These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Skill Discussions

 
  • Topic is locked indefinitely.
 

PVP or Level 5 Implants for Training

Author
RavenPaine
RaVeN Alliance
#81 - 2015-11-17 17:10:55 UTC
Ria Nieyli wrote:
Because attribute implants offer nothing, save for training, yet you have to have them.



No, you don't have to have them.
Mephiztopheleze
Laphroaig Inc.
#82 - 2015-11-17 23:07:29 UTC
RavenPaine wrote:
Ria Nieyli wrote:
Because attribute implants offer nothing, save for training, yet you have to have them.



No, you don't have to have them.


+1. They're nice, but not mandatory. Learn the difference.

This argument has gone nowhere for three pages now. The OP has their opinion, the rest of us have ours and never the twain shall meet.

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

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

Avvy
Doomheim
#83 - 2015-12-12 02:25:35 UTC  |  Edited by: Avvy
Ria Nieyli wrote:
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.


None of the above. Not running attribute implants is about as much of a choice as not upgrading your clone was. Every arguement that could be made against the clone upgrade system can be made against attribute implants, word for word.



There is one difference and that is those with the highest sp had to pay-out more for clones.


With implants, those with the highest sp will or should have lots of isk so implants (attribute ones) are not much of an issue for them.

Paying for implants when you have lots of isk and lots of sp when sp doesn't really mean much anymore, won't be of any real issue to them.

But you are wasting your time discussing it with them, as they just treat it like some kind of badge of honour. Oh the hardships PvPers must go through Roll.


Edit:

Just noticed the date of the post above, just goes to show this forum doesn't get used much.
Kaska Iskalar
Doomheim
#84 - 2015-12-15 11:04:56 UTC
Silver Dagger Kondur wrote:
Greets!

Say one wants to PVP
But
Say one also wants to train skills a little more rapidly.

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.

It's really hard to get podded unless you're in 0.0 space. If there's no bubble just start spamming warp when you hit structure and your pod gets away 99% of the time.
Silver Dagger Kondur
Native Freshfood
Minmatar Republic
#85 - 2015-12-15 19:30:45 UTC
Avvy wrote:
[quote=Ria Nieyli][quote=Anize Oramara]....
Edit:

Just noticed the date of the post above, just goes to show this forum doesn't get used much.



Yeah, and that is sad.

But, glad for the good info i trip across when I do visit the forums!
motie one
Secret Passage
#86 - 2016-01-16 20:07:32 UTC  |  Edited by: motie one
There are two core positions, that we see here in a completely polarized manner.
Both answers have points, but the problem is those points on either side do not address the core issue.

The question that should be being asked is " what gameplay improvements do these bring to EVE"

1. They are a major driver of the loyalty point store.
Why? Because most other items in many stores, either lack desirability or are disfunctional, ie tag requirements.
They could easily be replaced by other desireable items if removed.
2. People like seeing their loss on killboards, balanced by the opposite, some hate it. Net neutral
3. Training occurs at an improved rate, everybody likes faster training. Balanced by "punished" for actually PVP'ing in dangerous space. Net result fit "3's" and suck up the losses. Not training at a sane speed is a stupid choice, so much so it is actually not a choice at all.

In summation they add nothing to the game that could not be achieved by improving the loyalty store. (This is in major need of a good sort out anyway.) And they DO discourage active or risky playstyles, not really what we are looking for, when trying to encourage newer players to diversify out of low risk play choices.

But of course, no one is going to change their position as the way they weight the value of the gains and losses reinforces their position.

But try to take an outside view for a moment and ask, are they actually a positive good for the game, and would we introduce them if they did not already exist?

Edit, hardwires and pirate implants are a choice, and a good one, to be able to make, but the attribute aspect of these is very much a secondary deciding factor.
Sheeth Athonille
Rabid Dogz Mining
#87 - 2016-01-16 23:09:50 UTC
You're saying that the cost of the implants is a negative because it makes people less risky. Then why do people pvp in expensive ships in the first place? By your logic, the risk of losing even a few million is enough to stop people from pvping. I don't find that to be the case.
Velarra
#88 - 2016-02-09 16:52:23 UTC
Sheeth Athonille wrote:
You're saying that the cost of the implants is a negative because it makes people less risky. Then why do people pvp in expensive ships in the first place?


Generally speaking, expensive ships, and hard wirings have active, during ship based pvp... value. The isk, and utility it brings through the wirings or fancy ship are applicable to the pvp that occurs while un-docked. The learning implants or the secondary aspect of implants with attribute increases, only impact the passive, long term, offline skill paths characters take.

You have two conflicting options, or games, in play. The instant short term gratification and the delayed long term gratification of goal setting and new styles of game play skills make possible. The conflict often leads to people favoring the long term game / goal setting play style. While infuriating those who prefer to only play for instant gratification.
Kirobacsi
Doomheim
#89 - 2016-02-10 02:04:20 UTC
Lady Rift wrote:
Ria Nieyli wrote:
Cidanel Afuran wrote:
If you stick to high/lowsec, you really don't have much of an excuse to ever lose a pod


Svipuls can lock your pod before it warps. And that's not taking the cheeky smartbombers into account either. Just axe attribute implants. I mean, why should I risk 40m pod to fly a frigate? etc. etc. rehash arguements to remove clone upgrades.



clone upgrades wasn't a choice. it was pay or lose sp.


why should you risk a 40 mil pod in a frig? you don't have to if you don't want to that's the beauty of it, if you do then you are training a little faster.


I use to risk a 4b+ pod in lowsec in t1 frigs, honestly the only place I would be afraid to use that pod would be 00 due to bubbles everywhere else is pretty safe if your not dumb, in lowsec there are a couple people that specialize in smart bombing pods bit once you figure them out you can try to avoid them, fly safe!