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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
RAGE QU1T
Deep Core Mining Inc. Caldari State
6
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Posted - 2012.09.06 00:20:00 -
[1] - Quote
Why people advocate removing them??? esp if its coming from a goon? They serve a purpose, if CCP takes them out then replace it with a system that works!
Discuss |
Adeleda Adoudel
Restless Obsession
7
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Posted - 2012.09.06 00:22:00 -
[2] - Quote
Patience is a good skill in Eve. |
C O'Brien
Android Gang Stealth Syndicate
9
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Posted - 2012.09.06 00:49:00 -
[3] - Quote
Adeleda Adoudel wrote:Patience is a good skill in Eve. I trained Patience to level 5.... |
Jonah Gravenstein
1071
|
Posted - 2012.09.06 00:53:00 -
[4] - Quote
I heard Patience was easy, dammit wrong kind of Patience. CCP can't patch stupid. |
Andski
GoonWaffe Goonswarm Federation
4526
|
Posted - 2012.09.06 00:53:00 -
[5] - Quote
You seem to have confused my opinion piece on The Mittani dot com with a statement of direction from CCP.
They're not going to remove learning implants as long as they are a significant ISK sink, especially not when Soundwave tweets that he's not quite satisfied with the current turnaround on implants. It's easy to assume that more people would use hardwirings instead but that probably won't be the case.
While I'm strongly for their removal, I'm not the first person to suggest it, and from a pragmatic perspective, it'd be hard to replace them with an ISK sink of similar magnitude. please leave |
RAGE QU1T
Deep Core Mining Inc. Caldari State
6
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Posted - 2012.09.06 01:06:00 -
[6] - Quote
Don't see how these are an isk sink since mofority of them are sold off market? But i guess its safe to aasume ownng 2/3's of the tech moons in the game is just as a big of an isk sink out of anything. |
Andski
GoonWaffe Goonswarm Federation
4526
|
Posted - 2012.09.06 01:09:00 -
[7] - Quote
RAGE QU1T wrote:Don't see how these are an isk sink since mofority of them are sold off market? But i guess its safe to aasume ownng 2/3's of the tech moons in the game is just as a big of an isk sink out of anything.
Right, they're usually purchased on the market, but guess where the implants actually come from! please leave |
Surfin's PlunderBunny
Sebiestor Tribe Minmatar Republic
2050
|
Posted - 2012.09.06 01:18:00 -
[8] - Quote
Jonah Gravenstein wrote:I heard Patience was easy, dammit wrong kind of Patience.
I dunno, Chastity is easier "A genius throws a Molotov cocktail and soon realizes that he's going to die choking in a maze of smoke and flame. A hero drinks a Molotov cocktail and soon realizes that if he does a split in midair, he can hit twice as many zombies per kick. Drunk hero wins again, wusses." ~Cracked.com |
Hiyora Akachi
Bling Ring Tax Evaders
128
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Posted - 2012.09.06 02:01:00 -
[9] - Quote
I don't think they'll pull em from the game, they're a nice ISK sink. |
James Amril-Kesh
4S Corporation RAZOR Alliance
624
|
Posted - 2012.09.06 02:32:00 -
[10] - Quote
RAGE QU1T wrote:Don't see how these are an isk sink since mofority of them are sold off market? But i guess its safe to aasume ownng 2/3's of the tech moons in the game is just as a big of an isk sink out of anything. Do you even know what a sink is? http://themittani.com/features/local-problem A simple fix to the local intel problem |
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Belshazzar Babylon
Republic Military School Minmatar Republic
70
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Posted - 2012.09.06 02:34:00 -
[11] - Quote
You don't tell me what to do! |
Grumpymunky
Super Monkey Tribe of Danger
512
|
Posted - 2012.09.06 02:35:00 -
[12] - Quote
James Amril-Kesh wrote:RAGE QU1T wrote:Don't see how these are an isk sink since mofority of them are sold off market? But i guess its safe to aasume ownng 2/3's of the tech moons in the game is just as a big of an isk sink out of anything. Do you even know what a sink is? I have one in my kitchen!! Post with your monkey. |
MotherMoon
Blue Republic RvB - BLUE Republic
1115
|
Posted - 2012.09.06 02:41:00 -
[13] - Quote
Becuase they add nothing. Get rid of them
Or make clone jumping start at 1 hour wait for 1 system jump and increase it up to 24 based on range. If you jump within the same system then you only need to wait 1 hour to jump again.
Being stuck for 24 hours in your stupid implants, while a fleet fight is going on where you don't want to risk them is dumb. Note I'm set I've been paying for eve for the past 3 months and haven't trained a single skill. I don't want my clone prices going up. I don't get to play much but I don't want learning implants removed for my sake, I don't even use implants I have every skill I'd ever need fully trained.
But for new players the issue is clones in general. The whole implant system should be thrown out. Have all implants give a boost to training speed AND something else. So just add on attribute bonuses to EVERY SINGLE IMPLANT IN THE GAME.
Then you can remove the stupid implant system which is badly design piece of crum. And you'll still have to risk your implants in battle, in fact more implants would be getting lost. It would create a boom in the implant market and increase how many people feel like it's too scary to PvP. http://dl.eve-files.com/media/1206/scimi.jpg |
Azami Nevinyrall
Project Cerberus Caldari State Capturing
399
|
Posted - 2012.09.06 02:43:00 -
[14] - Quote
Posting in a James 315 alt is a f*cking ****** thread... Do you know what a sh*t-barometer is? It measures the sh*t-pressure in the air, did you hear that? The sounds of the whispering winds of sh*t... |
James Amril-Kesh
4S Corporation RAZOR Alliance
624
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Posted - 2012.09.06 02:43:00 -
[15] - Quote
Grumpymunky wrote:James Amril-Kesh wrote:RAGE QU1T wrote:Don't see how these are an isk sink since mofority of them are sold off market? But i guess its safe to aasume ownng 2/3's of the tech moons in the game is just as a big of an isk sink out of anything. Do you even know what a sink is? I have one in my kitchen!! I'd give you a like but you have a power of two and I don't want to change it. http://themittani.com/features/local-problem A simple fix to the local intel problem |
MotherMoon
Blue Republic RvB - BLUE Republic
1115
|
Posted - 2012.09.06 02:43:00 -
[16] - Quote
Andski wrote:You seem to have confused my opinion piece on The Mittani dot com with a statement of direction from CCP.
They're not going to remove learning implants as long as they are a significant ISK sink, especially not when Soundwave tweets that he's not quite satisfied with the current turnaround on implants. It's easy to assume that more people would use hardwirings instead but that probably won't be the case.
While I'm all for their removal, I'm not the first person to suggest it, and from a pragmatic perspective, it'd be hard to replace them with an ISK sink of similar magnitude.
So combine them. Give all hardwirings +1/2/3 attributes. Keep +4's and +5, or maybe just plus 5. But remove the rest and people will use them more. http://dl.eve-files.com/media/1206/scimi.jpg |
Mallak Azaria
602
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Posted - 2012.09.06 02:43:00 -
[17] - Quote
RAGE QU1T wrote:Why people advocate removing them??? esp if its coming from a goon? They serve a purpose, if CCP takes them out then replace it with a system that works!
Discuss
People don't want to lose them, so they don't join fleets. This is why they should be removed.
Mining Barge buff: CCP-áhas acknowledged that miners in general-áare too stupid to make the correct fitting choices to make ganking them unprofitable. |
James Amril-Kesh
4S Corporation RAZOR Alliance
625
|
Posted - 2012.09.06 02:45:00 -
[18] - Quote
Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.
With the exception of Tech 2 implants, that is. Those should not be removable. http://themittani.com/features/local-problem A simple fix to the local intel problem |
stoicfaux
1546
|
Posted - 2012.09.06 02:46:00 -
[19] - Quote
C O'Brien wrote:Adeleda Adoudel wrote:Patience is a good skill in Eve. I trained Patience to level 5.... Patience is a virtue. I'll see you all in hell. (Someone save me a seat in the shade.)
You can tell me what is and isn't Truth when you pry the tinfoil from my cold, lifeless head.
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MotherMoon
Blue Republic RvB - BLUE Republic
1115
|
Posted - 2012.09.06 02:52:00 -
[20] - Quote
James Amril-Kesh wrote:Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.
With the exception of Tech 2 implants, that is. Those should not be removable.
They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways?
Anyways with a real UI you could have multiple implant sets and switch between them. Add a 1 hour cooldown on it. http://dl.eve-files.com/media/1206/scimi.jpg |
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Mallak Azaria
604
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Posted - 2012.09.06 02:56:00 -
[21] - Quote
MotherMoon wrote:James Amril-Kesh wrote:Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.
With the exception of Tech 2 implants, that is. Those should not be removable. They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways? Anyways with a real UI you could have multiple implant sets and switch between them. Add a 1 hour cooldown on it.
Because people are far more likely to get in fleets when multiple implant sets are at risk instead of just 1.
Mining Barge buff: CCP-áhas acknowledged that miners in general-áare too stupid to make the correct fitting choices to make ganking them unprofitable. |
James Amril-Kesh
4S Corporation RAZOR Alliance
625
|
Posted - 2012.09.06 02:58:00 -
[22] - Quote
Mallak Azaria wrote:MotherMoon wrote:James Amril-Kesh wrote:Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.
With the exception of Tech 2 implants, that is. Those should not be removable. They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways? Anyways with a real UI you could have multiple implant sets and switch between them. Add a 1 hour cooldown on it. Because people are far more likely to get in fleets when multiple implant sets are at risk instead of just 1. Because reading comprehension is just too damn complicated. http://themittani.com/features/local-problem A simple fix to the local intel problem |
Polly Oxford
GoonWaffe Goonswarm Federation
58
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Posted - 2012.09.06 03:05:00 -
[23] - Quote
MotherMoon wrote:Becuase they add nothing. Get rid of them
Or make clone jumping start at 1 hour wait for 1 system jump and increase it up to 24 based on range. If you jump within the same system then you only need to wait 1 hour to jump again.
Being stuck for 24 hours in your stupid implants, while a fleet fight is going on where you don't want to risk them is dumb. Note I'm set I've been paying for eve for the past 3 months and haven't trained a single skill. I don't want my clone prices going up. I don't get to play much but I don't want learning implants removed for my sake, I don't even use implants I have every skill I'd ever need fully trained.
But for new players the issue is clones in general. The whole implant system should be thrown out. Have all implants give a boost to training speed AND something else. So just add on attribute bonuses to EVERY SINGLE IMPLANT IN THE GAME.
Then you can remove the stupid implant system which is badly design piece of crum. And you'll still have to risk your implants in battle, in fact more implants would be getting lost. It would create a boom in the implant market and increase how many people feel like it's too scary to PvP.
Reducing the jumpclone timer would be the best solution imho. Even just reducing it to 12h would solve a big part of the problem, although I would advocate for 6h with Infomorph Psychology at 5.
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James Amril-Kesh
4S Corporation RAZOR Alliance
625
|
Posted - 2012.09.06 03:07:00 -
[24] - Quote
I don't really get why people keep suggesting that. Why should the timer be reduced? How is that superior to other suggestions that don't even involve jump clones? http://themittani.com/features/local-problem A simple fix to the local intel problem |
Herping yourDerp
Tribal Liberation Force Minmatar Republic
674
|
Posted - 2012.09.06 03:07:00 -
[25] - Quote
Andski wrote:RAGE QU1T wrote:Don't see how these are an isk sink since mofority of them are sold off market? But i guess its safe to aasume ownng 2/3's of the tech moons in the game is just as a big of an isk sink out of anything. Right, they're usually purchased on the market, but guess where the implants actually come from!
story missions, which is the problem. if story missions gave isk instead of implants then implants would have to be bought on the LP store thus isk sink. |
Grumpymunky
Super Monkey Tribe of Danger
512
|
Posted - 2012.09.06 03:18:00 -
[26] - Quote
MotherMoon wrote:They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways? If that means killing a pod can make the implants drop, then yes please!
Post with your monkey. |
James Amril-Kesh
4S Corporation RAZOR Alliance
625
|
Posted - 2012.09.06 03:26:00 -
[27] - Quote
Grumpymunky wrote:MotherMoon wrote:They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways? If that means killing a pod can make the implants drop, then yes please! Maybe if you reprocess them out of the dead corpse. :P http://themittani.com/features/local-problem A simple fix to the local intel problem |
Alavaria Fera
GoonWaffe Goonswarm Federation
1302
|
Posted - 2012.09.06 03:32:00 -
[28] - Quote
James Amril-Kesh wrote:Grumpymunky wrote:MotherMoon wrote:They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways? If that means killing a pod can make the implants drop, then yes please! Maybe if you reprocess them out of the dead corpse. :P Weren't rigs like the ship version of implants? Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd Click for old school EVE Portraits: http://jadeconstantine.web44.net/Maison.htm |
MotherMoon
Blue Republic RvB - BLUE Republic
1116
|
Posted - 2012.09.06 03:46:00 -
[29] - Quote
Mallak Azaria wrote:MotherMoon wrote:James Amril-Kesh wrote:Honestly I still think the best solution would be to make learning implants unpluggable without destroying them.
With the exception of Tech 2 implants, that is. Those should not be removable. They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways? Anyways with a real UI you could have multiple implant sets and switch between them. Add a 1 hour cooldown on it. Because people are far more likely to get in fleets when multiple implant sets are at risk instead of just 1.
what? http://dl.eve-files.com/media/1206/scimi.jpg |
MotherMoon
Blue Republic RvB - BLUE Republic
1116
|
Posted - 2012.09.06 03:49:00 -
[30] - Quote
Grumpymunky wrote:MotherMoon wrote:They should just make fitting your clone the same as fitting ship with the implant slots. Make an actual UI for plugging in implants. Why don't we have one of those anyways? If that means killing a pod can make the implants drop, then yes please!
Here's a crazy idea, what if implants recovered from a corpse were 100% chance drop, but they had a quality rating, meaning you can't recover them more than 2-3 times. Or each time you recover them they get weaker? You could even have a skill to decrease the decay rate of recovered implants. http://dl.eve-files.com/media/1206/scimi.jpg |
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