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Rationalising the skill training & implants sytem

First post
Author
Malcanis
Vanishing Point.
The Initiative.
#1 - 2014-12-12 11:54:48 UTC
Character attributes are meaningless and stupid, and only serve to punish players who haven't trained up the basics already (primarily new players, but also older players who have previously focused on specific areas of gameplay). The cost of implants deters high risk PvP amongst those for whom training skills is still very important (again, primarily new players). The stat respec system rewards poor skill training habits and punishes good ones. The cost of implants incentivises and gives excuses for risk averse behaviour.

So:

1)Get rid of stats, or at least dissociate them from skill training and find some other use for them like giving people false hope that there will ever be any WiS gameplay or something, I dont even care.

2) Normalise skill training at 2500 SP/hr

3) Remove all learning boosts from pirate implants, CA-series, etc.

4) Change the current stat boosting implants into +100-+500 SP/hr and put them in slot slot 7, 8 or 9, with wide availability for all three of those slots, with only the highest value implant or booster taking effect.

5) Introduce boosters that give +100-500 SP/hr with, again, availability for all 3 booster slots, and again with only the highest value implant or booster taking effect. (so if you have a +4 learning implant but you take a +500 SP/hr booster, you get 3000 SP/hr for 72 hours, then drop back to 2900 SP/hr after 72 hours when the booster wears off. The Cerebral Enhancer booster will need to be rebalanced accordingly, but I'll leave the details of that for discussion..

Learning Boosters last 72 hours or until you get podded, and then you need to take another one or you drop down to 2500 SP/hr until you do. You can overlap them by just taking another one, with the new dose restarting the 72h clock. (If you don't want to log in every 3 days just to shoot up, then just buy implants.)

Transitioning: Characters who currently have learning implants in clones get them turned into whatever the highest stat value is (so if you have 3 +3s, a +4 and a +5, then they get merged into a +500SP/hr implant already in your head). If slot 7 is empty, it gets put into slot 7. Otherwise slot 8. Otherwise slot 9. If the clone has no empty implant slots, then it gets a free learning booster of equivalent strength applied immediately and the implant appears in the clone's hangar.

This system is simple, easy to understand, flexible, it covers all existing use cases (including being able to maintain skill training while unable to access the client for more than 72 hours, which supports the recent skillqueue change)); it facilitates players engaging in high pod-loss risk scenarios without paying excessive prices to continue training, while maintaining the principle of there being some cost for losing a pod.



The reason for having learning implants available across slots 7-9 is so that they don't have to interfere with pirate sets or mindlinks and to allow players to have a range of navigation, gunnery or missile implants and put the learning implant into the otherwise unused slot. If you want to use all 10 of your implant slots for hardwirings, then you still have the option of using boosters.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#2 - 2014-12-12 11:59:58 UTC
Additional advantage of this system: slots 1-5 are opened up for potential use for skill hardwirings.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#3 - 2014-12-12 12:16:00 UTC
A different implentation to the usual posts but I'd still say no. If implants make a player risk averse then they bought the wrong ones. The cost of the implants provide the risk balanced by the reward of higher SP/hr. New players already receive the 35 day booster and 2 free remaps, if this isn't sufficient then extend the booster time. After that I like the system the way it is.
Catiz Soren
#4 - 2014-12-12 12:17:07 UTC
This feature will not solve the main problem you mentioned, high risk PvP amongst new players. They will still need implants/boosters to train faster.

Помогаю людям разобраться с индустриальной (и не только) активностью в EVE.

Malcanis
Vanishing Point.
The Initiative.
#5 - 2014-12-12 12:37:09 UTC
Catiz Soren wrote:
This feature will not solve the main problem you mentioned, high risk PvP amongst new players. They will still need implants/boosters to train faster.


Yes but the point being that they're only risking a single dose of booster, which will implicitly cost far less than an implant of equal strength.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#6 - 2014-12-12 12:37:59 UTC
People don't 'need' to train faster, it's a nice to have. New players need to learn to use the skills they are training (along with patience and planning) which invariably comes from gameplay and also invariably takes longer than training the skill itself at all lower level skills.
James Baboli
Warp to Pharmacy
#7 - 2014-12-12 12:38:52 UTC
And Malcanis fails to quite clear his own law, but puts up a valiant effort.

More hardwirings and pirate sets increase the advantage of someone who specialized in a role in a synergistic manner, which means that they reward veterans (who can also afford them much more easily) far more than newbies.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Catiz Soren
#8 - 2014-12-12 12:45:48 UTC  |  Edited by: Catiz Soren
Malcanis wrote:
Yes but the point being that they're only risking a single dose of booster, which will implicitly cost far less than an implant of equal strength.
Well, this can be done much more easily by just giving Cerebral Accelerator to all new players, not only to those who bought the starter pack.

Помогаю людям разобраться с индустриальной (и не только) активностью в EVE.

chaosgrimm
Synth Tech
#9 - 2014-12-12 13:06:01 UTC
While I personally wouldn't mind if no learning implants existed, I'm not sure ur OP would achieve what you want because hardwirings can be expensive as well.
DaeHan Minhyok
Logical Outcomes
#10 - 2014-12-12 13:08:57 UTC
Yes, let's take more RPG elements out of this MMORPG... if you want a level fielded themepark go somewhere else
admiral root
Red Galaxy
#11 - 2014-12-12 13:34:21 UTC
DaeHan Minhyok wrote:
Yes, let's take more RPG elements out of this MMORPG... if you want a level fielded themepark go somewhere else


Confirming that Malcanis is a filthy carebear with a track record of trying to destroy Eve. Roll

No, your rights end in optimal+2*falloff

Aiyshimin
Shiva Furnace
#12 - 2014-12-12 13:38:53 UTC
Your premises are wrong, and suggestion therefore worthless.

Attributes don't punish anyone, and neither implants prevent anyone from PVP.

The reasons are stupidity and fear.
Shadow' Broker
Ministry of War
Amarr Empire
#13 - 2014-12-12 13:44:03 UTC
I definitely think that getting rid of the attributes remapping --> skill training time system would be awesome.

Most new players don't know how or when to use the remaps, and therefore waste their 2 bonus remaps already in the beginning of their EvE career.

I have had and heard arguments about this particular subject already and I know that some people think that EvE should be hard and decisions should matter, and you should be punished if you take a false decision "even if you are just a one day old new player" just because you didn't know better (bitter Vet smack talk) and bla bla bla, ... ;-))

But seriously, no one benefits from other players F.....g up their attribute remaps and being stuck for an entire year with skills taking forever to train.

That's just plain annoying, nothing else
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#14 - 2014-12-12 13:52:59 UTC
Shadow' Broker wrote:
I definitely think that getting rid of the attributes remapping --> skill training time system would be awesome.

Most new players don't know how or when to use the remaps, and therefore waste their 2 bonus remaps already in the beginning of their EvE career.

I have had and heard arguments about this particular subject already and I know that some people think that EvE should be hard and decisions should matter, and you should be punished if you take a false decision "even if you are just a one day old new player" just because you didn't know better (bitter Vet smack talk) and bla bla bla, ... ;-))

But seriously, no one benefits from other players F.....g up their attribute remaps and being stuck for an entire year with skills taking forever to train.

That's just plain annoying, nothing else


That's an NPE issue then, not a remap issue. Skills don't take forever either, just less time (and not that much). The skill system does not punish a player for a bad decision, indeed if the player used the skill in any way to make isk it was not a bad decision even if the players focus in game changes at a later point. The skill training time, remaps and implants system is well balanced and everyone has the same access to the advantages that can be gained. The longer a player has been in game the more likely they are to be able to afford the highest level gains. How is this wrong?
Celthric Kanerian
Viziam
Amarr Empire
#15 - 2014-12-12 14:04:54 UTC
Malcanis wrote:


5) Introduce boosters that give +100-500 SP/hr with, again, availability for all 3 booster slots, and again with only the highest value implant or booster taking effect. (so if you have a +4 learning implant but you take a +500 SP/hr booster, you get 3000 SP/hr for 72 hours, then drop back to 2900 SP/hr after 72 hours when the booster wears off. The Cerebral Enhancer booster will need to be rebalanced accordingly, but I'll leave the details of that for discussion..




Hell no, we don't need that stupid **** again.
Reaver Glitterstim
The Scope
Gallente Federation
#16 - 2014-12-12 14:38:59 UTC
Howabout a set of pirate implants specifically designed to be cheaper for anyone outside of empire space? They could be like standard learning implants except much cheaper, but if you get caught trying to take em into highsec the border police will remove them.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

FT Diomedes
The Graduates
#17 - 2014-12-12 14:40:18 UTC  |  Edited by: FT Diomedes
You are on the right track: attributes in Eve are not well-implemented. Learning implants do not make any sense to have in your head if you PVP regularly. Where you go wrong is continuing to have some sort of learning speed implant or booster at all. Eve should limit the number of implants that don't affect spaceships or give you a direct and immediate benefit to using them right now. This "optimize your training plan and plan the first two years of remapping and training in the first week" has got to go. Unfortunately, it is the most rational way to play in the current environment.

Completely remove all learning implants from the game. Unplug all existing implants. Place them in the pilot's cargoholds or station warehouse. Normalize SP at 2500 per hour. Then we have two options:

1. Add four new implant sets that affect ships: one for each race. The existing implants get replaced with the equivalent racial set for that character type. This could be where we get an armor repair bonus set, armor resistance bonus set, shield resistance bonus set, and shield boost bonus set (turn Crystals into shield amount). The effect of these sets would not be as strong as the pirate sets. Completely redo all the implants and faction drops to have it make sense in the current Eve universe (I am looking at you, Sanshas).

2. Line up the bonus with the attribute: a +5 Perception implant gets you 5% more lock range and scan resolution. A +5 Willpower implant lets you overheat 5% longer. A +5 Charisma increases bounties by 5%. A +5 Memory reduces your jump fatigue timer by 5%. A +5 Intelligence gives you 5% more effect on a damage control. Or whatever...

Or do something completely different. Turn all existing implants into implant parts. Replace all NPC implant drops with BPCs. Let players build the implants they want.

The key thing is to give people a direct and immediate benefit from risking implants, but not to make it such a stark choice between immediate fun and long term cost benefit analysis.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Seven Koskanaiken
Shadow Legions.
SONS of BANE
#18 - 2014-12-12 15:44:37 UTC  |  Edited by: Seven Koskanaiken
The booster would be fine of longer, I'd say 30 days length so it's on the same cycle as PLEX. 72 hours is just a blatant attempt to hold onto the drudgery of the old skill queue, since 99% of players will use boosters over implants. Let it go.
Reaver Glitterstim
The Scope
Gallente Federation
#19 - 2014-12-12 15:48:58 UTC  |  Edited by: Reaver Glitterstim
Seven Koskanaiken wrote:
The booster would be fine of longer, I'd say 30 days length so it's on the same cycle as PLEX. 72 hours is just a blatant attempt to hold onto the drudgery of the old skill queue. Let it go.

I disagree. It could be a fairly cheap booster that you can use when you temporarily jumped into a clone with no implants. Like staying at a hotel. Still a lot more expensive than a house per night, but if you aren't staying long it's not too bad.

At 30 days, the price would have to be increased accordingly, making it once again not worth putting into danger. The entire point is that it's supposed to be cheap.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Waltaratzor
Glorious Revolutionary Armed Forces of Highsec
#20 - 2014-12-12 15:49:51 UTC
Corraidhin Farsaidh wrote:
People don't 'need' to train faster, it's a nice to have.


It does however reward people for staying in high sec.
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