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Implants

Author
Tian Toralen
State War Academy
Caldari State
#1 - 2014-06-04 09:32:34 UTC  |  Edited by: Tian Toralen
I'm feeling punished for wanting to play, I have to make a choice - either use implants and reach my goal quicker or - no implants, and I can have more fun.

This is affecting new players (new players that want to play in null sec) the most, they need to train a lot of stuff, and +4 implants make a big difference. It's like an added barrier against new players entering null-sec. Older players, have a lot of ships to fly and a lot of skills, so they can take it easy and not hurry for longer term goals like capitals training.

So, I have jump clones, one with implants, the other without, but Infomorph Synchronizing skill is not helping, it's still too long. Make it more effective, like 3 or 4 hours per level, then it will be worth training to 5.
Samillian
Angry Mustellid
#2 - 2014-06-04 12:44:23 UTC  |  Edited by: Samillian
I'll just leave these quotes here form the original Jump Clone thread posted prior to Odyssey 1.1 for you to consider:

CCP Rise wrote:
oh and also, we definitely will not be extending the timer any further. The implications related to travel become problematic fairly quickly and we don't want to worsen that situation at all.

Original post

CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.

Original post

Oh and not supported for the above reasons.

NBSI shall be the whole of the Law

Meytal
Doomheim
#3 - 2014-06-05 11:57:33 UTC
Tian Toralen wrote:
I'm feeling punished for wanting to play, I have to make a choice - either use implants and reach my goal quicker or - no implants, and I can have more fun.

This is affecting new players (new players that want to play in null sec) the most, they need to train a lot of stuff, and +4 implants make a big difference. It's like an added barrier against new players entering null-sec. Older players, have a lot of ships to fly and a lot of skills, so they can take it easy and not hurry for longer term goals like capitals training.

So, I have jump clones, one with implants, the other without, but Infomorph Synchronizing skill is not helping, it's still too long. Make it more effective, like 3 or 4 hours per level, then it will be worth training to 5.

When I first entered Wormhole space as a resident, I was wearing my +5 Learning implants from my L4 mission days. It wasn't long until I lost them, which I was expecting. When I did, I replaced them with +4 Learning implants (now the CA-1/CA-2 Genolution set), in addition to other useful implants, which was a cost I was much more willing to keep replacing than the +5 implants.

Moral of the story: implants are there not just to speed you through skilling, but to use in general operation as well. Find an ISK vs Performance ratio that you are comfortable with, and fly with that all the time.
voetius
Grundrisse
#4 - 2014-06-06 22:39:02 UTC

I agree with the poster above, you have to choose what is right for you.

I've pretty much always had implants in, whether in nullsec, wormhole space, or low sec. Losing them is just part of the risk vs. reward thing. You can check my lossmails to verify, try and find one that didn't have implants.

I'd agree that possibly CCP could look at medical clone costs (as long as they balanced the loss of that isk sink somewhere else).
Tipa Riot
Federal Navy Academy
Gallente Federation
#5 - 2014-06-07 17:47:46 UTC  |  Edited by: Tipa Riot
I think the mechanic of learning implants actually hinders new players taking risks in the game early and having sustained fun. I started my EvE life with plenty of ISK from the buddy program which I invested in the most expensive attribute implants I could plugin ... and then felt locked-in with constant fear of loosing my clone. It takes a while to get into the usage of jump clones and likely you are bored about or got used to ratting/missioning in high-sec by that time. Jump clone mechanic is just fine IMO, but convert attribute enhancements into boosters to avoid this (psychological) trap for new players.

I'm my own NPC alt.

Mallak Azaria
Caldari Provisions
Caldari State
#6 - 2014-06-12 21:38:48 UTC
Tipa Riot wrote:
I think the mechanic of learning implants actually hinders new players taking risks in the game early and having sustained fun. I started my EvE life with plenty of ISK from the buddy program which I invested in the most expensive attribute implants I could plugin ... and then felt locked-in with constant fear of loosing my clone. It takes a while to get into the usage of jump clones and likely you are bored about or got used to ratting/missioning in high-sec by that time. Jump clone mechanic is just fine IMO, but convert attribute enhancements into boosters to avoid this (psychological) trap for new players.




This feeling of being locked in by the constant fear of losing expensive implants is the pilots own doing. You're essentially asking CCP to change a mechanic to protect people from their own idiocy. Perhaps instead of running off & buying the best, most expensive thing, they could go with the more reasonably priced +1 or +2 implants, which are so cheap that even a new player can go & lose these without fear of losing all of their hard earned isk from those level 1 missions.

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

Tipa Riot
Federal Navy Academy
Gallente Federation
#7 - 2014-06-12 22:07:38 UTC
My point and assumption is, that leveling up fast to become competitive is a quite strong motivation. To force players to choose between that goal and doing PvP is not healthy for the new player retention.

I'm my own NPC alt.

Mallak Azaria
Caldari Provisions
Caldari State
#8 - 2014-06-20 01:13:33 UTC
Tipa Riot wrote:
My point and assumption is, that leveling up fast to become competitive is a quite strong motivation.


It's also a fundamentally flawed motivation.

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.