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Attributes belong in Adventure Games

First post
Author
Freelancer117
So you want to be a Hero
#1 - 2014-01-31 13:51:44 UTC
My proposal is for all Attributes to be removed for the following reasons:

- Attributes like Willpower should add to your Magic power in rpg's not to your ability to learn Trade or Spaceship Command skills faster.

- If for example attributes would directly effect your resistance vs ewar or apply critical damage more often, again think traditional rpg's, then maybe they function like they should do in rpg's.

- Attributes can only be neural remapped once per year (not including the two extra remaps as a new player) which means after a year players have to adjust their training plan to this, once per year remap, which will limit their decision making in an open world.

- Getting higher attributes through implants makes players less at ease to engage in pvp, if you are flying around with +5's in your clone and you spot a war target or do a quick losec run, you might not want to risk any engagement due to cost vs reward factor.
(sure you can clone jump, but by then opportunities might have vanished and you are to late and maybe log off)

- Like mission agent quality it adds a level of complexity that will not improve eve's open world gameplay, and only possible hinder it (I do miss mining/distribution agents handing out security missions !!)



Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Freelancer117
So you want to be a Hero
#2 - 2014-01-31 13:56:22 UTC  |  Edited by: Freelancer117
If or rather when CCP decides to get rid of attributes and rebalance the system like they did with Learning Skills,

they have an excellent opportunity to add new player made implants that enhances a standardized training time by 1%~5%.

These new training time multiplier implants can only be made with materials CCP wants to release in the new Ghost Sites

The CSM should be involved about what to do with the current learning implants in the game to convert to these new implants.

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Endovior
PFU Consortium
#3 - 2014-01-31 17:43:17 UTC
Freelancer117 wrote:
If or rather when CCP decides to get rid of attributes and rebalance the system like they did with Learning Skills,

they have an excellent opportunity to add new player made implants that enhances a standardized training time by 1%~5%


Wait... you want to get rid of attributes, but retain implants that affect training time?

That's incredibly bizarre. Death to attributes for sure... but the whole reason why you'd be doing that would be to kill implants affecting attributes affecting training time, and the perverse incentives those implants cause.
Freelancer117
So you want to be a Hero
#4 - 2014-01-31 18:03:16 UTC
Endovior wrote:

Wait... you want to get rid of attributes, but retain implants that affect training time?

That's incredibly bizarre. Death to attributes for sure... but the whole reason why you'd be doing that would be to kill implants affecting attributes affecting training time, and the perverse incentives those implants cause.


When Attributes are rid of like the learning skills, you still need to passive time train skills.

Redoing skill training entirely would be Madness

So an standardized training time, for example 2k sp/hr is set for everyone.

Here is an excellent opportunity to introduce new player made implants and promote ghost sites (ergo exploration as a career).

For example a 1%, 2%, 3%, 4% or a 5% implants would increase this basic standardized training passive skill training time.


At the moment your training time is calculated with your attribute levels and/ or fitted attribute implants.


So the whole reason why I would want for attributes to go is that it should not effect anything in this space game.

Passive sp/hr will still apply on learning the skills, with perhaps an added bonus of player made implants to increase this slightly.

(to be clear for any future remarks I am not advocating actively skilling up, again this is not a tradition adventure game/rpg,
but a simpler continuation of passive skilling with maybe extra content in the form of player made implants)

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Malcanis
Vanishing Point.
The Initiative.
#5 - 2014-02-01 13:30:27 UTC
Freelancer117 wrote:


- Getting higher attributes through implants makes players less at ease to engage in pvp, if you are flying around with +5's in your clone and you spot a war target or do a quick losec run, you might not want to risk any engagement due to cost vs reward factor.
(sure you can clone jump, but by then opportunities might have vanished and you are to late and maybe log off)


Every possible bit of evidence that we have available indicates that people who don't PvP because they're scared of losing their implants still won't PvP if you take implants out of the game, because they'll just find something else to be scared about.

My contempt for people who don't want to risk their implents and so campaign for the rest of us not even to be allowed to make that choice is infinite. If you're scared of losing your implants, then don't use implants. But why shouldn't I be allowed to risk mine just because you're too gutless to risk yours?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Angry Mustache
KarmaFleet
Goonswarm Federation
#6 - 2014-02-01 18:28:09 UTC  |  Edited by: Angry Mustache
Malcanis wrote:
Freelancer117 wrote:


- Getting higher attributes through implants makes players less at ease to engage in pvp, if you are flying around with +5's in your clone and you spot a war target or do a quick losec run, you might not want to risk any engagement due to cost vs reward factor.
(sure you can clone jump, but by then opportunities might have vanished and you are to late and maybe log off)


Every possible bit of evidence that we have available indicates that people who don't PvP because they're scared of losing their implants still won't PvP if you take implants out of the game, because they'll just find something else to be scared about.

My contempt for people who don't want to risk their implents and so campaign for the rest of us not even to be allowed to make that choice is infinite. If you're scared of losing your implants, then don't use implants. But why shouldn't I be allowed to risk mine just because you're too gutless to risk yours?


But people who do PVP (especially in nullsec, where pod death is pretty much guaranteed) would benefit greatly from not blowing 20-25 mil every death on +3's every death. Therefore they would have more money to spend on more ship to die more and stimulate the economy.

Seriously, what learning implants do is ensure the optimal option for fast character advancement is never undock. If I want a carrier pilot fast, i sit it in station with +5's and do nothing until it's ready to sit in a carrier. I can't use the carrier support skills to run a decent logistics pilot in the meantime.

CSM plz

An official Member of the Goonswarm Federation Complaints Department.

Malcanis
Vanishing Point.
The Initiative.
#7 - 2014-02-01 18:35:15 UTC
Angry Mustache wrote:
Malcanis wrote:
Freelancer117 wrote:


- Getting higher attributes through implants makes players less at ease to engage in pvp, if you are flying around with +5's in your clone and you spot a war target or do a quick losec run, you might not want to risk any engagement due to cost vs reward factor.
(sure you can clone jump, but by then opportunities might have vanished and you are to late and maybe log off)


Every possible bit of evidence that we have available indicates that people who don't PvP because they're scared of losing their implants still won't PvP if you take implants out of the game, because they'll just find something else to be scared about.

My contempt for people who don't want to risk their implents and so campaign for the rest of us not even to be allowed to make that choice is infinite. If you're scared of losing your implants, then don't use implants. But why shouldn't I be allowed to risk mine just because you're too gutless to risk yours?


But people who do PVP (especially in nullsec, where pod death is pretty much guaranteed) would benefit greatly from not blowing 20-25 mil every death on +3's every death. Therefore they would have more money to spend on more ship to die more and stimulate the economy.

Seriously, what learning implants do is ensure the optimal option for fast character advancement is never undock. If I want a carrier pilot fast, i sit it in station with +5's and do nothing until it's ready to sit in a carrier. I can't use the carrier support skills to run a decent logistics pilot in the meantime.

CSM plz


Pod death is "pretty much guaranteed"? Roll

Man I must have been doing something wrong all these years, because I've only lost a couple of dozen pods since 2006.

Again, if you don't like losing implants, no one is forcing you to use them. Those of us who can manage incredibly advanced combat skills like getting an instawarping pod out would like to carry on using implants even if you're too convinced of your own inevitable failures to put a few mil on the line.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Angry Mustache
KarmaFleet
Goonswarm Federation
#8 - 2014-02-01 18:43:49 UTC  |  Edited by: Angry Mustache
Malcanis wrote:


Pod death is "pretty much guaranteed"? Roll

Man I must have been doing something wrong all these years, because I've only lost a couple of dozen pods since 2006.

Again, if you don't like losing implants, no one is forcing you to use them. Those of us who can manage incredibly advanced combat skills like getting an instawarping pod out would like to carry on using implants even if you're too convinced of your own inevitable failures to put a few mil on the line.


It's a matter of optimal and sub optimal. If you don't have at least two +3 implants in, you are training skillpoints at a greatly reduced rate. +3's means 2550 SP/ hour, blank clones mean 2250, a 10% difference in SP training speed., not at all negligible. If you want to be competitive in skill-points and not be left behind Implants are a must, not a choice.

As to pod death, I guess my perspective is skewed because I picked a name that starts with A, then chose to only fly dictor/logi/scouts.

An official Member of the Goonswarm Federation Complaints Department.

Malcanis
Vanishing Point.
The Initiative.
#9 - 2014-02-01 20:07:41 UTC
So in essence your problem is not that it's not already trivially possible for you to operate without risking implant loss, because it is, what you hate is that people like me are prepared to take that risk and reap the benefit from it.

What you want to do is remove that option from my gameplay.

Why on earth should I support the removal of my options because you're too chickenshit to run the risk yourself?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#10 - 2014-02-01 20:11:19 UTC
Riddle me this:

Tens of thousands of players do undock and PvP with implants every day

[An unknown number] of players are to scared to undock and PvP with implants and refuse to jump clone to an empty clone

Why is the first group the problem that needs fixing here?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Cristl
#11 - 2014-02-02 07:48:18 UTC
I think attributes, remaps and implants add a little depth to the game and should be retained. There's an extra layer of thought and risk required to optimise training time / isk / jump clone timers etc. If you live in null (you need bad luck to lose pods in empire) replacing a couple of +2 or +3 implants doesn't take long at all.

Medical clone costs, however, are painful due to their being all but compulsory. I'm up for protecting younger characters, but feel that clone costs should level-off a bit after a certain number of SP. After all, your income doesn't just keep increasing without limit, and frigate roams are annoying when the clone cost is literally 100x the hull cost.

I'd say that at clone level pi (54.6M SP, 5.46M ISK) the costs should either stop increasing, or the cost per SP should remain constant. At that level it's 1 ISK per 10 SP, so a tau clone, for example, would then cost 12M ISK - still a chunk of change, but more palatable.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#12 - 2014-02-03 15:20:45 UTC
Angry Mustache wrote:
Malcanis wrote:
Freelancer117 wrote:


- Getting higher attributes through implants makes players less at ease to engage in pvp, if you are flying around with +5's in your clone and you spot a war target or do a quick losec run, you might not want to risk any engagement due to cost vs reward factor.
(sure you can clone jump, but by then opportunities might have vanished and you are to late and maybe log off)


Every possible bit of evidence that we have available indicates that people who don't PvP because they're scared of losing their implants still won't PvP if you take implants out of the game, because they'll just find something else to be scared about.

My contempt for people who don't want to risk their implents and so campaign for the rest of us not even to be allowed to make that choice is infinite. If you're scared of losing your implants, then don't use implants. But why shouldn't I be allowed to risk mine just because you're too gutless to risk yours?


But people who do PVP (especially in nullsec, where pod death is pretty much guaranteed) would benefit greatly from not blowing 20-25 mil every death on +3's every death. Therefore they would have more money to spend on more ship to die more and stimulate the economy.

Seriously, what learning implants do is ensure the optimal option for fast character advancement is never undock. If I want a carrier pilot fast, i sit it in station with +5's and do nothing until it's ready to sit in a carrier. I can't use the carrier support skills to run a decent logistics pilot in the meantime.

CSM plz


i spend more than that on just my clone with no implants at 54m a clone

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#13 - 2014-02-06 22:15:07 UTC  |  Edited by: BeBopAReBop RhubarbPie
Malcanis wrote:
Freelancer117 wrote:


- Getting higher attributes through implants makes players less at ease to engage in pvp, if you are flying around with +5's in your clone and you spot a war target or do a quick losec run, you might not want to risk any engagement due to cost vs reward factor.
(sure you can clone jump, but by then opportunities might have vanished and you are to late and maybe log off)


Every possible bit of evidence that we have available indicates that people who don't PvP because they're scared of losing their implants still won't PvP if you take implants out of the game, because they'll just find something else to be scared about.

My contempt for people who don't want to risk their implents and so campaign for the rest of us not even to be allowed to make that choice is infinite. If you're scared of losing your implants, then don't use implants. But why shouldn't I be allowed to risk mine just because you're too gutless to risk yours?

Its more the other way around honestly. It penalizes people like me who run around with only cheap hardwirings plugged in. I don't see why avoiding pvp altogether should lead to decreased training times. I can easily afford 50 mill a clone. I can't afford 500mill, and sincerely doubt any real pvp'ers would ever consider running around with +5's in their heads. If they do have that type of money they are much better off still putting with lower training times by getting snakes or other "effect" implants.

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

Malcanis
Vanishing Point.
The Initiative.
#14 - 2014-02-09 22:03:45 UTC
I just use +4s. I've never felt "crippled" because I trained like 3.5% slower or whatever.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Azami Nevinyrall
172.0.0.1
#15 - 2014-02-10 07:18:26 UTC  |  Edited by: Azami Nevinyrall
EVE is an adventure game!

If you haven't found Candy Mountain yet, then get out or biomass...... I'd suggest you use fire! But whatever gets the job done.

...

Lady Areola Fappington
#16 - 2014-02-15 08:10:43 UTC
Malcanis wrote:
I just use +4s. I've never felt "crippled" because I trained like 3.5% slower or whatever.


I just use +3's myself. I've always felt that min/maxing destroys the fun of any game.

Anyway, remove implants, the averse will claim ship cost as a reason to not-PVP
Remove ship cost, they'll claim module costs.
Remove module cost, they'll claim lost "time"
Remove time, they'll claim KB stats.....

With the ease of getting a jumpclone nowdays, implant loss shouldn't even be in consideration....ohh, forgot. 24 hours of "time" lost.

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide