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Skill Discussions

 
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Learn by experience

Author
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1 - 2014-01-07 13:30:45 UTC  |  Edited by: Corraidhin Farsaidh
I'm happy with the current skill queue and SP mechanism as it stands, it is great that as long as you manage the queue correctly you will keep garnering skills.

I would like and additional mechanic though whereby a character gains additional SP in skills that they use in game. So for instance a character is learning gunnery and will take 10 days to complete. However they are constantly running missions or in combat over the next week and could gain additional SP above the basic learning rate. This would represent the benefit of actual use of a skill above and beyond it's theory or simulator training, reducing the overall training time to 8-9 days depending on how active the player is in those 10 days.

This shouldn't be a large boost, but should have a worthwhile effect in shortening the training time on any given used skill. This bonus should only paply when a skill is in active use though (i.e. a pilot has to be logged in and has to actually do something to make the skill applicable). Mining skills would not be a good candidate unless there is some way to prgramatically limit it so that bot characters cannot benefit.

This would give those who use their characters on a day to day basis an advantage compared to char bazaar type characters too as an active char will always gain skills faster than one locked in a vat somewhere.

NOTE: I would limit this to the main character (as defined in MCT terms) only. Alts should not benefit from this, just the most active character.
Lord Xyon
Team Hemi
#2 - 2014-01-07 14:05:35 UTC
Already been suggested hundreds of times and no this will not work.

So everyone leaves their toon signed in ears extra skill points. They can just sit at the station. This sucks up bandwidth and computer resources from CCP and cost a lot more money.

Whats that you say, they need to be in space and moving. So they go to a high sec system and orbit a planet or they go to a POS and orbit inside the shield then go AFK. Again costing CCP money, bandwidth and computer resources and slowing down the game for those that are actually playing.

Say they need to be in combat? Once again, start a level 1 mission, go get in a battle ship and sit at the site repping the damage no problem. You can probably even turn on the guns and not hit the mission frigates. Not your really using bandwidth and more resources and slowing the game down because you have hundreds of thousands online but not that many there.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#3 - 2014-01-07 14:30:59 UTC
No.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#4 - 2014-01-07 14:33:05 UTC
I'm thinking you could only trigger the mechanism to eaqrn additional points by actually performing actions - sitting in the middle of a bunch of ships whilst your drones eats them would teach the character nothing, whereas ifit only gives you a gain when you use the 'engage target' function, or you are selecting target lccks, picking which target to shoot etc...you only gain SP when you perform a task that requires manual decision/intervention.

Sitting in orbit should gain you nothing as your clone is just sat there reading CCP Today or other tabloid rag of choice...similarly any other afk type activity should not be able to benefit, so letting you drones do the work without any interaction will gain you nothing, mining bots cannot gain etc. Also limiting to the main char would help to mitigate the server load, and if additional SP can only be gained from actual decision actions the load is limited to those points where the effect of a skill is determined to calculate hit/miss probabilities etc.

I'm not surprised this has been proposed before but can't help feeling there should be some way to benefit in training terms from *actively* using the skill...maybe i'm just a naive optimist...
Noxisia Arkana
Deadspace Knights
#5 - 2014-01-07 15:21:43 UTC
Lord Xyon wrote:
Already been suggested hundreds of times and no this will not work.

So everyone leaves their toon signed in ears extra skill points. They can just sit at the station. This sucks up bandwidth and computer resources from CCP and cost a lot more money.

Whats that you say, they need to be in space and moving. So they go to a high sec system and orbit a planet or they go to a POS and orbit inside the shield then go AFK. Again costing CCP money, bandwidth and computer resources and slowing down the game for those that are actually playing.

Say they need to be in combat? Once again, start a level 1 mission, go get in a battle ship and sit at the site repping the damage no problem. You can probably even turn on the guns and not hit the mission frigates. Not your really using bandwidth and more resources and slowing the game down because you have hundreds of thousands online but not that many there.



Would also abuse this.

Maybe a features and ideas discussion...
Sable Moran
Moran Light Industries
#6 - 2014-01-07 17:06:17 UTC
Advancing your character by grinding. No.

The other MMO's are ample evidence why that is a very bad design.

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#7 - 2014-01-07 17:30:13 UTC
It wouldn't be by grinding as it is governed by your in game actions that you would already be carrying out, it would be a bonus on top of your normal learning from actually doing things in game that affect the world around you. Hence why I thought to keep the benefit low but noticeable.

That way the active mission runners, haulers, combat types would gain from experience, the afk types would not.. At least that was how I tried to balance the proposal.

With this idea the casual player is not penalized in training terms, they train as normal, the more active players simply gain a bonus in trianing time on the skills they are currently using.

Note: This is the only MMO i've ever played and only been here 3 moths or so, it is entirely possible (and probable) that I'm missing things that others have already thought through. Doesn't mean I shouldn't try to come up with ways for it to work though :)

I see an example of the mechanics as follows:

A player is in combat (PvP or PvE, doesn't matter which), they target another ship at a range obove the usual weapon range but within the optimal due to long range gunnery skill at lvl III. This would mean testing to hit against Gunnery, Long Range Gunnery, Motion Tracking etc etc. Every skill that is currently trained to lvl I or higher and is used in the test to hit would have a chance to gain more SP (I would calulate the SP gain after docking to minimise server load).

The guy is in a frenetic dual in a fleet action, and ends up locking and relocking mutliple targets, therefore gains many chances at bonus SP. In contrast the afk player who sets up a sentry ship, prods the rats and walks away as his drones eat and the MTU tractors would get 1 chance to increase whatever skills where used in the prodding to gain aggro. Similarly using salvage drones afk would not gain any extra chances at skill increase either.

I'm from a more traditional RPG background so am used to characters gaining increase in skills from using them., It would be nice for the practical use of skills to have some benefit here too (as long as it can't be abused).
Noxisia Arkana
Deadspace Knights
#8 - 2014-01-07 18:13:46 UTC  |  Edited by: Noxisia Arkana
So, when I max out my frigate skills I gain no additional SP from playing?

For market trading, by placing by and sell orders I gain SP? So if I'm wealthy I just put up and take down cheap market orders to avoid the training times for market skills?

Everytime I talk to an NPC I have a chance of increasing my social? So I should just fly station to station and strike up conversations with NPCs?

I don't like it for 'fighting skills' and the concept looks increasingly rediculous for non combat skills.

Also, I am thereby incentivised NOT to get amarr frigate 5 (or any capacitor skill to 5, or my weapon skills to 5) because then they will no longer have the chance to pay me free SP for playing?
RavenPaine
RaVeN Alliance
#9 - 2014-01-07 18:22:29 UTC
The game is based around a CONSTANT SP gain. It is a rate of gain that has been established for 10+ years. That makes it fair for every player that pays for his sub. There have been improvements, with a skill queue, attributes, and implants, so you can maximize training. But again, this is universal for all paying customers.

What your asking for, is a system that would reward YOUR play style, but not reward other players if their play style is different.
Maybe a guy LIKES to use drone ships for missions.
Maybe a guy likes to spin his ship in station and chat on some nights
Maybe a guy is a station trader and never undocks.

As mentioned, You would encourage grinders to grind. Cheaters to cheat. Exploits, etc.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#10 - 2014-01-07 18:27:40 UTC
My proposal is that this is a means to provide those who actively do something in game a means to boost learning speed marginally.

Do you have no additional gain now if you max out frig V? You have the skills and access to tech II frigs but you can't train frigate any higher now, so if you reached frig V a day earlier by flying it a lot in the training week?

the wealthy character may well try to increase there trade skills by putting up/taking down orders...that's a lot of clicking for a 10% increase in the training time, and the station makes isk in the meaqntime. If someone is willing to click that much more for a small gain in training time good luck to them.

To be clear I meant that you would gain a chance of additional SP on the skills used, not for any skill you choose. Therefore someone active in a frigate running missions (like a new starter) will learn that bit more rapidly than the char sat in someone's back pocket until they log in again 1 month later..

A simple analogy - do we use implants to improve our training times by that extra day? Of course we do, does that mean we have no incentive to train skills to level V? Nope, we need those skills for the bonuses they bring and access to the next skills up.

This would be purely supplemental on top of existing training to boost the activity of players and/or reward those who are contributing to the online community.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#11 - 2014-01-07 18:36:14 UTC
RavenPaine wrote:
The game is based around a CONSTANT SP gain. It is a rate of gain that has been established for 10+ years. That makes it fair for every player that pays for his sub. There have been improvements, with a skill queue, attributes, and implants, so you can maximize training. But again, this is universal for all paying customers.

What your asking for, is a system that would reward YOUR play style, but not reward other players if their play style is different.
Maybe a guy LIKES to use drone ships for missions.
Maybe a guy likes to spin his ship in station and chat on some nights
Maybe a guy is a station trader and never undocks.

As mentioned, You would encourage grinders to grind. Cheaters to cheat. Exploits, etc.


I'm suggesting a system that would reward anybody actively using a skill (and only by a small amount, so grinding would be pointless).

The drone guy who likes using drone ships? (I'm one of them) He would gain on his drone skills through *active* use i.e. 'engage target' etc. AFK drone use on the other hand shouldn't earn sany chance of eatra SP as it is not interactive, the drones do the work so the pilot is effectively swinging in his space hammock learning nothing extra.

Spin your ship around the station is fine, but what skills does that use? no additional chance of SP as you aren't using any skills.

The station trader? He gains the chance of additional SP with his trades as his skills must be tested each time.

I'm proposing a means for actual use of a skill (i.e. when it is tested in code to determine an outcome) should also have the chance for the character to learn something extra from the skills use. This does not punish those who are idle for whatever reason as they are still learning at the base standard rate you describe, but those who are affecting the environment some way be it through combat, trade, PI, anything else using skills could be rewarded for doing something that actually affects the game world.
Noxisia Arkana
Deadspace Knights
#12 - 2014-01-07 18:47:07 UTC
I understand your want for this change whole-heartedly; even if I disagree.

Just as a scenario - The American military pays married couples more than it pays single soldiers. (So, if I'm married in the army I get living expenses that are anywhere between 300-1000 dollar more per month).

This was obviously created to cater to families and encourage married couples to stay in the military (since military families move so often, it's hard for a spouce to find a good job). However, the end result is that a huge amount of soldiers get married a month or two after meeting someone because they are financially incentivised to do so. So instead of this being a driver to keep families together, it serves to keep divorce, multiple marriages, and other issues artificially high (yes there are other factors).

In a similar fashion when you incentivise online play - you ARE going to reward those good players that like to be online and active. Conversely, you are going to see the majority of this used by people leaving their computer / chars logged in from downtime to downtime doing whatever they can while semi afk or completely afk(and not botting of course).

Whenvever you socially engineer something both the intended and unintended consequences should be looked at. I'm not particularly against new players gaining skill quicker (see cereberal accelerators); I am however against something that tells people to log in and NOT contribute to gain a benefit from the game.

I won't argue anymore - we've both made our points.

Zor'katar
Matari Recreation
#13 - 2014-01-07 18:52:52 UTC
Lord Xyon wrote:
Already been suggested hundreds of times

This. Although hundreds may be a small exaggeration... dozens is probably more accurate. Do some searching in the Features and Ideas forum and it shouldn't be hard to find some, along with a very large list of reasons why most players think this would be a bad idea.
Sable Moran
Moran Light Industries
#14 - 2014-01-07 19:25:06 UTC
Zor'katar wrote:
Lord Xyon wrote:
Already been suggested hundreds of times

This. Although hundreds may be a small exaggeration... dozens is probably more accurate.


Hello youngling Blink

There actually was a mechanic like the OP describes in the game at the beginning. For reasons mentioned above it was removed from the game quite soon (might have been the Kali expansion, before 2004 anyway). Since then this feature request has come up time after time after time. If we would put the guestimate of the times between one hundred and two hundred it would not be an exaggeration. Seriously.

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#15 - 2014-01-07 19:36:50 UTC
Fair enough :) better to have a stable mechanic if it's already been tried ( of course there is no point raising an idea if you aren't prepared to defend it). I actually was thinking of this as a mechanic to reflect true learning rather than to reward players for being online (since the benefit is limited by the skill cap anyway) but if its already been tried this thread shall sink and be seen no more :D
Lord LazyGhost
Sebiestor Tribe
Minmatar Republic
#16 - 2014-01-08 11:41:50 UTC
so fit arty engage ur friend in his ship thats cap stable runing reps that out rep damage come back 24hrs later and have lv 5 art becasue for the last 24hrs u jsut ben fireing.



NO thanx same for missiles
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#17 - 2014-01-08 11:52:53 UTC
You would only have got one chance at bonus ps as you only invoked the code that calculates targeting once, My idea was based on being rewarded for actiual actions (i.e. insert a tick counter into the code that logs each use of a skill in determining an output).

In your example you just left your ship undocked for 24 hrs for 1 chance at extra sp on the few skills used in the initial targeting/firing.

To be clear about my proposal:

Only actions that require pilot intervention (easily determined as the skills are used in code for calculations) would gain you a chance at extra SP per use.
The benefits are limited since it would cut training time by about 10% (or whatever would be deemed a useful benefit) for an averagely active player.
Naturally limited in effect as skills can only be trained so high, therefore little or no point grinding for the extra gain. Even if you are grinding you are doing *something* in the game world, generating isk/providing goods or minerals/providing another target in space.

could people abuse this for the 10% reduction in skill training? probably. Would it be worth the extensive effort to do so? I doubt it.

It would have benefited those training into any new area at any time though. New character just starting? get into that interceptor a little faster as you run those missions. Old char looking for a new career path for something interesting to do? Cut the skill grind that little bit whilst you learn the new career.

I didn't get chance to search the forums for previous threads on this as I was bored in work and throwing an idea around. Apologies for this already been done to death..
RavenPaine
RaVeN Alliance
#18 - 2014-01-08 17:16:21 UTC
You've actually approached this in a civil and well intended thought process.
No apology necessary.
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#19 - 2014-01-12 19:04:39 UTC
Your idea would turn Eve Online into Bot Online

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Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#20 - 2014-01-12 21:26:26 UTC
I thought this thread would be locked by now :D I do have to answer this point though:

This would have no effect in real terms on bots, consider:

A bot running numpty has enough hardware to run 10 bots in a mining gang. He has 10 characters already trained up to level V in all the relevant skills. 'This means he can train extra characters up 10% faster though!' you cry...and I reply 'So?' They will already have spare characters created for if their bots get deleted having them ready as spares 10% more quickly won't make a difference, they will still always have 10 bots running.

The new player however will learn 10% faster if they are an active player, and therefore be in missions 10% sooner, start exploring 10% sooner, move to null 10% sooner. The old veteran character that decides to try PI? they can move into it 10% faster if they are active.

This idea (if I got it right) would benefit active players only, inactive players would learn at the current rate, bots wouldn't come into it as described above, this could simply reward those who are actively playing.

People would grind for the extra 10% reduction in training time? I doubt it for the sake of 1-2 days less, it would just be a bonus to someone who is learning a new skillset and playing actively with those skills.

That's how I intended it to work anyway...
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