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PVP or Level 5 Implants for Training

Author
Mephiztopheleze
Laphroaig Inc.
#21 - 2015-11-10 06:36:12 UTC
Silver Dagger Kondur wrote:

So, one buys level 5 implants for perception, will, etc.
but
PVPs in a jump clone with no implants or maybe level 2 or 3.

So... how does one both train rapidly and PVP? After all, you will be podded sooner or later, and one does not want to be buying a set of level 5 implants every few minutes or days.


Use Pirate implants?

High Grades function as +4s, mids as +3 along with sweet, sweet bonuses to some aspect of your ship.

Snakes, in particular, are popular for a reason.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Ria Nieyli
Nieyli Enterprises
When Fleets Collide
#22 - 2015-11-10 09:50:19 UTC  |  Edited by: Ria Nieyli
Sheeth Athonille wrote:
Correction, there are plenty of good arguments for keeping attribute implants, just none that you will agree with. Everything everyone else has said is valid, you just don't accept the for whatever reason. That's fine, but don't claim there are no good reasons.


Then make those good arguements. Historically, we have a precedent of removed learning skills and then clone upgrades for the same reasons that I attirbute implants should be removed. There really is no good arguement to keep them.

Anize Oramara wrote:
People eventually run out of things to train that they want, need or even can use.


That's such a weak arguement - if you've ran out of things to train, why do you care about other people's training?
Avvy
Doomheim
#23 - 2015-11-10 16:10:21 UTC
Anize Oramara wrote:
It adds risk vs reward, it adds choice, it adds depth. I also have to decide if the advantage of ascendancy implants are worth running +3s instead of +5s.



It adds risk, it doesn't add much depth.

It also means that those in high-sec can train quicker than those that PvP a lot. Why should that be the case?


What needs to happen is the removal of attributes and in doing so the removal of attribute implants with an increase in the standard rate of training to compensate for their removal.

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#24 - 2015-11-10 16:44:48 UTC
implants = training times, great at training a char for pve things but lack any sort of pvp skill because he doesnt want to lose his shiney pod

no implants = great at pvp and can fly what he needs and doesnt care about training speed, because who cares about sp when your having fun blowing stuff up

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Ria Nieyli
Nieyli Enterprises
When Fleets Collide
#25 - 2015-11-10 17:07:19 UTC  |  Edited by: Ria Nieyli
Lan Wang wrote:
implants = training times, great at training a char for pve things but lack any sort of pvp skill because he doesnt want to lose his shiney pod

no implants = great at pvp and can fly what he needs and doesnt care about training speed, because who cares about sp when your having fun blowing stuff up


Protip, a mid-grade Snake set costs more than a +5 learning implant one.
RavenPaine
RaVeN Alliance
#26 - 2015-11-10 18:55:18 UTC
There is an ongoing complaint that newbs can NEVER catch up to veteran players.
Implants give players an option to close the gap, or catch up, or even pass a player that is catchable.

I'm an advocate that SP does not = fun, so that whole theory of "need more SP to have fun" is something I disagree with.
BUT: I do like the possibility that I can train faster when I want to. And I suspect that most players will like it also.

The alternative means that , subscription member #1,394,123 will always be ranked as the 1,394,123rd best player in the game. He would have no chance to improve his ranking.

Implants should be a selling point imo. A tool to improve your character is always a popular gaming commodity.
Ria Nieyli
Nieyli Enterprises
When Fleets Collide
#27 - 2015-11-10 21:48:13 UTC  |  Edited by: Ria Nieyli
RavenPaine wrote:
There is an ongoing complaint that newbs can NEVER catch up to veteran players.
Implants give players an option to close the gap, or catch up, or even pass a player that is catchable.

I'm an advocate that SP does not = fun, so that whole theory of "need more SP to have fun" is something I disagree with.
BUT: I do like the possibility that I can train faster when I want to. And I suspect that most players will like it also.

The alternative means that , subscription member #1,394,123 will always be ranked as the 1,394,123rd best player in the game. He would have no chance to improve his ranking.

Implants should be a selling point imo. A tool to improve your character is always a popular gaming commodity.


Er. That's not what I'm saying at all. I mean, when I went into FW I had frig skill at 3, 200k SP in Navigation, barely able to use T2 guns with gunnery supports at 3/4, etc. etc. but I was still able to kill people in fights. The SP entry level that you can be doing things alone is very low, you just have to find what those things are. If you're in a corp/alliance, you can get going on Day 1. That's not what the arguement is about and it does not change the fact that you lose SP by not having implants.
RavenPaine
RaVeN Alliance
#28 - 2015-11-11 02:03:51 UTC
You are not LOSEING skill points, by flying with no implants.
You are CHOOSING to train at base speed with less risk of loss.

You could choose to not use hardwiring too, but you would lose ROF, power grid, speed or some other benefit.
You could chose not to use boosters but if your opponent uses them, he will have an advantage.
You could choose to use T1 ammo, but....
etc.
etc.

Nobody HAS to use implants. It's a choice they make.
Doing away with them limits a players choices, but more important, it limits his ability to progress at a faster rate.

For me, I have been in thousands of fights. I lost some nice implants, and even some skill points when I forgot to upgrade a clone once. Most times, the loss was actually due to a small (or big) mistake that was MY FAULT. I know the pain well of lost implants.
But I still plug them in because SP is a fun part of the game for me. I'll always want the option.



Ria Nieyli
Nieyli Enterprises
When Fleets Collide
#29 - 2015-11-11 09:44:24 UTC  |  Edited by: Ria Nieyli
RavenPaine wrote:
You are not LOSEING skill points, by flying with no implants.


Yes, you are. After an year you'll have demonstrably less SP than someone who has used implants.

RavenPaine wrote:
Nobody HAS to use implants. It's a choice they make.
Doing away with them limits a players choices, but more important, it limits his ability to progress at a faster rate.
But I still plug them in because SP is a fun part of the game for me.


Nobody choses to train slower. Not even you.

Doing away with implants won't limit people's ability to progress faster. It's already limited to 2700 SP/hour as it is. It'll merely bring up the floor. Besides, it will open up new choices for people since they don't have to pick between SP and using a pirate implant set, for example.

Oh, and by the way, when skill packets hit the market, you will have the option to pay ISK to recover the lost SP Roll
Avvy
Doomheim
#30 - 2015-11-11 10:17:23 UTC  |  Edited by: Avvy
RavenPaine wrote:
There is an ongoing complaint that newbs can NEVER catch up to veteran players.
Implants give players an option to close the gap, or catch up, or even pass a player that is catchable.

I'm an advocate that SP does not = fun, so that whole theory of "need more SP to have fun" is something I disagree with.
BUT: I do like the possibility that I can train faster when I want to. And I suspect that most players will like it also.

The alternative means that , subscription member #1,394,123 will always be ranked as the 1,394,123rd best player in the game. He would have no chance to improve his ranking.

Implants should be a selling point imo. A tool to improve your character is always a popular gaming commodity.




Newbs don't need to catch up as such.

Sometime ago 50 million was deemed to be the point at which you would be more effective (I'm sure that's not how they worded it). But anyway, I'll call 50 million sp the sweet spot.

Most below that sweet spot will consider it important to train as fast as possible to reach that sweet spot. After you get to that point it's not so important. Which is why I think a lot of vets don't see it as being that important, because they passed that sweet spot ages ago.

Attributes really do need to go, because they force new players into training in one direction based on which attributes they have set as priority. Also attribute implants being expensive to new players mean they're reluctant to want to lose them or the training speed they offer.

The problem with attributes and attribute implants is that all the negative aspects of them effect more those that are below that sweet spot.

In short attributes and attribute implants are not good for this game.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#31 - 2015-11-11 13:23:24 UTC
thats the thing, attributes dont force anyone to do anything, its player choice.

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Avvy
Doomheim
#32 - 2015-11-11 13:38:49 UTC
Lan Wang wrote:
thats the thing, attributes dont force anyone to do anything, its player choice.


But it isn't really, it's the mechanics that's effecting player choice.

After you reach the sweet spot, when you become more effective then you could say it's really more of a player's choice. But even then the choice is if you PvP then train slower, which is kind of a dumb choice really. Why should PvPers have to train slower than PvE players?

Players want to get up to speed, be a little more competitive, with attributes it forces new players into, avoiding losing attribute implants and having to spend time training with 2 attributes and for efficiency they are then stuck training with those 2 attributes.

Humans are generally geared towards efficiency and improvement, we don't generally tend to choose to do things in the most inefficient way possible.
RavenPaine
RaVeN Alliance
#33 - 2015-11-11 16:35:51 UTC
It sounds like the crux of your thinking, is that PvP'rs feel like they deserve a more risk free game. Or that maybe they are more important than the player who pays his subscription to mine and manufacture.
These same PvP pilots are the guys that want big kill mails and blow up everything they see. So I can't feel the part where they deserve less risk.

As for human efficiency... Humans are about the most wasteful, inefficient species on the planet. We waste money, food, transportation, electricity, housing, natural resources and man made resources alike. A plague to our own planet for the most part.
Ria Nieyli
Nieyli Enterprises
When Fleets Collide
#34 - 2015-11-11 16:42:54 UTC
RavenPaine wrote:
It sounds like the crux of your thinking, is that PvP'rs feel like they deserve a more risk free game. Or that maybe they are more important than the player who pays his subscription to mine and manufacture.
These same PvP pilots are the guys that want big kill mails and blow up everything they see. So I can't feel the part where they deserve less risk.

As for human efficiency... Humans are about the most wasteful, inefficient species on the planet. We waste money, food, transportation, electricity, housing, natural resources and man made resources alike. A plague to our own planet for the most part.


I'm quite certain that I'm going to lose my implant set at some point. It's not a risk, it's a certainty. It has happened before, it will happen again.

As for humans being wasteful, I thought this community prided itself on being smarter than the rest.
Avvy
Doomheim
#35 - 2015-11-11 23:07:35 UTC  |  Edited by: Avvy
RavenPaine wrote:
It sounds like the crux of your thinking, is that PvP'rs feel like they deserve a more risk free game. Or that maybe they are more important than the player who pays his subscription to mine and manufacture.
These same PvP pilots are the guys that want big kill mails and blow up everything they see. So I can't feel the part where they deserve less risk.

As for human efficiency... Humans are about the most wasteful, inefficient species on the planet. We waste money, food, transportation, electricity, housing, natural resources and man made resources alike. A plague to our own planet for the most part.



Sounds like you don't know what my argument is.


PvP player in a war-zone in null with +5 fitted and a PvE player in high-sec. The PvE player can go for years, possibly their entire time they play the game without losing the implants, can the PvP player do this?

Of course not because if they could they would all be wearing +5s in null.


Some people say it's a choice, it's not a choice because the only option many have is to wear less than +5's because it would become expensive to keep replacing them. Whereas the PvE player in high-sec doesn't even really need to worry about it much.

So PvE players under the attribute system can train faster than PvP players. I'm saying that shouldn't be the case.



As for efficiency, it depends on what the goal is.

A man mowing the lawn takes a lot longer than is necessary, is he being inefficient? Quite possibly not, the mowing of the lawn maybe the secondary goal. The primary goal could be avoiding the wife for awhile.
RavenPaine
RaVeN Alliance
#36 - 2015-11-12 01:29:40 UTC
Avvy wrote:



Sounds like you don't know what my argument is.


PvP player in a war-zone in null with +5 fitted and a PvE player in high-sec. The PvE player can go for years, possibly their entire time they play the game without losing the implants, can the PvP player do this?

Of course not because if they could they would all be wearing +5s in null.


Some people say it's a choice, it's not a choice because the only option many have is to wear less than +5's because it would become expensive to keep replacing them. Whereas the PvE player in high-sec doesn't even really need to worry about it much.

So PvE players under the attribute system can train faster than PvP players. I'm saying that shouldn't be the case.



I understand your point, and your last post makes it very clear. Good post.
What I don't agree with, is doing away with the option to train faster.

And I'd make a couple side points.
PvP'rs lose hardwiring too. Miners do not. I mean, your argument seems like it would naturally evolve to hardwiring at some point. And I think CCP likes the fact that exploded stuff is gone from the market.

How about a different kind of clone insurance? The kind that covers implant and hardwire losses?
Or how about 'degrading' the implants? lose a pod, drop 1 point of the modifier. +5's become +4's, then +3's, and so on.

I'd also add, the difference between 4's and 5's is not very huge in sp per hour.. You train at 2610, or 2700. The cost difference is sizable, so 4's is the logical choice for a good pilot. 1 plex should cover 20 sets if you only plug in the primary and secondary for your current skill. 40 million a pop for that loss. Is that really an issue with pvp pilots?
Avvy
Doomheim
#37 - 2015-11-12 02:45:28 UTC
RavenPaine wrote:

I understand your point, and your last post makes it very clear. Good post.
What I don't agree with, is doing away with the option to train faster.

And I'd make a couple side points.
PvP'rs lose hardwiring too. Miners do not. I mean, your argument seems like it would naturally evolve to hardwiring at some point. And I think CCP likes the fact that exploded stuff is gone from the market.

How about a different kind of clone insurance? The kind that covers implant and hardwire losses?
Or how about 'degrading' the implants? lose a pod, drop 1 point of the modifier. +5's become +4's, then +3's, and so on.

I'd also add, the difference between 4's and 5's is not very huge in sp per hour.. You train at 2610, or 2700. The cost difference is sizable, so 4's is the logical choice for a good pilot. 1 plex should cover 20 sets if you only plug in the primary and secondary for your current skill. 40 million a pop for that loss. Is that really an issue with pvp pilots?



Hardwiring is different in the fact that, you pay for a combat enhancement, so if you want that added advantage it's going to cost you. I don't think attribute removal would have any effect on hardwiring. Hardwiring isn't really a requirement, it just gives you an edge (you could say the same about attributes, but it is different). With hardwiring PvP and PvE are actually treated differently as in the fact one group doesn't gain an advantage over the other.

I understand peoples idea that attributes add something and they do to a degree, but there's to much negative impact towards the start of the game for it to be good for the game.

I wouldn't mind some decent insurance for my Dramiel.
Avvy
Doomheim
#38 - 2015-11-12 03:11:12 UTC
Avvy wrote:

With hardwiring PvP and PvE are actually treated differently as in the fact one group doesn't gain an advantage over the other.



Quoting myself now.


Other than mining links for mining operations, I don't really see what use hardwiring is in PvE.


Certainly not for missions, although if I was doing missions and got one as a reward, I'd probably fit it.


Sure PvE players aren't likely to lose them, but then they're using them in a different way.


Not sure if that makes it clearer, but I'm about to drop of here, so going to hit the sack.
Ria Nieyli
Nieyli Enterprises
When Fleets Collide
#39 - 2015-11-12 08:41:44 UTC  |  Edited by: Ria Nieyli
RavenPaine wrote:
I understand your point, and your last post makes it very clear. Good post.
What I don't agree with, is doing away with the option to train faster.

And I'd make a couple side points.
PvP'rs lose hardwiring too. Miners do not. I mean, your argument seems like it would naturally evolve to hardwiring at some point. And I think CCP likes the fact that exploded stuff is gone from the market.

How about a different kind of clone insurance? The kind that covers implant and hardwire losses?
Or how about 'degrading' the implants? lose a pod, drop 1 point of the modifier. +5's become +4's, then +3's, and so on.

I'd also add, the difference between 4's and 5's is not very huge in sp per hour.. You train at 2610, or 2700. The cost difference is sizable, so 4's is the logical choice for a good pilot. 1 plex should cover 20 sets if you only plug in the primary and secondary for your current skill. 40 million a pop for that loss. Is that really an issue with pvp pilots?


Using a +4 over a +5 deprives you of 777,600 SP over the course of a CCP year.

As for hardwirings, they improve the performance of your ship, attribute implants do not.

And yes, 40m is a big deal for PvP pilots, remember when clone upgrades got removed with that exact reasoning?
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#40 - 2015-11-12 09:52:52 UTC
attribute implants dont affect ship performance? hmmm so slaves, snakes, halos etc do nothing? again implants are a choice just like everything in the game, "dont fly what you cant afford to lose" also applies to implants

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*