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Dev Blog: Exploring The Character Bazaar & Skill Trading

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Author
Scott Dracov
Science and Trade Institute
Caldari State
#1381 - 2015-10-16 06:09:11 UTC  |  Edited by: Scott Dracov
I make this plea for sanity from CCP in my unequivocal re-iteration that I vote NO, NEVER, CASE AND DESIST...

I am an individual with unique real life aviation and MMO gaming experiences that holds a life time COMPED FREE OF CHARGE ACCOUNT to certain online MMO games because of the graphics and game play design work I did for them...

and yet I choose to pay CCP real money in the form of monthly subscriptions when I have the option to pick up other MMO's free of charge and play them forever without it costing me one red cent...

and I do this simply because I believe EVE offers something unique that is unfathomable to those other game developers to even consider implementing because they could never pull it off...

That EVE gave gravitas and weight to the quantity known as time and long term planning through its skill training mechanic and its diverse sandbox game play...

Do you (CCP) understand you have competition that can undercut your asking price for entertainment by up to 100%?

Do you (CCP) understand that the skill que system and its time investment mechanic is all that sets EVE apart from every other MMO in that it can not be cheated and time in EVE if missed or misused can not be replaced on a single character?

Players can buy someone else's toon or train a million alts but on the toon a player made that they hold dearest as their creation they can never cheat time on it. This simple twist on MMO implementation makes EVE the most realistic game ever made and it is the only reason why hundreds of thousands of people put up with bad game play decisions you (CCP) keep making...

because they are invested totally by the time it took to create their characters...

What is more important for you (CCP) is that new players like me are hooked on this long term time investment as much as the old players only we are having more fun with our low SP than they are with their High SP because every new skill is a new treat and a new adventure or a new ship and the ride has just begun...

and now you (CCP) propose to cheat time to increase profit because you (CCP) believe those hundred thousand players new and old that will walk through fire to keep their toons training even when they take breaks from the game will be happy to keep paying you when their time investment is nullified into something trivial because you (CCP) say you want to help the new player (ME) even after the new players tell you they do not want this either...

This is what I now know from my time in EVE is called a Cascade Failure in which the leadership of a group loses all touch with its supporting member structure and burns all sacred bridges, crosses all lines in the sand and breaks all promises and the end is swift like any cascading string of domino's that tumble into the vast ether of nothingness from which they came and where time has no meaning.

Listen to your customers on this one...

They are not joking about the long term consequences of even considering an action that removes or nullifies players interest in long term commitments to EVE online.
Rodj Blake
PIE Inc.
Khimi Harar
#1382 - 2015-10-16 06:22:24 UTC
Down with this sort of thing.

Dolce et decorum est pro Imperium mori

Moneta Curran
Federal Defense Union
Gallente Federation
#1383 - 2015-10-16 06:26:09 UTC
I have to add my voice to the chorus of disapproval. Cannibalizing skill-points is a daft idea. Eve should remain a game of meaningful choices where patience is rewarded.

In reference to the character bazaar, you can scrap that too for all I care.

Furyvixen Bloodhoof
Native Freshfood
Minmatar Republic
#1384 - 2015-10-16 06:31:17 UTC
Rodj Blake wrote:
Down with this sort of thing.


Can't work out if your for it or against it :)
Ima Wreckyou
The Conference Elite
Safety.
#1385 - 2015-10-16 06:31:23 UTC
Also I can't believe that somehow CCP Rise had something to do with this idea. This has the stench of a certain CEO... Maybe they where thinking since the CSM was already opposed to the idea they have to present it with a friendly face.
Avanda Redblade
SecDiv
OnlyHoles
#1386 - 2015-10-16 06:33:52 UTC
This thread is such a depressing read.

As it stands, a new player can NEVER catch up to someone who happened to start playing earlier. Surely you all see that this is becoming more and more of a problem to new players as time goes by?

I just want to play the game. I can't join a half-decent corp until I have 15 or 25 mil SP or whatever. This suggestion would help to enable me to start PLAYING the game rather than just logging in to check skills every few days. I just want to spend the same money on SP instead of subs and start playing sooner. I have played before and know it is worth waiting for but many will not.

The strength of the opinions of the older players should also be factored down by the diminishing returns mentioned in the blog. The mentality of these old gits is to keep their "rightful" place in society and do whatever they can to prevent any new characters becoming as famous as the old empire builders or legendary FCs.

I am in favour of this proposal to remove the most rusty nail of all from Eve's coffin-to-be.
Red Deck
The Tebo Corp
#1387 - 2015-10-16 06:36:09 UTC
Dont' do this. Please. PLEASE!

It's a truly horrible idea. Ugh
Daimus Daranius
Warcrows
THE OLD SCHOOL
#1388 - 2015-10-16 06:37:49 UTC
EVE has been dying for a while now (some would say it has been dying since 2003, although personally I wouldn't go that far), so steps needed to be taken to bring people (back) to EVE. Changes from this devblog will bring more profit to CCP so I can only conclude that they were necessarry to save EVE.

For a while, players have been posting ideas and suggestions on forums on the matter of keeping EVE alive and in well shape. Some of those ideas were good, some others were not, but literally every one of them has been met with instant rejection by bittervets. Well, they can suck it up now! Also, can I have their stuff?

I therefore conclude that EVE has a new fundamental rule (some might even call it Rule #1):

Every good idea suggested by players with good intentions that was rejected by conservative playerbase will turn into a much worse version of itself when devs propose something similar.

Think about that next time you turn your back away to a decent idea, EVE community.

Amarr Victor!

Josef Djugashvilis
#1389 - 2015-10-16 06:42:59 UTC  |  Edited by: Josef Djugashvilis
Avanda Redblade wrote:
This thread is such a depressing read.

As it stands, a new player can NEVER catch up to someone who happened to start playing earlier. Surely you all see that this is becoming more and more of a problem to new players as time goes by?

I just want to play the game. I can't join a half-decent corp until I have 15 or 25 mil SP or whatever. This suggestion would help to enable me to start PLAYING the game rather than just logging in to check skills every few days. I just want to spend the same money on SP instead of subs and start playing sooner. I have played before and know it is worth waiting for but many will not.

The strength of the opinions of the older players should also be factored down by the diminishing returns mentioned in the blog. The mentality of these old gits is to keep their "rightful" place in society and do whatever they can to prevent any new characters becoming as famous as the old empire builders or legendary FCs.

I am in favour of this proposal to remove the most rusty nail of all from Eve's coffin-to-be.


I played from day one of my Eve career and had a great time doing so.

Make the most of the skill points you have whilst learning about the game.

Hell, I mined in an Iteron 3 - about an hour to fill it, if I remember correctly, and spent a lot of time chatting to older players in local who were unfailingly helpful.

- I want 25m skill points today, - will soon become I want to fly a Titan from day one.

This is probably the worse idea CCP have ever come up with...

This is not a signature.

Memphis Baas
#1390 - 2015-10-16 06:45:46 UTC
The skill packs will be at maximum demand, regardless of the supply. Look at how many high-SP characters you have in the database (the supply) vs. how many new characters you have (the demand). Market trading forces will drive the price up and negate any diminishing returns you may implement to try to limit this to newbies; it just won't be affordable for newbies at all.

The idea of SP transfer is cool; I like it a lot. Just that SP are so desirable as a commodity that you won't have any control over its trading price point.

So, if you intend this to be a replacement for character bazaar trading (where 1bn ISK is the smallest denomination coin), then it's fine. Rich character sellers and buyers can use this instead of the Bazaar.

However, if you intend this to be "gifts for newbies" and a way to attract new players and entice them to stay, then I would recommend a mentoring system (similar to the buddy system), where the newbie gets the SP and the donor gets desirable non-ISK perks (extra attribute re-specs, for example, or dual-character-training for a period of time). Rather than packs, maybe a long term slow trickle mentoring "relationship", either 1:1 or entire_corp->recruit, to also promote joining a player corp (entire corp can donate SP to you, you lucky newbie you).

Yes, this can be abused by someone activating 12 accounts to "mentor" speed-train 1 character, so you'll have to limit how many mentors there can be. In any case, details for you to figure out. The TLDR is, if you want it for newbies, you have to have an SP transfer mechanism that doesn't involve trading or ISK. And, you can have both (character bazaar replacement via trading for ISK, and newbie mentoring system).
Don ZOLA
Omniscient Order
#1391 - 2015-10-16 06:52:54 UTC
Inquisitor Kitchner wrote:
Nearly every single person against this change seems to be totally ignoring the fact I can already just keep making money and trading up to better skilled characters via the character bazaar as long as I don't mind not choosing my name.

What is the big deal here apart from that it's just making something that used to be possible but only really known to old players more visible to new players?

Personally I think they should get rid of the bazaar and permaban anyone selling their account, but they think that legitimising sales is a better way to handle it as you'll never stop it. If that sounds familiar it's because it's the same argument for legalising drugs.

So if you're able to already trade in IRL cash and buy a titan pilot tomorrow, what difference does this system make?


Nearly every single person supporting this change seems to be totally ignoring the fact that the game fundamentals are being changed for something with at least to say shady vision, plenty of possible side effects and almost no benefit for new players. This is dangerous road to head to.

With a potential to seriously harm player base. And that is what is a big deal.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Rizz Razz
Royal Amarr Institute
Amarr Empire
#1392 - 2015-10-16 06:54:36 UTC  |  Edited by: Rizz Razz
Please don´t do that, CCP ! You destroy my game with this !

edit: The Money u will earn with this, u will then lose again for all the accounts that make subscription-break in hollydays etc. (sry. bad english)
Don ZOLA
Omniscient Order
#1393 - 2015-10-16 06:55:14 UTC
Divine Entervention wrote:
This gives new players an actual reason, an actual object to strive for to further their progression.

They can subscribe, then go farm isk for the purpose of using it to buy skill points to level their characters faster.

Instead of subscribe and wait for a year, they can subscribe and play a ****-ton of EvE being out in the game actively playing, using their activity to acquire an actual benefit. Using the actual desirable reward of leveling their character as incentive to want to spend more time actively pursuing it.

Sure, just as it's possible to purchase a subscription with dollars, it's also possible to purchase a subscription with isk.
This adds another benefit to the new player, something he wants.



No it does not. They will have to spend isk (which they dont have as they are new, so cash) to get in the game. How many people are going to do so. Your subscription is 15 bucks per month, but you should invest 50-100 bucks to get better start. If you think that is going to get people attracted or keep them in the game, you are wrong.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Furyvixen Bloodhoof
Native Freshfood
Minmatar Republic
#1394 - 2015-10-16 06:55:45 UTC
Instead of the skill melting with diminishing returns.

Why not just do like a certain competitors service that allows a boost to a certain level for a fixed price.

So say for 50 notes you can boost the character to 7.5million sp's (random number) with restrictions to skills it can be applied to. (No insta cap ship training etc.....)for cash...not Plex or aur.

And it's a one off only.

It works in other games ,

This approach opens up to the new player as well ...the op suggestion only works if you have isk or a character to take skills from... Something the new player won't have.



Tippia
Sunshine and Lollipops
#1395 - 2015-10-16 06:58:41 UTC  |  Edited by: Tippia
I'll just copy-paste what I've written elsewhere:

darth cookie wrote:

The clever part is that no new SP is created. It's only transferred. Plus there is SP lost in the process. So the glut of useless SP on very old characters can be sold to newer characters (with more favorable exchange rates for lower SP characters) while actually sinking SP out of the game. Sure, it's going to be gamed by old players making alts, but it does present the opportunity for new players to get the exact character that's "theirs" and to speed past some of the early but necessary training hurdles (fitting skills I'm looking at you) if they want.

The more I think about it, the more I like it.


I like it less and less the more I think about it. At first it seems fairly clever, but the whole “unallocated” SP is where it falls apart. It ends up being that most awful of designs: a means to bypass game mechanics using cash.

The idealistic case is neat — old players using their largely pointless training time to give skills to the needy — but it's not actually skills and it's not the needy who benefit. Rather, it is a way for me to train at double speed at an irrelevant cost, since I'm getting SP out of the deal rather than fixed skills.

Unless they remove the SP part of the idea, and instead let people trade actual skills, this is essentially the SP buying people have been asking for for ages. The fact that it happens at a loss or with diminishing returns doesn't change this — it just increases the cost: I have to use two training queues rather than one to feed my main with SP, big whoop. :nallears:

They're trying to balance their mechanics bypass on cost. That means it is inherently imbalanced. It also needs to be a skill trade, not an SP transfer, and good luck creating diminishing returns on that in any sensible way.

Glory of Arioch wrote:

have fun having it reduced to 110% training speed when you get an interesting amount of sp then :v:


But that's just it: there is no such limitation — only an increased cost.

Basically, there are two core issues I see with the idea as presented:

1. There is no upper limit other than running out of skills. You can go back for more as much and as often as you like since we're talking about raw SP rather than skills. While the cost increases as you get more of them, there's nothing that keeps you from buying these packets over and over again and just keep piling up SP. This also has the side-effect that the market for these packets will be heavily skewed and will most likely cater to the whales rather than the little guy… as always. There's only one good, and it will be pulled along in one direction with very little differentiation of supplies and demands (plural… I'll get to that). There's supposed to be a limit to this in that the market will only supply so much, but that's not actually true because…

2. You can trade with yourself. With the bazaar, there was no point or need to trade with yourself. You bought a character because you needed its abilities, but if you already had that character, you obviously had no need to buy it — you already had it. With the proposed setup, this is no longer true. The SP you create on your alt can be as useful on your main, perhaps even more so, and are completely unbound — there are no prerequisites or limitations to what you can transfer, only a diminishing return, i.e. a higher cost, which isn't particularly relevant for a high-end character. This instantly bypasses and negates every single limitation or attempt at balance the market portion is supposed to provide. If you're willing to pay for those additional queues to just sit and produce SP, demand becomes almost irrelevant as a factor.

Sure there's still the actual training speed of the alts to contend with, and in practice, there will be an upper limit to how much people are willing to spend, but you still arrive at a situation where you can pay cash to double your training speed.


Problem #1 could conceivably be solved by making a trade of skills rather than SP — hence why I put supply and demand in plural. If you're in the market for a Caldari Frigate I–V package, then that's a completely different market than if you're looking for a Caldari Titan I–V package. It also means that you get some diminishing return-like effect in that, you might already have that skill to IV and you still have to buy the full I–V package, so you only get ~80% of what you're paying for.

It also means that all these different demands can evolve independently; they can mean something and actually reflect what people want at different levels, rather than have everyone compete for the same pile of free-floating SP (and have some bypass it altogether). JDC V is a fairly specialised skill that still has a huge market, so its price will go up. Titan V will not be in high demand, but rare, so its price will go up too. Meanwhile, although everyone needs it, CPU Management V is common as hell and will catch a suitably low price. To some extent, this also addresses problem #2 — getting an alt to the point where they can give your main Titan V, or even just JDC V, means you have a highly capable alt, so trading with yourself becomes much more cumbersome and a lot less desirable in general.

Even so, self-trading is where this really differs from the character bazaar, and that's probably where the biggest potential for absolute disaster comes in… and of course, the problem with trading skills rather than SP is the way the EVE market works. It would either have to be done though the contract system (urgh) or require a completely new market, bespoke for this one purpose.
Don ZOLA
Omniscient Order
#1396 - 2015-10-16 06:59:06 UTC
Tyberius Franklin wrote:
NerdusMaximus wrote:
This is a terrible idea.

It's cheap and nasty monetization. It reeks of some third-rate, bargain bin, Korean MMO pay2win scheme. No amount of crying "b-but the character bazaar!" is gonna change the fact that this is quite deliberately geared towards new players, exploiting their frustration with the learning curve for money.

New players want to sit in new ships the same way a kid wants to eat candy for his dinner. Ultimately, he will just be left feeling hungry. Don't be a bad parent CCP.
The ironic thing here is that the skill packets those new players would buy are not for sale via real money or aur. If you actually want SP, the place you go is the market to exchange isk. And best of all, this provides yet another incentive corps can offer to new players.


Yes and since new players are full of isk they will totally not need to spend cash for plexes...

And it is great incentive for corps to offer to new players. I mean there are so many corps who accept new players and focus on helping them. I am sure Eve uni would be able to fund this. Oh wait.


I like how this is going, we have like 3 main posters who are supporting this blindly repeating rubish, without even being able to read and comprehend posts which covered all the subjects they are actually trying to use as pro option. Pitty they are ignorant to read or comprehend them :/

There are 2 rules in a successful life: 1. Don't tell people everything you know

Don ZOLA
Omniscient Order
#1397 - 2015-10-16 07:02:54 UTC
NerdusMaximus wrote:
Tyberius Franklin wrote:
The ironic thing here is that the skill packets those new players would buy are not for sale via real money or aur. If you actually want SP, the place you go is the market to exchange isk. And best of all, this provides yet another incentive corps can offer to new players.


Oh please, don't be so naive. New players will be a massive well of demand for the Packets, in order for older players to fill the demand they will have to buy the Extractors via Aurum.

It's a very roundabout way of doing it, but ultimately it comes down to CCP exploiting that initial demand for their own profit. It's not a demand they should be fulfilling, because of course every new player wants the shiny ships, the best skills. Every new player in every game wants the best, most powerful stuff. You don't actually give it to them. Goodness me.

That's not to say they shouldn't be trimming the fat in regards to boring (but often necessary) skills that have little interesting gameplay pay offs. There's so many long trains that have little at the end to show for it. Why aren't CCP focusing on making the skill progression more rewarding? Instead they are lining their pockets with the boredom of waiting, like every freemium iPhone game you ever heard of.


No.


Why? Because new players will not want to invest money in a game they are not even sure they want to play. And they cannot invest Isk as they are new, they dont have much of it, right? They would surely want to get the SP cheaply, but that is never going to happen.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Gregor Parud
Imperial Academy
#1398 - 2015-10-16 07:04:02 UTC
Ima Wreckyou wrote:
Also I can't believe that somehow CCP Rise had something to do with this idea. This has the stench of a certain CEO... Maybe they where thinking since the CSM was already opposed to the idea they have to present it with a friendly face.


Said CEO is too good for us blebs, he doesn't talk to us. He makes other people talk to us and even if he writes a letter to us it's not actually made by him.
Don ZOLA
Omniscient Order
#1399 - 2015-10-16 07:06:29 UTC
Divine Entervention wrote:
The logic behind people saying they're going to quit is mind-boggling.

Ugggghhhh MORE people to compete with, no thanks.

Why are you playing an MMO when the prospect of more competition, more interaction leads you to want to pack up and go home?

cuz ur bad and the only chance you ever stood was thanks to your "i got here first" advantage.


The ignorance of presented facts as well. This will not help new players.

There are 2 rules in a successful life: 1. Don't tell people everything you know

Pohbis
Neo T.E.C.H.
#1400 - 2015-10-16 07:06:50 UTC  |  Edited by: Pohbis
Transferring several million ( unlimited ) SP via the Bazaar is 2 PLEX; you want people to pay AUR in 500k ( max ) increments, for the convenience of keeping their name and character, and all the other reasons mentioned in the Dev Blog?

That's really my main issue. A lot of people care about their character and for :reasons: won't touch the Bazaar ( if they even know about it ) – so I hope the AUR costs for the extractors are priced sensible to level the playing field ( and avoid Greed Is Good ™ flashbacks ). People should feel good about using a new feature, not "Man, I have to pay the equivalent of 20 PLEX to get Skill Packs, if I could live with a ****** name I'd only pay 2".

There also shouldn't be a 1:1 SP trade, even below 5M SP, to avoid vets creating perfect < 5M SP alts, at no SP cost.

I see no reason for having 4 ratios really; once you go above ~40M+ SP, we are talking fully fledged mains, not new players getting a fast track to feel useful in a field or two. So to keep it simple, maybe just have 2: < ~30M 90% SP is retained, and > ~30M SP something like 30%.

And, since you're keeping Extractor costs sensible, we can have 500K, 1M, 5M and 10M Extrators at different AUR prices, with a discount or premium for the higher ones, to actually keep the Packs and Extractors interesting on the market, and not just a single .01 ISK item.