how reinforcements work, do you have to declare war, what happens if they declare war on you, etc. I'm not planning on using or owning a Citadel so you don't need to explain it. But I do know that Citadels come and go, so it's not unusual for these things to happen.

It used to be that jumping to the same station would destroy one of your clones. So I really don't know what would happen if I jumped to the same location in a Citadel OR in a regular station. I really like the intent of this though -
to say if you're not travelling there's no timer, that's exactly what I want. I am really only trying to go from one station to another within the same system (I'd have them all in the same station if I could), and therefore there'd be no need for a timer to apply to me.


Yes, they are citadels.

In NS they can be a PITA in that everything in your personal hangar will be moved to the closest LS station upon destruction of the citadel. If you have a clone there, the clone dies, and if you had implants, they are gone too. So yes, they entail risk.

One thing to consider is using a public HS citadel and moving back and forth from where ever the roams are starting with a travel ceptor. Since they are nullified for interdiction bubbles and when fitted properly are fast as Hell, you can get to where you need to be very quickly. Even dozens of jumps. So just log in 20-30 minutes early burn to wherever you need to be, and there you go. You can have your training and your PvP with minimal fuss.

Once the clone is installed at a given cost, they can't come back and charge you again and again. You will also have to pay to JC in and out, but there is a notification for that, so just read it and if the cost has been set to some ridiculous level, decline it and move somewhere else.

Jumping to the same citadel does NOT destroy clones. I just tested this in the Perimeter citadel I referenced back up stream. You would destroy a clone doing this in a station, that has not changed.

"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

Elenahina
Federal Navy Academy
Gallente Federation
#35 - 2017-03-06 20:31:32 UTC
Captain Campion wrote:

And just because you have ISK doesn't mean you should waste it. (same as RL money)


Why not? WTF else are you going to do with it? It's not like you can save it for retirement like RL money.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#36 - 2017-03-06 23:52:30 UTC  |  Edited by: Scipio Artelius
Nevyn Auscent wrote:
So that newbie has to spend 4 hours a day not in their training clone...

And well, that newbie just lost their clone when the perimeter market wars blew the citadel up as well.

And you don't see any problems here at all?

Anyone who loses a clone to a destroyed Citadel clearly isn't spending 4 hours a day out of their training clone. They aren't logging in for at least 8 days.

If it goes into reinforced, move the clone.
Lugh Crow-Slave
#37 - 2017-03-07 00:20:57 UTC
to be honest with things like injectors and CCP overall wanting eve to be more accessible i would not be surprised if an outdated system like attributes was removed. and i would really not be surprised if when they did it the NEX store started selling something like a 2x sp accelerator
Sonya Corvinus
Grant Village
#38 - 2017-03-07 00:54:26 UTC
Just put +3s in every clone and forget about them. They cost next to nothing, and the difference in training time between +3 and +5 is nearly nothing.
Reaver Glitterstim
The Scope
Gallente Federation
#39 - 2017-03-07 03:57:59 UTC
Danika Princip wrote:
There's no timer if you jump between clones in the same citadel

I've never heard of this before.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#40 - 2017-03-07 04:44:19 UTC  |  Edited by: Scipio Artelius
Reaver Glitterstim wrote:
Danika Princip wrote:
There's no timer if you jump between clones in the same citadel

I've never heard of this before.

It's been in the game since cloning facilities for Citadels were introduced and on the support page for jump clones:

https://support.eveonline.com/hc/en-us/articles/203217202-Jump-Clones (fourth paragraph)
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