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

Author
IIshira
School of Applied Knowledge
Caldari State
#161 - 2014-07-30 11:43:45 UTC
I don't think you should get any advantage for having more SP other than the SP itself. After your basic core/weapon skills all SP does is allow you to fly more stuff.

I wouldn't be against having some special achievement or station older pilots could dock in. If anything give new pilots a quicker skill point training. I think you used to train the first million SP faster but I don't think this is anymore. I could be wrong since it's been a while since I made a new pilot.

What we don't need is encouraging new pilots to get into ships they can't fly. For some that have a lot of RL cash they could fund this but most players will dislike the pay to win feeling. I tell new pilots enjoy the game play. Shooting stuff in a frigate is no different than shooting it in a battleship. The only difference is you'll lose more ISK when the battleship goes pop
digitalwanderer
DW inc
#162 - 2014-07-30 15:35:25 UTC
I'm at 233 million skill points in total, and when I started in the early days there was no double speed training, no hardwires or learning implants of any kind, no advanced learning skills at all and I had 8000 SP to start with and just a little Velator frigate, and took me a month of playing pretty hard core to get into a cruiser, and 4 months to get into a battleship and couldn't really fly it to it's potential so it was restricted to mining duty since dedicated mining ships didn't exist back then.



Add the 2~3 daily server crashes and/or hot patches for the first year of it's existence, and both the word frustration and dedication best describes those who started and kept going in those early days, despite all the instability of the server and exploits available.
Rain6637
GoonWaffe
Goonswarm Federation
#163 - 2014-07-30 19:15:39 UTC  |  Edited by: Rain6637
IIshira wrote:
I don't think you should get any advantage for having more SP other than the SP itself. After your basic core/weapon skills all SP does is allow you to fly more stuff.

I wouldn't be against having some special achievement or station older pilots could dock in. If anything give new pilots a quicker skill point training. I think you used to train the first million SP faster but I don't think this is anymore. I could be wrong since it's been a while since I made a new pilot.

What we don't need is encouraging new pilots to get into ships they can't fly. For some that have a lot of RL cash they could fund this but most players will dislike the pay to win feeling. I tell new pilots enjoy the game play. Shooting stuff in a frigate is no different than shooting it in a battleship. The only difference is you'll lose more ISK when the battleship goes pop

yeah, advantages are a touchy subject, especially ones that can't be affected by other players somehow. the theme of the benefits I mentioned is none of them are perceivable by other players, nor is there an impact on other players. (faster training time is a direct comparative advantage, but they already had those skills before resetting.)

Rain6637 wrote:

prestige rewards for resetting at various SP amounts. (50 mil, 75 mil, 100 mil etc)... just riffing here: faster training time modifier, free NPC skillbooks forever, free / automatic medical clones, medical clone standings at all NPC stations, faction standings immunity from Navies.

I disagree with your statement that we don't "need" new pilots to get into ships they can't fly. for a couple reasons. they can already get into a crap ship after training minimum requirements. they are also less effective than you in space, and when they get into that ship it is easy to kill them. Those are also reasons why it doesn't change much to have lower minimum requirements that make sense, and benefit the player. it almost sounds like you support the idea of helping players skill for ships responsibly. but I'm aware that's not the case.

something tells me Gaming God does this regularly, and as a joke, but my question to you is based on this. It is still not clear in my mind why you say we don't "need" this in the game. I am under the impression that the statement is motivated by jealousy and immaturity, which also means it is not an objective one. still, are there solid gameplay reasons to support the sentiment? I'm trying to think of some myself, but I'm coming up empty.

skills are irrelevant when a person with unlimited funds can buy a character. when you find yourself in space with a hostile ship, it doesn't matter where the person got the character, the ship, or their ISK. Not only is that the only situation where any of those things matter, it's also better for you if they are less skilled.

I guess it's also beneficial in that situation if players waste months for a crap skilled ship (like they do now). if that's what you want, just say it. at least that opinion is supported by reasons. That's one thing a marauder is good for: guaranteeing that a young player spends their first 5 million SP on a crap ship, and that doesn't even include fittings.

Marauder Role Bonus: EVE's best indicator of a gankable player who is full of bad ideas and has fit their ship with minimum skills and a Pay to Win strategy. somethingsomething deep in enemy territory behind high sec mission gates.

digitalwanderer wrote:
I'm at 233 million skill points in total, and when I started in the early days there was no double speed training, no hardwires or learning implants of any kind, no advanced learning skills at all and I had 8000 SP to start with and just a little Velator frigate, and took me a month of playing pretty hard core to get into a cruiser, and 4 months to get into a battleship and couldn't really fly it to it's potential so it was restricted to mining duty since dedicated mining ships didn't exist back then.



Add the 2~3 daily server crashes and/or hot patches for the first year of it's existence, and both the word frustration and dedication best describes those who started and kept going in those early days, despite all the instability of the server and exploits available.

that is the type of EVE perseverance story that amazes me. i'm also very surprised when people stick with EVE without help or guidance from another player. I've only met a couple of those types. it reminds me of this 2003 character I bought. looking at the skill sheet tells me the person had a lot of fun with the character despite the low SP. you just don't see that anymore.
digitalwanderer
DW inc
#164 - 2014-07-30 23:58:52 UTC
Many of the earlier players have left the game though, and it part, it's this player base group that keeps the game afloat for as long as it has since they've been playing since the game was anything what it is today, even when less than stellar expansions are released, or only partially released, like Incarna having only player quarters and that's it, or still waiting for more tech 3 ships beyond cruisers( battle cruisers, destroyers, frigates and battleships would be nice).


But all these delays and excuses for why meaningful content is so slow to be released is pushing our patience pretty hard and will ultimately dictate how long the game continues to survive, as it's no secret that they aren't doing too well when only half to 2/3 rd's actually bother to log on these days, compared to the 60 000+ seen on weekends on a routine basis.
IIshira
School of Applied Knowledge
Caldari State
#165 - 2014-07-31 00:52:27 UTC
Yes we all know Eve is dying...

http://i.massively.joystiq.com/2013/02/28/eve-online-hits-500-000-subscribers-heads-into-second-decade

I've seen so many Eve players get on the forums and talk about if CCP doesn't do this or that the game will die and everyone will stop playing. These people never seem to unsubscribe because they keep posting on the forums.

Eve is over 10 years old and so far still going. Will it be here 10 years from now?... I think so.
Hobart Coxswain
#166 - 2014-07-31 01:38:38 UTC  |  Edited by: Hobart Coxswain
digitalwanderer wrote:
Many of the earlier players have left the game though, and it part, it's this player base group that keeps the game afloat


Not entirely contradictory, but a bit of a reach I'd say. I am one of the second wave that came in late 2004 when the beta folks were already well established and bitter (it's amazing how long some people have played the game like it were a grudge) so I have heard this refrain for a decade now, yet I never actually believed it and still don't.

Content creators in all sectors of space have been recycled, sure, but there was a major changing of the old guard back around the end of the "great war," when BoB and most of it's associated vanguard was broken on the rocks of much younger players in large numbers and that same changing of the guard continued to take place at other turning-points since then. Looking outside of nullsec, there've been huge turnovers in the lowsec crowd. Much of what was once a tiny and elite pirate community is now full of younger players hunting the FW pipes. FW itself is comprised almost entirely of younger players, corps, and alliances.

Quite honestly, there's no a single area of space I've been to in all my years where I felt the presence of the very old guard was important to the backbone of the community there. Would highsec industry suffer if a large T2 BPO holder left the game? Certainly not. Would nullsec be devoid of content if Triumvirate mk. 5 or whatever number they're on at this point folded? Nope. Would lowsec cease to be dangerous if Shadow Cartel leadership handed off the reigns to their younger proteges? They've already done that in large part and no, it's still going.

Of course, this isn't to suggest that EVE should be a revolving door or that vets leaving for valid reasons is a good thing; however, it's well known that even in good times EVE causes burnout. Having fresh and vigorous blood around is demonstrably more important than keeping 10 year old account holders happy.
Rain6637
GoonWaffe
Goonswarm Federation
#167 - 2014-07-31 02:37:21 UTC
I'll buy both opinions. Newer players probably have a greater need for consideration, and they might be the biggest motivation for improvement--veterans are guilty of admitting they're in it for the long haul, possibly EOL. New players are good, and it's healthy. Old players are legen
digitalwanderer
DW inc
#168 - 2014-07-31 04:26:34 UTC
IIshira wrote:
Yes we all know Eve is dying...

http://i.massively.joystiq.com/2013/02/28/eve-online-hits-500-000-subscribers-heads-into-second-decade

I've seen so many Eve players get on the forums and talk about if CCP doesn't do this or that the game will die and everyone will stop playing. These people never seem to unsubscribe because they keep posting on the forums.

Eve is over 10 years old and so far still going. Will it be here 10 years from now?... I think so.



The new release schedule where fairly large updates will be released as soon as they're ready is pretty much stating the opposite isn't it......For the first time in the history of the game, we no longer get 2 major updates a year, but perhaps as much as 5 or 6 a year, and you think that's just done cause they feel like putting themselves under that kind of release pressure?


Add all the 100 odd employees from white wolf that were laid off when the MMO they were working on, based on EVE's carbon engine, went no where and basically CCP make no money in that investment at all, but it was publicized quite a lot back in the day.


And yes the failed walking in station updates where we only have the captains quarters and that's it.....Face it, they've had their fair share of screw-ups here.
digitalwanderer
DW inc
#169 - 2014-07-31 04:40:27 UTC
Hobart Coxswain wrote:
digitalwanderer wrote:
Many of the earlier players have left the game though, and it part, it's this player base group that keeps the game afloat


Not entirely contradictory, but a bit of a reach I'd say. I am one of the second wave that came in late 2004 when the beta folks were already well established and bitter (it's amazing how long some people have played the game like it were a grudge) so I have heard this refrain for a decade now, yet I never actually believed it and still don't.

Content creators in all sectors of space have been recycled, sure, but there was a major changing of the old guard back around the end of the "great war," when BoB and most of it's associated vanguard was broken on the rocks of much younger players in large numbers and that same changing of the guard continued to take place at other turning-points since then. Looking outside of nullsec, there've been huge turnovers in the lowsec crowd. Much of what was once a tiny and elite pirate community is now full of younger players hunting the FW pipes. FW itself is comprised almost entirely of younger players, corps, and alliances.

Quite honestly, there's no a single area of space I've been to in all my years where I felt the presence of the very old guard was important to the backbone of the community there. Would highsec industry suffer if a large T2 BPO holder left the game? Certainly not. Would nullsec be devoid of content if Triumvirate mk. 5 or whatever number they're on at this point folded? Nope. Would lowsec cease to be dangerous if Shadow Cartel leadership handed off the reigns to their younger proteges? They've already done that in large part and no, it's still going.

Of course, this isn't to suggest that EVE should be a revolving door or that vets leaving for valid reasons is a good thing; however, it's well known that even in good times EVE causes burnout. Having fresh and vigorous blood around is demonstrably more important than keeping 10 year old account holders happy.



They've been delaying new content at the expense of older players though, since the general policy is to not further increase the skill point gap between newer players, and the ones already established for a few years now, or worse yet those that started since the beginning, but the latter are well past the point of specialization in any single race and can fly everything in game, often to near maximum levels, so once all available skills that relate to ships are maxed out in less than 2 years from now( at least in my case), what do I do then?, start training research or production or marketing or mining or skills to create an alliance?....I have no interest in any of that.


I still remember being part of the goon gang that went to LV space to destroy what was back then only the 2nd titan being built by LV, and the enslaver had the first of LV titans( an avatar), with the very first one built period was done by ASCN for their leader...It was being defended by LV and BOB and another smaller renter alliance , but was the first major battle involving 1000 pilots between both sides and crashed the node big time...Good memories even though i lost my ship....LOL


Saw a CCP dev blog back in those days that the average player only plays for 9 months before moving on.
IIshira
School of Applied Knowledge
Caldari State
#170 - 2014-07-31 06:55:00 UTC  |  Edited by: IIshira
digitalwanderer wrote:
IIshira wrote:
Yes we all know Eve is dying...

http://i.massively.joystiq.com/2013/02/28/eve-online-hits-500-000-subscribers-heads-into-second-decade

I've seen so many Eve players get on the forums and talk about if CCP doesn't do this or that the game will die and everyone will stop playing. These people never seem to unsubscribe because they keep posting on the forums.

Eve is over 10 years old and so far still going. Will it be here 10 years from now?... I think so.



The new release schedule where fairly large updates will be released as soon as they're ready is pretty much stating the opposite isn't it......For the first time in the history of the game, we no longer get 2 major updates a year, but perhaps as much as 5 or 6 a year, and you think that's just done cause they feel like putting themselves under that kind of release pressure?


Add all the 100 odd employees from white wolf that were laid off when the MMO they were working on, based on EVE's carbon engine, went no where and basically CCP make no money in that investment at all, but it was publicized quite a lot back in the day.


And yes the failed walking in station updates where we only have the captains quarters and that's it.....Face it, they've had their fair share of screw-ups here.


Of course CCP has had some screw ups. What company hasn't. That doesn't mean Eve is dying or even on a decline.

I'm honestly glad they abandoned walking in stations. Okay so I can have my pilot walk up to your pilot and give him a hug. Would that really add useful content?.. I don't think so.

With the accelerated expansion releases I'm nervous about this but so far it hasn't failed. Worse case scenario it does and we go back to two a year. I liked the old way only because you had this awesome thing to look forward to and it built new interest in the game. It's hard to build this excitement with new expansions every few months.
Sable Moran
Moran Light Industries
#171 - 2014-07-31 08:56:54 UTC
digitalwanderer wrote:
when I started in the early days there was no double speed training, no hardwires or learning implants of any kind, no advanced learning skills at all and I had 8000 SP to start with and just a little Velator frigate, and took me a month of playing pretty hard core to get into a cruiser, and 4 months to get into a battleship and couldn't really fly it to it's potential so it was restricted to mining duty since dedicated mining ships didn't exist back then.


This sounds sooo familiar, it's as if you were describing Sable's first halting steps in New Eden. Bear A mere two years later when I fired up my second account the newbie experience was markedly different and not just because I had already experienced Eve through Sable.

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

digitalwanderer
DW inc
#172 - 2014-07-31 15:51:25 UTC
IIshira wrote:
digitalwanderer wrote:
IIshira wrote:
Yes we all know Eve is dying...

http://i.massively.joystiq.com/2013/02/28/eve-online-hits-500-000-subscribers-heads-into-second-decade

I've seen so many Eve players get on the forums and talk about if CCP doesn't do this or that the game will die and everyone will stop playing. These people never seem to unsubscribe because they keep posting on the forums.

Eve is over 10 years old and so far still going. Will it be here 10 years from now?... I think so.



The new release schedule where fairly large updates will be released as soon as they're ready is pretty much stating the opposite isn't it......For the first time in the history of the game, we no longer get 2 major updates a year, but perhaps as much as 5 or 6 a year, and you think that's just done cause they feel like putting themselves under that kind of release pressure?


Add all the 100 odd employees from white wolf that were laid off when the MMO they were working on, based on EVE's carbon engine, went no where and basically CCP make no money in that investment at all, but it was publicized quite a lot back in the day.


And yes the failed walking in station updates where we only have the captains quarters and that's it.....Face it, they've had their fair share of screw-ups here.


Of course CCP has had some screw ups. What company hasn't. That doesn't mean Eve is dying or even on a decline.

I'm honestly glad they abandoned walking in stations. Okay so I can have my pilot walk up to your pilot and give him a hug. Would that really add useful content?.. I don't think so.

With the accelerated expansion releases I'm nervous about this but so far it hasn't failed. Worse case scenario it does and we go back to two a year. I liked the old way only because you had this awesome thing to look forward to and it built new interest in the game. It's hard to build this excitement with new expansions every few months.



For me, it means less time to test the new content out before it gets released with the accelerated schedule above all else....
Rain6637
GoonWaffe
Goonswarm Federation
#173 - 2014-07-31 20:03:29 UTC
digitalwanderer wrote:
[...] the general policy is to not further increase the skill point gap between newer players, and the ones already established for a few years now [...]

this is new to me as a policy... officially or unofficially. can you explain this a bit more? what have you heard about this? (dev blogs?)
digitalwanderer
DW inc
#174 - 2014-08-01 00:44:03 UTC  |  Edited by: digitalwanderer
Rain6637 wrote:
digitalwanderer wrote:
[...] the general policy is to not further increase the skill point gap between newer players, and the ones already established for a few years now [...]

this is new to me as a policy... officially or unofficially. can you explain this a bit more? what have you heard about this? (dev blogs?)




It hasn't been confirmed in a developer blog as such, but look at the facts, we've had pretty much Tech 2 equipment and ships for years now, and the only tech 3 ships are cruisers, which again have been out now for a good 3~4 years, and I still remember the presentation at a fan fest when they were announced for the first time, that there would be 7777 possible configurations on tech 3 ships.....The current 4 ships have 20 modules for each one in 5 distinct categories, only total 80 possible configurations between the 4 races, so where are the other 7686 ones?....That's right in other ships that have yet to be released even after all this time....Frigates, destroyers, interceptors, interdictors, battle cruisers, battleships, industrials, transport ships and all that time has passed and not a single thing released.


I have my command ship skill tree completely maxed out as far as combat ships go, even going as crazy as having all 4 titans maxed out, so there really is nothing left there to train and I focus on specific pieces of equipment to max the skill out.


Then you have the accelerated training time I spoke of earlier that doubles SP gained until 1.6 million sp, which didn't exist at all back in the day to attract new players by making the game easier, which was the number 1 complaint that EVE is the only MMO you need a spread sheet to understand...:p


Even in the first year of me playing, and barely having 10 million sp, we already had plenty of whiners complaining that they wouldn't play the game because the guys with already 1 year of play time would always have an advantage, when we see plenty of time older players getting owned by younger ones that had a ship or fitting better suited for the occasion.
Rain6637
GoonWaffe
Goonswarm Federation
#175 - 2014-08-01 01:22:37 UTC  |  Edited by: Rain6637
ok, that makes sense. I was anxious to chew on your reply, and it's good/thanks...

I don't think the disparity between high and low SP characters is something to worry about. EVE is pretty good at allowing a young character to make a difference. I won't go too deep into those ways, but they include: strength in blobs, achieving the bulk of a ship's potential quickly with scaled training times per level, and when DPS is compared to signature radius and cost, the sweet spot is frigates and cruisers... which have the lowest SP barrier to entry.

high SP characters are also limited by the fact they can only pilot one ship at a time. continuously training one character for the typical 20% improvement becomes vanity training fairly quickly, considering the practical benefit. in fact I think it can be considered vanity past level IV in most skills, with just one or two exceptions of level V skills that are useful enough to justify their training time.

I'm constantly returning to the initial idea of reducing minimum skill requirements, and evaluating whether it is a good one... I think allowing characters to undock ships sooner would go well with EVE's balance between low and high SP characters. As most of us know, however, there's an irrational element to changes and even if a change is good, if enough players -feel- it's a betrayal, a good thing can become a mistake based on player response. which is pretty damn sad imo.

also, my interpretation of the T3 configuration figures is that each subsystem is multiplied by 4, so the total number of combinations is 4*4*4*4*4 = 1024... although the raw figure looks far more impressive than the number of useful combinations of subsystems, further reduced by relevant metas and fleet comps... each T3 has maybe 10 popular configurations max?

edit: 4 per category... 4^5 = 1024 ... whoops. I fly T3s, two of me are in them right now. derp.
IIshira
School of Applied Knowledge
Caldari State
#176 - 2014-08-01 01:29:35 UTC
digitalwanderer wrote:
Rain6637 wrote:
digitalwanderer wrote:
[...] the general policy is to not further increase the skill point gap between newer players, and the ones already established for a few years now [...]

this is new to me as a policy... officially or unofficially. can you explain this a bit more? what have you heard about this? (dev blogs?)




It hasn't been confirmed in a developer blog as such, but look at the facts, we've had pretty much Tech 2 equipment and ships for years now, and the only tech 3 ships are cruisers, which again have been out now for a good 3~4 years, and I still remember the presentation at a fan fest when they were announced for the first time, that there would be 7777 possible configurations on tech 3 ships.....The current 4 ships have 20 modules for each one in 5 distinct categories, only total 80 possible configurations between the 4 races, so where are the other 7686 ones?....That's right in other ships that have yet to be released even after all this time....Frigates, destroyers, interceptors, interdictors, battle cruisers, battleships, industrials, transport ships and all that time has passed and not a single thing released.


I have my command ship skill tree completely maxed out as far as combat ships go, even going as crazy as having all 4 titans maxed out, so there really is nothing left there to train and I focus on specific pieces of equipment to max the skill out.


Then you have the accelerated training time I spoke of earlier that doubles SP gained until 1.6 million sp, which didn't exist at all back in the day to attract new players by making the game easier, which was the number 1 complaint that EVE is the only MMO you need a spread sheet to understand...:p


Even in the first year of me playing, and barely having 10 million sp, we already had plenty of whiners complaining that they wouldn't play the game because the guys with already 1 year of play time would always have an advantage, when we see plenty of time older players getting owned by younger ones that had a ship or fitting better suited for the occasion.

I don't see how T3 ships have to do with SP gap between new and older players. Maybe I'm missing something?

The accelerated training was at the time of learning skills. Older players did have an advantage because many new players "wanted it now" so they didn't train learning skills.

I was one of those players complaining after my Cormorant was crushed by a older player in a Drake. The game was so unfair!... Then I woke up and realized I was playing it wrong.
Rain6637
GoonWaffe
Goonswarm Federation
#177 - 2014-08-01 01:44:03 UTC
looking through your post history, my impression of you is yes, chances are you are missing quite a few things. I'm waiting to see if you post your negative sentiment without proof a third time.

haven't made up my mind whether Ilshira is contrived or accidental. I may never know. Ilshira is relatively old and very consistent in the thought process behind forum posts. willfully ignorant yet strongly opinionated. as a persona, Ilshira is brilliant.
RavenPaine
RaVeN Alliance
#178 - 2014-08-01 01:50:47 UTC
Just a quick note about the old learning skills.

There used to be a formula for 'rate of return' or the 'break even' time period for those skills.
You could train straight into ships at a slower rate, or waste months on the learning skills. If you did the learnings first, it took something like 2.8 years to recover that time loss. Or 'break even' as it were.
Even then, a player had to make decisions on his future, and choose between instant gratification, or long term planning.
Rain6637
GoonWaffe
Goonswarm Federation
#179 - 2014-08-01 02:02:19 UTC  |  Edited by: Rain6637
what was the reason for removing learning skills?

ignoring the time it took to train them, their function was the ability to train into new things faster than a newer character... a situation made worse by the possibility that the older character already has core skills trained.

I'm wondering how the reasons for removing learning skills would fit in with the idea of adjusting minimum skill requirements.

...and you know, trying to get a better sense of what CCP's motivations are. (reading their mind, and looking at what they do and not what they say).
RavenPaine
RaVeN Alliance
#180 - 2014-08-01 02:16:47 UTC  |  Edited by: RavenPaine
I think* that they were removed because new players complained about a skill wall.
The solution was (in my opinion) a good solution/change.
All players got the base training time, with options to remap and add implants. This put new players essentially on a level playing field with older players, in the 'learning' department.
Old players got a skill point reimbursement that was pretty substantial and everybody was happy.

As to how CCP thinks? It's some kind of revolving process.
1 part gaming, 2 parts business. Add in ever changing opinions and priorities from different Devs and sprinkle some forum complaints on top.