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[CCP opinion requested] Remove learning implants from the game.

Author
Gigan Amilupar
Viziam
Amarr Empire
#21 - 2013-11-17 08:47:29 UTC  |  Edited by: Gigan Amilupar
I agree with this, but I think we need to consider why they should be removed. You point is valid OP, having expensive items in your skull that actively dissuade players from wanting to get out and play with (or more often shoot) other players is the opposite of the climate EvE is supposed to cultivate. But there are reasons why these implants have not been removed yet, so let's dig into them:

1) They're an ISK sink.
This is plainly obvious; Every time someone loses a pod with a head full of +3's or +4's they may very well be losing up to 60M in ISK. ISK sinks in this game are few and balanced ones are difficult to implement. Simply removing learning implants would not only cause more ISK to continue to build up in the system of which I am of the opinion there is too much already, most of which is distributed quite unevenly (Don't take this the wrong way, I don't think everyone should be equal, but I do think that the current skew of wealth in this game can hinder the will to PvP or take risks, an idea which is backed up by this situation with learning implants although there can be an entire debate held on the subject). In order to counteract this, some other ISK sink would have to be added or modified. This would probably boil down to either an increase in the costs of ships and gear (which get destroyed easier then pods do) or an increase in clone costs (which is a system that has already been talked about and is considered to be a bad mechanic as well due to the fact that it penalizes someone for no other reason then faithfully subscribing and playing EvE for a long time).

2) They're a time sink (Yes, you read that correctly).
Removing them and compensating for them with increased training time potentially decreases the amount of time, on average, players spend training skills as not all players having learning implants in their heads, especially the more PvP centric ones. Although I'm sure that it would not happen on a great enough scale to really affect the average in this case reducing the amount of time it takes to accomplish something in the game can reduce the amount of time people stay subscribed if they get bored upon reaching their goal. While many of us would simply state that we don't want people who can't make their own entertainment by interacting with others in this game, we need to look at it for what it is, a potential reduction in revenue for CCP. While this is a much smaller reason then #1 to oppose removing them, it is still important to at least take it into consideration. I'm sure that there was tons of talking at CCP for this reason before they decided to change the turret training times as radically they are, and it may very well be the reason it hasn't happened until now.

These are the two cons that we need to think about before we implement (or rather remove, in this case) anything. Now for the pros:

1) They're only kind of an ISK sink.
Learning implants are, by themselves, a decent ISK sink. However, they are only an ISK sink in PvP, as NPC's will not pod you, and the very system itself is in opposition to where they can be lost! Removing them from the game, and therefor removing the feeling of risk that accompanies PvPing with them encourages people who normally don't fight but live in more dangerous space (read nullbears) to get out and help defend their space, and possibly die in a fire. It further encourages new pilots to leave the safety of highsec to go out (and die in a fire) as opposed to feeling restricted by this super expensive +2 willpower implant they just bought. And it encourages medium age players to use that jump clone or quickly grab a frig for some lowsec fun. It also means that pirates (especially the up and coming ones) are no longer getting punished by mechanics for their actions in the regions of space where the mechanics are supposed to support them. Finally, more people going out and taking some risk would breath more life into lowsec and nullsec. I think removing learning implants may very well increase the total number of ship/gear losses to the point of compensating for the loss of this ISK sink, although if it doesn't and a supplementary ISK sink needs to be added a little down the line then CCP can cross that bridge when they come to it.

2) They're only a time sink.
Having learning implants in game, or rather, the potential lack-there-of in players heads, does serve to extend the amount of time that players stay subscribed; Particularly the ones who lose pods a lot. But the reality is that a system that delays player progress in the hopes of extending player interest in the game is a weak one. At the end of that road, the player may, nay, probably, will still quit. However, the removal of this potential time spent subscribed is more then justified if the replacement results in more players having fun and thus choosing to remain subscribed for a far longer period then if they were just impeded by mechanics. A player who feels less like they are being punished for going out and experiencing the games more risky regions is far more likely to meet and fall in with other players who can provide the experience that they, hopefully, came to EvE looking for. And if they meet people and have fun chatting, fighting, pirating or simply have fun from the tension that can be provided by more dangerous space then they are far more inclined to stick around. And players who stick around for a few years are worth far more revenue then players who stuck around for what should have been 4 months dragged out to 6 because they dared to venture outside of the safety net that is highsec or because they got killed, lost their nice implants and feel spiteful because of it.

TLDR: I think that I could support the removal of such implants, and as for the baseline, I would not oppose it being set at +3 providing that some combat implants were readily available with minor attribute bonuses. +1
Sarah Stallman
Pen2 Logistics
#22 - 2013-11-17 08:52:46 UTC
Can't we make our own implants as of Rubicon? Doesn't that completely invalidate your sink argument?


+1, BTW.
Anomaly One
Doomheim
#23 - 2013-11-17 08:53:22 UTC  |  Edited by: Anomaly One
bad idea..

Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC

Richard Stiff
Spacewell Industries
#24 - 2013-11-17 08:58:23 UTC
Not against this idea but when you yourself get to be "veteran player" and have aquired wealth enough to have these implants you might think differently. You have then earned the implants.

You have reasonable idea tho and deserves Dev attention.

SOL Ranger wrote:
This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it.
I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about.

  • They benefit the inactive/offline the most.
  • They benefit station campers the most.
  • They benefit carebears the most.
  • They benefit the rich most.
  • They benefit veterans the most.
  • They suffer the same downsides as did learning skills.
  • They suffer the additional downside of costing much thus not only do you need to focus your skills on cyber V first but you also need to save up for the implants immediately after as well, or fall behind.
  • You continually lose potential SP when actively playing the game with purpose built implants rather than pure learning implants.

  • Quite often I'm seeing myself staying docked and closing the client to train rather than play because I CBA. to change clone into less optimal learning implants and lose hours, possibly even days worth of SP because of that one or several gaming sessions.
    Those who actually decide to go out and play, most notably interact in PvP and pod each other, those are the ones who suffer the real consequences, not only do they lose SP due to almost never having V's plugged in but they lose their IV's or III's when their pods pop. it makes little sense for a game supposed to promote PvP yet punish those who participate in it the most.

    It is not an interesting nor exciting choice deciding to either play and lose efficiency or staying offline or docked while benefiting more, essentially playing 'optimally' when not playing.

    What could be done is to remove the learning implants and make '+3 implants' baseline, people will rage about this but it's a reasonable suggestion, +5's made baseline might be just as fine a solution, I'm not sure, I'm just sure the learning implants must be removed.

    Bottom line:
    Rich inactive veteran station hugging carebears benefit the most
    Poor active newbie proactive PvP'ers suffer the most

    Hesod Adee
    Perkone
    Caldari State
    #25 - 2013-11-17 09:03:11 UTC
    Quote:
    1) They're an ISK sink.
    This is plainly obvious; Every time someone loses a pod with a head full of +3's or +4's they may very well be losing close to or more then 100M in ISK


    ISK changing hands from one player to another is not an ISK sink. An ISK sink is only when ISK gets moved out of player hands. Which means the only ISK sink from implant destruction is the cost of purchasing it at an LP store and the tax taken in market transactions.

    Checking here: +4 implants only sink 12 million ISK each. That's 60mil for a full set, 48mil if they skip the charisma implant.
    +3s sink 5.25 million ISK each.

    At the same time, the ISK sink of people buying new clones will go up, because you've got more people losing pods in PvP. Still, if CCP need to introduce new ISK sinks they will.

    Quote:
    2) They're a time sink (Yes, you read that correctly).

    How long will it take a player to train every ship useful to a 0.0 alliance, and all its supporting skills to 5 both with and without learning implants ?

    If you want your timesink argument to be credible, you need to quantify the timesink.
    Gigan Amilupar
    Viziam
    Amarr Empire
    #26 - 2013-11-17 09:30:30 UTC  |  Edited by: Gigan Amilupar
    Sarah Stallman wrote:
    Can't we make our own implants as of Rubicon? Doesn't that completely invalidate your sink argument?


    +1, BTW.


    No? The creation of implants will require materials, which take time and or risk to acquire. Just because something can be acquired doesn't mean it's loss doesn't constitute a sink.

    Hesod Adee wrote:
    Gigan Amilupar wrote:

    1) They're an ISK sink.
    This is plainly obvious; Every time someone loses a pod with a head full of +3's or +4's they may very well be losing close to or more then 100M in ISK


    ISK changing hands from one player to another is not an ISK sink. An ISK sink is only when ISK gets moved out of player hands. Which means the only ISK sink from implant destruction is the cost of purchasing it at an LP store and the tax taken in market transactions.

    Checking here: +4 implants only sink 12 million ISK each. That's 60mil for a full set, 48mil if they skip the charisma implant.
    +3s sink 5.25 million ISK each.

    At the same time, the ISK sink of people buying new clones will go up, because you've got more people losing pods in PvP. Still, if CCP need to introduce new ISK sinks they will.

    Gigan Amilupar wrote:

    2) They're a time sink (Yes, you read that correctly).


    How long will it take a player to train every ship useful to a 0.0 alliance, and all its supporting skills to 5 both with and without learning implants ?

    If you want your timesink argument to be credible, you need to quantify the timesink.


    You are absolutely correct! ISK changing hands does not constitute an ISK sink. However, when a pod gets blow up along with it's clone carrying a set of implants, then those implants cease to exist in the game and therefor it is an ISK sink by proxy of item loss, unless they are implementing the ability to harvest implants from corpses in Rubicon, which I don't remember reading in the released patch notes; although feel free to correct me on that if I am wrong. As for your number check, that means that a full set of implants is 60M, which is a mark less then 100, and therefor I will alter my initial post. I am not above admitting I got my numbers wrong because I didn't feel like confirming it. To my credit though, losing 48 or 60 million in implants and then buying them again does in fact feel a lot like losing out on 100M, so please don't be too harsh on me for taking that as a point of reference Smile.

    Finally, I'm not about to crunch the numbers on how much time that training takes, but if you read my post closely you will see that I'm arguing both for and against the merits of mechanics that have the potential to shorten game play experiences, and simply quoting the title of one paragraph is hardly enough to make a just counterargument. I even stated that it was a minor detail compared to implant loss as an ISK sink, and was simply bringing it up since I felt it was relevant to the discussion. Again though, I'm not above being wrong, so if you read it through and feel that I am off base please explain so, so that I can gain a new viewpoint and so that more discussion can be held on how the matter affects this change, if at all. Because if it does, then CCP has to consider it, and therefor it becomes relevant.
    Sarah Stallman
    Pen2 Logistics
    #27 - 2013-11-17 09:37:30 UTC
    Gigan Amilupar wrote:
    Sarah Stallman wrote:
    Can't we make our own implants as of Rubicon? Doesn't that completely invalidate your sink argument?


    +1, BTW.


    No? The creation of implants will require materials, which take time and or risk to acquire. Just because something can be acquired doesn't mean it's loss doesn't constitute a sink..


    It's only a sink if it is removed from the economy. If a player harvests the materials, builds the implant and then sells it on the market, the ISK moves from one player to another, not a player to nonexistence.

    By being able to craft them, they are no longer a sink.
    SOL Ranger
    Imperial Armed Forces
    #28 - 2013-11-17 09:39:07 UTC
    Hesod Adee wrote:
    ...
    Kirkwood Ross wrote:
    People who have crystal, slave, snakes, etc don't pvp as much either. Should those implants be removed?

    No. But they should have their attribute bonus reduced to 0 at the same time as the learning implants get removed.


    This is the idea and I'm sorry for not explaining it in detail.

    There is no intention of removing crystals etc, only to remove the attributes in them.

    The Vargur requires launcher hardpoints, following tempest tradition.

    Gigan Amilupar
    Viziam
    Amarr Empire
    #29 - 2013-11-17 09:53:23 UTC
    Sarah Stallman wrote:
    Gigan Amilupar wrote:
    Sarah Stallman wrote:
    Can't we make our own implants as of Rubicon? Doesn't that completely invalidate your sink argument?


    +1, BTW.


    No? The creation of implants will require materials, which take time and or risk to acquire. Just because something can be acquired doesn't mean it's loss doesn't constitute a sink..


    It's only a sink if it is removed from the economy. If a player harvests the materials, builds the implant and then sells it on the market, the ISK moves from one player to another, not a player to nonexistence.

    By being able to craft them, they are no longer a sink.


    I'm talking about them being a sink in regards to their destruction via pod loss, not due to the LP and ISK cost commonly associated with acquiring them. Although your point is at least half correct, as being able to build implants does change them from an ISK sink into a time sink, which could be argued as an ISK sink in of itself, but that is neither here nor there. Also, nearest I can tell the only buildable implants are the new warp speed ones, the ascendency set, not any of the attribute implants, so it doesn't apply to the points being made in this thread. At best I see your point that if someone buys a set of implants constructed by another player and then loses them that it is not an ISK sink as materials are being destroyed, not the ISK in of itself, but that doesn't apply here due to the aforementioned reason that Rubicon will not allow us to build +4 attribute implants and the like (that I know of).
    Kate stark
    #30 - 2013-11-17 10:32:12 UTC
    I'd do more things in eve if learning implants were removed.

    training is in RL time, and RL time is purchased for real money. i want to get the most sp/irl currency. therefore keeping my learning implants means more to me than pvping and potentially losing them, etc.

    learning implants are a large portion of the reason why i'm risk averse. slot 1-5 will still be useful for slaves, snakes, etc.

    Yay, this account hasn't had its signature banned. or its account, if you're reading this.

    Roime
    Mea Culpa.
    Shadow Cartel
    #31 - 2013-11-17 11:18:33 UTC
    Why do you want to remove choices from this game?

    And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.

    This doesn't fly, sorry

    .

    Zvaarian the Red
    Evil Leprechaun Brigade
    #32 - 2013-11-17 11:36:38 UTC
    Roime wrote:
    Why do you want to remove choices from this game?

    And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.

    This doesn't fly, sorry


    Are you honestly arguing that items that reward passivity over activity are good? In the case of people who have a nearly inexhaustible wallet it may not really matter, but for the player who has just started and bought a set of +5 implants? Yeah that guy is going to be much more inclined to stay in high sec at all costs or even just stay docked and passively train for months.
    Sarah Stallman
    Pen2 Logistics
    #33 - 2013-11-17 11:42:03 UTC  |  Edited by: Sarah Stallman
    I have never owned a +5 implant, and switch to +3s when I get war decc'd or go into low-sec. I do not believe I am alone in this.

    It's actually quite painful to do, I just have to remind myself I pay for a sub to play the game, not spin ships in station.
    Mag's
    Azn Empire
    #34 - 2013-11-17 11:56:13 UTC
    With all the far more expensive implants I use, I hardly think +5s are an issue. I have in fact flown with them also, when I couldn't be bothered to change clones.

    Now with the new clone changes, the whole 'it makes me risk averse' argument is weaker than ever. Not that I found it to be strong before tbh, as there's always a reason to be risk averse if one has that tendency.

    Sorry, I simply don't agree with the OP.

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

    Kate stark
    #35 - 2013-11-17 11:59:52 UTC
    Roime wrote:
    Why do you want to remove choices from this game?

    And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.

    This doesn't fly, sorry


    because the choice of "do fun stuff, or have more sp" isn't a fun or interesting choice.

    except it does fly because it's the exact reason i don't bother pvping. the hassle of replacing implants and losing sp isn't worth me bothering with pvp.

    Yay, this account hasn't had its signature banned. or its account, if you're reading this.

    Norman Sarikusa
    Imperial Shipment
    Amarr Empire
    #36 - 2013-11-17 12:00:58 UTC
    SOL Ranger wrote:
    This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it.
    I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about....

    Dislike
    Kate stark
    #37 - 2013-11-17 12:15:33 UTC
    Mag's wrote:
    With all the far more expensive implants I use, I hardly think +5s are an issue. I have in fact flown with them also, when I couldn't be bothered to change clones.

    Now with the new clone changes, the whole 'it makes me risk averse' argument is weaker than ever. Not that I found it to be strong before tbh, as there's always a reason to be risk averse if one has that tendency.

    Sorry, I simply don't agree with the OP.


    jumpclones are completely irrelevant as you're still losing out on SP before you even get podded. jump clones do nothing to change the situation. you're still in the choice between sp vs risky things, or sp and risky things vs hassle. there's always a dull and uninteresting trade that adds nothing to the game except some people simply not bothering to do certain things.

    Yay, this account hasn't had its signature banned. or its account, if you're reading this.

    Arya Regnar
    Darwins Right Hand
    #38 - 2013-11-17 12:22:39 UTC
    I support this idea, I hate losing skillpoints because I don't want to risk learning implants with +5s and that aside I'm using HG sets knowing its not the best way to train.

    There is compromise between better skills or better combat capacity.

    Problem is that better skills excludes online activity and that is never a good thing.

    EvE-Mail me if you need anything.

    Mag's
    Azn Empire
    #39 - 2013-11-17 12:33:22 UTC
    Kate stark wrote:
    Mag's wrote:
    With all the far more expensive implants I use, I hardly think +5s are an issue. I have in fact flown with them also, when I couldn't be bothered to change clones.

    Now with the new clone changes, the whole 'it makes me risk averse' argument is weaker than ever. Not that I found it to be strong before tbh, as there's always a reason to be risk averse if one has that tendency.

    Sorry, I simply don't agree with the OP.


    jumpclones are completely irrelevant as you're still losing out on SP before you even get podded. jump clones do nothing to change the situation. you're still in the choice between sp vs risky things, or sp and risky things vs hassle. there's always a dull and uninteresting trade that adds nothing to the game except some people simply not bothering to do certain things.
    Jump clones are completely relevant, as they allow you to remove the cost that makes your risk averse nature win you over.

    Eve should be about choices. I choose to fly with whatever I have in my head and my +5 implants clone is by far the cheapest one I have. But if I need that extra armour, shield, speed etc, then I'll choose the more expensive set and it won't stop me playing. Even if I get less SP per hour.

    My choice is playing with the right tools available and enjoying the game. (When RL allows of course) Removal of those choices for poor excuses, simply doesn't wash.

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

    Sarah Stallman
    Pen2 Logistics
    #40 - 2013-11-17 12:49:21 UTC
    No one is talking about removing hardwiring implants. You would still have to choose whether to use your very expensive implants or not. However, giving players permanent long-term rewards for avoiding risk is counter productive to your stated purpose.

    I don't use +5s not because I'm averse to losing valuable things, I would never undock my orca or freighter if I was. It's that I cannot afford to do anything risky while I have them in, I just don't have the income to write off half a billion ISK. So I have to choose between high SP/hour or pew pew. More times than not, SP wins.