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Skill Discussions

 
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level V skill requirements with a bonus per level: why?

Author
Opertone
State War Academy
Caldari State
#81 - 2014-07-17 21:42:12 UTC
Ok, I'll give you an example why insta training and fast access to all is bad.

I have 5 mill unallocated SP points, I can log on to test server and spend the SPs to my liking.

Every now and then there is a new mirror, so I get back the 5 mill SPs and by now I have tried and tested almost all ship available in game. In fact it ruined the gameplay, the anticipation the intrigue. I have tried every available ship in game.

Thus being able to master everything at once with little or no wait time will make the game completely pointless.

Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#82 - 2014-07-17 22:16:28 UTC
Opertone wrote:
Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value

From what I understand this can basically be done in WoW. And its part of what makes WoW terrible.
Gully Alex Foyle
The Scope
Gallente Federation
#83 - 2014-07-17 23:06:25 UTC
Opertone wrote:
Ok, I'll give you an example why insta training and fast access to all is bad.

I have 5 mill unallocated SP points, I can log on to test server and spend the SPs to my liking.

Every now and then there is a new mirror, so I get back the 5 mill SPs and by now I have tried and tested almost all ship available in game. In fact it ruined the gameplay, the anticipation the intrigue. I have tried every available ship in game.

Thus being able to master everything at once with little or no wait time will make the game completely pointless.

Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value
LOL at how you can actually test a ship on a server with less then 50 average active players, free modules and no lasting consequences.

I'm 'young' and just getting into my first t2 cruisers, but in the meantime I still find new fits/tactics to try out in those t1 frigs I almost finished maxing out 6 months ago (I'm talking about pvp of course). I also don't really expect to do anything radically new gameplay-wise in an ishtar vs. a vexor navy issue, except being much more useful to my corpmates and a more interesting foe for my enemies. Along with the thrill of risking a few hundred mil instead of a few dozen (and again, giving my enemies the chance to get a 'tastier' killmail if we f*k up).

OTOH, EVE would be a pretty fail game if the only thing that made a force recon interesting compared to a rifter was the months you have to wait to sit into one, as your post implies ('my gameplay is ruined because I sat in every ship in the game for at least a day').

Individual player skill, fleet tactics and real loss (ISK) is what makes the gameplay interesting. An year-old player like me, that is passionate about the game, has pvp-ed his arse off doing his best to learn, has made awesome friends (& foes) and is good at making a decent amount of ISK, can put a properly-fit sacrilege to better use than some bored mission runner that just happened to start playing an year before I did. By proper use I mean taking part in generating engaging content for others, not only for myself.

Yet with the current t2 prereqs (for both ships and weapons) I have to wait several weeks.

No big deal, I'm a patient dude, but how is one less decently-flown sac out there making the game better? Not for me, but for the rest of the playerbase?

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

IIshira
School of Applied Knowledge
Caldari State
#84 - 2014-07-17 23:08:23 UTC  |  Edited by: IIshira
Antillie Sa'Kan wrote:
Opertone wrote:
Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value

From what I understand this can basically be done in WoW. And its part of what makes WoW terrible.


I hope Eve never falls to the "Instant gratification, I want it now" crowd but if it does maybe it will be known as "EvE" P
Rain6637
GoonWaffe
Goonswarm Federation
#85 - 2014-07-18 00:02:42 UTC
I'm not asking for anything; I have T2 ships trained completely 10... 11... 12 times over. I was just asking why. having asked that:
Antillie Sa'Kan wrote:
Rain6637 wrote:
ok. I guess all that's left to do is train all T2 skills to V, so that my clones will be as expensive and meaningful as possible when the racial T2 redistribution happens.

Source?

And no, a random image doesn't count.

My source is 1:the current skill structure and 2:the fact that players seem to accept it. If both of those are to remain constant through iteration changes, it would mean racial T2 skills. It's merely more of what has been done and what most players in this thread seem to support: awkward, obscure, impractical and long skill minimums. It preserves the idea of skill prestige that is apparently a good thing.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#86 - 2014-07-18 00:50:10 UTC
Rain6637 wrote:
My source is 1:the current skill structure and 2:the fact that players seem to accept it. If both of those are to remain constant through iteration changes, it would mean racial T2 skills. It's merely more of what has been done and what most players in this thread seem to support: awkward, obscure, impractical and long skill minimums. It preserves the idea of skill prestige that is apparently a good thing.

You aren't making much sense here. How does the current skill system and the fact that most players like it imply that radical changes to T2 ship skills are coming? If anything this premise indicates that radical changes to T2 ship skills are not coming.

The only things that make major changes happen are CCP's vision for EVE, which I doubt that you really understand any more than anyone else here that does not work for CCP, and player majority opinion as backed up by clear, logical, and well articulated arguments, which you have not presented.

So I ask again. Source?
Rain6637
GoonWaffe
Goonswarm Federation
#87 - 2014-07-18 01:02:02 UTC
it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right?

surely you don't expect the skill structure to always stay the same. iteration = change, and between moving toward what I suggested and the example racial T2 skills, which way do you think is more likely?

nevermind what I think would make sense, I'm over it. I'm just going by what players have made clear in this thread, and their idea of what it means to specialize.
Orin Solette
The Scope
Gallente Federation
#88 - 2014-07-18 07:06:41 UTC
Honestly, the OP is on to something here.

However, I would add this.

All T2 ship hulls have no bonuses whatsoever if you have no Mastery levels in it. Roll up the Role bonuses, Racial Hull bonuses, and Ship Class bonuses together and tie them to Mastery instead. Essentially, you are just sitting in an expensive piece of metal at Mastery 0 (or just make it until you can't sit in the ship at all until Mastery I). Every level of Mastery would give you more bonuses until the ship is finally worth the cost. The point at which it's worth the cost is up to you.

Let's take the Paladin:

Mastery 0 bonuses: Nothing (or you can't fly it yet until Mastery I).

Mastery I: 30% damage bonus, 5% cap recharge, 7.5% optimal, 7.5% Armor Repairer amount, 20% tractor beam range, 14% MJD delay reduction.

Mastery III: 90% damage bonus, 15% cap recharge, 22.5% optimal, 22.5% repper, 60% tractor, 42% MJD delay

Mastery V: All bonuses maxed (as if you currently had Amarr BS V and Marauders V).

This would mean that you actually get more improvements periodically and puts skilling up to V at the END of the grind rather than right up at the beginning.

Meanwhile, with T1 hulls, stay the same as is. They improve with Racial Hull abilities so maxing out the bonuses for keeping them is much quicker. And since we are using Mastery to unlock everything for T2 hulls, we can just lower the rank of racial hull abilities to make them go by faster as they are no longer just the barrier to enter T2.

To accompany this, we would need an overhaul of the mastery requirements to adjust the T2 the time sinks and make it an interesting choice to max out a T1 early on or to slowly grind the T2 mastery up instead.



The end result would be that T1 hulls would still be more desirable to people until they get enough skills to make the T2 ship worthwhile since T1 hulls can be maxed out fairly quickly. And it makes skilling up that Paladin less painful because you don't sit there for ALMOST A MONTH waiting for one crummy skill to complete out of many others that you've already waited an eternity for. And it would even retain goals for long term Paladin pilots because Mastery V still takes forever and a half just to get that last 30% damage increment for the bittervets.

I dunno about you, but I still wouldn't be sitting in that Paladin for a few months if this is done correctly. The T1 battleships and faction battleships will perform better for me at first and take a small fraction of the time to max out. However, I would be getting small bonuses left and right as I skill up and it would feel much more rewarding in the end to feel like my Paladin got better than when I first took it out on its maiden voyage.

It's a rough idea and would need tweaking, but the primary goal is to prevent turning off newer players by making them wait forever with no improvements to their character at all until the end of the grind and to make having a T2 hull a constantly rewarding experience as you skill up through the masteries and gain little bonuses here and there.

Thoughts?
Lady Naween
Ministry of War
Amarr Empire
#89 - 2014-07-18 07:57:27 UTC
problem is the ISIS has so many masteries that are downright wrong. (ice mining for venture.. have fun with that).

honestly I dont see a reason to change the current way we do it, no suggestion i seen improves on it
Aivo Dresden
State War Academy
Caldari State
#90 - 2014-07-18 11:50:46 UTC
It makes no sense to 'master' something and then specialize in a matter of hours or days. Large blasters, are a specialization to the large hybrids. If you want them you need to maximize the potential with hybrids first. Your character needs so spend the time to understand them and learn how to use them. Once your character has mastered them, he can start using the more specialized equipment that comes from them. It makes perfect sense.

This whole thing, your whole thread kind of reads like a whine about having to spend XXX days to unlock Y ship/module. It's one of those typical entitlement threads.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#91 - 2014-07-18 12:29:06 UTC
Rain6637 wrote:
it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right?

surely you don't expect the skill structure to always stay the same. iteration = change, and between moving toward what I suggested and the example racial T2 skills, which way do you think is more likely?

nevermind what I think would make sense, I'm over it. I'm just going by what players have made clear in this thread, and their idea of what it means to specialize.

Hooray for reductio ad absurdum. Sorry but that's not how game design works.
Zalbrak
Aliastra
Gallente Federation
#92 - 2014-07-18 12:53:13 UTC
Rain6637 wrote:
it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right?


Actually read what people are saying, not the strawman you want them to.

The "90 days" is not the meaningful thing

The meaningful thing is that by choosing to spend "90 days" in pursuit of Marauders, you by definition are not spending that time in pursuit of some other thing

a choice between mutually exclusive things is a meaningful choice, because otherwise, if you could have them all, why wouldn't you?
Gully Alex Foyle
The Scope
Gallente Federation
#93 - 2014-07-18 13:30:28 UTC
Zalbrak wrote:
Rain6637 wrote:
it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right?


Actually read what people are saying, not the strawman you want them to.

The "90 days" is not the meaningful thing

The meaningful thing is that by choosing to spend "90 days" in pursuit of Marauders, you by definition are not spending that time in pursuit of some other thing

a choice between mutually exclusive things is a meaningful choice, because otherwise, if you could have them all, why wouldn't you?
Because:

. you can't afford them all
. you need time to learn how to use them effectively in actual pvp combat, and depending on the player's skill and his RL free time that time could be both much shorter or much longer than the arbitrary skill training time
. not all are your corp's doctrine ships, and it's pointless to switch doctrines everyday because again, fc's and players alike need time to practice and perfect the underlying fleet tactics
. unless you live in highsec, logistics can be a bit of a PITA and entails some risk
. you prefer certain ships/weapon systems more than others because of your pvp preferences (ganking, cloaky hunting, brawling, kiting, solo 1v1, solo 1v5, small gang, fleet, etc.)

There are so many balancing factors in this game that I am truly surprised that people think that long t2 training times are so essential to everybody's enjoyment.

It's not like 10-year old characters never fly interceptors, bombers or even t1 frigates anymore, is it?

I honestly cannot be sure that waiving some lvl5 prereqs will make a better game for all, though I have the feeling that everyone having earlier access to more ship variety is simply more fun and interesting - it's a game, after all.

Conversely, how can many of you be so sure that it would be bad, when I haven't read a single sound gameplay argument, just 'waiting is good because it's good' or 'if I could ship spin every subcap within an year I'd be so bored'?

I mean, at least make an effort to imagine the impact (positive or negative) on the interaction of groups of players (corps, alliances, fleets) instead of arguing just the single-player impact (I wait more vs. I wait less). It's an MMO, you know?

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Orin Solette
The Scope
Gallente Federation
#94 - 2014-07-18 14:23:09 UTC
The main argument against change is not a bad one. It's essentially that you have to wait because then when you do have access to all the shinies, you've already invested in the game enough that you won't just be think "Okay, mission accomplished" and unsub. However, my main argument is that if a newbie does want to train for T2 hulls early on, it's not good for morale or retention to lock it behind nothing except Racial Hull V and some other stuff that takes forever to get to V that you normally wouldn't level until year 2 or 3 of your game sub. Character growth early on should be littered with little milestones. Not 26 static days of nothing.

And also don't forget that isk and properly balance ships already make for interesting choices for new players to decide what they fly on what occasion.
Rain6637
GoonWaffe
Goonswarm Federation
#95 - 2014-07-18 15:39:34 UTC
i'm conceding here, like ok, maybe the point of the minimum requirements is just for the sake of the hurdle. now that we've discussed what things are, let's take it one step further and consider what will be, as a result of iteration which is a matter of someone keeping their job and maintaining an appearance of new-ness. when T2 skills get touched, which they will eventually, how do you think they'll look, based on what's been done?
IIshira
School of Applied Knowledge
Caldari State
#96 - 2014-07-18 17:34:39 UTC
Orin Solette wrote:

And also don't forget that isk and properly balance ships already make for interesting choices for new players to decide what they fly on what occasion.

Are you saying the ISK cost of a ship balances who can fly it? I hope not because there's plenty of spoiled kids out there that can put 28 PLEX on their moms credit card no questions asked.

The bottom line is Eve is about making choices for what you want to fly. You can spend that 60 days training for a Marauder or an Exhumer. Yes some people would like to be able to fly both but IMO that's "I want it all" rather than having to choose.
Rain6637
GoonWaffe
Goonswarm Federation
#97 - 2014-07-18 18:45:16 UTC
if a person has unlimited access to ISK, they could just buy a character with the skills for a ship, and that's always been true... so where a person's ISK comes from isn't worth worrying about. in simpler terms, it's none of your business. Do you really mean to say your concern over someone's irl disposable income is something worth attempting to balance?
Sinnish Saken
Caldari Provisions
Caldari State
#98 - 2014-07-18 19:37:17 UTC
Rain6637 wrote:
how do you think they'll look, based on what's been done?


I wouldn't mind if bonus SP was gained by using mods that require skills. For example, kill something while using a light missing launcher > +100 SP to LML's.

Maybe add a new metric like Expertise. Using a mod/ship gives expertise, after x amount of expertise is gained "advanced"(t2) items are unlocked.

Handing over t2 items with no barrier other than isk will ruin the game.

WoW runs into this issue every patch. Players finish the content and have nothing else to achieve after a month or two and unsub. Nothing to work towards = no reason to play.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#99 - 2014-07-18 20:24:45 UTC
Orin Solette wrote:
And also don't forget that isk and properly balance ships already make for interesting choices for new players to decide what they fly on what occasion.

People once thought that the ridiculous cost of supers and titans would keep them rare. People now know better. Cost is not a balancing factor.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#100 - 2014-07-18 20:28:54 UTC
Sinnish Saken wrote:
I wouldn't mind if bonus SP was gained by using mods that require skills. For example, kill something while using a light missing launcher > +100 SP to LML's.

Dear god no. This would be exploited so much it wouldn't even be funny.