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Skill Discussions

 
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Abolish Skill Books?

Author
Tippia
Sunshine and Lollipops
#41 - 2011-12-17 07:04:31 UTC
GreenSeed wrote:
removing skill books =/= removing cost from skills.

how about buying them from the skill ui?
Some of them, maybe, since they're pretty much always available 3 systems away anyway…

…but a lot of skill books only exist because players put them on the market, or import them, or are such critical decisions that being able to intercept them and/or resell them makes for some pretty significant game play. You could probably split this down the middle, though: books with a value of <10M (random number) are available for download through your neocom; everything else has to be picked up at the dealer's.
Raven Ether
Doomheim
#42 - 2011-12-17 12:31:15 UTC
******** OP.
Galadriel Vasquez
Project Omega Industries
Fraternity.
#43 - 2011-12-17 18:23:49 UTC
Tippia wrote:
ACESsiggy wrote:
Do you have trouble reading what people have typed and then formulating a response to it rather than breaking down each sentence?
No.

Do you have trouble answering simple questions?
Such as: how are skill books an obstacle (much less the main obstacle) to bringing friends to play the game?
Quote:
Why should a player that has played for a year NOT be able to fly every ship?
To keep people playing for longer. To force people to choose between the many options available. To create variety. To create some amount of reliance on others. etc. etc. etc.



Tippia makes sunshine come off my screens :)

I have tin foil hat trained to 5.

Arctur Vallfar
Knights Adamant
#44 - 2011-12-20 01:16:04 UTC
ACESsiggy wrote:
Main obstacle bringing friends to play the game is skill books.


Then they should buy a character.
Derath Ellecon
University of Caille
Gallente Federation
#45 - 2011-12-31 17:16:01 UTC
ACESsiggy wrote:
Derath Ellecon wrote:
That will need some clarification. I don't see the connection.



Must not talk much with mmo players in other cirlces.



No it's more that you made no details known about why. After three pages I still cannot quite figure out what YOU are trying to argue against skillbooks about. From this thread there seem to be 3 areas discussed concerning skillbooks.

1. Cost- Largely a moot point IMHO as isk is the primary "grind" in EVE, especially considering that skill progression is time based rather than effort based. Also money for a new player in an MMO is a common theme, usually counteracted by more veteran friends who help them out a bit to get started.

2. Having to go pick up the skillbooks- I've never seen this as a problem or a complaint. It's not that hard to get skillbooks, and most of the ones a new player needs are already seeded in the starter system.

3. Training skills- Yes EVE seems to break from the traditional MMO model where experience is gained through action vs timed. You either like it or you don't. Personally at my stage of life i like EVE's method as I don't have the time to endlessly grind my XP.

So maybe if you had specified your argument up front it would have been easier to figure out. Remember your OP was literally:

"Valid option, yes?"

Followed up with the much more meaningful:

"Main obstacle bringing friends to play the game is skill books."


Really hard to figure out what you were getting at from those two statements, without the mindreading skill.
Aeniec
24th Imperial Crusade
Amarr Empire
#46 - 2012-01-01 02:04:34 UTC
I could see removing the skillbooks themselves and just 'buying' the skills directly.

(i.e. you click inject on caldari cruiser - it takes the 45k isk out of your wallet and gives you the skill injected).

~~OR~~

Allow the injecting of skills in which you dont meet the pre-req's for. (just dont allow them to train til they meet the req's)


I'd personally be more down for the 2nd option - It doesnt really alter the game and makes training up more than 1 char a bit easier :)

Squidgey
Perkone
Caldari State
#47 - 2012-01-02 22:54:10 UTC  |  Edited by: Squidgey
I still maintain that all skillbooks under 10 million isk could stand a 10% increase in NPC price. Nobody would really be able to muster up a valid complaint about it and it would just be that much more of an isk sink.
Salpad
Carebears with Attitude
#48 - 2012-01-04 21:05:32 UTC
ACESsiggy wrote:
Main obstacle bringing friends to play the game is skill books.


The obstacle must then be getting the skill book to the new player (i.e. if you buy the skill books for them) or getting the new player to the skill book (the new player buys the book, then travels to where it is). Because obviously if you bring a friend to the game you can effortlessly donate10 million ISK. Or even 100 million and a set of +4 implants.

It might be the case that more low-end skill books should be up for sale in the starting systems, to make life more convenient and friendly for new plaeyrs. But then again, AFAIK there are only 12 starting systems, so it seems reasonable to me that enterprising players could provide this service for noobsk, buying large quantities of outsystem skill books and transporting them to the noob systems, and putting them up for sale at a modest profit. Sell Orders last 90 days, and the timer is renenwed if you make even a 0.01 ISK p/u change to the price.

So if there is a problem, it can be solved by us players. We don't need CCP to fix this, since it's not a game mecanics design problem.
Killstealing
Brutor Tribe
Minmatar Republic
#49 - 2012-01-07 15:26:50 UTC
Tippia wrote:
GreenSeed wrote:
removing skill books =/= removing cost from skills.

how about buying them from the skill ui?
Some of them, maybe, since they're pretty much always available 3 systems away anyway…

…but a lot of skill books only exist because players put them on the market, or import them, or are such critical decisions that being able to intercept them and/or resell them makes for some pretty significant game play. You could probably split this down the middle, though: books with a value of <10M (random number) are available for download through your neocom; everything else has to be picked up at the dealer's.

this, make all skillbooks except for capships/nanite control ****/drugs making **** available thru the UI tia
CausticS0da
Shrubbery Acquisitions
Blohm and Voss Shipyards Alliance
#50 - 2012-01-20 20:03:29 UTC
ACESsiggy wrote:
Derath Ellecon wrote:
That will need some clarification. I don't see the connection.



Must not talk much with mmo players in other cirlces.



What, the FAILED MMOs you mean?
De Guillaume
Infinite Point
Pandemic Horde
#51 - 2012-01-24 01:02:06 UTC
this idea is like the other one i read about getting rid of skilling full stop. or being able to use ur sp and being able to move it around to diffrent skills. like take 5m sp form ships and move it else where

it will all end up killing the game faster than most other things

learning skill is gone, which is great, skilling up isn;t a major issue, there are more important things to fix

Has you ever went so far as chose to go even use want to look more like do?

Levija Saplina
Ken Interplanetary Communication
#52 - 2012-01-24 11:56:35 UTC
Yes please, let's make a space WoW version.
Pyrosomniac
The Scope
Gallente Federation
#53 - 2012-01-24 12:34:34 UTC
+1 to giving all pod pilots a brand new Amazon Kindle.
Psycho Nomad
Native Freshfood
Minmatar Republic
#54 - 2012-01-24 23:13:45 UTC  |  Edited by: Psycho Nomad
Akatenshi Xi wrote:
I like EVE just fine. Every game has its flaws and surely not every aspect of every game will suit everyone 100%.

I'm glad someone can be specialized and train specifically for one specific thing for six months and be better than someone else. I would hope that would be so. I'd be pretty pissed if someone who trained up for mining and refining for six months could beat me in pvp in a purely skilled based scenario when I trained for the same time to fly say a hurricane with best skills in that same time period.

My issue here is that I'd like to do more with my character, I don't want X number of alternate accounts because you can't train more than one toon on one account at a time, really I don't want a bunch of toons to begin with. It'd be nice to be able to train on one toon and be able to do more on said toon. Which brings me back to skill training times. Its ridiculous to think that someone is going to want to play the game for more than a decade to have a really well trained toon and *still* have barely scratched the surface of what you can train and max out. I think skill training times should be cut in half, possibly more.

To think that just because a few things in the game irk me that I should find another game is really small minded of you. I'm sure there are things in life that irk you, by your own logic maybe life isn't for you? Suicide gank yourself and get it over with. A forum is a place to debate ideas and speak on the subject matter, not your own uninformed extrapolations about someones life and what they should do with it when it is clearly off topic.

tl;dr - I think skill training should be shorter. I'd like to do more with my singular toon. This game is big enough and dynamic enough that I'm not going to get bored just because I can train skills faster. Skill training is definitely not something that is keeping me around in this game, its the community and the game universe.



Listen. Skill books are important because they make it impossible for one player to be able to do everything. This has a very important effect on the player base and the culture within the game world. One of the primary premises of EVE is that experience is emergent; and diversity is an important prerequisite to emergence. It being impossible for any one person to be able to do everything creates a mutual interdependence between all of the players within the game world. It is the foundation upon which teamwork and rivalry are based whilst also creating a system where a plateau of equally skilled yet laterally different individuals must co-exist in continuously evolving and reactive interplay; r.e. 'emergence', an unscripted experience.

It is a deliberate game design that it would take over 100 years to train every skill in eve because an entire community of completely able individuals would completely destroy the nature of gameplay experienced within EVE. This game is unique because of this, the inescapable imperfection of self within eve, effecting everyone, along with the ultra-high diversity of available options are the fundamentally underlying principles within the game world that creates a system so complex as to be arguably classed 'chaotic' (a system too complex to draw any long term predictions with accuracy).

As with the real world, with Physics, Chemistry, Biology, Anthropology and so on, Chaos will create a perpetually emergent experience to the individual, and hold a complexity to large for the mind to fully grasp. The system needs to be bigger than the individual, to a critical point where it seems to have a life of its own, miraculous movements and unexpected twists, cultural evolutions and paradigm shifts. Eve has this, it has this because it is ultimately diverse and complex. It is like this because of the inability to learn everything.

Skill books/learning length is both deliberate and important.

Think of it like an equation. Each individual is like a factor within that equation. And an alliance or corp is like a sum. Clashes between alliances are the combining of sums, to go to a deeper iteration. Each 'factor' (player) has its own internal equation (all of the skills learned, to what level, the ship being flown, the implants, the action being carried out e.t.c.) that defines the end value of that player. Each corp's 'sum' is the total accumulation of each of the individual's factors, and each interaction between different corps will have a completely different outcome defined by the nature of the totality of all individuals involved, which will continuously change depending on the individuals involved.

Its completely unpredictable; and that's the point.

Other MMO's become boring quickly because it doesn't have this nature to the degree EVE does. There may be some degree of unpredictability but is quickly capped by the limited set of skills/classes, level cap, and most importantly, end game limitation of reaching a maxed out plateau. Everyone involved is already aware of the possibilities capable within the situation and strategy becomes a case of rock paper scissors. This is boring. EVE is different, the polar opposite in-fact as players have to continually evolve, react and adapt to the immediate situation.

You decide which system would provide a more rewarding gameplay experience. It's not rocket science.

TL:DR - Not being able to learn everything creates diversity within the player base leading to an emergent and unscripted gameplay experience.
Lauren Cooper
Permanently Bewildered
#55 - 2012-01-26 17:52:38 UTC  |  Edited by: Lauren Cooper
Rakk Andedare wrote:
I know im going to get butchered saying this, but im going to say it anyway.

Consider this. EvE online, in the real world (to avoid any confusion), is a business. As a business they need to make a profit to survive. The way they have found to do that is to generate revenue from reoccurring subscriptions. But how do you keep a subscription reoccurring in a game that has really no end content? Skill books were their answer. They are a tool for CCP to keep subscriptions running and thus keep revenue flowing into their coffers. That is why skill training is done in REAL TIME (also note, that only one character per account can train a skill at any one time). It keeps you playing and in anticipation of the next best thing that the skill offers and thus continue to pay for your subscription. It’s like a narcotic. It keeps you hooked. It is how CCP survives as a business, and quite frankly I have to hand it to them, they found a great way to achieve that (I actually envy it as a business model). Take the skill books out and you “kill” the company’s mode of generating revenue. As such, I would suspect that CCP is in no real hurry to change up how skills are accomplished in this game.


I don't think they should take out skill books BUT I don't think I should have to fly from station to station to find them...seriously...we can fly through wormholes, live in space jump vast distances but we can't transmit these 'books'?

I think the purchasing of skill books is a nuisance as it is right now - I'd like to see an interface where you get a list of the books, and click the checkmarks next to the ones you want "transmitted to you" at whatever station you're at (and they can still be in the skill book form in your hangar) and it gives you a price for all of them and you pay it. beyond that injecting and skilling should stay the same. You could still transport them into wormholes since there wouldn't really be any "transmissions" into wormhole space but if there's a station (or even an outpost) you should be able to receive skill books in transmission form.

EDIT : I WOULD ALSO like to see you able to put a skill in the queue even if you don't have the prereq's trained as long as the prereqs are in the queue AHEAD of the skill that needs them.
Psycho Nomad
Native Freshfood
Minmatar Republic
#56 - 2012-01-30 04:49:02 UTC
While I see what you're saying and agree to a certain extent, I too also see that it is important for skills to resemble a physical commodity in EVE. The way this is carried out is through the concept of skill books. Skills can be classed as an asset, and with every asset they have to have a relative worth. That worth can only be balanced within the overall economy through being classed as a physical commodity which enables able individuals to trade units of that product (asset) at a given market value.

This is why skills have to resemble a physical commodity, so they are connected to the supply and demand relevant to that commodity. Having skills non physical, and essentially isolated to each individual on a client ~ server basis detaches the relative worth of that asset from the underlying chain of supply and demand at the heart of a great corner stone of EVE working the way it does.

With a non physically represented skill system, 'worth' would have to be scripted, fixed and arbitrarily placed within the game by the developers, which goes against the nature of eve it's self. Even so, to enable an accurate representation of worth for skills would require a new system of trade, specifically designed for skills alone which is an unnecessary leap considering one already exists (the market).

Occam's Razor dictates that the simplest solution is the correct one, I think things are fine the way they are. If flying to collect skills, such a trivial aspect of the game, considering, is too much for you then maybe EVE isn't for you as this game is 90% logistics anyway, whichever way you look at it.
Viggen
#57 - 2012-01-30 18:45:22 UTC
ACESsiggy wrote:


Why should a player that has played for a year NOT be able to fly every ship?



I've been playing Eve since 2003. I have every skill in the game trained at a cost of around 30 billion isk and have over 150mil skillpoints, yet I still cant even fly half the Tech 2 frigs in the game. This is down to how I've chosen to skill my character and play the game. This shows that even after more than 8 years playing I still have skill targets to aim for.

If I could do everything in the game within a year, I would have given up playing shortly after the first year due to boredom with nothing to aim for. The way things are now keep my interest in the game.
Squidgey
Perkone
Caldari State
#58 - 2012-01-31 16:59:26 UTC  |  Edited by: Squidgey
Psycho Nomad wrote:


It is a deliberate game design that it would take over 100 years to train every skill in eve because an entire community of completely able individuals would completely destroy the nature of gameplay experienced within EVE.

I did not read the rest of it yet, as this right here invalidates much of your credibility based purely on the fact that I am a judgmental jerk.


It would not take anywhere near 100 years to train everything to 5. It would take at most 22. I think it can be done in 17 and change with good remaps and implants.

I will now however read the rest of the post and comment properly.
Squidgey
Perkone
Caldari State
#59 - 2012-01-31 17:05:04 UTC
Alright people.

Just to can the whole ideology behind the "LOL BOOKS IN THE FUTURE" thing... Just think of them as not books, but rather implants which go into a dedicated learning slot which are tailored to slowly adapting your brain to the new skillset they are intended to teach you.

There is no good reason to get rid of skill books other than "because lazy". Seriously. That argument only exists for people who are too lazy to make the trip to pick them up.

"But I live in WH space waah waah cry"

So then you should probably make a skill plan with readily available third party applications and bring the skillbooks with you. Alternatively, you can load up an alt with precisely zero skills, and bring the book to yourself.

I can see no valid reason for removing the item from the game other than for the sake of not having to travel to get them - but that is the original, and full intent of the items to begin with. Otherwise they would have been made available at every station in the game via NPC seeding - instead of primarily at "schools".
Ahrieman
Codex Praedonum
Divine Damnation
#60 - 2012-01-31 20:46:06 UTC
The trolls here are worse than in C&P Shocked

If you have a question, just shut it and listen to Tippia - seems to be the voice of reason here. Bye

Solo Rifter since 2009