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[Odyssey 1.1] Skill group name changes

First post First post First post
Author
Alexila Quant
Versatility Production Corporation' LLC
#321 - 2013-07-05 18:06:58 UTC
Bienator II wrote:
Syri Taneka wrote:
Bienator II wrote:
you forgot "Electronic Warfare Drone Interfacing". It has nothing to do with ewar or even with the other interfacing skills, it adds drone control range.


EWAR Drone Interfacing IS a pre-req for EWAR drones (which happens to add control range as a side effect).


which makes it even worse


That skills is a little convoluted, I agree.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#322 - 2013-07-05 19:00:16 UTC  |  Edited by: Ronny Hugo
I say instead of improving the skill names now, just add it to the to-do list for 1.2 or even the next expansion, and do the rest that was suggested also.
-dividing up skill effects into more specialized skills with smaller training time multipliers.
-A few more exciting names sprinkled where it makes sense (fex afterburner skill that increase AB speed should perhaps be something exciting sounding, like something Scotty would do just before he says "I'm giving it all she's got captain!").
-I agree with much of what the opposition say about changing grouping etc, but many things will make far more sense to regroup when the effects from skills are split up into individual skills.
So as is now, I would say regrouping is not strictly necessary, but will be required after splitting skill effects into their own skills. So no point bothering with grouping and renaming it now only to have to do it all again later. But before the skill effects can be divided up the new skills and their effects must be written down, that's a few days work at least (they also need to specify how existing skills transfer into the new skills).
So get cracking on that and post a draft for review and I'm sure we'll try to be as helpful and constructive as possible.

PS: There's probably a few other good points, but these are the three that stuck out as tangible improvements.

PPS: Electricians use high current and low current to distinguish between powergrid stuff and electronics stuff. Maybe this could be a useful distinction in Eve void of abbreviations?

PPPS: Capacitor-bank management is what electricians do when keeping the maximum capacitor-bank capacity as high as possible. Power-core management would be the thing that fills the capacitor bank up a little per second. Possibilities for an exciting name for power-core management (given the concept of what it is).
EDIT: Power-core management could have far more interesting names and explanations if all races had proper power core reactors. Amarr has antimatter, minmatar has nuclear reactors (should be renamed to fission reactor), gallente has fusion reactor, and caldari has graviton reactor (which can't produce power in any theoretical sense). Give the antimatter thing to caldari and give the slow amarr singularity reactors which would be heaviest of the four. Singularity reactors can actually produce power by dropping normal hydrogen into the tiny singularity, because of the gravity pull the gas gets compressed, heats up, produces fusion all the way up to the heaviest elements before crossing the event-horizon of the fex 1-inch diameter black hole (that would be a BS size one), where it gets ripped apart into quarks and joins the singularity which grows a tiny bit. After a while (longer than ships last) the singularity is dropped into a brown dwarf in order to slowly increase the mass of it until it ignites in a fiery fusion bomb and becomes a star. There, some text to add to the experience of Eve that actually has theoretical possibility (feasibility given that its over 20 000 years into the future). As hinted, race-specific power core management would be a thing, dunno if it would be good, but for those that don't fly other races, just one, there could be the possbility for saving some training time while still getting his/her specialization.
Harvey James
The Sengoku Legacy
#323 - 2013-07-05 19:48:45 UTC  |  Edited by: Harvey James
another thing i find odd is that the curse needs 3 lv5 skills aswell as cruiser lv5 to fly why does it need sig analysis and electronic upgrades lv5?
Also a fair amount of T2 ships need spaceship command lv5 why? its making you train more lv5 skills to use other lv5 skills surely the point of T2/lv5 is for specializing in something you want to do but why would you force this when its unnecessary?
considering you changed the pre-reqs on CS and the other T2 ships so you didn't have to train long lv5 skills or things like logi cruisers you wouldn't otherwise use.. i mean who trains electronic upgrades lv5 ??

I would also add that you shouldn't have to train a skill to lv5 in order to train another skill its more forced specializing
i.e. WU lv5 in order to train AWU

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Haifisch Zahne
Hraka Manufacture GmbH
#324 - 2013-07-05 21:02:49 UTC  |  Edited by: Haifisch Zahne
I am *so* glad that CCP has the developer resources available to devout to such EXTREMELY pressing issues as skill naming.

In light of the inter-relationships of the various skills, and CCP's continued typo's and errors which *still exist before this effort (for the last 10 years)*, I only imagine the can of worms that will be unleashed by scrambling the names and groups. And, so, again, I am *so* glad that CCP has the developer resources available to devout to these pressing issues.

Just takes a load off my mind, knowing that my subscription funds such efforts. Thanks CCP!
Keldor Eternia
Imperial Academy
Amarr Empire
#325 - 2013-07-05 21:36:36 UTC
This is a great change. When we look back after changes like this it's hard to believe how much crap we had to sift through for ten years.
Maldiro Selkurk
Radiation Sickness
#326 - 2013-07-05 23:12:30 UTC  |  Edited by: Maldiro Selkurk
Akiko Sciuto wrote:
Maldiro Selkurk wrote:
I give them kudos for fixing a system that is clearly broken and im an existing and paying customer.


Please explain to me how the names are broken?
Might it be a little confusing? Yeah, but I don't see how it's broken, I can still train the skills just fine. I personally don't see how having to read the description means its broken.

As for fixing things, really? Sure they're renaming a few things to become easier to understand, great makes sense no arguements here, doesn't effect me in the slightest, but I can't really argue about the change when it makes sense. But take for example the PI skills they're scattering them across multiple catagories. How is this helpful or useful?


1. please quote my post where i make a claim that 'scattering PI" all over the place is a good idea. I put my support behind the general concept that change is needed, not a wholesale acceptance of everything CCP devs are considering.

2. I'll clarify the problem with your acceptance that reading the descriptions is good enough and yes i will exaggerate here to emphasis my point and make no claim that your beliefs are this extreme.

Skill One.

Skill two.

Skill Three.

Um, what do they do Maldiro? Go read the descriptions!

3. The current skills are, in some cases at least, placed in confusing locations the prime example would be Weapon Upgrades being found under 'turrets' when it is a skill that also applies to missile launchers.

There are more problems with the current skill listings and namings but this should get you thinking about why i feel they are broken and need of a fixing.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

coldkill
Aliastra
Gallente Federation
#327 - 2013-07-06 01:12:49 UTC
It's already been mentioned, but: Spaceship Piloting is a bit of a naff name and doesn't accurately reflect what happens (from an RP sense) with larger ships. Understandably, frigates due to capsule technology only contain a pod pilot, however, cruiser, possibly destroyer, upwards all contain crew, therefore the capsuleer is commanding that vessel, not just piloting it. In fact, they may well not be 'piloting' it at all, but giving commands to the crew instead.
Tampopo Field
Doomheim
#328 - 2013-07-06 02:01:08 UTC
I like most of the changes suggested in the orginal post. The skill names and groupings as they are now are somewhat confusing. There are a few things I would prefer to change form the OP.

First off the "Spaceship Piloting" sounds whimpy. While it may be more accurate from a game perspective, as you don't actually command anyone to do anything, the orginal "Spaceship Command" is alot better name. And if it is thought to be something that can be confused with the "Leadership" skill group, change the "Leadership" group name to "Fleet Command" or something similar.

Secondly the splitting of an alredy existing group of P.I skills, which is very descriptive of its content, is a bad idea. While it may be a small group, I do not think this a sufficent reason to spread it's contents all around the place. The purpose of the changes is to "make skills and their associated groups easier to find, classify and understand as a whole" and this suggested change is utterly conter-productive toward this end. And incase there will be new skills that affect P.I or something else with planets (or moons) these hypothetical skills would have a suitable group alredy.

Thirdly the names "Multiple Targeting" and "Advanced Multiple Targeting" don't sound right. Try "Multi Targeting" and "Advanced Multi Targeting." In my opinion they sound alot better and are just as good at describing what the skills do.

_______________


As for some (some not ALL) of the objections I'v come against the proposed changes. They seem to read:

"I can find the skills I need just fine. So can All other existing players. Changing them will mean I have to learn the new locations."

This is pretty mutch the same argument I came across against the Odyssey BD and dessy skill changes. "I" like things as they are. "I" don't want anything to change. "I" don't want to have to learn anything new. "I" am the spokesperson for everyone who isn't saying otherwise.

I think the proposed change will make it easier for new players and players who haven't comited the contents of all skill trees into memory, to find relevant skills.


Also:

Maldiro Selkurk wrote:

2. I'll clarify the problem with your acceptance that reading the descriptions is good enough and yes i will exaggerate here to emphasis my point and make no claim that your beliefs are this extreme.

Skill One.

Skill two.

Skill Three.

Um, what do they do Maldiro? Go read the descriptions!



Second also:
Sorry about the typos. I'm too lazy to proofread this thing.

Notification: Because I'm lazy, I have a tendency to post without proof reading. This may result in various errors including but not limited to typos, weird typos, grammatical errors, bizarre sentence structure, words written repeatedly, mislocated paragraphs, pointlessly complicated explanations, general incoherency, and abrupt endings.

Debir Achen
Makiriemi Holdings
#329 - 2013-07-06 03:08:06 UTC
Callic Veratar wrote:
I think it would be really helpful to add sub-groups of skills.

Spaceship Piloting (SC, ACS, Cap ship)
> Amarr Spaceship Command (F/D/C/BC/BS/I/SC/...)
> Caldari Spaceship Command (F/D/C/BC/BS/I/SC/...)
> Gallente Spaceship Command (F/D/C/BC/BS/I/SC/...)
> Minmatar Spaceship Command (F/D/C/BC/BS/I/SC/...)
> Tech 2 Spaceship Command (AS, Inty, Dic, HIC, HAC, etc)

Definitely feature creep, but it would make things a lot easier to manage.
Yep!

Let's re-imagine the whole skill tree as a two-level tree (rather than the current 1-level tree). As far as possible, the first skill in each sub-tree is the "named" skill, which is fundamental to all other skills in the tree. Note that 'named' skills might be nested: Electronic Warfare is a base skill for a tree of skills, but is itself a subtree from Electronics


Ship Systems:
- Electronics: Electronics, (all the sensor & targeting related skills)
- Electronic Warfare: Electronic Warfare, ...
- Propulsion Jamming: Propulsion Jamming, ...

- Engineering: Engineering, ...
- Energy Systems Operation: Energy Systems Operation, Energy Management, ...
- Shield Operation: Shield Operation, Shield Management, ...

- Mechanics: Mechanics, Hull Upgrades, (armor skills)
- Repair Systems: Repair Systems, ...
- Jury Rigging: ...

- Subsystems: ...

Weapon Systems:
- Gunnery:
- Missile Launcher Operation:
- Drones:
- Weapon Upgrades: (includes seige modules)

Social Skills:
- Corp Management:
- Social:
- Leadership:
- Trade:

Spaceship Command:
- Spaceship Command: Spaceship Command, Advanced Spaceship Command, Capital Ships, all the T2 skills
- Navigation: (seems to fit here as well as anywhere)
- Amarr / Caldar / Gallente / Minmatar Spaceship Command

Industry:
- Industry: Industry, production skills
- Mining: Mining, ...
- Refining: Refining, ...
- PI: ...
- Spaceship Construction:

Science:
- Science: Science
- Research: Research, Lab Operation, ..., all the R&D skills (maybe split the specific R&D and the 'base' R&D skills)
- Astrometrics: Astrometrics, ...
- Exploration: Archaelogy, Hacking, ...
- Personal Enhancement: Cybernetics, Informorph Psych, (boosters)
- Thermodynamics: Thermodynamics, (Nanite Repair skills)


Stuff that I'm not quite sure where it fits:
- Anchoring, Salvaging (despite the similarity, I assert this is *not* a mining skill, since it's generally used by non-miners), cynos + jump portals, Starbase Defense Management

Aren't Caldari supposed to have a large signature?

RampoIIa
Throw More Dots
#330 - 2013-07-06 05:52:13 UTC  |  Edited by: RampoIIa
YOU GOT THESE RIGHT:
CPU Management
Power Grid Management
Neurotoxin Control
Armor
Engineering
Missiles
Production
Ship Modification
Scanning
Shields
Targeting
Outpost Construction


RENAME THESE:
Targeting > Multi-Targeting
Multitasking > Advanced Multi-Targeting
Energy Pulse Weapons > Smartbomb Operation
Electronic Systems > revert to Electronics or Electronic Warfare
Infomorph Psychology > Jump Clone Operation
Spaceship Piloting > Ship Command or Ship Control (both the category and skill)
Science > Advanced Production
Daytrading > ? Remote x
Procurement > ? Remote x
Visibility > ? Remote x


RELOCATE THESE:
Cynosaural Field Theory > Science (will fit in with Jump Portal Generation)
Planet Management Skills should stay under Planet Management for the same reason Corporation management is not being integrated into Social. The skills are similar in spirit but should stay in separate categories for fast comprehension.


REVIEW THESE SKILLS FOR POTENTIAL CHANGES:
Electronic Warfare Drone Interfacing – won’t fit well anywhere
Energy Pulse Weapons – won’t fit well anywhere

You seem to want to simplify the naming of the categories, so why not look into the new Resource category as being renamed Mining or Harvesting. Social could be renamed Missions. You then have categories called Trade, Mining, Missions, Production, Corporation Management, etc. To a new player looking to get into “mining” or “missions” or “trade”, they know instantly where to look.

I had my girlfriend who recently began playing EVE with me review this thread's contents and assist in my above decisions.
Dornkirk Cirim
Zaibach Technology
#331 - 2013-07-06 06:58:45 UTC  |  Edited by: Dornkirk Cirim
As someone who has designed taxonomies and filing categories for a living, I appreciate the challenge here. Especially the "don't change what I already know", which helps no one but oneself.

RampoIIa wrote:

Infomorph Psychology > Jump Clone Operation
Spaceship Piloting > Ship Command or Ship Control (both the category and skill)

You then have categories called Trade, Mining, Missions, Production, Corporation Management, etc. To a new player looking to get into “mining” or “missions” or “trade”, they know instantly where to look.


As the proud owner of new jump clones, I still find it a bit morbid to think of them as meat puppets my disembodied consciousness is "operating". It's probably not inaccurate to the fiction though... I would suggest "Jump Clone Possession" instead. Implying both that the mind is possessing the bodies, and that the skill controls how many we can possess in stations. Smile

Ship Control suits me. An earlier argument in the thread about preferring "Command" as though we are Captain Kirk giving a helmsman orders, is pretty much shot to blazes by the concept of Boosters, implants and Quafe improving reaction speed. If that was actually how the fiction worked, every "captaineer" would have Charisma +10. Roll No, I have spinal plugs. I'm covered in goo that isn't wet. I can see the gooblob quite clearly, down the stairs from my Captain's Quarters when docked in a pod.

Naming the industry trees based on professions (or more precisely Roles), something the tutorials already try to establish in people's minds, is very sensible. But it does leave the question on the table about what to do with "Military". Perhaps that covers just the weapon modules? What skills would be Mission skills exactly? Mission running isn't required to play the game.
Mag's
Azn Empire
#332 - 2013-07-06 09:06:23 UTC  |  Edited by: Mag's
CCP Ytterbium wrote:
Spaceship Piloting: is the old Spaceship Command group, no change except with the name.
Nooooooo. I love most of the other changes and can see why you are doing it, but this????? It's bloody awful.

Please keep Spaceship Command.

Oh and multiple targeting sounds bad as well.

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

Radius Prime
Tax Evading Ass.
#333 - 2013-07-06 09:59:38 UTC
You are doing it again... DO NOT FIX WHAT AIN'T BROKEN! Put your time in something that will add to the game. If you cannot find anything useful to do feel free to hand in your resignation cause these changes will force me to suggest the same to CCP.

Hope you find something more useful to pursue...

Radius

Reopen the EVE gate so we can invade Serenity. Goons can go first.

Photon Ceray
Palmyra Universal Enterprise
#334 - 2013-07-06 10:54:08 UTC
Very good step and long needed. but in order to make things simpler and more organized then skills should be sorted by function not only what direction they serve. and while you're at it, you might as well sort it real good once and for all!

for example, Science skills should be split into:

1- Laboratory operations: this should have the lab operation related skills
2- Industrial Science: this should have the skills related to invention and t2 manufacturing, because these are completely different and almost unrelated to any lab operations! why should they be in the same category then?

Other skill groups are already grouped by function properly, please don't change those, you'd make the opposite of what you want to achieve here!

"Subsystems" is excellent as it is, i would move it OUT of ship modification group, it's just a hassle to always have this extra tab.

"Planet Management" is perfect as it is, please don't change!


However, some suggested groups need better names. for example:

"Scanning" should be renamed to "Exploration" , because hacking and analyzing are not scanning skills.

"Electronics systems" should be "Electronic Warfare", that's the only logical name for it.



Many other skill names need to be changed as well, such as:

Laboratory operation: should be renamed to "Laboratory Multitasking" or something like that to reflects it's actual function.

Ore industrial: this is for a salvage ship, the word "industrial" makes it confusing. rename it to salvage platforms or something.

Amarr/g/c/m Industrial: these are cargo ship, they don't do any industry, so they should be renamed to "transport ships".

Transport ships: in light of the above suggestion, these should be the "Advanced transport ships"

Advanced weapon upgrades: a lot of debate about this one, rename it to "Weapon Powergrid Management" and then put it under engineering.

Weapon upgrades: > Weapon CPU Management

Hull upgrades: > Armor something

Astrogeology > Advanced Mining operations

The list goes on, but it's really not hard to sort out what skills have confusing names and how to name them better. the main problem could be from the trolls that oppose everything that moves and everything that stays still.







Kocur4d Zeus
Republic University
Minmatar Republic
#335 - 2013-07-06 11:18:47 UTC
There is one confusing skill name in industry tree:

Production Efficiency - reduces materiel needed for production.

On the other hand we have Production Efficiency(PE) of a BPO that is reducing time needed for production.

Same name but one is affecting time and second is affecting material levels.

This should be change to two different names.


Vanessa Serenity
Aliastra
Gallente Federation
#336 - 2013-07-06 12:01:11 UTC
Spaceship Command!

Spaceship piloting makes it sound like I am personally the one steering. Am I not the one in command, telling my minions of the ship what to do and where to go? The minions being the ones in red shirt that always die with the ship as I activate my clone of course.
Silver Getsuga
Liber Primus
#337 - 2013-07-06 12:05:20 UTC
Logged in just to ask to not to change awesome skill name "Spaceship Command". And yes, I'm new player and view it as the perfect name.
tasman devil
Puritans
#338 - 2013-07-06 14:22:31 UTC  |  Edited by: tasman devil
Maldiro Selkurk wrote:
tasman devil wrote:
I know I will be probably ignored but I just cannot let this go past without me saying my mind about it.

The whole refurbishing of the skill groups sounds nice, but...
BUT!


Let us have a look at what my problems with this reorganisation is:
Armours
Shields
Electronic Systems
Engineering
Ship Modifications
Targeting
Scanning
Are all related to ships and ship fitting one way or another.
Plus PI has already its own group, but now they will be a part of another skill group –read: they just dump PI into another group while at the same time clearly stating that they want every one of those groups to have a ground of their own – sounds either hypocrite or not really thought out for me, you’ll be the judge on that! :P

So what SHOULD we do?
If you dig deep, really deep down there are three core elements of the skill sets:
1: Productions one way or another (production/invention/exploration, etc)
2: Ship commands one way or another (pvp/pve)
3: Character managements one way or another (implants, leadership, /corp/ally management, etc.)
So how can we benefit from this? - By enabling sub-categories to emerge!
It is really not a difficult thing but would enable to have a logical build-up of skills:

Spaceship Command ALL T1 ship command skills
├ Advanced Spacehip Command (Tech 2 ship command skills)
├ Armour Management (Armour skills)
├ Drone Management (Drone skills)
├ Electronic Systems Management (CPU skills)
├ Electronic Warfare Management (EW / Anti-EW skills)
├ Engineering Management (PG skills)
├ Gunnery Management (Gunnery skills)
├ Missiles Management (Missile skills)
├ Navigation Management (Navigation skills)
├ Shield Management (Shield skills)
├ Ship Modifications (Rigs and T3 subsystems skills)

Pilot Enhancement (Clone skills)
├ Corporation Management (Corporation stuff (NO POS!))
├ Neural Enhancement (Implants and boosters)
├ Leadership Enhancement (Leadership skills)
├ Social Relations (Social skills)

Science (Generic Science skills)
├ Production (Manufacturing skills)
├ Research (Invention, hacking, salvaging)
├ Planetary and Personal Production (PI and POS skills)
├ Resource Processing (Reprocess)
├ Resource Harvesting (Mining)
├ Trade Management (Trade skills)

I try to clear the dust a little:

Ship Commands: Everything related to ships (read: skills that affect ship properties when trained), basic command and module enabling skills go into here (odd one out for example: bubbles as they require anchoring which will be in Science in this new order)

Pilot Enhancements: Everything related to having a better performing character and cross-character relations. Implants, boosters, corporations skills, social standing. (read everything that affects the CHARACTER and/or the player – and the player relations)

Science: Here goes everything related to acquiring stuff. (read: building stuff, erecting stuff (POS, Station), mining stuff, looting stuff, trading stuff etc).


1st thank you for posting a well thought out post.

2nd my only real criticism is that you use the word 'management' repeatedly for this group, management to me is a human/human interaction and doesn't fit well with human/machine interactions. I'm sure that human/machine interactions come with the title management in some form in RL but i just feel another word here would fit better.


1: my pleasure ;-)

2: I'm ok with that. Then let us call it enhancements, but I think we both know that someone will figure out a better name for itPirate

I don't belive in reincarnation I've never believed in it in my previous lives either...

Zaxix
State War Academy
Caldari State
#339 - 2013-07-06 15:36:43 UTC
Sal Landry wrote:
Zaxix wrote:
Your empire had its day. The language is OURS now!

**** off.

Aren't you brits supposed to say Sod off or Bugger off? Chalk one more up for the Yanks! You even curse like us!

Bokononist

 

Ronny Hugo
KarmaFleet
Goonswarm Federation
#340 - 2013-07-06 15:49:36 UTC
I spent 6 hours reworking the entire skill system and now its 21 000 characters over the 6 000 character maximum that I just noticed right now Ugh