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If you could write a new skill book for Eve what would it be?

Author
lollerwaffle
Tribal Liberation Force
Minmatar Republic
#81 - 2013-04-16 12:15:26 UTC
Azrael Dinn wrote:
RubyPorto wrote:
Azrael Dinn wrote:
RubyPorto wrote:
Azrael Dinn wrote:
Law enforcement - allows player to operate as concord, lvl1 - 3 high sec, 4 low sec, 5 whole eve


Already done. You can freely shoot any target that CONCORD would shoot anywhere in EVE with no repercussions.


Lets just say that I ment that you can shoot pirates, suspects and thiefs as concord and concord would help you Twisted


You already get CONCORD assistance when shooting all of CONCORD's legal targets. CONCORD doesn't shoot Outlaws or Suspects (which you can shoot freely). So you're really asking for a nerf to your abilities by limiting your legal targets to Criminals.


Don't try to change my words. If you want to be and idiot fine by me but stop commenting like an idiot.
OP wanted to know what kinds of skills people would want to have I wanted something like this and if your too thick not to understand what behind it then be an idiot I don't mind, but just don't try to twist my words.

And just for you last try. I'll make out from iron, mayby you understand it this time.

The skill allows you to engage ANY suspected / outlaw / criminal targets in space and concord will come into your aid.


So, you're saying that any suspect/outlaw/criminal should be taken down by Concord, including in 0.0, low, and W-space? Seriously? RollRoll

Actually, that's a good idea. As a counter point, I would like to have:

Law Breaker - Allows you to aid NPC pirates, NPC pirates do not attack you.

Everytime a rat gets shot in a mission, a belt, or a plex, a beacon comes up on overview which you can warp to and legally shoot whoever is slaughtering those poor defenceless NPCs.
RubyPorto
RubysRhymes
#82 - 2013-04-16 14:46:42 UTC
Corey Fumimasa wrote:
No, they show up before Concord via the cyno. This forces the gankers to account for an unknown quantity which is something that I think is lacking in the current dynamic.
Sit a couple of cloaked bombers by some likely gank targets. No targeting delay means you can start torping the gankers as soon as they start shooting (or land on grid). The only reason the gankers don't have to account for unknowns is that the "white knights" are lazy.
Quote:
No
Why in the world not?
Quote:
There's no "workarounds" here. This is a new dynamic that mimics existing player created dynamics for new and casual players. It creates variables and opportunity for interaction that did not exist before.
In what other part of the game do you get automatically bridged to targets that are absolutely prevented from escaping, who will momentarily be subject to overwhelming EWAR provided by NPCs, and will be destroyed in short order regardless of player actions?
Quote:
This contradicts your first statement. Beyond that its not "spoon feeding", it is NPC interaction that prepares players for the more serious matter of player V player interaction.
You're asking for CONCORD to automatically warp you to gank sites for the sole purpose of KM whoring. If you want to whore on ganker killmails, hang around in belts. If you want to actually be helpful, hang around in belts in an AC Tornado near miners or an Arty Nado if you want to cover more ground.



Quote:
1. They do not have to be free bridges, the cost of the skill book can be set at whatever CCP deems appropriate.
1a. No, players on the Concord titan have to activate the bridge in the same way that player owned bridges are activated.

2. They get to ***** on the KM for a disposable ship! Boy that's gonna really throw the kill boards off! No it wont.

3. The gankers are going to die anyway, the only question this creates is will they manage to kill their target.

4. Yup, they are going to get blown up. The only question is...just reread 3.

5. Yup

6. The only difference is that the gankers have a significant variable added to the equation, whether it be a retriever or an freighter. Would this end freighter ganking? Only if there were enough people willing to stay at the Concord titan and to jump when the gate opened.



CCP has been pretty good at balancing new in game dynamics, I'm sure they could make this fair to, maybe they could use this to balance doing away with local or getting rid of faction police.


1. So, you're going to be paying CONCORD for fuel as well? Ok. Give me an Ibis and I'll just drain your wallets before heading out for my night of ganking.
1a. So you're not going to be doing anything for ganks occuring in higher security bands. Ok.
2. Your whole premise was that these "White Knights" would be doing something useful. Whoring on killmails when CONCORD is already on scene is not useful.
3. And you'll be showing up after that's decided, so....
4. See 3.
5. So what're you risking to "help" the miners? Clearly you see these killmails as a reward. What are you willing to risk?
6. So sit in belts and countergank. Sit on popular HS gates and Countergank. You say you want protection to come from people willing to spend time providing it? The mechanics already exist to allow you to do that. Hop to.

How in the world does this have anything to do with Local? Faction Police have nothing to do with responding to criminal actions.

How about we "balance" this suggestion of yours with the elimination of the CONCORD cruisers? CONCORD will still kill you some 10s after they land, but you'll be free to do things until then, unless players happen to arrive on scene to actually be useful.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

RubyPorto
RubysRhymes
#83 - 2013-04-16 14:49:26 UTC
Azrael Dinn wrote:
Don't try to change my words. If you want to be and idiot fine by me but stop commenting like an idiot.
OP wanted to know what kinds of skills people would want to have I wanted something like this and if your too thick not to understand what behind it then be an idiot I don't mind, but just don't try to twist my words.

And just for you last try. I'll make out from iron, mayby you understand it this time.

The skill allows you to engage ANY suspected / outlaw / criminal targets in space and concord will come into your aid.


So you want to kill Lowsec?

CONCORD has only ever shot Criminals in High Sec. That is their entire purpose.

Why do you feel the need to have literally unbeatable, NPC provided backup come to your aid as soon as you take a potshot with your civvy railgun?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Corey Fumimasa
CFM Salvage
#84 - 2013-04-16 15:48:57 UTC  |  Edited by: Corey Fumimasa
You win Ruby! Its a terrible idea and my threditing are just not up to the task. No concord law enforcement skill books!
Aston Martin DB5
Deaths Consortium
Pandemic Horde
#85 - 2013-04-16 18:19:36 UTC
A Portal. Summon fleet members to your location.
Corey Fumimasa
CFM Salvage
#86 - 2013-04-16 19:46:03 UTC
Aston Martin DB5 wrote:
A Portal. Summon fleet members to your location.


Man I could really use this one, I get lost all the time Oops
Makoto Priano
Kirkinen-Arataka Transhuman Zenith Consulting Ltd.
Arataka Research Consortium
#87 - 2013-04-16 20:15:28 UTC
I may've missed some of the recommendations, but from my end:

"Projected propulsion jamming"
+5% propulsion jamming range per level. At V? Suddenly that 24km T2 point becomes 30km, unheated. :D

"Warp field modulation"
+10% warp speed per level

"Anomaly signature identification"
Lowers threshold for site identification -10% per level. So instead of getting that cursed wormhole to 70% signal strength to realize you've scanned down yet another K162, at V, you're warned at 35%

Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art. Would you like to know more?

Avalon Champion
Gallente Defence Evaluation Research Agency
#88 - 2013-04-16 20:46:47 UTC
Makoto Priano wrote:
I may've missed some of the recommendations, but from my end:

"Projected propulsion jamming"
+5% propulsion jamming range per level. At V? Suddenly that 24km T2 point becomes 30km, unheated. :D



The problem with this is that someone with an Arazu would get a huge boost on the Point, at the moment the ship gives a 20%/level boost. That would then give a fully skilled Recon pilot about a 56KM range on the T2 point.

Use a faction (Republic Fleet/Domination) 30KM point and its going to be close on 72KM.

Thats a hell of a range for a point. Consider also the Other recon pilots could start to feel a little inadequat, especally the huggin pilots, who would have a range of about 40-50KM on thier webs,
DeMichael Crimson
Republic University
Minmatar Republic
#89 - 2013-04-17 02:41:28 UTC
Corey Fumimasa wrote:
You win Ruby! Its a terrible idea and my threditing are just not up to the task. No concord law enforcement skill books!

No, it's actually a good idea, especially the part of having a muster point with an auto bridge connecting to the area where Empire Law was broken. The only thing Ruby wins is badgering others into submission.

Just ignore him. Nothing in the OP said anything about submitting skill ideas that are based on reality and maintain the balance of game mechanics.

Case in point :

RubyPorto wrote:
Door Opening: At V, allows you to turn the knob on the Cabin door.

Button Pressing: At V, allows you to unlock the Cabin Door. Requires Door Opening V.

Prybar: At V, allows you to force the door open in spite of the barricade on the other side. Requires Button Pressing V and Jove Frigate I.


Frankly the first 2 skills are worthless and a big waste of time due to them not opening 'The Door'.

The 3rd skill can never be trained due to the prerequisite of needing 'Jove Frigate 1'.



DMC
ZAKURELL0 LINDA
KarmaFleet
Goonswarm Federation
#90 - 2013-04-17 02:56:15 UTC
Trolling - +1 font size in chat box per level Shocked

together with

Scamming - +5% more isk in successful scams (in Scamville)

RIP Iron Lady

RubyPorto
RubysRhymes
#91 - 2013-04-17 03:30:48 UTC
DeMichael Crimson wrote:
No, it's actually a good idea, especially the part of having a muster point with an auto bridge connecting to the area where Empire Law was broken. The only thing Ruby wins is badgering others into submission.


Just what ganking needs. Yet another nerf. (P.S. It doesn't add anything more "unknown" than the fitting slots or cargohold of the ship do. One scout on the muster point and you know exactly what's coming and can plan accordingly.) How many nerfs until you're satisfied?

Quote:
Just ignore him. Nothing in the OP said anything about submitting skill ideas that are based on reality and maintain the balance of game mechanics.


I humbly apologize for pulling an interesting discussion in a content-free thread.

Quote:
Frankly the first 2 skills are worthless and a big waste of time due to them not opening 'The Door'.

The 3rd skill can never be trained due to the prerequisite of needing 'Jove Frigate 1'.

DMC


I'm glad someone got the joke.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

ASadOldGit
Doomheim
#92 - 2013-04-17 04:26:17 UTC
Stegas Tyrano wrote:
Procrastination Defence - Reduces duration of procrastination by 20% per level trained. Sad



Real Incentive: Each level provides an actual incentive to leave highsec.

Prerequisite: Procrastination Defence to level 4


(Sorry, CCP, not seeing anything of interest out there...)

This signature intentionally left blank for you to fill in at your leisure.

Katran Luftschreck
Royal Ammatar Engineering Corps
#93 - 2013-04-17 04:29:29 UTC
PI Harvester Efficiency

Increases harvester output by 5% per level.


PI Factory Efficiency

Decrease manufacturing cycle times by 5% per level.


PI Warehouse Manager

Increase all PI storage space by 10% per level.


PI Launch Physics

Decrease all transport fees on NPC custom stations by 5% per level.

http://youtu.be/t0q2F8NsYQ0

Corey Fumimasa
CFM Salvage
#94 - 2013-04-17 04:53:00 UTC  |  Edited by: Corey Fumimasa
RubyPorto wrote:

Just what ganking needs. Yet another nerf. (P.S. It doesn't add anything more "unknown" than the fitting slots or cargohold of the ship do. One scout on the muster point and you know exactly what's coming and can plan accordingly.) How many nerfs until you're satisfied?


Your endless ability to treat a vague idea as something specific and well defined is astounding. You started by assuming that regular warp mechanics would have to be used and now your here assuming that the bridge point has to be an open rally when it could just as easily be done from station dock.

I think the core of your "argument" is actually that you don't like this idea because you see it as another nerf to gankers. I don't know why you just can't say that rather than make up all these none existent problems. I saw 2 cats take down a Mackinaw a few weeks ago, and the numbers on freighter ganking havn't changed much at all. Ganking is alive and well.

RubyPorto wrote:

I humbly apologize for pulling an interesting discussion in a content-free thread.


This has been a great thread with a lot of interesting ideas and thoughts. It's not a serious discussion about game balance or future planning, just talk about ideas that come to mind while playing.

Your portrait looked better before the eye piece.
ASadOldGit
Doomheim
#95 - 2013-04-17 05:46:50 UTC
Corey Fumimasa wrote:
RubyPorto wrote:

Just what ganking needs. Yet another nerf. (P.S. It doesn't add anything more "unknown" than the fitting slots or cargohold of the ship do. One scout on the muster point and you know exactly what's coming and can plan accordingly.) How many nerfs until you're satisfied?


Your endless ability to treat a vague idea as something specific and well defined is astounding. You started by assuming that regular warp mechanics would have to be used and now your here assuming that the bridge point has to be an open rally when it could just as easily be done from station dock.

I think the core of your "argument" is actually that you don't like this idea because you see it as another nerf to gankers. I don't know why you just can't say that rather than make up all these none existent problems. I saw 2 cats take down a Mackinaw a few weeks ago, and the numbers on freighter ganking havn't changed much at all. Ganking is alive and well.

RubyPorto wrote:

I humbly apologize for pulling an interesting discussion in a content-free thread.


This has been a great thread with a lot of interesting ideas and thoughts. It's not a serious discussion about game balance or future planning, just talk about ideas that come to mind while playing.

Your portrait looked better before the eye piece.


Regardless of the arguments used, or the mechanics changed, I don't see how this would work.
With the assumption that gankers would fit their ships, and choose their targets, with the goal of killing it within 1-3 gun cycles, the first "concordable" action that would be detected is likely to be them firing their guns. Target half dead.

You then get the "pop-up" or "concord-bridge" appearing, and 1-2 seconds later, you make the decision to go to it. By the time the grid loads (even worse if you're docked), they're firing their guns again - target dead or in deep hull.

Once you recover from the shock of landing on grid with 6 Talos's, you start to lock them, they start to lock you (since they would very quickly learn to expect intervention), their guns fire again, killing the target if it wasn't already dead, you get a lucky shot off and kill one of them, and then they all turn their attention towards you.

You die. The "victim" you were hoping to rescue dies. They die when the real Concord shows up. Their salvager then salvages your wreck as well. What have you gained?

Mechanics aren't the issue - it's human reaction time that would make this impractical.

This signature intentionally left blank for you to fill in at your leisure.

RubyPorto
RubysRhymes
#96 - 2013-04-17 06:21:44 UTC
Corey Fumimasa wrote:
Your endless ability to treat a vague idea as something specific and well defined is astounding. You started by assuming that regular warp mechanics would have to be used and now your here assuming that the bridge point has to be an open rally when it could just as easily be done from station dock.


Sure, I assumed warp. Because there is no current HS-applicable mechanic that allows you to ignore warp time.

I assume a bridge point in space because you said "Titan" and "Cyno."

So now you're adding the only mechanic in the game (short of CCP's dev tools that they break out for the AT) that moves you from a station to somewhere else in space because "oh gosh, the gankers might be able to adapt to my new nerf to ganking, and we can't have that."

Quote:
I think the core of your "argument" is actually that you don't like this idea because you see it as another nerf to gankers. I don't know why you just can't say that rather than make up all these none existent problems. I saw 2 cats take down a Mackinaw a few weeks ago, and the numbers on freighter ganking havn't changed much at all. Ganking is alive and well.


I know "it's a nerf to ganking" is not a persuasive argument to people who propose things like this. So I try not to use it.

If you want to talk about hiding intentions, you initially tried to hide the fact that you were aiming for a straight nerf to ganking, claiming that you just wanted to create "variables and opportunity for interaction that did not exist before."

The number of ganks happening has dropped precipitously since last summer (and is down since before HAG). Ganking has gotten well over a dozen nerfs in the past few years. Gankers have adapted, but the nerfs have had a very noticeable effect. When is enough enough?

The funny thing is that appeasing people who want to see ganking nerfed simply results more whining. As ganking gets rarer, each gank is a bigger shock because the illusion of safety has more time to set before it's shattered, and the more set the illusion, the bigger the reaction when it's broken.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Corey Fumimasa
CFM Salvage
#97 - 2013-04-17 11:56:16 UTC  |  Edited by: Corey Fumimasa
I can live with that argument Ruby, its on point and clear because its what you want to say. "Arguments" that seek specific end results always seem to come across as contrived to me. Emphasis on hidden agenda's destroy any possibility for the debate process to lead somewhere truthful.

The tools are in game already for people to defend themselves. Failure to understand those tools is indeed a handicap, and for the sake of having all players on the same server there should be allowances made for the less capable. However in order for our sense of justice to remain unruffled the end prizes should reflect the different level of difficulty, those players requiring Concord protection to play the game should not have the same, or in many cases, better tools for creating in game wealth.

Will this happen? I don't think so.

Should this happen? Again, I don't think so. Much of the dynamic that drives Eve and makes it interesting is the conflict between the two camps. The real fight over resource and meta game development is part of what creates that in game conflict.

The problem with this, and a part of CCP's negative image, is their active dissolution of the social border that allows people to buffer the emotional bleed through from in-game activities. This same thing makes the game great. Whether games should be designed and implemented this way is actually a significant question with very far reaching implications.

But to come back to ganker nerfs; you will continue to see them because it upsets people and fuels engagement with the game. And as you so correctly point out;
RubyPorto wrote:

The funny thing is that appeasing people who want to see ganking nerfed simply results more whining. As ganking gets rarer, each gank is a bigger shock because the illusion of safety has more time to set before it's shattered, and the more set the illusion, the bigger the reaction when it's broken.

Very cool dynamic actually.
Muad 'dib
State War Academy
Caldari State
#98 - 2013-04-17 12:25:58 UTC
I like a skill that would enable me to look out of a station window.

ATM its just the biggest damned prison eva, me wanty some ruddy windows!

Can you imagine eating in a restaurant by the hull, in a station near the sun and not have a window to enjoy gazing out from while eating?! Apparently not. Not a single window in the whole damned place!

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Corey Fumimasa
CFM Salvage
#99 - 2013-04-17 12:30:10 UTC
Muad 'dib wrote:
I like a skill that would enable me to look out of a station window.

ATM its just the biggest damned prison eva, me wanty some ruddy windows!

Can you imagine eating in a restaurant by the hull, in a station near the sun and not have a window to enjoy gazing out from while eating?! Apparently not. Not a single window in the whole damned place!


I think they should just do away with stations. POS shields are a fine place to store things and you can see out in any direction Big smile
camdrom
Caldari Provisions
Caldari State
#100 - 2013-04-17 14:41:39 UTC
Frag skillbook.

The ability to shoot blues without it showing up on the kill mail. Each level adds a round of fire that is undetected.