These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Rationalising the skill training & implants sytem

First post
Author
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#141 - 2014-12-15 12:31:03 UTC
Here's a way of looking at things:

EvE is about choice right?
The HS miner needs to make different choices than the HS mission runner, and the LS pirate may not want or need the same things as the person living in null or W-space.

If there is a choice that is in EVERYONE'S best interest, and EVERYONE from that miner to that pirate, to that wormholer takes, what purpose does it really serve? Wouldn't it be better to focus efforts on stuff that will make a meaningful difference, that choosing actually changes the path you take on your eve career and lets you do new, and different things?
Ab'del Abu
Atlantis Ascendant
#142 - 2014-12-15 13:18:45 UTC  |  Edited by: Ab'del Abu
Malcanis wrote:
Ab'del Abu wrote:
I like the booster idea because they give you a good reason to log in every other day or so.

However, I wouldn't add the limiting factor that they're lost at podding. Also I wouldn't introduce those learning implants for slot 7-9 for pretty much the same reason why you want to remove learning implants for the other slots: because it would risk adverse people a reason not to engage in pvp.


(1) It's risk averse, not adverse. Adverse is a different word, it means something different. Averse has the same root as avoid. If you are averse to something, you avoid it. Adverse means disadvantageous.

For example: Ab'del was a risk averse pilot: when he undocked and saw 27 pirates in Tornados camping the station, he realised that conditions were adverse for flying a low EHP mission Tengu, so he redocked.

(2) The boosters part of the proposal is specifically there so that players can choose to manage their level of risk. They can either use cheap boosters that will only last 72h anyway, so they're risking very little, or they can use expensive implants. Neither choice offers faster training speeds than the other. Each is useful for different conditions.


Thanks for your explanation on all things a(d)verse. You have amazing reaction times, I actually corrected that like 2 minutes after my initial post ... I always re-read them English not being my first language etc. :P

I see your point though with the implants, I just felt like getting rid of them completely.

Either way it would be good change.

What about the booster slots? I think most pvp pilots would be interested in using the learning booster alongside the other drugs ...
Daichi Yamato
Jabbersnarks and Wonderglass
#143 - 2014-12-15 20:20:26 UTC
afkalt wrote:
So naturally we said just use an empty clone, but as he (rightly imo) pointed out when you're still chasing 'core' skills followed by doctrines, taking chunks of time off there matters. It directly impeded his gameplay.



chunks?

be more specific...

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

afkalt
Republic Military School
Minmatar Republic
#144 - 2014-12-15 21:27:58 UTC  |  Edited by: afkalt
Daichi Yamato wrote:
afkalt wrote:
So naturally we said just use an empty clone, but as he (rightly imo) pointed out when you're still chasing 'core' skills followed by doctrines, taking chunks of time off there matters. It directly impeded his gameplay.



chunks?

be more specific...



So a random plan I had laying about is 64D 13H with a clean Clone

Gains with +1: 2D 20H
Gains with +2: 5D 2H
Gains with +3: 7D 21H
Gains with +4: 10D 2H

Stopping at +4 due to training time of cyber V



Those are...non-negligible time shaves off a mere 2 month plan, especially if those are skills in the "core" classes - engineering/electronics/weapons upgrades etc.

So like I say, when you're at the stage of training "nice to haves" and the essentials are behind you, who cares? But when you're not there yet, those times really do make a difference.

It makes enough of a difference I'm best served jumping DAILY to a learning clone even if I'll be back on the following day.


If that rate is projected over a year, those "free" clones suddenly look less "free".
Moac Tor
Cyber Core
Immediate Destruction
#145 - 2014-12-15 23:41:04 UTC
Malcanis wrote:
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..

I see the reasoning behind why you want to do this, but you are using a sledgehammer to crack a nut; these proposals would not be good for the game.

A simple solution; increase the supply of learning implants, and therefore drop the price of them. This would result in a full set of decent learning implants being easily affordable to everyone.

For example: +3s could be made the bare minimum at around 10 mil for a full set; +4s could be made viable to use in pvp at a cost for a full set of around 25 mil; and +5s could be made viable for more established players at a cost of around 75 mil for a full set.

This way no one feels a huge disincentive to stay in high sec like they do in a 500 million isk set of +5s as they do right now.

My feeling though is that CCP has their own plans though for the future of clones.
Shakira Akira
Sebiestor Tribe
Minmatar Republic
#146 - 2014-12-16 01:15:43 UTC
FT Diomedes wrote:


Character attributes reward deferred gratification and skill plans that are years long. Implants represent a long term investment with no immediate reward if they are lost. If you decided in the first few hours that Eve was the game for you, then you are in the minority. Most people will get bored with high sec content and quit long before they see any benefit from a lengthy skill plan or the learning implants people encourage them to use to catch up.



I really don't see how that is a problem.. I DON't have to respec.. I can always just distribute my attributes evenly and then mix and match whatever skills I want regardless what they're based on. Now if I decide to stick to a plan, and bunch all the skills into 1 lump sum, then I am rewarded with a faster training time if I respec. Kind of a cost benefit result. Once again, EVE is not a game of instant gratification. I don't know why people want to turn it into that.
Shakira Akira
Sebiestor Tribe
Minmatar Republic
#147 - 2014-12-16 01:17:30 UTC
Malcanis wrote:
Shakira Akira wrote:
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.





How does it reward poor skill training habits and punish good ones?


It does the exact opposite.. I have to pay attention to what my skills are based on so instead of just plugging in willy nilly skills, I have to follow the path I laid out for myself if I bothered to actually spec myself.



New players (or older players who are training out of hyper-specialised characters like station traders, inventors, etc) have to train a diverse set of skills, and they're forced to accept slower training speeds than characters who can train skills based on a single stat combo for a whole year.



They are not forced to do anything. They do get the advantage of plugging in a bunch of different type of skills irregardless what attribute those are based on. Cost Benefit reward.. If I respec, I'm stuck benefiting from training skills with those attributes, but am penalised with slower times on those that are outside those attributes.
FT Diomedes
The Graduates
#148 - 2014-12-16 01:41:32 UTC
Shakira Akira wrote:
FT Diomedes wrote:


Character attributes reward deferred gratification and skill plans that are years long. Implants represent a long term investment with no immediate reward if they are lost. If you decided in the first few hours that Eve was the game for you, then you are in the minority. Most people will get bored with high sec content and quit long before they see any benefit from a lengthy skill plan or the learning implants people encourage them to use to catch up.



I really don't see how that is a problem.. I DON't have to respec.. I can always just distribute my attributes evenly and then mix and match whatever skills I want regardless what they're based on. Now if I decide to stick to a plan, and bunch all the skills into 1 lump sum, then I am rewarded with a faster training time if I respec. Kind of a cost benefit result. Once again, EVE is not a game of instant gratification. I don't know why people want to turn it into that.


The new players still don't get instant gratification. They still have the carrot of "in two months you can fly this ship or do this 5% better." No one is suggesting they should be able to jump into a Titan two weeks after starting.

The current cost benefit result only maximizes training speed for a dedicated alt. Which benefits established players who have those alts and are already invested in Eve. It's a terrible model for someone just starting out.

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

Daichi Yamato
Jabbersnarks and Wonderglass
#149 - 2014-12-16 02:45:04 UTC
afkalt wrote:


Gains with +1: 2D 20H
Gains with +2: 5D 2H
Gains with +3: 7D 21H
Gains with +4: 10D 2H

Stopping at +4 due to training time of cyber V


So your new players feel forced to get into advanced ships as early as possible, even to the extent they dont PvP from time to time? You cant supply this guy with piles of +2's, explain to him that he'll train almost as fast as he would +4's, then tell him to go fly wreckless? You cant give him a dumbed down version of a doctrine fit or a different role? Maybe your corp is too strict on requirements for new bros.

If the difference of +2 to +4 is that important to him that hes sitting on the sidelines, that tells me he values SP/hour a little too much. Even for a new player.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Quintessen
The Scope
Gallente Federation
#150 - 2014-12-16 05:58:08 UTC  |  Edited by: Quintessen
Corraidhin Farsaidh wrote:
Quintessen wrote:

... quotes snipped ...

Because regressive systems historically have discouraged participation. And progressive systems tend to encourage participation. Power Grid, a German board game, has some great mechanics for catch up that make it also competitive. To maintain your advantage you need to stay vigilant the entire time. Regressive systems tend to encourage people to make a lot and then sit on their early advantage. Note that I am not making an argument for life, but for games. The perception that a system is regressive is all that it takes to make people not want to participate. I've played numerous games where the winner of a game could be determined at the mid-way point or earlier and the rest of the game was the slog to get to the final score-keeping.

Games should be enjoyable above all else. That enjoyment can come from the joy of learning a new skill or strategy. That enjoyment can come from small or large victories. That enjoyment can come from overcoming situations where you previously lost. But enjoyment is critical. The more regressive a skill system is the more likely players will quit believing that they're just slogging out the rest of the game, having already lost long ago.


TRhe key point to counter this is that in any given skillset all players can reach the same point in a reasonable time. There is no way at all that an old player can keep an indefinite edvantae over a newer player as for all hulls there are only a finite number of skills to max out that affect that hull. Learning implants are a choice to increase sp rate for an additional risk. In terms of reading up on it I learnt all i needed to know from the tutorials.

Peaopl say that implants are an iilusion of choice but I would argue against that. All players are at the same base level of sp accrual, if you wish to amend that you can change your attributes with a remap or buy the relevant implants. Ultimately you will reach the same end point attainable by every single player, just at the rate you choose to specialize too.

Keep stripping out the rpg elements from Eve and you will gradually remove the 'soul' of the game.


I think people forget the time frames we're talking about. The time, reasonable or not, varies greatly based on what you want to do. Not everyone does a straight shot for a titan. I still fly sub-caps. And not everyone is interested in having lots of alts to really take advantage of that kind of dedicated skill training. You shouldn't have to train for months to figure out if you even like something. But that's exactly what happened to me. I was actually really happy that CCP lowered the barrier to entry for T2 production even though it costs me. I was bored out of my mind in T1 production, but found my happy spot doing T2. It used to be that to be price competitive it took months of training and blueprint research. It still takes a lot, but you can figure out if you like something in under a month now. The time and cost of properly flying a T2 logi is pretty insane compared to what some people expect -- especially incursion runners.

Create an alt, create a plan to get to level IV mastery for an stealth bomber pilot. If it's greater than 3 months you've lost a lot of people. I remember I got my friend to play. He fell in love with the idea of being a Black Ops pilot and when I told him it would be more than a year for that he lost interest. Waiting a month or two to get what you want isn't being about instant gratification. Can we stop with the hyperbole on that front.
afkalt
Republic Military School
Minmatar Republic
#151 - 2014-12-16 07:57:08 UTC
Daichi Yamato wrote:
afkalt wrote:


Gains with +1: 2D 20H
Gains with +2: 5D 2H
Gains with +3: 7D 21H
Gains with +4: 10D 2H

Stopping at +4 due to training time of cyber V


So your new players feel forced to get into advanced ships as early as possible, even to the extent they dont PvP from time to time? You cant supply this guy with piles of +2's, explain to him that he'll train almost as fast as he would +4's, then tell him to go fly wreckless? You cant give him a dumbed down version of a doctrine fit or a different role? Maybe your corp is too strict on requirements for new bros.

If the difference of +2 to +4 is that important to him that hes sitting on the sidelines, that tells me he values SP/hour a little too much. Even for a new player.


Most of our guys don't like charity, it's a principle thing and whilst yes we could do this, it doesnt detract from the point - implants currently offer too much gain imo. And to be clear, it's not that they don't PvP - we only PvP, just that newbies feel the no/low grade implants a lot more than older players.

Some doctrines you can, some you can't. Irrespective, the hulls alone matter, the fitting skills and weapons matter. Say we have a minnie crusier doctrine but an amarr BS one. That's minnie/amarr frig, minnie/amarr cruiser, amarr BC, amarr BS. Small proj, medium proj, small laser, medium laser large laser, controlled bursts, prop mod skills, navigation, cap skills, armor skills, shield skills, tackle skills, drone skills (nav, dura, interfacing, small/med/sentry/heavy). And that's just from the top of my head and of course the fun part is that a skill plan in someone that young needs a fairly even attribute spread across 4 values meaning the oft taken approach of 2 implants in the primaries for people on more mature plans doesnt work well in this case.

I'm not even talking about putting these to big numbers, even getting them up to about 4 is going to take some months across the board. Months which implants will, as shown, take pretty large chunks from.

When you live in null in a fast tackle frigate, your life expectancy is exceptionally low to the point it is often stupid to even bother sticking in implants until you log for the day to last you until the next death. This is stupid and at odds with risk/reward. What reward do you get for using implants in null that is so much better than high/low sec? Because the risk is off the charts in comparison. It is literally pants on head dumb.


I'm sure there are people here who have forgotten their early days or were snowflakes of "screw it all, no implants, into null YOLO never hurt me, kids don't know they're born"....but let's not pretend they are the majority eh? The current system is poor, it rewards risk averse gameplay and does create pressure on newbies to a disproportionate degree - even if you feel it shouldn't the reality is that it does.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#152 - 2014-12-16 10:36:55 UTC
afkalt wrote:
[quote=Daichi Yamato]

Most of our guys don't like charity, it's a principle thing and whilst yes we could do this, it doesnt detract from the point - implants currently offer too much gain imo. And to be clear, it's not that they don't PvP - we only PvP, just that newbies feel the no/low grade implants a lot more than older players.

Some doctrines you can, some you can't. Irrespective, the hulls alone matter, the fitting skills and weapons matter. Say we have a minnie crusier doctrine but an amarr BS one. That's minnie/amarr frig, minnie/amarr cruiser, amarr BC, amarr BS. Small proj, medium proj, small laser, medium laser large laser, controlled bursts, prop mod skills, navigation, cap skills, armor skills, shield skills, tackle skills, drone skills (nav, dura, interfacing, small/med/sentry/heavy). And that's just from the top of my head and of course the fun part is that a skill plan in someone that young needs a fairly even attribute spread across 4 values meaning the oft taken approach of 2 implants in the primaries for people on more mature plans doesnt work well in this case.

I'm not even talking about putting these to big numbers, even getting them up to about 4 is going to take some months across the board. Months which implants will, as shown, take pretty large chunks from.

When you live in null in a fast tackle frigate, your life expectancy is exceptionally low to the point it is often stupid to even bother sticking in implants until you log for the day to last you until the next death. This is stupid and at odds with risk/reward. What reward do you get for using implants in null that is so much better than high/low sec? Because the risk is off the charts in comparison. It is literally pants on head dumb.


I'm sure there are people here who have forgotten their early days or were snowflakes of "screw it all, no implants, into null YOLO never hurt me, kids don't know they're born"....but let's not pretend they are the majority eh? The current system is poor, it rewards risk averse gameplay and does create pressure on newbies to a disproportionate degree - even if you feel it shouldn't the reality is that it does.


I still disagree, you are asking for a change to the system based on one use case of new pilots going straight into null. Most new pilots don't do this, hell most new pilots will never move to null as they don't like it! And I still don't believe that a new player will learn fully to use the skills they gain in the first two months at a rate that would make the maximum 10 days wait extra for them a major difference to their gameplay. They can learn to fly at lvl III and IV skills very quickly and fly faction ships for better utility if required by the corp. Making a change to a system just for the benefit of nullsec new players does not seem a very balanced idea to me.

As I said I would be happy for the cerebral booster to be made available to all new players (and already thought it was tbh). If they new player doesn't learn patience in that first month (or rather 35 days as it was when I joined so actually 5 weeks).
afkalt
Republic Military School
Minmatar Republic
#153 - 2014-12-16 11:26:54 UTC
No, that's simply part of it and showing why "use an empty clone" is not a good enough response.

Fundamentally the key part no-one has answered (afaik) is why the risk reward is utterly broken.

Why should the most dangerous areas of space, where one is most likely to lose things offer at best the same reward as the coddled high sec? Moreover the risk of loss is so damned high people actively choose to penalise their skill training. In no other aspect of the game is this tolerated - why should it be the case for this?

There's not even an opportunity for greater rewards in null/WH for using implants, it's JUST a sink waiting to happen.

Eve is all about appropriate risk vs reward - if someone can show me the appropriate reward for my risk I would get rolling in+5s in null compared to high sec then I shall concede the point.


If we're hell bent on keeping these things what would be a hell of a lot better is making them last 30/60/90 days at varying grades that survive through pod loss. Not the hardwires - those offer direct benefits, just the learning junk. Whilst this wouldnt address risk/reward fully - it would at least level it which would be an improvement as well as having the fringe benefit of stimulating the high/low sec market where people pretty much never lose pods barring stupidity/lag.
Aiyshimin
Shiva Furnace
#154 - 2014-12-16 11:54:33 UTC
Your idea or risk/reward is ********, there is nothing, nothing at all in the whole game that rewards you for being in place X compared to place Y.

Your idea about "penalizing their skill training" is equally ********. By the same logic you are penalizing your ISK making by doing anything else than trading, and therefore trading should be removed.












Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#155 - 2014-12-16 12:04:39 UTC
afkalt wrote:
No, that's simply part of it and showing why "use an empty clone" is not a good enough response.

Fundamentally the key part no-one has answered (afaik) is why the risk reward is utterly broken.

Why should the most dangerous areas of space, where one is most likely to lose things offer at best the same reward as the coddled high sec? Moreover the risk of loss is so damned high people actively choose to penalise their skill training. In no other aspect of the game is this tolerated - why should it be the case for this?

There's not even an opportunity for greater rewards in null/WH for using implants, it's JUST a sink waiting to happen.

Eve is all about appropriate risk vs reward - if someone can show me the appropriate reward for my risk I would get rolling in+5s in null compared to high sec then I shall concede the point.


If we're hell bent on keeping these things what would be a hell of a lot better is making them last 30/60/90 days at varying grades that survive through pod loss. Not the hardwires - those offer direct benefits, just the learning junk. Whilst this wouldnt address risk/reward fully - it would at least level it which would be an improvement as well as having the fringe benefit of stimulating the high/low sec market where people pretty much never lose pods barring stupidity/lag.


If a player chooses to go to nullsec they do so for very different reasons. There are greater rewards from null in PI, ratting, combat anoms etc etc. Many corps provide SRP so ship loss is irrelevant. The risk of implants is one accepted by choosing to fly in null and any player joining and going straight into null will either have a benefactor showing them the ropes and payrolling them or already knows the game I would think. Enhamcing the new player cerebral boost duration would probably help with the new player in null issue (as far as it is an issue) but then may well benefit older players running up alts more via Malcanis Law (ironic don't you think?).

If a player runs to null immediately they can't complain about the risks and downsides whilst expecting all the benefits. Slower training may be a consequence of such but so be it.
afkalt
Republic Military School
Minmatar Republic
#156 - 2014-12-16 12:23:55 UTC
@Aiyshimin: You have literally no idea what you're talking about. Zero. Go find me Gelidus in high sec.

@Corraidhin Farsaidh: Those things you mention are all balanced against income - they have nothing to do with skills. You say it yourself, the implant risk is accepted - what is the reward? Isk can be made anywhere, skills are a fixed duration and nothing but implants assist these. Greater isk potential does nothing to help skills. Riding in bubble space with serious implants is daft (some exceptions, cap ships etc), so why should they learn slower than captain carebearâ„¢?

Hell there's still no meaningful choice. High/low - use the best you can because you'll essentially never lose them. Null/WH - don't bother unless you've got more isk than Chribba or suck up slower training times like the peasants you are. It is not in any way a meaningful choice - and if it WAS, people wouldnt be having these debates and most of the null pods wouldn't be empty.

If pod loss was more consistent across the board - be that easier to die outside of bubbles or harder to die in bubbles (to the point there was something you could reasonably do about it), then those choices would become somewhat more meaningful.

Various ways to fix it, I guess when you crystallise it down, it comes down to the all or nothing odds of pod survivability in bubbles vs no bubbles - those are what screw up the risk. However bubble immunity on pods can't be allowed and they're hardly going to let them into empire so we're left addressing the reward side of that scale.


So what would be bad about boosters lasting $DAYS which carry over pod loss? That squares the risk/reward out, stimulates markets out of high/lowsec stagnation and ceases to penalise those who live in bubble space needlessly.
Serendipity Lost
Repo Industries
#157 - 2014-12-16 13:07:40 UTC
How many free SP do I get out of this? I 'suffered' with my attributes slanted to perception and will power for years before remaps. Not knowing that a remap ability would exist in the future, I trained up all my leadership skills at an abismally low rate. I also trained up all my I/M stuff (core support skills) and a very low rate (not abysmall, but very low).

Rough calculations of course, but I would demand around 20 - 25 mil SP that I lost because of not having remaps available and not being able to train at the new 2500 SP/hr rate that a new player will enjoy for his whole eve career. It's only fair that I can maintain my bitter vet SP lead and elite dominance over newer players.

If you make all the hard training choices I lived through worthless.... I want stuff.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#158 - 2014-12-16 13:24:16 UTC  |  Edited by: Corraidhin Farsaidh
afkalt wrote:
@Aiyshimin: You have literally no idea what you're talking about. Zero. Go find me Gelidus in high sec.

@Corraidhin Farsaidh: Those things you mention are all balanced against income - they have nothing to do with skills. You say it yourself, the implant risk is accepted - what is the reward? Isk can be made anywhere, skills are a fixed duration and nothing but implants assist these. Greater isk potential does nothing to help skills. Riding in bubble space with serious implants is daft (some exceptions, cap ships etc), so why should they learn slower than captain carebearâ„¢?

Hell there's still no meaningful choice. High/low - use the best you can because you'll essentially never lose them. Null/WH - don't bother unless you've got more isk than Chribba or suck up slower training times like the peasants you are. It is not in any way a meaningful choice - and if it WAS, people wouldnt be having these debates and most of the null pods wouldn't be empty.

If pod loss was more consistent across the board - be that easier to die outside of bubbles or harder to die in bubbles (to the point there was something you could reasonably do about it), then those choices would become somewhat more meaningful.

Various ways to fix it, I guess when you crystallise it down, it comes down to the all or nothing odds of pod survivability in bubbles vs no bubbles - those are what screw up the risk. However bubble immunity on pods can't be allowed and they're hardly going to let them into empire so we're left addressing the reward side of that scale.


So what would be bad about boosters lasting $DAYS which carry over pod loss? That squares the risk/reward out, stimulates markets out of high/lowsec stagnation and ceases to penalise those who live in bubble space needlessly.


It makes a refreshing change for a topic to give rise to sensible discussion for a change :D

I have been thinking over the idea of boosters providing learning bonuses too since this thread started. I'm wondering if a new range of learning/combat boosters providing up to +3 boosts would help newer players. Balance the cost of them at around the cost of the relevant learning implant after x months use and it could work. Implants would be better and cheaper long term if you don't get killed but boosters would be much better in lo/null/WH PvP. It would also create a market in booster production which could apply across all regions of space (with the usual spread across hi/lo/null/WH).

That could be a workable comprimise *if* it is deemed an issue (which I'm still not convinced about).
afkalt
Republic Military School
Minmatar Republic
#159 - 2014-12-16 14:06:42 UTC
Tbh I'd just flat out replace them. I think the timed obsolescence/shelf life would be good for the safer areas of space to keep things ticking over. Also if they are simply dropped into game directly in place of implants, they would increase the isk sink level in game due to LP fees (something people seem to like).

Just for clarity, I would leave hardwires alone though, they're different and I've no problem around their risk/reward. Well, less of a problem Smile
Serendipity Lost
Repo Industries
#160 - 2014-12-16 14:47:10 UTC
afkalt wrote:
@Aiyshimin: You have literally no idea what you're talking about. Zero. Go find me Gelidus in high sec.

@Corraidhin Farsaidh: Those things you mention are all balanced against income - they have nothing to do with skills. You say it yourself, the implant risk is accepted - what is the reward? Isk can be made anywhere, skills are a fixed duration and nothing but implants assist these. Greater isk potential does nothing to help skills. Riding in bubble space with serious implants is daft (some exceptions, cap ships etc), so why should they learn slower than captain carebearâ„¢?

Hell there's still no meaningful choice. High/low - use the best you can because you'll essentially never lose them. Null/WH - don't bother unless you've got more isk than Chribba or suck up slower training times like the peasants you are. It is not in any way a meaningful choice - and if it WAS, people wouldnt be having these debates and most of the null pods wouldn't be empty.

If pod loss was more consistent across the board - be that easier to die outside of bubbles or harder to die in bubbles (to the point there was something you could reasonably do about it), then those choices would become somewhat more meaningful.

Various ways to fix it, I guess when you crystallise it down, it comes down to the all or nothing odds of pod survivability in bubbles vs no bubbles - those are what screw up the risk. However bubble immunity on pods can't be allowed and they're hardly going to let them into empire so we're left addressing the reward side of that scale.


So what would be bad about boosters lasting $DAYS which carry over pod loss? That squares the risk/reward out, stimulates markets out of high/lowsec stagnation and ceases to penalise those who live in bubble space needlessly.


I think you have put some personal and IMO unreasonable value on stuff. NULL and WH income are supposed to exceed HS income. (Let's not get into the obomination that is HS incursion isk). So you're supposed to get the trade of better income potential for higher risk. One of the core base values of the game (I think) is that the game constantly forces you to make choices that matter. Dumbing down of SP and SP rates to "here it is for everyone" takes away those choices.

To remap now and max out those confessor skills, or to train I/M for a bit longer is a choice we all deal with. That kind of decision makes the game more real. If I can just train anything in any order w/ out making choices, then the game loses some value. Your characters SP accomplishments lose some value.

It's fair to say I've seen a large number of "Fix SP / training" threads over the years. There are 2 camps. Those that like that choices with real in game consequences have to be made and those that want more/easy/faster or whatever. I'm from the former camp. This game is about choices. All day every eve day... choices choices choices. I believe there is nothing wrong or unfair with a SP / training scheme that requires choices that reap short and long term gains and consequences.