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Rationalising the skill training & implants sytem

First post
Author
Malcanis
Vanishing Point.
The Initiative.
#81 - 2014-12-14 00:02:25 UTC
So your objection to the proposal to replace a range of 25 implants with a range of 5 implants is "because we don't need more implants"?

OK.

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

Grath Telkin, 11.10.2016

Nevyn Auscent
Broke Sauce
#82 - 2014-12-14 00:07:45 UTC
Malcanis wrote:
So your objection to the proposal to replace a range of 25 implants with a range of 5 implants is "because we don't need more implants"?

OK.

Just to be clear on my view, your system is an improvement to the current one.
However I feel it is only a marginal improvement and doesn't actually solve the real issue. And straight removal of all implants that boost training is a better option. (Remaps can stay or go, I enjoy the choice they give but don't think they are essential game play either way)
Malcanis
Vanishing Point.
The Initiative.
#83 - 2014-12-14 00:15:56 UTC
Nevyn Auscent wrote:
Malcanis wrote:
So your objection to the proposal to replace a range of 25 implants with a range of 5 implants is "because we don't need more implants"?

OK.

Just to be clear on my view, your system is an improvement to the current one.
However I feel it is only a marginal improvement and doesn't actually solve the real issue. And straight removal of all implants that boost training is a better option. (Remaps can stay or go, I enjoy the choice they give but don't think they are essential game play either way)


You think players shouldn't even be allowed the option?

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

Grath Telkin, 11.10.2016

FT Diomedes
The Graduates
#84 - 2014-12-14 00:44:23 UTC
Malcanis wrote:
Nevyn Auscent wrote:
Malcanis wrote:
So your objection to the proposal to replace a range of 25 implants with a range of 5 implants is "because we don't need more implants"?

OK.

Just to be clear on my view, your system is an improvement to the current one.
However I feel it is only a marginal improvement and doesn't actually solve the real issue. And straight removal of all implants that boost training is a better option. (Remaps can stay or go, I enjoy the choice they give but don't think they are essential game play either way)


You think players shouldn't even be allowed the option?


Yes, because the choice of remapping and specializing overwhelmingly benefits the alts of existing players, not new players.

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

Nevyn Auscent
Broke Sauce
#85 - 2014-12-14 00:48:31 UTC
Malcanis wrote:

You think players shouldn't even be allowed the option?

I think the 'option' of accelerated SP via implants or boosters isn't an option regardless of the method in which it is given. It's a demand for additional costs that some players won't be able to meet and thus will end up training slower despite having the same subscription. Your system simply removes some of the downsides of the implants preventing other things. But doesn't remove the actual problem.

On Remaps I'm neutral so don't mind if they stay to allow players the choice of specific training lines. But I don't believe it's actually an important part of the game, simply a part of the game we are used to having.
Malcanis
Vanishing Point.
The Initiative.
#86 - 2014-12-14 00:52:33 UTC
FT Diomedes wrote:
Malcanis wrote:
Nevyn Auscent wrote:
Malcanis wrote:
So your objection to the proposal to replace a range of 25 implants with a range of 5 implants is "because we don't need more implants"?

OK.

Just to be clear on my view, your system is an improvement to the current one.
However I feel it is only a marginal improvement and doesn't actually solve the real issue. And straight removal of all implants that boost training is a better option. (Remaps can stay or go, I enjoy the choice they give but don't think they are essential game play either way)


You think players shouldn't even be allowed the option?


Yes, because the choice of remapping and specializing overwhelmingly benefits the alts of existing players, not new players.


The option I was referring to was the option of using learning implants. I very emphatically said in the OP that stats (and therefore respecs and specialisation) should be put in a bag and drowned.

"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
#87 - 2014-12-14 01:27:34 UTC  |  Edited by: Corraidhin Farsaidh
Nevyn Auscent wrote:
Malcanis wrote:

You think players shouldn't even be allowed the option?

I think the 'option' of accelerated SP via implants or boosters isn't an option regardless of the method in which it is given. It's a demand for additional costs that some players won't be able to meet and thus will end up training slower despite having the same subscription. Your system simply removes some of the downsides of the implants preventing other things. But doesn't remove the actual problem.

On Remaps I'm neutral so don't mind if they stay to allow players the choice of specific training lines. But I don't believe it's actually an important part of the game, simply a part of the game we are used to having.


It is totally optional! I doubt very much that I'm a particularly skilled eve player yet I've only ever payed subscription 3 times, once because xmas fell when i'd just started so the 2 weeks not playing hit my isk and once from a complete misunderstanding of the dual training mechanism. I could have chosen to buy +5s many months ago but alts with PI were a better investment for me *by choice*. Maybe its because I'm an old school RPG player that I'm not hung up on sp speed but I will say this: ignore sp speed and enjoy the game in the way you choose with the shops you can fly. Never ever choose an option that will discourage you from flying as that is nothing more than the worst kind of false 'fun' economy. Don't get tied up in sp rate as it has nil effect on your game. Wait the extra week for training whilst doing what you currently do and you won't regret it.
FT Diomedes
The Graduates
#88 - 2014-12-14 02:48:37 UTC  |  Edited by: FT Diomedes
Malcanis wrote:
FT Diomedes wrote:
Malcanis wrote:
Nevyn Auscent wrote:
Malcanis wrote:
So your objection to the proposal to replace a range of 25 implants with a range of 5 implants is "because we don't need more implants"?

OK.

Just to be clear on my view, your system is an improvement to the current one.
However I feel it is only a marginal improvement and doesn't actually solve the real issue. And straight removal of all implants that boost training is a better option. (Remaps can stay or go, I enjoy the choice they give but don't think they are essential game play either way)


You think players shouldn't even be allowed the option?


Yes, because the choice of remapping and specializing overwhelmingly benefits the alts of existing players, not new players.


The option I was referring to was the option of using learning implants. I very emphatically said in the OP that stats (and therefore respecs and specialisation) should be put in a bag and drowned.


All bonuses to learning speed need to go in that same bag.

One of the fundamental differences between Eve and other games is that there is no grind. You cannot become a level 80 warrior by playing your heart out for two months.

Level the playing field between the wealthy and established player and the new player. All accounts pay the same subscription value. All should accrue SP at the same rate.

Learning implants benefit characters the most when they contribute the least to the game: when they stay docked. I've spent the last two years maxing out another Titan alt. Everything about that character is min-maxed down to the minute. She's had +5's in since she finished Cybernetics V. I can count on one hand the number of times she has undocked. Literally the fifth time she undocks will be her last (unless I lose her Titan). I can afford that luxury because I am established. A new player can never compete with that alt for sheer efficiency.

There have been months when I could not play Eve at all because I was deployed. I stayed subscribed because my characters spent those seven months sitting in high sec clones training skills I could look forward to when I returned. With the old skill queue, I had to have a family member keep them training, but we have finally fixed that poor game design. We finally have a skill queue that makes sense. We have a way to plan for the long term without making it the highest return cost benefit to stay safe or stay docked.

Now we just have to get rid of the attributes and learning implants, which overwhelmingly benefit wealthy older players and/or discourage those who are not yet hooked on Eve from participating in the most interesting and intoxicating aspects of the game. The fact that three or four players in this thread have indicated "I went out there and PVPed anyway" is statistically irrelevant. Players who never got hooked on the game are not posting here. Most people who join Eve do not get hooked. Possibly because the learning curve is hard, but equally important is the perception that you can never catch up, or can only succeed through months of planning and grinding missions to make ISK or pay even more money for a PLEX to buy implants to increase your rate of SP gain up to the same speed as the veteran who has a head start on the treadmill. Then you learn the hard way when you take that thrilling and terrifying first step out of "the safe area" and lose it all because someone else knows game mechanics better than you do. Do you grind out another set of +4's at 10m ISK/hour? If so, do you risk having to mine for another ten hours to fly a T1 frigate on a roam?

Older players can use jump clones effectively: they have 8.0 standings, friendly 0.0 stations, know about Estel Arador. New players don't. When I was new I remember training for jump clones so I would not have to risk my implants. It took me a few minutes to train the skill, but it literally took me months to be able to use a jump clone.

That first step should be as early as possible. It should not be perceived as risking months of future advantage - just what you have right now. Don't fly what you cannot afford to lose applies at all times. All the other tools are in place after two years of ship balancing to make Eve more fun from day one. We have effective T1 ships of all classes and races, we have tiericide for ships and modules, we cannot lose SP for forgetting to update a clone. Now just get rid of the learning implants. Once you do that, a newbie has no reason not to poke his nose in all over New Eden. Some still won't, but those who do are more likely to stick around.

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

McChicken Combo HalfMayo
The Happy Meal
#89 - 2014-12-14 05:31:53 UTC  |  Edited by: McChicken Combo HalfMayo
I'm with FT and I'll add one exception.

Right now we do have SP boosters, they are called Cerebral something-something. They come in a few varieties and boost SP gains for new players only. I would suggest balancing and expanding this, so players up to maybe 6 months in age can enjoy a fairly robust boost to SP/hour.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

FT Diomedes
The Graduates
#90 - 2014-12-14 05:45:50 UTC
McChicken Combo HalfMayo wrote:
I'm with FT and I'll add one exception.

Right now we do have SP boosters, they are called Cerebral something-something. They come in a few varieties and boost SP gains for new players only. I would suggest balancing and expanding this, so players up to maybe 6 months in age can enjoy a fairly robust boost to SP/hour.


They will still benefit my alt just as much if not more than a new player. Flat rate for all characters.

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

Aiyshimin
Shiva Furnace
#91 - 2014-12-14 07:10:45 UTC
Joe Risalo wrote:

Yes, because low SP gets you recruited to new corps all the time......
And everyone love a player who can't even fit a t1 frigate without running out of PG/CPU.

The skills you have trained has everything to do with "winning" in Eve, as "winning" is based on personal goals you set.
Those goals typically require SP, so SP has literally EVERYTHING to do with winning.

Take your trollery elsewhere.


SP doesn't get you recruited either, your track record and experience do.

It doesn't have anything to do with winning. Take your trollery elsewhere.





Nevyn Auscent
Broke Sauce
#92 - 2014-12-14 07:27:12 UTC
McChicken Combo HalfMayo wrote:
I'm with FT and I'll add one exception.

Right now we do have SP boosters, they are called Cerebral something-something. They come in a few varieties and boost SP gains for new players only. I would suggest balancing and expanding this, so players up to maybe 6 months in age can enjoy a fairly robust boost to SP/hour.

6 months is vastly too much.

If you actually look at those Boosters, they come from an account which is bought paid from day 1. With no trial period. So the Booster is actually only making up for the free training available during a trial period.
Not giving accelerated training beyond that.

So they are only intended to even out the SP gained for the same subscription length vs those that start with a trial and those that buy a prepaid account through a promotion. Which.... if you think about it is yet another argument AGAINST SP implants since it shows a precedent that the same subscription length should be the same SP.
Bullet Therapist
Caldari Provisions
Caldari State
#93 - 2014-12-14 09:14:15 UTC  |  Edited by: Bullet Therapist
Mharius Skjem wrote:
I'd have to say no.


Eve was better back in the day when there was learning skills, and you had to study an item to work out how to use it best (Coldgas Arc Jet Thrusters etc).

Hell, Eve was better last week when the clone grades were still here...


The game has been improved by light-years since those days. Removing learning skills was one of the best things that has ever happened to this game, along with the abolishment clone upgrades for the very reason that CCP touted it as. For the life of me I can't understand why any player would say that such an arbitrary requirement for a player to make only one correct choice out of many possible wrong choices, one with potentially devastating consequences for their advancement, is a good thing for the game, particularly when it hurts new player proportionately more than old ones. EVE is brutal enough without them and their removal absolves a huge source of resentment among players and removes, even if its statistically small, a reason why players leave this game.

Remaps fall into the same category because for a given skill-path there's only one right choice to make. Characters will still be allowed to specialize or not if attributes are removed, but probably more importantly it will give new players the freedom to train without the knowledge that they've somehow screwed up their 'optimal' training attributes. People get into ships faster, build ships faster, and generate content faster; all of which happens while removing another unnecassary learning requirement.

The only other thing I'd like to see is learning implants completely removed from the game. Others here have expounded the same argument I'd make and they've made it well, so I won't say it again.
Aiyshimin
Shiva Furnace
#94 - 2014-12-14 09:18:40 UTC
It's not an unnecessary learning requirement, it's a major part of training your character. Planning your training and remaps is nice and has literally no drawbacks unless you are completely ********.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#95 - 2014-12-14 09:22:23 UTC
Bullet Therapist wrote:

Remaps fall into the same category because for a given skill-path there's only one right choice to make. Characters will still be allowed to specialize or not if attributes are removed, but probably more importantly it will give new players the freedom to train without the knowledge that they've somehow screwed up their 'optimal' training attributes. People get into ships faster, build ships faster, and generate content faster; all of which happens while removing another unnecassary learning requirement.


However, there isn't just one skill path and a players focus in the game can change over time.

in answer to FT's point I would ask just how often he would have undocked the titan clone anyway whilst it was training since he has had it sat in dock whilst preumably using another character more specialized in smaller ship classes. If someone sits a chracter in dock because of implants it is either because of FT's situation where it is training up for something or the player bought the wrong things and would only complain about something else stopping them from undocking instead.

It boils down to saying people are complaining that if they undock they are risking losing stuff that give them an advantage over other players, please give me that advantage without the risk.
Bullet Therapist
Caldari Provisions
Caldari State
#96 - 2014-12-14 09:24:25 UTC
Aiyshimin wrote:
It's not an unnecessary learning requirement, it's a major part of training your character. Planning your training and remaps is nice and has literally no drawbacks unless you are completely ********.



Or you don't know anything about the game.

Literally has no drawbacks unless... you're what? New to the game? Don't know what attributes do?

Clones weren't technically necessary, but that's a pretty big technicality when it comes down to the optimization of your gaming experience and doesn't constitute a real choice.
Bullet Therapist
Caldari Provisions
Caldari State
#97 - 2014-12-14 09:29:10 UTC
Corraidhin Farsaidh wrote:
Bullet Therapist wrote:

Remaps fall into the same category because for a given skill-path there's only one right choice to make. Characters will still be allowed to specialize or not if attributes are removed, but probably more importantly it will give new players the freedom to train without the knowledge that they've somehow screwed up their 'optimal' training attributes. People get into ships faster, build ships faster, and generate content faster; all of which happens while removing another unnecassary learning requirement.


However, there isn't just one skill path and a players focus in the game can change over time.

in answer to FT's point I would ask just how often he would have undocked the titan clone anyway whilst it was training since he has had it sat in dock whilst preumably using another character more specialized in smaller ship classes. If someone sits a chracter in dock because of implants it is either because of FT's situation where it is training up for something or the player bought the wrong things and would only complain about something else stopping them from undocking instead.

It boils down to saying people are complaining that if they undock they are risking losing stuff that give them an advantage over other players, please give me that advantage without the risk.


Honestly, I care less about learning implants and boosters than I do about the attribute system. I'd be happy to see it go, but it wouldn't bother me too much if it didn't.

Even then, I don't think that it would hurt the game at all to see the SP/hour rate at the maximum current rate. No implants, boosters, or attributes. Characters that are currently optimized get the same SP/hour and the average rate for all players increases.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#98 - 2014-12-14 09:53:34 UTC
Bullet Therapist wrote:
Corraidhin Farsaidh wrote:
Bullet Therapist wrote:

Remaps fall into the same category because for a given skill-path there's only one right choice to make. Characters will still be allowed to specialize or not if attributes are removed, but probably more importantly it will give new players the freedom to train without the knowledge that they've somehow screwed up their 'optimal' training attributes. People get into ships faster, build ships faster, and generate content faster; all of which happens while removing another unnecassary learning requirement.


However, there isn't just one skill path and a players focus in the game can change over time.

in answer to FT's point I would ask just how often he would have undocked the titan clone anyway whilst it was training since he has had it sat in dock whilst preumably using another character more specialized in smaller ship classes. If someone sits a chracter in dock because of implants it is either because of FT's situation where it is training up for something or the player bought the wrong things and would only complain about something else stopping them from undocking instead.

It boils down to saying people are complaining that if they undock they are risking losing stuff that give them an advantage over other players, please give me that advantage without the risk.


Honestly, I care less about learning implants and boosters than I do about the attribute system. I'd be happy to see it go, but it wouldn't bother me too much if it didn't.

Even then, I don't think that it would hurt the game at all to see the SP/hour rate at the maximum current rate. No implants, boosters, or attributes. Characters that are currently optimized get the same SP/hour and the average rate for all players increases.


Except that it removes another advantage that those less risk averse can have. Note that I do not see a pilot with +5s satbin dock as having an advantage. If the pilot never undocks it is just burning isk/RL currency whilst doing absolutely noyhing at all. That's a pretty big price to pay for training a level 5 skill 2 day faster than if you used +3s.
Aiyshimin
Shiva Furnace
#99 - 2014-12-14 10:25:08 UTC
Bullet Therapist wrote:
Aiyshimin wrote:
It's not an unnecessary learning requirement, it's a major part of training your character. Planning your training and remaps is nice and has literally no drawbacks unless you are completely ********.



Or you don't know anything about the game.

Literally has no drawbacks unless... you're what? New to the game? Don't know what attributes do?

Clones weren't technically necessary, but that's a pretty big technicality when it comes down to the optimization of your gaming experience and doesn't constitute a real choice.


How could anyone know something about a game without doing their homework? Attributes and (learning) implants are just another interesting aspect of the game.

Here's the tutorial about attributes:

Quote:
The speed of your skill training is determined by your attributes. Your current ones can be seen in the character sheet. Open it up now.

Attributes do not influence the chance of success when using skills, only how fast the skills that rely on them are trained. Therefore, high attributes are only beneficial if you are training skills that rely on those attributes. Planning ahead is paramount.

Select the attributes tab. There you can see a list of your current attributes. You should familiarize yourself with them, and what they affect.

Intelligence is the attribute that is primarily used for training in the Electronics, Engineering, Navigation, Mechanic and Science categories. Intelligence is the secondary attribute for a lot of Social and Industry skills as well.

Memory is primary for those that use their time to learn Industry, Corporation Management and Drone skills. Memory is also the secondary attribute to a great number of Engineering, Mechanic, Electronics and Trade skills.

Charisma is the primary attribute in speeding up the learning of many Leadership, Social and Trade skills. Also, skills that have to do with Corporation Management receive a secondary boost from Charisma.

Willpower is the primary attribute when it comes to the speed at which you learn many Trade, Leadership and Advanced Spaceship Command. But it is also a very important secondary attribute, as the Gunnery and Missile Launcher Operation skills and the bulk of the Spaceship Command skills rely partly on a character's Willpower.

Perception is the primary attribute when it comes to reducing training times for Gunnery, Missile Launcher Operation and the Spaceship Command skills and the secondary attribute for the Advanced Spaceship Command, most of the Drones and Navigation skills.

Please refer to the following EVElopedia articles for more information about attributes.




And about learning implants:

Quote:
An implant is a device that is surgically placed inside your head to enhance your abilities. They can help you with a host of actions but in this tutorial we will be focusing on implants that increase your attributes, thereby making you train skills faster.

Even the most basic implants require you to have the Cybernetics skill trained. Some require additional skills but the basic ones only require Cybernetics.

You have been given the skillbook for Cybernetics now and it is recommended that you train it right away, so you can use your newly acquired implant.

To use an implant, locate it in your items hangar or cargohold and right-click it to bring up the contextual menu. Then select plug in from the list of options.

When you remove an implant, it is immediately destroyed, making reselling implants impossible. Be sure that you want to use your implant at this exact time before plugging it in.

Please refer to the following EVElopedia article for more information about implants.


Now add Rookie Help, corp chat, Help chat, forums and Google to these basics and tell me that "knowing not what attributes do" isn't a player's own fault.

Aiyshimin
Shiva Furnace
#100 - 2014-12-14 10:28:32 UTC
Bullet Therapist wrote:

Honestly, I care less about learning implants and boosters than I do about the attribute system. I'd be happy to see it go, but it wouldn't bother me too much if it didn't.

Even then, I don't think that it would hurt the game at all to see the SP/hour rate at the maximum current rate. No implants, boosters, or attributes. Characters that are currently optimized get the same SP/hour and the average rate for all players increases.


When a new player comes to the game they often think that they can never catch up to older players, and this would be even more true if they had no control over their training speed.