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Player Features and Ideas Discussion

 
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NPE feedback Q and A

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Rivr Luzade
Coreli Corporation
Pandemic Legion
#361 - 2015-07-07 18:17:18 UTC  |  Edited by: Rivr Luzade
At 4 years, such a +5 character has maybe gained 4-5 months over a character that only uses +3 implants all the time. (1 month per 408 days of this plan, no remap from the standard)

With another plan that is a bit more closer to what people might train, such a person also gains barely a month over a character with +3s.

Now, there is a difference, obviously; however, it is by far not as large as people depict it. It takes ~12 years (maybe 10 if I factor in remaps) of sitting in a +5 to gain a full year over a +3 character.
If a person sits this long in a +5, just to get the skills a couple of days per month, a month per year, a couple of months per half a decade faster, by all means let them ruin their game. If these people complain about how boring the game is, by all means show them their failure. If a person in +3s is complaining about how slow skill training is, suggest them to use +5s but also visualize to them what they risk if they continue their current path of action (maybe that person was already active in low sec and is merrily shooting stuff) and/or what they are going to lose in terms of action/activity/content if they confine themselves to High sec for just a couple of days difference.

I am now 4 years old, and I have reached a point where I do nothing more but hone what I already know in terms of skills and can do nothing else but to branch out into other races (I used to be quite Amarr focused), but now I have trained almost everything that Amarr has to offer. This is 6 more years of training until he has such a lead over me. And by then, it does not matter at all anymore if I can fly 3 carriers and he 4.

The potential comes with more risk. If you undock in that pod and die in High sec to a ganker, which is more likely these days than ever before, you lost hundreds of millions. By keeping these implants safe in a station, however, you also lose out on a lot of action and make your game experience less enjoyable (depending on your needs and ambitions). There are more risks to the game than just losing stuff. Which means, by forcing yourself to a fast training, you consciously bar yourself from the game itself and confine yourself into an unsatisfying existence.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Rain6637
GoonWaffe
Goonswarm Federation
#362 - 2015-07-07 19:53:37 UTC
Zeera Tomb-Raider
Vega Farscape
#363 - 2015-07-07 20:12:21 UTC  |  Edited by: Zeera Tomb-Raider
Rivr Luzade wrote:
The difference between P2W and EVE is that you cannot buy experience or knowledge. SP merely enable you to use a tool. How to use it, how to use it effectively, how to enable hidden usage scenarios or features is all not buyable by RL money. And this, the teaching of knowledge, is actually something the NPE should take care of, in addition to a moderate increase in starter SP in some skill areas (this seems to be absolutely necessary and I still do not fully understand why it is).

You are also placing way too much focus on the SP part of the equation when SP surplus/lack is only one part of the equation. And you also take the same line as those people in alliances requiring SP minimums, something you complain about: SP focus.

still like the atrebute implants to be gone from the game,but your rigth for many thats not the biggest issue when it coms to risk ws reward,then look at ship cost vs risk,a dessy to gank a exhumer and if lucky pods miner to with lvl5 implants, then do the math,the risk vs reward are so oute of scale if you iven take in to accont time spent,dessy pilot 22 sec for a kill of 8-900m or so,and only losing 20m or so and not iven that if hi kan loot his ovn ship,20m takes no time to replace but 900m is a lot for many players.
Zeera Tomb-Raider
Vega Farscape
#364 - 2015-07-07 21:33:09 UTC  |  Edited by: Zeera Tomb-Raider
Rivr Luzade wrote:
At 4 years, such a +5 character has maybe gained 4-5 months over a character that only uses +3 implants all the time. (1 month per 408 days of this plan, no remap from the standard)

With another plan that is a bit more closer to what people might train, such a person also gains barely a month over a character with +3s.

Now, there is a difference, obviously; however, it is by far not as large as people depict it. It takes ~12 years (maybe 10 if I factor in remaps) of sitting in a +5 to gain a full year over a +3 character.
If a person sits this long in a +5, just to get the skills a couple of days per month, a month per year, a couple of months per half a decade faster, by all means let them ruin their game. If these people complain about how boring the game is, by all means show them their failure. If a person in +3s is complaining about how slow skill training is, suggest them to use +5s but also visualize to them what they risk if they continue their current path of action (maybe that person was already active in low sec and is merrily shooting stuff) and/or what they are going to lose in terms of action/activity/content if they confine themselves to High sec for just a couple of days difference.

I am now 4 years old, and I have reached a point where I do nothing more but hone what I already know in terms of skills and can do nothing else but to branch out into other races (I used to be quite Amarr focused), but now I have trained almost everything that Amarr has to offer. This is 6 more years of training until he has such a lead over me. And by then, it does not matter at all anymore if I can fly 3 carriers and he 4.

The potential comes with more risk. If you undock in that pod and die in High sec to a ganker, which is more likely these days than ever before, you lost hundreds of millions. By keeping these implants safe in a station, however, you also lose out on a lot of action and make your game experience less enjoyable (depending on your needs and ambitions). There are more risks to the game than just losing stuff. Which means, by forcing yourself to a fast training, you consciously bar yourself from the game itself and confine yourself into an unsatisfying existence.
Your rigth implants alone is not the biggest problem they just ad up when it koms to risk vs reward 3 desy pilots ganking a makinaw dont need mutch sp or risk mutch at all less than 10m isk itch witch they can make back in less than a day,mackinaw pilot need a lot more sp to fly and fit his ship propely than those tre dessy pilots combined,and spend a lott more time to replace his ship iven with no implants. so in that regard your saying dont juse implants at al for it will cost you iven more if by chance your poded to.its just somthing wrong with the whole risk reward mantra in this game the risk disfavor industrials miners in sp vs risk reward as well as isk,and ther is the biggest problem,implant just adds to that.
TheExtruder
TheExtruder Corporation
#365 - 2015-07-08 00:17:42 UTC
Joe Risalo wrote:
Rivr Luzade wrote:
Joe Risalo wrote:
The training system should favor no person more than others.
As it sits now, a person whom is wealthy enough in RL can purchase a PLEX, which allows them to keep their head full of +5 implants, which in my mind, is the same as buying SP.

It does not. Everyone can buy the same implants. Everyone has access to them. There are no better implants than the existing ones available for RL money ... yet.

If they place skill training time over fun in the game because of implants, it is their choice. A choice they take voluntarily and consciously. Nothing requires or coerces people to use +5 implants, everyone does it on their own accord.


Actually, the entire community of Eve coerces the use of +5 implants by demanding SP levels to be met in order to join a corp/alliance. Many corps/alliances and activities demand capability to be able to fly and fit certain ships, in certain ways, etc. etc..

While they do not come out and directly say "you need +5s", the demand for SP requirements to be met, and the general understanding that SP determines worth and/or capability within Eve, fosters an importance towards the gain of SP, which in turn subliminally suggests the importance of +5 implants.

At a certain point in time this no longer becomes the case... Take me for example, I have almost 60 mil SP and most of what I have trained is everything I want. As it sits now, the skills I'm currently training are to simply give me more options and/or optimize certain capabilities. However, due to my early development, I still have a mentality of optimizing my training times, therefore, I leave +5 implants in as much as possible.
That said, I will every once in a while, jump into a clone without implants. However, once the jump CD is gone, I immediately got back into my +5 clone, which often times leaves me stranded in a clone when someone suggests we go do something risky...

I don't care about my hardwiring implants because Eve and the player base haven't caused the development of "need" into those, so I would likely take those risks with those implants still in my head, just because I don't really care about them.
Hell, if I lost them, I'd probably start flying around with 3% implants, just cause I don't need them.

But as I've said, the game and the player base have fostered a mentality that SP attainment, and thus attribute implants, are the most important aspect of Eve.

Remove these implants and attributes as a whole, give all players a base SP/hr that cannot be modified, and suddenly one of the largest causes and/or excuses of risk averse behavior is gone.


seems like the less risk involved in pvp the more mobile and flexible a person becomes, more willing to say yes to pvp
TheExtruder
TheExtruder Corporation
#366 - 2015-07-08 00:32:57 UTC
Rivr Luzade wrote:
At 4 years, such a +5 character has maybe gained 4-5 months over a character that only uses +3 implants all the time. (1 month per 408 days of this plan, no remap from the standard)

With another plan that is a bit more closer to what people might train, such a person also gains barely a month over a character with +3s.

Now, there is a difference, obviously; however, it is by far not as large as people depict it. It takes ~12 years (maybe 10 if I factor in remaps) of sitting in a +5 to gain a full year over a +3 character.
If a person sits this long in a +5, just to get the skills a couple of days per month, a month per year, a couple of months per half a decade faster, by all means let them ruin their game. If these people complain about how boring the game is, by all means show them their failure. If a person in +3s is complaining about how slow skill training is, suggest them to use +5s but also visualize to them what they risk if they continue their current path of action (maybe that person was already active in low sec and is merrily shooting stuff) and/or what they are going to lose in terms of action/activity/content if they confine themselves to High sec for just a couple of days difference.

I am now 4 years old, and I have reached a point where I do nothing more but hone what I already know in terms of skills and can do nothing else but to branch out into other races (I used to be quite Amarr focused), but now I have trained almost everything that Amarr has to offer. This is 6 more years of training until he has such a lead over me. And by then, it does not matter at all anymore if I can fly 3 carriers and he 4.

The potential comes with more risk. If you undock in that pod and die in High sec to a ganker, which is more likely these days than ever before, you lost hundreds of millions. By keeping these implants safe in a station, however, you also lose out on a lot of action and make your game experience less enjoyable (depending on your needs and ambitions). There are more risks to the game than just losing stuff. Which means, by forcing yourself to a fast training, you consciously bar yourself from the game itself and confine yourself into an unsatisfying existence.


true what you said about risk. i call it psychological block, they limit peoples potential to have fun, everyone deserves an opportunity to have fun
FT Diomedes
The Graduates
#367 - 2015-07-08 02:07:37 UTC
Rivr, your argument about how long it takes for +5 implants to make a difference is an argument against keeping them in the game. If it really takes that long for the implants to put you ahead, then they should be removed. They are an item of marginal utility that creates an additional cost to PVP. The only implants it makes sense to use in Eve are ones that make your spaceship better right now, unless you do not actually plan to undock.

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

Rivr Luzade
Coreli Corporation
Pandemic Legion
#368 - 2015-07-08 05:52:58 UTC
I would be careful with that argumentation. Or have you forgotten one of EVE's core principles?
"Diminishing returns for the ISK/risk involved the better an item becomes"
+5 Attribute point implants follow that principle quite nicely. If you wanted to remove them, what about +6% Hardwirings? Officer Modules? Meta Capital guns and modules. Titans and Supercarriers even. Arguably, they improve a ship's performance, but at significant cost and thus also "create an additional cost to PVP". However, as always with this kind of stuff in the game, players are free to chose what they want to use and what not.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

SilentAsTheGrave
Aliastra
Gallente Federation
#369 - 2015-07-08 07:50:09 UTC
Rivr Luzade wrote:
At 4 years, such a +5 character has maybe gained 4-5 months over a character that only uses +3 implants all the time. (1 month per 408 days of this plan, no remap from the standard)

With another plan that is a bit more closer to what people might train, such a person also gains barely a month over a character with +3s.

Now, there is a difference, obviously; however, it is by far not as large as people depict it. It takes ~12 years (maybe 10 if I factor in remaps) of sitting in a +5 to gain a full year over a +3 character.
If a person sits this long in a +5, just to get the skills a couple of days per month, a month per year, a couple of months per half a decade faster, by all means let them ruin their game. If these people complain about how boring the game is, by all means show them their failure. If a person in +3s is complaining about how slow skill training is, suggest them to use +5s but also visualize to them what they risk if they continue their current path of action (maybe that person was already active in low sec and is merrily shooting stuff) and/or what they are going to lose in terms of action/activity/content if they confine themselves to High sec for just a couple of days difference.

I am now 4 years old, and I have reached a point where I do nothing more but hone what I already know in terms of skills and can do nothing else but to branch out into other races (I used to be quite Amarr focused), but now I have trained almost everything that Amarr has to offer. This is 6 more years of training until he has such a lead over me. And by then, it does not matter at all anymore if I can fly 3 carriers and he 4.

The potential comes with more risk. If you undock in that pod and die in High sec to a ganker, which is more likely these days than ever before, you lost hundreds of millions. By keeping these implants safe in a station, however, you also lose out on a lot of action and make your game experience less enjoyable (depending on your needs and ambitions). There are more risks to the game than just losing stuff. Which means, by forcing yourself to a fast training, you consciously bar yourself from the game itself and confine yourself into an unsatisfying existence.

Your entire post just oozes with all the reasons why learning implants and attributes need to go the way of the dodo.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#370 - 2015-07-08 08:29:04 UTC  |  Edited by: Rivr Luzade
SilentAsTheGrave wrote:
Your entire post just oozes with all the reasons why learning implants and attributes need to go the way of the dodo.

What do you mean? That you cannot use your free will to evaluate the ups and downs of higher grade implants and cannot come to a conscious conclusion about them? That the game imposes a psychological coerce onto your own decision making? Bad news for you: I was never willing to train Cybernetics V just for +5 implants, I still do not see a need to do so. You should be able to come to the same conclusion if they are to risky for you. +3 implants are for all intends and purposes more than sufficient. That is, however, not to say that other people see a need in wanting to train faster. That is a conscious decision everyone can make. The ups and downs of it are described above.
For instance, I currently train one char that is not my main on another account. I am happy that his +4s speed up the training so that I can start training that accounts main character sooner.

Then again, if we were to train with the speed of +5 and perfectly remapped attributes for all primary and secondary skill attributes at the same time (basically +30 attribute points + the +5 implant effects), I wouldn't care much. This won't be the case, however, and instead I will lose skill gain rate on some chars while nothing changes on other chars as CCP is very likely to average the SP gain rate in the +3s region with average attribute point remap distribution. Certainly also a way to coerce players into buying more Plex to enable MCT, which, in light of CCP's current money grab focus on the NES, isn't far fetched at all. Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

FT Diomedes
The Graduates
#371 - 2015-07-08 08:49:35 UTC
Rivr Luzade wrote:
I would be careful with that argumentation. Or have you forgotten one of EVE's core principles?
"Diminishing returns for the ISK/risk involved the better an item becomes"
+5 Attribute point implants follow that principle quite nicely. If you wanted to remove them, what about +6% Hardwirings? Officer Modules? Meta Capital guns and modules. Titans and Supercarriers even. Arguably, they improve a ship's performance, but at significant cost and thus also "create an additional cost to PVP". However, as always with this kind of stuff in the game, players are free to chose what they want to use and what not.


Those things all make your ship better right now. The +5 set does not. The game encourages people to risk using nice modules and ships because they increase the chances of winning the fight. The +5 set does not increase the odds of winning the fight, it only adds to the penalty. And, because it takes months or years to see an advantage from +5's, the incentive to risk them is not there.

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

Rivr Luzade
Coreli Corporation
Pandemic Legion
#372 - 2015-07-08 09:04:15 UTC  |  Edited by: Rivr Luzade
The game encourages players to risk all sorts of things, ships and modules are only 2 parts out of many (POS, pocos, outposts, ISK, time, trust, friendship, and so on are others). Limiting the encouragement to only modules and ships is deliberately omitting large parts of the game. Again, if you opt to use +5s (any implant for that matter), you increase the risk of losing ISK and time, or action and activity if you do not want to risk the former, in exchange for faster skill training. Since the game encourages people to undock and shoot other people's belongings, there is certainly a risk involved with using the +5s if you do not want to confine yourself into a station. Whether the benefit comes over time or immediately (which is debatable as it is not to say that I use my Officer Bhaal immediately or at all for that matter if I want to use it as a shiny station spinning toy), is of no importance to the argument.

To make this futile discussion a bit more useful: I would like to see some numbers on how many people die with +5s compared to how many people sit exclusively in station with +5s and what these people train in the majority. My guess is that most of these people are not mains but second/third characters on an account training for a specific purpose, for instance, in my case capital sitters. Whether they have implants in their heads or not, these characters will not undock at all until they have reached their skill training goal. So, some numbers on that matter provided or at least confirmed by CCP would be interesting.

Now, for the last many pages, this discussion has revolved around SP and SP gain rates, which has only limited impact on NPE and how to get people started easier and more involved. Since the fronts are quite hardened in that regard, how about some thoughts on how to actually improve the NPE (remember that reddit questioner?)?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Joe Risalo
State War Academy
Caldari State
#373 - 2015-07-08 14:29:49 UTC
Rivr Luzade wrote:
The game encourages players to risk all sorts of things, ships and modules are only 2 parts out of many (POS, pocos, outposts, ISK, time, trust, friendship, and so on are others). Limiting the encouragement to only modules and ships is deliberately omitting large parts of the game. Again, if you opt to use +5s (any implant for that matter), you increase the risk of losing ISK and time, or action and activity if you do not want to risk the former, in exchange for faster skill training. Since the game encourages people to undock and shoot other people's belongings, there is certainly a risk involved with using the +5s if you do not want to confine yourself into a station. Whether the benefit comes over time or immediately (which is debatable as it is not to say that I use my Officer Bhaal immediately or at all for that matter if I want to use it as a shiny station spinning toy), is of no importance to the argument.

To make this futile discussion a bit more useful: I would like to see some numbers on how many people die with +5s compared to how many people sit exclusively in station with +5s and what these people train in the majority. My guess is that most of these people are not mains but second/third characters on an account training for a specific purpose, for instance, in my case capital sitters. Whether they have implants in their heads or not, these characters will not undock at all until they have reached their skill training goal. So, some numbers on that matter provided or at least confirmed by CCP would be interesting.

Now, for the last many pages, this discussion has revolved around SP and SP gain rates, which has only limited impact on NPE and how to get people started easier and more involved. Since the fronts are quite hardened in that regard, how about some thoughts on how to actually improve the NPE (remember that reddit questioner?)?


See, again, all of those actions you listed are actually "playing" the game.
+5 imps don't effect game play.

They effect a factor that can actually be done without playing.

Also, you continue to down play the effectiveness of +5 implants. If you can marginalize gain, then the aspect of said item is not worth having.
Example would be that 5th BCU... Most of us know that it's not worth it due to stacking penalties.
That said, this module is different as it directly effects game play and outcome with modules 1-4...

Attribute implants, in no way, directly effect game play.

Look at what CCP mentioned about med clones.
They stated that the were an illusion of choice. Between a bad option of losing isk or losing SP.
The same conclusion can be drawn from attributes and implants.
They're a choice between a bad option of losing isk and losing SP/hr.

They, much like med clones, also put more risks on those who take risks, without giving any gain over those who take less risks.
IE, that missioner is a lot less likely to lose those implants than someone running around in null attempting sites.
Seliah
Blades of Liberty
#374 - 2015-07-08 15:16:24 UTC
CCP Rise wrote:

Q: 'Starting skills are a huge barrier, can we give a lot more to new players'
A: Yes. But this is not a simple change. You guys seem fairly agreed that the small amount of starting skills, combined with a high amount of 'must have' support and requirement skills, leads to some really icky barriers to participation for new players. We are inclined to agree and we are in the process of laying out a plan to address the problem. Nothing is set in stone yet but it seems likely that we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million. It also seems likely that we will probably avoid any major skill reworks or skill removals. As this plan solidifies you will hear more from us.


I haven't read the whole 19 pages of discussion so apologies if this has been suggested before :

Rather than trying to figure out what skills a new player needs from the start to be able to experiment without having to wait, or giving unallocated SP's so he can skill up in whatever he thinks will interest him, why not add more Civilian items into the game (i.e weaker than T1, no skills required) so the new player can try out things before skilling up for them first ?

Right now, Civilian items only cover the most basic modules, and what you can do with a Civilian fitted ship is quite limited. With the addition of things like warp disruptors, drones, probe launcher, microwarpdrive, or even Civilian combat / exploration / mining ships, a new player would be able to do a lot more things without actually having to invest time into it before even knowing if he likes it.

Civilian would of course have to remain really weak so it doesn't become a viable option past the first days of playing.

Thoughts ?


Rivr Luzade
Coreli Corporation
Pandemic Legion
#375 - 2015-07-08 15:43:18 UTC
Seliah, this has already been suggested multiple times, even on the first couple of pages. And it is absolutely no solution without more explanations, more guidance, more support, more and easier accessible and digestible information. Without these things (and a lot more), more SP do not mean anything. Players are just going to mindlessly apply them to something and in the end wasted the starter gift on the wrong skills.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Seliah
Blades of Liberty
#376 - 2015-07-08 16:19:18 UTC  |  Edited by: Seliah
Rivr Luzade wrote:
Seliah, this has already been suggested multiple times, even on the first couple of pages. And it is absolutely no solution without more explanations, more guidance, more support, more and easier accessible and digestible information. Without these things (and a lot more), more SP do not mean anything. Players are just going to mindlessly apply them to something and in the end wasted the starter gift on the wrong skills.


Haven't seen anything about it in the first few pages. If there was something about civilian modules there, I missed it, sorry :/

And I'm not suggesting SP gifts like your answer seems to imply ? Your answer doesn't have much to do with my suggestion.
Max Caulfield
Perkone
Caldari State
#377 - 2015-07-08 16:43:38 UTC
Heya, relatively new player reporting in.

I started the game for the first time ~1.5 years ago. I joined because I wanted to participate in null group pvp. I remember I did the tutorials, sisters epic arc and then run missions. A month into game I made a post asking Id like to join null or low pvp corp and people recommended me to red vs. blue hisec corp to get the hang of pvping. I quit a few days after for being frustrated with:

  • the lack of ingame guidance I received (I joined a r vs. b fleet and there were just ppl speaking in a jargon I didn't understood at all, when asked for help no one replied)
  • pace of progression (I lost several ships to NPCs in hisec missions /a typical newb mistake I hear/ bcs I just didn't had the skills to manageably fly caracal. I felt frustrated game didn't allow me to run level 2 or 3 missions when I clearly mastered the lower tiers)


Now, I subbed again 1 and half a month ago. I noticed the opportunities map, but was looking for the old tutorial, because I remembered it gave good ISK and ships. Intuitively I found a station with an agent which gave level 1 combat mission. I wanted to make starter ISK and doing asteroid fields in ibis with civilian mining laser didn't make any sense to me. I flew to mission location and was obliterated by NPCs. Only after this I asked for help in the newb channel and someone pointed me to the help screen from where the career agents could be located.

I think the biggest difference between now and then are my expectations. The second time I entered the game I did it knowing it takes a lot of time to get to the most of content. Even now I feel if a starting solo player wants to make decent ISK, she has only two options: mining or explo. I started venturing and only after grinding the 'roids for a few days I bought my first heron and went into wormhole.

I'm not sure if giving new players 2 mil. SP at the start is a good idea. On one hand, I certainly appreciate the spaceships command skill (and others) already trained to 3 in new character (which I hear was added only 2 or 3 years ago). It allowed me to start exploring in one day (I went into whole without cloak skill and it was fun). On the other, only two days ago I got access to covops ships and it felt like progress. If I had 2 mil. SP at the start how many less days would I spent heroning it out there and getting to know new people?

PS: I remember reading through Eve Careers guide PDF. It was quite informative and despite me already knowing Eve is complex game this document explained very well what all is there to do besides pvp. Just heads up to this one resource.
Baaldor
School of Applied Knowledge
Caldari State
#378 - 2015-07-08 18:05:51 UTC  |  Edited by: Baaldor
TheExtruder wrote:
Joe Risalo wrote:
Rivr Luzade wrote:
Joe Risalo wrote:
The training system should favor no person more than others.
As it sits now, a person whom is wealthy enough in RL can purchase a PLEX, which allows them to keep their head full of +5 implants, which in my mind, is the same as buying SP.

It does not. Everyone can buy the same implants. Everyone has access to them. There are no better implants than the existing ones available for RL money ... yet.

If they place skill training time over fun in the game because of implants, it is their choice. A choice they take voluntarily and consciously. Nothing requires or coerces people to use +5 implants, everyone does it on their own accord.


Actually, the entire community of Eve coerces the use of +5 implants by demanding SP levels to be met in order to join a corp/alliance. Many corps/alliances and activities demand capability to be able to fly and fit certain ships, in certain ways, etc. etc..

While they do not come out and directly say "you need +5s", the demand for SP requirements to be met, and the general understanding that SP determines worth and/or capability within Eve, fosters an importance towards the gain of SP, which in turn subliminally suggests the importance of +5 implants.

At a certain point in time this no longer becomes the case... Take me for example, I have almost 60 mil SP and most of what I have trained is everything I want. As it sits now, the skills I'm currently training are to simply give me more options and/or optimize certain capabilities. However, due to my early development, I still have a mentality of optimizing my training times, therefore, I leave +5 implants in as much as possible.
That said, I will every once in a while, jump into a clone without implants. However, once the jump CD is gone, I immediately got back into my +5 clone, which often times leaves me stranded in a clone when someone suggests we go do something risky...

I don't care about my hardwiring implants because Eve and the player base haven't caused the development of "need" into those, so I would likely take those risks with those implants still in my head, just because I don't really care about them.
Hell, if I lost them, I'd probably start flying around with 3% implants, just cause I don't need them.

But as I've said, the game and the player base have fostered a mentality that SP attainment, and thus attribute implants, are the most important aspect of Eve.

Remove these implants and attributes as a whole, give all players a base SP/hr that cannot be modified, and suddenly one of the largest causes and/or excuses of risk averse behavior is gone.


seems like the less risk involved in pvp the more mobile and flexible a person becomes, more willing to say yes to pvp


Negative.

Risk is not the wooden leg.

It all sits behind the key board. You can have a Nerf bat contest, and they still wont.

it all has to do with 'losing' and someone keeping track of it.

they show up to play a game trying not to lose.
Dominique Vasilkovsky
#379 - 2015-07-08 20:01:44 UTC
CCP Rise wrote:
Q: 'Attributes aren't very interesting, you should remove them'
A: Again, we agree. Team Size Matters discussed removing them on the o7 show (or some other public venue) awhile back and it's still something we are very interested in. We need to figure out a good way to handle all the learning implants in the game though, which is actually a difficult problem. If any of you have awesome ideas for how to handle it don't hesitate to make suggestions.

I would say replace the learning implants with slot 1-5 temporary skills and give everyone a fixed 2700SP/h regardless of what is being trained.

Quite a few players don't want to plug in and train say projectile weapons just to see if they like them. Give them three different implants that provide small/medium/large projectiles level 4. If they get the large level 4 it also gives small and medium level 4 and so on. That should scale the value a bit as well.

Another implant could provide support skills. Say turret support level 1-4.

So in other words, it would let new players quickly get to try out new game features without spending weeks training. Also if you want to get level 5 or T2 you will still need to train the real skills as the implants won't count towards that SP at all.
TheExtruder
TheExtruder Corporation
#380 - 2015-07-08 23:55:28 UTC
Baaldor wrote:
TheExtruder wrote:
Joe Risalo wrote:
Rivr Luzade wrote:
Joe Risalo wrote:
The training system should favor no person more than others.
As it sits now, a person whom is wealthy enough in RL can purchase a PLEX, which allows them to keep their head full of +5 implants, which in my mind, is the same as buying SP.

It does not. Everyone can buy the same implants. Everyone has access to them. There are no better implants than the existing ones available for RL money ... yet.

If they place skill training time over fun in the game because of implants, it is their choice. A choice they take voluntarily and consciously. Nothing requires or coerces people to use +5 implants, everyone does it on their own accord.


Actually, the entire community of Eve coerces the use of +5 implants by demanding SP levels to be met in order to join a corp/alliance. Many corps/alliances and activities demand capability to be able to fly and fit certain ships, in certain ways, etc. etc..

While they do not come out and directly say "you need +5s", the demand for SP requirements to be met, and the general understanding that SP determines worth and/or capability within Eve, fosters an importance towards the gain of SP, which in turn subliminally suggests the importance of +5 implants.

At a certain point in time this no longer becomes the case... Take me for example, I have almost 60 mil SP and most of what I have trained is everything I want. As it sits now, the skills I'm currently training are to simply give me more options and/or optimize certain capabilities. However, due to my early development, I still have a mentality of optimizing my training times, therefore, I leave +5 implants in as much as possible.
That said, I will every once in a while, jump into a clone without implants. However, once the jump CD is gone, I immediately got back into my +5 clone, which often times leaves me stranded in a clone when someone suggests we go do something risky...

I don't care about my hardwiring implants because Eve and the player base haven't caused the development of "need" into those, so I would likely take those risks with those implants still in my head, just because I don't really care about them.
Hell, if I lost them, I'd probably start flying around with 3% implants, just cause I don't need them.

But as I've said, the game and the player base have fostered a mentality that SP attainment, and thus attribute implants, are the most important aspect of Eve.

Remove these implants and attributes as a whole, give all players a base SP/hr that cannot be modified, and suddenly one of the largest causes and/or excuses of risk averse behavior is gone.


seems like the less risk involved in pvp the more mobile and flexible a person becomes, more willing to say yes to pvp


Negative.

Risk is not the wooden leg.

It all sits behind the key board. You can have a Nerf bat contest, and they still wont.

it all has to do with 'losing' and someone keeping track of it.

they show up to play a game trying not to lose.


i see your point, its a delicate system. but some risks are just a psychological block that squashes hope. if i understand you right, in order to truly hunt a man you need him to be full of hope. i mean whats the point if he is not even hopeful enough to undock 50% of the time