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Sarf
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Posted - 2003.07.24 03:22:00 -
[1]
all characters in EVE have the same potencial (ignoreing the creation only skills) skills. what I am saying is why do we all have the abliity to become carbon copies of everyone else. Give enought time (say a year or two down the road) everyone will have trained all there combat skills, all there ship skills, all ther resurch skills, and all the manufacturing skills. we will all beable to do everything.
In a modern sociaty everone is not a Jack-of-all-trade man, we each have our specility, I am a programer and I know nothing about fixing a car beyond adding oil and gas. The mechanic at the service center can fix the car but probably doesn't know more about a computer than how to turn it on and run a few programs.
We need eve to be like this, this is what creates demand for services and products.
I would like to see 3 trades: A) mercenary High combat skills, low mineing and manufacturing skills.
B) Miner High mineing and refineing skills, low combat and manufacturing skills.
C) Manufactur/ resurcher has high manufacturing skills and low combat and mineing skills.
To implment this I would like to see the ability to untrain skills for a credit on training time. and then a limmiting system based on your school you took during character creation. So if you took a combat school then you are limited to lv 2 in mineing, manufacturing, and resurch.. this would let each character have skills that he would not be alowed under the new system reimbursed and then he can instent train skills in his field.
Also add in a limiting factor so that races have a bonus when dealing with ships, manufacturing of there own races tech, and maybe a penelty to there enemys tech. this will also foster trade and comers and a inter dependant reliance on other playeers for key services.
Another thing remove one character slot form each acount. then everyone is forced to deal with other people.
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Hippey
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Posted - 2003.07.24 03:32:00 -
[2]
There will be a lot more skills added to the game. However, these will not be on the market and will be rare and expensive. They'll also take a lot of time to train, let alone find.
Though I'd agree that skills like Surgical Strike should be rare and not on market, there WILL be more skills to diversify the characters. However, given enough time (years) and money (hundreds of millions) everyone might have all the skills trained to level 5
And by then.. expansion or 4 with more skills
------------------------------------------- If you kill them, they will die!
Sport the war, war support The sport is war, total war When victory's really a massacre. The final swing is not a drill It's how many people I can kill! |

Hagen
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Posted - 2004.06.13 19:02:00 -
[3]
Character classes suck.
The good thing about EVE is that you can focus on which skills you want, whenever you want. You can be what you want to be, all it takes is time and isk. The game doesn't need arbitrary limitations like that.
A rl programmer can learn to be an expert car mechanic if he has the time and money to do that. He can also train to be a marksman or martial artist. I like the freedom EVE gameplay offers in that respect.
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Sunflare
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Posted - 2004.06.13 20:11:00 -
[4]
I've had an idea about this, though I'm not sure it would be good or not. I was thinking about specialty skills for certain jobs that would require a player to choose a specific job. Here are a couple examples MINING SPECIALTY SKILL lvl? 10% to mining yeild per lvl -2.5% to weapon damage per lvl
WEAPONS SPECIALTY SKILL lvl? 5% to Weapon damage and range per lvl -2.5% to mining yeild per lvl
What do you think? Its just a rough idea, so feel free to flame or add anything.
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Del Narveux
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Posted - 2004.06.13 21:25:00 -
[5]
Yeah, school-specific bonuses might work but trying to restrict what skills a player can train is a bad thing. A lot of people like to do some everyting because its all fun. And, a lot of people tend to have a natural preference for one activity and specialize on that, even if they have enough skills to do everything else.
IMO one of the things that makes Eve so good and popular is that it is not a really hardcore RPG, so it attracts the RPG people and also the non-RPG people like me who just want a good fun space game. (theyre hard to find these days...) _________________ [SAK] And Proud Of It! aka Cpt Bogus Is that my torped sig cloaking your base? |

Orb Lati
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Posted - 2004.06.14 00:05:00 -
[6]
Its all very nice to say why did you not do this or that to skill areas. but you also have to then ask; If CCP did this suggestion of mine. how would they impliment it.
There is no way they can now make skill spacific "starting" characters because players have already created characters which would be either "broken" by school spacific changes or "invaild" with any skill rule changes.
The only options you have avaible its the intoruduction of skills which give High bonuses to one side of the game (MINING AND REFINEMENT or PRODUCTION AND RESEARCH or COMBAT AND SHIP HANDELING) , AND large penailties to all others. You would also have to have combination of skills for this type of specilisation and the abilities to forget specilisation skills and relearn a new specilisation (losing of coarse the skill points for those forgotten items).
Come back to us when you figure out what these skills should be.
"We Worship Strength, because it is through strength that all other values are made possible" |

Paw Sandberg
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Posted - 2004.06.14 01:32:00 -
[7]
Originally by: Sunflare I've had an idea about this, though I'm not sure it would be good or not. I was thinking about specialty skills for certain jobs that would require a player to choose a specific job. Here are a couple examples MINING SPECIALTY SKILL lvl? 10% to mining yeild per lvl -2.5% to weapon damage per lvl
WEAPONS SPECIALTY SKILL lvl? 5% to Weapon damage and range per lvl -2.5% to mining yeild per lvl
What do you think? Its just a rough idea, so feel free to flame or add anything.
i actuelly like this idear Thank You Paw Sandberg
for all your BPC needs see http://oldforums.eveonline.com/?a=topic&threadID=55706&page=1
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Garric Vor'g
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Posted - 2004.06.14 01:56:00 -
[8]
Originally by: Sunflare I've had an idea about this, though I'm not sure it would be good or not. I was thinking about specialty skills for certain jobs that would require a player to choose a specific job. Here are a couple examples MINING SPECIALTY SKILL lvl? 10% to mining yeild per lvl -2.5% to weapon damage per lvl
WEAPONS SPECIALTY SKILL lvl? 5% to Weapon damage and range per lvl -2.5% to mining yeild per lvl
What do you think? Its just a rough idea, so feel free to flame or add anything.
I kind of like this idea, though to be able to train the specials that you list a player should be required to have applicable skills to lvl 5, this would ensure only people set on their path would train the skills.
General of Escape Pod Testing |

Aitrus
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Posted - 2004.06.14 09:19:00 -
[9]
I am getting the impression that specialization is coming with the tech levels and advanced skills. We're starting to see this specialization a bit in the science and ship command trees. You can be a jack of all trades, but you won't be able to do anything advanced at all. No tech II research and construction, no advanced piloting or gunnery, none of that. With many level 5's being required as pre-reqs for new skills, there will be MUCH more specialization than was previously required in the game.
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DK Metz
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Posted - 2004.06.14 09:27:00 -
[10]
i like this idea to some extend BUT.... the big problem here is... i wanted to be miner the first 7 month of playing. then i wanted to do npc and patrole... so if i chose miner as my special i wouldent be worth anything else and to be hounest who wanna be a miner for good ???? well perhaps if the added something to the miner such as the aceoligy skill where your able to find good stuff and items in ores... but atm this idea would SUCK ________________________________ Radio for YOU
Carbide industries Elder Gank squad alpha |

flummox
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Posted - 2004.06.14 13:44:00 -
[11]
taking a course in one field of study should not make you dumber in another...
there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on... |

Barth3zzzNL
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Posted - 2004.06.14 13:50:00 -
[12]
Forcing people to be a certain class sucks, i like being able to do a lot of thing.
Adding a lot more skills that take a lot of time to train will make people specializy in a certain field and become good at that. Or become medium at everything. ---------------------------
[Coreli Corporation Mainframe] |

Steven Dynahir
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Posted - 2004.06.14 15:15:00 -
[13]
Problem:
1. Adding skills and learning time is not a solution. In the end you have alot of more skills, but in time everyone will be similiar.
2. Limiting skills is not a solution. In real life, anyone can learn anything.
Solution:
Add skill deprivation. In real life, people forget things. People who did BMX bike tricks when young, can just drive bikes when old. We just forget things, that is what makes us different.
Skills not used should lose their skill points with time. If you do not train them, then you lose them. It should be limited so that skills can be lost only to level 1. Maybe a 1% day or so.
SigPl/HQ&Log Coy/MNB(C)/KFOR |

Dallenn
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Posted - 2004.06.14 15:20:00 -
[14]
The jack-of-all-trades system is good, because then you can experiment with different careers. The new skills that are to be added will take care of new opportunities for specialization.
The attribute system takes care of negative specialization, and already a good number of players moan because their attributes are not optimized enough for mining/fighting/whatever.
However, the background/school of your character is not very important at a moment, the starting skills do not matter after the first week. I think one should get skills to level 3 or 4 from school, then the choice would matter and also newbies could get started more quickly.
We seek the Chosen ones / Roleplaying in Eve / Idea Lab favourites
I am Paratwa / Of the Ash Ock A Guardian of time / The firestorm / That purifies |

Imhotep Khem
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Posted - 2004.06.15 17:10:00 -
[15]
Your supposition is false for two reasons;
1. Each character has attributes that determine how easy it is for him to learn a certain skill. Those attributes can be different for each character.
2. A character looses 5% of his skill points per week or month(can't remember which) So while you can train all you want, you will eventually start to drop skill levels. Then you will have to decide which skill paths you want to maintain. You will not be able to maintain all skills. ____ If your not dyin' your not tryin'. |

Ishkur
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Posted - 2004.06.16 03:56:00 -
[16]
Character classes suck. There's enough whining about "balance" we don't need to add THAT to the mix.
The great thing about EVE is that anybody can do anything; this doesn't necessarily mean people will be jack of all trades (though after a long amount of time with stagnant skills, this can happen).
For me, I started in December. I'm a bit of a jack of all trades, cause that's how I like to play. I don't like to do the same thing, day in and day out. That's boring to me (fun for others, which I understand and embrace).
But I can't do anything real well. I'm not an uber PvP pilot. I can't hunt rat spawns for the life of me (I barely handle agent spawns). I don't mine anymore; I can't refine, I can't build, I can't fly interceptors, and so on.
I have friends who are set up for pure PVP. They don't do agent missions. They don't mine.
I have friends who only mine. They don't hunt (the only combat they do is to defend against belt spawns). They don't do missions. They don't do PVP. All their skills are in mining and refining.
Now, given a year and a half, surely some of those people will train skills not related to their "profession." This is because there aren't enough skills left in their profession to train!
A buider, for example, has only 2 or 3 skills really needed to train. After that is all other stuff.
A miner? You really only need mining, astrogeology, and maybe Drones.
A PVPer has lots of skills to choose from, and lots of paths to take.
Agent runner? 3 skills.
Trader? They're all broken, so 0 skills.
See the problem?
It isn't lack of professions, it's lack of specialization within them. It's a lack of things to train when you get to PE 5/Industry 5. What's next? Suppose you can do research in your spare time; that's 4 more skills which are quickly trained and then you're at a wall again.
Don't ask for limits, ask for more opportunities.
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Malena VXXI
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Posted - 2004.06.17 12:11:00 -
[17]
I like the EVE idea give people the obtion to do what ever they like
I dont train all skills who is there Im specialist in mining and with the Ref eff ref + the ores specifik skills to train now Im happy :) Miner | Trader |
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