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Daily Opportunities!

Author
NovaCat13
Seymourus and Co.
#81 - 2016-06-16 22:52:27 UTC
Cristl wrote:
CowQueen MMXII wrote:
I am probably on of those "hardcore players", but I don't see any reward. I am living in C5 space with most of my characters and there is simply no easy and quick way on doing them. If a bigger number of corp mates now starts to insist on doing them (especially if they can only play during our prime time), dailies might even have a negative impact on the regular corp activities (which do not include PVE more than once every few weeks), turning the desired effect of having more people doing stuff into the opposite direction.

So far, I did the dailies once on the very first day on all four accounts and found them even more annoying than I thought I would.

If you're really on (sic) of those "hardcore players" and live in a C5, and are as old as your forum character, then haven't you figured out that the dailies are mostly for newbeans?


Um...

CCP Rise wrote:
New players
Seeing a lot of talk about this feature in the context of new players and I can just say that this is not a new player targeted feature. We hope it's good for new players as well but for the feature to be successful it needs to be relevant to everyone.

Just say NO to Dailies

Galaxy Pig
New Order Logistics
CODE.
#82 - 2016-06-16 23:24:39 UTC
By what measure or standard is >20% insignificant?

If you got a >20% raise at your job, would you say you've received a "slight", "negligible" pay increase?

Highsec is owned by players now. Systems 0.5-1.0 are New Order Territory. All miners and other residents of Highsec must obey The Code. Mining without a permit is dangerous and harmful to the EVE community. See www.MinerBumping.com

DeMichael Crimson
Republic University
Minmatar Republic
#83 - 2016-06-17 01:13:36 UTC
Neadayan Drakhon wrote:
Pandora Carrollon wrote:
DeMichael Crimson wrote:
I pretty much agree with this. Of course I can see how Daily Objectives giving skillpoint rewards is good for brand new players. I think there should be a cut-off point set on receiving the free skillpoints.


There is a cutoff point. It's diminishing returns. 10,000 SP to a 1.5 Million SP toon is a higher percentage gain in SP total than the same amount to a 50 Million SP toon.

It's not diminishing returns, 10k SP is 10k SP; diminishing returns would be like the injectors, where you actually get less SP rewarded when you have a higher starting SP.

Neadayan Drakhon knows exactly what I was talking about.


DMC
sero Hita
Science and Trade Institute
Caldari State
#84 - 2016-06-17 10:10:45 UTC
Galaxy Pig wrote:
By what measure or standard is >20% insignificant?

If you got a >20% raise at your job, would you say you've received a "slight", "negligible" pay increase?



How I see it:
For me 20% raise at my job would be significant as it would affect my RL situation and I would alter my behaviour to get it. 20% more SP in a game is not significant enough for me personally to alter the way I play the game (Which is what we are discussing here, are 20% enough to force you to play the game in a way you do not enjoy?). I could get more % SP boost just by using higher level implants and remapping.

There is a reason why you in science define rules for how to asses statistical significance, as people are subjective and what is significant for one is not for another.

You are free to disagree, just wanted to explain how I see it.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

ube smoked
State War Academy
Caldari State
#85 - 2016-06-17 10:43:57 UTC
I could easily live with 10 of these per day just to do something productive.
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#86 - 2016-06-17 10:54:24 UTC  |  Edited by: Nana Skalski
Maybe you could have like 10 of them different dailies, but after completion of one, the rest would vanish until the reset. But, with new event system, why not just remove the dailies and replace it with this event system slightly modified to work even outside the events to give some incentives just on log in. In form of news feed and those SCOPE agents.
Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#87 - 2016-06-17 15:00:33 UTC
ccp updates the new player experience and gets rid of the old tutorial

Old players moan that its stupid, it was fine the way it was cos they got through it ( wrong it wasn't fine, it wasn't ever fine)

ccp add's something that helps new players..

Old players whine and cry..

Old players moan that there are no new players coming into the game for them to shoot at..


I hope ccp can see through the bulk of the old player gripes with dailies, and the new tutorial system and anything else they add that's new, these old players want new people to join the game, join their corps, but they don't want the game to change or evolve they want the game to stay the same stagnant thing it is, so please ccp ignore them, evolve the game, make it better, make it better for new players so we get more people logging in, more people logging in means more people for these old whiny players to shoot, trade with, form alliances with and interact with..

Anything that makes this game better for new players will NEVER be a bad thing even if the old timers think it will.
Pandora Carrollon
Provi Rapid Response
#88 - 2016-06-17 16:04:28 UTC
Neadayan Drakhon wrote:
Pandora Carrollon wrote:
DeMichael Crimson wrote:
I pretty much agree with this. Of course I can see how Daily Objectives giving skillpoint rewards is good for brand new players. I think there should be a cut-off point set on receiving the free skillpoints.


There is a cutoff point. It's diminishing returns. 10,000 SP to a 1.5 Million SP toon is a higher percentage gain in SP total than the same amount to a 50 Million SP toon.

It's not diminishing returns, 10k SP is 10k SP; diminishing returns would be like the injectors, where you actually get less SP rewarded when you have a higher starting SP.


It's diminishing relative to your total SP count. It's more useful to a new player training levels 1-3 than an experienced player training in 4-5's. 10K SP will buy off a lot of level 1's right away and some level 2's. It will knock the snot out of level 3's. Level 4's is a bonus but not earth shattering and level 5's it's hardly a tick on the clock. It also matters what the multiplier of the skill is too.

The deprecation (diminishing return) is already built into the skill system is what I was trying to say. It is relative to total SP/Training on the toon.
Sonya Corvinus
Grant Village
#89 - 2016-06-17 16:11:46 UTC
Pandora Carrollon wrote:
It's diminishing relative to your total SP count. It's more useful to a new player training levels 1-3 than an experienced player training in 4-5's. 10K SP will buy off a lot of level 1's right away and some level 2's. It will knock the snot out of level 3's. Level 4's is a bonus but not earth shattering and level 5's it's hardly a tick on the clock. It also matters what the multiplier of the skill is too.

The deprecation (diminishing return) is already built into the skill system is what I was trying to say. It is relative to total SP/Training on the toon.


I feel like this is a conversation of semantics. I would say it's not a diminishing return, but is a case of diminishing marginal utility.
Pandora Carrollon
Provi Rapid Response
#90 - 2016-06-17 16:18:38 UTC  |  Edited by: Pandora Carrollon
Violet Hurst wrote:
Pandora Carrollon wrote:
That optimum model is not EVE.

Would you like to share what you consider the optimum model? No strings attached, just asking.


The closest I've ever played to this was an old tabletop RPG called "Call of Cthulhu". In that model, when you performed a skill successfully you put a tick mark next to the skill (it was a D20 based system, so think in 5% chunks and you get the idea). Then after the 'adventure' was over, you rolled again against every skill you had a check mark on. *IF* you failed that roll, you got to add a point to the skill, if you 'succeeded' again, you got nothing and moved on.

This replicated the idea that learning something at first was hard, so failing a new skill was common, but when you did experience success, odds are you would succeed the 'check' roll and get a point.

It would also slow down advancement on skills you already knew well. Sure, you'd succeed on the skill easily, earning the check mark, but then 'failing' the skill became very hard and rare.

You also got 1-3 points at the end of an adventure depending on it's difficulty and you could put those wherever you liked in the skill tree or against stats to raise those as well.

I don't recall if it was game rules or a house rule but we also had GM's (Keeper in the case of CoC) giving out a 'reward' skill point here and there if you really added to the game or the 'moment'.

Also, you need to understand that a well aged CoC character was pretty unusual as they tended to die a lot, HP Lovecraft's universe isn't overly nice to people! ShockedTwisted

Modeling this in EVE would be very difficult and would create far more acrimony to players used to an MMO style of XP advancement. I think CCP is on the right track, it may need tweaking but the general direction seems to be working okay.
Gadget Helmsdottir
Gadget's Workshop
#91 - 2016-06-17 17:12:48 UTC  |  Edited by: Gadget Helmsdottir
Pandora Carrollon wrote:
Violet Hurst wrote:
Pandora Carrollon wrote:
That optimum model is not EVE.

Would you like to share what you consider the optimum model? No strings attached, just asking.


The closest I've ever played to this was an old tabletop RPG called "Call of Cthulhu". In that model, when you performed a skill successfully you put a tick mark next to the skill (it was a D20 based system, so think in 5% chunks and you get the idea). Then after the 'adventure' was over, you rolled again against every skill you had a check mark on. *IF* you failed that roll, you got to add a point to the skill, if you 'succeeded' again, you got nothing and moved on.

This replicated the idea that learning something at first was hard, so failing a new skill was common, but when you did experience success, odds are you would succeed the 'check' roll and get a point.

It would also slow down advancement on skills you already knew well. Sure, you'd succeed on the skill easily, earning the check mark, but then 'failing' the skill became very hard and rare.

You also got 1-3 points at the end of an adventure depending on it's difficulty and you could put those wherever you liked in the skill tree or against stats to raise those as well.

I don't recall if it was game rules or a house rule but we also had GM's (Keeper in the case of CoC) giving out a 'reward' skill point here and there if you really added to the game or the 'moment'.

Also, you need to understand that a well aged CoC character was pretty unusual as they tended to die a lot, HP Lovecraft's universe isn't overly nice to people! ShockedTwisted

Modeling this in EVE would be very difficult and would create far more acrimony to players used to an MMO style of XP advancement. I think CCP is on the right track, it may need tweaking but the general direction seems to be working okay.


The Interlock System - Cyberpunk 2020 and Transformers RPG's - was similar to this except that there wasn't a roll to learn the skill. This system was D10 based, and each skill was rated 1-10. If you used a skill (successfully or otherwise) you gained a specific amount of skill xp, usually in the single digits and decided by the GM. Once you had the next skill level x 10 in xp for that skill, then you raised it to the next level. (i.e. needing 60 skill xp to raise a skill from 5 to 6). You also had General XP earned from the adventure that acted like unallocated XP does here.

It was interesting, but the "downside" was that players kept trying to sneak oddball skills in the middle of unrelated actions.

"No really, please explain to me just how you plan on using your Chemistry skill in the 3 or so seconds you are taking to shoot that guy?"

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Violet Hurst
Fedaya Recon
#92 - 2016-06-17 19:07:40 UTC
Pandora Carrollon, Gadget Helmsdottir thank you for your replies. I'll have to admit I didn't even know learning by doing was used in pen and paper rpgs. I would have thought the paperwork needed for it would hamper the flow of a session too much.
Now that I think about it, it actually does also exist within Eve with Project Discovery. I still don't think it can be expanded on too much though. There are too many play styles already that you can't really apply it to and more are emerging as we speak.










Footnote: Hmm, so currently we actually have (a), (b), (c), and (d) in the game. Interesting. Big smile
Pandora Carrollon
Provi Rapid Response
#93 - 2016-06-17 19:40:02 UTC
Sonya Corvinus wrote:
I feel like this is a conversation of semantics. I would say it's not a diminishing return, but is a case of diminishing marginal utility.


It is but that too is a very human failing, saying similar stuff but insisting it be a certain perception and not any others. Whatever the actual wording you want to use, I think CCP was relying on the built in costs of aging characters mitigating the impact of the 10K SP's. Early on, bigger effect, later on... not so much.
Neadayan Drakhon
Heuristic Industrial And Development
AddictClan
#94 - 2016-06-17 20:21:59 UTC
Pandora Carrollon wrote:
Neadayan Drakhon wrote:
Pandora Carrollon wrote:
DeMichael Crimson wrote:
I pretty much agree with this. Of course I can see how Daily Objectives giving skillpoint rewards is good for brand new players. I think there should be a cut-off point set on receiving the free skillpoints.


There is a cutoff point. It's diminishing returns. 10,000 SP to a 1.5 Million SP toon is a higher percentage gain in SP total than the same amount to a 50 Million SP toon.

It's not diminishing returns, 10k SP is 10k SP; diminishing returns would be like the injectors, where you actually get less SP rewarded when you have a higher starting SP.


It's diminishing relative to your total SP count. It's more useful to a new player training levels 1-3 than an experienced player training in 4-5's. 10K SP will buy off a lot of level 1's right away and some level 2's. It will knock the snot out of level 3's. Level 4's is a bonus but not earth shattering and level 5's it's hardly a tick on the clock. It also matters what the multiplier of the skill is too.

The deprecation (diminishing return) is already built into the skill system is what I was trying to say. It is relative to total SP/Training on the toon.

Hahahaha, oh wait, you were being serious, let me laugh even harder... HAHAHAHAHAHA

That is not diminishing returns, by your absurd line of thought for it to not be diminishing returns you'd have to get a daily reward based on a percentage of your total SP. Using your comparison of a 1.5m SP toon to a 50m SP toon, if that 1.5m toon got 10k, the 50m toon would get 333333SP for the same daily reward. However I think even you would agree that is entirely unreasonable, it would get to a point where the daily reward gave you far more sp than you could passively train in a day, because while your training rate will vary with implants/mapping vs the specific attributes of the skill that is training, it doesn't grow exponentially.

The REASON the dailies do not have diminishing returns at all is that the actual skills these SP are being applied to aren't requiring orders of magnitude more SP the more total SP your toon has, its not like in a levelling system. The total SP is irrelevent. 10k SP added to the progress of any skill is the same ammount of progress on that skills whether you've got a 5m SP toon or a 50m or 100m SP toon on that same skill (doesn't matter that at 50m or 100m you probably already trained whatever skill that a 5m toon might be working on, move on). 10k SP is still the same amount of time of training at 5m as 50m (yes your training speed can vary depending on implants and neural map relative to the skill you happen to be training, but lets assume for the moment that whatever your map/implant setup and active skill type are the same in both cases for this argument). Just because the lower ranks of a skill, and the lower tier skills, take less SP to complete vs the higher ranks/tiers in no way means that the 10k SP daily is a diminishing returns setup.

I'll say again, diminishing returns would be the skill injectors, at certain total SP threshholds you actually get less SP injected per use. THAT is diminishing returns.
Neadayan Drakhon
Heuristic Industrial And Development
AddictClan
#95 - 2016-06-17 20:26:18 UTC
Pandora Carrollon wrote:
Sonya Corvinus wrote:
I feel like this is a conversation of semantics. I would say it's not a diminishing return, but is a case of diminishing marginal utility.


It is but that too is a very human failing, saying similar stuff but insisting it be a certain perception and not any others. Whatever the actual wording you want to use, I think CCP was relying on the built in costs of aging characters mitigating the impact of the 10K SP's. Early on, bigger effect, later on... not so much.

This isn't a matter of perception. It's not even a diminishing utility for the reasons I already layed out in my previous post.
Teckos Pech
Hogyoku
Goonswarm Federation
#96 - 2016-06-17 22:31:57 UTC  |  Edited by: Teckos Pech
Sorry, work connection has been acting up....did not think this post made it through.

"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
#97 - 2016-06-17 23:02:52 UTC
Neadayan Drakhon wrote:
Pandora Carrollon wrote:
Sonya Corvinus wrote:
I feel like this is a conversation of semantics. I would say it's not a diminishing return, but is a case of diminishing marginal utility.


It is but that too is a very human failing, saying similar stuff but insisting it be a certain perception and not any others. Whatever the actual wording you want to use, I think CCP was relying on the built in costs of aging characters mitigating the impact of the 10K SP's. Early on, bigger effect, later on... not so much.

This isn't a matter of perception. It's not even a diminishing utility for the reasons I already layed out in my previous post.


No, it is very much diminishing marginal utility. And diminishing marginal utility and diminishing marginal returns are similar they are not the same. The latter typically refers to a production process.

So, a new player with 10,000 SP from his daily and injecting a rank 1 skill will get to move that skill to level 3.

Compared to me, training fighters, a rank 12 skills, to level 5 yes that 10,000 SP will help, but not provide nearly the same result. I'll still be training fighters to level 5.

As you gain SP you tend to train higher rank and higher skill levels. So yes, diminishing marginal utility.

"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

Neadayan Drakhon
Heuristic Industrial And Development
AddictClan
#98 - 2016-06-17 23:24:07 UTC  |  Edited by: Neadayan Drakhon
Teckos Pech wrote:
Neadayan Drakhon wrote:
Pandora Carrollon wrote:
Sonya Corvinus wrote:
I feel like this is a conversation of semantics. I would say it's not a diminishing return, but is a case of diminishing marginal utility.


It is but that too is a very human failing, saying similar stuff but insisting it be a certain perception and not any others. Whatever the actual wording you want to use, I think CCP was relying on the built in costs of aging characters mitigating the impact of the 10K SP's. Early on, bigger effect, later on... not so much.

This isn't a matter of perception. It's not even a diminishing utility for the reasons I already layed out in my previous post.


No, it is very much diminishing marginal utility. And diminishing marginal utility and diminishing marginal returns are similar they are not the same. The latter typically refers to a production process.

So, a new player with 10,000 SP from his daily and injecting a rank 1 skill will get to move that skill to level 3.

Compared to me, training fighters, a rank 12 skills, to level 5 yes that 10,000 SP will help, but not provide nearly the same result. I'll still be training fighters to level 5.

As you gain SP you tend to train higher rank and higher skill levels. So yes, diminishing marginal utility.

you're talking about how useful it feels, which is subjective. I will concede that this is the perception point brought up.

My point is that from an objective standpoint, it is not in any way a diminishing return/utility system.
Teckos Pech
Hogyoku
Goonswarm Federation
#99 - 2016-06-17 23:25:04 UTC
Neadayan Drakhon wrote:
Pandora Carrollon wrote:
Sonya Corvinus wrote:
I feel like this is a conversation of semantics. I would say it's not a diminishing return, but is a case of diminishing marginal utility.


It is but that too is a very human failing, saying similar stuff but insisting it be a certain perception and not any others. Whatever the actual wording you want to use, I think CCP was relying on the built in costs of aging characters mitigating the impact of the 10K SP's. Early on, bigger effect, later on... not so much.

This isn't a matter of perception. It's not even a diminishing utility for the reasons I already layed out in my previous post.


Oh, and just to belabor the point....

Utility is a subjective thing, so it is very much a matter of perception. You may love acorn squash whereas I hate it. You wold derive considerable utility from eating it, whereas I'd rather simply not eat unless very hungry. This is the subjective theory of value which was developed independently, but pretty much simultaneously, by Jevons, Walras and Menger. In fact, it was the latter who posited the law of diminishing marginal utility.

By the way, the standard way of describing diminishing marginal utility is where you increase the amount of something in fixed intervals.

"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
#100 - 2016-06-17 23:30:28 UTC
Neadayan Drakhon wrote:
Teckos Pech wrote:
Neadayan Drakhon wrote:
Pandora Carrollon wrote:
Sonya Corvinus wrote:
I feel like this is a conversation of semantics. I would say it's not a diminishing return, but is a case of diminishing marginal utility.


It is but that too is a very human failing, saying similar stuff but insisting it be a certain perception and not any others. Whatever the actual wording you want to use, I think CCP was relying on the built in costs of aging characters mitigating the impact of the 10K SP's. Early on, bigger effect, later on... not so much.

This isn't a matter of perception. It's not even a diminishing utility for the reasons I already layed out in my previous post.


No, it is very much diminishing marginal utility. And diminishing marginal utility and diminishing marginal returns are similar they are not the same. The latter typically refers to a production process.

So, a new player with 10,000 SP from his daily and injecting a rank 1 skill will get to move that skill to level 3.

Compared to me, training fighters, a rank 12 skills, to level 5 yes that 10,000 SP will help, but not provide nearly the same result. I'll still be training fighters to level 5.

As you gain SP you tend to train higher rank and higher skill levels. So yes, diminishing marginal utility.

you're talking about how useful it feels, which is subjective. I will concede that this is the perception point brought up.

My point is that from an objective standpoint, it is not in any way a diminishing return/utility system.


Utility is subjective. I like eating pho (a Vietnamese soup) with tripe, tendon, as well as brisket and eye round beef slices. You might look at that and think "Yuck." Clearly I am getting utility from eating such a bowl of pho whereas you'd prefer one without the tripe and tendon. There is no "objective" with respect to utility.

You are quite simply wrong. Objectively wrong in fact. Oh the irony.

"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