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James Amril-Kesh
4S Corporation RAZOR Alliance
649
|
Posted - 2012.09.09 15:23:00 -
[1] - Quote
One of the more distorted sides of the "risk vs. reward" issue is the existence of learning implants. Learning implants are pretty much a must in this game because they increase the rate at which we acquire the most precious commodity: skillpoints. The only problem with this is that people in nullsec who PVP have significantly greater risk to their pods than people who play pretty much anywhere else in EVE.
So for literally the same reward, the risk is much, much greater. And as often as nullsec PVPers get podded, replacing +5s or +4s can add up to be quite costly. The only other option is to sacrifice training time, which for most people is a non-option.
To mitigate this risk we often use jump clones, but these are also not without problems. The jump clone timer is 24 hours, meaning that players will often jump into a clone with implants, only to abstain from fleet ops for the next day because they don't want to lose their precious clone. The end result is that the learning implants cause many nullsec dwellers to be risk-averse.
I propose a simple solution: allow learning implants to be unplugged without destroying them. This would exclude the T2 implants of course (Crystals, Snakes, Slaves, etc.), but apply to the attribute enhancers specifically. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Spr09
East India Ore Trade Intrepid Crossing
50
|
Posted - 2012.09.09 16:56:00 -
[2] - Quote
I like the idea of them being unpluggable, but it doesn't really fix anything. I'd say make it so that implants degrade the longer they're plugged in, so that people in highsec need to switch them out every once and a while. |

Kitt JT
League of Non-Aligned Worlds Nulli Secunda
99
|
Posted - 2012.09.09 17:07:00 -
[3] - Quote
This is dumb.
These are the trade offs. You want to pvp with expensive ****? You risk losing said ****. |

James Amril-Kesh
4S Corporation RAZOR Alliance
650
|
Posted - 2012.09.09 17:24:00 -
[4] - Quote
Kitt JT wrote:This is dumb.
These are the trade offs. You want to pvp with expensive ****? You risk losing said ****. No, the point is that people don't PVP because it means a loss in their precious training time. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Astroniomix
Thorn Project Black Thorne Alliance
175
|
Posted - 2012.09.09 18:13:00 -
[5] - Quote
James Amril-Kesh wrote:Kitt JT wrote:This is dumb.
These are the trade offs. You want to pvp with expensive ****? You risk losing said ****. No, the point is that people don't PVP because it means a loss in their precious training time. People who are that concerned about maxing their training time aren't likely to be PVPing anyway. |

James Amril-Kesh
4S Corporation RAZOR Alliance
650
|
Posted - 2012.09.09 19:18:00 -
[6] - Quote
Astroniomix wrote:James Amril-Kesh wrote:Kitt JT wrote:This is dumb.
These are the trade offs. You want to pvp with expensive ****? You risk losing said ****. No, the point is that people don't PVP because it means a loss in their precious training time. People who are that concerned about maxing their training time aren't likely to be PVPing anyway. What makes you say that? http://themittani.com/features/local-problem A simple fix to the local intel problem |

Destination SkillQueue
Are We There Yet
2643
|
Posted - 2012.09.09 20:09:00 -
[7] - Quote
Astroniomix wrote:James Amril-Kesh wrote:Kitt JT wrote:This is dumb.
These are the trade offs. You want to pvp with expensive ****? You risk losing said ****. No, the point is that people don't PVP because it means a loss in their precious training time. People who are that concerned about maxing their training time aren't likely to be PVPing anyway.
They're just less likely to PvP, but that doesn't mean CCP shouldn't try to get them to take part in PvP when the opportunity is presented. What all these different implant ideas try to do is allow people to decide the level of risk they take to PvP. That is basically it. Currently you can't make that choice in the short term as far as all implants are concerned and gaining that limited flexibility is put behind a barrier instead of made readily available to all players. The choices left for the people interested in PvP are to put PvP above most implant benefits or not utilize such implants, to soak the extra expense of losing expensive implants, that often offer zero combat benefit for your ship/fit, or being unwilling to pay that extra cost and not PvP at all that time. The choice should be to just decide what you are willing to risk and then allowing players to do that with as few restrictions as possible. Not everyone will choose to PvP, but the added flexibility and lowered barriers will mean more people are going to PvP when the situation presents itself and that is good.
The real question you need to ask is there anything wrong with allowing people to choose their risk level on the short term? I don't see any real downsides to allowing it. The game allows it in other instances and practically no one is complaining about it. To better illustrate the problem you can think of it like ship fitting. Is it better to allow people to change fits/ships as they see necessary or do you force a 24 hour timer between non-destructive fitting/ship changes? Using a long timer between changes forces people to choose fits geared towards their main activity within that timeframe and make choosing your fit/ship have more consequense, but it will also act as an unnecessary barrier for people to take part in any side activity of what that ship/fit specializes in.
My view is, that this pointless barrier should have never been erected in the first place and people should always get to choose their level of risk when flying their spaceships. Jump clones helped with it in a limited way, but the 24 hour timer doesn't work well. I suspect the current jump clone timers were initially put in because of the instant teleporting function of jump clones, since it makes sense to limit such mode of travel. With the wide selection of role specific expensive implant sets the issue with being married to a set of implants has only gotten worse over the years. This issue needs to be fixed permanently one way or another. The precise method is somewhat irrelevant, but it needs to put the choice of what people want to risk fully in the hands of the players and lower the barrier to take part in PvP as much as possible. If you can think of any downsides to allowing this, I'd like to hear it. |

Omnathious Deninard
Extrinsic Operations
85
|
Posted - 2012.09.09 20:28:00 -
[8] - Quote
I have thought about the idea of removing learning implants all togeather and replace them with a SINGLE learing skill book purchasable in all starter systems, each level would give +1 to all attributes. Before you say they removed learning skills for a reason, they removed 5 learning skilll books that were only available for purchase in LP stores or grossly overpriced in the open market. |

Cpt Gobla
No Bullshit Jokers Wild.
53
|
Posted - 2012.09.09 22:49:00 -
[9] - Quote
I'd say remove the things entirely.
Their main reason of existence seems to be rewarding avoidance of risk.
You get the most benefit from them if you don't take any sort of risk.
Contrary to just about everything else in the game. You take a mining barge into low-sec or null-sec and you're rewarded with a greater variety and quantity of ore. You take a missioning ship into low-sec or null-sec and you're rewarded with higher LP payouts. You take a ratting ship into a belt in low-sec or null-sec and you're rewarded with higher bounty rats. You place a POS in low-sec or null-sec and you're rewarded with many more options in modules to anchor.
Other implants give additional benefits in space with higher risk by increasing your chances of coming out on top. Learning implants do no such thing.
Even if the rewards don't measure up to the additional risk taken in some cases, there still is an increase in reward. Risks may multiply by a factor of hundreds whilst rewards barely increase at all, point is that with just about every single item players can use there is a reward when risking it, however minor it may be.
I've troubling thinking of any other item that can be purchased which gives the greatest possible benefit by never undocking.
I'd say learning implants are clearly against the spirit of EvE. |

Souisa
WESCORP 2.0
2
|
Posted - 2012.09.10 00:10:00 -
[10] - Quote
Dont people in low-sec have signifcantly better options of earning isk as well? |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 00:18:00 -
[11] - Quote
Souisa wrote:Dont people in low-sec have signifcantly better options of earning isk as well? That's related to the risk of living in lowsec, not having anything to do with learning implants. http://themittani.com/features/local-problem A simple fix to the local intel problem |

serras bang
Lucien Coven
23
|
Posted - 2012.09.10 00:42:00 -
[12] - Quote
Destination SkillQueue wrote:Astroniomix wrote:James Amril-Kesh wrote:Kitt JT wrote:This is dumb.
These are the trade offs. You want to pvp with expensive ****? You risk losing said ****. No, the point is that people don't PVP because it means a loss in their precious training time. People who are that concerned about maxing their training time aren't likely to be PVPing anyway. They're just less likely to PvP, but that doesn't mean CCP shouldn't try to get them to take part in PvP when the opportunity is presented. What all these different implant ideas try to do is allow people to decide the level of risk they take to PvP. That is basically it. Currently you can't make that choice in the short term as far as all implants are concerned and gaining that limited flexibility is put behind a barrier instead of made readily available to all players. The choices left for the people interested in PvP are to put PvP above most implant benefits or not utilize such implants, to soak the extra expense of losing expensive implants, that often offer zero combat benefit for your ship/fit, or being unwilling to pay that extra cost and not PvP at all that time. The choice should be to just decide what you are willing to risk and then allowing players to do that with as few restrictions as possible. Not everyone will choose to PvP, but the added flexibility and lowered barriers will mean more people are going to PvP when the situation presents itself and that is good. The real question you need to ask is there anything wrong with allowing people to choose their risk level on the short term? I don't see any real downsides to allowing it. The game allows it in other instances and practically no one is complaining about it. To better illustrate the problem you can think of it like ship fitting. Is it better to allow people to change fits/ships as they see necessary or do you force a 24 hour timer between non-destructive fitting/ship changes? Using a long timer between changes forces people to choose fits geared towards their main activity within that timeframe and make choosing your fit/ship have more consequense, but it will also act as an unnecessary barrier for people to take part in any side activity of what that ship/fit specializes in. My view is, that this pointless barrier should have never been erected in the first place and people should always get to choose their level of risk when flying their spaceships. Jump clones helped with it in a limited way, but the 24 hour timer doesn't work well. I suspect the current jump clone timers were initially put in because of the instant teleporting function of jump clones, since it makes sense to limit such mode of travel. With the wide selection of role specific expensive implant sets the issue with being married to a set of implants has only gotten worse over the years. This issue needs to be fixed permanently one way or another. The precise method is somewhat irrelevant, but it needs to put the choice of what people want to risk fully in the hands of the players and lower the barrier to take part in PvP as much as possible. If you can think of any downsides to allowing this, I'd like to hear it.
isnt this called jump clones ? |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 02:12:00 -
[13] - Quote
Uh, he mentioned jump clones. Did you actually read the post you were replying to? http://themittani.com/features/local-problem A simple fix to the local intel problem |

serras bang
Lucien Coven
23
|
Posted - 2012.09.10 03:53:00 -
[14] - Quote
James Amril-Kesh wrote:Uh, he mentioned jump clones. Did you actually read the post you were replying to?
nope not really as if your gonna pvp you have a blank clone with nothing in it simple you take the hit for 24 hours. even if ccp ever considerd removable implants so you can pvp and lose nothing your loseing that training time anyway and the chances are there would be a minimal of 12 hours before you could plug them back in anyway. so i do not see a single problem here |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 03:55:00 -
[15] - Quote
And then when you jump back to the clone with implants? What then? http://themittani.com/features/local-problem A simple fix to the local intel problem |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 03:59:00 -
[16] - Quote
Cpt Gobla wrote:I'd say remove the things entirely.
Their main reason of existence seems to be rewarding avoidance of risk.
You get the most benefit from them if you don't take any sort of risk.
Contrary to just about everything else in the game. You take a mining barge into low-sec or null-sec and you're rewarded with a greater variety and quantity of ore. You take a missioning ship into low-sec or null-sec and you're rewarded with higher LP payouts. You take a ratting ship into a belt in low-sec or null-sec and you're rewarded with higher bounty rats. You place a POS in low-sec or null-sec and you're rewarded with many more options in modules to anchor.
Other implants give additional benefits in space with higher risk by increasing your chances of coming out on top. Learning implants do no such thing.
Even if the rewards don't measure up to the additional risk taken in some cases, there still is an increase in reward. Risks may multiply by a factor of hundreds whilst rewards barely increase at all, point is that with just about every single item players can use there is a reward when risking it, however minor it may be.
I've troubling thinking of any other item that can be purchased which gives the greatest possible benefit by never undocking.
I'd say learning implants are clearly against the spirit of EvE.
How about pirate implants which are, for the most part PVP implants?
To the OP, proposal is horrible. We need to be able to have more than 5 jump clones, and mora than 1 in any station. That would solve the problem, and add additional benefit of being able to use more implant sets. |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 04:03:00 -
[17] - Quote
Nestara Aldent wrote:How about pirate implants which are, for the most part PVP implants? Those were explicitly excluded from the proposal.
Nestara Aldent wrote:To the OP, proposal is horrible. We need to be able to have more than 5 jump clones, and mora than 1 in any station. That would solve the problem, and add additional benefit of being able to use more implant sets. Why is that a better solution? In fact, how does that solve the identified problem? http://themittani.com/features/local-problem A simple fix to the local intel problem |

serras bang
Lucien Coven
23
|
Posted - 2012.09.10 04:06:00 -
[18] - Quote
James Amril-Kesh wrote:And then when you jump back to the clone with implants? What then?
the idea with training implants is that you would either a not be playing again for maybey a day or 2 or b you will be in "secure" or what ever you class as secure space while useing em. other than that use the cheap +2 or +3 implants |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 04:09:00 -
[19] - Quote
James Amril-Kesh wrote:Nestara Aldent wrote:How about pirate implants which are, for the most part PVP implants? Those were explicitly excluded from the proposal. Nestara Aldent wrote:To the OP, proposal is horrible. We need to be able to have more than 5 jump clones, and mora than 1 in any station. That would solve the problem, and add additional benefit of being able to use more implant sets. Why is that a better solution? In fact, how does that solve the identified problem?
Theres no problem whatsoever, it exists only in your head!
Look, in each moment you need *two implants* only to max your skill training. Make them 2 +3. Or +4. Now its not to expensive, is it?
Multiple JCs in the same station and more than 5 JCs would allow player to base these JCs where he wants, and yet can switch from one clone to another, as apropriate.
|

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 04:12:00 -
[20] - Quote
The problem isn't mine, but it is a common psychological problem and in the end it is true that the risk vs. reward is skewed here. Cpt Gobla explained it better than I could. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 04:15:00 -
[21] - Quote
James Amril-Kesh wrote:The problem isn't mine, but it is a common psychological problem and in the end it is true that the risk vs. reward is skewed here. Cpt Gobla explained it better than I could.
Look ppl PVP in T3 and lose skillpoints. You dont wanna lose it, dont PVP in T3. Ppl PVP in cheap clones, and dont gain SP at the rate they would with expensive clone. If you dont want that, dont PVP at all!
|

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 04:19:00 -
[22] - Quote
Nestara Aldent wrote:James Amril-Kesh wrote:The problem isn't mine, but it is a common psychological problem and in the end it is true that the risk vs. reward is skewed here. Cpt Gobla explained it better than I could. Look ppl PVP in T3 and lose skillpoints. You dont wanna lose it, dont PVP in T3. Not comparable. The risk comes with the reward of PVPing in a T3.
Nestara Aldent wrote:Ppl PVP in cheap clones, and dont gain SP at the rate they would with expensive clone. If you dont want that, dont PVP at all!
Nullsec PVPing in a clone with expensive learning implants has the exact same reward as someone with the same implants staying docked all the time, yet the risk is far greater. This is against the spirit of the game. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 04:24:00 -
[23] - Quote
James Amril-Kesh wrote:Nestara Aldent wrote:James Amril-Kesh wrote:The problem isn't mine, but it is a common psychological problem and in the end it is true that the risk vs. reward is skewed here. Cpt Gobla explained it better than I could. Look ppl PVP in T3 and lose skillpoints. You dont wanna lose it, dont PVP in T3. Not comparable. The risk comes with the reward of PVPing in a T3. Nestara Aldent wrote:Ppl PVP in cheap clones, and dont gain SP at the rate they would with expensive clone. If you dont want that, dont PVP at all!
Nullsec PVPing in a clone with expensive learning implants has the exact same reward as someone with the same implants staying docked all the time, yet the risk is far greater. This is against the spirit of the game.
See, not if you could have 3 clones in your station where your corp/alliance have cloning, one with per7wil, second int/mem, and third, maybe cha/wil +3 or +4 implants.
But you want essentialy, to be able to have full +5 set, then unplug them when you go to a roam? Sorry, thats too much.
|

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 04:27:00 -
[24] - Quote
There's not really any significant difference from your proposal and what we have now.
Why shouldn't I be allowed to unplug these implants when I go out on a roam? The direct result of this would be more people going out on roams because they aren't stuck in clones for 24 hours that they don't want to lose. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 04:32:00 -
[25] - Quote
James Amril-Kesh wrote:There's not really any significant difference from your proposal and what we have now.
Why shouldn't I be allowed to unplug these implants when I go out on a roam? The direct result of this would be more people going out on roams because they aren't stuck in clones for 24 hours that they don't want to lose.
You have loss in this game. When you PVP you must accept there can be loss. Essentially you want PVP w/o loss (as your null corp/alliance have reimbursement, so you dont ever need to farm isk to PVP).
Pls, just find a game where PVP have acceptable loss to you. Your proposal would give ONLY YOU cost fre PVP w/o loss (and for other nullsec dwellers in sov). How about small gangs in lowsec or npc-null which cant reimburse losses?
So its bad proposal, no matter how we look at it. |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 04:39:00 -
[26] - Quote
Nestara Aldent wrote:James Amril-Kesh wrote:There's not really any significant difference from your proposal and what we have now.
Why shouldn't I be allowed to unplug these implants when I go out on a roam? The direct result of this would be more people going out on roams because they aren't stuck in clones for 24 hours that they don't want to lose. You have loss in this game. When you PVP you must accept there can be loss. Essentially you want PVP w/o loss (as your null corp/alliance have reimbursement, so you dont ever need to farm isk to PVP). We have reimbursement for specific ops only, and reimbursement doesn't cover implants. I'm only talking about implants that don't give you a PVP advantage. In other words, hardwirings and T2 implants aren't affected by this proposal.
If I decide to take a Phantasm out on a small gang roam for example, and lose it, then I don't get reimbursed for it.
Nestara Aldent wrote:Pls, just find a game where PVP have acceptable loss to you. Your proposal would give ONLY YOU cost fre PVP w/o loss (and for other nullsec dwellers in sov). How about small gangs in lowsec or npc-null which cant reimburse losses?
So its bad proposal, no matter how we look at it. Acceptable loss is what I decide it to be. I don't take out pirate battleships on small gangs because I'm unwilling to lose them, but I'd take out a battlecruiser or pirate cruiser because they're losses I can more easily replace.
You're still ignoring the point that we're talking about the most precious commodity in the game being most easily available to people who refuse to face risk. How does that make sense at all? http://themittani.com/features/local-problem A simple fix to the local intel problem |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 04:53:00 -
[27] - Quote
James Amril-Kesh wrote:...
Skills are not a commodity, but just a number on the screen, unless you wish to sell the char. Once you understand that, you'll know why ppl welp T3s no matter whats the loss. Point of the game is having fun, not looking skillpoint number getting bigger.
And if you skill a char to sell later, why then you PVP in it?
Phantasm: yes I know null alliances/corps have their list of ships and fits they replace, and wont replace something like that. |

Whisperen
That's Not A Knife Flatline.
12
|
Posted - 2012.09.10 04:57:00 -
[28] - Quote
Just make them have no or a negative effect in hisec that way you get far more reward for your risk in using them ;) |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 04:58:00 -
[29] - Quote
Nestara Aldent wrote:James Amril-Kesh wrote:... Skills are not a commodity, but just a number on the screen, unless you wish to sell the char.Once you understand that, you'll know why ppl welp T3s no matter whats the loss. Point of the game is having fun, not looking skillpoint number getting bigger. You mean people lose skills other than a single level off a single rank 1 subsystem skill when they lose T3s? You mean it's not possible to avoid skillpoint loss entirely by merely ejecting before the ship is destroyed? Gee, I didn't know! And of course skillpoints are important, they allow us to do more things than we could before. With learning implants we can do more things faster and better. Especially with so much of the community saying that this or this must have very good support skills and everything else related before you should even attempt flying it. Is it any wonder people maximize their training rate with this kind of pressure?
Nestara Aldent wrote:And if you skill a char to sell later, why then you PVP in it? This clearly wasn't about making characters to sell, because obviously there's no problem encountered there.
Nestara Aldent wrote:Phantasm: yes I know null alliances/corps have their list of ships and fits they replace, and wont replace something like that. It was just an example. Again, the alliance only reimburses losses from official fleet ops. Unofficial roams aren't covered, no matter what ships and fits they're done in. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 05:00:00 -
[30] - Quote
Whisperen wrote:Just make them have no or a negative effect in hisec that way you get far more reward for your risk in using them ;)
You're subject to PVP in highsec too.
@James
That level 5 of a subsystem skill is very very important. Will your fits work at all without it, its a question, if you lose engineering skill level? But all L5 in subsystems are a must for a competent T3 pilot.
And still it takes 3-4 days I believe to retrain. And pl in wormholes fly and welp those T3s all the time. Its a substantial loss, much bigger then using +3 instead of +5 for period when you PVP. |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 05:00:00 -
[31] - Quote
Nestara Aldent wrote:Whisperen wrote:Just make them have no or a negative effect in hisec that way you get far more reward for your risk in using them ;) You're subject to PVP in highsec too. Yeah, and unless you're afk or a mouthbreathing idiot that PVP isn't going to lead to a pod loss. Same with lowsec. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 05:05:00 -
[32] - Quote
James Amril-Kesh wrote:Nestara Aldent wrote:Whisperen wrote:Just make them have no or a negative effect in hisec that way you get far more reward for your risk in using them ;) You're subject to PVP in highsec too. Yeah, and unless you're afk or a mouthbreathing idiot that PVP isn't going to lead to a pod loss. Same with lowsec.
You can be hit by a lag, or you can just be bubbled in lowsec by a hictor, or smartbombed.
|

Whisperen
That's Not A Knife Flatline.
12
|
Posted - 2012.09.10 05:07:00 -
[33] - Quote
Nestara Aldent wrote:Whisperen wrote:Just make them have no or a negative effect in hisec that way you get far more reward for your risk in using them ;) You're subject to PVP in highsec too.
And? If we keep removing the effects of a loss from pvp then we might as well just play on sisi. You could always use pirate implants instead more cost more risk more rewards. |

Omnathious Deninard
Extrinsic Operations
85
|
Posted - 2012.09.10 05:07:00 -
[34] - Quote
Nestara Aldent wrote:James Amril-Kesh wrote:Nestara Aldent wrote:Whisperen wrote:Just make them have no or a negative effect in hisec that way you get far more reward for your risk in using them ;) You're subject to PVP in highsec too. Yeah, and unless you're afk or a mouthbreathing idiot that PVP isn't going to lead to a pod loss. Same with lowsec. or you can just be bubbled in lowsec by a hictor Other than the fact the bubbles are banned in empire space |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 05:10:00 -
[35] - Quote
Omnathious Deninard wrote:Nestara Aldent wrote:James Amril-Kesh wrote:Nestara Aldent wrote:Whisperen wrote:Just make them have no or a negative effect in hisec that way you get far more reward for your risk in using them ;) You're subject to PVP in highsec too. Yeah, and unless you're afk or a mouthbreathing idiot that PVP isn't going to lead to a pod loss. Same with lowsec. or you can just be bubbled in lowsec by a hictor Other than the fact the bubbles are banned in empire space
Reread pls... I was talking about lowsec. so its not "same in lowsec" as he told. BTW you have tech, why not bother your CEO to give you some implant reimbursement from tech isk?  |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 05:17:00 -
[36] - Quote
Nestara Aldent wrote:Reread pls... I was talking about lowsec. so its not "same in lowsec" as he told. BTW you have tech, why not bother your CEO to give you some implant reimbursement from tech isk?  Maybe you should figure out the definition of empire space before you comment on things you know nothing about. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Omnathious Deninard
Extrinsic Operations
85
|
Posted - 2012.09.10 05:18:00 -
[37] - Quote
Nestara Aldent wrote:Reread pls... I was talking about lowsec. so its not "same in lowsec" as he told. BTW you have tech, why not bother your CEO to give you some implant reimbursement from tech isk?  Low sec is empire space there are even areas of null sec that are empire space, but on topic I have don't pvp very often for this very reason I don't get to play a whole lot so I have limited availability for making isk, that needless to say if I pvp would go toward ships not implants, but because of the benefits I use learning implants and don't want to lose them. If I could remove them I would pvp more. |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 05:21:00 -
[38] - Quote
James Amril-Kesh wrote:[quote=Nestara Aldent] Yeah, and unless you're afk or a mouthbreathing idiot that PVP isn't going to lead to a pod loss. Same with lowsec.
You'll be ignored from now on. |

James Amril-Kesh
4S Corporation RAZOR Alliance
651
|
Posted - 2012.09.10 05:32:00 -
[39] - Quote
Nestara Aldent wrote:James Amril-Kesh wrote:[quote=Nestara Aldent] Yeah, and unless you're afk or a mouthbreathing idiot that PVP isn't going to lead to a pod loss. Same with lowsec. You'll be ignored from now on. Yeah okay, says the guy who doesn't realize hictors can't make bubbles in lowsec. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Omnathious Deninard
Extrinsic Operations
85
|
Posted - 2012.09.10 05:33:00 -
[40] - Quote
Nestara Aldent wrote: You can be hit by a lag, or you can just be bubbled in lowsec by a hictor, or smartbombed.
Omnathious Deninard wrote: Other than the fact the bubbles are banned in empire space
Omnathious Deninard wrote:Nestara Aldent wrote:
Reread pls... I was talking about lowsec. so its not "same in lowsec" as he told.
Low sec is empire space there are even areas of null sec that are empire space
You'll be ignored from now on. |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 05:42:00 -
[41] - Quote
James Amril-Kesh wrote:....
Yeah okay, says the guy who doesn't realize hictors can't make bubbles in lowsec.
Well if you have told it like that, I wouldnt interpret it as flame attempt.
|

James Amril-Kesh
4S Corporation RAZOR Alliance
652
|
Posted - 2012.09.10 05:45:00 -
[42] - Quote
Nestara Aldent wrote:James Amril-Kesh wrote:....
Yeah okay, says the guy who doesn't realize hictors can't make bubbles in lowsec. Well if you have told it like that, I wouldnt interpret it as flame attempt. Sorry for not anticipating your ignorance of interdiction mechanics? http://themittani.com/features/local-problem A simple fix to the local intel problem |

Nestara Aldent
Citimatics
81
|
Posted - 2012.09.10 06:13:00 -
[43] - Quote
James Amril-Kesh wrote:Nestara Aldent wrote:James Amril-Kesh wrote:....
Yeah okay, says the guy who doesn't realize hictors can't make bubbles in lowsec. Well if you have told it like that, I wouldnt interpret it as flame attempt. Sorry for not anticipating your ignorance of interdiction mechanics?
Its allright  |

Zan Shiro
Alternative Enterprises
16
|
Posted - 2012.09.10 07:14:00 -
[44] - Quote
James Amril-Kesh wrote:Nestara Aldent wrote:Whisperen wrote:Just make them have no or a negative effect in hisec that way you get far more reward for your risk in using them ;) You're subject to PVP in highsec too. Yeah, and unless you're afk or a mouthbreathing idiot that PVP isn't going to lead to a pod loss. Same with lowsec.
same with 0.0.....I am sure if you scanned a full days worth of 0.0 kills, many of them would have ship but no pod to go with the ship. It is quite possible to clear pods in 0.0. have done so many times on the combat char. Actually the funny thing I have a high low sec podding rate. As I usually get lucky and meet the instalock or close to it crew. And they usually are lag free. Couple 0.0 battles I wrote my pod off tbh when I saw the unresponsiveness and genuinely surprised to see it moving to a gate after a bit.
yeah 0.0 has bubbles time to time. Case of crap happens there.
Rest of this...corp/alliance roaming that much don't run what you don't want to replace. Lots of players run lg's and hg's daily full time. + skill wires. Some combat drugs, not the cheap stuff either. Take your pick here. they settle for +2 or +3 boosts 4life, and they pay hundreds of millions to do this. I ran 0.0 for close ot 1.5 years on +3's....they will get you where you need to be.
Also you are thinking too highly of other players. If they are using cost of implants or train times (which +5 does ot fix that fast until you get to fun skills like BS 5 and such) as an excuse to not pvp, by and large if you had this they would find reason #2 to not pvp.
A player wants to blow crap up genuinely, they will be out there blowin crap up. Set of +3's and lots of actual flight time will make any player a much better pliot than shooting rats in +5's for days on end. Anyone with a genuine interest in pvp thinkng otherwise is thinking wrong. I used to pvp, now stuck in empire. My recon 5 rapier (trained recons on this empire break) against any capable pvp pilot who flies often I will bet on the other guy. Got me 0 hours, 0 minutes flighttime in rapier. I would fly it like a tard and diaf at when I get back ot 0.0 at first. Recon 5 not changing the fact I have no actual skill on the ship. especially with no working pvp experience for so long. I know trigger rats and how to blitz certain missions at this point.
You are also assuming this is the only cause of people ditching roams and ops. I got lots of other reasons I personally used. Did not like the FC was a common one. If a FC liked to run suicide roams but not trash suicide fits...well then more richer players could enjoy the expensive deaths, if money tight I saved my isk. Now suicde roam, suicide ride and fits....man do these all night long. Throw away hacs pointelssly just not me. Not risk averse. Tard averse more like it.
Or I knew the op would run loooooong. Common when I was with one crew. If op had the high chance of going way past my bedtime (TZ differences a pita sometimes) I was a no show. Way too much fun too mnay times sitting with my thumb up my ass when I logged early, relogged in next day and the nearest blue (system or player) was 20+ jumps away and whole lot of red/grey between us. 20 gate jumps, unescorted BS so knew my chances were slim to none of going home in one piece. I'd pray to whatever gods would hear me I could log in when a close by timer up. Sometimes it was same day, sometimes a few days....and sometimes I am going well f me and self destructed after a few days and realizing we ain't coming back out here and no station nearby (to not catch hell for being the tard soloing a bs in hostile space no escort, fact I had no choice would jsut be ignored so why friggin bother) . Why I am no longer in 0.0...I have never lost a bs to hostile fire. All were suicides and I jsut realized I can't work in the 0.0 time frames with current rl stuff going on.
I suck at scanning or I'd give wh's a go tbh lol. they mix the pve and pvp decent it seems. |

Lady Hanguko
Suicide Lemmings
1
|
Posted - 2012.09.10 07:25:00 -
[45] - Quote
NO |

Singoth
Blue Republic RvB - BLUE Republic
122
|
Posted - 2012.09.10 07:57:00 -
[46] - Quote
Err... no. Don't fly ships you can't afford to lose ---> don't use learning implants you can't afford to lose.
Hurr. Durr. You're in nullsec, you should know this. Now you pretty much sound like a "my shiny ship" syndrome patient... which I think is only reserved for highsec residents we call "carebears". Less yappin', more zappin'! |

Cpt Gobla
No Bullshit Jokers Wild.
54
|
Posted - 2012.09.10 11:30:00 -
[47] - Quote
Nestara Aldent wrote:James Amril-Kesh wrote:... Skills are not a commodity, but just a number on the screen, unless you wish to sell the char.Once you understand that, you'll know why ppl welp T3s no matter whats the loss. Point of the game is having fun, not looking skillpoint number getting bigger. And if you skill a char to sell later, why then you PVP in it? Phantasm: yes I know null alliances/corps have their list of ships and fits they replace, and wont replace something like that.
Skill-points are a commodity. And like every other commodity they're of little value if you own dozens of millions of them but of great value if you don't have so many.
And skill-points impact the fun you can have. Having all related skill for your missioning battleship near maxed makes getting isk for whatever else you do much easier and smoother. Having the skills to fly logi ships, carriers, HICs or other specialised ships at a high level can open up many fun options in PvP. Being able to fly an Orca with near max leadership skills can make you that little bit more appreciated by your fellow miners, which is fun.
I'm sure people with over 50 million SP don't care so much about implants. But for those players who are at that stage where they grasp most of the game mechanics and are waiting months to unlock new ships and options they matter a great deal.
Getting AWU V to unlock that new fit which gives you just a few more options is exciting and fun. Getting Logi IV or V so you can properly fly a logistic ship and fill an entirely new role in combat is exciting and fun. Getting Capital Ship skill up to a sufficient level so you can assist your alliance and corporation in new ways is exciting and fun. Getting maxed gunnery or missile skills and knowing you're pushing your ships to their limits is exciting and fun. Getting the necessary skills to fly unique ships like for example the Bhaalgorn is exciting and fun.
And players should not be rewarded by achieving these things earlier if they stay docked up the entire time, even if it's only by a few days.
This matter shouldn't be looked at from the perspective of a player who can already do all these things. This matter should be looked at from the perspective of a player who can't.
And that player is currently being rewarded by not taking any risks.
The current system promotes an attitude of experiencing only a fraction of the game until all those options that newer player is looking forward to are unlocked. Because experiencing those other features of the game leads to him risking something that can't be recovered, days of (to a newer player) extremely valuable training time.
|

Gizznitt Malikite
Agony Unleashed Agony Empire
497
|
Posted - 2012.09.10 14:28:00 -
[48] - Quote
The problem with making learning implants unpluggable, is you essentially allow their use without any drawbacks then... You unplug them whenever you are in a risky situation, and plug them in otherwise.... Everything in this game should be risk vs reward, and frankly, earning an extra 360 - 450 sp / hour (+4's - +5's) is a big bonus that needs to have a drawback.
Currently, the drawback is they can't be unplugged, so anytime you put that clone in space, you risk losing them.
Your suggestion will completely remove the risk of using learning implants, which is just not right...
I would suggest several alternatives instead:
1.) Remove Learning implants from the game.... If they are PvP detractors, why have them? If they reward low-risk activity and punish risk takers, they behave contrary to the risk vs reward paradigm, so lets remove them.
2.) Make learning implants illegal to use in highsec.... or perhaps all +4 & +5 and pirate implants. I'd imagine this wouldn't happen until the new crimewatch system is put into place.... and anyone that is caught with illegal implants in highsec would be flagged suspect.... Now, there is risk to having these implants in highsec.... (Note, ideally ship scanning or some similar mechanic would allow players to scan pilots and flag them... NPC flagging is not ideal).
I personally think option 2 is the best compromise!!!! |

James Amril-Kesh
4S Corporation RAZOR Alliance
653
|
Posted - 2012.09.10 15:05:00 -
[49] - Quote
Are any of you (besides Cpt Goba) paying attention?
RISK vs. REWARD
Using implants in lowsec or highsec = next to no risk. Using implants in nullsec = much higher risk, because we get bubbled quite often. The reward is the exact same regardless of where I use them. It's not like PVPing in a T3 where the reward is being able to fly such a powerful, versatile ship.
The learning implant system as it is now gives the best reward to risk ratio to the pilot who takes NO risks whatsoever with their pod. That does not make any sense whatsoever. Think about that before you reply.
Even if this suggestion were implemented, you'll still see people losing learning implants in nullsec because of things like forgetting to take them out, or simply having enough money to replace them again and again. And this suggestion ONLY applies to learning implants. Hardwirings and pirate implants would not be unpluggable because they DO give rewards to pilots who actually undock with them and PVP with them, which is how the system is supposed to work. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Whisperen
That's Not A Knife Flatline.
12
|
Posted - 2012.09.13 19:33:00 -
[50] - Quote
Ok if its so risky to use them in 0.0 then allow bubbles in lowsec and make learning implants illegal to use in highsec. See more risk to balance it out :D |

James Amril-Kesh
4S Corporation RAZOR Alliance
694
|
Posted - 2012.09.13 19:34:00 -
[51] - Quote
Whisperen wrote:Ok if its so risky to use them in 0.0 then allow bubbles in lowsec and make learning implants illegal to use in highsec. See more risk to balance it out :D The result of which would be even more risk aversion and even less PVP. http://themittani.com/features/local-problem
A simple fix to the local intel problem |
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