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Haldir Ravenclaw
Ordo Occultus Deus Brutally Clever Empire
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Posted - 2007.12.21 21:00:00 -
[1]
As most of you know, +7 implants have been in the database for ages and never seen the light of day, so I'm suggesting that these +7 implants (and even make new +6) could be issued out in the LP stores, and saves having a need for new learning skills (which seems to be popular this month), and would be a nice addition to the LP store after the recent changes. An example of the cost could be:
+6 Implants: 128,000 LP and 128m ISK +7 Implants: 350,000 LP and 350m ISK
The high LP is obviously there to restrict how many are available, but also brings out the case of having these "must have" items. In addition to this, the "university" corps could have some extra hardwiring implants that boost learning too (same bonus as the learning skill itself, but comes in a 1%, 3% and 5% flavours and could go in Slot 10), and would be the same LP/ISK as the other hardwirings in that range, making people decide if they want to use this in favour of some of the other shiny slot 10 implants (such as mindlinks, mining yield hardwirings etc) and also would negate the need for more learning skills.
Seeing these would make these old relics (the +7's anyway) come to life in a new way, and adding some new learning implants could be quite fun for the people who are determined to get them, and not be totally out of reach for our newer players, and give the LP store more items to work for. I know CCP regret adding learning skills to the game, but these can be an alternative substitute for people who want new skills, by replacing them with new implants instead.
Thoughts? Suggestions?
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Karanth
Gallente Eve's Brothers of Destiny Free Trade Zone.
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Posted - 2007.12.21 22:29:00 -
[2]
Adding hardwirings might be interesting, but they should probably be limited by skill category, otherwise, why not just add an 11th implant slot for an omni implant?
All that's left...
There is only one sig hijack that matters, the orginal and only member of the hijack squad. me. -Eris. ps Black russians are better then beer. Well, there's not many of *us* left! -Rauth
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Silence Duegood
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Posted - 2007.12.21 22:33:00 -
[3]
/not signed
The Devs already regret the advanced learning skills that put a distance between old players and new ones. These implants would just keep doing that same very thing.
There never need to be higher than +5 implants for one attribute. Maybe mixed attribute implants or something would be neat. But +7s are tooooo much.
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Chani Fedaykin
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Posted - 2007.12.22 00:11:00 -
[4]
/not signed
higher, more expensive implants will benefit rich / old players more than new ones, thus increasing the gap rather than closing it.
besides with more isk in your head, do you think a character is more likely to go and risk them (have fun pvp) ? ... so again older players that can use jump clones
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Chruker
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Posted - 2007.12.22 14:26:00 -
[5]
Either +6 and +7 implants, or the ability to mutate your characters DNA to redistribute the base attributes.
----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Speedup IGB table rendering |
Chani Fedaykin
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Posted - 2007.12.22 14:36:00 -
[6]
rather a flat increase in all attributes for all chars than higher implants / more learning skills
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Rjaiajik Kajvoril
Amarr Autonomous Systems
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Posted - 2007.12.22 15:43:00 -
[7]
I disagree. The only way this would work is say having something that gave you +8 to Perception and -3 to Charisma or +7 to Intelligence and -2 to Willpower.
You know so that there is a penalty fot the major boosts you're getting. Even these however would be easy to abuse with Jump Clones so probably would be a bad idea.
I don't think it's really that good an idea.
RickRoll Avoidance Trolling EVE Knowledge |
Schani Kratnorr
Internal Revenue Service
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Posted - 2007.12.22 15:44:00 -
[8]
Originally by: Silence Duegood /not signed
The Devs already regret the advanced learning skills that put a distance between old players and new ones. These implants would just keep doing that same very thing.
There never need to be higher than +5 implants for one attribute. Maybe mixed attribute implants or something would be neat. But +7s are tooooo much.
Where does it state that "the devs" regret adv. learning skills? I have played EVE since beta, and the adv. learning skills + implants have done nothing but help offer ways for new players to reach their goal(s) faster.
+6 and +7 implants would be helpful, but a more differentiated LP-store would be more fun. Each NPC corp should perhaps have one or more exclusive offers. Perhaps shared with a handful of other NPC LP-stores around EVE.
More faction ships/modules/implants would spice up things as well.
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Silence Duegood
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Posted - 2007.12.26 04:13:00 -
[9]
Edited by: Silence Duegood on 26/12/2007 04:14:48
Originally by: Schani Kratnorr
Where does it state that "the devs" regret adv. learning skills? I have played EVE since beta, and the adv. learning skills + implants have done nothing but help offer ways for new players to reach their goal(s) faster.
+6 and +7 implants would be helpful, but a more differentiated LP-store would be more fun. Each NPC corp should perhaps have one or more exclusive offers. Perhaps shared with a handful of other NPC LP-stores around EVE.
More faction ships/modules/implants would spice up things as well.
I've also played EVE since beta, and you apparently don't understand how learning skills work if you think that they help new players.
Read this thread in post #81.
You can also read this thread for even more info.
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lizen
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Posted - 2007.12.26 05:20:00 -
[10]
If they want to speed up overall learning they need to do it through new mechanics.
Example: 1 time permanent stat boosts for completing certain missions or achieving certain faction standings. 1 time permanent stat boosts for completing certain objectives, +1perc for killing 10 players, etc. Having certain ship types add to certain stats. Allowing chars to add another spec for a stat bonus, etc.
Really I don't think any of this is quite neccessary yet. The best thing for the health of the game is to boost starting SP for freshly rolled chars, and placing most(all) of that SP into learning skills.
Having new players start with 4/3, 4/4, or 5/4 learning would really improve the starting experience. The fresh chars aren't any "stronger" than they used to be, but now they can be specced into whichever role they desire without having to learn vacuum skills in order to be long term viable.
Besides learning the only skills which are close to mandatory are electronics, engineering, cap skills, and weapon upgrades; but these provide huge tangible rewards so few dislike training them.
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Reggie Stoneloader
Teikoku Trade Conglomerate Visions of Warfare
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Posted - 2007.12.26 11:34:00 -
[11]
No, no, no. Different ways to dress up gradual acceleration of skill gain doesn't change the basic error. Lipstick on a pig, and all that.
The diminishing returns of skill training (each level takes 5.66x as long as all previous levels combined did) is counteracted by everything that allows older, richer, more skilled players to train faster than younger, poorer, less skilled players. Sadistic timesinks, like the learning skills, add nothing to the game and further cripple new pilots, making EvE less hospitable.
You may as well have attributes increase by 1 every four months.
If implants were destroyed by clone jumps instead of preserved and protected, then this would be okay.
Crusades: Security Status |
Vyktor Abyss
The Abyss Corporation Abyss Alliance
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Posted - 2007.12.26 12:02:00 -
[12]
More toys for the elite to make them more elite?
No thanks - 4 year headstart is enough.
- Ideas are my business...maybe thats why I'm always skint! Please read my ideas |
Naias
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Posted - 2007.12.26 14:55:00 -
[13]
/disapproval
Quote:
+6 Implants: 128,000 LP and 128m ISK +7 Implants: 350,000 LP and 350m ISK
Quote: [...]and not be totally out of reach for our newer players
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