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Skill Points remapping/buying™: Ideas, Discussion, and Proposals

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Author
Zimmer Jones
Aliastra
Gallente Federation
#41 - 2015-02-23 21:35:04 UTC  |  Edited by: Zimmer Jones
For my part it is a big, big no to purchasable sp and attribute/skill remaps, skilling into the fotm should still be either good planning, luck or a devoted skill que, otherwise it really is pay to win, and apart from time in, pilots would specialize into skill tree character clones. Might as well just have a fitting window for your skills.

Also, would you need to re- purchase skills after every skill remap? How could it work?

Tl;Dr no

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Erihn Sabrovich
#42 - 2015-02-23 22:08:11 UTC
The SP situation is two-folded.

- for beginners, the SP system is felt as unfair. They can do all that they want, they will never ever reach the SP potential of 5-6 year old accounts...
- for older players, they feel that giving a way to newer player to "catch up" a little will devaluate their characters, they see their SP advance as a privilege that would be degraded

So, there must be a balance between the ability to get new players AND KEEP THEM and not making the older one mass-leave...

IMHO, this completely rules out "one-sided" solutions like bonus SP when you begin (accelerated SP training for a limited time or other) and Pay to Win solutions (SP buying)





About the remaps
The ability to buy extra remaps for money (ISK, AUR or PLEX) should not be without constraints. Being able to remap "at will" would definitively ruin the implants and be of P2W nature...

Allowing to use money to remap once/year (giving 2 remaps/year) seem to be the maximum acceptable... it'd profit more to players who want to change their orientation or to beginners as when you advance in skill-tree training time increases.

Locking remaps for the 1-3 first months of an account (not character) could prevent new players to waste their first remap AND one remap bonus (to return to correct mapping) because they don't have a clue about the good working of the skills... (or, at least, a warning and confirmation request)





About in game activity having an impact on skill training
As some pointed, care must be taken to avoid exploits. but I think that it's possible... and making the reward SP-based and not percentage-based will help new players to get ready...

To make sense, bonus should only be given if the skill in training is related to the activity.

One possible suggestion is to limite gain to specific non-automatic events.

For example, when using guns, extra SP should only be given when a ship is destroyed. This would prevent the "infinite duel" situation. Normal SP gain is about 1SP/second. Giving 1 extra SP when killing a Frigate, 1.5 or 2 for a Destroyer, ... (more for T2) will be a very small bonus that would still reward active players.

Mining don't need specific safeguards as the asteroids deplete over time. Same for reprocessing, researching (takes time, consume datacores or BPO to research), producing (consume materials), ...

For armor/Shield, the same system as for guns could be used : the combat needs to be finished (either way, win or loss) to have the extra SP awarded.

For ships, you'd need to be flying in a corresponding ship and engaged in an activity that would bring the bonus.

Some sklills may also have no bonus (Corporation management for example), ...

The most important thing is that to have a skill increase, something MUST be "used", "depleted", ... a ship killed, an asteroid (or other) depleted, a site hacked, ...





About unlearning
Well, I'm in favor to the ability to unlearn skills... with no counter parts... You just forget about it... The only counterpart I'd find OK is returning the skillbook. SP definitively lost.

You'd need proper safeguards... to make sure you are not making a mistake (something like typing the "I AGREEE" or other in a box to confirm).

What use would it be ? mostly Roleplay I'd say... who would do it ? probably very few people...





Is rewarding activity unfair ?
When you play, you've several roadblocks, skillpoints is only one of them. The other one are your money (ISK) which is already P2W-like because of the PLEX and the corp/alliance you're in (POCO, POS, Moon material mining, availability of high-end ships like Titans, ...)

The most unfair is clearly the ISK/PLEX situation. If you've much (real) money to throw in the game, you can afford any ship that you want, any equipment,... and deadspace stuff is an obvious benefit that money can buy).

Having activity have a minor impact would indeed give an edge to players who play more... But traders who play more already earn more money on the market without leaving the station and noone complains about it or ask that BO/SO should be locked for 4h after a change...

Rewarding time spent ingame would be much less unfair that the current PLEX situation... and it would reward something that is good for the whole community (having more people online)...
Koniforous
Tauren Transit
#43 - 2015-02-23 23:13:00 UTC
I think the idea of being able to use a plex to remap skills is a wonderful idea. It would add a great deal of income from plex for ccp and that means more money to spend on developing eve. Any use of plex that both destroys the plex and does not add game time to an account is a good thing for eve online for the reason just stated.

I would love to see mining alliances issue all of their miners a plex when wardecced so the pilots could remap their skills into pvp and combat for the duration of the war.

Its also great because this is one of the few games that is time based leveling. I'll never get those days spent training mining skills back, and I don't use mining on this character at all, so its a complete waste and that makes me look poorly at ccp, thinking to myself "why are they punishing me for being new to the game and not fully understanding the skill point system? I really wish they would offer some sort of sorry noob here you go redo feature."

As far as pay to win goes, if we use plex as the medium for skill point remapping, there is no pay to win since plex can be purchased with isk or cash, and it would only allow for remapping of skill points already earned through time based leveling.

I am l, however, fully against buying skill points that were not personally earned through time based leveling. This type of feature will destroy eve online, just like it did to knights of the lame republic.

+1 for using plex to remap personally earned skill points

-1 for selling unearned skill points through the use of any medium, ingame item or cash.
Hopelesshobo
Hoboland
#44 - 2015-02-24 01:21:59 UTC
The only thing I would like to see changed in relation to SP remapping is being able to bank your annual neural remaps that you get once a year, so that you are not really losing out on a remap if you have a 13 month skill plan followed by an 11 month.

Lowering the average to make you look better since 2012.

Lugh Crow-Slave
#45 - 2015-02-24 03:08:18 UTC
Oscae wrote:
Hey look Ma I made it to the top of a thread!

In other news, I personally think that this would be a godsend, as I have a habit of not making alts, so my one character now has really poor industry skills and just random other junk that I wish I hadn't trained cause now I'm never going to use them.

I think it should be quite costly however, but also proportionate to the ammount of SP wishing to be reallocated, a 6month toon shouldn't have to pay half a billion to remap 2mil SP and a 10 year vet shouldn't be able to remap 100mil SP for the same price.

There is a closed thread just below called PLEX for SP boosting, though instead of boosting how about remapping? I think this could work, you could redeem plex into SP tokens of differing values etc. 1, 5, 10mil SP remaps, have them market tradeable and such, just a thought

Lastly I appreciate the creation of these centralised threads, hopefully we'll see something good come from them

Oscae


Your right in to days world why should i have to work for something if i have money
Debora Tsung
Perkone
Caldari State
#46 - 2015-02-24 07:22:50 UTC
PREDATORoPL GALP wrote:
NO for PAY to play ( or win )

I don't get it, the entire subscription model of eve is pay to play... Straight

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Diemos Hiaraki
Septentrion
#47 - 2015-02-24 13:52:29 UTC
Learning implants I view as a barrier to gameplay (mainly because of their cost) and remapping isn't good either since it locks folks into training optimally (which in of itself feels like a punishment, not a reward.) I don't think that the pirate implants or hardwiring needs meddling with.

'My learning implants are keeping me from PvP' and 'I'm not training skill X while I'm mapped suboptimally' are not thoughts I'd want players to be thinking if I was a game designer. I think this issue is compounded by the high standings costs of getting jump clones especially for new players.

I think the solution is to seed BPOs for learning implants +2 to +5 - make them cheap and they aren't an issue (wouldn't be popular with mission runners though unless learning implant rewards are changed for missions.)

For remapping I'd prefer a skill to be added for players to train that remaps according to the skill being trained automatically.

I am flat out against any form of 'pay to skill up' because it makes the main benefit of subscribing rather worthless imo.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#48 - 2015-02-24 14:30:52 UTC
Diemos Hiaraki wrote:
...
'My learning implants are keeping me from PvP' and 'I'm not training skill X while I'm mapped suboptimally' are not thoughts I'd want players to be thinking if I was a game designer. I think this issue is compounded by the high standings costs of getting jump clones especially for new players.

...


Remove learning implants and those players will start moaoning that the cost of ships/ammo/PLEX/beanie hats/whatever is stopping them from PvP. I wouldn't be averse to jump clone changes though and hope this is part of the continuing clone rework
Diemos Hiaraki
Septentrion
#49 - 2015-02-24 14:55:47 UTC  |  Edited by: Diemos Hiaraki
Corraidhin Farsaidh wrote:
Diemos Hiaraki wrote:
...
'My learning implants are keeping me from PvP' and 'I'm not training skill X while I'm mapped suboptimally' are not thoughts I'd want players to be thinking if I was a game designer. I think this issue is compounded by the high standings costs of getting jump clones especially for new players.

...


Remove learning implants and those players will start moaoning that the cost of ships/ammo/PLEX/beanie hats/whatever is stopping them from PvP. I wouldn't be averse to jump clone changes though and hope this is part of the continuing clone rework


Those same players are the ones though who need to undock to earn the isk in the first place, and if they never undock they'll never get the isk. The point is we need players to undock and get involved and be empowered to use their clones. The cost of ships and pretty much everything else is in the hands of players - players can't justifiably moan about such things when the tools are there to be used even by the youngest of characters. While learning implants cannot be player made they'll remain a perceived barrier due to their high cost.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#50 - 2015-02-24 16:31:46 UTC
Diemos Hiaraki wrote:
Corraidhin Farsaidh wrote:
Diemos Hiaraki wrote:
...
'My learning implants are keeping me from PvP' and 'I'm not training skill X while I'm mapped suboptimally' are not thoughts I'd want players to be thinking if I was a game designer. I think this issue is compounded by the high standings costs of getting jump clones especially for new players.

...


Remove learning implants and those players will start moaoning that the cost of ships/ammo/PLEX/beanie hats/whatever is stopping them from PvP. I wouldn't be averse to jump clone changes though and hope this is part of the continuing clone rework


Those same players are the ones though who need to undock to earn the isk in the first place, and if they never undock they'll never get the isk. The point is we need players to undock and get involved and be empowered to use their clones. The cost of ships and pretty much everything else is in the hands of players - players can't justifiably moan about such things when the tools are there to be used even by the youngest of characters. While learning implants cannot be player made they'll remain a perceived barrier due to their high cost.


So don't buy the expensive ones until you can afford them, same as anything else in eve. The training time difference between +3's and +5's on new player skills (those with low multipliers) is minimal so a new player shouldn't even consider the expensive sets, or should learn to not lose their pod in hisec/losec

If they are in a null alliance someone there should be explaining thingas like this to the new player.
Syn Shi
School of Applied Knowledge
Caldari State
#51 - 2015-02-24 17:56:02 UTC
Diemos Hiaraki wrote:
Learning implants I view as a barrier to gameplay (mainly because of their cost) and remapping isn't good either since it locks folks into training optimally (which in of itself feels like a punishment, not a reward.) I don't think that the pirate implants or hardwiring needs meddling with.

'My learning implants are keeping me from PvP' and 'I'm not training skill X while I'm mapped suboptimally' are not thoughts I'd want players to be thinking if I was a game designer. I think this issue is compounded by the high standings costs of getting jump clones especially for new players.

I think the solution is to seed BPOs for learning implants +2 to +5 - make them cheap and they aren't an issue (wouldn't be popular with mission runners though unless learning implant rewards are changed for missions.)

For remapping I'd prefer a skill to be added for players to train that remaps according to the skill being trained automatically.

I am flat out against any form of 'pay to skill up' because it makes the main benefit of subscribing rather worthless imo.



'My learning implants are keeping me from PvP'

Sorry, but the above is just wrong. You are making the choice to avoid pvp because you are afraid to get podded and lose your implants.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#52 - 2015-02-24 18:58:03 UTC  |  Edited by: Bronson Hughes
EDIT: Upon further consideration, I have realized that my proposal would inadvertently render attributes and attribute remaps effectively irrelevant.

Bronson Hughes wrote:
Case in point: leadership skills. Nobody likes training them because you have to set your primary attribute as Charisma to learn them at max speed, which means you end up spending a good chunk of a year training other skills at sub-optimal speeds unless you have a bonus remap. But with skill remaps, you can keep your attributes set to whatever you want, so long as you're training to your peak attributes, and then just remap the skills into leadership later. Poof, no attribute remap necessary.

So, if CCP were to implement skill point remaps, it seems that they'd have to couple it with doing away with the attribute system entirely. That seems like an awfully sweeping change, especially when you consider the implant market.

In order to fix that, remaps would have to be restricted to moving skill points between skills of the same attribute distribution, and that seems ungodly complicated for the limited benefit. I will leave my post below for reference and discussion, but I no longer support it in its current form.



Currently, players can remap their attributes on a yearly basis, with new players given a set number of "bonus remaps". There are limits to how much you can remap (i.e. caps on attributes) so you can't completely specialize in one area at the expense of all others. You cannot buy remaps with PLEX or ISK, and if you decide the day after your remap that you don't like your decision, you're stuck with it until another remap becomes available.

I would be okay with implementing a similar system for skill points, but only with the same kinds of limitations. Here's how I think it should work:

1. One skill point remap per year, with new players getting a set number of "bonus remaps".

2. No mechanic to purchase additional skill point remaps with PLEX or ISK. I think we all agree that "Pay to Win" on this level is bad.

3. Skill point remaps are permanent until your next one. No "undo" button. You have to live with the consequences, just like attribute remaps.

4. Any re-allocated skill points must go into a skill that you already have injected. For example, if you wanted to remap skill points into Defensive Subsystem Engineering, but didn't have it injected and didn't have Nanite Engineering at IV yet, you couldn't do that on a single remap; you'd have to train Nanite Engineering up and inject the skill first. This would prevent players from producing new skill point distributions that are too radically different than what they have now.

5. You could not reallocate any points out of prerequisites for skills that you currently have. Using Defensive Subsystem Engineering again, you could not reduce Nanite Engineering below IV as long as you have any points in Defensive Subsystem Engineering. This would prevent players from forming "empty shell" skills, where you have the skills maxed out, but all of the prerequisites at zero.

6. There would have to be limits on how much you could remap in terms of skill points. Just like you can't remap your attributes to give yourself 40 base Perception, you shouldn't be allowed to entirely re-write your character's skill history with the push of a button. I'm picking a number out of a hat here, but I think a 10% limit per remap seems appropriate. So, for example, I currently have ~69 million skill points, so I would be limited to 6.9 million skill points per remap. This would also prevent players from too radically altering their skill point distributions.



Why is any of this a good idea?

A. It gives players, especially newer players, some degree of flexibility to try new things, while limiting the ability of older players to completely re-invent themselves.

B. It doesn't grant players willing to throw PLEX or ISK at the game any more advantage than players who aren't.

C. It allows older players the opportunity to adapt to changes that CCP makes to skills over time (Anchoring V anyone?) that are still useful, but not as useful as they once were.

D. It still imposes consequences for player choices, but it wouldn't force players to be permanently stuck with skill points that they may never use again.



Thoughts?


EDIT: Blerg. Typos.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Diemos Hiaraki
Septentrion
#53 - 2015-02-24 19:17:50 UTC
Corraidhin Farsaidh wrote:
Diemos Hiaraki wrote:
Corraidhin Farsaidh wrote:
Diemos Hiaraki wrote:
sinp
snip

snip


So don't buy the expensive ones until you can afford them, same as anything else in eve. The training time difference between +3's and +5's on new player skills (those with low multipliers) is minimal so a new player shouldn't even consider the expensive sets, or should learn to not lose their pod in hisec/losec

If they are in a null alliance someone there should be explaining thingas like this to the new player.


I think CCP have identified a problem with implants that keeping things as they are now won't fix, and digging your heels in isn't helping solve that problem. Unfortunately I'm trying to second guess what the actual problem is and I could be totally wrong with my assumption no matter how far back I try to stand to 'get the big picture.' I actually expect attributes and learning implants to be removed altogether (in order to have a headful of combat hardwirings) with boosters for learning instead (giving a buff to null/wh as part of the sov rework.) My proposal above is basically a halfway house, despite what I expect to happen.

As such I'm not sure what your angle is on keeping things the same as they are now though. Keeping low skilled characters in +3s or whatever just because they can't afford better implants just makes the skillpoint gap bigger between themselves and vets; that may only be a player perceived problem but it's a problem nontheless. I can see arguments to keeping slaves and hardwiring as they are, but learning implants - they don't provide enough to be worth the current costs for players of any age imo and due to their high costs can give players an excuse to be risk averse.

@ Syn Shi - Note this thread title - it's where I got the scenario.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#54 - 2015-02-24 21:19:12 UTC  |  Edited by: Corraidhin Farsaidh
Diemos Hiaraki wrote:
Corraidhin Farsaidh wrote:
Diemos Hiaraki wrote:
Corraidhin Farsaidh wrote:
Diemos Hiaraki wrote:
sinp
snip

snip


So don't buy the expensive ones until you can afford them, same as anything else in eve. The training time difference between +3's and +5's on new player skills (those with low multipliers) is minimal so a new player shouldn't even consider the expensive sets, or should learn to not lose their pod in hisec/losec

If they are in a null alliance someone there should be explaining thingas like this to the new player.


I think CCP have identified a problem with implants that keeping things as they are now won't fix, and digging your heels in isn't helping solve that problem. Unfortunately I'm trying to second guess what the actual problem is and I could be totally wrong with my assumption no matter how far back I try to stand to 'get the big picture.' I actually expect attributes and learning implants to be removed altogether (in order to have a headful of combat hardwirings) with boosters for learning instead (giving a buff to null/wh as part of the sov rework.) My proposal above is basically a halfway house, despite what I expect to happen.

As such I'm not sure what your angle is on keeping things the same as they are now though. Keeping low skilled characters in +3s or whatever just because they can't afford better implants just makes the skillpoint gap bigger between themselves and vets; that may only be a player perceived problem but it's a problem nontheless. I can see arguments to keeping slaves and hardwiring as they are, but learning implants - they don't provide enough to be worth the current costs for players of any age imo and due to their high costs can give players an excuse to be risk averse.

@ Syn Shi - Note this thread title - it's where I got the scenario.


And there is the problem...there is no such thing as a skillpoint gap in the end. You can only train a specific set of skills to level V to max out any hull, weapon system or career path. Everybody can get to the same level depending on their focus they just do it a bit faster or slower depending upon the implants they are willing to risk for the reward of slightly faster training.

The idea of somehow catching up to older players in SP is a fallacy. Firstly you never need to and secondly why should you? Someone with a 10 year older character should always have a lead in total SP as they've been here longer. It is their reward for loyalty. Ultimately however they will have the exact same maximum applicable skills in frigates for instance as a 1 year old player who purely focused on small ship combat skills.

That is why I advocate keeping the current system. It is player perceptions and attitudes that are off kilter, not the system.

The current system cannot be gamed.
The current system rewards risking high cost implants with marginally faster training.
The current system always allows any player to catch up to another player ultimately in any applicable sub-set of skills.
Solhild
Doomheim
#55 - 2015-02-24 21:42:15 UTC
Not a fan of paying to remap, or Plex to add 'extra' skill points etc. I'm fine with plex giving a month's worth of skills and a month of pilot time, to be allocated to skills at the players discretion. Players playing by plex are paying more than a sub but would have the benefit of applying skill points and injecting all skills at the start of the month. No additional skills would be allowed to be injected until the following month.

I'd like to get rid of attributes/remapping and learning implants completely but would love to see much more gameplay around hardwiring implants being used in game.

I accept that everyone would skill at the same rate. Just remove all existing learning implants and replace with a generic boost that would be useful in space, e.g. Allow player to redeem a choice of alternative implants that could reduce sig radius, improve tracking, etc. alternatively, select a novelty item like a red coloured pod or corp logo applied to ship.
Please make implants swappable as with ship modules and allow a chance of drop on pod death, or introduce a process to salvage a corpse.

As far as reallocating skill points, I'm ok with this based on some constraints:
- all points must stay with the same character and can't be moved to another one, not even on the same account.
- a limited reallocation should apply, for example, 10% of char skill points can be collected from unwanted skills once every year.
- players can choose to reapply skill points at their leisure and could collect multiple years of skill points to reallocate. In theory a player could wait ten years and be able to reallocate 100% of skill points (not prerequisite skills to any plugged in, see next point).
- skills that are emptied are still listed as injected and prerequisites of other skills can't be deleted.

Thanks for reading.

Syn Shi
School of Applied Knowledge
Caldari State
#56 - 2015-02-24 23:32:11 UTC
Diemos Hiaraki wrote:
Corraidhin Farsaidh wrote:
Diemos Hiaraki wrote:
Corraidhin Farsaidh wrote:
Diemos Hiaraki wrote:
sinp
snip

snip


So don't buy the expensive ones until you can afford them, same as anything else in eve. The training time difference between +3's and +5's on new player skills (those with low multipliers) is minimal so a new player shouldn't even consider the expensive sets, or should learn to not lose their pod in hisec/losec

If they are in a null alliance someone there should be explaining thingas like this to the new player.


I think CCP have identified a problem with implants that keeping things as they are now won't fix, and digging your heels in isn't helping solve that problem. Unfortunately I'm trying to second guess what the actual problem is and I could be totally wrong with my assumption no matter how far back I try to stand to 'get the big picture.' I actually expect attributes and learning implants to be removed altogether (in order to have a headful of combat hardwirings) with boosters for learning instead (giving a buff to null/wh as part of the sov rework.) My proposal above is basically a halfway house, despite what I expect to happen.

As such I'm not sure what your angle is on keeping things the same as they are now though. Keeping low skilled characters in +3s or whatever just because they can't afford better implants just makes the skillpoint gap bigger between themselves and vets; that may only be a player perceived problem but it's a problem nontheless. I can see arguments to keeping slaves and hardwiring as they are, but learning implants - they don't provide enough to be worth the current costs for players of any age imo and due to their high costs can give players an excuse to be risk averse.

@ Syn Shi - Note this thread title - it's where I got the scenario.




Again, the choice of words.

You - "I think CCP have identified a problem..."

The first sentence of this thread
"As some of the more veteran members of the forums may be aware, the topic of SP remapping and/or buying is a very common one"

The only problem I see is the risk averse trying to create an issue and constantly making posts.
Aureus Ahishatsu
Deadspace Knights
#57 - 2015-02-25 16:51:04 UTC
Diemos Hiaraki wrote:
Learning implants I view as a barrier to gameplay (mainly because of their cost) and remapping isn't good either since it locks folks into training optimally (which in of itself feels like a punishment, not a reward.) I don't think that the pirate implants or hardwiring needs meddling with.

'My learning implants are keeping me from PvP' and 'I'm not training skill X while I'm mapped suboptimally' are not thoughts I'd want players to be thinking if I was a game designer. I think this issue is compounded by the high standings costs of getting jump clones especially for new players.


I agree there are hindrances but some of those I personally feel should be there. The remapping in particular is a problem which I think should be removed. I'm ok with the implants for now but feel there should be more difference between the 4 and the 5 (to cut down on the payoff time). Without copying too much i'll reference the Idea I had come up with before.

I recommend the following changes.
-double the effect of all implants (2,4,6,8,10)
-use standard implants as the base to shape everything around after removing remaps

The end effect would be as follows assuming max mapping for a skill
-improved implants users would see a slight reduction to train time reducing the payoff for cybernetics V to about half a year
-standard implants users would see zero change
-basic through limited implant users would see a slight increase in training time however that is only IF CURRENTLY MAPPED PERFECTLY FOR SKILL. If you are not mapped perfectly you would still increase since the base rates would be raised from the current 17 to 23.

The end result would look like this (per attribute)

improved - 33
standard - 31
basic - 29
limited beta - 27
limited - 25
none - 23
Gregor Parud
Imperial Academy
#58 - 2015-02-25 20:08:01 UTC
This is actually being discussed? Really?


Pathetic.
Orlacc
#59 - 2015-02-25 20:34:39 UTC
If funds are needed that badly just close the thing down.......

"Actions have consequences" is the main thrust of EVE. Without that.....pfft.

"Measure Twice, Cut Once."

Diemos Hiaraki
Septentrion
#60 - 2015-02-25 20:40:20 UTC
Corraidhin Farsaidh wrote:
[
And there is the problem...there is no such thing as a skillpoint gap in the end. You can only train a specific set of skills to level V to max out any hull, weapon system or career path. Everybody can get to the same level depending on their focus they just do it a bit faster or slower depending upon the implants they are willing to risk for the reward of slightly faster training.

The idea of somehow catching up to older players in SP is a fallacy. Firstly you never need to and secondly why should you? Someone with a 10 year older character should always have a lead in total SP as they've been here longer. It is their reward for loyalty. Ultimately however they will have the exact same maximum applicable skills in frigates for instance as a 1 year old player who purely focused on small ship combat skills.

That is why I advocate keeping the current system. It is player perceptions and attitudes that are off kilter, not the system.

The current system cannot be gamed.
The current system rewards risking high cost implants with marginally faster training.
The current system always allows any player to catch up to another player ultimately in any applicable sub-set of skills.


I do agree that attitudes are off kilter in a great many areas not just this one, but I do disagree that perceived issues or actual issues are things to be ignored while CCP aren't doing great financially.

If clone costs were still a thing I'd agree with you on your other points, however vets have good reason to undock now clone costs are gone, but young and those who think they really need a boost to skillpoint gain are crippled with costs not proportionate for those gains. The vet who is already skilled is empowered, and in many cases can fit a decent sized catalyst fleet for what they would have paid in clone costs per month. I refuse to accept that there's a risk vs reward thing going on here when vets can pretty much do what they want for no cost while a new player looks at ISIS and sees mastery of a rookie ship taking 602-785 days, thinks 'cybernetics is a thing,' then stays docked up playing skillpoints online for a high cost and then gets bored and quits. It's simply bad business from my perspective.

We aren't going to agree so I'll leave it here. Thanks for making your points politely even though we are opposed - I really appreciate it.