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How would EVE break if we removed skills altogether?

First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#421 - 2015-10-10 18:42:49 UTC  |  Edited by: Teckos Pech
Dror wrote:

Trying to undermine a whole idea that's evidenced in the trend of promoting creativity instead of preventing it, promoting motivation instead of eroding it, supplementing mastery and learning instead of limiting the very features that would be advertised and played.. with a point about a playstyle that a tiny minority even applies.. Something seems dubious.


What evidence? What trend? I see no data, no graphs, no analysis. None. So there is nothing to undermine.

My point is that experience has told us the cheaper/easier something gets, the more it is done, used, consumed. It is why demand curves are downward sloping with respect to price.

So making the "price" of AWOXing lower, you will get more of it with the existing customer base. I am NOT relying on more players (note players, not characters; while the two are correlated the relationship is not 1-to-1). My claims are not resting on the possibility of new subs.

And promoting motivation is fine and dandy...I guess, but promoting it across the board is stupid and idiotic. Do we want to motivate people for more and more and more AWOXing? Is this to become AWOXing Online instead of Eve Online? If it is that is bad.

You babble on about "motivation" as if it is something to be universally desired, but that is just dumb and stupid. We don't want to motivate people to do things that will have undesirable consequences. You have to be aware of the potential for perverse incentives.

Currently, each account comes with 3 slots for characters. If I have 3 accounts each with a free slot I can dedicate one slot towards AWOXing or corp thefts. Even with a time limit I can still get around that by simply switching accounts and bringing in a new AWOXer/Corporate Raider. Do it for X months so that 3*X = time limit to biomass, then biomass the first guy and start over. So time limits are not an effective deterrent. AWOXing and corp stealing could rise dramatically as a result. Nowhere in that description of the potential problem is there an appeal to new subscriptions.

Further, we have players, groups of players in fact, who when seeing a "loophole" will often exploit the **** out of it just to make the point that the loophole is there. With the FW/LP debacle it took just 5 guys to show how bad that "loophole" was. They even pointed it out to CCP before hand, IIRC. The generated over 5 trillion ISK in a week or 2. Five guys. If others had spotted that loophole and had exploited it.....potentially very, very bad outcome.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#422 - 2015-10-10 19:14:59 UTC
Eve is a game yes? I'm going to assume that the answer is yes. Given that (assumed) answer, we can safely conclude it could be analyzed using game theory. Seeing as game theory is used to analyze non-games, using it for games (where it is originally developed) should be be controversial.


  • Is Eve a repeated game--i.e. is play repeated over and over? I'm going to say yes.
  • Is Eve an infinitely repeated game--i.e. is there a known end stage/date, if not then it is an infinitely repeated game? Again, I am going to answer yes.


Now, with just these two bits of information we know one thing. We know, with certainty, that the number of equilibria in the game is very large. This is why CCP is constantly tweaking, adjusting and changing things about he game, IMO. They think some change will be fine, then it lands on an equilibrium they did not foresee (because there are so many) and it is a problem from their perspective (and often that of many players too).

So, could removing skills/SP be a great thing? Yes. Could it be a horrible thing? Yes. Could it be balanced? Yes. Could it be unbalanced? Yes.

What is the downside if it is balanced and good? None.
What is the downside if it unbalanced and not good....?

This is why I think this idea is dubious and urge caution. We need to quantify the downside risk. Trying to argue there is no potential downside (as per the Mara Rinn, Aerasia, and Dror) is moronic in the extreme (it is as stupid as the **** heads on Wall Street who argued "housing prices can't all go down at the same time," while failing to notice that if they are all going up at the same time....). Admit it, and then argue why the downside is not that big or extremely unlikely.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dror
Center for Advanced Studies
Gallente Federation
#423 - 2015-10-10 19:28:03 UTC
Rivr Luzade wrote:
Skills do not prevent the full experience of the sandbox.

Mm..what?

What's that?

You're setting up a loophole for the idea that experiencing some portion of the basic sandbox is experiencing it with depth or creativity or "the full experience".

To what extent does it seem helpful implying that SP promotes any of these? It's whole is to limit them. That's the crux of the idea: choice. Why imply that limitations are no deterrant? There are more choices without SP. Why imply that the game is niche if it's literally unplayed?

From here:
Quote:
SDT is an approach to human motivation and personality that uses traditional empirical methods while employing an organismic metatheory that highlights the importance of humans' evolved inner resources for personality development and behavioral self-regulation (Ryan, Kuhl, & Deci, 1997). Thus, its arena is the investigation of people's inherent growth tendencies and innate psychological needs that are the basis for their self-motivation and personality integration, as well as for the conditions that foster those positive processes. Inductively, using the empirical process, we have identified three such needs--the needs for competence (Harter, 1978; White, 1963), relatedness (Baumeister & Leary, 1995; Reis, 1994), and autonomy (deCharms, 1968; Deci, 1975)--that appear to be essential for facilitating optimal functioning of the natural propensities for growth and integration, as well as for constructive social development and personal well-being.

The statement is that there are inherent growh tendencies and innate psychological needs. Scaling, yeah? How does SP scale with feeling great, feeling competent, and feeling on par with others? If all of CCP would invite their best buds in to the game, would those subs feel a sense of investment for learning the game, if they could learn only 5% of it? Would they feel on par with the potential of CCP's gameplay creativity?

Rivr Luzade wrote:
They rather give you directions about what to do in the sandbox so that you do not stumble around aimlessly. As described in the NPE presentation. You call it unsourced, I call it a clearly visible trend in the economy. MGS V, for instance, wants to introduce an insurance to their multiplayer so that people do not lose their assets during a raid. This is one example demonstrating that developers and people seem not interested a lot in consequences of actions and, while keeping action high, want to prevent the experience of loss in players.


That's a development issue -- a design philosophy problem. The potential market has nothing to do with the goals set there. Mobile gaming? That's abundant because it's mobile. The remainder of the industry is really fresh. 3D games are minimally explored. Obviously -- there are only a few full-market sandbox games. Yet, there's room for objectivity because it's about interactivity -- potential. If there's the idea of limitless potential, what is gained by non-interesting limitations? Nothing.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#424 - 2015-10-10 20:11:20 UTC  |  Edited by: Rivr Luzade
Dror wrote:
The statement is that there are inherent growh tendencies and innate psychological needs. Scaling, yeah? How does SP scale with feeling great, feeling competent, and feeling on par with others? If all of CCP would invite their best buds in to the game, would those subs feel a sense of investment for learning the game, if they could learn only 5% of it? Would they feel on par with the potential of CCP's gameplay creativity?

I do not know about you but I felt kinda accomplished, great and competent when I was able to participate in a Tengu fleet in my "early" days be resorting to a faction RC instead of the T2 RC. I never had the experience to being able to only learn 5% of the game when I started and moved through the skills as I set them. I felt on par with other people in some extends and sub par with them in other aspects, as it is naturally the case because I was a new(er) player. I definitely felt that my creativity and my motivation to overcome my limitations made the difference between boring sitting around and entertaining gameplay. I also felt a lot of need for self-motiviation and experienced the rewards of this by overcoming the obstacles that I faced and this gave me a very satisfying feeling. I expect the same psychological approach from everyone else in the game.

What do you want to tell me with the screenshots? The first one shows the ship progression that you unlock step by step while playing the game. You learn to fly a base version, train into an advanced version and know how to use the advanced version when you get there.

Yes, this is a development issue, but it has little to do with the game itself and rather with the developers needing to cater to a certain kind of player in order for them to play their game. Their design philosophy is influenced by the market and the demands of the market. Facebook games are not only mobile, they are also played a lot on desktop computers and were primarily browser based games in the beginning.
Skills do not inhibit the idea of limitless potential, they rather give you orientation in this ocean of potential. This is not uninteresting, as I have demonstrated with my personal experience time and again. If you chose to ignore, dismiss them and rather stick to your unrelated scientific studies, go ahead. Your studies not only support skill-based learning systems, my experience in the game also supports what your studies find.

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.

Dror
Center for Advanced Studies
Gallente Federation
#425 - 2015-10-10 20:45:15 UTC  |  Edited by: Dror
Rivr Luzade wrote:
Dror wrote:
The statement is that there are inherent growh tendencies and innate psychological needs. Scaling, yeah? How does SP scale with feeling great, feeling competent, and feeling on par with others? If all of CCP would invite their best buds in to the game, would those subs feel a sense of investment for learning the game, if they could learn only 5% of it? Would they feel on par with the potential of CCP's gameplay creativity?

I do not know about you but I felt kinda accomplished, great and competent when I was able to participate in a Tengu fleet in my "early" days be resorting to a faction RC instead of the T2 RC. I never had the experience to being able to only learn 5% of the game when I started and moved through the skills as I set them. I felt on par with other people in some extends and sub par with them in other aspects, as it is naturally the case because I was a new(er) player. I definitely felt that my creativity and my motivation to overcome my limitations made the difference between boring sitting around and entertaining gameplay. I also felt a lot of need for self-motiviation and experienced the rewards of this by overcoming the obstacles that I faced and this gave me a very satisfying feeling. I expect the same psychological approach from everyone else in the game.

What do you want to tell me with the screenshots? The first one shows the ship progression that you unlock step by step while playing the game. You learn to fly a base version, train into an advanced version and know how to use the advanced version when you get there.

Yes, this is a development issue, but it has little to do with the game itself and rather with the developers needing to cater to a certain kind of player in order for them to play their game. Their design philosophy is influenced by the market and the demands of the market. Facebook games are not only mobile, they are also played a lot on desktop computers and were primarily browser based games in the beginning.
Skills do not inhibit the idea of limitless potential, they rather give you orientation in this ocean of potential. This is not uninteresting, as I have demonstrated with my personal experience time and again. If you chose to ignore, dismiss them and rather stick to your unrelated scientific studies, go ahead. Your studies not only support skill-based learning systems, my experience in the game also supports what your studies find.

It's cherry-picking. It's post-rationalization. Skills limit the idea of limitless potential by setting up limitations. The game is balanced around lvl V skills. That's just the only method of design that's plausible. It's a simple understanding as soon as a ship is flown with a decent percentage of that.

The pictures are a fresh character's set of options. For any faction but their main, they have no options except training.

There's no "need" for development to "cater" to anything except objective truth. Every design improves or negates the motivation potential of the experience. Implying these're irrelevant is no depth of criticism. It just comes from the position of deflecting about every question that's asked in the set of posts until this.

--

Dror wrote:
The amount listed for the PC gaming demographic is 900M. Every [month*], there are over 18M fresh internet users. Maybe you guys should explain why you believe the game's fresh sub retention is low -- why the game's PCU is declining. I've listed research, so that should obviously be required.

Enjoy.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#426 - 2015-10-10 21:19:38 UTC  |  Edited by: Rivr Luzade
Dror wrote:
It's cherry-picking. It's post-rationalization. Skills limit the idea of limitless potential by setting up limitations. The game is balanced around lvl V skills. That's just the only method of design that's plausible. It's a simple understanding as soon as a ship is flown with a decent percentage of that.

The pictures are a fresh character's set of options. For any faction but their main, they have no options except training.

There's no "need" for development to "cater" to anything except objective truth. Every design improves or negates the motivation potential of the experience. Implying these're irrelevant is no depth of criticism. It just comes from the position of deflecting about every question that's asked in the set of posts until this.

So be it. My experience, however, are very delicious cherries that I have harvested from 4 years of growth in EVE. That you cannot produce the same experience is not of my concern. Again, what you see as limits are nothing but guides on your way to harness the limitless potential of the game. Your perception of skill, however, seems to be too one dimensional too realize that.
The game also does not require L5 skills in many departments in order to provide a fun and engaging experience. But this is also just another cherry that I picked after 4 years of growth and nurturing. L5 skills certainly push the ship or module to the limit, but the difference between I to IV is a lot bigger and more influential than IV to V.

I see a lot of options in that screenshot then. Not sorry to disappoint you.

Apparently there is, as my linked case demonstrates. If a developer needs to think about putting a 100% insurance reimbursement into a competitive multiplayer mode centered around destruction of assets, the objective truth is that the developer sees a need to provide an extensive safety net for some people so that they do not feel a loss. There is no such thing in EVE. Thus the number of people interested in this kind of game diminishes with every game development like the one that is potentially into MGS V. This should also answer whatever question you tried to ask in your internet population quote at the and of your last post.
I am also not too worried about that you cannot see the answers to your questions in my posts. You demonstrate a significant creative potential in dismissing and downplaying anything that does not coincide with your opinion on the matter, regardless how relevant it actually is in terms or relation to EVE. To this post, I am convinced that I have given more than enough examples supporting anything the studies claim -- while maintaining the skill system.

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.

Teckos Pech
Hogyoku
Goonswarm Federation
#427 - 2015-10-11 02:32:56 UTC
Dror wrote:
Rivr Luzade wrote:
Dror wrote:
The statement is that there are inherent growh tendencies and innate psychological needs. Scaling, yeah? How does SP scale with feeling great, feeling competent, and feeling on par with others? If all of CCP would invite their best buds in to the game, would those subs feel a sense of investment for learning the game, if they could learn only 5% of it? Would they feel on par with the potential of CCP's gameplay creativity?

I do not know about you but I felt kinda accomplished, great and competent when I was able to participate in a Tengu fleet in my "early" days be resorting to a faction RC instead of the T2 RC. I never had the experience to being able to only learn 5% of the game when I started and moved through the skills as I set them. I felt on par with other people in some extends and sub par with them in other aspects, as it is naturally the case because I was a new(er) player. I definitely felt that my creativity and my motivation to overcome my limitations made the difference between boring sitting around and entertaining gameplay. I also felt a lot of need for self-motiviation and experienced the rewards of this by overcoming the obstacles that I faced and this gave me a very satisfying feeling. I expect the same psychological approach from everyone else in the game.

What do you want to tell me with the screenshots? The first one shows the ship progression that you unlock step by step while playing the game. You learn to fly a base version, train into an advanced version and know how to use the advanced version when you get there.

Yes, this is a development issue, but it has little to do with the game itself and rather with the developers needing to cater to a certain kind of player in order for them to play their game. Their design philosophy is influenced by the market and the demands of the market. Facebook games are not only mobile, they are also played a lot on desktop computers and were primarily browser based games in the beginning.
Skills do not inhibit the idea of limitless potential, they rather give you orientation in this ocean of potential. This is not uninteresting, as I have demonstrated with my personal experience time and again. If you chose to ignore, dismiss them and rather stick to your unrelated scientific studies, go ahead. Your studies not only support skill-based learning systems, my experience in the game also supports what your studies find.

It's cherry-picking. It's post-rationalization. Skills limit the idea of limitless potential by setting up limitations. The game is balanced around lvl V skills. That's just the only method of design that's plausible. It's a simple understanding as soon as a ship is flown with a decent percentage of that.

The pictures are a fresh character's set of options. For any faction but their main, they have no options except training.

There's no "need" for development to "cater" to anything except objective truth. Every design improves or negates the motivation potential of the experience. Implying these're irrelevant is no depth of criticism. It just comes from the position of deflecting about every question that's asked in the set of posts until this.

--

Dror wrote:
The amount listed for the PC gaming demographic is 900M. Every day, there are over 18M fresh internet users. Maybe you guys should explain why you believe the game's fresh sub retention is low -- why the game's PCU is declining. I've listed research, so that should obviously be required.

Enjoy.


Blah blah blah, cherry picking, blah blah blah, scientific evidence, blah blah blah motivations.--Shorter/TL;DR Dror.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dror
Center for Advanced Studies
Gallente Federation
#428 - 2015-10-11 02:43:36 UTC
Teckos Pech wrote:
Blah blah blah, cherry picking, blah blah blah, scientific evidence, blah blah blah motivations.--Shorter/TL;DR Dror.

It's actually an interesting idea, playing the neutral role and figuring out another option for the PCU except what're the obvious and relevant motivation keypoints. Can't figure anything out yet, though.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Teckos Pech
Hogyoku
Goonswarm Federation
#429 - 2015-10-11 05:42:02 UTC
Dror wrote:
Teckos Pech wrote:
Blah blah blah, cherry picking, blah blah blah, scientific evidence, blah blah blah motivations.--Shorter/TL;DR Dror.

It's actually an interesting idea, playing the neutral role and figuring out another option for the PCU except what're the obvious and relevant motivation keypoints. Can't figure anything out yet, though.


Oh for the love of God....Roll

Please let this thread be locked.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Azazel The Misanthrope
Oblivion's Pendulum
Top Tier
#430 - 2015-10-11 09:56:00 UTC
I appreciate your time on this suggestion, I like the point that you're making with many of the skills providing unnecessary barrier entries to professions, but I agree with a previously made postulation that this suggestion would strip much of the individuality away from characters that exist. I think that skills could provide a more gradual progression that could remove some of those barrier levels.

I also think that T2 modules should function in a similar way to their rigging counter parts where you can equip them and use them regardless of skills, but with the bonus of mitigating their drawbacks and fitting requirements by training the skills for them. Advanced Weapon Upgrades can probably be re-purposed to do that.
Dror
Center for Advanced Studies
Gallente Federation
#431 - 2015-10-11 16:47:52 UTC
Azazel The Misanthrope wrote:
I appreciate your time on this suggestion, I like the point that you're making with many of the skills providing unnecessary barrier entries to professions, but I agree with a previously made postulation that this suggestion would strip much of the individuality away from characters that exist. I think that skills could provide a more gradual progression that could remove some of those barrier levels.

I also think that T2 modules should function in a similar way to their rigging counter parts where you can equip them and use them regardless of skills, but with the bonus of mitigating their drawbacks and fitting requirements by training the skills for them. Advanced Weapon Upgrades can probably be re-purposed to do that.

There's also the counterpoint that niches exist. Playstyles benefit their demographics, but there's also the exploration that's suggested with the sandbox idea. "They can't realize if they enjoy the game if they can't play it."

It's on the same level as the point that there is no gameplay (fantasy) benefit from SP, because there's no creativity to it. No interesting class constructions come. So, what's really being stated about and benefited from gameplay limitations?

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#432 - 2015-10-11 17:29:55 UTC
Dror wrote:
Azazel The Misanthrope wrote:
I appreciate your time on this suggestion, I like the point that you're making with many of the skills providing unnecessary barrier entries to professions, but I agree with a previously made postulation that this suggestion would strip much of the individuality away from characters that exist. I think that skills could provide a more gradual progression that could remove some of those barrier levels.

I also think that T2 modules should function in a similar way to their rigging counter parts where you can equip them and use them regardless of skills, but with the bonus of mitigating their drawbacks and fitting requirements by training the skills for them. Advanced Weapon Upgrades can probably be re-purposed to do that.

There's also the counterpoint that niches exist. Playstyles benefit their demographics, but there's also the exploration that's suggested with the sandbox idea. "They can't realize if they enjoy the game if they can't play it."

It's on the same level as the point that there is no gameplay (fantasy) benefit from SP, because there's no creativity to it. No interesting class constructions come. So, what's really being stated about and benefited from gameplay limitations?


I looked at the post you linked and I missed it before. It is totally and completely wrong.

"The problem is, EVE's skillz don't differentiate characters much. If you train a skill to level 5 you might get a +20% bonus or +25% relative to someone who hasn't got the skill at all, or sometimes less."

a 20-25% bonus on your guns means the other guy dies way before you all else being equal. 20% on your reps whether shield or armour does exactly the same. This is a pretty big differentiation between characters. The same applies to any of the industry stuff. The gameplay benefit is that you can choose to train lots of skills to mid levels and do pretty much everything in the game. I did just that and about the only thing I haven't done so far is moon mining because I have no interest in nullsec.

Many characters can do many things better than I. There are also areas that I have specialized into which means any conflict there will come down to player skill. The skills differentiate the characters to a very large degree, they promote interaction between different players with different interest. It also promotes interaction between those who share skillsets. It is the ventral thread and core of EvE.
Dror
Center for Advanced Studies
Gallente Federation
#433 - 2015-10-11 17:48:17 UTC  |  Edited by: Dror
Corraidhin Farsaidh wrote:
Dror wrote:
Azazel The Misanthrope wrote:
I appreciate your time on this suggestion, I like the point that you're making with many of the skills providing unnecessary barrier entries to professions, but I agree with a previously made postulation that this suggestion would strip much of the individuality away from characters that exist. I think that skills could provide a more gradual progression that could remove some of those barrier levels.

I also think that T2 modules should function in a similar way to their rigging counter parts where you can equip them and use them regardless of skills, but with the bonus of mitigating their drawbacks and fitting requirements by training the skills for them. Advanced Weapon Upgrades can probably be re-purposed to do that.

There's also the counterpoint that niches exist. Playstyles benefit their demographics, but there's also the exploration that's suggested with the sandbox idea. "They can't realize if they enjoy the game if they can't play it."

It's on the same level as the point that there is no gameplay (fantasy) benefit from SP, because there's no creativity to it. No interesting class constructions come. So, what's really being stated about and benefited from gameplay limitations?


I looked at the post you linked and I missed it before. It is totally and completely wrong.

"The problem is, EVE's skillz don't differentiate characters much. If you train a skill to level 5 you might get a +20% bonus or +25% relative to someone who hasn't got the skill at all, or sometimes less."

a 20-25% bonus on your guns means the other guy dies way before you all else being equal. 20% on your reps whether shield or armour does exactly the same. This is a pretty big differentiation between characters. The same applies to any of the industry stuff. The gameplay benefit is that you can choose to train lots of skills to mid levels and do pretty much everything in the game. I did just that and about the only thing I haven't done so far is moon mining because I have no interest in nullsec.

Many characters can do many things better than I. There are also areas that I have specialized into which means any conflict there will come down to player skill. The skills differentiate the characters to a very large degree, they promote interaction between different players with different interest. It also promotes interaction between those who share skillsets. It is the ventral thread and core of EvE.

That's a bit nitpicky though. You're not being neutral. If characters were getting in to production immediately, then they could socialize with those who would supply them or house their items. If training mining barges or exhumers didn't seem penalizing for combat, those characters could purchase those ships and check around for fleets and boosts. These could sustain play, because that's the benefit of diversity.

It's no "gameplay benefit" ("choosing and training lots of skills") for creativity and socialization as much as just getting out and playing. That's how motivation is so relevant. It's not engaging to look at the amount of unlocked ships and just wonder what it's like with max skills. It's not promoting competence, putting off playing the game for skill training. If it's still less than obvious what motivation entails, there are plenty of resources.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#434 - 2015-10-11 18:02:41 UTC
Dror wrote:

That's a bit nitpicky though. You're not being neutral. If characters were getting in to production immediately, then they could socialize with those who would supply them or house their items. If training mining barges or exhumers didn't seem penalizing for combat, those characters could purchase those ships and check around for fleets and boosts. These could sustain play, because that's the benefit of diversity.

It's no "gameplay benefit" ("choosing and training lots of skills") for creativity and socialization as much as just getting out and playing. That's how motivation is so relevant. It's not engaging to look at the amount of unlocked ships and just wonder what it's like with max skills. It's not promoting competence, putting off playing the game for skill training. If it's still less than obvious what motivation entails, there are plenty of resources.


It isn't in the slightest nitpicky, cherrypicky or any kind of picky. It's the very heart of the proposal. Skills differentiate between characters. They are driven by the choices you make and give persistent consequences to your actions and decisions. Characters already can get into production pretty much immediately. They need to train to be able to build higher tech gear but that means that a character who focused on those skills gets benefit from them whilst being more vulnerable in other areas. Similarly the character who is a combat pilot will have advantage over the indy character in any combat, ganking etc.

It provides choices, it provides difference between characters, it provides reasons to interact with other players and it provides all sorts of opportunities between those players. The skill system is woven through the very fabric of the game, through the game engine, through the character system and through the progression system within EvE. To remove this is in some way literally changes the game into something completely different. Something most definitely not EvE.
Dror
Center for Advanced Studies
Gallente Federation
#435 - 2015-10-11 18:42:16 UTC
Corraidhin Farsaidh wrote:
Dror wrote:

That's a bit nitpicky though. You're not being neutral. If characters were getting in to production immediately, then they could socialize with those who would supply them or house their items. If training mining barges or exhumers didn't seem penalizing for combat, those characters could purchase those ships and check around for fleets and boosts. These could sustain play, because that's the benefit of diversity.

It's no "gameplay benefit" ("choosing and training lots of skills") for creativity and socialization as much as just getting out and playing. That's how motivation is so relevant. It's not engaging to look at the amount of unlocked ships and just wonder what it's like with max skills. It's not promoting competence, putting off playing the game for skill training. If it's still less than obvious what motivation entails, there are plenty of resources.


It isn't in the slightest nitpicky, cherrypicky or any kind of picky. It's the very heart of the proposal. Skills differentiate between characters. They are driven by the choices you make and give persistent consequences to your actions and decisions. Characters already can get into production pretty much immediately. They need to train to be able to build higher tech gear but that means that a character who focused on those skills gets benefit from them whilst being more vulnerable in other areas. Similarly the character who is a combat pilot will have advantage over the indy character in any combat, ganking etc.

It's unnecessary explaining the system for every post that challenges SP. What's being requested is if that "specialization" is actually helpful for interest. It's nothing special training the exact same skills as every other character in that niche. There's no creativity.

What you're not providing is any concrete research for something like limitations increasing interest. News flash: that's because those limitations are extrinsic motivation, which is already established as being detrimental for a variety of helpful mindsets.

Corraidhin Farsaidh wrote:
It provides choices, it provides difference between characters, it provides reasons to interact with other players and it provides all sorts of opportunities between those players. The skill system is woven through the very fabric of the game, through the game engine, through the character system and through the progression system within EvE. To remove this is in some way literally changes the game into something completely different. Something most definitely not EvE.

It provides choices by initially taking them away. That's what's happening if a sub comes, then realizes there are minimal play options. The SP of something like processing already has maxed skills for an array of characters, so that niche is already filled. Would it be asked of the fresh sub to do nothing but train skills until the skills are done? In fact, the opposite would be said, because that's a completely uninteresting and ludicrous suggestion. Yet, that's what SP is. Drones V, for literally any drone ship, is 1/4 of a sub. It's like that for a small, but decent, amount of effectiveness for any role.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Mara Rinn
Cosmic Goo Convertor
#436 - 2015-10-11 20:34:18 UTC
Rivr Luzade wrote:
So be it. My experience, however, are very delicious cherries that I have harvested from 4 years of growth in EVE. That you cannot produce the same experience is not of my concern.


My concern with asking the original question was to find ways that the game would break for everyone, not just cherry picked examples.

In your case: flying a Tengu (a skills-intensive ship) with modules where your limit was skills in particular lines helped you feel accomplished because you were able to tweak the fleet doctrine to suit the specific challenge of not being subscribed long enough to use all the modules required for a fleet doctrine. There are equivalent challenges based on ISK supply and market availability, which are still imposed by the game but not in the form of game design directly imposing itself into your decision-making process. Removing SP/skills from the game would have shifted your challenge from "what can I fit within my SP limits" to "what can I fit that I can afford, that won't require flying around the cluster in order to collect?"

There will still be challenges and rewards available, they just won't be system provided ones of "ding! you've levelled!"

It turns out that the timer-based rewards—which are basically a form of loyalty reward, "thank you for staying subscribed for 2 years 5 months"—are important to some people. Or at least some people perceive these rewards as important. I can't help but imagine that these people are all suffering a form of Stockholm syndrome though: "the game experience was so bad that I had to find solace in the certainty of skills progressing while I wasn't playing the game."

If a player wants to fly a covops frigate, they're pretty much stuck flying a non-cloaky ship for the duration of that train towards being able to use a covops hull and then be able to fit a covops cloaking device to it. They have a choice taken away from them, and they are not able to apply themselves to learning how to fly covops. Sure, the Stockholm survivor will rationalise this by suggesting that the new player can learn how to be sneaky in a non-sneaky ship such as a Heron. Learning to use a screwdriver by using a hammer.

Rivr Luzade wrote:
Again, what you see as limits are nothing but guides on your way to harness the limitless potential of the game. Your perception of skill, however, seems to be too one dimensional too realize that.
The game also does not require L5 skills in many departments in order to provide a fun and engaging experience. But this is also just another cherry that I picked after 4 years of growth and nurturing. L5 skills certainly push the ship or module to the limit, but the difference between I to IV is a lot bigger and more influential than IV to V.


I've found the opposite: progressing from IV to V is the difference between being able to fly a ship "properly" or having to make-do with meta-4 modules or switching down a calibre of weapon. Sometimes I was simply unable to participate in a particular style of play simply because I hadn't been subscribed long enough to have the necessary skills trained.

So SP are a limiting factor, not a "guide" on my way to "harness the limitless potential of the game." I can understand how some people will see things that way: each time a new skill is trained they gain access to more potential arenas for play. Eventually a participant might come to believe that they are a better player simply because their character has been subscribed long enough to unlock capital ships, for example.

"Why did I have to wait this long to be able to fly carriers?" one asks themselves subconsciously.
"Because you had to become a better player first," they post-rationalise to themselves.
"The game is taking care of me by preventing me hurting myself," claims the Stockholm syndrome victim.

Rivr Luzade wrote:
I see a lot of options in that screenshot then. Not sorry to disappoint you.


There are a lot of options, but they are options in terms of what to choose to spend the next few months training towards, not in terms of what a player can actually do in the game. Even once the skills are trained, the player has to know how to get the ISK to fund a particular play style. Some players are happy to buy ISK with real money, others are happy to farm ISK to pay for game time. The players farming ISK will invest some of their income to increase their production capacity: this is capitalism at work. There are choices in terms of opportunity cost and invest-or-spend.

When a player is not given the option of learning from "the school of hard knocks," are they really given choice? Why shouldn't a player be able to learn some hard lessons such as, "don't fly what you can't afford to lose"? The SP requirements to fly certain craft mean that brave players aren't able to find out if they can actually fly and fight as well as they think they can.

Rivr Luzade wrote:
If a developer needs to think about putting a 100% insurance reimbursement into a competitive multiplayer mode centered around destruction of assets, the objective truth is that the developer sees a need to provide an extensive safety net for some people so that they do not feel a loss.


The purpose of insurance in EVE Online is to provide a system where the buy-in to a particular play style is expensive but the replacement costs aren't so high. CCP Chronotis touched on this in "The Circle of Life" devblog, 2010-03-30.

There are challenges that are inherent in the game without the artificial gating mechanism of SP. A player can feel accomplished without using "length of time subscribed" as a measure of how good a player they are.
Teckos Pech
Hogyoku
Goonswarm Federation
#437 - 2015-10-11 21:07:44 UTC
Mara Rinn wrote:
Rivr Luzade wrote:
So be it. My experience, however, are very delicious cherries that I have harvested from 4 years of growth in EVE. That you cannot produce the same experience is not of my concern.


My concern with asking the original question was to find ways that the game would break for everyone, not just cherry picked examples.


Talk about cherry picking. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mara Rinn
Cosmic Goo Convertor
#438 - 2015-10-11 21:15:20 UTC
Teckos Pech wrote:
Mara Rinn wrote:
Rivr Luzade wrote:
So be it. My experience, however, are very delicious cherries that I have harvested from 4 years of growth in EVE. That you cannot produce the same experience is not of my concern.


My concern with asking the original question was to find ways that the game would break for everyone, not just cherry picked examples.


Talk about cherry picking. Roll


Any comments on the rest of the post? Do you think the pleasure gained from hearing "Skill training completed" is pleasure at new choices becoming available, progress being made towards a goal, or having an artificial constraint removed?

In my case, each skill trained is simply more of the game board becoming available. I guess it's also a case of whether you're a "glass half full," "glass half empty," or "there's room for 100% more stuff" personality.
Teckos Pech
Hogyoku
Goonswarm Federation
#439 - 2015-10-11 22:00:16 UTC  |  Edited by: Teckos Pech
Mara Rinn wrote:
Teckos Pech wrote:
Mara Rinn wrote:
Rivr Luzade wrote:
So be it. My experience, however, are very delicious cherries that I have harvested from 4 years of growth in EVE. That you cannot produce the same experience is not of my concern.


My concern with asking the original question was to find ways that the game would break for everyone, not just cherry picked examples.


Talk about cherry picking. Roll


Any comments on the rest of the post? Do you think the pleasure gained from hearing "Skill training completed" is pleasure at new choices becoming available, progress being made towards a goal, or having an artificial constraint removed?

In my case, each skill trained is simply more of the game board becoming available. I guess it's also a case of whether you're a "glass half full," "glass half empty," or "there's room for 100% more stuff" personality.


Why? You cherry picked your criteria to be virtually useless. The game has to "break" for everyone. Valid concerns have been raised, but none of them rise to that level. For example, the problem with AWOXing. AWOX for awhile, when you have a reputation as an AWOXer, biomass the character, create another....no loss, and go right back to AWOXing.

Does that "break the game" for everyone? No. So it is ignored. Of course, if AWOXing becomes too common it could indirectly break the game for everyone if nobody wants to play AWOXing Online, or enough people don't want to play and CCP shuts down.

As for the in-game economy I've pointed out it is a complex and dynamic system so predicting the outcomes are problematic. This is true in many, many situations. Let me give an example that is out of game. The U.S. banking system is rather unstable. It is prone to crises. In fact there have been about 14 crises in the last 150-160 years. The last one was in 2007-2008. Before that it was the savings and loan crisis from 1986-1995.

The U.S. had a weird banking structure called unit banking. Banks could have one office, no branches and could not operate across states. This meant banks could not spread risk, found it much, much harder to respond to banking crises such as runs. Allowing banks to merge creating larger interstate banks should have brought stability to the banking system, but it didn't. Why not? Because once banks got to big to fail then they know they'll be bailed out. That will change the banks attitude towards risk--i.e. they will take on more risk. And the banks knew that they would get bailed out because during the savings and loan crisis there was a bail out of a bank that by today's standards was quite small under the rubric of...too big to fail, in fact it was this specific bail out where that term was coined. This was Continental Illinois National Bank and Trust Company. Then there was the bail out of Long Term Capital Management...again too big to fail. So the system actually ended up going from being unstable to being unstable. And with really big banks that don't a tens of billions of dollars, but hundreds of billions of dollars the tail risk was substantial. The point is that here is something that initially looks good, but in reality was a bad thing.

So, could this change be good or bad? The honest answer is, yes. It could be good. It could be bad. If bad, what is the downside risk?

To me the discussion should not be good or bad, but if bad how bad?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dror
Center for Advanced Studies
Gallente Federation
#440 - 2015-10-11 22:25:00 UTC
Teckos Pech wrote:
Why? You cherry picked your criteria to be virtually useless. The game has to "break" for everyone. Valid concerns have been raised, but none of them rise to that level. For example, the problem with AWOXing. AWOX for awhile, when you have a reputation as an AWOXer, biomass the character, create another....no loss, and go right back to AWOXing.

How is the criteria useless? It contrasts emptily implying that skills prevent no gameplay vs. real issues with the design just being implemented on button press.

What's obvious about the idea and AWOXing is corp security rising to the demand. At worst, for fleets, it promotes more small gang cliques. Yet, it's an MMO. Most of these cliques would entertain the idea of recruitment for their niche and location and interests. Beyond that, the idea allows any sub to recruit any crew, for their assured security, from wherever. That's a very profound effect on both that sub's interest and advertising potential.

There's an economy example in that reply that seems less than analogous. What's the simile for bailing a company? There's no bailing out corps from a development control point.. It's almost completely laissez faire until something profits too much. As stated in a development post, game accounts can only hit zero.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.