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Player Features and Ideas Discussion

 
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Rationalising the skill training & implants sytem

First post
Author
Ratchet Conway
Aliastra
Gallente Federation
#21 - 2014-12-12 16:03:07 UTC  |  Edited by: Ratchet Conway
Corraidhin Farsaidh wrote:
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.


I don't know when this stopped.. but there is no longer a 35 day training booster. (I subbed my account in November and all I got was a free Venture).

On topic, I'm of the mindset to recommend skill point purchases with AUX and the removal of the AUX to Plex conversion. This way players can still purchase Plex in game and transfer it to AUX for these types of purchases, but requires that currency be dedicated to this type of use and permanently spent into the wallet once used. I'm not sure what a proper pricing model for Plex/SP would be as I feel to inexperienced to make that judgment. -- seems simple enough but 30 days worth of skill point/plex would be extremely undervalued considering the convenience, maybe 4 days?

Stat remaps could also be sold in this manner -- but these would have to be super expensive. Similar stat bonus remaps on other games cost $250US or more (highest I've seen was $1200US).

Of course, I'm also of the mindset to turn eve into a FTP game. People would still sub, perhaps the incentive could be whatever bonus the quoted poster (Corradhin) mentioned. At least this would be less pay to win than they did in Dust Beta (real money exclusive items that are more powerful than anything you could ever get for free, easiest way to lose your community in my experience).

The game is over 10 years old. --there is no way to catch up to a 10 year player (if there are any left, oldest I've found so far is 6), and total specialization is a 2 year process in its current design.

I like the new life that's recently been invested into the game, and these types of options would only improve that development capability IMO.
Seven Koskanaiken
Shadow Legions.
SONS of BANE
#22 - 2014-12-12 16:04:19 UTC  |  Edited by: Seven Koskanaiken
Reaver Glitterstim wrote:
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.


Then at the least make varieties, 3 day, 7 day, 15 day, 30 day.

To be honest the whole OP seems like a nostalgia for both the old skill queue and the old clone updates mixed together. Removing risk averseness is easy by making skill train a a flat rate, and no jump clone timer for clones in the same station, that's all you need.
Joe Risalo
State War Academy
Caldari State
#23 - 2014-12-12 16:25:56 UTC
Here's my personal Beliefs on this...


The majority of new players find that skill training is probably the most important part of Eve.
If you ever want to get anywhere or do anything, you need to be training at all times.
The faster you train, the sooner you can play the game the way you want to.

A noob may have the intent of PVP, but once he starts, he realizes he needs isk...
So, he cuts back on combat training and starts training for something like mining.
Then, he realizes he's not making a lot of money mining, so he needs to train for a mining barge.
He then finds out that missions actually pay off more, so he trains a combat ship.
Once he's trained for that ship and can finally purchase it, he then finds out that he needs a ton of support skills, weapons skills, and all the skills required to use t2 modules.
Well, now he realizes that this is going to take a while, so the best course of action is to buy implants to speed up training.

I could keep going with this story, but the ultimate outcome is that this player learns that training skills at your highest potential rate is the best way to go.
This leads to the majority of pilots becoming risk averse because they don't want to jump clone and have reduced training for any duration of time, but they don't want to risk losing those implants. So, most of the time they just don't PVP.

It's not until a player gets to a point in Eve where they've trained so many skills and they're so proficient in certain weapons and ships that they don't really know what else to train, then they'll start jumping into an empty clone and possibly engaging in PVP.

However, it always seems to come back to needing/wanting to train for something else, so they're back in the same boat.


I feel any type of SP modification should be removed from the game and rolled into our stats.
This means we would all be able to train at the same rate, regardless of how much isk we earn, or whether we can personally afford a ton of PLEX to purchase implants or not...


Everyone is willing to pvp in a frig, cause they're cheap. However, not everyone is willing to pvp with implants in their head, and if I have to chose between losing training time to PVP and keeping training time, i'll stay in high sec every time.

Besides, since the introduction of PLEX.
Cash for PLEX = PLEX for isk = Isk for implants = increased training time = more SP = PTW.
Last time I checked, everyone in Eve was against PTW, and PLEX aren't going away any time soon.


I guarantee the PVP involvement would increase if we removed all forms of attribute enhancement and rolled it into the attributes, causing all players to have equal training times.(not including remaps)

I know I would get more involved in PVP.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#24 - 2014-12-12 16:27:27 UTC
Waltaratzor wrote:
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.

How so? You can still get podded easily in High sec. And you do not need to sit in a +5 in order to train with optimal speed. A +3 head is more than sufficient to train skills fast and without prohibitive cost, and they don't matter much when you get podded in High/Low/Null sec.

Whoever puts +5s in their head and then complains about how s/he can't PVP, is just complaining about their own incapability of playing and judging things correctly. You can PVP everywhere just as easily with +5s in your head as with +3s or no implants.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Joe Risalo
State War Academy
Caldari State
#25 - 2014-12-12 16:35:29 UTC
Rivr Luzade wrote:
Waltaratzor wrote:
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.

How so? You can still get podded easily in High sec. And you do not need to sit in a +5 in order to train with optimal speed. A +3 head is more than sufficient to train skills fast and without prohibitive cost, and they don't matter much when you get podded in High/Low/Null sec.

Whoever puts +5s in their head and then complains about how s/he can't PVP, is just complaining about their own incapability of playing and judging things correctly. You can PVP everywhere just as easily with +5s in your head as with +3s or no implants.


Once you're to a point of being proficient in combat, i would agree with you.
However, there are those that aren't, and there are those that wish for something different.

In those cases every little bit helps.
Most of those cases are new players. This leads to these players coming to the understanding that max training potential is the most important thing in Eve.


Does anyone here remember training skills?
What was the first thing you were told when you started Eve?

Get those skills maxed out. Many of us were also told that by the time they were maxed, we'd likely have enough isk to buy a set of implants, and were told to do so.


Point is, SP is the most important thing in Eve.
You can't just train to be really good in a t1 frigate and stay there the entire time you're in Eve.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#26 - 2014-12-12 16:44:07 UTC
Joe Risalo wrote:
...
Once you're to a point of being proficient in combat, i would agree with you.
However, there are those that aren't, and there are those that wish for something different.

In those cases every little bit helps.
Most of those cases are new players. This leads to these players coming to the understanding that max training potential is the most important thing in Eve.

...


If a player isn't proficient in combat (or avoiding it depending on their chosen proffesions) they rally shouldn't put expensive im[plant in just the same as they shouldn'trun out a blinged gank target.

Players should npt hve the *right* to higher SP/hr, they should pay for it and risk the investment. I totally agree with Rivr that +3's are more than sufficient (I've never bothered with higher even though I can now easily afford it).

Removing attributes and implants removes player choice and risk from the game. I would always be against that.

I do agree wth the point that implants shouldn't drop but rather the BPC, or potentially dissect the corpse (Missions/combat anoms could just drop a corpse instead of implant) to get at the BPC's.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#27 - 2014-12-12 17:08:55 UTC
Joe Risalo wrote:

Once you're to a point of being proficient in combat, i would agree with you.
However, there are those that aren't, and there are those that wish for something different.

In those cases every little bit helps.
Most of those cases are new players. This leads to these players coming to the understanding that max training potential is the most important thing in Eve.

Does anyone here remember training skills?
What was the first thing you were told when you started Eve?

Get those skills maxed out. Many of us were also told that by the time they were maxed, we'd likely have enough isk to buy a set of implants, and were told to do so.

Point is, SP is the most important thing in Eve.
You can't just train to be really good in a t1 frigate and stay there the entire time you're in Eve.

Then these players need to be reeducated. Not the game needs to change, the players need to adapt to the game. I despise this trend towards more rush, less longterm gameplay. And this change would do nothing but foster more rush. Players and especially new players in EVE must realize that this game is not meant to be casual for the sake of it, in order to make it casual for you, you need to work for it and invest time.

I have never had higher than +3s in my head for an extended period of time (vacation spend offline in a +4 during summers, etc.) and I have more than enough skills after these almost 4 years to fly nearly anything pilots can wish for, with some sidetracks and distractions poured into it for good measure and variety of my activities. I can do almost anything EVE offers, from exploration over to market as well as missions, DEDs, and PVP. Even some basic manufacturing is possible. What else could you possibly want?

Players must realize that they have to wait for big stuff to happen and to take part in in more than a mere frigate. There is absolutely nothing wrong with things taking time in EVE and it is a fatal mistake of players and devs to try to change that fact. While you wait for bigger stuff to fly, you can do a whole range of other stuff with your small frigates (I cite suitonia and clahim and their YT channels again), and you can get to know the game, the mechanics and find your way to play. A rush based gameplay like this faster skill training takes away this opportunity and gives players too much too fast.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Iain Cariaba
#28 - 2014-12-12 17:22:25 UTC
The player who is too risk averse to PvP with implants plugged into their head isn't going to PvP anyway. The cost of implants just makes the more convienent excuse. If they didn't have expensive implants, they'd find some other excuse for not PvPing.

I used to PvP with +5s and full set of 5% implants, until I lost that pod. Why don't I do it anymore? Not because of the cost, because I can easily afford to keep doing that, but because I'm not feeding anyone another billion isk pod killmail. Since then, I've found a cheap set of +3s to be more than sufficient. The difference in train time between +5s and +3s isn't really enough for me to justify paying more than a full set of +3 for a single +5.

Joe Risalo wrote:
Does anyone here remember training skills?
What was the first thing you were told when you started Eve?

Get those skills maxed out. Many of us were also told that by the time they were maxed, we'd likely have enough isk to buy a set of implants, and were told to do so.

And the people who told you that didn't know what they were talking about. The ones who knew what was what told you to install EvEMon and use the feature that calculated what learning skills would speed up your current goal, and you just trained those.
Mag's
Azn Empire
#29 - 2014-12-12 17:24:39 UTC  |  Edited by: Mag's
If you wish to remove attributes, then simply remove them and any implant bonuses linked to them.
Then give everyone a flat 2700 for every skill.

As much as I love you Malc, I dislike your suggestion and booster idea. Big smile

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Malcanis
Vanishing Point.
The Initiative.
#30 - 2014-12-12 18:55:31 UTC
Mag's wrote:
If you wish to remove attributes, then simply remove them and any implant bonuses linked to them.
Then give everyone a flat 2700 for every skill.

As much as I love you Malc, I dislike your suggestion and booster idea. Big smile


The suggestion explicitly does remove any implant bonus linked to stats. That's kind of the point of it.

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

Grath Telkin, 11.10.2016

Rivr Luzade
Coreli Corporation
Pandemic Legion
#31 - 2014-12-12 19:03:04 UTC
I think, Mags means that all possible skill training speed modifiers should be removed and every always and unchangeably trains with 2,700 SP/Hr. Your suggestions keeps the training speed modifiers in place, just with different names and in different forms and more expensive than the current solution.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Malcanis
Vanishing Point.
The Initiative.
#32 - 2014-12-12 19:05:50 UTC
Rivr Luzade wrote:
I think, Mags means that all possible skill training speed modifiers should be removed and every always and unchangeably trains with 2,700 SP/Hr. Your suggestions keeps the training speed modifiers in place, just with different names and in different forms and more expensive than the current solution.


How do you get that it was more expensive?

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

Grath Telkin, 11.10.2016

Mag's
Azn Empire
#33 - 2014-12-12 20:21:23 UTC
Malcanis wrote:
Mag's wrote:
If you wish to remove attributes, then simply remove them and any implant bonuses linked to them.
Then give everyone a flat 2700 for every skill.

As much as I love you Malc, I dislike your suggestion and booster idea. Big smile


The suggestion explicitly does remove any implant bonus linked to stats. That's kind of the point of it.
Yes it removes them in one hand and replaces them with something far more tiresome IMHO. Meet the new boss, same as the old boss.

My point is if removal is the key, then simply do that. Do away with any additional bonus/booster/implant, as well as attributes.

I would like to point out that I like the current situation, but if change is required then make it simple.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#34 - 2014-12-12 20:29:17 UTC  |  Edited by: Rivr Luzade
Malcanis wrote:
Rivr Luzade wrote:
I think, Mags means that all possible skill training speed modifiers should be removed and every always and unchangeably trains with 2,700 SP/Hr. Your suggestions keeps the training speed modifiers in place, just with different names and in different forms and more expensive than the current solution.


How do you get that it was more expensive?

Booster pills are not exactly cheap and this would of course be a player controlled market so they would never become cheap, the high-grade pills in particular. And, as so many people have indicated already in the thread, they see a coercion in the system to always have to use the highest grade implants/then boosters to get the maximum possible gains, which is why people would see themselves coerced to buy and use the best pills and pay a lot of money.

Essentially the same as now, just under a different title.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Joe Risalo
State War Academy
Caldari State
#35 - 2014-12-12 21:30:26 UTC
Mag's wrote:
Malcanis wrote:
Mag's wrote:
If you wish to remove attributes, then simply remove them and any implant bonuses linked to them.
Then give everyone a flat 2700 for every skill.

As much as I love you Malc, I dislike your suggestion and booster idea. Big smile


The suggestion explicitly does remove any implant bonus linked to stats. That's kind of the point of it.
Yes it removes them in one hand and replaces them with something far more tiresome IMHO. Meet the new boss, same as the old boss.

My point is if removal is the key, then simply do that. Do away with any additional bonus/booster/implant, as well as attributes.

I would like to point out that I like the current situation, but if change is required then make it simple.



So Mag's...

Are you suggesting removal of attributes and attribute boosting effects, or are you just saying that would be better than the suggested OP?



I personally believe it should all just be removed and give all players a flat boost to training times.
Perhaps leave attribute points so that remapping is possible, but TBH, I don't ever remap anyway cause I don't ever follow a set path for an entire year.
I like to spice things up, so I just leave things balanced so I can go which ever way I want.

Only time I may ever use remaps is if I have two and I want to max out something in particular that would take less than a year.
Omnathious Deninard
University of Caille
Gallente Federation
#36 - 2014-12-12 21:39:25 UTC
TBH I stopped paying attention to SP/hr. I have my plan set and shaving 2 weeks off a year by using implants is not going to make or break me.

I have to agree with Mag's it should be complete removal or nothing at all, no SP boosters.

If you don't follow the rules, neither will I.

Lady Rift
His Majesty's Privateers
#37 - 2014-12-12 21:43:00 UTC
If I understand the op right it would only take one implant in the 7, 8 or 9 slot to get max training time on every skill? If that is so when what do we think the price be for the best one?

Also how long before people start using the excuse that they can't pvp cause they are in there scanning/nomad/virtue/(wrong sensor strength) clone instead of there combat one?
baltec1
Bat Country
Pandemic Horde
#38 - 2014-12-12 21:48:29 UTC
Lady Rift wrote:


Also how long before people start using the excuse that they can't pvp cause they are in there scanning/nomad/virtue/(wrong sensor strength) clone instead of there combat one?


Instantly.

The people who whine about being unable to pvp due to learning implants will simply whine about not being able o pvp because of [insert another reason].
FT Diomedes
The Graduates
#39 - 2014-12-12 22:11:39 UTC
Lady Rift wrote:
If I understand the op right it would only take one implant in the 7, 8 or 9 slot to get max training time on every skill? If that is so when what do we think the price be for the best one?

Also how long before people start using the excuse that they can't pvp cause they are in there scanning/nomad/virtue/(wrong sensor strength) clone instead of there combat one?


500m, which is part of the reason it is a bad idea.

Some people will always find an excuse not to PVP, there is no way around that.

That is why I suggest that all implants give you a direct benefit when undocked and in use. Someone who is afraid can avoid PVP altogether or avoid using implants, but all those willing to use implants get a direct and immediate benefit for using them. Eve needs mechanics that encourage people to undock and interact with other people right from the first day. That is the best way to retain interest in Eve in the long run and help overcome the "start your account, spend an extra $20 on a PLEX, buy implants, and begin training while avoiding risk for as long as possible."

Jump clones are the way to mitigate the "wrong clone" issues.

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

Mag's
Azn Empire
#40 - 2014-12-12 22:33:44 UTC
Joe Risalo wrote:
Mag's wrote:
Yes it removes them in one hand and replaces them with something far more tiresome IMHO. Meet the new boss, same as the old boss.

My point is if removal is the key, then simply do that. Do away with any additional bonus/booster/implant, as well as attributes.

I would like to point out that I like the current situation, but if change is required then make it simple.



So Mag's...

Are you suggesting removal of attributes and attribute boosting effects, or are you just saying that would be better than the suggested OP?



I personally believe it should all just be removed and give all players a flat boost to training times.
Perhaps leave attribute points so that remapping is possible, but TBH, I don't ever remap anyway cause I don't ever follow a set path for an entire year.
I like to spice things up, so I just leave things balanced so I can go which ever way I want.

Only time I may ever use remaps is if I have two and I want to max out something in particular that would take less than a year.
I'm saying that if the goal is to remove attributes, then remove them and give the 2700 per hour flat rate as you describe.

I don't see the point in calling for their removal, then leaving us with an over complicated version of boosting those removed atts after. Because that's what this is, even if it's then called +100-500 SP/hr instead of +3/4/5 atts.

Some may not like the frying pan, but is the fire this idea offers any better? I think not. Either get rid, or leave as.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.