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Skill Discussions

 
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Perfect

Author
Dan Adoudel
The Scope
Gallente Federation
#1 - 2012-02-20 22:43:10 UTC
I have yet to find anything really broken about the skill training, but i would really like to hear your side of the story. If there are any truly broken aspects of training i would like to hear it.

-Interested Gamer, Dan Adoudel
Mashie Saldana
V0LTA
WE FORM V0LTA
#2 - 2012-02-20 23:59:25 UTC
Level VI is missing, that's all.
RavenPaine
RaVeN Alliance
#3 - 2012-02-21 01:29:23 UTC
I have 3 skills that have always kinda bugged me.

Starbase Defense Management is in the Corp Management skill group. (seems more like a weapon skill imo)

Jump Portal Generation: Just feels like it should be cyno related (electronics) or Navigation related. Astrometrics V is a prereq...but astrometrics skills are generally about probing...

Covert Haulers require Industry V. But if you read the skill description, it states: "Allows basic operation of factories.4% reduction of manufacturiing time per level." It's not like a hauler is a mobil factory. Just seems out of place.

Not that these are broken. Misplaced is more the feeling.
Large Collidable Object
morons.
#4 - 2012-02-21 01:38:03 UTC
They all do what they say, but Tactical Shiled Manipulation V and Afterburners V are worthless skills.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Nymph Purchasing
Caldari Provisions
Caldari State
#5 - 2012-02-22 03:05:25 UTC
Large Collidable Object wrote:
... Afterburners V are worthless skills.


Longer duration means less cap use over time. I have at least one fit on one alt where Afterburner V makes all the difference in the world.
Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2012-02-22 05:34:08 UTC
Useless skills:
* Battleship Construction 5
* Industrial Construction 4 & 5
Nothing requires them.

Already mentioned Afterburner 5 and Tactical Shield Manipulation 5 as being controversial.
Large Collidable Object
morons.
#7 - 2012-02-22 20:00:19 UTC
Nymph Purchasing wrote:
Large Collidable Object wrote:
... Afterburners V are worthless skills.


Longer duration means less cap use over time. I have at least one fit on one alt where Afterburner V makes all the difference in the world.



What fit would that be? Just asking out of curiosity because I can't think of any fit that would need it unless you're going for cap-stability but then, I never needed a capstable ship.

Anyway - I know what the skill does, but especially when using dualprop, having it at IV allows for more flexible switching between propmods, which imho is more desirable than the decrease in cap use for a mod that hardly uses a significant amount of cap anyway.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Misanthra
Alternative Enterprises
#8 - 2012-02-22 22:44:26 UTC
Large Collidable Object wrote:
Nymph Purchasing wrote:
Large Collidable Object wrote:
... Afterburners V are worthless skills.


Longer duration means less cap use over time. I have at least one fit on one alt where Afterburner V makes all the difference in the world.



What fit would that be? Just asking out of curiosity because I can't think of any fit that would need it unless you're going for cap-stability but then, I never needed a capstable ship.

.



even then, much better options for this option. Some deadspace have lower activation energy and get you better speeds as a side bennie. Many quite cheap actually. Especially for a pve fit. Its your money maker, may as well put some money into it.

PVP that longer burn time can be a harder to control orbit that jsut pushes you into overshoot real quick. Frigates (the only ship you'd really run AB on imo besides t3...and t3 you slap on 100mn alot now so you really don't give a rats ass about your cap use at that point lol) those DS AB's aren't too pricey either. Can get the B and C's for under 15 mil easily. Chancesare good you got 15 mil in 1-3% implants for pvp....whats 12 mil more for a better AB my take on the scenario.
Miranda Etxebarria
Transgalactic Imports and Exports
#9 - 2012-02-25 05:09:15 UTC
I have yet to discover any application for Visibility V.
Nemo deBlanc
Resource Acquisition Unlimited
#10 - 2012-02-25 13:52:37 UTC
Large Collidable Object wrote:
Nymph Purchasing wrote:
Large Collidable Object wrote:
... Afterburners V are worthless skills.


Longer duration means less cap use over time. I have at least one fit on one alt where Afterburner V makes all the difference in the world.



What fit would that be? Just asking out of curiosity because I can't think of any fit that would need it unless you're going for cap-stability but then, I never needed a capstable ship.

Anyway - I know what the skill does, but especially when using dualprop, having it at IV allows for more flexible switching between propmods, which imho is more desirable than the decrease in cap use for a mod that hardly uses a significant amount of cap anyway.


Take a look at the Micro Capacitor Booster II mod. Particularly its cycle time. There's an insane amount of value to having a cap booster with a cycle time exactly equal to your AB time, and making those cap boosters last as long as possible. I leave it to you to figure out the specific scenarios where that's of use.

But yeah, for most people, AB 5 is a detriment.
Jamaican Herbsman
I Love You Mary Jane
#11 - 2012-02-26 22:07:14 UTC
Large Collidable Object wrote:
Nymph Purchasing wrote:
Large Collidable Object wrote:
... Afterburners V are worthless skills.


Longer duration means less cap use over time. I have at least one fit on one alt where Afterburner V makes all the difference in the world.



What fit would that be? Just asking out of curiosity because I can't think of any fit that would need it unless you're going for cap-stability but then, I never needed a capstable ship.

Anyway - I know what the skill does, but especially when using dualprop, having it at IV allows for more flexible switching between propmods, which imho is more desirable than the decrease in cap use for a mod that hardly uses a significant amount of cap anyway.


Agreed. 15 second afterburner cycle is a dreadfully long time in pvp, especially frigate pvp, where the difference between getting the f out and getting popped can be paper thin.
Dr Caymus
Applied Technologies Inc
Agents of Fortune
#12 - 2012-02-27 02:16:14 UTC
Mashie Saldana wrote:
Level VI is missing, that's all.

Agreed. This and maybe even level 7. A major shortcoming is that the skill system is not open-ended. Take a glance at Eveboard and you'll see that most skill categories are dominated by characters (myself included) that have maxed out all skills in that category. To me, it seems that there's just something fundamentally wrong with that.
OfBalance
Caldari State
#13 - 2012-02-27 02:59:53 UTC
Dr Caymus wrote:
Mashie Saldana wrote:
Level VI is missing, that's all.

Agreed. This and maybe even level 7. A major shortcoming is that the skill system is not open-ended. Take a glance at Eveboard and you'll see that most skill categories are dominated by characters (myself included) that have maxed out all skills in that category. To me, it seems that there's just something fundamentally wrong with that.


I couldn't disagree more.
Dr Caymus
Applied Technologies Inc
Agents of Fortune
#14 - 2012-02-27 04:01:46 UTC
OfBalance wrote:
I couldn't disagree more.

Care to elaborate? Perfect disagreement would suggest that there should be no skill system.... that any player should be able to fit and fly any ship from day one, build and sell any item with maximum efficiency from day one, head the largest corporation from day one, fly the most challenging mission from day one... that there should be no focus or specialization in the game... is that your position?
OfBalance
Caldari State
#15 - 2012-02-27 04:49:24 UTC  |  Edited by: OfBalance
Dr Caymus wrote:
OfBalance wrote:
I couldn't disagree more.

Care to elaborate? Perfect disagreement would suggest that there should be no skill system.... that any player should be able to fit and fly any ship from day one, build and sell any item with maximum efficiency from day one, head the largest corporation from day one, fly the most challenging mission from day one... that there should be no focus or specialization in the game... is that your position?


I disagree that a tiny, albeit growing minority of players having a lot of maxed out skills is indicative of a problem. Alt proliferation has abnegated specialization completely. Generating content via hefty skillpoint sinks could be great, but suggesting it from the standpoint of "well, I just don't care what I train anymore," smacks of looking for problems rather than solving the ones made clear and present such as "I'm bored with eve, what do I do now."

I have close to 100mil sp on this alt alone, granted that's a smallish number compared to your own sp, but relative to the EVE population as a whole it's well above the average and neither of us is within ear-shot of being literally skill-capped. I would argue there is more than enough to specialize in without feeling limited by capped skills; of course, that requires getting into every little niche there is with just one character, which is not so practical (a problem that might be worth addressing).

My apologies if I have misunderstood your argument, but I have read a similar line of reasoning from digitalwanderer and other resident sp-enthusiasts in the past. I am in full support of EVE's skill system, but I won't hear of the plight of skill-ceiling myth. There are plenty of things to train for, it's just that some of them are no fun and we don't want to train for them or they overlap poorly with other skills (supercap training being the pinnacle of this). I think those issues of gameplay are the problem at hand, not that we lack additional skills or levels of existing skills.

Here's hoping for more iteration in 2012.
Dr Caymus
Applied Technologies Inc
Agents of Fortune
#16 - 2012-02-28 05:47:41 UTC  |  Edited by: Dr Caymus
Thank you, OfBalance, for your well-articulated reply. This

OfBalance wrote:
....solving the (problems) made clear and present such as "I'm bored with eve, what do I do now."

is exactly what I am concerned about. Finishing a set of skills needed to excel at a given activity leads directly to that state. At nearing nine years of age, the game has a significant and growing base of players that are running into that wall with their chosen pursuit. Sure, one can diversify by training something new, and many do. But why cap a skill set at current limits? What harm is there in making the mechanic available to train to yet higher levels for additional marginal gain in skill?

The fact that specialization has faded into ambiguity is not so much the proliferation of alts in the game, but more a result of the relative ease with which any character can gain the skills needed to excel in a given pursuit. In my view, an extension of skill levels would restore the ability for dedicated characters to continue training to higher skill levels in order to differentiate themselves, or perhaps even err in the direction of training way beyond the point of relevant marginal utility.

I’d like to see players have the option to train more deeply into their chosen skillset rather than be faced with the realization that their pursuit is done, that there’s nothing left to be gained.

(edited to put the quote in the proper context)
Unkn0wn
School of Applied Knowledge
Caldari State
#17 - 2012-02-28 19:20:20 UTC
Dr Caymus wrote:
In my view, an extension of skill levels would restore the ability for dedicated characters to continue training to higher skill levels in order to differentiate themselves, or perhaps even err in the direction of training way beyond the point of relevant marginal utility.

I’d like to see players have the option to train more deeply into their chosen skillset rather than be faced with the realization that their pursuit is done, that there’s nothing left to be gained.

(edited to put the quote in the proper context)


Hello Dr

I like your idea, I personally am highly specilized, only playing amarr ships but I can fly all sub caps with 99% of the required skills at 5, I fly the RECON, HAC,BS,T3,Logi all with maxed skills. I personally have always wanted to push these skills higher as i am now just cross training for ships I will never really fly.

However for the new players entering the game it is generally overwheleming already and the skill system in eve is a daughting task when starting with 1 million points. In most places they are told to specilize in a choosen feilds so that one day he can be on the same playing feild as everyone else. By removing this skill wall, new players will say "they simply will never catch up" and they never will.

Also there is the fact that some skills would become overpowered a simple example is the minings skills. it would upset the market the only characters to make use of training these skills would be the auto bots. Invention skills improvements i could agree with maybe untill everyone must have 6-8 to even be competive.

I see your point in relation to combat skills, however for the industry side of eve this would create an unblance.

iISnoTanAlTlies
OfBalance
Caldari State
#18 - 2012-02-28 22:05:32 UTC  |  Edited by: OfBalance
Dr Caymus wrote:
Thank you, OfBalance, for your well-articulated reply. This

OfBalance wrote:
....solving the (problems) made clear and present such as "I'm bored with eve, what do I do now."

is exactly what I am concerned about. Finishing a set of skills needed to excel at a given activity leads directly to that state. At nearing nine years of age, the game has a significant and growing base of players that are running into that wall with their chosen pursuit. Sure, one can diversify by training something new, and many do. But why cap a skill set at current limits? What harm is there in making the mechanic available to train to yet higher levels for additional marginal gain in skill?

The fact that specialization has faded into ambiguity is not so much the proliferation of alts in the game, but more a result of the relative ease with which any character can gain the skills needed to excel in a given pursuit. In my view, an extension of skill levels would restore the ability for dedicated characters to continue training to higher skill levels in order to differentiate themselves, or perhaps even err in the direction of training way beyond the point of relevant marginal utility.

I’d like to see players have the option to train more deeply into their chosen skillset rather than be faced with the realization that their pursuit is done, that there’s nothing left to be gained.

(edited to put the quote in the proper context)


If you're concerned about boredome or lack of depth, let me be the first to assure you that additional ranks of an existing skill with ever-more-marginal benefit will not be the solution.

Don't get me wrong: I think there's a lot of missing depth in research, mining, manufacturing, and various other industrial pursuits. However, I think these issues are related to the existing skills being "blah," and the interface or even actions themselves are lacking the creative design required to really engage the player, rather than have them desire to automate the process as much as possible.

Supposing I had the option to produce from a given bpo 1% more efficiently than anyone else in the game, I don't think that would improve my quality of gameplay as much as an overhaul to the POS interface. If I were presented new content over the top of these issues (as we often have), it wouldn't be long before I got back to the same point.
Dr Caymus
Applied Technologies Inc
Agents of Fortune
#19 - 2012-02-29 05:17:48 UTC
Unkn0wn wrote:

However for the new players entering the game it is generally overwheleming already and the skill system in eve is a daughting task when starting with 1 million points. In most places they are told to specilize in a choosen feilds so that one day he can be on the same playing feild as everyone else. By removing this skill wall, new players will say "they simply will never catch up" and they never will.

Also there is the fact that some skills would become overpowered a simple example is the minings skills. it would upset the market the only characters to make use of training these skills would be the auto bots. Invention skills improvements i could agree with maybe untill everyone must have 6-8 to even be competive.

I see your point in relation to combat skills, however for the industry side of eve this would create an unblance.


You make a number of good points.

Adding an extra level or two to the skill system would require remapping the benefits for many if not most skills, and reevaluating appropriate prerequisites to qualify for higher level skills. Essentially a complete overhaul of the skill system. If, for example, it was felt that mining yields would become too great given an additional 5% or 10% bump by training the mining skill to level 6 or level 7, then the incremental yield per level might be reset to 3% or 4% and/or the the base deficiency at level 0 could be set at a lower level.

Or, to largely defuse the "I'll never catch up" argument of the newer player, maybe benefits should accrue on a nonlinear progression, where each successive level provides a diminishing gain as well as requires an increased amount of time to train. This could be structured such that 80 - 85% of the total benefit available is gained by level 4, even if given a 7-level scale. Module stacking penalties and the net cumulative effect of skills and modules on shield or armor resistances are current examples of this diminishing marginal gain concept.

Skill prerequisites could be maintained at current levels. It probably wouldn't make sense to have to train a skill to level 6 or level 7 as a prerequisite to another skill. If anything, prerequisites could be revisited for possible reduction in able to qualify newer players more quickly.

Properly implemented, an overhaul of this nature to the skill system could actually make it easier (faster) for new players to reach competitive levels (80-85% of full potential) and extremely time consuming to reach 100%, with minimal impact on game balance.
Dr Caymus
Applied Technologies Inc
Agents of Fortune
#20 - 2012-02-29 05:47:26 UTC
OfBalance wrote:
If you're concerned about boredome or lack of depth, let me be the first to assure you that additional ranks of an existing skill with ever-more-marginal benefit will not be the solution.

No assurance necessary. Current skill caps are just one of many factors contributing to this issue. I'm not suggesting that expanded skills would be the definitive solution to the issue. I believe that expanded skills would diminish one of the factors that lead to the issue, while enhancing the challenge of sustained, long-term skill development.

OfBalance wrote:
Don't get me wrong: I think there's a lot of missing depth in research, mining, manufacturing, and various other industrial pursuits. However, I think these issues are related to the existing skills being "blah," and the interface or even actions themselves are lacking the creative design required to really engage the player, rather than have them desire to automate the process as much as possible.

Supposing I had the option to produce from a given bpo 1% more efficiently than anyone else in the game, I don't think that would improve my quality of gameplay as much as an overhaul to the POS interface. If I were presented new content over the top of these issues (as we often have), it wouldn't be long before I got back to the same point.

Excellent points. If we expand the scope of the discussion beyond the current skill system to include other game design elements, we'll readily find areas of opportunity to much more significantly enhance game-play.
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