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Player Features and Ideas Discussion

 
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in game skill planner + buy skills option.

Author
Renfus
Dread Fleet
Drop Imminent
#1 - 2016-10-18 07:14:20 UTC
So I've been thinking about making the learning curve for new players easier.
One of the main things they run into from the beginning are skills and skill planning..
It can be overwhelming.
Yes we have eve mon and other 3rd party sites that we can use BUT we then have to import those into the game.
Honestly it can be a pain in @$$... dealing with api and such especially for new eve players.
So here's my idea for a way to un-complicate Eves learning curve a bit.

Idea In game Skill Planner
Ok let's say you're a new capsuleer and you decide you want to fly a Vindicator or your new corps doctrin ships..
Someone links you a fit in-game.
There is already a buy all button on the fit window that lets you buy the ship and mods.
How about we add a required skills tab to that fit window which shows all skills needed to fly that ship+mods. Pre-request skills included.
And add a Buy all skills button.
And add a button to add the required skills for that ship+ mods to your training que.

This would make training and figuring out which skills to train much easier.

Yes Big smile No Cry Maybe What?

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Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2016-10-18 08:42:26 UTC
https://community.eveonline.com/news/dev-blogs/skill-level-complete-a-new-character-sheet-for-eve-online/ is worth a read, in particular for the "buy all skills" suggestion.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Renfus
Dread Fleet
Drop Imminent
#3 - 2016-10-18 09:11:44 UTC
Ooh sweet! So it kinda looks like they may be implementing something like I'm suggesting..

((( Alliance Creation ))) Corp Update Service available ( 10,600 Member limit ). ++ Free with Alliance Creation ++ Contact me In-Game.

Iain Cariaba
#4 - 2016-10-18 11:04:58 UTC
Log on to Sisi and check it out. It's actually pretty nice. Functional as well as visually appealing.
Serendipity Lost
Repo Industries
#5 - 2016-10-18 18:14:27 UTC
Renfus wrote:
So I've been thinking about making the learning curve for new players easier.
One of the main things they run into from the beginning are skills and skill planning..
It can be overwhelming.
Yes we have eve mon and other 3rd party sites that we can use BUT we then have to import those into the game.
Honestly it can be a pain in @$$... dealing with api and such especially for new eve players.
So here's my idea for a way to un-complicate Eves learning curve a bit.

Idea In game Skill Planner
Ok let's say you're a new capsuleer and you decide you want to fly a Vindicator or your new corps doctrin ships..
Someone links you a fit in-game.
There is already a buy all button on the fit window that lets you buy the ship and mods.
How about we add a required skills tab to that fit window which shows all skills needed to fly that ship+mods. Pre-request skills included.
And add a Buy all skills button.
And add a button to add the required skills for that ship+ mods to your training que.

This would make training and figuring out which skills to train much easier.

Yes Big smile No Cry Maybe What?




I'm not in favor of the buy doctrine skills approach. Part of playing Eve is learning how it works. Fly this doctrine and stfu doesn't really teach players anything other than to do what they are told. I get some folks feel they need doctrines so they don't have to teach 1000 dudes about fitting. I don't agree with it, but I understand and accept it.

To the OP, I'm against dumbing down new players even further. Having a doctrine enables players to not think about and learn about ship fitting. Pressing a 'buy needed skills for X doctrine ship' also takes the thinking out of what skill to train next. I see a new player joining a large outfit being linked a doctrine ship, clicking the buy, inject and train skills button and moving on. So now you have a guy that can fly a vindi (your example) that has never had a need to read what the tracking skill is for or does. He just knows he clicked a button, waited for some time and can now fly a ship with fittings he's never read the details about.

You're not making the game easier for the newbro, you're blindfolding him and sending him out in the woods. Sure if you want a bunch of sheep then that's great, but if you want players - your buttons are not the way to go.


-1
elitatwo
Zansha Expansion
#6 - 2016-10-18 22:08:56 UTC
Serendipity Lost wrote:
Renfus wrote:
So I've been thinking about making the learning curve for new players easier.
One of the main things they run into from the beginning are skills and skill planning..
It can be overwhelming.
Yes we have eve mon and other 3rd party sites that we can use BUT we then have to import those into the game.
Honestly it can be a pain in @$$... dealing with api and such especially for new eve players.
So here's my idea for a way to un-complicate Eves learning curve a bit.

Idea In game Skill Planner
Ok let's say you're a new capsuleer and you decide you want to fly a Vindicator or your new corps doctrin ships..
Someone links you a fit in-game.
There is already a buy all button on the fit window that lets you buy the ship and mods.
How about we add a required skills tab to that fit window which shows all skills needed to fly that ship+mods. Pre-request skills included.
And add a Buy all skills button.
And add a button to add the required skills for that ship+ mods to your training que.

This would make training and figuring out which skills to train much easier.

Yes Big smile No Cry Maybe What?




I'm not in favor of the buy doctrine skills approach. Part of playing Eve is learning how it works. Fly this doctrine and stfu doesn't really teach players anything other than to do what they are told. I get some folks feel they need doctrines so they don't have to teach 1000 dudes about fitting. I don't agree with it, but I understand and accept it.

To the OP, I'm against dumbing down new players even further. Having a doctrine enables players to not think about and learn about ship fitting. Pressing a 'buy needed skills for X doctrine ship' also takes the thinking out of what skill to train next. I see a new player joining a large outfit being linked a doctrine ship, clicking the buy, inject and train skills button and moving on. So now you have a guy that can fly a vindi (your example) that has never had a need to read what the tracking skill is for or does. He just knows he clicked a button, waited for some time and can now fly a ship with fittings he's never read the details about.

You're not making the game easier for the newbro, you're blindfolding him and sending him out in the woods. Sure if you want a bunch of sheep then that's great, but if you want players - your buttons are not the way to go.


-1


Yes, I found a way to agree twice so +99999999999999999999999999999999999999999999

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