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Rationalising the skill training & implants sytem

First post
Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#61 - 2014-12-13 13:42:53 UTC  |  Edited by: Rivr Luzade
Joe Risalo wrote:
If i'm wearing +5 and you're wearing nothing, i'll gain SP much faster that you.
If we both decided to train every skill in the game, I would complete training is SIGNIFICANTLY less time than you would.

You have paid a subscription fee for this game. So, me training at max potential to do what I enjoy, safely in high sec, while you training at lower potential in order to do what you enjoy and lose less isk at the same time is what many people would deem as an "unfair" advantage supported by game mechanics.

If we both started a new account, and say we were focused on training for a maxed out super carrier, I would be in that ship in a significantly less amount of time.
While you are not directly "losing" SP by going backwards, you are losing SP in the sense that you are gaining less per month.

Look at the clones, again, as an example.
I'm a carebear and rarely lose a pod. You're a PVP'er and lose pods all the time.
I take no risks in losing isk or SP, cause my pod is rarely in danger.

You shouldn't have to sacrifice SP for the sake of doing what you enjoy in game, in either case.

Then you should rethink your philosophy. I have not lost any SP because I train slower because I have time and do not need things faster. I also have had time in the beginning of my EVE career and did not need things faster than I could achieve with +3 implants (I still have not trained Cybernetics V on Rivr and don't see a reason to do it). Your premise and that of so many others is based on the Rush-Concept: Get something as fast as possible with as little effort as possible. This is a concept I do not support at all and that should be done away with. You can have this fatally wrong gameplay in other games, I do not care about it there, but in EVE this way of playing a game is outright wrong. However, if you absolutely must train as fast as possible, you pay the price for it: whether this is more ISK lost upon pod kill or no PVP because you are too afraid of losing your Pod, you pay for your decisions and only you make these decisions.

If I decided to train every skill in this game to V, I could not care less about whether you take 1 year less than me or not. It would be at least 2 decades worth of training time in the first place. An

Again: I am not sacrificing any SP at all. I just need to be aware of that I wait a bit longer and in consequence have more time to play the game and learn how to do things. Furthermore, as indicated already: SP do have very little to do with what you can do in EVE, how you can do things in EVE and who you can harm in EVE. You can destroy ships of pilots with a couple of weeks old character, who have significantly more SP than you and who can fly a lot bigger ships than you. Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.

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.

M1k3y Koontz
House of Musashi
Stay Feral
#62 - 2014-12-13 13:59:48 UTC
Rivr Luzade wrote:
Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.


We both know that's not true. The newbie in a rifter will have an very difficult time against the veteran in the same rifter, since the vet has the support skills to fly the ship well.

How much herp could a herp derp derp if a herp derp could herp derp.

Aiyshimin
Shiva Furnace
#63 - 2014-12-13 14:35:20 UTC
M1k3y Koontz wrote:
Rivr Luzade wrote:
Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.


We both know that's not true. The newbie in a rifter will have an very difficult time against the veteran in the same rifter, since the vet has the support skills to fly the ship well.


But the noob would lose even if he was flying the vet's toon, and the vet the noob's toon

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#64 - 2014-12-13 14:43:27 UTC  |  Edited by: Corraidhin Farsaidh
Of course sp matter hence why the choices you make matter. Implants are not pay to win they are pay isk to reach level V in skills a bit faster. The pkayer with patience will reach the same combat capbility as the player who pays a lot more at a much lower cost. It really is not thaf much faster wit +5s compared to +3s and the end point is the same so really it is pay to reach the end point of skills on an individual basis a little bit faster for no net gain once the other players patience has paid off. You risk the imps or you don't which is a perfectly valid choice.

As for the noob losing to a vet why in Eve should that not be the case??? Of course they should lose 1v1!

Using +3s the new player will probably get to level Vskills on a pirate frig about a week later than somrone with+5s so I really don't see why someone shouldn't have to learn that patience is the only virtue applicable in Eve...

+5s should only really be used by those that can afford them usually older players with only high level skills left to train where the extra bit of sp per hour probably will help a bit.

Keep removing these rpg element and Eve will deteriorate into World of Spaceships over time
Joe Risalo
State War Academy
Caldari State
#65 - 2014-12-13 14:44:25 UTC
Rivr Luzade wrote:
Joe Risalo wrote:
If i'm wearing +5 and you're wearing nothing, i'll gain SP much faster that you.
If we both decided to train every skill in the game, I would complete training is SIGNIFICANTLY less time than you would.

You have paid a subscription fee for this game. So, me training at max potential to do what I enjoy, safely in high sec, while you training at lower potential in order to do what you enjoy and lose less isk at the same time is what many people would deem as an "unfair" advantage supported by game mechanics.

If we both started a new account, and say we were focused on training for a maxed out super carrier, I would be in that ship in a significantly less amount of time.
While you are not directly "losing" SP by going backwards, you are losing SP in the sense that you are gaining less per month.

Look at the clones, again, as an example.
I'm a carebear and rarely lose a pod. You're a PVP'er and lose pods all the time.
I take no risks in losing isk or SP, cause my pod is rarely in danger.

You shouldn't have to sacrifice SP for the sake of doing what you enjoy in game, in either case.

Then you should rethink your philosophy. I have not lost any SP because I train slower because I have time and do not need things faster. I also have had time in the beginning of my EVE career and did not need things faster than I could achieve with +3 implants (I still have not trained Cybernetics V on Rivr and don't see a reason to do it). Your premise and that of so many others is based on the Rush-Concept: Get something as fast as possible with as little effort as possible. This is a concept I do not support at all and that should be done away with. You can have this fatally wrong gameplay in other games, I do not care about it there, but in EVE this way of playing a game is outright wrong. However, if you absolutely must train as fast as possible, you pay the price for it: whether this is more ISK lost upon pod kill or no PVP because you are too afraid of losing your Pod, you pay for your decisions and only you make these decisions.

If I decided to train every skill in this game to V, I could not care less about whether you take 1 year less than me or not. It would be at least 2 decades worth of training time in the first place. An

Again: I am not sacrificing any SP at all. I just need to be aware of that I wait a bit longer and in consequence have more time to play the game and learn how to do things. Furthermore, as indicated already: SP do have very little to do with what you can do in EVE, how you can do things in EVE and who you can harm in EVE. You can destroy ships of pilots with a couple of weeks old character, who have significantly more SP than you and who can fly a lot bigger ships than you. Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.



1) If you did not support the Rush-Concept, you would not even be wearing +3 imps. Any type of imp that increases your training time is effectively the same things, regardless of how much it effects it.

2) You specifically stated this Rush-Concept game play should be removed.... Even though you didn't intend to, you basically just said implants and attributes should be removed.

3) Getting +5 imps is not little effort.. They are quite costly and require a good bit of effort game time wise to earn.

4) CCP is trying to get away from SP effecting gameplay, other than what and how you fly, as well as t3 penalties.

5) SP has everything to do with what you can do in Eve. Sure, I can hop into a frig and shoot at something, but how effectively you can is a whole other story. You can be the best pilot in Eve, but if you don't have the skills to pilot anything worth a crap, it's not gonna do you a whole lot of good.
Zan Shiro
Doomheim
#66 - 2014-12-13 14:45:50 UTC  |  Edited by: Zan Shiro
Malcanis wrote:
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:

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


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..






For 3 what are you giving as a replacement? You see....the stat boosting aspect to the implants are part of their value. I'd be looking at HG talons since I run them. Over the years ccp has lessened their value. Unprobable was removed, then t2 fury sig bloom removed (I got them for both on pve tengu tbh), then ccp put in sensor strength skills. Max these, run low grades with eccm and sensor back array and if a falcon is jamming you it was meant to be, more or less. HG's an iffy investment at this point imo to change this result. I was a disgruntled hg talon owner...until ccp threw a bone and made them +4's.

SO what are set implants getting, especailly HG's, to keep there value? Sensor implants like my talons in particular for starters. For fun you can work out rebalance on snakes when bored. IIRC they were nerfed long ago and gave speed boosts deemed op iirc the story correctly.





For 5...how is this helping the noobs. You would be bringing back learning skills. In the form of booster skills. Biology at least and tbh I to make this idea have legitimacy would be asking for downsides. You want boosters...well lets make em boosters. Boosters have downsides. Down sides with skills to offset them. Say hello to the the new learning skills renamed under the neural enhancement skill set. edit: Neural enhancement skill the average veteran players would have already if they pvp just in case they want to run a drug for a touch of spice.


Also how is this helping the noob when a viable market for them is being taken away and is purely out of empire? Unless I missed in a some patch notes, or you have in mind what pos' can run in empire changing, drug labs can't be run in empire. ATM empire noobs can bang out +x implants running storyline missions or LP turn in. This gives them the means to compete in these markets..or opt to save some isk and run what they find/turn in lp for.

Your world, they lose this. They are at the mercy of out of empire. Not seeing cheap drugs here, they don't have empire competition (as afaik no drug labs in empire, nor components for the drugs as they are out of empire as well).

And I don't see crazy low prices resulting from this. Any price breaks we see on current combat boosts I believe is based on the fact makers of them and the people they get to harvest the components know blue pill, as an example, is not a must have item to run for pvp. If they charged more though the nose...they'd get less sales as peeps would say I don't need the benefits that much. All that changes when these learning boosters become must haves.
Joe Risalo
State War Academy
Caldari State
#67 - 2014-12-13 14:52:41 UTC
Aiyshimin wrote:
M1k3y Koontz wrote:
Rivr Luzade wrote:
Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.


We both know that's not true. The newbie in a rifter will have an very difficult time against the veteran in the same rifter, since the vet has the support skills to fly the ship well.


But the noob would lose even if he was flying the vet's toon, and the vet the noob's toon




A noob would lose because they're a noob, plain a simple.

However, pit two equally matched vets against each other, one with a new character and one with an old character, it's always going to come down to SP.

The new character wouldn't be able to build an efficient fit due to low/no fitting skills, wouldn't be effective with weapons due to low weapon support skills, would move slower, couldn't have skill imps, etc. etc. etc...

SP is about 80% of what your capability in Eve is.
Player skills is the other 20%.


You can be the best pilot in Eve and know all about tracking and all the goodies and use that to your advantage.
However, if we're both in the same ship, with same fit, and you have less SP into that ship than I do, you're going to be more effected by your attempts to negate damage than I will.
Not to mention i'll have better tank, dps, velocity, tracking, utility, etc. etc. etc....
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#68 - 2014-12-13 14:56:14 UTC
Of course sp matter hence why the choices you make matter. Implants are not pay to win they are pay isk to reach level V in skills a bit faster. The pkayer with patience will reach the same combat capbility as the player who pays a lot more at a much lower cost. It really is not thaf much faster wit +5s compared to +3s and the end point is the same so really it is pay to reach the end point of skills on an individual basis a little bit faster for no net gain once the other players patience has paid off. You risk the imps or you don't which is a perfectly valid choice.

As for the noob losing to a vet why in Eve should that not be the case??? Of course they should lose 1v1!

Using +3s the new player will probably get to level Vskills on a pirate frig about a week later than somrone with+5s so I really don't see why someone shouldn't have to learn that patience is the only virtue applicable in Eve...

+5s should only really be used by those that can afford them usually older players with only high level skills left to train where the extra bit of sp per hour probably will help a bit.

Keep removing these rpg element and Eve will deteriorate into World of Spaceships over time
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#69 - 2014-12-13 14:59:02 UTC
Joe Risalo wrote:
Aiyshimin wrote:
M1k3y Koontz wrote:
Rivr Luzade wrote:
Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.


We both know that's not true. The newbie in a rifter will have an very difficult time against the veteran in the same rifter, since the vet has the support skills to fly the ship well.


But the noob would lose even if he was flying the vet's toon, and the vet the noob's toon




A noob would lose because they're a noob, plain a simple.

However, pit two equally matched vets against each other, one with a new character and one with an old character, it's always going to come down to SP.

The new character wouldn't be able to build an efficient fit due to low/no fitting skills, wouldn't be effective with weapons due to low weapon support skills, would move slower, couldn't have skill imps, etc. etc. etc...

SP is about 80% of what your capability in Eve is.
Player skills is the other 20%.


You can be the best pilot in Eve and know all about tracking and all the goodies and use that to your advantage.
However, if we're both in the same ship, with same fit, and you have less SP into that ship than I do, you're going to be more effected by your attempts to negate damage than I will.
Not to mention i'll have better tank, dps, velocity, tracking, utility, etc. etc. etc....


Pit a 6 month old player who has focussed purely on frig combat against a pilot who raced for supercaps 1v1 in a frig fight and the new player will most likely win. The skill option and queue sytem make such comparisons pointlesd as there are so many variables in training which is all for the better in my opinion.
Joe Risalo
State War Academy
Caldari State
#70 - 2014-12-13 15:10:37 UTC
Corraidhin Farsaidh wrote:
Joe Risalo wrote:
Aiyshimin wrote:
M1k3y Koontz wrote:
Rivr Luzade wrote:
Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.


We both know that's not true. The newbie in a rifter will have an very difficult time against the veteran in the same rifter, since the vet has the support skills to fly the ship well.


But the noob would lose even if he was flying the vet's toon, and the vet the noob's toon




A noob would lose because they're a noob, plain a simple.

However, pit two equally matched vets against each other, one with a new character and one with an old character, it's always going to come down to SP.

The new character wouldn't be able to build an efficient fit due to low/no fitting skills, wouldn't be effective with weapons due to low weapon support skills, would move slower, couldn't have skill imps, etc. etc. etc...

SP is about 80% of what your capability in Eve is.
Player skills is the other 20%.


You can be the best pilot in Eve and know all about tracking and all the goodies and use that to your advantage.
However, if we're both in the same ship, with same fit, and you have less SP into that ship than I do, you're going to be more effected by your attempts to negate damage than I will.
Not to mention i'll have better tank, dps, velocity, tracking, utility, etc. etc. etc....


Pit a 6 month old player who has focussed purely on frig combat against a pilot who raced for supercaps 1v1 in a frig fight and the new player will most likely win. The skill option and queue sytem make such comparisons pointlesd as there are so many variables in training which is all for the better in my opinion.


Your argument supports what I'm saying.

That 6 month old character has more "SP" focused into that ship, so again, the fight came down to SP.

I understand your argument was to say more SP doesn't mean better, however, you're making an argument towards player skill, which is the 20% I mentioned...
If you never focus your SP on anything, you're not gonna pilot anything worth a crap.

Change that up and say that the older character maxed out an entire race of ships, and then he's pitted against a 6 month old character who focused purely on a combat frig, it's likely that 6 month old would lose, unless he brought a direct counter to what the older character had brought.
Then again, this really can't be used as a relevant argument because counters are counters.

The only way to make this relevant is to pit them against each other in the same ship with the same fitting.
The older character is likely to have much more support skills for that ship.
Turret damage and application skills, tanking skills, velocity skills, etc. etc. etc...

I would also like to note that I'd love seeing that little frig take on a carrier....
The only way that's going to happen is with a bunch of little frigs, and that's the equivalent of bringing more SP, but then again, even if it takes a less total amount of SP, you're countering them so it's out of the scope of the argument, yet again.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#71 - 2014-12-13 15:13:46 UTC  |  Edited by: Rivr Luzade
M1k3y Koontz wrote:
Rivr Luzade wrote:
Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.


We both know that's not true. The newbie in a rifter will have an very difficult time against the veteran in the same rifter, since the vet has the support skills to fly the ship well.

Give them the same Rifter with the same support skills and the newbie rightfully so still loses against the veteran. That a Veteran with more SP wins over a newbie with less SP just shows that the newbie ventured into an area where he can't and is not supposed to compete, and it shows that he is going to an areas without prior preparation. SP, again, only give more tools to the players to amplify their own skills. That is particularly well demonstrated in this video of suitonia. He flies a newbie character and takes on and wins against several other people with more SP and better equipment. He has, however, immense personal skills, which compensate for his deliberate lack of SP. Expecting it to be the other way around or in a way that SP == personal skills is wrong.

Quote:
1) If you did not support the Rush-Concept, you would not even be wearing +3 imps. Any type of imp that increases your training time is effectively the same things, regardless of how much it effects it.

2) You specifically stated this Rush-Concept game play should be removed.... Even though you didn't intend to, you basically just said implants and attributes should be removed.

3) Getting +5 imps is not little effort.. They are quite costly and require a good bit of effort game time wise to earn.

4) CCP is trying to get away from SP effecting gameplay, other than what and how you fly, as well as t3 penalties.

5) SP has everything to do with what you can do in Eve. Sure, I can hop into a frig and shoot at something, but how effectively you can is a whole other story. You can be the best pilot in Eve, but if you don't have the skills to pilot anything worth a crap, it's not gonna do you a whole lot of good.

  1. I follow a reasonable speed improvement, not a Rush-Concept. I do not rush for the sake of it or want things now with unreasonable low effort. +3 offer a reasonable improvement of my stats and training time, but do not hinder me in any way or cost me unreasonable sums of ISK. Their trade off is a deliberately accepted higher skill training time, which in turn allows me to get better with the thing/activity I have available at the moment before I do something else or get more things available for the activity.
  2. Yes, I am fully aware of that I advocated for the full removal of attributes and implants. Either completely gone or no change. What Malcanis suggested is nothing else than the current system with another name.
  3. It is little effort as making money is easy in EVE these days and you just need to invest sub 30 days into Cybernetics. And the already mentioned P2W-esque method of buying a Plex and selling it to get the money does not make it any harder to get the implants.
  4. Yes ... ? That's what I said, isn't it?
  5. See above and watch the video. What you call "pilot anything worth a crap" is what new pilots are supposed to fly. They don't need a BS or a BC, not even a C, after 2 days. They also don't need Exhumers after 3 days or any other T2 ship. You as a new player have no right or reason to fly a T2 ship or any big ship that early in the game. Simple reason: You have no idea how to pilot it correctly. You are supposed to get the hang of the game first, get to know the game, learn mechanics and methods first. That does not work if you sit in a BS and cannot use either guns or support modules or have the necessary support skills to give your BS more HP and cap/CPU/PG than a cruiser, to use the weapons properly, and most importantly know what you can do and what you can't do with a BS (dummy for any ship class in EVE). The sooner these new players have access to these advanced tools, the sooner they realize their lack of skills (both in terms of SP and personal skills), get disappointed and leave because they can't do anything worthwhile in their big toys, except for losing money. What you call "not gonna do you a whole lot of good" is what you need to fly first to do all this, and if I believe some very successful pilots, who regularly post videos about how you can have a lot of fun and exciting time with the "worth a crap" ships, you can have a lot of fun and even meaningful adventures in your small frigs.

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
#72 - 2014-12-13 15:32:26 UTC
Rivr Luzade wrote:

Yes, I am fully aware of that I advocated for the full removal of attributes and implants. Either completely gone or no change. What Malcanis suggested is nothing else than the current system with another name.



This is the only part I need to reply to, as I wasn't referring to the OP.
I believe the OP is an idea worse than what we have.


My side of this entire argument is just the complete removal of attributes effecting system all together.

I want to see it all removed and all players operate off a base line training time.


With this suggestion implemented, it would change things dramatically.


It would then change to 80% player skill and 20% SP...
The reason I can that that is, if we all train at the same rate at two players are pitted against each other in the same ship with same fit, ti will come down to player skill.
The only reason SP is a 20% factor is in the case of a newer player who hasn't had the time to reach the same efficiency with that ship.


Perhaps I should start a new thread regarding the removal of the system entirely, as the OP kinda throws that subject off.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#73 - 2014-12-13 15:41:52 UTC  |  Edited by: Rivr Luzade
I think there are many threads about that already and in fact I am surprised that this one is not yet locked.

But yes, as said, I am for a black or white solution. Either no one has a choice and all are equal or all have a choice in how to train their tool unlocking currency.

Quote:
The only reason SP is a 20% factor is in the case of a newer player who hasn't had the time to reach the same efficiency with that ship.

This is exactly the problem I see with any accelerate skill training. In the end, it comes down to the popular EVE saying: You can sit in it, but can you pilot it? And clearly, really new players can't as kill mails of Frigs with several Hull Reppers or Cruisers with Shield Boosters, Hull Reppers and Armor reppers and completely randomly put together weapons formidably demonstrate.

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.

Zan Shiro
Doomheim
#74 - 2014-12-13 15:42:16 UTC
Rivr Luzade wrote:
M1k3y Koontz wrote:
Rivr Luzade wrote:
Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.


We both know that's not true. The newbie in a rifter will have an very difficult time against the veteran in the same rifter, since the vet has the support skills to fly the ship well.

Give them the same Rifter with the same support skills and the newbie rightfully so still loses against the veteran. That a Veteran with more SP wins over a newbie with less SP just shows that the newbie ventured into an area where he can't and is not supposed to compete, and it shows that he is going to an areas without prior preparation. SP, again, only give more tools to the players to amplify their own skills. That is particularly well demonstrated in this video of suitonia. He flies a newbie character and takes on and wins against several other people with more SP and better equipment. He has, however, immense personal skills, which compensate for his deliberate lack of SP. Expecting it to be the other way around or in a way that SP == personal skills is wrong.
[/list]



Gonna say this. I know bitters just as deadly on low sp cyno alts they threw on some combat skills.


You fly rifters for a while, you get good at them. Gunnery all 5 adds some icing to the cake granted, but the actual cake of skill has to be there to be any good really.

Or I could look at me. I trained amarr on my empire break that has gone on way to long...Assuming my mac' clients errors clear up (game crashes for reasons beyond me) I have an eye to trying rvb on a small x-mas break. Put me in same ship and fit as a less than 1 year player (I am 6 years and change) and I got 5 on him (not throwing the match even to win the bet lol). Never flew amarr in pvp, I imagine I have a few things to learn.

Especially since my last pvp was 0.0 crews on campaign. In caldari (rokh the bs I am most familiar with) and towards the end mimnatar ships. I can can follow a FC's order to warp to player T target and incap pos gun 1 pretty damn good. Solo or skirmish in a frigate or cruiser...not even going to lie, I have little to no experience in this area. less than 1 year player has lived for this....has an edge in some ways.
Reaver Glitterstim
The Scope
Gallente Federation
#75 - 2014-12-13 18:04:54 UTC  |  Edited by: Reaver Glitterstim
The system is setup just fine, but people ruin it with their faulty perceptions. I never felt pressured to train the learning skills as soon as possible, it seemed obvious that getting some basic ship skills under my belt first was more important. At some point I had them trained to 4/3 and had no intention of ever training them any higher. Were they still around today, I might have trained them to 5/4 at some point but probably never to 5/5.

But because the majority of new players fail to perceive the path in front of them, it must be changed. It is just like those plastic wasp traps, easy to get out except the wasp can't find the exit. Were the designer trying to protect the wasps, it would be inexcusable to leave the trap at its current design, merely because the wasps were physically capable of escaping, or because one lone wasp continually entered and exited the trap without difficulty.

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."

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#76 - 2014-12-13 18:20:30 UTC  |  Edited by: Corraidhin Farsaidh
Joe Risalo wrote:


Your argument supports what I'm saying.

That 6 month old character has more "SP" focused into that ship, so again, the fight came down to SP.

I understand your argument was to say more SP doesn't mean better, however, you're making an argument towards player skill, which is the 20% I mentioned...
If you never focus your SP on anything, you're not gonna pilot anything worth a crap.

Change that up and say that the older character maxed out an entire race of ships, and then he's pitted against a 6 month old character who focused purely on a combat frig, it's likely that 6 month old would lose, unless he brought a direct counter to what the older character had brought.
Then again, this really can't be used as a relevant argument because counters are counters.

The only way to make this relevant is to pit them against each other in the same ship with the same fitting.
The older character is likely to have much more support skills for that ship.
Turret damage and application skills, tanking skills, velocity skills, etc. etc. etc...

I would also like to note that I'd love seeing that little frig take on a carrier....
The only way that's going to happen is with a bunch of little frigs, and that's the equivalent of bringing more SP, but then again, even if it takes a less total amount of SP, you're countering them so it's out of the scope of the argument, yet again.


If my argument supported what you were saying it was unintetnional :D

More SP most definitely means nothing as it is only the SP affecting the skills in use in a given circumstance( in this case combat) that matter at that time. In this case a 10 year old player and a six month old player can only ever have exactly the same skills at most. The time to train those skills can be affected by buying better implants and i am fine with that and like the choice. A new player will and should never need or buy the +5's as that's just daft risk to take. But it is a valid choice for them to make if they accept that risk as in hisec and losec it is very unlikely they would lose their pod. The old player can never have better support skills than the newer player if they have both maxed out the combat skills involved in the ship they are flying which over time becomes increasingly a smaller fraction of the total SP the player has.

Bringing more frigs isn't the equivalent of bringing more SP as the maximum amount of important SP in the given context is the same for every player. It is bringing more ships in a fleet and therefore more dps/reps. It is irrelevant what sp those players have as 3 tech II ships or 6 tech I ships with all skills at level IV (much faster to train) will have the same net result, a dead carrier.

The issue is not the increased speed of sp gain given by the implants, it is the ever dereasing level of patience being displayed by players. So what if a player earns enough extra sp per day to complete training for a raven(for example) a whole 10 days or so before another. Do the slower training players not have the patience to wait? If not then they should pay the price and accept the risk.

An analogy: Player A invest lots of isk into a blinged AF, player B brings a stanard fit AF and loses. Do we cry foul because Player A risked more isk to gain advantage? Of course not, even though they could have converted plex to isk to gain that advantage. However two players in standard fit AF's wouild most liekly eat the single AF and burn that investment.

Always crying 'P2W!' doesn't work in some situations and I firmly believe this is one of them. If someone want to throw billions of isk at +5's from plex or gameplay then good for CCP as they made more money. If the older player used isk then it is sunk from the game. If ssaid pilot then never undocks because of this guess wht? That's one older player out of the fight through there own fault which as an advantage to the enemy and said players own daft fault for buying something they aren't willing to risk.

Likewise in hisec if someone puts so much into there head so what? Other hisec folks will catch up to them in a reasonable timescale on the relevant skills for a given profession and bearing in mind the number of cries that hisec is 'too safe' they shouldn't be worried about risking their head by flying unless they are AFK in which case they deserve the loss if they get caught.
Joe Risalo
State War Academy
Caldari State
#77 - 2014-12-13 22:30:11 UTC
Well, my thread got locked because apparently this thread is the same thing.

Despite having a terrible OP and my thread being about the removal of attributes and all related items, but whatever.

That said, remove attributes entirely and all effecting items.
Foxicity
The Scope
Gallente Federation
#78 - 2014-12-13 22:31:06 UTC  |  Edited by: Foxicity
Joe Risalo wrote:
Well, my thread got locked because apparently this thread is the same thing.

Despite having a terrible OP and my thread being about the removal of attributes and all related items, but whatever.

That said, remove attributes entirely and all effecting items.


+1'd again.

What?
M1k3y Koontz
House of Musashi
Stay Feral
#79 - 2014-12-13 22:52:39 UTC
Aiyshimin wrote:
M1k3y Koontz wrote:
Rivr Luzade wrote:
Your personal skills matter, not your SP. The SP only gradually allow you to fly more tools to let your personal skills shine.


We both know that's not true. The newbie in a rifter will have an very difficult time against the veteran in the same rifter, since the vet has the support skills to fly the ship well.


But the noob would lose even if he was flying the vet's toon, and the vet the noob's toon



This depends on the age of the noob. A day 1 noob will probably lose because he hasn't learned anything yet. A noob who has played for a week and done some PVP and knows how to fly a frig will be able to win with the vet toon against a vet in a noob toon.

How much herp could a herp derp derp if a herp derp could herp derp.

Basil Pupkin
Republic Military School
#80 - 2014-12-13 23:54:20 UTC
no.

no because we don't need more implants.

no because the implants themselves are quite a hard idea for newbies.

no because Malcanis.

no because we DEFINITELY not need a consumable half an eve would bloody need. Just thinking of the demand for this thing, while supply will be likely limited, kills the idea.

no because I have a better proposal.

Here it is:

Clone modification. You have a default clone at 2000-whatever SP per hour on all skills. You replace it with a modified one, which is good at one of the 5 attributes, better at some others, worse at the opposite ones. New players get a boosted clone at the start and a tutorial to replace their clone according to skill affinity every clone gives.
So you have to choose a clone, since you can't have all of them at the same time, you can change them when you need to, new players are given time to tackle it with a good clone, good planning is rewarded by less clone changes, and there's a whole bucket of possible death penalties in it, pick any you like.
This is a new ISK sink, which replaces free remaps with something you can lore-justify, it's a bit more constrained, but has less margin for errors. We can have a timer on clone changes, just maybe less long than remaps one, which counters the fact there are no bonus remaps anymore (4 years in eve and I still have them, but that's me).

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.