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[Proposal] Get rid of learning implants.

Author
Andski
Science and Trade Institute
Caldari State
#101 - 2011-12-07 00:26:16 UTC
FloppieTheBanjoClown wrote:
Meh. I got podded the day before Crucible and lost three +4s. It's entirely possible to simply choose to accept the risk of losing those implants. Also, don't shove every implant in your head that will fit. Only buy what you need.

You might as well propose removing all expensive implants as well. Faction sets cost a lot of isk and no one wants to risk those in nullsec, so let's just drop them from the game to save you from jumping clones.


Newbies don't generally have the option to only plug in two implants based on what they're training, though.

Please read the OP instead of blindly extrapolating from the first two sentences.

Twitter: @EVEAndski

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

Esunisen
Les Tueurs de Killer
#102 - 2011-12-07 01:23:05 UTC
All skills lvl V for everyone. Problem solved.
Krios Ahzek
Royal Amarr Institute
Amarr Empire
#103 - 2011-12-07 02:24:14 UTC
Esunisen wrote:
All skills lvl V for everyone. Problem solved.


Also replace the game engine with twitch gameplay while you're at it

 Though All Men Do Despise Us

Esunisen
Les Tueurs de Killer
#104 - 2011-12-07 04:14:53 UTC
And a Hello Kitty Kestrel so i can mine Veldspar for ChribbaP
Evenus Battuta
#105 - 2011-12-07 06:31:08 UTC
1.Kill learning implants with proper compensation.

2.Make combat implants various enough, don't make them another "must" equipment.

3.Various other non-combat like social implants, as well as PI implants.
Evenus Battuta
#106 - 2011-12-07 06:45:02 UTC
If you are really going to remove learning implants, RECYCLE THEIR ICONS!

All combat implants with the same icon is a pain in the ass, use the icons of learning implants to make them more distinguishable like grouped by gunnery/navigation/shield/armor etc.
Andski
Science and Trade Institute
Caldari State
#107 - 2011-12-07 06:53:21 UTC
Evenus Battuta wrote:
1.Kill learning implants with proper compensation.


Attribute boosts aren't "proper compensation?"

Twitter: @EVEAndski

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

Obsidiana
Atrament Inc.
#108 - 2011-12-07 06:53:26 UTC
Andski wrote:
Newbies don't generally have the option to only plug in two implants based on what they're training, though.

Please read the OP instead of blindly extrapolating from the first two sentences.

I respectfully disagree. Two implants in particular would be very effective: perception and intelligence. I think CCP would agree with me as they are giving those implants out for free. While +3s may be too costly for a new player, +2s and +1s are not. A new player typically is not expected to have access to the entire game. That said, I suggested making current plants cheaper. Cost is the real issue.

As for the OP bullets:
Point 1 response: Cost is the real issue, thus lower them.
Point 2 response: See attribute boosters (illegal in highsec) above.
Point 3 response: We need the isk/LP sink while attribute boosters would have nothing to do with LP.
Point 4 response: Boosters could take them to +5 levels. I see nothing wrong with +5/6/7 pirate implants.

As for the summary, not to be condescending, but it only makes sense in the "we all want to train faster" or the "we want something for nothing" sense. I would like to see the reverse happen: more attribute augmenters added, and the potential for future attribute boosts (mutators, black cyber implants, or Jovian gene manipulation anyone?).

A Short History of +5 Implants

At one point +5s were out of the question, worth a billion isk each. Most had +3s or +2s; a few had +4s, but those were costly too. Since the LP store came into existence, the cost of +5s came down. Then the price point was in line with highsec availability, especially for mission runners who get them at a discount (and oh the angst against mission runners). Now we have a “haves and havenots” case whereas before the perception was that almost no one had them.

Attribute Boosters (cont.)

Nullsec “havenots” have the strongest argument, having risk but not ready access to implants (lowsec, you have L5 agents). I can relate; I had a hard time getting my +3s and spares out there. Attribute boosters would reverse the situation, making the “havenots” the “haves.” Implemented correctly, this addresses the problem of cost and availability. This also adds content to the game, an incentive to go to nullsec, and rewards the risk of nullsec (esp. if the boosters were +2/4/6 in power).

Again, not to be condescending, but the OP flattens the game.

Pushing the Envelope

I would like to see new elements of the game that increase learning rates. This has happened before. The second set of learning skills were warmly received initially. Lower implant prices put +5s in the hands of many happy players. Remaps thrilled those with poor attributes and good attributes alike. Giving away learning skill attributes and giving back skill points was met with huge support. While removing learning implants seems like the next step, I see it as a cap on learning speeds, not a boost. Faster training will make all players happy, but I think this is more about costs and “haves and havenots” more than anything else. Attribute boosters, mutators, better learning implants, and other ways to increase learning speeds periodically released are what I want to see added to the game.
Rina Asanari
CitadeI
#109 - 2011-12-07 07:00:16 UTC
Evenus Battuta wrote:
If you are really going to remove learning implants, RECYCLE THEIR ICONS!


As if learning implant would ever be removed... It's simple: If I fear losing the implants because I may get podded, I wouldn't undock, thus making no money. It's the same as with ships: If you don't want to risk it, why have it at all? But that's a personal choice everyone has to make for himself.
Evenus Battuta
#110 - 2011-12-07 07:14:49 UTC
Andski wrote:
Evenus Battuta wrote:
1.Kill learning implants with proper compensation.


Attribute boosts aren't "proper compensation?"


I mean compensation to those have them in hanger----you cannot just make their property vanish.

Boosters will also be 'bad' if they become a 'must' instead of 'optional'. that is to say, without side effect and everyone should use.
Cidwm
Doomheim
#111 - 2011-12-07 20:41:46 UTC
dear gods, the goons do have a swarm mentality o.O so far i havnt seen ne post made by you guys/with your participation that hasnt been flooded with repsonses from both TEST and Goonwaffe and there affiliates!

back on topic though:
I think implants are fine to be honest. If you dont want to foot the bill and the loss of the implants should you get podded, then its like saying ban pirate/faction modules and ammo! yet they ae used in PVP were the risk of getting blown up is high depending on what is being done at the time.
Goose99
#112 - 2011-12-07 20:47:21 UTC
Lulz@ goon entitlements. Must be able to get podded at no cost. I want the good stuff, but not consequences.

Nothing is "must." No one is preventing you from undocking because you don't have implants in your head. Don't plug in what you can't afford to lose.
Mibad
Interstellar Security Assistance Force
#113 - 2011-12-07 22:12:24 UTC
Get rid of them, same with remaps.

I remember when I was a noob training all the core weapon and ship skills, I calculated I lost like 1-2 months of training a year into the game because I wasn't mapped for perc/will (fell into the charisma blackhole). I never really pvp'd in nullsec cause fear of losing my learning implants too. Eventually I got a jump clone, but it wasn't really used for travel like the skill is intended. I just used it when important fleet ops came up so I wouldn't lose my learning implants.

If players are not min/maxed for training,especially noobs, they are just hurting themselves in the long run. Lots of potential SP down the drain. Just like the learning skills.

ISK can be lost and replaced, but lost training time cannot be replaced. This prevents many people like myself who didn't want to pvp because you could lose training time.
Obsidiana
Atrament Inc.
#114 - 2011-12-08 02:39:52 UTC
New players can get the cerebral accelerator (box editions are still out there). They also start with all the points from the old learning skills, a standard well balanced set of attributes, and the tutorials give away skills and even ships (at least tier one industrials). Cybernetics 1 gives you access to most of the learning implants. The prices on +1/2/3s have come way down over the years. Oh, plus two remaps.

Honestly, I think new players have it pretty good.

Mistakes will be made. This is not because of attributes, but because a player is new.

If you can't afford to lose two implants, I don't know how you can afford to lose a ship or replace a clone. Why no one here is using +2s or +3s is beyond me. If there isn't enough profit in nullsec, that is the real issue. Btw, not everyone in highsec has a full set of +5s. Some are smart and just use two at a time. Some just go for a +5 and a +4. Still others don't see the benefit of an extra few hours a month and stick with +3s. It is a choice everyone has to make.

I also keep hearing about barriers between fun, but I disagree. You can throttle attributes to train faster, balance them to perception and intelligence to give the best overall training times, or balance them out for all around decent training. It lets you choose what you want to train faster, lowering the barrier of fun. Granted, you have to know about skills, the game, and how to play it well. That goes for fittings, tanking, damage, trading, and anything else in Eve. If remaps were removed, chances are we would end up training at a slower, more general speed, hurting players top training speed. The barrier to fun would be increased. If implants were less costly, booster were introduced, and new implants were released, then the barrier to fun would be reduced.
Andski
Science and Trade Institute
Caldari State
#115 - 2011-12-08 05:11:41 UTC
Goose99 wrote:
white noise posting


forum alts are seen but not heard

Twitter: @EVEAndski

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

Tomytronic
Perkone
Caldari State
#116 - 2011-12-08 11:17:34 UTC
Evenus Battuta wrote:
If you are really going to remove learning implants, RECYCLE THEIR ICONS!

All combat implants with the same icon is a pain in the ass, use the icons of learning implants to make them more distinguishable like grouped by gunnery/navigation/shield/armor etc.

How about combat implants just have a properly descriptive name instead of the bad scrabble-hand they have now?
Zenedia
Doomheim
#117 - 2011-12-08 19:18:58 UTC
Im in favor of flat rate to train 1x skill, everything is a multiple thereof. I've dealt with and said many times that I cannot do XXX because I'm remapped as YYY/ZZZ for the next QQQ months.
Zirse
Risktech Analytics
#118 - 2011-12-08 19:35:37 UTC
Supported.
Andski
Science and Trade Institute
Caldari State
#119 - 2011-12-08 20:07:48 UTC
Zenedia wrote:
Im in favor of flat rate to train 1x skill, everything is a multiple thereof. I've dealt with and said many times that I cannot do XXX because I'm remapped as YYY/ZZZ for the next QQQ months.


While I agree that it's a topic worth discussing, this thread really isn't about attributes, but learning implants.

Twitter: @EVEAndski

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

Swordfingers
The Swollen Horse Society
#120 - 2011-12-08 20:50:52 UTC
The Mittani wrote:
Takeshi Yamato wrote:
Learning implants are just as bad as learning skills.


I support this proposal and will be pushing it come Wednesday in the meetings.

Better yet, I'll mention it over beer in Islenskibarrin on Tuesday before the summit. That's how much I love you.


Do that and you have my vote for the next csm.