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Haks'he Lirky
Durgar og Illmenni
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Posted - 2006.11.09 13:03:00 -
[1]
Tutor implants is a relatively simple idea.
A tutor implant trains a single skill or a bundle of skills for a player to a certain level, the implant includes all the reading material needed for the skill(or bundle) so no skill books are needed.
How would they work? A tutor implant would contain a set of skills set to train in a particular order to a particular level, the implant can be turned off and on at will and the implant will have a progress indicator that is the sum of the time needed to complete all the skills. If a skill allready exists at the level that the implant can teach then it will iteriate to the next skill, if there are no more skills in the queue the implant will complete and the player will need to manually remove the tutor implant (unplug).
The idea is that the player can have more than one Tutor implant and focus on training them in a manner he deems fit, also the player can pause the implants and manually train what ever he so wishes. If he trains the same skills that exist in an implant that implant will figure that out the next time it's turned on.
A tutor Implant will not iteriate to the next skill when the account is inactive.
Slot 1 - Tutor Implants: Basic At first I would (as a developer) focus on creating tutor implants that help new players get up to snuff with the important basic skills to level 2, these would be navigation skills, electronic skills and all the skills that are deemed needed for the new player.
Slot 2 - Tutor Implants: Learning. The first implant in this series would take basic learning skills to lvl 3, the second implant to lvl 4, the third would prepare for the advanced learning skills. Then the player can manually learn the advanced skills.
Slot 3 - Tutor Implants: Combat. This one would need to be simple and focus on getting secondary combat skill like sharpshooter up, but it can be bundled differently depending on what type of weapon you wanted to learn, as a developer I would sit down and try to create 6 simple Tutor implants that would help the new player to see what is needed for combat.
Slot 4 - Tutor Implant: Spaceship command. Simple really, the implant will be called "Tutor implant: Shipname" and will include all the skills needed for that ship type, this would help new players get into their ship of choice.
Slot 5 - Tutor Implant: Hmm fresh out of ideas. I would trust that my fellow developers at ccp would at this point have helped me flesh out the idea more and we could in unison balance this out so that the fifth slot can be used. Once the idea would be fleshed out use cases can be completed and then we can start whining the programers. At least thats how i envision the process to work :)
Why? I see this as a natural progression to help new players get accustomed to EvE-Online, some might say this makes eve to easy and it might. But bear in mind that these implants should only on rare occasionas train a skill above level 3 and only then if it's needed for a certain ship class.
These implants would need to be readily avaible to a new player either trough missions or market, preferably missions so they would be pushed to them instead of them needing to search the market.
Well thats it really, feel free to tear this idea to pieces.
regards, Haks'he Lirky Griefer. |
Haks'he Lirky
Durgar og Illmenni
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Posted - 2006.11.09 13:21:00 -
[2]
In this forum post you can see 6 different paths set out by ccp in Kali, tutor implants could continue that focus and help new players continue on the goal they set out to become.
In my mind the possibilites are fancy.
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Bajastor
Gallente The Scope
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Posted - 2006.11.09 15:52:00 -
[3]
Sounds like an interesting, albeit perhaps a bit too packaged, solution for new players.
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Guurzak
Minmatar
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Posted - 2006.11.09 17:35:00 -
[4]
Hardcoded skill packages offer much less flexibility than simple manual planning, and no matter what skills were included and what order they were coded in a particular queue could not be optimal for more than a small subset of the population.
You can already do the same thing, for free, using EveMon and/or posting to the boards for help... except for automatic training of a queued skill which the devs have posted is in the works in some form.
So, in short, bad idea and not needed anyway. Sorry.
Also, iteriate is not a word, and iterate does not mean what you seem to want it to.
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Simon Barrow
Basgerin Hounds
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Posted - 2006.11.09 20:23:00 -
[5]
Edited by: Simon Barrow on 09/11/2006 20:24:39
Originally by: Guurzak Also, iteriate is not a word, and iterate does not mean what you seem to want it to.
scuse me for the spelling.
iterate: To perform successive analyses, using the results of each test as the basis for the next round.
This is what I think it means.
EDIT: sorry wrong character.
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Haks'he Lirky
Durgar og Illmenni
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Posted - 2006.11.09 20:37:00 -
[6]
Originally by: Guurzak Hardcoded skill packages offer much less flexibility than simple manual planning, and no matter what skills were included and what order they were coded in a particular queue could not be optimal for more than a small subset of the population.
Manual planning should always be better than anything else, what im suggesting would only be useful to new players as they are getting to know how the eve skill system works. If however this helps players during their first two months then in my opinion the hard work of implementing this would be worth it.
Originally by: Guurzak You can already do the same thing, for free, using EveMon and/or posting to the boards for help... except for automatic training of a queued skill which the devs have posted is in the works in some form.
EvEmon is nice, I dont know any new player (and I know a few) who use it and it's not from any lack of encouragement from my part. New players usually feel like the skill system is to complex for them and I think it's ok to add a small helper with it until they get over the other things in the steep learning curve that we have.
I cant wait for the skill queue thats been talked about, I dont see how that will help new players though.
Originally by: Guurzak So, in short, bad idea and not needed anyway. Sorry.
Thank you for you feedback and your time I appreciate it, no need to feel sorry.
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Taedrin
Gallente Mercatoris Technologies
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Posted - 2006.11.09 20:56:00 -
[7]
Edited by: Taedrin on 09/11/2006 20:56:20 To iterate means to repeat. However, programmers use the word iterate to describe a process which is repeated on different data. In programming the meaning of the word "iterate" has changed to mean many things, a common one being to traverse a set of data (and not necessarily repeat the same process on that data.
For example, the following C++ code snippet would be considered to iterate through an array:
for (int i = 0; i < SIZE_OF_ARRAY; i++) { array[i]; }
So, to a programmer at least, the OPs use of the word iterate is valid.
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Haks'he Lirky
Durgar og Illmenni
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Posted - 2006.11.09 21:07:00 -
[8]
Edited by: Haks''he Lirky on 09/11/2006 21:06:55
Originally by: Taedrin So, to a programmer at least, the OPs use of the word iterate is valid.
thank you, being a programmer that is where I got my understanding of the word.
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