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Skill reallocation Option needs to finally be added and why

Author
Tippia
Sunshine and Lollipops
#61 - 2013-01-13 17:01:59 UTC  |  Edited by: Tippia
Malcorian Vandsteidt wrote:
Something you all are forgetting is something I mentioned in my very first post, which negates every single complaint about this system on this thread.

: You can only remap ONCE, maybe TWICE.... Per.....

"YEAR."
Doesn't matter. In fact, it would probably just make the whole thing even worse for new players since it further restricts what they can do with their already small SP pool. All the other issues remain.

Above all, the fundamental problem is the same: it's a non-solution to a problem that doesn't exist in EVE to begin with since the solution is borrowed from a completely different design and since it's that design that causes the problems respecs are intended to solve. Since EVE has a radically different design, it doesn't have those problems, so adding a “solution” actually does the exact opposite of what it's supposed to do: it causes the problems we see in those other designs rather than solve them.
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#62 - 2013-01-13 17:12:55 UTC
Tippia wrote:
Malcorian Vandsteidt wrote:
Something you all are forgetting is something I mentioned in my very first post, which negates every single complaint about this system on this thread.

: You can only remap ONCE, maybe TWICE.... Per.....

"YEAR."
Doesn't matter. In fact, it would probably just make the whole thing even worse for new players since it further restricts what they can do with their already small SP pool. All the other issues remain.

Above all, the fundamental problem is the same: it's a non-solution to a problem that doesn't exist in EVE to begin with since the solution is borrowed from a completely different design and since it's that design that causes the problems respecs are intended to solve. EVE's design doesn't have those problems, so adding a “solution” actually does the exact opposite of what it's supposed to do: it causes the problems we see in those other designs.



Tippia - Obviously there is a problem, if you have read any forum threads on this issue or SP in general, you will see there is a HUGE problem.

Your the one who wanted to keep the consequences for choseing skills, now your saying its a bad idea? Make up your mind.

Your debating against me using non linier logic, in other words you debate what I say and try to disprove my suggestion by making claims which you fail to provide evidence for.

Basically your going -

This wont work! this wont work! this wont work!

Why?


Every concern you have posted has been addressed, and explained in graphic detail why it is not a valid or plausible concern, You opinion of what will happen and what will actually happen are not always the same.

Just because you believe it to be a non issue, does not mean it isn't one.

Pirates for example believe exploits and mechanics which allow them to gank people easier with less consequences are fantastic and pitch a fit when a suggestion is provided for fixing the issues, even come up with seriously intelligent debates for why the fix should not occur.

And yet the real evidence shows the fix indeed does need to happen. And after it happens everything is just fine, no end of the world or game breaking change.

As I said before you all said the same thing when I proposed the Attribute remap. Guess what It's in game and Eve is better then ever.

So your arguments though intelligent and well thought out, do not change the fact that there is overwhelming evidence which supports the need that a System for Remapping skills IS needed "now" in today's Eve. It may not have been needed in the Past, but it is "now".
Sleeper Agent
Perkone
Caldari State
#63 - 2013-01-13 17:23:54 UTC
A simple 80% trade-in of any skill(s) trained to get back SPs would be an awesome feature.

The cost is 20% of the time you spent training said skill (or some percentage so that doing a quick skill train for your toon's attributes then converting to SP isn't faster than training a slow skill).

One interesting result of such a change would be more complex decisions like: I really need skill X now. I will give up skill Y and Z to get the SP to train X and go back and retrain Y & Z over the next several months.
Paikis
Vapour Holdings
#64 - 2013-01-13 17:25:23 UTC
You guys are trying to teach a pig to sing. Give it up and let the troll go away.
Tippia
Sunshine and Lollipops
#65 - 2013-01-13 17:31:21 UTC
Malcorian Vandsteidt wrote:
Tippia - Obviously there is a problem, if you have read any forum threads on this issue or SP in general, you will see there is a HUGE problem.
Yes, the problem is that some players are so stuck in the xp/level/class-based mode of thinking that they can't get their heads around how the EVE skill system works, and why the supposed problem doesn't exist or why SP remaps is a horrible horrible idea that only breaks things.

Quote:
Your the one who wanted to keep the consequences for choseing skills, now your saying its a bad idea?
No, I'm not. I have no idea what kind of pretzel logic led you to that conclusion.

Quote:
Basically your going -

This wont work! this wont work! this wont work!

Why?
Incorrect. I'm going “this won't work because A, B, C, D … Z”. The “why”s have already been explained at length by me and other players. None of those points have been addressed — just brushed aside without any visible understanding of what the problem actually is, nor without any justification why any of if is needed other than pure entitlement and a wish not to stand by your own decisions.

Quote:
And yet the real evidence shows the fix indeed does need to happen.
What evidence is that? People not understanding the skill system is not evidence — it's an argumentum ad populum fallacy. No matter how many keep wanting or believing the game to work like a class-based system, it is not how EVE actually works, and as such, neither the supposed problem nor the solution is applicable.
Mag's
Azn Empire
#66 - 2013-01-13 17:50:49 UTC  |  Edited by: Mag's
Malcorian Vandsteidt wrote:
Something you all are forgetting is something I mentioned in my very first post, which negates every single complaint about this system on this thread.

: You can only remap ONCE, maybe TWICE.... Per.....

"YEAR."
Wrong actually, I took that point into account. It's still a bad idea for the reasons posted.

Malcorian Vandsteidt wrote:
Basically your going -

This wont work! this wont work! this wont work!

Why?
It's been explained why, you've yet to address the points raised.

But instead of addressing those points, you're going; It will! It will! It will!

Malcorian Vandsteidt wrote:
Every concern you have posted has been addressed, and explained in graphic detail why it is not a valid or plausible concern, You opinion of what will happen and what will actually happen are not always the same.

Just because you believe it to be a non issue, does not mean it isn't one.
Show us the post, that addresses the points raised and renders them a none plausible concern.

Malcorian Vandsteidt wrote:
Pirates for example believe exploits and mechanics which allow them to gank people easier with less consequences are fantastic and pitch a fit when a suggestion is provided for fixing the issues, even come up with seriously intelligent debates for why the fix should not occur.
Please point to the exploits, we pirates think are fantastic.

Malcorian Vandsteidt wrote:
And yet the real evidence shows the fix indeed does need to happen. And after it happens everything is just fine, no end of the world or game breaking change.

As I said before you all said the same thing when I proposed the Attribute remap. Guess what It's in game and Eve is better then ever.

So your arguments though intelligent and well thought out, do not change the fact that there is overwhelming evidence which supports the need that a System for Remapping skills IS needed "now" in today's Eve. It may not have been needed in the Past, but it is "now".
Please point to the real evidence, that shows this change needs to happen. With proof the points we have raised, will not occur.

The attribute remap, was a part of a total change including the removal of learning skills. This was good for new players and old alike. The consequences of that change, run for a year but get a boost with the odd bonus remap. This in no way breaks the skill system as no matter what remap you do, you're still limited to a maximum 2700SP per hour. You also still have to think and plan exactly which skill set to train and at the same time which remap. Plan badly and that speed drops dramatically.

You not yet shown ANY evidence that this change is needed. Balancing and changing of ships isn't a reason, it's a known event. Something that has gone on for years.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Valea Silpha
Sebiestor Tribe
Minmatar Republic
#67 - 2013-01-13 18:25:08 UTC
The way they are changing things today, there isn't the same kind of problems with skillpoints becoming irrelevant. If anything there is a drive towards make ships that take relatively little training into good competitive PvP ships. T3s anyone ? How about battlecruisers being almost the only other competitive ship ?

The thing that people always forget is that there are almost no such things as dead skills in eve. Things are swings and roundabouts. Everytime they tweak the balance, an old ship becomes suddenly more viable again.

Almost everyone only flies a handful of ships frequently. And yet they have skills for very many more ships. But sometime in the future those ships they fly now won't be as effective, and something else from their back catalogue will move into the rotation.

The only reward of having been around longer is that you can do more stuff. In a straight fight, total skill points don't matter and applied skill points (ie those that effect this exact ship) matter; a much younger character can have more SP than me in a single ship. That specialisation can let them beat me in one fight. But I can adapt and get a ship that beats them. They can't. Buuuuut my being a veteran doesn't mean that I should be able to do EVERYTHING. Just some things, most things even, but not everything.

Looking into a wider sense, a much much younger character can be a far FAR better builder or trader or researcher than my character is. If I want to get into that, I literally have to start from scratch. If they got into it straight away and have a 6 months lead, why should I be able to decide I want to do that (i've heard you can make money that way) and then inside 24 hours have perfect skills that means him taking 6 months of training actually doesn't matter. I'm just better.

If you give anyone the chance to have every skill without actually having those skillpoints (remember total vs applied... you only need SP in what you are doing now), then you are turning eve from a long term game of hard lessons and patience into a game where its all in the short term. I mean why not let people trade in PLEX to get a million SP while we are at it ? Why not?

Why Eve is a good game is because there is no way to just force your way into being awesome. You have to, over the course of many months and years chose your skills with some degree of common sense and with a goal in mind. This idea destroys that. It makes eve a game about classes and pre-set skill sets to respec into. That's not eve. That wow.
Crimeo Khamsi
Viziam
Amarr Empire
#68 - 2013-01-13 19:20:46 UTC  |  Edited by: Crimeo Khamsi
Quote:
There is no "best", your whole argument is based on fallacy. Training for a FOTM ship is not "smart", it's being a brainless herd animal. FOTM is just that, fashion, there are no I WIN -buttons in a balanced game like EVE. Maybe it wasn't always like this, there used to be OP ships and modules, but the last in this line was Dramiel. Frigate lineup has been balanced for over a year. Dessies and cruisers are now. BCs next. BSs and first T2 ships by the end of year.

You're treating everything so black and white. There's this color called gray, you know.

No, there aren't any "I win" ships. But neither are ships balanced completely (nor will they be for a long time).

Your chances of winning are more heavily influenced by your combat abilities and your money and friends than by your skill choices. BUT they ARE still influenced to some degree by your skill choices, because ships are not balanced and some are almost objectively better than others. There is therefore a real advantage in training for the better ships, and there is a real punishment when those advantages are pulled out from under you suddenly.

It's not unreasonable to ask for compensation for that punishment when it happens, since it is not the result of the player doing anything wrong.

Quote:

I can:
- fly all T1 subcap combat ships
- use all small T2 weapon systems
- use all medium T2 weapon systems
- use all large T1 weapon systems (even some T2!)

Hey, look I'm "random lucky dude who quessed correctly"!

More likely just smart crosstraining.


Cross training isn't "smart" in all situations. Early on, you have to specialize, unless you only want to be able to fly t1 frigates for the next 4 months. Later on, as an experienced player of a 6 months or a year+, you can go fill in the cross training for every single weapons system and every single racial ship blah blah.

This thread isn't ABOUT people like you who have been around that long. It's about newer players who haven't had the time to cross train and still have to commit to something if they want to be able to fly anything decent at all for now.
"Spend a year training" is not a convincing response to those newbies, who just had the rug pulled out from them, because they don't know if they want to BE here a year from now...

Tippia wrote:
Crimeo Khamsi wrote:
Yes, thanks. I'm quite aware that FOTM is bad for gameplay.
Crimeo Khamsi wrote:
Yes, [training for FOTM] is exactly the intention.
So in other words, you are consciously and deliberately asking for bad gameplay.


Lolwut? Did you only read those two sentences and ignore everything else I said or something?

It goes like this:
1) FOTM is bad for gameplay.
2) FOTM exists, however, whether we like it or not.
3) So long as it exists, we should give everybody an equal chance to adapt to it. In this case, by letting people remap skills that have been nerfed.

It's the same reasoning as:
1) Snake bites are bad.
2) They exist, though, whether we like it or not.
3) Thus, for now, we should distribute antidote to all hospitals, so that everybody has an equal chance of surviving one.

Your response, on the other hand, is the ridiculous equivalent of "Oh no, we shouldn't give antidotes to everybody, because that's just ASKING for more snake bites!"

... logic fail.
Tippia
Sunshine and Lollipops
#69 - 2013-01-13 20:00:21 UTC  |  Edited by: Tippia
Crimeo Khamsi wrote:
There is therefore a real advantage in training for the better ships, and there is a real punishment when those advantages are pulled out from under you suddenly.

It's not unreasonable to ask for compensation for that punishment when it happens, since it is not the result of the player doing anything wrong.
…and when that actually happens, you'll be compensated. As it is, though, the standard buff/nerf cycle is not in any way a “punishment” — it's balance. You will still just as capable of flying the ship that has been adjusted, as well as numerous other ships that you'll collect in the process. You have lost zilch, and the compensation is commensurate with this loss.

The beauty of the EVE skill system is that you never need to replace anything — that's the hallmark of those class-based systems where both classes and levels limit what you do, and if you want to do something new, you have to replace what you already have. Here, if you want something else, you just go and get it.

Quote:
Cross training isn't "smart" in all situations.
No, but it is the ultimate nerf-proofing tactic and it pretty much negates the claim that getting the FOTM ahead of time is a matter of luck. More to the point, it illustrates that nothing you do is lost. What you have is still useful and while something you use might lose a bit of its lustre, something other will gain prominence, which means you come out ±0 from that change. Unless you literally can only fly one ship (a state that passes after, oh, day 2 or so), there is pretty much no way to be completely screwed over by a patch to such an extent that you need to change all your skills.

Quote:
This thread isn't ABOUT people like you who have been around that long. It's about newer players who haven't had the time to cross train and still have to commit to something if they want to be able to fly anything decent at all for now.
…and that's a nice problem, but you have to take into account the older players who will make use of newbie-helping mechanics to screw over said newbies. There is a reason why Malcanis' law has gained such traction: any adjustment that is suggested “for the good of newbies” will invariably only benefit old players.

New players are better served by learning how to plan out their skills than by having all need for skill planning be removed from the game, and the game as a whole is better off not suffering all the consequences of the wreckage that would result from implementing SP remaps (especially since it also includes screwing over newbies).

Quote:
Lolwut? Did you only read those two sentences and ignore everything else I said or something?
No. I read those two sentences and noticed that, if we skip all the thinly veiled excuses, what you're asking for to deliberately add bad gameplay. Making bad gameplay available to everyone does not suddenly make things good.

Quote:
It's the same reasoning as:
1) Snake bites are bad.
2) They exist, though, whether we like it or not.
3) Thus, for now, we should distribute antidote to all hospitals, so that everybody has an equal chance of surviving one.
No. It's the same reasoning as:
1) Snake bites are bad.
2) They exist, though, whether we like it or not.
3) Thus, everyone should be bitten by a snake.

You are not asking for a solution — you are asking for a problem to be universal rather than limited. So yes, you logic fails completely.
Royaldo
Kongsberg Vaapenfabrikk Amarr branch.
Clever Use of Neutral Toons
#70 - 2013-01-13 20:44:14 UTC
Lol yes please!

Its such a silly idea, im rooting for it. Which should be enough for it to never happen..
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#71 - 2013-01-13 21:29:19 UTC  |  Edited by: Freighdee Katt
Tippia wrote:
Here, if you want something else, you just go and get it.

I'm not one who thinks respec "needs to happen," and I haven't seen anything in this thread to change my mind on that, but you are being a bit glib about just how long it takes to do what you suggest. You also tend to downplay the substantial advantage of having IV/V skills and access to T2 gear over II/III skills and being limited to T1 kit. That advantage is big enough that it's the difference between being in the game and getting blown out of the sky (or the market, or wherever) in many situations, or between playing a game that feels fun vs. grinding away at a tedious chore.

In the spectrum of MMOs out there, EvE probably has the longest haul (in terms of calendar days) between ground zero and maxing out in any one thing you want to do. EvE offsets this with passive character growth, where as long as you're paying the subscription, you're gaining skills, and you can spend your logged in time doing whatever it is you do. That doesn't mean EvE has no grind; it just means you grind for things other than "XP."

The downside of this is it can take a very long time to become competitive at a particular thing, and there is nothing you can really do to speed that up. The upside is, you can play the game for a very, very long time, and still feel like you have room to grow. However, if you only play one character, then you can only work on getting good at one thing at a time.

When a player has spent six months or a year training into something, and that's the one thing they've gotten good at so far, it's a big deal when that thing gets nerfed into the ground. When you say "just go and get it," what you're talking about is that person spending another six months or a year just to get back to where they were yesterday. And during that whole time, they're not retraining because they decided to try something new, they're doing it because they were forced to. That's a big fat invitation for newer players to quit the game, especially when it happens the second or third time around.

Every time something gets nerfed in any game, you can always say "just reroll." What you call "cross training" in this game is what you get when you have one character of every available class in other games. The difference is, in many games you're talking about a couple weeks or months to "just go and get it"; here it's literally years to "cross train" to a decent level in everything, to the point where you're "nerf proof." That doesn't mean they shouldn't make changes, it just means that in EvE changes have consequences, and they're big ones. And they don't always get them right.

"Cross train" and "just go get it" works fine for the part of the player base that is already in that place; change happens, and you just deal with it, one way or another. And CCP is fortunate to have probably the largest base of very long term players of any game around. But if CCP wants (as they say they do) to make sure the game continues to appeal to new players, then they need to keep in mind that, because of how this game works, their missteps have a uniquely high cost, and that cost is paid almost entirely by new players when it comes due.

EvE is supposed to suck.  Wait . . . what was the question?

Crimeo Khamsi
Viziam
Amarr Empire
#72 - 2013-01-13 21:52:21 UTC
Tippia wrote:
You will still just as capable of flying the ship that has been adjusted, as well as numerous other ships that you'll collect in the process. You have lost zilch, and the compensation is commensurate with this loss.

You haven't lost the ship. You've lost VALUE on the ship. The same way as my house loses value if they build an airport right next to it. I still own the house, but I have been punished because it is no longer as valuable as it was before, and I was not compensated for the loss in value.

A ship that fires missiles loses value when missiles are nerfed. Doesn't matter if it's balancing or not, it still punishes that player, through no fault of his own. That is a problem (especially in a game that prides itself on one where your own actions dictate your own consequences), one that this thread seeks to address.

Quote:
More to the point, it illustrates that nothing you do is lost. What you have is still useful and while something you use might lose a bit of its lustre, something other will gain prominence, which means you come out ±0 from that change. Unless you literally can only fly one ship (a state that passes after, oh, day 2 or so), there is pretty much no way to be completely screwed over by a patch to such an extent that you need to change all your skills.

This is really poor economic logic. "I lost SOMETHING, and then I gained SOMETHING, so it all evens out." No, it doesn't. It depends on exactly what those somethings are.

As a young player, I might be able to fly any of the racial frigates, and two race's cruisers, but maybe only one race's battleship. Thus, if that one race's weapons are nerfed, I lose something major (my one battleship loses value), and I gain something tiny in response (extra damage on one of my racial frigates). And it continues to hurt me until I can train up the other battleship, which could be months (before I get the t2 turrets, etc.). All of the lost gameplay ability during those months is a real cost to me.

It's only fully equal and zero-cost if and when you are fully cross trained. And once again, until you've been around for a year, that won't have happened yet.

Quote:
you have to take into account the older players who will make use of newbie-helping mechanics to screw over said newbies. There is a reason why Malcanis' law has gained such traction: any adjustment that is suggested “for the good of newbies” will invariably only benefit old players.

But according to you, any decent player should already be fully cross trained, so please explain how a cross-trained player could get any benefit from being allowed to reallocate their missile skills?

They can't move those SP to some other weapon, because all their other weapons are trained already. They COULD reallocate them to something like titan piloting, or whatever, but that would be really stupid, because it would hardly make a dent, AND they wouldn't be able to fit any missile ships anymore, thus invalidating months of training...

There's no useful reallocation such a player could make, so they would simply do nothing, and it would only be relevant to newer players.

Quote:

1) Snake bites are bad.
2) They exist, though, whether we like it or not.
3) Thus, everyone should be bitten by a snake.

wtf are you talking about? How can you compare being allowed to reallocate some of your skills to being bitten by a snake. One is a REWARD, and the other KILLS YOU.

I'm beginning to think you're trolling.
Tippia
Sunshine and Lollipops
#73 - 2013-01-13 22:04:04 UTC
Freighdee Katt wrote:
I'm not one who thinks respec "needs to happen," and I haven't seen anything in this thread to change my mind on that, but you are being a bit glib about just how long it takes to do what you suggest.
About a week for any standard ship. A bit less if you're new.

Quote:
You also tend to downplay the substantial advantage of having IV/V skills and access to T2 gear over II/III skills and being limited to T1 kit. That advantage is big enough that it's the difference between being in the game and getting blown out of the sky (or the market, or wherever) in many situations, or between playing a game that feels fun vs. grinding away at a tedious chore.
Not really, no. I'm highlighting the advantage of getting the most out of limited SP, which is what you have if you're new, and why going for IV:s or, worse, V:s is a horribly bad idea as a new player — it's a horrible waste of time and clone cost for what you get out of it. Does it give you an advantage? Sure. Is the advantage significant? Not really, no, unless it unlocks critical support skills or key equipment, and even then, it's easy to overcome by taking advantage of the main aspect of the game: multiplayer.

Quote:
That doesn't mean EvE has no grind; it just means you grind for things other than "XP."
It also means you can choose not to grind at all — a bit of player skill can take care of that with ease, as can social skills and a good network. “Being competitive” in anything in EVE is something you can approach from a bajillion different ways and generally, only one of them relies on “out-SP:ing” the opponent.

Quote:
When a player has spent six months or a year training into something, and that's the one thing they've gotten good at so far, it's a big deal when that thing gets nerfed into the ground. When you say "just go and get it," what you're talking about is that person spending another six months or a year just to get back to where they were yesterday.
Lolno. If a player has spent six months or a year to get to something, then he will a built up a battery of generalist skills that will immediately translate over to whatever he chooses to replace that thing with. When I say “just go and get it”, I'm talking about training one different race or adding the core skills for a secondary weapon system. That does not take 6–12 months — that kind of time frame is more appropriate for “from zero to every T2 cruiser for a given race”. That is a substantially larger adjustment than what you're talking about.

Quote:
Every time something gets nerfed in any game, you can always say "just reroll." What you call "cross training" in this game is what you get when you have one character of every available class in other games.
…except that in this game, you can retain the vast majority of your skills and apply them to the new thing you train for, ending up with maybe a couple of weeks to get to your replacement. Respeccing is the same thing as rerolling from zero and retaining your XP so you can build a new class from scratch. EVE dispenses of all that nonsense by being designed so that you don't have to start from zero to do something else. Cross-training means you build on top of what you have rather than do everything all over again, and as such, it's hellalot faster than getting “one of each class.”

Using myself as an example, it took me my first year (or more accurately nine months, since I wasted part of that year on getting fully equipped Exhumers) to get everything for my first race. For every subsequent race, all that was needed were a line of weapons, a line of ships, and one ewar type. The shared support skills that I already had filled in the rest. All in all, it took maybe a year and a half to fully cross-train for everything, and I was a bit more thorough than you really need to be.

So no, cross-train and just go get it was how I did it my first two years. Guess what? I had no problem competing during that time, much less after it. The cost for a new player is minimal since they don't need to go as wide or as deep as I did. Missteps are easy to fix and don't even matter in the long run as long as you don't do something stupid as “try something” by going all-V.
Tippia
Sunshine and Lollipops
#74 - 2013-01-13 22:19:53 UTC  |  Edited by: Tippia
Crimeo Khamsi wrote:
You haven't lost the ship. You've lost VALUE on the ship.
…and you've gain the value of other ships. End result: ±0. Compensation needed: zero. And yes, it does matter that it's balance: it means you were actually having too much before and now you're back to where you should have been all along. You're not being punished — you're being corrected. But you raise a good point: maybe you should be punished or chasing the FOTM…

Quote:
This is really poor economic logic. "I lost SOMETHING, and then I gained SOMETHING, so it all evens out." No, it doesn't. It depends on exactly what those somethings are.
…except, of course, that you didn't really lose anything to begin with. You can still fly the ship; it will still work just fine; and yes, the way balance works, if one ship loses prominence, the ships that previously languished in its shade will now become more valuable.

Quote:
As a young player, I might be able to fly any of the racial frigates, and two race's cruisers, but maybe only one race's battleship. Thus, if that one race's weapons are nerfed
…then you've still lost nothing. Balance ≠ loss.
That's the fundamental flaw with your entire line of reasoning: you seem to think that you're entitled to be overpowered and that when you no longer are, you've been robbed of something. You haven't. The ship and equipment still works just fine, and in exchange for this non-loss you gain a better game. Why should you be “compensated” for something that's beneficial to you?

Quote:
But according to you, any decent player should already be fully cross trained, so please explain how a cross-trained player could get any benefit from being allowed to reallocate their missile skills?
Because cross-training will no longer be needed — it will, in fact, be a waste of your SP pool, since all you want is a few specific FOTM ships. He benefits by releasing all that SP that would normally go into a full cross-train into the pool and letting it wait there until he needs some specific skill urgently. That's the whole point: skills no longer matter. Just dump everything into the SP pool and expend as needed to cover whatever. The previously cross-trained character can cover more whatevers than the the lower-SP single-race guy.

Quote:
wtf are you talking about?
I'm talking about your failed analogy. You're saying that applying a bad thing (FOTM) to everyone makes it good. I'm saying that applying a bad thing to everyone just makes for a lot of bad. You were the one that made the snake comparison; I just made your comparison consistent with what you're suggesting.
Crimeo Khamsi
Viziam
Amarr Empire
#75 - 2013-01-13 22:50:14 UTC  |  Edited by: Crimeo Khamsi
Quote:
]I'm talking about your failed analogy. You're saying that applying a bad thing (FOTM) to everyone makes it good. I'm saying that applying a bad thing to everyone just makes for a lot of bad. You were the one that made the snake comparison; I just made your comparison consistent with what you're suggesting.

No no no. FOTM already applies to everybody!! The most unbalanced, "best" ship at the moment (for some particular playstyle, e.g. best mission tanking ship) is the best ship. That's just a fact of the universe, and it affects everybody. Either you have one and you have a special advantage, or you dont have one, and you are at some amount of disadvantage. You're affected no matter what.

The reallocation bit doesn't make the ships any less balanced. It just gives everybody the same opportunities. Thus, nobody has any special advantage anymore, because everybody can choose to shift their nerfed skills over toward the FOTM ship, if they so desire (and if it really is so imbalanced as to make that worthwhile).

Limited skill allocation nullfiies the negative effects of FOTM. It doesn't enhance it.

Still, it's only a temporary solution. We don't really want everybody flying the same ship, and thus, the rebalancing would still be needed, until there are no more FOTMs anymore. But in the meantime, this is the fairest way to minimize the impact of the FOTMs that exist. Everybody flying the same "best" ship is still better than 30% of people being able to fly it, and the other 70% being screwed.

Quote:
(The entire rest of your post)

Everything else you said is based on the incorrect belief that CCP balancing something will create equalized bonuses and penalties to every single player.

Very wrong. The net effect across ALL players sumemd together will be +/- 0. And the net effect on any player with extensive cross training will be +/- 0 too.

But any other player will have INEQUAL personal bonuses and penalties. If the only battleship I can fly is Caldari, but I can fly all racial cruisers, then if CCP nerfs missiles and buffs lasers, hypothetically, then I lose a battleship and gain (an Amarrian) cruiser. That's not an equal tradeoff. The cruiser is utterly useless to me if, for instance, I am at the point of running level 4 missions. So I'm screwed, until 3 months later when I've finally finished training up Amarrian battleship skills, large energy turrets, and t2 laser crystals.

During those 3 months, my income is diminished, I have less fun, etc.


Some other guy might fly Amarrisan battleships only, but any cruisers. He will have the opposite experience: a sudden, unexpected boon that has no corresponding significant penalties. Why does he deserve that? No reason other than he is just luckier than me to have chosen Amarr for his first specialization.

Together, the two of us add up to a net effect of zero, in terms of the whole game community. But the PERSONAL effect on me is not zero.
Tippia
Sunshine and Lollipops
#76 - 2013-01-13 23:09:49 UTC
Crimeo Khamsi wrote:
No no no. FOTM already applies to everybody!! The most unbalanced, "best" ship at the moment (for some particular playstyle, e.g. best mission tanking ship) is the best ship. That's just a fact of the universe, and it affects everybody.
…but it is not that everyone has access to so it is not universal. Making this bad thing universal still doesn't make it better. I know what you wanted to say, but it is not what you actually said.

You equated FOTM to snake bites and then wanted them for everyone…

Quote:
Limited skill allocation nullfiies the negative effects of FOTM. It doesn't enhance it.
No, it really doesn't. The negative effect of FOTM is uniformity and ships not being used; skill allocation makes FOTM universal and thus further reinforces the use of those ships at the cost of all others. It only creates more uniformity.

And no, skill remaps are not a solution in any way — not even a temporary one — largely because it doesn't solve anything. Instead, it just creates the many game-breaking issues enumerated earlier.

Quote:
Everything else you said is based on the incorrect belief that CCP balancing something will create equalized bonuses and penalties to every single player.
No. It is based on the belief that balancing something makes the game better. It has nothing to do with bonuses and everything to do with quality of life gameplay. If the one ship you can fly gets a tiny bit worse and every other ship becomes a tiny bit better, you have gained from this. 1ε < 250ε.

Quote:
But any other player will have INEQUAL personal bonuses and penalties. If the only battleship I can fly is Caldari, but I can fly all racial cruisers, then if CCP nerfs missiles and buffs lasers, hypothetically, then I lose a battleship and gain (an Amarrian) cruiser. That's not an equal tradeoff. The cruiser is utterly useless to me if, for instance, I am at the point of running level 4 missions. So I'm screwed, until 3 months later when I've finally finished training up Amarrian battleship skills, large energy turrets, and t2 laser crystals.

During those 3 months, my income is diminished, I have less fun, etc.
…except that what you're describing doesn't happen unless what you were using was completely out of whack, so the effect you're describing won't happen either. Instead, what will happen is that you keep using your ship, same as always, and training a different one won't serve any purpose since it won't be an improvement over what you already have. You are now getting what you should have been getting all along.

The guy on the opposite side will do the same: he keeps using what he always have been using, and now he's getting what he should have been getting all along. Balance. You are not being punished; he is not being rewarded; everything is as it should be.

Oh, and the two of you don't add up to zero; you end up in the black since the quality of the game has improved by the change.
Crimeo Khamsi
Viziam
Amarr Empire
#77 - 2013-01-13 23:26:32 UTC
Tippia wrote:

Quote:
But any other player will have INEQUAL personal bonuses and penalties. If the only battleship I can fly is Caldari, but I can fly all racial cruisers, then if CCP nerfs missiles and buffs lasers, hypothetically, then I lose a battleship and gain (an Amarrian) cruiser. That's not an equal tradeoff. The cruiser is utterly useless to me if, for instance, I am at the point of running level 4 missions. So I'm screwed, until 3 months later when I've finally finished training up Amarrian battleship skills, large energy turrets, and t2 laser crystals.

During those 3 months, my income is diminished, I have less fun, etc.
…except that what you're describing doesn't happen unless what you were using was completely out of whack, so the effect you're describing won't happen either. Instead, what will happen is that you keep using your ship, same as always, and training a different one won't serve any purpose since it won't be an improvement over what you already have. You are now getting what you should have been getting all along.

The guy on the opposite side will do the same: he keeps using what he always have been using, and now he's getting what he should have been getting all along. Balance. You are not being punished; he is not being rewarded; everything is as it should be.

Oh, and the two of you don't add up to zero; you end up in the black since the quality of the game has improved by the change.


Gotta spend less time on this thread, so I'll just respond to the one I think is most important:

What you're describing only happens if CCP does a perfect job of rebalancing all in one fell swoop. This doesn't really happen. Inevitably, when they try to balance one thing, they end up with some new FOTM that is now imbalanced instead, although of course by a lesser degree. If ship A was the best mission boat before by 15%, then after balancing, you might see something like ship B being the new best mission ship, by 12%. It's like waves sloshing around in a fish tank, sort of. They go back and forth being inequal on alternate sides, but settling down lower each time, until it is all even. Someday, they might get everything equal, but not in one pass. Thus, the suggestion being made in this thread to allow you to reallocate some skills to take advantage of the new 12% best ship. I.e., allowing players to move with those waves until they settle, at which point CCP would stop offering any new skills for reallocation anymore.
Tippia
Sunshine and Lollipops
#78 - 2013-01-13 23:40:07 UTC  |  Edited by: Tippia
Crimeo Khamsi wrote:
What you're describing only happens if CCP does a perfect job of rebalancing all in one fell swoop. This doesn't really happen.
…in fact, they actively avoid it, but the main point remains the same: everyone is much closer to where they should be and the game is better for it.

Again, the whole notion that nerfs represent a “loss” that needs to be compensated for hinges entirely on the presumption that people are entitled to being overpowered. They're not. They choose to chase the FOTM and thus they choose to get nerfed in short order. The more sensible approach is to simply not care because it will make almost no difference.

Yes, it may slosh back and forth between these minute differences, but that also means it averages out as the same. At no point is there anything that needs a completely game-breaking addition to solve. The problem here is player making poor decisions. FOTM chasers make them by very definition of being a FOTM chaser, and when they eventually and inevitably get nerfed, that is exactly what should happen, so it is not a problem. New players make poor decisions out of ignorance, but the errors they make are so small as to make pretty much no difference, so it's not actually much of a problem either. Of the two, the latter may be a bigger concern but the solution to it is to teach those newbies how to make good decisions; it is not to screw them over even further with ill-conceived mechanics that are utterly and completely unsuited for the mechanics of the game to the point where it outright removes some of the game's key design features.

CCP will never stop unbalancing the game because they want the dynamic this creates. What players need is to learn to cope with these changes, which can be done in a number of different ways. Removing the need to cope makes the whole exercise pointless (and, again, brake core design features).

People's no longer being overpowered is not a problem — it's a solution. You don't need a second solution to solve the first solution because that just recreates the initial problem.
Crimeo Khamsi
Viziam
Amarr Empire
#79 - 2013-01-13 23:45:09 UTC
Eh alright, those are good points. I am convinced against it.
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#80 - 2013-01-14 00:12:28 UTC  |  Edited by: Malcorian Vandsteidt
Tippia wrote:
Crimeo Khamsi wrote:
What you're describing only happens if CCP does a perfect job of rebalancing all in one fell swoop. This doesn't really happen.
…in fact, they actively avoid it, but the main point remains the same: everyone is much closer to where they should be and the game is better for it.

Again, the whole notion that nerfs represent a “loss” that needs to be compensated for hinges entirely on the presumption that people are entitled to being overpowered. They're not. They choose to chase the FOTM and thus they choose to get nerfed in short order. The more sensible approach is to simply not care because it will make almost no difference.

Yes, it may slosh back and forth between these minute differences, but that also means it averages out as the same. At no point is there anything that needs a completely game-breaking addition to solve. The problem here is player making poor decisions. FOTM chasers make them by very definition of being a FOTM chaser, and when they eventually and inevitably get nerfed, that is exactly what should happen, so it is not a problem. New players make poor decisions out of ignorance, but the errors they make are so small as to make pretty much no difference, so it's not actually much of a problem either. Of the two, the latter may be a bigger concern but the solution to it is to teach those newbies how to make good decisions; it is not to screw them over even further with ill-conceived mechanics that are utterly and completely unsuited for the mechanics of the game to the point where it outright removes some of the game's key design features.

CCP will never stop unbalancing the game because they want the dynamic this creates. What players need is to learn to cope with these changes, which can be done in a number of different ways. Removing the need to cope makes the whole exercise pointless (and, again, brake core design features).

People's no longer being overpowered is not a problem — it's a solution. You don't need a second solution to solve the first solution because that just recreates the initial problem.



Tippia, You do not work for CCP, Your not even a CSM or an ISD.

Your "Opinions" about why CCP does things are just that YOUR personal OPPINIONS.

Not Fact.
Not the way things are.
There is no way in hell you could possibly know what "CCP" wants or desires or "why" they do things.

All you can do is form an Oppinion, and then logically debate why you THINK your view point or perception is "Correct".

This is no way means you are, and to state again like with the Atrribute Remap, You were 100% WRONG on every single one of your points and about CCP's ideas and Desires. And obviously CCP disagreed with you, and Agreed with me and others who were for it, since they put it in game.

So stop, seriously, just stop. Your Trolling is getting old.

~ And he was compareing FOTM to the Antidotes, Not snake bites. So your interpretation and reply to that entire post is void as you did not even remotely understand his example. Just as you do not remotely understand why CCP does things. Only CCP knows that.