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How would EVE break if we removed skills altogether?

First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#481 - 2015-10-13 17:46:54 UTC  |  Edited by: Teckos Pech
Dror wrote:
Teckos Pech wrote:
Nothing but an unmitigated good, when people point out potential problems

Except, that's when I take on the unbiased roll of explaining how those potential problems are within implementation design.

Posts get called out as non-scientific because they make empty statements or imply that I should prove an established set of ideas, which are restated by the game's development videos -- but those posts provide no scientific notation in return.


Bunk. Your own posts are stellar examples of sophomoric. You have no data, like the rest of us, and you run around making claims about evidence and science but you completely fail to ask pertinent questions like how much might AWOXing increase? Will there be new subs and/or will current subs leave due to removing SP? Instead you hand wave those things away.

Your posts are the epitome of the phrase, “When all you have is a hammer, everything starts to look like a nail.”

"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
#482 - 2015-10-13 19:18:13 UTC  |  Edited by: Dror
Teckos Pech wrote:
Talk about not getting the point. Yes, [SP] is the topic of the thread, but it is not the only issue with the game, nor is it the only reason why people leave the game.

Nothing says it is.

Teckos Pech wrote:
Dror wrote:
I'm discussing the well-established ideas of motivation being undermined by the SP system.


So what? It does not alter the fact that you have no data/evidence about the effect of SP on the game. You have an hypothesis, nothing more.

If none of us have any direct evidence on the effect of SP on subs, that's no critique on motivation as a well-established topic.

Teckos Pech wrote:
Ok, so one problem that has been pointed out is that AWOXing could become more of a thing because biomassing characters is now with a much reduced cost. So, here are some questions that need to be answered:

1. How much will AWOXing increase?
2. How much AWOXing can the game tolerate before people start to un-sub?

AWOXing can be prevented. Those characters, for example, have to get on comms. They have real traits that can be identified. Why not require a scan of a drivers license with important information blurred? That, at least, embetters the AWOXing barrier; and the picture can be put through image manipulation detection for the necessary details.

Teckos Pech wrote:
Instead of even asking these questions you hand-waved the entire issue away with, “Well there will be more subs, so more AWOXing will not be an issue.” For somebody who touts their evidence/scientific based approach to the issue that was the goddamned height of intellectual laziness. And it leads to another question:

How many new subs will removing SP bring in?

Again you have precisely zero, zip, nada, goose egg, zilch, an empty set of data, evidence, etc. It might bring in more subs…it might not.

Here is a related question:

How many of the existing subs will leave by removing SP?

You haven’t even thought about this question.

[continued]

Pretty sure that reply about AWOXing and subs is a complete fabrication.

I promote the idea of SP, more non-scientifically.. but logically, on the idea of the game getting better retention because it's really fulfilling; and this is multiplicative. It's clear that subs come for the dynamism. Does it really seem any less clear that they generally disappear because that's limited?

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#483 - 2015-10-13 20:24:48 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
Pretty sure that reply about AWOXing and subs is a complete fabrication.

I promote the idea of SP, more non-scientifically.. but logically, on the idea of the game getting better retention because it's really fulfilling; and this is multiplicative. It's clear that subs come for the dynamism. Does it really seem any less clear that they generally disappear because that's limited?
No, it's not clear. Given that we have no idea why subs leave we can't logically conclude anything based on a single metric. Given that we can't fully understand how skill-less eve would change the game negatively or positively we can't draw any clear conclusions.

We can try to work out the logical conclusions, of which several have been offered by us. However, the only one you offer is the vague concept of motivation, which the existence of current subs proves is not the mutually exclusive relationship you insist exists between the 2 (obviously every sub at some point found motivation to continue to engage with the game, and every one of them did so within the confines of the skill system).

Generally, the idea that people might feel more motivated, a concept that I'm still convinced is pure self-serving BS on your part, doesn't outweigh the real potential for abuse this would create.

Edit: Reading one of your recent posts suggests you're also conflating "autonomy" with universal ability. Autonomy does not guarantee the ability to perform all functions available, merely that you are not dictated the use of the functions you do have.
Dror
Center for Advanced Studies
Gallente Federation
#484 - 2015-10-13 20:36:48 UTC
Tyberius Franklin wrote:
We can try to work out the logical conclusions, of which several have been offered by us. However, the only one you offer is the vague concept of motivation, which the existence of current subs proves is not the mutually exclusive relationship you insist exists between the 2 (obviously every sub at some point found motivation to continue to engage with the game, and every one of them did so within the confines of the skill system).

Generally, the idea that people might feel more motivated, a concept that I'm still convinced is pure self-serving BS on your part, doesn't outweigh the real potential for abuse this would create.

Motivation's and expectation's effect on retention is originally provided by the company.. as main design philosophies for improvement. Call that as vague as you would, but that's what they explicitly describe as helpful; so, of what helpfulness is it trying to undermine that whole discussion by simply calling it vague?

Would you like to quote where it's stated that subs and SP are a mutually exclusive relationship? Would you like to provide evidence of how only great game mechanics retain play?

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#485 - 2015-10-13 20:42:29 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
Motivation's and expectation's effect on retention is originally provided by the company.. as main design philosophies for improvement. Call that as vague as you would, but that's what they explicitly describe as helpful; so, of what helpfulness is it trying to undermine that whole discussion by simply calling it vague?

Would you like to quote where it's stated that subs and SP are a mutually exclusive relationship? Would you like to provide evidence of how only great game mechanics retain play?
You claim very clearly that SP and motivation are exclusive. You claim that motivation and subs are inclusive. It's a very short logical train to follow.

That motivation is important isn't something I argue against, so the notion I'm in disagreement with that is false. What I'm in argument against is your conclusion that the skill system works inherently against motivation. And yes, your definition relating the 2 is vague.
Dror
Center for Advanced Studies
Gallente Federation
#486 - 2015-10-13 20:56:08 UTC
Tyberius Franklin wrote:
You claim very clearly that SP and motivation are exclusive. You claim that motivation and subs are inclusive. It's a very short logical train to follow.

Are you talking about "extrinsic" and "intrinsic"? Else, again, quote where that's stated.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#487 - 2015-10-13 21:20:37 UTC
Dror wrote:
Tyberius Franklin wrote:
You claim very clearly that SP and motivation are exclusive. You claim that motivation and subs are inclusive. It's a very short logical train to follow.

Are you talking about "extrinsic" and "intrinsic"? Else, again, quote where that's stated.
Here. Also again, not every aspect needs to be intrinsically motivating, not to say that the skill system isn't motivating in the drive for improvement and efficiency, but beyond that it still serves several balance and social functions.
Teckos Pech
Hogyoku
Goonswarm Federation
#488 - 2015-10-13 21:34:06 UTC
Dror wrote:

snipped


Yeah, requiring players to provide private information to join a corp/alliance. I'm thinking this would not sit well with CCP.

And so what about comms. They are blue, so they get on blue comms....not hard. In fact, quite easy.

And as for better retention rates, I find that rather dubious. While yes, they can go fly an archon, they will not be able to afford one. Yes, some might go the route of plopping down another $40 or so for a couple of PLEX, but not all of them. And then if they lose said archon? Another $40? And when they find out about fatigue and they managed to get stuck for 17 days someplace they didn’t want to be? Even without SP there will still be considerable barriers to players experiencing all of Eve.

"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
#489 - 2015-10-13 21:44:05 UTC
Tyberius Franklin wrote:
Dror wrote:
Tyberius Franklin wrote:
You claim very clearly that SP and motivation are exclusive. You claim that motivation and subs are inclusive. It's a very short logical train to follow.

Are you talking about "extrinsic" and "intrinsic"? Else, again, quote where that's stated.
Here. Also again, not every aspect needs to be intrinsically motivating, not to say that the skill system isn't motivating in the drive for improvement and efficiency, but beyond that it still serves several balance and social functions.

That post definitely says, "That's how leveling and SP and incentive are correlative," but seemingly nothing about exclusivity.

The statement about everything needing to be motivating is a little empty. Something as prevalent as SP is either promoting lots of diversity or is limiting that. You're obviously giving no assertion on its motivating potential, so this is just deflection?

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#490 - 2015-10-13 22:13:39 UTC
Dror wrote:
That post definitely says, "That's how leveling and SP and incentive are correlative," but seemingly nothing about exclusivity.

The statement about everything needing to be motivating is a little empty. Something as prevalent as SP is either promoting lots of diversity or is limiting that. You're obviously giving no assertion on its motivating potential, so this is just deflection?
Considering the topic is the skill system I'm not sure how establishing that the skill system serves functions beyond motivation is deflection.

If you think that the only element worth consideration is the ability of an aspect of the game to motivate and have no concerns for balance or abuse control you've more or less disqualified your position from being rational. If not, then clearly bringing up other positive aspects of the skill system can't be deflection.
Dror
Center for Advanced Studies
Gallente Federation
#491 - 2015-10-13 22:31:58 UTC
Tyberius Franklin wrote:
Dror wrote:
That post definitely says, "That's how leveling and SP and incentive are correlative," but seemingly nothing about exclusivity.

The statement about everything needing to be motivating is a little empty. Something as prevalent as SP is either promoting lots of diversity or is limiting that. You're obviously giving no assertion on its motivating potential, so this is just deflection?
Considering the topic is the skill system I'm not sure how establishing that the skill system serves functions beyond motivation is deflection.

If you think that the only element worth consideration is the ability of an aspect of the game to motivate and have no concerns for balance or abuse control you've more or less disqualified your position from being rational. If not, then clearly bringing up other positive aspects of the skill system can't be deflection.

That's obviously talking about "the need for every design to be intrinsically motivating". Also, the functions that SP serve -- aren't those only the limitations of dubious activity? There is no need for alts on an open system, and there being no extra slots would require payment for multiplied effectiveness. Starters could be limited to frigates. The point being made is how simple it is to develop abundance.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#492 - 2015-10-13 23:09:47 UTC
Dror wrote:
That's obviously talking about "the need for every design to be intrinsically motivating". Also, the functions that SP serve -- aren't those only the limitations of dubious activity? There is no need for alts on an open system, and there being no extra slots would require payment for multiplied effectiveness. Starters could be limited to frigates. The point being made is how simple it is to develop abundance.
A system open enough for deceit and espionage creates an impetus for alts, as do roles not befitting the devotion of a "main" (cyno alt/freighter web alt/market character/etc). I see no reason only multi-account holders should be able to utilize these functions frivolously in various aspects of the game, or that they should be further empowered by exclusive awareness in multiple areas.

What you suggest doesn't curb multi account holder abuses is a skill-less game, it increases them comparatively by removing any semblance of the same functions from single account holders.
Dror
Center for Advanced Studies
Gallente Federation
#493 - 2015-10-13 23:24:49 UTC
Tyberius Franklin wrote:
Dror wrote:
That's obviously talking about "the need for every design to be intrinsically motivating". Also, the functions that SP serve -- aren't those only the limitations of dubious activity? There is no need for alts on an open system, and there being no extra slots would require payment for multiplied effectiveness. Starters could be limited to frigates. The point being made is how simple it is to develop abundance.
A system open enough for deceit and espionage creates an impetus for alts, as do roles not befitting the devotion of a "main" (cyno alt/freighter web alt/market character/etc). I see no reason only multi-account holders should be able to utilize these functions frivolously in various aspects of the game, or that they should be further empowered by exclusive awareness in multiple areas.

What you suggest doesn't curb multi account holder abuses is a skill-less game, it increases them comparatively by removing any semblance of the same functions from single account holders.

Technically, for those alts to be online simultaneously, they already have to be paid. Furthermore, there's a lot of gumption in this thread about interdependence.

The simultaneous requisite of a lot of that, like cyno and web, are the same as now, then.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#494 - 2015-10-13 23:32:06 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
Technically, for those alts to be online simultaneously, they already have to be paid. Furthermore, there's a lot of gumption in this thread about interdependence.

The simultaneous requisite of a lot of that, like cyno and web, are the same as now, then.
I don't need my market alt, spy character or market toon on at the same time as my main. If my cyno is for someone else' cap I only need one character on. If I have 2 characters operating in different space I almost certainly don't need them both on at the same time.

Even a web alt for someone else' freighter doesn't require a player to have multiple characters online.

And no, this doesn't stand in the way of interdependence, while it admittedly does weaken it, but not nearly as much as a skill-less game was. Really it mostly off-shifts tasks that a player wouldn't dedicate themselves to.
Dror
Center for Advanced Studies
Gallente Federation
#495 - 2015-10-13 23:59:07 UTC
Tyberius Franklin wrote:
Dror wrote:
Technically, for those alts to be online simultaneously, they already have to be paid. Furthermore, there's a lot of gumption in this thread about interdependence.

The simultaneous requisite of a lot of that, like cyno and web, are the same as now, then.
I don't need my market alt, spy character or market toon on at the same time as my main. If my cyno is for someone else' cap I only need one character on. If I have 2 characters operating in different space I almost certainly don't need them both on at the same time.

Even a web alt for someone else' freighter doesn't require a player to have multiple characters online.

And no, this doesn't stand in the way of interdependence, while it admittedly does weaken it, but not nearly as much as a skill-less game was. Really it mostly off-shifts tasks that a player wouldn't dedicate themselves to.

So, get a newbie to web the freighter. On the cyno, the no-movement design seems pretty archaic. Beyond those, being in as many as 3 areas per account is a little much.. yet, all of this is still as simple as limiting alts as much as a starter. Benefiting from so many alts is ludicrous. Why can't a character just makes way through space and return to where his market orders are, assist with a cyno or a web as seems helpful, and be fine with a limited or no spy capabilities without some commitment?

All of these benefit the socialization aspect of the game, as mentioned, and it's non-obvious how SP-lessness reduces any interdependence without increasing it elsewhere. A fresh sub may, with limitations, require assistance to be effective; but how would he know that? Wouldn't the negative results of play discourage (on some level) how effective and helpful that character would seem in a corp? There's also the idea of just experiencing the game before joining a corp, which may lead (as the statistic video suggests) to lots of (underwhelming) solo play. Conversely, wouldn't the vastness and depth of an unrestricted game promote the idea of joining a corp? ..For learning and many other benefits? More options leads to more exploration.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#496 - 2015-10-14 00:51:15 UTC
Dror wrote:
So, get a newbie to web the freighter. On the cyno, the no-movement design seems pretty archaic. Beyond those, being in as many as 3 areas per account is a little much.. yet, all of this is still as simple as limiting alts as much as a starter. Benefiting from so many alts is ludicrous. Why can't a character just makes way through space and return to where his market orders are, assist with a cyno or a web as seems helpful, and be fine with a limited or no spy capabilities without some commitment?

All of these benefit the socialization aspect of the game, as mentioned, and it's non-obvious how SP-lessness reduces any interdependence without increasing it elsewhere. A fresh sub may, with limitations, require assistance to be effective; but how would he know that? Wouldn't the negative results of play discourage (on some level) how effective and helpful that character would seem in a corp? There's also the idea of just experiencing the game before joining a corp, which may lead (as the statistic video suggests) to lots of (underwhelming) solo play. Conversely, wouldn't the vastness and depth of an unrestricted game promote the idea of joining a corp? ..For learning and many other benefits? More options leads to more exploration.
The obvious benefits to interdependence come in due to some roles not being a trivial train. Cyno alts are trivial. Cap pilots and titan bridges are not. Freighter webbers are trivial. Freighters are not. General combat and mining are trivial. T2 boosts for either from a T2/T3/Orca is not. Further efficiencies allow for for other forms of interdependence (which are eliminated when those skill created efficiencies are also eliminated).

As for why players can't simply do everything with single characters? Simple, because they don't want to. Specifically they don't want gameplay to be dominated by busy work when not needed. Why fly a main to every cyno location every time a jump needs made? Who wants to play that role consistantly? Who want to have the job of just sitting in Jita for price checks? It's in no way ludicrous to have people bypass these limits because those are the true tasks no one wants to do.

To the notion of spying, why is having an additional account the equivalent of commitment? And how committed is a character of instant creation used for the task vs one that has worth through development time? When a risk of permanent association with a identity combines with that identity having value due to a skillset, we have some level of working consequence.

And no, I don't see any specific driver that would promote corp membership without skills. It doesn't logically flow that "since a player can board x ship they are more likely to seek a corp." Rather, seeking help tends to be the thing one does when they encounter restrictions they may not understand and want to see advice on how to proceed. For a new player depth is rarely appreciated anyways (remember that basic functions like the market went unused by a number of trial players), thus the need to emphasize (in freedom to act, which is the actual freedom the game advertizes rather than freedom to use "x") it rather than simply make it available.
Dror
Center for Advanced Studies
Gallente Federation
#497 - 2015-10-14 02:31:36 UTC  |  Edited by: Dror
Tyberius Franklin wrote:
The obvious benefits to interdependence come in due to some roles not being a trivial train. Cyno alts are trivial. Cap pilots and titan bridges are not. Freighter webbers are trivial. Freighters are not. General combat and mining are trivial. T2 boosts for either from a T2/T3/Orca is not. Further efficiencies allow for for other forms of interdependence (which are eliminated when those skill created efficiencies are also eliminated).

As for why players can't simply do everything with single characters? Simple, because they don't want to. Specifically they don't want gameplay to be dominated by busy work when not needed. Why fly a main to every cyno location every time a jump needs made? Who wants to play that role consistantly? Who want to have the job of just sitting in Jita for price checks? It's in no way ludicrous to have people bypass these limits because those are the true tasks no one wants to do.

Cynos are less prevalent with JF. If the design philosophy comes through (as is) with lots of skirmishes all over, there's much less need for that niche. Freighters are none so the crux of entertainment, but they're necessary. Fulfilling such roles are slightly rewarding.

Quote:
To the notion of spying, why is having an additional account the equivalent of commitment? And how committed is a character of instant creation used for the task vs one that has worth through development time? When a risk of permanent association with a identity combines with that identity having value due to a skillset, we have some level of working consequence.

It's more about reducing the low bar of the spy niche overall, maybe even to main characters actually being put in those corps. At some point, decent corps just require full API keys, so is this alt spy truly helpful?

Quote:
And no, I don't see any specific driver that would promote corp membership without skills. It doesn't logically flow that "since a player can board x ship they are more likely to seek a corp." Rather, seeking help tends to be the thing one does when they encounter restrictions they may not understand and want to see advice on how to proceed. For a new player depth is rarely appreciated anyways (remember that basic functions like the market went unused by a number of trial players), thus the need to emphasize (in freedom to act, which is the actual freedom the game advertizes rather than freedom to use "x") it rather than simply make it available.

It's as simple as interest in the game. Maybe cruisers get newbies out of scram-web gameplay, which makes solo seem more feasible, which gives them enough experience to realize how prevalent blobbing is. Maybe foregoing the process of leveling a Raven for the deep amount of options gets those PvE niches in to the idea of WHs or of industry. Frankly, there's so much advertisement on how effective frigates can be, that they seem like a fine solo option; but the question comes up how effective their DPS and other stats really are. It's at that point that it becomes of interest just how much training is required for a fitting. It is really absurd pulling up a training queue, especially those that come up with any research on the topic.

There's also the problem of confidence that comes with being fresh, even that requiring training (for the exact same start as every other pilot) is probably really repetitive. Even joining corps like EVE Uni can seem so mechanical, with downloading programs, to joining websites, to making an application, and finding interest in all of this enough to actually do it. If a character would get out of frigates early and find out about cruiser tracking vs frigates or something, they could actually find that depth.

Niches, like the market, being unused makes sense because they have no skills for that. It's quite less than motivating to train for anything but combat skills for those interested in PvP. They also just have no clue about what items would sell, but the trend is that the game can be learned much more efficiently than skills train. Using X is acting.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#498 - 2015-10-14 03:24:33 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
Cynos are less prevalent with JF. If the design philosophy comes through (as is) with lots of skirmishes all over, there's much less need for that niche. Freighters are none so the crux of entertainment, but they're necessary. Fulfilling such roles are slightly rewarding.
What do you mean by "Cynos are less prevalent with JF?" Also considering part of your suggestion is to enable more cap capable pilots, even if not necessarily cap using pilots, how does the cyno role lessen? If these cap tools become a part of these supposedly more frequent skirmishes, how does that role lessen? Also are you meaning to suggest that dedicated cyno is a role that a number of players would see fit to devote themselves to? Or are you suggesting that it's more rewarding than it is a pain to be expected to drop your current activities any time a cyno chain becomes needed? Both seem pretty strange positions.

It seems more like you are suggesting of trapping players in roles and/or crippling cap ship and black ops use to facilitate your idea while still claiming greater activity and choice.

Quote:
It's more about reducing the low bar of the spy niche overall, maybe even to main characters actually being put in those corps. At some point, decent corps just require full API keys, so is this alt spy truly helpful?
Maybe, depends on the corps security practices. Though as part of the existing game it shouldn't be discarded simply because it can be protected against. Having the prerequisite of spying while having and demonstrating other allegiances be holding multiple accounts is unreasonable.

Quote:
It's as simple as interest in the game. Maybe cruisers get newbies out of scram-web gameplay, which makes solo seem more feasible, which gives them enough experience to realize how prevalent blobbing is. Maybe foregoing the process of leveling a Raven for the deep amount of options gets those PvE niches in to the idea of WHs or of industry. Frankly, there's so much advertisement on how effective frigates can be, that they seem like a fine solo option; but the question comes up how effective their DPS and other stats really are. It's at that point that it becomes of interest just how much training is required for a fitting. It is really absurd pulling up a training queue, especially those that come up with any research on the topic.

There's also the problem of confidence that comes with being fresh, even that requiring training (for the exact same start as every other pilot) is probably really repetitive. Even joining corps like EVE Uni can seem so mechanical, with downloading programs, to joining websites, to making an application, and finding interest in all of this enough to actually do it. If a character would get out of frigates early and find out about cruiser tracking vs frigates or something, they could actually find that depth.

Niches, like the market, being unused makes sense because they have no skills for that. It's quite less than motivating to train for anything but combat skills for those interested in PvP. They also just have no clue about what items would sell, but the trend is that the game can be learned much more efficiently than skills train. Using X is acting.
They can already leave tackle gameplay. Frigates are not the incapable ships you paint them as, nor are they relegated to a single combat role. Just looking at explicit bonuses we have 5 defined roles in each racial T1 frigate lineup, the venture further adding another. Add to that all potential uses and it becomes clear no such lock into a single type of game play, and thus no forced repetition, exists.

That every pilot experienced this is also irrelevant as a new player can draw no value from the fact that others may or may not have had the same starting experience.

Also you've still failed to form a coherent link from flying a cruiser to joining a corp that doesn't exist now. Players now are finding these differences such as tracking on different sizes of guns and asking questions. Where is the difference that fuels the change in behavior? Does having the cruiser potentially a few days sooner make a notable difference? Why?

And when CCP Rise referenced use of the market he wasn't talking about skill enabled niche use, he stated that some never used it at all. That isn't niche, that's basic use of isk to obtain mods and/or ships. That use doesn't compete with training in other directions as no SP barrier exists to making simple purchases in any quantity.
Teckos Pech
Hogyoku
Goonswarm Federation
#499 - 2015-10-14 03:37:51 UTC
All I see is Dror engaging in the most amazing gymnastics trying to assure people removing SP wont be a problem....which of course means Dror is full of bullshit.

"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
#500 - 2015-10-14 04:02:41 UTC  |  Edited by: Dror
As well, on interdependence, it's probably a great guess that a majority of corps are limited by pilot SP. The average member count of corps seems an elusive number, but EveWho lists 7.8M characters and 332k corporations -- which is an average of about 24 characters per corporation. For the example, it's probably worth pretending that the average corp has about 50, because that's a pretty simple goal.

What can these corps aspire to, honestly? A lot of those members are probably fresh characters. Most recruits come from militia chat and adverts, which makes this even more plausible (established pilots have corps). Guess what their roams are? ..Nothing cruisers or above. Some are gatecamps, roams, FW, and maybe even null, but the level of competency that comes with mostly fresh characters is much less incentive to bring expensive ships. Even more, the majority of play is still probably scram range (especially with these classes of play), so they're mostly welp fleets of some sort. ..It's that there's no progression. What if the majority of those fresh characters stop logging in? The cycle repeats. There's the added problem of hisec wardec'ing, but that's more of a leadership problem -- that they are filling corp hangars. It's also incredibly uninteresting making ISK with low SP, which consists mostly of exploration, combat sites, maybe some missioning, and orbiting FW beacons. It seems that unrestricted options could get corps in to more adventurous roles, much more with the sov redesign. There's obviously more than that -- it's about strategy, which requires options. Whether it's the production of corp ships or just the motivation to play more to fund bigger ships, the issue is having the SP throughput to compete with neighboring corps.

Tyberius Franklin wrote:
They can already leave tackle gameplay. Frigates are not the incapable ships you paint them as, nor are they relegated to a single combat role. Just looking at explicit bonuses we have 5 defined roles in each racial T1 frigate lineup, the venture further adding another. Add to that all potential uses and it becomes clear no such lock into a single type of game play, and thus no forced repetition, exists.

There should be nothing about that post that makes the topic seem about tackle roles. The majority of solo frigates are scram-fit, and this makes engagements all-or-nothing. That seems problematic, then comes checking on stats (which seem tiny), then comes the training queue seeming awful.

Fine, then.. it's a sniper Cormorant instead of cruisers. The point is that the need for a corp seems minimal with frigates because of how reportedly feasible they are. Honestly, the availability of greater ships and t2 mods would promote the benefits of a corp. Trying to find a market for the character's ores and refinements and productions and innovations could not only inspire location exploration, but also that much more learning and interest. Everything's correlated in the game, so every progression is correlative.

"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.