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Attribute Implants - Cybernetics 5?

Author
Old Pervert
Perkone
Caldari State
#1 - 2017-04-05 20:47:09 UTC
So, I can't say that I played from beta to present, but I do remember when I started that you had skills which you had to train to increase your attributes.

In other words, training so you could train faster. It was decided that since everyone did it, there wasn't any point in it, and the people who didn't do it would be at a disadvantage if they didn't know they needed to do it.

While it's very simple to know that you need Cybernetics 5 in order to plug in a set of +5 attribute implants, it feels much like training for the sake of training faster.

I just recently rolled a couple alts, and of course the first thing I will be training is cybernetics 5, so that I can plug a set of +5s into them.

The extra 14 days of training needed to get it seems exactly the same as training for the sake of training faster.

I submit that Cybernetics 1-3 be required for any implant which only enhances attributes, including +5s.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2017-04-05 20:55:18 UTC
Pro tip:

That 14 days is the same amount of time the +5s will give you in an entire year.

Why bother training the skill? If you run +4s and spend the +5 money on a single injector, you'll come out ahead.
Old Pervert
Perkone
Caldari State
#3 - 2017-04-05 20:59:49 UTC
Danika Princip wrote:
Pro tip:

That 14 days is the same amount of time the +5s will give you in an entire year.

Why bother training the skill? If you run +4s and spend the +5 money on a single injector, you'll come out ahead.


Yet more reason to apply the change that I suggest.

These toons aren't meant to be injector farms, though I do expect to be extracting from them for boosts of isk (or perhaps just a couple each month to offset their plex price).

That said, you are very right, I'll be dropping cybernetics 5 from their queues. Thanks for the tip!
Daichi Yamato
Jabbersnarks and Wonderglass
#4 - 2017-04-05 22:20:53 UTC
Hopefully this is needless because attributes will be overhaul

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Sonya Corvinus
Grant Village
#5 - 2017-04-06 00:45:10 UTC
I've played for five years and never plugged in more than +3s. The training time difference is next to nothing, and +3s are cheap enough you can plug them into every clone you have.
Nevyn Auscent
Broke Sauce
#6 - 2017-04-06 01:42:47 UTC
Danika Princip wrote:
Pro tip:

That 14 days is the same amount of time the +5s will give you in an entire year.

Why bother training the skill? If you run +4s and spend the +5 money on a single injector, you'll come out ahead.

Because 5 years down the line, you have either lost a lot more training, or you have trained Cybernetics V anyway and lost that time you could have initially had.

However the problem here is not Cybernetics V, but attribute implants in general, remove attribute implants all together (or even utterly remove attributes which are a hold over to traditional MMO styles) and the problem goes away, with Cybernetics being about implants that affect you while you are in space doing things.
Merin Ryskin
Peregrine Industries
#7 - 2017-04-06 04:33:43 UTC
Two things:

1) Cybernetics V is a pain, and it's annoying that it's a time sink that provides no benefit besides unlocking certain items, but +5s are not the only benefit. You need Cybernetics V for other implants so it's not just a case of training so you can train faster.

2) The primary issue with learning skills was that they sucked for new players. To win in the long run you had to invest time into learning skills, but that meant that you weren't getting to do anything fun in your early days, the time that was supposed to sell you on the game and get you to commit long-term. But with +5s the burden falls entirely on older players. Newbies won't have the ISK to afford +5s so there's no choice between having fun and making a good character. You won't have to worry about that training time until you're well established in the game and taking some time off of other skills to get future SP is much less of a sacrifice.
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#8 - 2017-04-06 06:01:21 UTC
The difference between +4s and +5s is really quite minimal. In the long run it may be worth it. But most people don't fly around with a head of +5s anyways.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#9 - 2017-04-06 06:02:55 UTC  |  Edited by: Rivr Luzade
Danika Princip wrote:
Pro tip:

That 14 days is the same amount of time the +5s will give you in an entire year.

Why bother training the skill? If you run +4s and spend the +5 money on a single injector, you'll come out ahead.

If only more people were as reasonable as you. Most of them are, however, like Old Pervert and Nevyn Auscent. They do not understand that you do not need the +5s in the first year. +4s are more than sufficient to get all the very important skills (ie. all the small and basic skills where +5s do not provide any substantial benefits) trained as fast as reasonably possible for as little ISK as possible, while you can go for Cybernetics V in the next year and then gain the added benefits from +5s for that training clone. That is if you still desire so because in the second year (at the latest) you are probably doing lots of things in the game that regularly put your pod at risk of getting destroyed. Under these circumstances, +5s are again a hassle to have and not really worth their benefits over +4s and +3s (unless you go for the tedium of switching pods in citadels every time you do something and then rage when you forget it once and lose the pod).

Personally, I have never trained Cybernetics V, I have never felt the need for anything higher than +4s and yet 2 years ago, when battleclinic was still running, I was 10M SP ahead of their SP estimation for my character. In summary, there is no need for +5s unless you go for very specific skills under very specific circumstances. No new player has either of these, however, and anyone not telling them to stop wasting time on Cybernetics V is not helping the game.

Even with an SP farm you don't need Cybernetics V immediately: You keep farming with +4s until you have reached a PLEX surplus of one month and then you can train something else for a couple of weeks, for instance, Cybernetics V until you have to resume your SP farming skills.

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Matthias Ancaladron
Imperial Shipment
Amarr Empire
#10 - 2017-04-06 06:25:44 UTC
Aren't the plus 4s "standard"

At the very least stand should require at most level 3. +5s can be 4. Tech 2 implants are 5.
Or lower requirements maybe and have cybernetics give like a 2-4% boost to implant attributes.
If you bother to get 5 you could have a 10%-20% boost. So going for a 5 gives you 5.5 or 6.
Maybe as high as 10% per level so you actually get something back from it