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Player Features and Ideas Discussion

 
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Get Rid of Learning Implants?

First post
Author
Kaarous Aldurald
Black Hydra Consortium.
#61 - 2014-06-13 14:07:53 UTC
Tipa Riot wrote:

BTW, in contrast to your examples for change requests, the removal of learning implants would not harm any part of New Eden's population.


Well, except, you know, the people who sell those.

It's not like they come from nowhere and cost nothing, you realize. Implants are a fairly important part of the LP economy.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#62 - 2014-06-13 15:02:47 UTC
Tipa Riot wrote:
Kaarous Aldurald wrote:

It can easily be argued that the choice of implants, and the tradeoff thereof, is intended.

And your argument of "we can only find out by making the change" is beyond asinine. I can make precisely the same argument about removing CONCORD, or making NPC corps subject to wardecs.

Yeah, it's easy to argue with CCP's intention, but it's also weak as we don't know for sure. For me it's a mistake to force people to choose between getting faster into the game and practicing PvP at low cost. But I could be wrong and changing this would not make any difference in larger scale, I can't proof it.

BTW, in contrast to your examples for change requests, the removal of learning implants would not harm any part of New Eden's population.


You are forgetting that PvP combat is not the only element in eve, the learning implants help the S&I people too. And jump clones mitigate losses when you are being more risky
Tipa Riot
Federal Navy Academy
Gallente Federation
#63 - 2014-06-13 16:12:02 UTC
Kaarous Aldurald wrote:
Tipa Riot wrote:

BTW, in contrast to your examples for change requests, the removal of learning implants would not harm any part of New Eden's population.


Well, except, you know, the people who sell those.

It's not like they come from nowhere and cost nothing, you realize. Implants are a fairly important part of the LP economy.

Accepted. They can be replaced by learning boosters with limited duration (e.g. weeks)

I'm my own NPC alt.

Kaarous Aldurald
Black Hydra Consortium.
#64 - 2014-06-13 16:13:18 UTC
Tipa Riot wrote:
Kaarous Aldurald wrote:
Tipa Riot wrote:

BTW, in contrast to your examples for change requests, the removal of learning implants would not harm any part of New Eden's population.


Well, except, you know, the people who sell those.

It's not like they come from nowhere and cost nothing, you realize. Implants are a fairly important part of the LP economy.

Accepted. They can be replaced by learning boosters with limited duration (e.g. weeks)


Which hurts new players pretty badly.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Soldarius
Dreddit
Test Alliance Please Ignore
#65 - 2014-06-13 16:26:04 UTC
Reaver Glitterstim wrote:
I believe that basic learning implants should be made much more expensive, and that a cheaper version of illegal training implants should be available from pirate LP stores--implants that can't be flown through highsec without the risk of having CONCORD remove them.


I can see an opportunity for either new Sanshas implants, or salvaging/reproccessing implants from podded players' bodies. They could be highly illegal, and thus a further opportunity for generating game content.

http://youtu.be/YVkUvmDQ3HY

Tipa Riot
Federal Navy Academy
Gallente Federation
#66 - 2014-06-13 23:34:17 UTC
Kaarous Aldurald wrote:
Tipa Riot wrote:
Kaarous Aldurald wrote:
Tipa Riot wrote:

BTW, in contrast to your examples for change requests, the removal of learning implants would not harm any part of New Eden's population.


Well, except, you know, the people who sell those.

It's not like they come from nowhere and cost nothing, you realize. Implants are a fairly important part of the LP economy.

Accepted. They can be replaced by learning boosters with limited duration (e.g. weeks)


Which hurts new players pretty badly.

This depends on the cost. The boosters have to be much cheaper than the implants. Compare it with the direction software business is heading for, it's the move from a classic licensing model to subscription fees.

I'm my own NPC alt.

Kaarous Aldurald
Black Hydra Consortium.
#67 - 2014-06-14 00:12:05 UTC
Tipa Riot wrote:

This depends on the cost. The boosters have to be much cheaper than the implants. Compare it with the direction software business is heading for, it's the move from a classic licensing model to subscription fees.


No, it doesn't depend on the cost. It's an isk tax on playing the game at the same level as a veteran. Especially depending on new player income, it is a crippling blow to newbies being able to narrow the gap compared to veteran players.

And if you make them negligible cost to counter that, you have destroyed an entire market.

There is no way that this would work out well, at all. Every potential outcome is much worse than the current situation. And the only "problem" about how it works right now is that some people are risk averse chickens who don't want to risk a feeling of loss.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kaarous Aldurald
Black Hydra Consortium.
#68 - 2014-06-14 00:19:28 UTC
Oh, and I just realized you ran into Malcanis' law on this one.

If we actually did get rid of learning implants, then there is absolutely no reason to not use Snakes and Slaves and other powerful implants at all times, if you can afford it. Because now you wouldn't even have to make the choice between training implants and combat implants.

This even further exacerbates the difference between an older, more wealthy player and a newbie with a thin wallet.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

NEONOVUS
Mindstar Technology
Goonswarm Federation
#69 - 2014-06-14 02:38:41 UTC
Kaarous Aldurald wrote:
Oh, and I just realized you ran into Malcanis' law on this one.

If we actually did get rid of learning implants, then there is absolutely no reason to not use Snakes and Slaves and other powerful implants at all times, if you can afford it. Because now you wouldn't even have to make the choice between training implants and combat implants.

This even further exacerbates the difference between an older, more wealthy player and a newbie with a thin wallet.

We just got the new super cheap low level implants

And given how sans omega the sets top off at a bil
It really isnt bad for the "newbs"
Particularly as it makes an awesome ISK gate and accomplishment as they build out the set and get stronger
That is it gives them something to look forward to rather than saying here is a bigger ship, with different weapons
Have fun just sliding around on this circle
Lady Rift
His Majesty's Privateers
#70 - 2014-06-14 04:39:10 UTC
NEONOVUS wrote:
Kaarous Aldurald wrote:
Oh, and I just realized you ran into Malcanis' law on this one.

If we actually did get rid of learning implants, then there is absolutely no reason to not use Snakes and Slaves and other powerful implants at all times, if you can afford it. Because now you wouldn't even have to make the choice between training implants and combat implants.

This even further exacerbates the difference between an older, more wealthy player and a newbie with a thin wallet.

We just got the new super cheap low level implants

And given how sans omega the sets top off at a bil
It really isn't bad for the "newbs"
Particularly as it makes an awesome ISK gate and accomplishment as they build out the set and get stronger
That is it gives them something to look forward to rather than saying here is a bigger ship, with different weapons
Have fun just sliding around on this circle



wasn't the complaint that 200 mil in +5's to expensive that it make people not want to pvp. But a bil for a set is fine to try and risk?
Tipa Riot
Federal Navy Academy
Gallente Federation
#71 - 2014-06-14 04:46:27 UTC
Kaarous Aldurald wrote:


No, it doesn't depend on the cost. It's an isk tax on playing the game at the same level as a veteran. Especially depending on new player income, it is a crippling blow to newbies being able to narrow the gap compared to veteran players.


Well, there are already many other taxes to play the game, clone costs, NPC taxes, insurance, ... I don't see why learning boosters are any different.

I'm my own NPC alt.

Tipa Riot
Federal Navy Academy
Gallente Federation
#72 - 2014-06-14 04:53:55 UTC
Kaarous Aldurald wrote:
Oh, and I just realized you ran into Malcanis' law on this one.

If we actually did get rid of learning implants, then there is absolutely no reason to not use Snakes and Slaves and other powerful implants at all times, if you can afford it. Because now you wouldn't even have to make the choice between training implants and combat implants.


With the buff to learning attribute enhancements of those sets this is already now. By reducing the difference between pure learning and combined sets further, the whole concept became 'more obsolete'.

I'm my own NPC alt.

Dave Stark
#73 - 2014-06-14 06:32:28 UTC
Kaarous Aldurald wrote:
Tipa Riot wrote:

This depends on the cost. The boosters have to be much cheaper than the implants. Compare it with the direction software business is heading for, it's the move from a classic licensing model to subscription fees.


No, it doesn't depend on the cost. It's an isk tax on playing the game at the same level as a veteran. Especially depending on new player income, it is a crippling blow to newbies being able to narrow the gap compared to veteran players.

And if you make them negligible cost to counter that, you have destroyed an entire market.

There is no way that this would work out well, at all. Every potential outcome is much worse than the current situation. And the only "problem" about how it works right now is that some people are risk averse chickens who don't want to risk a feeling of loss.


Kaarous Aldurald wrote:
Oh, and I just realized you ran into Malcanis' law on this one.

If we actually did get rid of learning implants, then there is absolutely no reason to not use Snakes and Slaves and other powerful implants at all times, if you can afford it. Because now you wouldn't even have to make the choice between training implants and combat implants.

This even further exacerbates the difference between an older, more wealthy player and a newbie with a thin wallet.


actually, he kind of didn't run in to malcanis' law at all.

a full set of +5s would naturally be more prohibitively expensive than a temporary booster for +5s would be. hence there's a lower barrier to entry for new players in terms of isk. that does benefit new players, and older players are still only getting +5 attributes so they aren't benefiting from it at all.

now they've changed the pirate implants to give more attribute bonuses, there's no longer a reason not to use them anyway. having +4 attributes on hg pirate implants has already taken away the choice between training and combat implants.

having them as cheap temporary boosters wouldn't destroy a whole market. you've just shifted from a large one off cost of an implant, to a cheaper recurring cost. all that has happened is you've gone from high value low volume items to low value high volume items. in any case the value of the implant or booster is irrelevant, the isk/lp conversion is what is important when considering income for players.

in closing; yes it is an isk tax, but so were implants. except now there's equality of everyone paying the same for the same benefit where as before those who went and had "fun" and "created content" were shafted with a higher tax upon having to either replace implants, or forego them completely. hence, discouraging those activities.

although alternatively; **** learning implants and **** learning boosters just scrap them and turn the learning implants in to a new pirate set like a shield version of slaves.
Tipa Riot
Federal Navy Academy
Gallente Federation
#74 - 2014-06-14 10:17:22 UTC
Dave Stark wrote:

Snip ... A lot of good argumentation
.

Even worse, the buffed pirate implant attributes prefer the space-rich and veteran players, and shift the chances towards them. You could argue that the new low grades will become cheap enough to be used by new players, but I think +1 is not sufficient to remove the choice problem, and they are still implant sets coming with significant investment, where normally you only need a few lower tier fitting implants to get better DPS or tank.

I'm my own NPC alt.

NEONOVUS
Mindstar Technology
Goonswarm Federation
#75 - 2014-06-14 17:05:31 UTC
Lady Rift wrote:
NEONOVUS wrote:
Kaarous Aldurald wrote:
Oh, and I just realized you ran into Malcanis' law on this one.

If we actually did get rid of learning implants, then there is absolutely no reason to not use Snakes and Slaves and other powerful implants at all times, if you can afford it. Because now you wouldn't even have to make the choice between training implants and combat implants.

This even further exacerbates the difference between an older, more wealthy player and a newbie with a thin wallet.

We just got the new super cheap low level implants

And given how sans omega the sets top off at a bil
It really isn't bad for the "newbs"
Particularly as it makes an awesome ISK gate and accomplishment as they build out the set and get stronger
That is it gives them something to look forward to rather than saying here is a bigger ship, with different weapons
Have fun just sliding around on this circle



wasn't the complaint that 200 mil in +5's to expensive that it make people not want to pvp. But a bil for a set is fine to try and risk?

Pereception
I gain nothing from risking the learners
They do nothing to benefit me if I use them in pvp
Slaves, halos, crystals
All give a benefit for wearing into combat
Heck the sensor series really only work in combat and maybe versus gursitas

Thats the difference
I gain nothing by risking learners
I gain much when I risk the pirate sets

Thats the perception

Also done right crystals and bastion can leave a shield boost marauder soloing a gang
Or at least that is the perception of the multi thousand dps tank

Which is the point
Risk is perception based
So is reward
Just see the difference between people for a dollar and getting a small shock
Torsnk
Mustang Capital
#76 - 2014-06-14 19:47:49 UTC
What if we made implants removable and reusable? Specifically, players could remove/replace implants in station just as easily as removing and replacing modules on a ship without destroying the implants in the process.

I think this would be a nice compromise between the two opposing sides of this debate. Risk vs. Reward and the importance of choice would be preserved, but players would not be heavily disincentivized by the Jump Clone timer.

Thoughts?
Gaijin Lanis
Gallente Federation
#77 - 2014-06-14 19:52:39 UTC  |  Edited by: Gaijin Lanis
Torsnk wrote:
What if we made implants removable and reusable? Specifically, players could remove/replace implants in station just as easily as removing and replacing modules on a ship without destroying the implants in the process.

I think this would be a nice compromise between the two opposing sides of this debate. Risk vs. Reward and the importance of choice would be preserved, but players would not be heavily disincentivized by the Jump Clone timer.

Thoughts?

The main reason implants were implemented was to act as an incentive to combat medical clone travel (pod express). Then jump clones were introduced as an incentive to actually use implants.

Making implants reusable would undo all of that and make it so people simply never used jump clones.

sci0gon wrote:
-snip-
I am arguing that market interaction, buying, selling, etc, is just as much "player versus player" as shooting at other players. The only exception being cases where one goes extremely far out of their way to only interact with the npc ISK sinks and produce all their own materials. Even if a group of people decide to never buy anything from another player again, and build/farm all their own stuff, interactions between this group are still "player versus player" as someone will always gain and someone will always lose. Zero sum game, and all of that.

The above was written and posted with nothing but love in my heart for all.

Bohneik Itohn
10.K
#78 - 2014-06-14 19:54:30 UTC
Crazy Idea: Learning implants promote PvP.

Having the skills to fly more ships and fly them more effectively encourages people to experiment with PvP more often, to engage more often, and gives them more variety in their gameplay at an earlier date in their Eve career. Being able to use other Non-PvP skills which they now have the time to train alongside their PvP skills allows them to make more isk, and thus fund more PvP activities.

You can either facilitate new player engagement in the community, or you can shut it down. Your choice.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Gaijin Lanis
Gallente Federation
#79 - 2014-06-14 20:06:11 UTC  |  Edited by: Gaijin Lanis
Well, the OP is only complaining about +5s. And +5s are pretty dumb unto themselves no matter what. Requiring a training time investment that will take about a year to pay off and ten times as much isk as +3s.

Which kinda suggests the problems are mostly in the OP's head.

And yes, I hate myself for that.

The above was written and posted with nothing but love in my heart for all.

FunGu Arsten
KarmaFleet
Goonswarm Federation
#80 - 2014-06-15 08:24:13 UTC
Its almost like people have to think about their options... And long term investements...

Implants are fine, you want a +5 set, then no full hg sets for you...