These forums have been archived and are now read-only.

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

Assembly Hall

 
  • Topic is locked indefinitely.
 

[Proposal] Get rid of learning implants.

Author
Cearain
Plus 10 NV
#421 - 2012-02-07 22:55:31 UTC
Skex Relbore wrote:

Implants are a significant isk sink.. got any actual cites on that?

Because the reality is....


The reality is in the market order histories. You can see for yourself. Someone posted data earlier in this thread too. It was just ignored.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Disdaine
#422 - 2012-02-07 23:50:13 UTC
I propose free clones and module insurance as well.

Hell, why not just respawn a player in his ship at the nearest station upon death.

That'll be more friendly to new players, never a bad thing. All those week old players refusing to respond to a cta cause they're running incursions in +5's. Shame.
Andski
Science and Trade Institute
Caldari State
#423 - 2012-02-08 04:15:42 UTC
Disdaine wrote:
I propose free clones and module insurance as well.

Hell, why not just respawn a player in his ship at the nearest station upon death.

That'll be more friendly to new players, never a bad thing. All those week old players refusing to respond to a cta cause they're running incursions in +5's. Shame.


that's clearly a natural extension of this proposal, dumbass

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

RubyPorto
RubysRhymes
#424 - 2012-02-08 04:24:06 UTC
Andski wrote:
Disdaine wrote:
I propose free clones and module insurance as well.

Hell, why not just respawn a player in his ship at the nearest station upon death.

That'll be more friendly to new players, never a bad thing. All those week old players refusing to respond to a cta cause they're running incursions in +5's. Shame.


that's clearly a natural extension of this proposal, dumbass


Hey, he probably has a very large one, so if asses are anything like brains, it would be a very smart one.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Skex Relbore
Center for Advanced Studies
Gallente Federation
#425 - 2012-02-08 20:40:16 UTC  |  Edited by: Skex Relbore
Cearain wrote:
Skex Relbore wrote:

Implants are a significant isk sink.. got any actual cites on that?

Because the reality is....


The reality is in the market order histories. You can see for yourself. Someone posted data earlier in this thread too. It was just ignored.



I don't recall any data posted regarding this then again I only skimmed the last few pages. (Re-skimmed the whole damned thing and no actual citation of any sort to back up the claim)

Tell you what though, claiming that Implants are a significant part of the EVE economy (do you have any idea how big the EVE economy is ) is a positive claim and as such the burden of proof is on the person making the claim. So no i'm not going to go on a unicorn hunt trying to prove a negative. If you are going to make that argument you provide the evidence to back it up.

Otherwise I'm just going to assume you are going with ROMA data.
Arafelis Keikira
Perkone
Caldari State
#426 - 2012-02-09 15:16:44 UTC  |  Edited by: Arafelis Keikira
Speaking as a new player, I agree that losing +4/5s I can't afford to replace is a significant deterrent to hazardous behavior. Assuming the appropriate mentality is risk vs reward, the 'risk' weight jumps way up any time I consider anything remotely dangerous. Still, there seems to be an excessive amount of hyperbole present.

It is to everyone's benefit, especially serious PvPers, to encourage new and relatively unskilled players to enter the game, play actively, take risks, and ideally to accumulate possessions worth taking from them. A pool of sharks needs fresh fish. Conversely, EVE does not and is not intended to appeal to everyone. Catering to newbies just because they are newbies will not sustain or grow the population; it will at best temporarily boost it with, lacking a better term, "spoiled brats." They'll leave for the next game quickly whether or not their demands are met.

With that in mind, I think the question isn't "How can we protect newbies from risk?" (which I don't think the OP was asking anyway), but instead "How can we encourage newbies to take risks?"

Some people have suggested lowering the timer on jump clones. I actually support this, but as a skill that branches off Infomorph Psych III or IV. It actually *is* a risk-avoidance rather than risk-mitigation strategy, since at a short (hour or less) cooldown there is simply no reason to ever risk one's expensive implants. I support it because it makes jump clones more interesting, and would suggest a rank 3 to 5 skill with a 10% reduction per level. If we really wanted to make experienced players truly galaxy-hoppers, a second, rank 8 branching skill could be added that reduces cooldown by a flat two hours per level. I would strongly discourage this because it would look attractive to new players, creating another logical barrier to play. Still, it would be fascinating if some way around this could be developed.

Someone else suggested "learning boosters." I think this is fairly interesting; it could actually be turned into a fairly robust system, with the effectiveness of the booster decreasing the more total skill points the character has (so a sub-million SP character might get a +4 boost from a cheap booster, but a 20-mil one would need an expensive booster to have an effect). It would be an option if learning implants were simply dropped from the game without adding to characters' base attributes. Like all boosters, these would be lost on death, making this a risk-mitigation (since they would presumably be cheaper than implants currently are, especially for low-sp characters) rather than risk-avoidance strategy.

The OP's suggestion is actually fairly good, by my metric. If implant slots I-V were replaced with 'career implants,' they could provide an immediate boost to newbies (so they would still risk ISK on them), but would only be beneficial to players who were actively engaging in the game. In particular, I would find useful implants boosting:

  • mission rewards (perhaps one for each category - sec dist and mining)
  • mining yield (folded a bit in the above)
  • ship speed
  • cargo space
  • Trade skill effects
  • Tackling (an obvious choice for newbie implants, really)


That would leave me much more free to focus on training core skills.


Lastly is the idea of clone insurance. Allowing characters to insure their clones would encourage them to take more risks with those; even a relatively small upper limit on insurance packages, such as 15-35% of market value of implants, would dramatically encourage risk-taking since the perceived loss is much less (some compensation is infinitely more than no compensation). I think the best option would be a flat value per level of package, plus 15/20/25/30% of implants. The cost per package level would be dependent on how frequently the character has recently died, with a cap of 75% of the cost of the package's pay-out. The pay-outs should be calibrated such that dying and re-purchasing the appropriate level of medical clone is always a net loss.
Tekashi Kovacs
Golfclap Inc
#427 - 2012-02-09 16:55:20 UTC
I have better idea, make implants indestructible.

PROs
-implants cost goes down
-even more pvp
-Infomorph Psycholgy V makes sense
-less of unnecessary punishment
-pvp in full snakes for everyone, not just plex sellers
-etc
Surge Roth
The Scope
Gallente Federation
#428 - 2012-02-12 09:02:28 UTC
Terrible Idea. Only people with agendas would want to do this Roll
Dullmeyr Prodomo
Gnartz
#429 - 2012-02-12 14:57:09 UTC
Makes sense.

+1
Andski
Science and Trade Institute
Caldari State
#430 - 2012-02-12 17:18:43 UTC
Surge Roth wrote:
Terrible Idea. Only people with agendas would want to do this Roll


What agenda, if I may ask?

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Caldari Citizen 786478786
#431 - 2012-02-12 17:50:55 UTC  |  Edited by: Caldari Citizen 786478786
Andski wrote:

1) I don't personally care about losing implants. I can easily replace them and I routinely fly around with +4 sets (don't care to train Cybernetics V) - hell, people routinely fly around with combat implants. Aversion to loss isn't the point behind this thread. It's an issue that affects newbies with limited sources of income.
2) This isn't even about losing implants, it's about "Sorry guys I jumped back to my empire +5 clone so I can't play eve online with you" and "seriously what the hell is the point of learning implants"
3) Nullsec and wormhole residents are at a serious disadvantage over those in highsec (or even lowsec) who are virtually immune to losing pods if they are paying attention and fairly quick on the "warp out" button. You can comfortably do things in empire with your implants - nobody would say the same about nullsec.


Null and WH's have greater risk attached to them, and thus greater rewards. If you're not risk averse (I don't believe you are) and you're not ok with further nerfs to Null / WH incomes (I'm assuming you aren't), then how can you justify calling for something that would make Null/WH's less of a financial risk aka "safer"?

Which brings me to your second point, that the 24hr cooldown on clone jumping prevents people from playing the game. This part I agree with. The cooldown is too cumbersome, provides little in the way of emergent gameplay and "seriously what the hell is the point of a jump clone cooldown".

And to your third point... wait, I thought you said you weren't risk averse. Now I'm confused.

In summation, the solution to real "problem" is not to remove Learning implants and remove the inherent risk they add to Null and WH's, but to reduce the cooldown on clone jumping so that Nullbears can stop using that as an excuse not to show up for CTAs.
Andski
Science and Trade Institute
Caldari State
#432 - 2012-02-12 17:59:32 UTC  |  Edited by: Andski
The issue that I see with removing jump clone timers is that a large alliance like Goonswarm would be able to have its members place jump clones strategically and have at least one combat ship at each of those stations, allowing us to quickly form up wherever we want - that'd be overpowered.

I don't consider implant loss a "risk" in nullsec. It's a certainty - for example, I have two +3s and a couple of hardwirings plugged in. Their combined cost is less than 30-40m - I need the hardwirings for my Scimitar, and the +3s are nice for the long skill I'm training. If I get popped (and heh, A-name in a Scimitar, ask me about getting primaried) don't get podded, I'm probably self-destructing my pod to quickly reship and get back on a titan.

Removing bubbles or making cynojammers block covert cynos would make nullsec "safer." Taking away learning implants from the game would take away something that I personally view as a vestige of the days of learning skills.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Tyrion Struan
Sebiestor Tribe
Minmatar Republic
#433 - 2012-02-14 08:59:16 UTC
As a new player that has chosen not to spend my first 6 months or something training skills in highsec I think this is a good idea. Risk aversion it may be, but being new and having stepped into nullsec already put me at a disadvantage – with which I’m fine. (I’d have quite if I had to play in highsec.) But I would certainly do more pvp if the free set of 3+ I got wasn’t at risk. While isk making with a new char is doable in nullsec its still limited, and with the exception of PI dependent on the goodwill of higher sp characters. So unless you’re stupid a certain amount of risk aversion is forced on you. (Which luckily for me do not apply to loosing ships as the alliance provides these for free.)

The way implants enter the game currently also seem a bit opposed to the idea of eve. Most other things are player produced. I like the idea of making learning boosters much like combat boosters. They’ll then be produced by players. And drugs seem not too widely used, so this would boost a seemingly underused industry aspect of eve. If one wants to keep the link to the loyalty points to not deprive mission runners of a ready offset of points, make the necessary BPCs available from loyalty stores. There is also a whole range of possibilities here for different combinations, +3 booster for 7 days, +5 for 24h, etc.
Killer Gandry
The Concilium Enterprises
#434 - 2012-02-14 14:28:42 UTC
Bad idea.

I always have minimal +3's in. Have 2 clones, one with Perc and Will and other with Int and Mem. Depending on what I train I switch JC.

Goonies are always yapping howmuch ISk they have/make. If they can't afford to lose +3's this game isn't for them.

Just like the saying goes:
"Don't fly what you can't afford to lose"

Same applies for implants.

By heading null sec you also accepted the fact you will get into battle and run the risk to lose your implants. Now all of a sudden the Goons don't want to lose their precious implants anymore.
Andski
Science and Trade Institute
Caldari State
#435 - 2012-02-14 14:33:54 UTC
Goonies

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Cearain
Plus 10 NV
#436 - 2012-02-14 14:47:49 UTC
Skex Relbore wrote:
Cearain wrote:
Skex Relbore wrote:

Implants are a significant isk sink.. got any actual cites on that?

Because the reality is....


The reality is in the market order histories. You can see for yourself. Someone posted data earlier in this thread too. It was just ignored.



Tell you what though, claiming that Implants are a significant part of the EVE economy (do you have any idea how big the EVE economy is ) is a positive claim and as such the burden of proof is on the person making the claim. ...


That last quote is a positive claim that you are making. Do you have a proof that it is true, or is what you say self defeating?


Anyway, you can look up the historys of these items yourself. I did and there are allot of them sold for allot of isk.

Or you can refuse to see if what you say about "reality" is true, and continue to try to talk out of the wrong hole. Its your call.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Arafelis Keikira
Perkone
Caldari State
#437 - 2012-02-16 01:05:20 UTC
Caldari Citizen 786478786 wrote:
Null and WH's have greater risk attached to them, and thus greater rewards.


Hm. Such as? I admit I'm new to the game, but it very much seems that I can make considerably more isk by highsec missioning or mining veldspar than by taking a long flight out to nullsec and... well, losing ships. Of course, that's partly a function of low skill; I suppose as my sps rise and I become a more combat-capable pilot, I'll be able to look for a much more rewarding activity, carrying with it commensurately increased risk. It's a shame that Incursions don't spawn in high-sec.

Roll

Quote:
If you're not risk averse ...

In summation, the solution to real "problem" is not to remove Learning implants and remove the inherent risk they add to Null and WH's, but to reduce the cooldown on clone jumping so that Nullbears can stop using that as an excuse not to show up for CTAs.


I don't understand. If the cooldown on jump clones is nerfed that low, when will I ever risk my implants? It sounds like you're also saying you want to remove all risk of losing them.
Slaktoid
Perkone
Caldari State
#438 - 2012-02-16 05:30:40 UTC
Implants have never been a problem for me when it comes to PVP, but I see the point you're making in the thread and I support their removal. I think this could lead to more mayhem, and that's all that matters to me.
Destination SkillQueue
Doomheim
#439 - 2012-02-16 09:00:52 UTC
Arafelis Keikira wrote:
Speaking as a new player, I agree that losing +4/5s I can't afford to replace is a significant deterrent to hazardous behavior. Assuming the appropriate mentality is risk vs reward, the 'risk' weight jumps way up any time I consider anything remotely dangerous. Still, there seems to be an excessive amount of hyperbole present.

It is to everyone's benefit, especially serious PvPers, to encourage new and relatively unskilled players to enter the game, play actively, take risks, and ideally to accumulate possessions worth taking from them. A pool of sharks needs fresh fish. Conversely, EVE does not and is not intended to appeal to everyone. Catering to newbies just because they are newbies will not sustain or grow the population; it will at best temporarily boost it with, lacking a better term, "spoiled brats." They'll leave for the next game quickly whether or not their demands are met.

With that in mind, I think the question isn't "How can we protect newbies from risk?" (which I don't think the OP was asking anyway), but instead "How can we encourage newbies to take risks?"

Some people have suggested lowering the timer on jump clones. I actually support this, but as a skill that branches off Infomorph Psych III or IV. It actually *is* a risk-avoidance rather than risk-mitigation strategy, since at a short (hour or less) cooldown there is simply no reason to ever risk one's expensive implants. I support it because it makes jump clones more interesting, and would suggest a rank 3 to 5 skill with a 10% reduction per level. If we really wanted to make experienced players truly galaxy-hoppers, a second, rank 8 branching skill could be added that reduces cooldown by a flat two hours per level. I would strongly discourage this because it would look attractive to new players, creating another logical barrier to play. Still, it would be fascinating if some way around this could be developed.


The problem with that solution is, that reality doesn't work the way you think it works, it's noob unfriedly and doesn't solve the issues. Why noob unfriendly? Skill is seen by new players as mandatory before doing PvP, so it has to be trained if you want to PvP. You're putting up new barriers to get people to PvP, when your goal is to bring them down. It takes a little under a week at best case just to be of real use. That's a week of valuable training time thrown down a pointless time sink during a critical time in a new players career, when he is unsure if he wants to sub to the game and just wants to be able to train skills to fly more ships and pew pew.

Why is teleporting or galaxy hopping bad? Well it makes logistics and world travel increasingly pointless diminishing the dynamics of the game and it makes force projection easier. It's the one feature this game doesn't need more of and I'm opposed to any changes, that make teleporting around any more convenient or faster.

More importantly your solution doesn't address the actual issue and your objection to addressing it is misguided. You want to say it's risk avoidance instead of mititagtion and therefore it shouldn't be encouraged. that's just stupid, but I see what you're getting at. You're saying they would never risk those expensive implants when there is a high risk of losing them, so if given the option they would never fly them to PvP. You're right, which is why your idea sucks balls. THEY ARE NEVER GOING TO RISK THEM IN PVP. You either allow them to choose an acceptable risk level and go pew pew or they won't pew pew at all. If your solution doesn't allow them to change to a clone with less expensive implants, they aren't going to play. Either way those implants aren't going to be put at risk and you can't force this issue. All you have to and can decide is which system is better, a system where people wanting to PvP don't because you're preventing them to lower(manage) the risks they have take based on an arbitrary timer or a system where they have the same exact options to manage it, but without unnecessary timers to interfere and could PvP every time they wanted to.

My view is simply, that the limits to the teleportation needs to stay, but in all other cases the clone jump timer is a detriment to the gameplay and needs to go away. Also the more conveneint access people would have to jump clones the better. That is why I would prefer them to be some kind of market items, instead of hidden behind a standings grind barier.

Arafelis Keikira wrote:
Someone else suggested "learning boosters." I think this is fairly interesting; it could actually be turned into a fairly robust system, with the effectiveness of the booster decreasing the more total skill points the character has (so a sub-million SP character might get a +4 boost from a cheap booster, but a 20-mil one would need an expensive booster to have an effect). It would be an option if learning implants were simply dropped from the game without adding to characters' base attributes. Like all boosters, these would be lost on death, making this a risk-mitigation (since they would presumably be cheaper than implants currently are, especially for low-sp characters) rather than risk-avoidance strategy.


I'm not a fan of this idea. It just changes one mandatory thing for another and doesn't solve the same issue that pops up with hardwirings. Learning implants cost less on my clone than the hardwire implants I've got, so it doens't do anything for me. It just makes the system more annoying, since I've got to keep popping drugs constantly. So pointless busywork and ISK grind to keep up your training speeds and again doesn't really address the issue of expensive implant losses.
Destination SkillQueue
Doomheim
#440 - 2012-02-16 09:01:27 UTC
Arafelis Keikira wrote:
The OP's suggestion is actually fairly good, by my metric. If implant slots I-V were replaced with 'career implants,' they could provide an immediate boost to newbies (so they would still risk ISK on them), but would only be beneficial to players who were actively engaging in the game. In particular, I would find useful implants boosting:

  • mission rewards (perhaps one for each category - sec dist and mining)
  • mining yield (folded a bit in the above)
  • ship speed
  • cargo space
  • Trade skill effects
  • Tackling (an obvious choice for newbie implants, really)


That would leave me much more free to focus on training core skills.

And it doesn't address the issue with other slots, which can be much more expensive to lose. The fundamental point remains, if the cost of loss is too high for my wallet, I'm not taking the risk. It's the first rule in EVE: Don't risk what you can't afford to lose. It's a good rule in place for a good reason.

Replace learning implants with job implants is pointless. What does it change? You're going to need them to be competative, so every noob doing that profession will be encouraged to get them making them feel mandatory again, so everyone will get them. Leading to a situation where people don't want to go out and fight, because they don't want to risk their mandatory implants, that in most cases are useless in PvP anyway. Hello point where we started from, glad to see you again.

Arafelis Keikira wrote:
Lastly is the idea of clone insurance. Allowing characters to insure their clones would encourage them to take more risks with those; even a relatively small upper limit on insurance packages, such as 15-35% of market value of implants, would dramatically encourage risk-taking since the perceived loss is much less (some compensation is infinitely more than no compensation). I think the best option would be a flat value per level of package, plus 15/20/25/30% of implants. The cost per package level would be dependent on how frequently the character has recently died, with a cap of 75% of the cost of the package's pay-out. The pay-outs should be calibrated such that dying and re-purchasing the appropriate level of medical clone is always a net loss.


While this would get slightly more people to PvP it misses the point once again and introduces a massive ISK faucet to the game already suffering from too many of them. Insurance is a massive ISK faucet in this game. Implants don't cost nearly as much ISK, often non at all, as you would get from losing them. Their market prices can be counted in the hundreds of millions per implant, so losing your pod would turn from a minor ISK sink to a huge ISK fauset. And for what? Knocking of the top few bricks of the wall?

I can only answer this from my perspective, but I wouldn't be any more willing to risk my expensive clones in combat even with insurance. It simply doesn't cover the loss in any meaningful way and I wouldn't want it to try because of the ISK faucet it would cause. The simple fact remains, I'm the one who chooses what kind of risk I'm taking and that isn't going to change no matter what. Either you change the mechanic, so that I can easily do that when there is PvP action about or you accept the fact I'm not participating, if I'm in a non-PvP clone at the time. I would like to participate even during those times, but with how things are now, I can't afford to chance it and consequently won't chance it.