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Skill Discussions

 
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Extra Skill Point gain while playing, good idea?

Author
Kyshonuba
Science and Trade Institute
Caldari State
#81 - 2012-02-20 00:52:22 UTC  |  Edited by: Kyshonuba
Mashie Saldana wrote:
And I repeat, why do we need to gain SP faster?


Yes Mashie, online-activity can be influenced by other means too (game events, game content etc.) .... and thats maybe why we wont see any changes like the ones we discussed in this thread.
Alphea Abbra
Project Promethion
#82 - 2012-02-21 06:19:08 UTC
Mashie Saldana wrote:
And I repeat, why do we need to gain SP faster?

Ah, okay. It's alright, you don't have to get defensive or anything, you're not alone in not being able to comprehend a piece of text as soon as it exceeds four lines. It is quite normal for people on the internet.
I will help you out though, so we can get over this little misunderstanding and because I am such a friendly person.

The line right beneath the piece of text you managed to quote reads:
Quote:
This, however, will probably only treat what I believe is the symptom of the problems:


Are you understanding where we are in the text, or do I have to explain it further in depth?
Mashie Saldana
V0LTA
WE FORM V0LTA
#83 - 2012-02-22 00:24:37 UTC
Alphea Abbra wrote:
This is what I perceive as the real problem: That newbies cannot compete as well and because they can’t compete as well they are worth less. It is a part of how the game is built, however, that the veteran with Racial Battleship 5 and tech2 guns will outperform the newbie with Racial Battleship 2 and tech1 guns. I don’t see any solution to this that wouldn’t fall into one of two traps: a) failing to address the problem or b) make time spent training meaningless.
I’d love to discuss possible solutions because, as I said a page earlier, I am aware that the full picture eludes me. I can see these problems with how the system functions, but at the same time I am fully convinced that the system works a lot better than any system based on ingame grind.

I don't see a problem to start with, EVE is about the journey, not the destination. If anything, the journey has been messed up with how easy it is to go straight to a badly skilled BC and completely skip a few ship classes.
CausticS0da
Shrubbery Acquisitions
Blohm and Voss Shipyards Alliance
#84 - 2012-02-26 21:30:24 UTC
May you die of Space AIDS for suggesting such a thing.
Zhilia Mann
Tide Way Out Productions
#85 - 2012-02-26 22:23:28 UTC
Holy ****, this thread is still going?

Kyshonuba wrote:
Looks like most players are thinking, that rewarding missions or PvP with skill points is the way to make Eve a classical MMO grind game.


Probably because it, you know, would. So can we at least drop that point entirely from hence forth?

Kyshonuba wrote:
But this is only true if is Skill point surplus is linked to game objectives like missions suceed or ship kills. ...... instead a higher SP-rate of 20% can be very well assembled to only online Eve characters. So we have

1. Main characters who are online and have 120% skill point gain
2. Main characters who are offline and have 100% skill point gain
3. Alt characters with 0% skill point gain

I dont have any trouble with current EVE SP system but it may be true that (especially for new players, who cannot make millions of isk per hour) the current system doesnt reward online activity enough.


Umm. How does this help anything? This system simply breaks EVE players into two classes: those with persistent desktop connections and those without. If you have a persistent connection, you can idle all day and night doing nothing -- and get an extra 20% SP?

And I'll openly admit, I'm biased here: I primarily play from a laptop that can't stay online 23.5/7. So I'd be penalized for not having actual, tangible, real-world infrastructure. (And remember, penalized is indeed the correct term here because holding a subset of players back from optimal SP/hour for completely arbitrary reasons is indeed a penalty and not a boon.)
Josef Djugashvilis
#86 - 2012-02-26 23:11:52 UTC
Ziever Stormcloak wrote:
Anyone else think it would be a nice idea if there was a small skill point gain by playing as well as the current system? like you still gain the same skill points over time, I mean the current system is cool and all, but what about also giving people more skill points for things like Destroying ships/completing missions and just have like 10+ skill points based on what kind of ship you Destroy added to whatever skill your currently learning and maybe like 100 or more for completing a mission, with the increase based on the level of mission added onto you current skill as well. The learning over time can stay, but it would be nice to get an increase for playing more, even mining perhaps could give a skill point bonus every cycle on your lasers calculated by how much you mined and perhaps what you mined. Anybody have any comments? like this idea? don't like this idea? better ideas?





No. Some folk can not play all the time, why should they be penalized?

This is not a signature.

Piatora
Bad Investments ULC
Diplomatic Incidents.
#87 - 2012-02-28 17:47:26 UTC
Zhilia Mann wrote:
Holy ****, this thread is still going?
(And remember, penalized is indeed the correct term here because holding a subset of players back from optimal SP/hour for completely arbitrary reasons is indeed a penalty and not a boon.)


Then how come you were never up in arms about removing stat points/stat implants? Don't get me wrong, this idea is beyond stupid, but if you want to have no-one be penalized and not getting optimal SP/HR then do away with stats, stat implants, neural remaps. Make every skill a fixed train length and be done with the whole optimal min/maxxing which is ruining things.
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#88 - 2012-02-29 23:31:39 UTC  |  Edited by: Barbelo Valentinian
The trouble with this idea is that competitive people are so constituted that eventually they will feel they HAVE to log on to maximize skill rate.

IOW, it would be sort of like Learning Skills all over again. Something that ought theoretically to be optional, would eventually become de rigueur, and a source of great grind, and therefore great whineage.

There are many, many potentially cool things from the point of view of simulation, that can't be in MMOs because people would either feel obliged to do them or would exploit them.