These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Implants - CCP's anti-PvP feature?

Author
L4ST
Sebiestor Tribe
Minmatar Republic
#21 - 2012-03-01 13:24:08 UTC
yes, but I thought of something with a little more duration, so people would actually use them ;)
Misanthra
Alternative Enterprises
#22 - 2012-03-01 23:09:21 UTC
L4ST wrote:
Edited.


And just to make that clear: THIS IS NOT ABOUT ISK

lol, who cares about some ISK -.-
it is about less SP/hour fpr PvPers.



again....sp and skill levels are just a number on a sheet. Pvp'ers actually play the game. Sitting in empire eternally training on +4's and 5's will get some pretty stats. Does not mean they will pvp well.

I have trained recons purely in empire on my empire break which lead to try other games breaks and I jsut swing by to play eve when I want (or the other game's server is down). Number wise I am a kick ass player...recon 5. hybrid/projectile/missile spec 4's to cover 2 races (3 if If trained gallente cruiser 5), damn near perfect fitting skills, etc. Actual play wise, I haven't even flown these in pve let alone pvp. Recon for recon, at this point in time I got money on a guy half my sp who has actually flown his recon since day one minute of unlocking it if we met for an honest 1 v 1. You'd also if fc would be highly recommended to make a player with half my sp lead recon. That recon really needs to live to make the op happen....I am not your pilot.

Choose me again....I went blob early in life. Crow>drake>rokh, ships I am most familiar with. all i really have flown in pvp tbh. Skill wise I can fly say AF's real good. Actual play wise, if a players has focused more on frigate warfare I got 5 on them with even a quarter of my sp's if we danced in a legit 1 v1. realistically....a **** hot pilot even at low sp in a rifter will own my wolf/jag. My last months in 0.0 I was shooting pos's pretty much most of the time on ops. Before that, gate sitting in support drakes. Did a few hac roams....that found no targets so doesn't really count.
Wolodymyr
Breaking Ambitions
#23 - 2012-03-01 23:17:44 UTC
L4ST wrote:
a) have a PvP Alt

Too expensive when I can just pewpew on my main
L4ST wrote:
b) have a PvP Jumpclone

I only do that on CTAs where I know I am going to get podded home.
L4ST wrote:
c) get your implants blown every once and a while

This is pretty much what I do now.


I always tell people "don't undock in anything you can't afford to lose" and that includes your pod.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Kitt JT
True North.
#24 - 2012-03-01 23:25:24 UTC
Just noticed OP is UPS

Whats the matter? Lose your gift implants?
http://eve.battleclinic.com/killboard/killmail.php?id=15006482
Amaroq Dricaldari
Ministry of War
Amarr Empire
#25 - 2012-03-02 02:11:49 UTC  |  Edited by: Amaroq Dricaldari
I have an idea that would both increase implant supply and provide an ISK sink, so it would be two birds with one stone.

You could take corpses to Medical Bays, and pay them to extract implants from the body. Since you are paying an NPC, it would be an ISK sink, thus reducing inflation. In addition, it would increase the supply of implants, making them cheaper.

Another less popular idea is adding BPOs for the Non-Faction implants, and adding BPCs for the Low-Grade Faction implants. The +3 Faction implants would still only be obtainable through the LP Store, and same thing with the Low-Grade BPCs.

This is my signature. There are many like it, but this one is mine.

Grumpy Owly
Imperial Shipment
Amarr Empire
#26 - 2012-03-02 03:41:11 UTC  |  Edited by: Grumpy Owly
Amaroq Dricaldari wrote:
I have an idea that would both increase implant supply and provide an ISK sink, so it would be two birds with one stone.

You could take corpses to Medical Bays, and pay them to extract implants from the body. Since you are paying an NPC, it would be an ISK sink, thus reducing inflation. In addition, it would increase the supply of implants, making them cheaper.

Another less popular idea is adding BPOs for the Non-Faction implants, and adding BPCs for the Low-Grade Faction implants. The +3 Faction implants would still only be obtainable through the LP Store, and same thing with the Low-Grade BPCs.


Wouldn't actually increase sinks.

By having an alternative source of implants you reduce dependancy on the current NPC sink versions unless of course the pricing structure and chance of implant extraction was actualy less competative than the LP provided ones as now, which in theory would simply make it an alternative source but could increase sinkage as a less popular source, mre likley simply equalise sinkage or make extraction a less than obvious goto choice. So you wouldn't lower prices in theory as their intrinsic value is fixed and pretermined by LP prices.

If they were more competative it would be naturally less of a sink as you'd be paying less to get the same implants by use of the extraction process, which you would think help to reduce prices in theory, but it would also significantly increase podding which as an knock on effect would increase demand in the implants market, raising or at best simply equalizing prices.

Extraction could never compete with storyline rewards either. But then that is the same issue for current LP provided versions anyhow. Throwing it in as a moot point but just awareness of implant sources.

More of an issue with BPO use of course if applied from an inifinate useage source from materials, that would significantly reduce the needed sink as only escrow and manufacturing charges would then exist as part of the sinkage.
Kahega Amielden
Rifterlings
#27 - 2012-03-02 04:08:52 UTC
Lenier Chenal wrote:
Doesn't make sense that a full set of implants cost more than a damn battleship hull.



?? They do? The cheapest battleship hull is upwards of 60 mil, and a full set of implants is <1 mil.
James Amril-Kesh
Viziam
Amarr Empire
#28 - 2012-03-02 04:56:06 UTC  |  Edited by: James Amril-Kesh
Kahega Amielden wrote:
Lenier Chenal wrote:
Doesn't make sense that a full set of implants cost more than a damn battleship hull.



?? They do? The cheapest battleship hull is upwards of 60 mil, and a full set of implants is <1 mil.

You might want to go back and look at the implants again. That's a pretty terrible set of implants if it costs < 1 mill. A full set of pirate implants can cost > 1 bill.

Enjoying the rain today? ;)

Lenier Chenal
Offensive Upholder
#29 - 2012-03-02 05:01:16 UTC
ShahFluffers wrote:
Lenier Chenal wrote:
Doesn't make sense that a full set of implants cost more than a damn battleship hull.


My computer is valued more more than my 91 Toytoa Camrey with 299k miles on it.
Hell, there's a carbon nanotube implant thingy no bigger than a pen cap that NASA is playing around with (it's supposed to auto-release medicine into your body and lasts for YEARS)... it costs more than BOTH my computer and car.

Bigger Size =/= Expensive

Often, it's the opposite.


That's not a valid comparison. Your car isn't the size of half of manhattan.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#30 - 2012-03-02 18:46:26 UTC
Grumpy Owly wrote:
Amaroq Dricaldari wrote:
I have an idea that would both increase implant supply and provide an ISK sink, so it would be two birds with one stone.

You could take corpses to Medical Bays, and pay them to extract implants from the body. Since you are paying an NPC, it would be an ISK sink, thus reducing inflation. In addition, it would increase the supply of implants, making them cheaper.

Another less popular idea is adding BPOs for the Non-Faction implants, and adding BPCs for the Low-Grade Faction implants. The +3 Faction implants would still only be obtainable through the LP Store, and same thing with the Low-Grade BPCs.


Wouldn't actually increase sinks.

By having an alternative source of implants you reduce dependancy on the current NPC sink versions unless of course the pricing structure and chance of implant extraction was actualy less competative than the LP provided ones as now, which in theory would simply make it an alternative source but could increase sinkage as a less popular source, mre likley simply equalise sinkage or make extraction a less than obvious goto choice. So you wouldn't lower prices in theory as their intrinsic value is fixed and pretermined by LP prices.

If they were more competative it would be naturally less of a sink as you'd be paying less to get the same implants by use of the extraction process, which you would think help to reduce prices in theory, but it would also significantly increase podding which as an knock on effect would increase demand in the implants market, raising or at best simply equalizing prices.

Extraction could never compete with storyline rewards either. But then that is the same issue for current LP provided versions anyhow. Throwing it in as a moot point but just awareness of implant sources.

More of an issue with BPO use of course if applied from an inifinate useage source from materials, that would significantly reduce the needed sink as only escrow and manufacturing charges would then exist as part of the sinkage.

Stop trying to give me a headache.

I was thinking along the lines of Supply & Demand.

This is my signature. There are many like it, but this one is mine.

Angelo Cossa
Sebiestor Tribe
Minmatar Republic
#31 - 2012-03-02 20:25:02 UTC  |  Edited by: Angelo Cossa
Well one of the great problems of that forum, aside from haters of course is that almost all the people that come here are veteran players and the side of the new players are not considered. Play with low SP and low ISK is very diferent.


So let's go for some facts:

- Well the implants are for sure one of the things that take away players (new ones mainly) from PVP. New players does not have jump clones to begin with, it takes stand 8 with a corporation, and this takes lots of missions to acomplish.

- New players does not have money to buy implants, they have to save only for this, and they cannot aford to loose them.

- For a new player the diference is not jump from a clone with +5 to a +3/+4 implants clone for a few hours, the diference is from having +4 in all atributes or having nothing at all as they do not have standings for jump clones.


So what happened with me and must happen with lots of new players losing potential new people for PVP was this:

Entered into the game, finished the tutorial, got an letter of recomendation from one of the tutorial agents that allowed me to enter the mitia, excited about the possibility of PVP entered into the militia. All right! you hear all time "does not fly what you cannot afford to loose", so:
- i got into a t1 rifter. Lost my first rifter and my gift implant.
- lost another tifter and lost a second gift implant while trying to flee to high sec to a gate camp.

I did not care for the loss of the ship, or even the money, but them realised the time diference to train my skills without implants. made some calculations and realized that i should lost
172.800 SP/month wihtout implantes, i gain +- 1.400.000, so it is more that 10% diference, i have 2 months of char (3 in reality but one i did not train due to vacation).
To realize what a big diference it is for a new player, if i got these SP right now from 2 months i could buy projectile small guns lvl 5, plus a lvl 4 skill, that would allow me to put tech 2 small guns plus a tech 2 module.

So following the the ideia "does not fly what you cannot afford to loose", i could not live without implants as it is a loss of real world time, i cannot afford to loose the implants, so i quit PVP.

That should be the main reason for a lot of new players not going direct to PVP. I am now doing missions, had gone into a very different skill path from what i should had gove for PVP to do lvl3/lvl4 missions (Battle cruisers,mediun guns, drones, etc). and i will not come back at least for a few weeks/month yet... so i could be doing PVP for 2 months now, if it was not for implants.

So yes, implants take people away from Pvp.
L4ST
Sebiestor Tribe
Minmatar Republic
#32 - 2012-03-03 10:48:06 UTC  |  Edited by: L4ST
Kitt JT wrote:
Just noticed OP is UPS

Whats the matter? Lose your gift implants?
http://eve.battleclinic.com/killboard/killmail.php?id=15006482

yes, as you can clearly see I lost them while PvPing in my Shuttle. As a direct reaction to that I had to create this QQthreat, almost 2 months later. We are not NS. We don't need to flame when we lose ships, we don't need to spam all possible forums when we got a kill. If this thread is powered by recent event flaming, then look at this guy: http://eve.battleclinic.com/killboard/killmail.php?id=15367378 , which I riftered ...
No more comment necessary here.


To sum up the thread so far:

- most people think that implants are an important ISK sink
- this stands opposite to the idea that removing/changing implants would get ppl to pvp and make more ISK be blown up there
- imho other ISK sinks which don't have negative influences can be found
- lots of kiddies cry because they think this is a cry thread. It's not. It's about getting people to PvP, especially new ones
- the SP/hour difference - or better: the ISK risk - makes people sit around in empire space. Some capsuleers here go rather offensive as they see it as "ok", but I would ask all those to tell me what the positive effect is.

I thought about the implant issue and found no positive impact on gameplay (in ANY way) - other than the ISK sink, which some other players doubt as much as I do. So: Still trying to figure out.


anything I forgot? hard to see all "real" posts within all that hater & whiner posts :)
Karlhockey Forte
Republic University
Minmatar Republic
#33 - 2012-03-03 19:25:04 UTC  |  Edited by: Karlhockey Forte
James Amril-Kesh wrote:
Kahega Amielden wrote:
Lenier Chenal wrote:
Doesn't make sense that a full set of implants cost more than a damn battleship hull.



?? They do? The cheapest battleship hull is upwards of 60 mil, and a full set of implants is <1 mil.

You might want to go back and look at the implants again. That's a pretty terrible set of implants if it costs < 1 mill. A full set of pirate implants can cost > 1 bill.



If you want to blow the isk on pirate-implants, go ahead and do so. It is the same thing with a pirate battleship. You lose it, you just lost a large chunk of isk. Stop flying with things you can afford to lose, plan your skill sheet to train a pair of atributes. Two +3's should be like, 20-30 mil if I recall. If you are out and PVPing in null, you should be able to afford loosing those.

Other than that, use intel channels, safespots, learn to run camps instead of getting caught and getting podded. CCP should not have to make the game simplier if you can't do that. Stop making them dumb things down because you can't adapt to null-sec.
DarkAegix
Center for Advanced Studies
Gallente Federation
#34 - 2012-03-03 23:47:08 UTC
Wukulo wrote:
There is a super easy fix for this situation:

Allow players to swap clones by flying to the station a clone is in with out having to use their JC timer.

Expensive PVE clones can be avoided for PVP use while still keeping PVP implants on the field to add risk to PVP.

JC function remains useful while still being rarer enough not to be over powered.

^Bingo
James Amril-Kesh
Viziam
Amarr Empire
#35 - 2012-03-04 00:07:02 UTC
Karlhockey Forte wrote:
James Amril-Kesh wrote:
Kahega Amielden wrote:
Lenier Chenal wrote:
Doesn't make sense that a full set of implants cost more than a damn battleship hull.



?? They do? The cheapest battleship hull is upwards of 60 mil, and a full set of implants is <1 mil.

You might want to go back and look at the implants again. That's a pretty terrible set of implants if it costs < 1 mill. A full set of pirate implants can cost > 1 bill.



If you want to blow the isk on pirate-implants, go ahead and do so. It is the same thing with a pirate battleship. You lose it, you just lost a large chunk of isk. Stop flying with things you can afford to lose, plan your skill sheet to train a pair of atributes. Two +3's should be like, 20-30 mil if I recall. If you are out and PVPing in null, you should be able to afford loosing those.

Other than that, use intel channels, safespots, learn to run camps instead of getting caught and getting podded. CCP should not have to make the game simplier if you can't do that. Stop making them dumb things down because you can't adapt to null-sec.

I'm not asking for any dumbing down here. I agree with the proposal to eliminate the jump clone timer if you are in the same station as the clone you are jumping to. This also has the additional restriction that, because stations can't hold more than one jump clone at a time, I can only pick one clone per station that I can regularly switch with.

Enjoying the rain today? ;)

Andski
Science and Trade Institute
Caldari State
#36 - 2012-03-04 00:11:39 UTC
ShahFluffers wrote:
Pish... you all are cheapos. I'm currently flying around in a frigate with a billion worth in implants right now. And I understand and accept the risks.


it helps to PvP in lowsec, the land where you can warp out to save your pod

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Angelo Cossa
Sebiestor Tribe
Minmatar Republic
#37 - 2012-03-04 00:42:46 UTC
I think the idea of changing clones without timer if in the same station very good.

But this will not solve the problem for the new people coming in the game and wanting to do PVP, they do not have the SP/ISK/staning for clones, and these take at least a month (considering a players that plays a LOT, or it is much more time).

As a sugestion to solve this i think that it should be allowed for people to take out implants, just make that thet implant is atached to the clone so he cannot put it on another jump clone, nor put another implant without making it uselles.

This i think would solve the problem for new players that does not have jump clones, they could take out the implants, go out to fight with it's t1 figrate (and losing it sonner or latter) and after they can go back to the base, put on the implants and lose little SP in the procees.
James Amril-Kesh
Viziam
Amarr Empire
#38 - 2012-03-04 02:27:59 UTC
New players can't use expensive implants. In any case, training to use jump clones doesn't take very long, and there exists at least one corp whose sole purpose is to give corp standing allowing its temporary members to make jump clones at many locations.

Enjoying the rain today? ;)

Angelo Cossa
Sebiestor Tribe
Minmatar Republic
#39 - 2012-03-04 04:26:01 UTC  |  Edited by: Angelo Cossa
James Amril-Kesh wrote:
New players can't use expensive implants. In any case, training to use jump clones doesn't take very long, and there exists at least one corp whose sole purpose is to give corp standing allowing its temporary members to make jump clones at many locations.


Expensive is relative, i spent all my money the second week to get a set of +3 implants, then a little after i spent all my money again to get a set of +4. All my money is expensive for me, does not matter if an old player can get this money in a minute playing. and there is a Big diference in skill training time from 0 to +3.

As for the skill to jump clones, i agree it is quick to train the problem is the standing requiriment. As for the corp i don't think it is an argument, to atract new players it has to be in the tutorial or in the evelopedia, force a player to comit to a corporation to get a jump clone is not a good way to atract new people to PVP.
Corina Jarr
en Welle Shipping Inc.
#40 - 2012-03-04 04:34:43 UTC
I have two clones, my highsec one and my everywhere else one. They are currently identical.

The only difference will be a few mission gained implants that I won't immediately replace if my pod dies in lowsec tomorrow. I don't bother with anything higher than +3s anyway.