Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Lokimon
|
Posted - 2005.12.08 18:42:00 -
[61]
Time to raise this up a level. This is clearly something the players want and CCP won't even respond to repeated inquiries.
Please email Keiron at CCP and tell him directly.
Squeaky wheel gets the grease...
|
Apertotes
|
Posted - 2005.12.08 18:53:00 -
[62]
Originally by: Sendraks
Originally by: Henka cuz someone dont give in even thoug they are SO wrong.
However, in the case of you disagreeing with CCP its a matter of opinion, not a case of CCP definitely being in the wrong.
I don't see a need for skill queuing, I really don't. The number of players who it would actually be genuinely useful for is very small.
Not that I'd spit my dummy out if such a mechanism was introduced, but it wouldn't be something I'd get exicted about either.
well, reloading every gun individually isn't such a big deal either. but they are introducing a command to do it all at once.
i would very much prefer they introduce something regarding easier skill training than easier reloading.
so, they dont introduce only required or groundbreaking features. they introduce whatever they want.
|
Jim Steele
|
Posted - 2005.12.08 19:33:00 -
[63]
Im against this, while it would be useful I feel if you cant be bothered to log in and play eve, then why should you be able to change skill.
Author of "The Apoc Guide" |
|
kieron
|
Posted - 2005.12.08 19:43:00 -
[64]
The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
kieron Community Manager, EVE Online
|
|
Deja Thoris
|
Posted - 2005.12.08 19:58:00 -
[65]
Originally by: kieron The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection. Mostly, it centers around this being a game we want you to play, not a web-based competition centered around who can get to 100 Million skill points the fastest.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
<3
I'm bookmarking this.
|
Jim Steele
|
Posted - 2005.12.08 20:16:00 -
[66]
Originally by: kieron The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection. Mostly, it centers around this being a game we want you to play, not a web-based competition centered around who can get to 100 Million skill points the fastest.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
Awesome, now, when does my skill finish?
Author of "The Apoc Guide" |
Sendraks
|
Posted - 2005.12.08 20:50:00 -
[67]
Originally by: Apertotes so, they dont introduce only required or groundbreaking features.
In your opinion they don't want to introduce required or groundbreaking features.
As I see it, a skill queuing system is not required nor would it be terribly ground breaking.
They've got plenty of other cool stuff in the works by the looks of things. As a relatively new player it all looks good to me.
|
Joerd Toastius
|
Posted - 2005.12.08 23:50:00 -
[68]
Originally by: kieron snip
Thanks
|
Jaabaa Prime
|
Posted - 2005.12.09 00:19:00 -
[69]
Originally by: kieron The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection. Mostly, it centers around this being a game we want you to play, not a web-based competition centered around who can get to 100 Million skill points the fastest.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
Bookmarked the answer this time. ---------
|
Lokimon
|
Posted - 2005.12.09 01:06:00 -
[70]
Originally by: kieron The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection. Mostly, it centers around this being a game we want you to play, not a web-based competition centered around who can get to 100 Million skill points the fastest.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
First, I apologize for misspelling your name. It was not intentional.
Thank you for a reply and more importantly an explanation.
This has been such a common question for months with no CCP response. Why not sticky the answer in the skills forum instead of making us feel like we are being ignored? That is more of a rhetorical question I am not specifically asking for a response.
Please consider the sticky.
|
|
Calshir
|
Posted - 2005.12.09 02:57:00 -
[71]
Originally by: kieron The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection. Mostly, it centers around this being a game we want you to play, not a web-based competition centered around who can get to 100 Million skill points the fastest.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
The point is the Character farmers aren't the ones that want/need a system like this, they already get around this by having people sitting in front of computer screens 24 hours a day changing skills as and when required, this "game mechanic" wouldn't make any difference whatsoever to them cause the characters they are building are out there macro mining.
They are killing 2 birds with one stone a web based skill system or skill que wouldn;t benefit them as the chars they are building are in constant use anyway until they get decent SP then they sell em on and move up the next character that is ready to mine with low SP. Go sit and watch the Ice belts in Jita for a couple of weeks !
|
Tripoli
|
Posted - 2005.12.09 03:38:00 -
[72]
Kieron, thanks for stoppin' in to bless us with your presence. Always appreciated when we hear something official when it comes to things like this.
Sticky? Not that I'm lookin' to get a third sticky on the Skills forum, but at this point it seems a lot of folks would like it. ---
|
Kuolematon
|
Posted - 2005.12.09 07:27:00 -
[73]
You guys aware that back in FanFest2005 we were shown an PDA device with EVE Client on it where you could TRAIN SKILLS and CHECK MARKET.
Guess you can soon actually train skills in "webpage" ________________________________________________________
|
Arte
|
Posted - 2005.12.09 08:19:00 -
[74]
Originally by: kieron The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection. Mostly, it centers around this being a game we want you to play, not a web-based competition centered around who can get to 100 Million skill points the fastest.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
'Nuff said I suppose. Answers it all except the "I'm gone for longer than it takes to train *** Battleship skill to lvl 5". No further arguement from me.
|
Stephen HB
|
Posted - 2005.12.09 10:14:00 -
[75]
Originally by: Tripoli Sticky? Not that I'm lookin' to get a third sticky on the Skills forum, but at this point it seems a lot of folks would like it.
Admit it, a third sticky on the skills forum would make your day almost as much as learning your 300th skill :)
-- Originally by: Nyphur The irony is astounding. The sheer level of raw irony here is enough to iron my clothes for a year.
EVE Tracking Guide |
Gariuys
|
Posted - 2005.12.09 10:59:00 -
[76]
Originally by: Lokimon
Originally by: kieron The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection. Mostly, it centers around this being a game we want you to play, not a web-based competition centered around who can get to 100 Million skill points the fastest.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
First, I apologize for misspelling your name. It was not intentional.
Thank you for a reply and more importantly an explanation.
This has been such a common question for months with no CCP response. Why not sticky the answer in the skills forum instead of making us feel like we are being ignored? That is more of a rhetorical question I am not specifically asking for a response.
Please consider the sticky.
What you expect the get a answer everytime some idiot asks the same question that's been asked countless times before? Arrogance FTW. They answered this a long time ago, and more then once already. Enough is enough. And when you're told by others that so and so is so, as explained by the devs. Should believe them instead of demanding a dev come answer you now.
And you can hardly sticky the answers to every stupid question on this forum, would mean no more normal posts on the first 3 pages. Although this probably could use one, it pops up enough. But then people would just ask it in general.
Oh and I think you're a arrogant ass, with your I speak for the community and will incite a revolt aditude. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |
Tripoli
|
Posted - 2005.12.10 02:59:00 -
[77]
Originally by: Stephen HB
Originally by: Tripoli Sticky? Not that I'm lookin' to get a third sticky on the Skills forum, but at this point it seems a lot of folks would like it.
Admit it, a third sticky on the skills forum would make your day almost as much as learning your 300th skill :)
LOL. Almost.... ---
|
FireFoxx80
|
Posted - 2005.12.12 14:01:00 -
[78]
One point that everyone has missed is this:
At the end of the day everyone currently playing Eve has had to schedule their skills around their life (in some cases the other way around, I am looking at you Dr Caymuss).
It's unforunate that some players can only play a few hours a week, or a few hours a month! But it isn't a race. Eve doesn't take a long time to fire-up, change a skill, and go to work/etc. Also, there are alternate means of changing skills: - Ask a very trusted RL friend to login and change skills on your behalf. - Swap skill training, so a skill completes at a convenient time. - Use a remote-desktop gubbin, like VNC, to change skills via Eve remotely.
All players loose out on some skill training time, even those using the above three methods. The only real reason for allowing skill queues is to facilitate farming.
23? # Missile Tool # ex: P-TMC : USAC |
Apertotes
|
Posted - 2005.12.12 17:52:00 -
[79]
Originally by: FireFoxx80 The only real reason for allowing skill queues is to facilitate farming.
ok, just to clear this up. i dont want to disccuss this topic much further, devs have clearly stated that it wont happen.
but the above quote is just not true. Take this example.
as it is right now, for every ten skills you train you have to change skills 9 times, and then one more at the end of the tenth skill, if you want to keep on training. that is a total of 10 changes, or ten times you have to log in to change the skills, and also ten posibilities of loosing some training time due to server crashes, real life, memory...
now, lets have a one-skill-queue. you set the first skill for training, and the second one on queue. first skill finishes, and automatically second skill begins. now while the second skill is training, you log in to set another skill on the queue. when the second skill finishes, the third starts training. and while the third skill is training you log in to set the next skill on the queue...
in the end, you train the ten skills, and log in "only" nine times. that is so much less than the way is now, that you would have to log in 10 times. and you dont have any chance of loosing training time. unless you are very very unlucky and forgetful, or you just dont care.
now, i hope devs have something on their minds other than the farm characters thing.
Apertotes, the Guybrush Threepwood of New Eve |
Namelesz
|
Posted - 2005.12.12 19:35:00 -
[80]
Kinda on-topic off-topic; I can actually install a homebrew program on my PSP which could connect to my home PC and I can change my skills that way. Havent tested it yet though . . .
|
|
Lokimon
|
Posted - 2005.12.13 19:12:00 -
[81]
Originally by: Calshir The point is the Character farmers aren't the ones that want/need a system like this, they already get around this by having people sitting in front of computer screens 24 hours a day changing skills as and when required, this "game mechanic" wouldn't make any difference whatsoever to them cause the characters they are building are out there macro mining.
Agreed. Not everyone has the luxury of scheduling their life around their skill training.
Lack of a skill queue was cited as one of the reasons this person left the game:
http://oldforums.eveonline.com/?a=topic&threadID=260286
Originally by: Gariuys What you expect the get a answer everytime some idiot asks the same question that's been asked countless times before? Arrogance FTW. They answered this a long time ago, and more then once already. Enough is enough. And when you're told by others that so and so is so, as explained by the devs. Should believe them instead of demanding a dev come answer you now.
Yes I expect the devs that I am paying to get off their ass and answer a question that has been asked dozens of times by their customers. The intelligence of the customer isn't the issue. The unwillingness of the devs to respond is.
It is a shame someone has to rattle their sword a little before OMG a dev response. Unless you have Butt Kissing trained to five, you don't warrant a response from our devs.
Originally by: Gariuys And you can hardly sticky the answers to every stupid question on this forum, would mean no more normal posts on the first 3 pages. Although this probably could use one, it pops up enough. But then people would just ask it in general.
I know the FAQ concept is a new one, but I hear it is catching on with a lot of other web sites!
Originally by: Gariuys Oh and I think you're a arrogant ass, with your I speak for the community and will incite a revolt aditude.
Good, I don't give a **** about you or what you think!
|
Lars Talvor
|
Posted - 2005.12.13 23:04:00 -
[82]
The most common reply I'm seeing is use long training time skills for periods of downtime. This is common sense. I mean really, everyone should do this. The problem is new charecters don't HAVE skills that take much longer than 4 hours, or 6-7 hours if you concentrate on one area, which can be detrimental to your charecter in the first place.
A Skill Queue that was only availible in the first 14 days of a charecters existance, or even the first 5 or 7 days would be immensely useful to new players while not fully enabling easy charecter farming or the "race to 100 million SP". I see no reason why a limited function skill queue can't be implemented to help ease the creation of new charecters who don't have long training times.
|
Tripoli
|
Posted - 2005.12.14 01:42:00 -
[83]
The devs did actually consider implementing a system whereby you could train two skills at a time (hence the point of your character sheet saying "1 in training" leaving open the possibility for it to say "2 in training."
The idea was to allow a primary and secondary skill to be trained at the same time. The primary skill would train at, say, 67% of normal training speed, and the secondary skill would train at 33% of normal speed. You don't gain skill points any faster, but you are able to set up skills that will take longer. ---
|
Lokimon
|
Posted - 2005.12.14 20:49:00 -
[84]
Originally by: Lars Talvor The most common reply I'm seeing is use long training time skills for periods of downtime. This is common sense. I mean really, everyone should do this. The problem is new charecters don't HAVE skills that take much longer than 4 hours, or 6-7 hours if you concentrate on one area, which can be detrimental to your charecter in the first place.
A Skill Queue that was only availible in the first 14 days of a charecters existance, or even the first 5 or 7 days would be immensely useful to new players while not fully enabling easy charecter farming or the "race to 100 million SP". I see no reason why a limited function skill queue can't be implemented to help ease the creation of new charecters who don't have long training times.
Valid point! Since short skills are often the problem, why not automatically switch to a level II skill when the level I finishes and switch to a level III when the level II is done. Since the paranoia factor is high, CCP could stop at the level III skill.
Originally by: Tripoli The devs did actually consider implementing a system whereby you could train two skills at a time (hence the point of your character sheet saying "1 in training" leaving open the possibility for it to say "2 in training."
The idea was to allow a primary and secondary skill to be trained at the same time. The primary skill would train at, say, 67% of normal training speed, and the secondary skill would train at 33% of normal speed. You don't gain skill points any faster, but you are able to set up skills that will take longer.
I like this idea a lot too.
CCP needs to get the chip off their shoulder and listen to the reasonable requests of their player base. I am amazed that they are so petty about this. Lets say CCP is right, that this will help people farming alts. WHO CARES?!
Every farmed alt pays a regular monthly subscription.
Every farmed alt advances the same as everyone else.
Every skill that an alt trains requires purchasing a skill book that costs the same as everyone else.
So what is the big deal? Is it just that CCP is bent out of shape that other people are making bank on their precious game? I can see how they would want to curtail macro mining since that directly impacts the player economy and the wages of miners. How does farming alts hurt the player base?
Boil this issue down and separate it from arguments like: I don't think people should use real world money to affect the game. How does it affect other players? IT DOESN'T.
The whine about people using their real world cash to influence the game is fatally flawed anyway. Tons of people have multiple accounts. People have better Internet connections or better PC hardware. Some people have very busy lives and don't get a lot of game time; others are flunking school because they play too much EVE. The fact is, our real life circumstances will always influence our games to varying degrees. Complaining about it doesn't negate the reality of the situation.
|
Sendraks
|
Posted - 2005.12.15 10:41:00 -
[85]
Originally by: Lokimon CCP needs to get the chip off their shoulder and listen to the reasonable requests of their player base.
Listen to the requests of SOME of the playerbase. I'm a new player and I don't think this is necessary and by the look of things I'm not the only player who feels this way. So by not providing this service CCP are listening to thier playerbase, just not the playerbase you are a part of. Don't try to make out that CCP refusal to implement something YOU want is somehow alienating the entire playerbase or even the majority.
Originally by: Lokimon How does farming alts hurt the player base?
Boil this issue down and separate it from arguments like: I don't think people should use real world money to affect the game. How does it affect other players? IT DOESN'T.
Uhhh this is a MMOG. The actions of players in game effect the gameplay of other players. If you have people macro mining and partaking of other farming methods to make and sell ISK impacts on market prices in game. In game prices effects those players who are playing the game legitimately.
Ultimately people WILL leave the game if CCP are not seen to be adequately handling the issues of macro miners/ISK farmers. No one wants to pay to play a game thats overrun with cheaters as it detracts from the fun people get out of actually making an effort in these games. So while CCP may rake in the cash from the accounts of cheaters, they'll ultimately lose out in the long run when legitimate players quit the game.
Originally by: Lokimon The whine about people using their real world cash to influence the game is fatally flawed anyway. Tons of people have multiple accounts. People have better Internet connections or better PC hardware. Some people have very busy lives and don't get a lot of game time; others are flunking school because they play too much EVE. The fact is, our real life circumstances will always influence our games to varying degrees. Complaining about it doesn't negate the reality of the situation.
There is a world of difference between using real money to run multiple accounts or having a souped up P.C and playing the game with purchased ISK. The principle difference being the time and effort put in.
|
Kristie
|
Posted - 2005.12.15 10:42:00 -
[86]
These are 2 ideas which I hope would just curl up and die. Most games do not even let you earn EXP while offline, web queue-able skills would detract from a need to even enter the game for the first 6 months. BAD IDEAs. |
Fallout2man
|
Posted - 2005.12.21 02:24:00 -
[87]
I'd support either a skill queue or at least an auto-rollover (IE: I start training navigation, when nav I completes it auto-starts nav II, and so on.)
Even if it's just one or two skills it's necessary. As long as it's only a small amount you won't find people "exploiting" it to such ridiculous levels. The fact is that the entire purpose of eve's training model was to make skill training more realistic and accessible. So that both power gamers and casual gamers can aquire skills necessary to do things over time.
By adding a simple one or two extra skills you can queue or at least an auto-rollover feature for skills you'd accomplish that goal even moreso than before but without detracting from the overall game as a whole. Secondly, to those worrying about people just "queueing skills and never playing." I can do that right now, use the web interface to watch my progress then log in solely to change to the next skill once it's done. queuing one or two skills wouldn't create any "problem" that didn't already exist nor would it really amplify it because the fact is this.
People who want to play eve will play it, those that want to sit out for skill training will. You can't stop it by putting these ideas down. It'd also, as said before, help greatly for those that are having situations where they've got to be away from their PCs for extended periods of time, like those in the military being deployed to Iraq. All in all honestly the only real issue here I can see is people who simply don't like change, period.
|
Kittamaru
|
Posted - 2005.12.21 06:46:00 -
[88]
setting skills to train in order would be very nice IMHO :D
|
Androth
|
Posted - 2005.12.21 08:49:00 -
[89]
I don't really care about que so much, but I would to see the skill that has completed training continue training the next level till you change it. At least that way unless your training level 5, your likely not to lose time. I dunno, seems like if you have the ability to train while offline why make it an ability that is hard to manage... Just my 2 cents... "Violence is the supreme authority from which all other authority is derived..." |
Isiss Svorxvo
|
Posted - 2005.12.21 16:33:00 -
[90]
The website based training gets my vote. There are plenty of times i know that i have a skill coming due 2 hours after I go to work. That means i have to wait another 9 to get one started! Yes I work 11 hour days and play EVE about 5 hours a night. I would love the chance to log onto the "My Character" section on this website and change my skill. And the skill training can't really be compared to grinding XP in other games, i.e. the "Well in another game, you wouldn't be able to adavnce unless you were playing" arguement. Reason I say they can tbe compared? Because we have to grind ISK in EVE if we want something nice.
|
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |