These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

Why are skill queues limited to 24h?

First post
Author
Domanique Altares
Rifterlings
#21 - 2014-06-17 23:14:12 UTC
I was actually just discussing this with CCP Sycophant today during VIP Mode, when we were manipulating market orders, and he said that it was done just to **** you off, OP.
Hasikan Miallok
Republic University
Minmatar Republic
#22 - 2014-06-17 23:14:55 UTC
Winchester Steele wrote:
Unsuccessful At Everything wrote:
Eve Online: The game everyone claims to love, but obviously hates playing.








The problem with Eve, in my humble opinion, is that it is way more entertaining to philosophize about then it is to play. Unless you are in the middle of a really sweet tear filled AWOX.



It's kinda like owning a Ferrari back when I was younger (no idea what they are like these days) amazing cars with awesome potential but would be nice not to tune them every 1000km and if only the d@mn window winder wouldn't keep falling off.
Winchester Steele
#23 - 2014-06-17 23:40:42 UTC
Hasikan Miallok wrote:
Winchester Steele wrote:
Unsuccessful At Everything wrote:
Eve Online: The game everyone claims to love, but obviously hates playing.








The problem with Eve, in my humble opinion, is that it is way more entertaining to philosophize about then it is to play. Unless you are in the middle of a really sweet tear filled AWOX.



It's kinda like owning a Ferrari back when I was younger (no idea what they are like these days) amazing cars with awesome potential but would be nice not to tune them every 1000km and if only the d@mn window winder wouldn't keep falling off.



Or like buying a really cool Ferrari only to discover that it is completely menu driven and can only go 10% of its speed if there are any other cars around. Not to mention having to be on the constant lookout for gangs of Honda Civics looking to run you off the road and loot your wreck.

...

Sibyyl
Garoun Investment Bank
Gallente Federation
#24 - 2014-06-18 00:11:29 UTC
Doreen (formerly Doireen) has an F&I topic that you can put your support in for >24 hour skill queue.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Spectral Tiger
#25 - 2014-06-18 00:51:47 UTC
Thomas Hurt wrote:
I'm plexing my accounts and that means money is eventually finding it's way into CCP's pockets, why can't I queue up a month's worth of skills on my 22 characters and not login while I take a break from the game? I don't see how allowing that would hurt anyone, and it would add a good ~5 minutes free time to my mornings.



Yeah, you're right they should put it back to how it used to be. With a new character you used to have to log on every hour or so just to change skills.
Heinrich Erquilenne
The Scope
Gallente Federation
#26 - 2014-06-18 00:59:13 UTC  |  Edited by: Heinrich Erquilenne
I found a way to add a lot of stuff to the training queue, not because I don't want to log in often but because I like being able to plan ahead of time, wait for stuff to be done and not think again about it until I get some "it's done, come back and feed me" message. Training is so ******* slow I don't even want to think about it too much.

Just open the training queue, drag & drop skills you want to train, apply, enjoy.
Domina Trix
McKNOBBLER DRINKING CLAN
#27 - 2014-06-18 01:00:03 UTC
Spectral Tiger wrote:
Thomas Hurt wrote:
I'm plexing my accounts and that means money is eventually finding it's way into CCP's pockets, why can't I queue up a month's worth of skills on my 22 characters and not login while I take a break from the game? I don't see how allowing that would hurt anyone, and it would add a good ~5 minutes free time to my mornings.



Yeah, you're right they should put it back to how it used to be. With a new character you used to have to log on every hour or so just to change skills.


Ah the heady days of planning which skill to train so you could allow for work/sleep etc

as for the argument that people logging in to change skills and logging off again is creating content....just lol Roll

Two of the defining characteristics of a carebear are wanting other players to play the way the carebear wants and whining on the forums for the game to change when they don't. Yet I see more threads on these forums from gankers than I do miners whining about wanting the game changed to suit them.

Tippia
Sunshine and Lollipops
#28 - 2014-06-18 01:17:35 UTC
Evei Shard wrote:
ITT: Logging in, changing skills, and logging out is now considered content for other players.

No. Neither “ITT” nor “now” — it has always been the reason why the skill queue is limited, and before that the reason why there was no queue at all.

The queue is just there to make it so that you don't have to get up at 4am to change skills. It is not there to have you set up 7 days worth of short skills and go away. It could actually be a lot shorter than it is right now, but CCP were feeling generous. Unless Earth gets hit by something suitably huge to shift its orbit and rotation, there is no real need to alter the queue length (and should such an even occur, there's still no need to alter the queue length since TQ will have ceased to exist).
James Amril-Kesh
Viziam
Amarr Empire
#29 - 2014-06-18 01:27:59 UTC
Maybe the queue should be like, 7 days for the first 30-60 days of a character's life, just to emphasize the importance long-term planning in this game, and then switch to the standard 24 hour queue after that.

Enjoying the rain today? ;)

Vigilant
Vigilant's Vigilante's
#30 - 2014-06-18 01:30:03 UTC
Quit whining... I remember waking up at 3AM to change a skill because we had train one skill at a time.
Spectral Tiger
#31 - 2014-06-18 01:31:46 UTC
James Amril-Kesh wrote:
Maybe the queue should be like, 7 days for the first 30-60 days of a character's life, just to emphasize the importance long-term planning in this game, and then switch to the standard 24 hour queue after that.



Not really, the point of a short skill queue as I see it, is to get people to actually log in.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#32 - 2014-06-18 01:51:12 UTC
Spectral Tiger wrote:
James Amril-Kesh wrote:
Maybe the queue should be like, 7 days for the first 30-60 days of a character's life, just to emphasize the importance long-term planning in this game, and then switch to the standard 24 hour queue after that.
Not really, the point of a short skill queue as I see it, is to get people to actually log in.
It works to get the to log in, but does it work to get them to do anything more than update the queue? If not that argument is kinda pointless. If I had to guess the 24 hour limitation was created because the queue was ONLY intended to eliminate alarm clock training, not fully automate the queue. Logging in was probably not even a factor which seems even more likely when long skills are considered.
Thomas Hurt
Future Ventures
#33 - 2014-06-18 01:52:16 UTC  |  Edited by: Thomas Hurt
Tyberius Franklin wrote:
Spectral Tiger wrote:
James Amril-Kesh wrote:
Maybe the queue should be like, 7 days for the first 30-60 days of a character's life, just to emphasize the importance long-term planning in this game, and then switch to the standard 24 hour queue after that.
Not really, the point of a short skill queue as I see it, is to get people to actually log in.
It works to get the to log in, but does it work to get them to do anything more than update the queue? If not that argument is kinda pointless. If I had to guess the 24 hour limitation was created because the queue was ONLY intended to eliminate alarm clock training, not fully automate the queue. Logging in was probably not even a factor which seems even more likely when long skills are considered.


Confirming that no one logs in simply to update their skill queue and then says "ehh maybe I'll play for a few hours now that I'm logged in". There is no way that a 24h skill queue limit makes people play more in any amount worth talking about.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#34 - 2014-06-18 01:54:21 UTC
Thomas Hurt wrote:
Tyberius Franklin wrote:
Spectral Tiger wrote:
James Amril-Kesh wrote:
Maybe the queue should be like, 7 days for the first 30-60 days of a character's life, just to emphasize the importance long-term planning in this game, and then switch to the standard 24 hour queue after that.
Not really, the point of a short skill queue as I see it, is to get people to actually log in.
It works to get the to log in, but does it work to get them to do anything more than update the queue? If not that argument is kinda pointless. If I had to guess the 24 hour limitation was created because the queue was ONLY intended to eliminate alarm clock training, not fully automate the queue. Logging in was probably not even a factor which seems even more likely when long skills are considered.


Confirming that no one logs in simply to update their skill queue and then says "ehh maybe I'll play for a few hours now that I'm logged in". There is no way that a 24h skill queue limit makes people play more in any amount worth talking about.
Confirming no one just logs out. Also confirming no one queues long skills yet still plays actively.
Spectral Tiger
#35 - 2014-06-18 02:02:13 UTC
Tyberius Franklin wrote:
Spectral Tiger wrote:
James Amril-Kesh wrote:
Maybe the queue should be like, 7 days for the first 30-60 days of a character's life, just to emphasize the importance long-term planning in this game, and then switch to the standard 24 hour queue after that.
Not really, the point of a short skill queue as I see it, is to get people to actually log in.
It works to get the to log in, but does it work to get them to do anything more than update the queue? If not that argument is kinda pointless. If I had to guess the 24 hour limitation was created because the queue was ONLY intended to eliminate alarm clock training, not fully automate the queue. Logging in was probably not even a factor which seems even more likely when long skills are considered.




I think it went more like this, having no skill queue was an inconvenience for new characters/players because of the short training times at the start.

So to make it more new character/player friendly they introduced the 24h skill queue.

They only made it 24h because they want new people to log in and hopefully get hooked on the game.

By the time you are training long skills you should know if the game is for you and if it is you'll be logging in regular anyway.
Nariya Kentaya
Ministry of War
Amarr Empire
#36 - 2014-06-18 02:05:02 UTC
Thomas Hurt wrote:
I'm plexing my accounts and that means money is eventually finding it's way into CCP's pockets, why can't I queue up a month's worth of skills on my 22 characters and not login while I take a break from the game? I don't see how allowing that would hurt anyone, and it would add a good ~5 minutes free time to my mornings.

Because "unique daily player count" is a metric used to determine the success of a game. The less UPC we have daily, and the mroe subs we have, the more EVE sounds like a "game to pay to not play" to people who might join. so even if most of them log on then right back off, CCP being able to say "100,000+ different people log in every day", its still a selling point.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#37 - 2014-06-18 02:28:12 UTC
Spectral Tiger wrote:
Tyberius Franklin wrote:
Spectral Tiger wrote:
James Amril-Kesh wrote:
Maybe the queue should be like, 7 days for the first 30-60 days of a character's life, just to emphasize the importance long-term planning in this game, and then switch to the standard 24 hour queue after that.
Not really, the point of a short skill queue as I see it, is to get people to actually log in.
It works to get the to log in, but does it work to get them to do anything more than update the queue? If not that argument is kinda pointless. If I had to guess the 24 hour limitation was created because the queue was ONLY intended to eliminate alarm clock training, not fully automate the queue. Logging in was probably not even a factor which seems even more likely when long skills are considered.




I think it went more like this, having no skill queue was an inconvenience for new characters/players because of the short training times at the start.

So to make it more new character/player friendly they introduced the 24h skill queue.

They only made it 24h because they want new people to log in and hopefully get hooked on the game.

By the time you are training long skills you should know if the game is for you and if it is you'll be logging in regular anyway.
Possible. I can see that reasoning potentially factoring in.
Spectral Tiger
#38 - 2014-06-18 02:32:23 UTC
Tyberius Franklin wrote:
Spectral Tiger wrote:
Tyberius Franklin wrote:
Spectral Tiger wrote:
James Amril-Kesh wrote:
Maybe the queue should be like, 7 days for the first 30-60 days of a character's life, just to emphasize the importance long-term planning in this game, and then switch to the standard 24 hour queue after that.
Not really, the point of a short skill queue as I see it, is to get people to actually log in.
It works to get the to log in, but does it work to get them to do anything more than update the queue? If not that argument is kinda pointless. If I had to guess the 24 hour limitation was created because the queue was ONLY intended to eliminate alarm clock training, not fully automate the queue. Logging in was probably not even a factor which seems even more likely when long skills are considered.




I think it went more like this, having no skill queue was an inconvenience for new characters/players because of the short training times at the start.

So to make it more new character/player friendly they introduced the 24h skill queue.

They only made it 24h because they want new people to log in and hopefully get hooked on the game.

By the time you are training long skills you should know if the game is for you and if it is you'll be logging in regular anyway.
Possible. I can see that reasoning potentially factoring in.


It's probably a combination of what I said and what Nariya Kentaya said in the previous post. They used to make a big thing about how many players were online, not heard much about that for ages though.
Evei Shard
Shard Industries
#39 - 2014-06-18 02:32:42 UTC
Tippia wrote:
Evei Shard wrote:
ITT: Logging in, changing skills, and logging out is now considered content for other players.

No. Neither “ITT” nor “now” — it has always been the reason why the skill queue is limited, and before that the reason why there was no queue at all.

The queue is just there to make it so that you don't have to get up at 4am to change skills. It is not there to have you set up 7 days worth of short skills and go away. It could actually be a lot shorter than it is right now, but CCP were feeling generous. Unless Earth gets hit by something suitably huge to shift its orbit and rotation, there is no real need to alter the queue length (and should such an even occur, there's still no need to alter the queue length since TQ will have ceased to exist).


Not saying it should be altered. It's fine as it is, but claiming that a person logging in, changing skills, and logging out is creating "content" for other players is ludicrous.

If someone stated that the queue is limited to 24hours because CCP wants to keep people logging in so their numbers look better, that would be more reasonable. It's good business, and it wouldn't surprise me if that is the reality behind it. Good for CCP, but "content"? No.

Profit favors the prepared

Lucine Delacourt
The Covenant of Blood
#40 - 2014-06-18 02:35:11 UTC
I am sure most people have logged in to queue a skill then found something extra to do and decided to stay logged in. A frig roam about to take off or a corpmate who needs help with something. I know I have on numerous occasions.