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Mary Astell
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Posted - 2011.05.24 10:47:00 -
[1]
Hi, ive asked zero people about this and they all think its a brilliant idea.
An expensive range of drugs, 5 to be precise.
Each pill will add +8 to the player attribute that the drug is focussed towards. The side effect is -2 to all other attributes. The positive effects last 24 hours but as a disincentive (other than price) could be that the negative effects last for another 24 hours after the last pill was consumed.
To save having to take a pill everyday perhaps you could bomb 15 at once (at great expense) to help speed up a long social based skill for example. Perhaps the 'hangover' period might be longer in these cases leaving -2 attributes across the board for a number of days after the last pill was consumed.
Just a thought, yes i have to mop up some leaderships skills :p
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Call me Fever
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Posted - 2011.05.24 11:00:00 -
[2]
that is not isk sink
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Mary Astell
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Posted - 2011.05.24 11:09:00 -
[3]
If they are player made then introduce massive inefficiency in the manufacture to make them super expensive.
If they are seeded then they can be super expensive by default.
Either way how is that not an isk sink? Drugs cost, also can get people into situations where they can risk shiner things more quicklier.
Unless im missing something.
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Call me Fever
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Posted - 2011.05.24 11:24:00 -
[4]
Isk just changes hands in your case. Isk sink is sell tax or clone update for example. ----
On the idea, sounds interesting but open for exploits.
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Tippia
Sunshine and Lollipops
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Posted - 2011.05.24 11:30:00 -
[5]
You're missing the fact that "cost" is not the same thing as "ISK sink".
Manufacturing inefficiencies don't create ISK sinks ù they just use up more materials and increase the cost. To be an ISK sink, you would have to make sure that they can only be made in NPC-owned facilities and that the price for installing a manufacturing job is sky high.
People risking shinier things more quickly isn't an ISK sink either because ships getting blown up is actually an ISK faucet, not a sink (and regardless, the link between being people being able to fly more stuff and more expensive stuff being lost is tenuous at best).
àoh, and the idea itself is pretty bad for much the same reason PLEX for remap was bad. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
Mary Astell
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Posted - 2011.05.24 11:39:00 -
[6]
Edited by: Mary Astell on 24/05/2011 11:39:29 Ok, so NPC seeded, then it becomes a sink.
PLEX for remap and this are different because this introduces a negative to your attributes so the advantage gained are ebbed. Sure its an advantage overall if used properly but all isk sinks need to be somewhat advantageous to be attractive to use. The extended 'hangover' period was to further distance this from the PLEX for remap haters. Its not immune to that criticism but to say its the same is inaccurate. Ah well.
Also, i wasnt aware that ships going pop had been recategorised as a faucet and not a sink lol.
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Tippia
Sunshine and Lollipops
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Posted - 2011.05.24 11:42:00 -
[7]
Originally by: Mary Astell Ok, so NPC seeded, then it becomes a sink.
àand rather antithetical to EVE.
Quote: PLEX for remap and this are different because this introduces a negative to your attributes so the advantage gained are ebbed.
They're also similar in that you can pay ISK to ignore game mechanical constraints. This is a bad thing.
Quote: Also, i wasnt aware that ships going pop had been recategorised as a faucet and not a sink lol.
It hasn't been recategorised. Ships blowing up has always been a faucet. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
Mary Astell
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Posted - 2011.05.24 11:57:00 -
[8]
Lots of things are seeded on the market. Specifically, other things relating to skills. Your stance kind of prohibits isk sinks in general as antithetical to eve if they cannot be provided by players. That would seem a self defeating position if you consider isk sinks to be necessary.
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Aredeth
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Posted - 2011.05.24 12:47:00 -
[9]
the only players that need a attribute boost via drugs are newer players that are not rich. isk sinks should be targeted towards the end game players that hold most of the isk ingame
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Mary Astell
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Posted - 2011.05.24 13:06:00 -
[10]
Its not an attribute boost its a temporary reallocation without the control of a full remap.
I neglected to mention that the cap per attribute should remain the same, this would be aimed at boosting attributes that for one reason or another you havent allocated any or many points towards, up to but not exceeding the current cap.
The people who will use this are those are specializing in one skill tree for efficient learning speed but want to branch out for a small amount of time to cover a skill that would otherwise be very slow to train.
New players now get 2 remaps that if used wisely can circumvent any use for this in the first year or so. Older players who, in my case for example, have 2-3 months of leaderships skills to do, wouldnt mind sinking some isk and saving some time.
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Arnakoz
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Posted - 2011.05.24 14:41:00 -
[11]
its not a bad idea. but i lean more towards methods that require actually playing the game; as apposed to buying more PLEX/RMT for the isk to get better.
i think it would create a better retention of new players and stop people from thinking that they have to spin in a station for months to finally be able to play (as they will figure out the truth while having to be active)
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Amaroq Dricaldari
Amarr Vengeance Industrial Militia
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Posted - 2011.05.25 05:52:00 -
[12]
An ISK Sink is a system that takes ISK out of the in-game economy. ________ The little things |
Mary Astell
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Posted - 2011.05.25 09:57:00 -
[13]
Yes, so being part of a LP store deal with an isk cost would sink that payment. Very much like implants.
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