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Saithe
Grumpy Old Spacevets
73
|
Posted - 2013.05.28 21:55:00 -
[1] - Quote
I have large projectile turret 5 finishing in 4 hours. I would love to be able to apply the SKILLBOOK for Large Autocannon Spec itself to the queue to automatically plug in and train to 1 after LPT5 finishes. I've already got MAcS4, so all that remains is LPT5.
If I were to stop LPT5 for any reason, then LAcS would be removed, and the skill never injected. Thoughts? |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
116
|
Posted - 2013.05.28 22:01:00 -
[2] - Quote
Saithe wrote:I have large projectile turret 5 finishing in 4 hours. I would love to be able to apply the SKILLBOOK for Large Autocannon Spec itself to the queue to automatically plug in and train to 1 after LPT5 finishes. I've already got MAcS4, so all that remains is LPT5.
If I were to stop LPT5 for any reason, then LAcS would be removed, and the skill never injected. Thoughts? Just put a filler skill after LPT5 that you'll then swap for Spec skill. Filler should be a skill that you want to train sometime afterwards so you wont waste time. |

Saithe
Grumpy Old Spacevets
73
|
Posted - 2013.05.28 22:01:00 -
[3] - Quote
Kirimeena D'Zbrkesbris wrote:Saithe wrote:I have large projectile turret 5 finishing in 4 hours. I would love to be able to apply the SKILLBOOK for Large Autocannon Spec itself to the queue to automatically plug in and train to 1 after LPT5 finishes. I've already got MAcS4, so all that remains is LPT5.
If I were to stop LPT5 for any reason, then LAcS would be removed, and the skill never injected. Thoughts? Just put a filler skill after LPT5 that you'll then swap for Spec skill. Filler should be a skill that you want to train sometime afterwards so you wont waste time.
That's what I already do, but :effort: |

Schmata Bastanold
Keep It Burning Stupid
791
|
Posted - 2013.05.28 22:05:00 -
[4] - Quote
Wait for next expansion when devs will lower entry point of mastering skill queue and give us all skills at very beginning. Even those with level V prereqs. Expansion theme will be knowledge and it will be called Renaissance. I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Saithe
Grumpy Old Spacevets
73
|
Posted - 2013.05.28 22:57:00 -
[5] - Quote
Figured it wouldn't be too hard to implement, so why not. we have the training queue anyway, why not make it worth something other than just ordering up skills |

BlakPhoenix
Veni Vidi Vici Reloaded Darkspawn.
21
|
Posted - 2013.05.29 00:50:00 -
[6] - Quote
I agree that it's a silly limitation to not be able to queue an injection and have to place some filler skill until you can next login. You should be able to queue the injection and training of a skill so long as you have all the prerequisites finished (or will be finished) by the time in the queue you are trying to add the skill at. We've all had to wait for a few hours/day because we couldn't get on the second a skill finishes to inject the next one in the train and it's just not very good design. |

Maximus Aerelius
PROPHET OF ENIGMA
74
|
Posted - 2013.05.29 11:57:00 -
[7] - Quote
+1. I've experienced this and it's quite annoying I have to say. This would definitely be a QoL improvement.
Supported by me.
EDIT: However as everything requires balance:
If you queued a Skill to train after a pre-req e.g. Exhumers after Astrogeology 5 but then subsequently cancelled that Skill Plan that skill should still be injected even if untrained. This would add some risk=reward and balance the QoL enhancement.
For instance you have the Exhumers skill queued but you lose your ship before the pre-req has finished and the Exhumers skill has 0SP accrued against it. That skill is worth 28mil and you're flat broke. You cancel the training intending to sell the skill to get you a nice new shiny ship but wait...you can't as it's been injected and is now accountable to your account, d'oh! My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Saithe
Grumpy Old Spacevets
77
|
Posted - 2013.05.29 17:49:00 -
[8] - Quote
Maximus Aerelius wrote: If you queued a Skill to train after a pre-req e.g. Exhumers after Astrogeology 5 but then subsequently cancelled that Skill Plan that skill should still be injected even if untrained. This would add some risk=reward and balance the QoL enhancement.
My vision has 2 possibilities, 1 being a lot more forgiving than the other.
Scenario: You are fresh to the game, sitting in your brand new kestrel. You have frigate 3 trained, and someone suggests that you look in to getting a caracal. After some research, you discover that to fly the caracal, you will need to get frigate 4 before you can plug the cruiser skill in. Here are the options:
CURRENTLY: Train frigate 4, then after it completes inject cruiser and train it to 1.
Option 1) Queue up frigate 4, place injection in queue AFTER frigate 4 will finish (in say, 23 hours), allowing the cruiser skill to be automatically injected. IF FOR ANY REASON FRIGATE IS REMOVED, THE INJECTION IS REMOVED FROM THE QUEUE, AND THE BOOK PLACED BACK IN YOUR HANGAR.
Option 2) Same as above, however if frigate is removed before level 4 finishes, you lose the injected skill permanently (until you replace it).
The 2nd option can be a lot harsher on diverting from the skill queue, but prevents abuse and code overload. Another balancing aspect would be something along the lines of "The skill queue can only handle 1 injection per 24 hours." |

Saithe
Grumpy Old Spacevets
77
|
Posted - 2013.05.30 19:42:00 -
[9] - Quote
Further thoughts? |

Maximus Aerelius
PROPHET OF ENIGMA
79
|
Posted - 2013.05.30 22:51:00 -
[10] - Quote
Saithe wrote:The 2nd option can be a lot harsher on diverting from the skill queue, but prevents abuse and code overload. Another balancing aspect would be something along the lines of "The skill queue can only handle 1 injection per 24 hours."
Damn, I thought I was being harsh! I wouldn't like the option above to be honest, it's just a little too harsh but I think what I suggested is a good idea (obviously). You wanted to train that skill but you changed your mind for whatever reason but cause and consequence is the name of EVE so you can carry that Skill Book in your Skill Sheet but you can't train it until you have done the pre-requisites. Maybe a thing to add would be you can only do this if you are 1 Level away from the Pre-reqs.
An example: Imagine if you will a BPO that is purchased on market. You queue it for Time Research but have to wait a week for a slot. In the time before it starts it's Research you need it to build something. You cancel the Research and forfeit the fee you paid. That BPO cannot be sold on the Market now as it's been "opened\unpackaged" and so must be sold via Contract. Risk = Reward. My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

BlakPhoenix
Veni Vidi Vici Reloaded Darkspawn.
23
|
Posted - 2013.05.31 00:14:00 -
[11] - Quote
bump |
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CCP Fear
C C P C C P Alliance
149

|
Posted - 2013.05.31 11:10:00 -
[12] - Quote
This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here! |
|

Mag's
the united Negative Ten.
14835
|
Posted - 2013.05.31 11:24:00 -
[13] - Quote
CCP Fear wrote:This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here! I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |
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CCP Fear
C C P C C P Alliance
149

|
Posted - 2013.05.31 11:38:00 -
[14] - Quote
Mag's wrote:CCP Fear wrote:This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here! I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point.
Yeah that was the only thing that I could think of.
But one has to weigh if allowing to inject all skills is a better experience rather than allowing the destruction of skills (which then has a negative effect on that player experience).
I am more inclined to say that it should be fine to allow you to inject the skills, as you can't reverse that. And that skill destruction would continue to happen when skills are being transported en mass (for example into null sec). |
|

ExAstra
Echoes of Silence
134
|
Posted - 2013.05.31 11:48:00 -
[15] - Quote
I'm glad you're looking into this, CCP Fear. I'm not sure about technical limitations, but what if adding a skill to the skill queue didn't automatically inject the skills? All it would have to do (I think) is make sure that the skill is in your item hangar, and then when the current skill finishes it injects and begins training?
I'm sure that this probably isn't possible or reasonable and it will have something to do with the code. I am curious as to why, though! Save the drones! |

Alvatore DiMarco
Capricious Endeavours Ltd
190
|
Posted - 2013.05.31 11:51:00 -
[16] - Quote
Perhaps a limit on the number of "pre-injected" skills. So that you can inject a skill you don't meet the requirements for, but only up to a certain number. Say... three, for example. You could inject any three skills you don't meet the prerequisites for, but until you free up a space by making one trainable, you can't "pre-inject" any others. |

Dave Stark
3039
|
Posted - 2013.05.31 12:00:00 -
[17] - Quote
CCP Fear wrote:If you can think of any reason if this would have harmful consequences, post them here!
erm, all of the ship skill changes you're introducing in odyssey? or would it only apply to injected skills, and not skills already trained to I? as such, what would happen if i was podded and lost all of my SP in that skill and no longer had the prereqs due to them being changed?
think: command ships. that's probably the best example. |

Khamelean
The Southern Legion RISE of LEGION
419
|
Posted - 2013.05.31 12:15:00 -
[18] - Quote
CCP Fear wrote:
Yeah that was the only thing that I could think of.
But one has to weigh if allowing to inject all skills is a better experience rather than allowing the destruction of skills (which then has a negative effect on that player experience).
I am more inclined to say that it should be fine to allow you to inject the skills, as you can't reverse that. And that skill destruction would continue to happen when skills are being transported en mass (for example into null sec).
Perhaps as a compromise, if you are podded then any skill books that are injected but not trained would be lost and need to be re-injected.
This allows greater flexibility for players planning their queues, but also offers a deterrent to players injecting the next years worth of skill books at once. |

Verity Sovereign
Pator Tech School Minmatar Republic
439
|
Posted - 2013.05.31 12:17:00 -
[19] - Quote
Why not allow you to add the skill to the queue immediately after the last prereq, and it will auto inject once the prereqs are met? If you pod moves to where it can't access the skillbook, the training moves to the next skill queued, if any.
Ie: I want to inject large energy turret, I have gunnery V about to finish (lets assume I already have medium energy turret high enough) within 24 hours, I drag and drop the skillbook onto the queue after gunnery V, it flags it as not having prereqs met, but then I select "autoinject if prereqs are met". For safety, I put another skill behind the auto inject queued one.
If I immediately log off... when Gunnery V finishes, my skill book injects, and it trains the first level (and 2nd or third if so queued) If I then move to a different station and don't take the book with me, then auto inject fails.
Allowing one to inject, but not train the skills if the pre reqs aren't met could potentially cause some problems with the other skill tree changes.
Imagine someone with Cruiser IV, that stupidly didn't train BC to V or even IV, but trained BS to III. After this change, as they'd lack the proper BC level, they might not be able to train BS IV.
Unless you have different prereqs for each skill level.
ie, you need gunnery V to train large energy I, but to train large energy II, you need large energy I. Right now, I think no such system exists, and the pre-req check only occurs when you try and inject the skill. |

Onomerous
Shockwave Innovations Surely You're Joking
102
|
Posted - 2013.05.31 12:29:00 -
[20] - Quote
CCP Fear wrote:This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here!
A voice of reason with bold for emphasis. +1 though |

Komodo Askold
Legion of Darkwind Order of the Void
41
|
Posted - 2013.05.31 12:32:00 -
[21] - Quote
Personally, I vote for being able to put in queue a skill whose last prerequisite skill (for example, Medium Projectile Turrets lvl 5 for training Medium Autocannon Specialization) hasn't finished training yet but is already on queue. With that example:
- I put MPT lvl 4 --> lvl 5 on queue. - Trains up until less that 24 hours. - What I'm talking about is that I'd like to be able to put MAS (as many levels as I can) at this point on queue, right after MPT, so when MPT5 ends, MAS begins inmediatly, exactly like when you train several levels of the same skill consecutevly.
Not sure if this is what the OP meant, but I think this is a good place to leave this. |

Saithe
Grumpy Old Spacevets
88
|
Posted - 2013.05.31 12:42:00 -
[22] - Quote
Here's another possible consequence (risk/reward):
You are allowed to inject any skill you have purchased, and obviously you are unable to train them until the pre-reqs are met. If you are podded, you now not only lose skill points, but lose the untrained skills as well. This would prevent someone from going to jita, buying every skill book, injecting them, then self destructing their pod bad to null. Using a jump clone, however, would keep the skills intact. |

Phobeus Primae
EVIL ONES
3
|
Posted - 2013.05.31 13:00:00 -
[23] - Quote
For me using jump clone just to apper in jita and inject some skills is pain in the ass, so I would welcome this change. But it has some advantages and disadvantages:
+ less effort with skill training + it generates additional isk sink. After implementing this change there will be massive skill buyout and I dont believe that most of people will train them all - less chance to gank someone transporting expensive skillbooks - for newbies there's possibility on spending all their precious iskies on skillbooks, which later may be found unneeded. If they inject them, there will be no option to get back the money
anyway +1 for good idea |

Sirran The Lunatic
Gespenster Kompanie Villore Accords
6
|
Posted - 2013.05.31 13:04:00 -
[24] - Quote
I see a downside to this (in a manner of speaking, not wholeheartedly bad, just throwing ideas out there)
The concept of skillbooks becomes kind of pointless. Think of it: "Hey, did you sit in Jita for 4hours and buy/inject every single skillbook yet?"
It'd be just a monotonous proccess which we'd end up doing, not out of neccessity... but out of the convenience of being able to buy and inject all skills, it becomes inconvenient to sit there and buy/inject allt he skills. I get that it's an isk sink, but then why not just make it cost isk to start training a skill you want instead of perusing the market and having to wait for the buy window to pop up on every skill book (because, face it, many players will just buy -every- skill book ever for what that character wants to do).
So instead make a skill injectable/queue-able when the level 5 pre-req is in the training queue and remove it if they remove the pre-req from the queue. This gives a large(er) window to choose when to buy and inject skillbooks, but keeps you from ever having to worry about making players feel like the "convenient" path is to sit in Jita and "buy all the things(books)!"
/devil's advocate |

Phobeus Primae
EVIL ONES
3
|
Posted - 2013.05.31 13:11:00 -
[25] - Quote
Sirran The Lunatic wrote: So instead make a skill injectable/queue-able when the level 5 pre-req is in the training queue and remove it if they remove the pre-req from the queue.
Making skills "injectable" when all lvl 5 pre-requisites are trained to lvl 4 would be even better! |

Zor'katar
Matari Recreation
70
|
Posted - 2013.05.31 13:21:00 -
[26] - Quote
Sirran The Lunatic wrote:The concept of skillbooks becomes kind of pointless. Think of it: "Hey, did you sit in Jita for 4hours and buy/inject every single skillbook yet?"
It'd be just a monotonous proccess which we'd end up doing, not out of neccessity... but out of the convenience of being able to buy and inject all skills, it becomes inconvenient to sit there and buy/inject allt he skills. I pretty much agree with this.
Sirran The Lunatic wrote:So instead make a skill injectable/queue-able when the level 5 pre-req is in the training queue and remove it if they remove the pre-req from the queue. Not a terrible idea, but I could see it being potentially buggy. The idea I like best so far is queuing up the injection of the book. It's not without its own issues, though... you'd need to require that when the time comes, the pilot and book are both in the same station, and that could cause some frustration with people who don't quite understand how it works. |
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CCP Fear
C C P C C P Alliance
149

|
Posted - 2013.05.31 13:31:00 -
[27] - Quote
Zor'katar wrote:Sirran The Lunatic wrote:The concept of skillbooks becomes kind of pointless. Think of it: "Hey, did you sit in Jita for 4hours and buy/inject every single skillbook yet?"
It'd be just a monotonous proccess which we'd end up doing, not out of neccessity... but out of the convenience of being able to buy and inject all skills, it becomes inconvenient to sit there and buy/inject allt he skills. I pretty much agree with this. Sirran The Lunatic wrote:So instead make a skill injectable/queue-able when the level 5 pre-req is in the training queue and remove it if they remove the pre-req from the queue. Not a terrible idea, but I could see it being potentially buggy. The idea I like best so far is queuing up the injection of the book. It's not without its own issues, though... you'd need to require that when the time comes, the pilot and book are both in the same station, and that could cause some frustration with people who don't quite understand how it works.
I agree. The consequence will be that you could basically sit in a station, inject all skills and then be free. Then I start to wonder if then having skills on the market and as an item is even relevant anymore. Then we could just allow you to buy them directly in the sheet when you would need them.
I'm also not sure if there is a great benefit in introducing an even more complex rule set in injection as it is now.
Definitely some interesting edge cases and caveats that come with this. |
|

Grideris
Fleet Coordination Commission Fleet Coordination Coalition
674
|
Posted - 2013.05.31 13:45:00 -
[28] - Quote
CCP Fear wrote:Zor'katar wrote:Sirran The Lunatic wrote:The concept of skillbooks becomes kind of pointless. Think of it: "Hey, did you sit in Jita for 4hours and buy/inject every single skillbook yet?"
It'd be just a monotonous proccess which we'd end up doing, not out of neccessity... but out of the convenience of being able to buy and inject all skills, it becomes inconvenient to sit there and buy/inject allt he skills. I pretty much agree with this. Sirran The Lunatic wrote:So instead make a skill injectable/queue-able when the level 5 pre-req is in the training queue and remove it if they remove the pre-req from the queue. Not a terrible idea, but I could see it being potentially buggy. The idea I like best so far is queuing up the injection of the book. It's not without its own issues, though... you'd need to require that when the time comes, the pilot and book are both in the same station, and that could cause some frustration with people who don't quite understand how it works. I agree. The consequence will be that you could basically sit in a station, inject all skills and then be free. Then I start to wonder if then having skills on the market and as an item is even relevant anymore. Then we could just allow you to buy them directly in the sheet when you would need them. I'm also not sure if there is a great benefit in introducing an even more complex rule set in injection as it is now. Definitely some interesting edge cases and caveats that come with this.
Only issue with removing skill books from the market is that some skillbooks are deliberately only seeded in certain areas or not seeded at all (instead coming from exploration sites). You could change it so that only skill books normally seeded by the NPC academies are available directly from the skill sheet, but I think that might cause some issues with some skills being book based and others not.
The other option is to make it that skill books are remotely injectable - therefore if you own it anywhere, you can inject it from anywhere. http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Saithe
Grumpy Old Spacevets
88
|
Posted - 2013.05.31 14:17:00 -
[29] - Quote
CCP Fear wrote: I agree. The consequence will be that you could basically sit in a station, inject all skills and then be free. Then I start to wonder if then having skills on the market and as an item is even relevant anymore. Then we could just allow you to buy them directly in the sheet when you would need them.
I'm also not sure if there is a great benefit in introducing an even more complex rule set in injection as it is now.
Definitely some interesting edge cases and caveats that come with this.
I, for one, would GREATLY welcome this change, within reason. I believe there are some specialized skills that should only be obtained from specific areas, for example the titan book, maybe even t2 ship books. This would greatly increase players skill knowledge (Hell, I didn't even know about fast talk until last year, and I have played since 2005. I wish I was kidding when I say this) And open up more opportunities for training paths.
Although, with this addition, there would need to be a 'hide skills' option, as a PvP'er like myself will never have any use for ANY industry skills, and I would not want my skillsheet cluttered with them.
Edit- The guy above me is what I was talking about, specially seeded books. |

Meytal
School of Applied Knowledge Caldari State
223
|
Posted - 2013.05.31 14:28:00 -
[30] - Quote
The "Inject skill at Prereq Level -1" sounds like the best compromise and might not be that big of a stretch for coding changes. You still have to put in some work to get to level-1 and can't spend the character's first day of life in a school hub injecting everything, and skill books are still something useful to carry around. You also still have to train the prereq to the right level before you can train the injected skill.
The compromise from the player point of view would be that injecting a skill is no longer sufficient to protect against prereq changes. No more injecting a skill before the prereqs change "just in case" you want to use it later (for example, Freighters); you actually have to spend some time to train it, or just wait and get it later. |

Sofia Wolf
Ubuntu Inc. The Fourth District
217
|
Posted - 2013.05.31 15:05:00 -
[31] - Quote
CCP Fear wrote:Zor'katar wrote:Sirran The Lunatic wrote:The concept of skillbooks becomes kind of pointless. Think of it: "Hey, did you sit in Jita for 4hours and buy/inject every single skillbook yet?"
It'd be just a monotonous proccess which we'd end up doing, not out of neccessity... but out of the convenience of being able to buy and inject all skills, it becomes inconvenient to sit there and buy/inject allt he skills. I pretty much agree with this. Sirran The Lunatic wrote:So instead make a skill injectable/queue-able when the level 5 pre-req is in the training queue and remove it if they remove the pre-req from the queue. Not a terrible idea, but I could see it being potentially buggy. The idea I like best so far is queuing up the injection of the book. It's not without its own issues, though... you'd need to require that when the time comes, the pilot and book are both in the same station, and that could cause some frustration with people who don't quite understand how it works. I agree. The consequence will be that you could basically sit in a station, inject all skills and then be free. Then I start to wonder if then having skills on the market and as an item is even relevant anymore. Then we could just allow you to buy them directly in the sheet when you would need them.....
There is some market in skills that could be worth preserving. Not all skills are equally accessible in all regions. IIRC there is no NPC in Domain that sell advance projectile related skills, and some people in those regions might have problems travelling to minmatar space for standings reasons.
This opens opportunity for payer driven secondary skill market. Fore example first few months I played EvE I earned some ISK by importing minmatar skills and blueprints to Amarr space. Of course this type of game-play would be impossible if you could buy and inject your skills anywhere directly from character sheet. Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |

Tonto Auri
Vhero' Multipurpose Corp
198
|
Posted - 2013.05.31 15:33:00 -
[32] - Quote
CCP Fear wrote:This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here! I don't see any "harmful consequences", also, the argument of "carrying" is void, since you can't unplug the book and sell it to return the investment. The only issue that needs to be evaluated is adding skills to queue, while they are not meeting the prerequisites. I.e. adding such skill right after the prerequisite in the queue. This may, potentially, induce a race condition, where prerequisite is removed from queue, but the next skill can't be trained, as the prerequisite is not yet registered in character sheet. The two most common elements in the universe are hydrogen and stupidity. ---áHarlan Ellison |

Falaricae
Proffessional Experts Group
4
|
Posted - 2013.05.31 15:56:00 -
[33] - Quote
CCP Fear wrote:Zor'katar wrote:Sirran The Lunatic wrote:The concept of skillbooks becomes kind of pointless. Think of it: "Hey, did you sit in Jita for 4hours and buy/inject every single skillbook yet?"
It'd be just a monotonous proccess which we'd end up doing, not out of neccessity... but out of the convenience of being able to buy and inject all skills, it becomes inconvenient to sit there and buy/inject allt he skills. I pretty much agree with this. Sirran The Lunatic wrote:So instead make a skill injectable/queue-able when the level 5 pre-req is in the training queue and remove it if they remove the pre-req from the queue. Not a terrible idea, but I could see it being potentially buggy. The idea I like best so far is queuing up the injection of the book. It's not without its own issues, though... you'd need to require that when the time comes, the pilot and book are both in the same station, and that could cause some frustration with people who don't quite understand how it works. I agree. The consequence will be that you could basically sit in a station, inject all skills and then be free. Then I start to wonder if then having skills on the market and as an item is even relevant anymore. Then we could just allow you to buy them directly in the sheet when you would need them. I'm also not sure if there is a great benefit in introducing an even more complex rule set in injection as it is now. Definitely some interesting edge cases and caveats that come with this. Be aware, that if you remove skill books as concrete trading items, you will be giving the middle finger to a lot of people trading and hauling them and be accused of dumbing down the game once more. Not everything that can potentially cause a bit of inconvenience to a segment of the playerbase is something you need to try to get rid of. Proper logistics is important in this game and a lot of people use it to make a living and therefore don't appreciate you removing parts of it, especially for a minor thing like this. Just saying don't expect universal jubilation, if you decide to take your "fix" of this issue to the logical conclusions some players are expressing. |

brinelan
The Flying Dead Ethereal Dawn
40
|
Posted - 2013.05.31 16:37:00 -
[34] - Quote
I don't like the idea of buying skills from the sheet, however I have run in to the situation many times just like the op where you need to finish that last little bit of skill 1 to inject skill 2 but that falls at a time when you wont be able to log in.
To keep it simple, allow the 1 inject when the prereq is less then 24 hours away and if something changes and the prereq dosent finish then the book stays in your cargohold. make it so the skill needs to be in your hanger or cargohold in order for the skillqueue to even allow it to be added as an auto inject. From there, allow the skill 2 to act like skills do now so we can queue up however many levels you can fit in the queue.
I can see this change being more if a quality of life tweak to cut down on a minor annoyance more then anything.
Allowing free reign on injects without prereqs I can see being turned in to a "mandatory step" just like learning skills were "mandatory" by so many people when in reality it was a detriment to newer players. |

Scorpion Venom1
Molestation Nation. Whores in space
1
|
Posted - 2013.05.31 17:06:00 -
[35] - Quote
set injected, but unlearned skillbooks as "temporary implants" for slot 11-14 to keep a hard limit on the amount of books able to inject.
have it so a book can only be injected when all pre-reqs are within say 48 hours of completion.
when podded pre injected skillbooks show up on the killmail!
bonus options; pre-injected skillbooks havea drop rate lost skills when podded show up on killmails
its going to be hilarious when that full slave set + pashans turret mindlink pod gets killed with a pre-injected titan skillbook, with a JDC 5 skill loss  |

Daedalus II
The Oasis Group TOG - The Older Gamers Alliance
174
|
Posted - 2013.05.31 17:14:00 -
[36] - Quote
How about this:
Skill A requires Skill B and Skill C.
Skill A can be injected as soon as both Skill B and Skill C has at least 1 skill point (or level) in them. That is; you have to start the training of all depending skills before you can inject the skill.
This should give the opportunity to inject skills well before they are needed, but NOT be able to inject ALL skills as many of them will rely on skills that you can't get skill points into until you have trained THEIR prereqs, and so on.
Edit: Damn, Scorpion beat me by 8 minutes :p |

Kel hound
Lycosa Syndicate Surely You're Joking
41
|
Posted - 2013.05.31 17:23:00 -
[37] - Quote
Scorpion Venom1 wrote:set injected, but unlearned skillbooks as "temporary implants" for slot 11-14 to keep a hard limit on the amount of books able to inject
This one actually sounds the most reasonable to me. It's simple, straight forward and keeps the consequences to your action. Want to pre-inject some books? Go right ahead! But if you lose your pod then you lose the books. As a wormhole resident I like this idea a lot. |

Kusanagi Kasuga
Ferocious Felines
68
|
Posted - 2013.05.31 17:47:00 -
[38] - Quote
CCP Fear wrote:Mag's wrote:CCP Fear wrote:This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here! I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point. Yeah that was the only thing that I could think of. But one has to weigh if allowing to inject all skills is a better experience rather than allowing the destruction of skills (which then has a negative effect on that player experience). I am more inclined to say that it should be fine to allow you to inject the skills, as you can't reverse that. And that skill destruction would continue to happen when skills are being transported en mass (for example into null sec).
I would say that if you allow currently untrainable skills to be injected, without any restriction on the time-to-trainable, then you're going to get people who inject Titan skills and only then realise they can't actually fly that this side of forever. Either put in a calculation for maximum time-to-trainable (eg, if you couldn't start training in the next 7 days, no inject) - or pop up a message that tells them how long until they could train this skill, and make it very clear it's not reversable. I would recommend the maximum time-to-trainable, personally, since people will still not read the message and screw it up.
|

Saithe
Grumpy Old Spacevets
88
|
Posted - 2013.05.31 17:57:00 -
[39] - Quote
I personally like the 'slot 11-15' idea. I foresee the 'laymans code' to go something like this:
Caldari Cruiser in slot 11, Caldari Frigate training from 3 to 4. Apply Caldari Cruiser to the queue AFTER caldari frigate, using slot 11. Once Caldari Frigate 4 is trained, Slot 11 is consumed applying Caldari Cruiser to the queue and training it to 1 (unable to train it further until its plugged in).
The only problem with coding this that I can tell would be how to apply the skills to an implant slot, as implants have specific slots already assigned. However, you COULD create a 'new' implant set for 11-15 that works similar to the training queue, in that 'skillbook++' instead of applying a slot # to the books. This would create a unique coding challenge, however assigning slot #'s to specific book types (for example, ship books slot 11, gunnery 12, etc etc) would limit the potential abuse. |

Saberlily Whyteshadow
Dubious Pirates
0
|
Posted - 2013.05.31 18:32:00 -
[40] - Quote
I say implement a 1 second "Auto Inject" que slot into the skill que.
To do this you would just drag and drop the skill book from your inventory into the skill que list. So when the "Auto Inject" que comes up for training, it will then work like it does now when you right click the skill book and pick "Inject skill." The actual skill book must be in your inventory or cargo hold of any ships in your current station. Auto Inject is only for injecting skill books as a way for the skill que to manage skill injecting.
To que up the skill levels you drag and drop the skill book into the skill que after the "Auto Inject' que to que up that books skill levels. For this to work, it would have to look for the "Auto Inject" que and use that as its current prerequisite.
Example, I have about 4hrs left on Rockets V and want to que up Rocket Specialization after it. I would do the above steps and get something like this in my skill que:
(Example with guesstimated time)
Training: Rockets Level V - 4hr Que: Auto Inject: Rocket Specialization skill book - 1sec Que: Rocket Specialization level I - 8min Que: Rocket Specialization level II - 30min Que: Rocket Specialization level III - 5hr Que: Rocket Specialization level IV - 2days (24hr que limit)
This method would allow us to still respect the current skill que and que up skill not yet injected. |

Saithe
Grumpy Old Spacevets
88
|
Posted - 2013.05.31 18:38:00 -
[41] - Quote
Saberlily Whyteshadow wrote:I say implement a 1 second "Auto Inject" que slot into the skill que.[...]
Or, how about, a 5m timer, to prevent abuse. You want to use auto-inject? Wait 5min. The alternative is to be there to manually inject the skill as the skill finishes.
The skill itself would need to be consumed to use auto-inject, and placed in a temporary 'implant' placeholder. This could also combine the slots 11-15 implant areas, allowing the auto-inject to still take place at a later date if you remove the pre-req skill, limiting the number of auto-injects queue'd up, and risk losing the 'waiting' skills if you lose your pod. |

Saberlily Whyteshadow
Dubious Pirates
0
|
Posted - 2013.05.31 19:02:00 -
[42] - Quote
Yeah, I was just using 1sec as a processing timer.. but I see your point. Can actually make it 5-20mins timer and inject the book and the end of its timer so that it don't get abused. Reason for this feature is because we are not going to be online to manage the que, so if we are already away and not playing.. then the 5-20mins timer is not going to hurt us because were not online to see its time wasted. |

Zircon Dasher
196
|
Posted - 2013.05.31 19:22:00 -
[43] - Quote
CCP Fear wrote: I agree. The consequence will be that you could basically sit in a station, inject all skills and then be free. Then I start to wonder if then having skills on the market and as an item is even relevant anymore. Then we could just allow you to buy them directly in the sheet when you would need them.
Can you explain why you think the ability to purchase and inject skills from the market (NPC or player driven) all at once makes the market itself irrelevant? That seems like a huge logical jump to me. The injection change only condenses the payment schedule (up front vs. drawn out). Condensing the schedule is something of a natural brake on the system given the outlay required for anything except core skills and narrowly defined alts. Players who need a more broad spectrum of skills will either have to have the upfront funds (read: they are alts) or will still be returning to the market as their short-term needs change. Maybe I missed something though.
That said: wormholes would love a 'buy from character sheet' option!
EDIT--- Based upon the number of people who are adding penalties to the system in this thread (without stating why they are needed) does indicate that the short-sighted "y u dumb-down eve?!" crowd will have a hissy fit. That alone may, or may not, be reason enough to leave it as -is. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

MeBiatch
Republic University Minmatar Republic
1053
|
Posted - 2013.05.31 19:30:00 -
[44] - Quote
CCP Fear wrote:Mag's wrote:CCP Fear wrote:This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here! I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point. Yeah that was the only thing that I could think of. But one has to weigh if allowing to inject all skills is a better experience rather than allowing the destruction of skills (which then has a negative effect on that player experience). I am more inclined to say that it should be fine to allow you to inject the skills, as you can't reverse that. And that skill destruction would continue to happen when skills are being transported en mass (for example into null sec).
how about if you get podded you loose the injected untrained skill?
and you can only inject a skill that has the required prerequisite skills but not trained to required level. Example i have medium Hybrid turret skill but only trained to lev I but i can now inject the skill book for Medium Rail gun specialization. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Zircon Dasher
196
|
Posted - 2013.05.31 19:34:00 -
[45] - Quote
MeBiatch wrote:how about if you get podded you loose the injected untrained skill?
Why? Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

MeBiatch
Republic University Minmatar Republic
1053
|
Posted - 2013.05.31 19:40:00 -
[46] - Quote
Zircon Dasher wrote:MeBiatch wrote:how about if you get podded you loose the injected untrained skill? Why?
risk vrs reward.
you can carry a skill in the ship hull and have a chance of loosing it but can unload and even sell it on the market.
or you can inject the skill and it acts like an implant until the skill is trained to lev I.
plus it would be jokes to see the injected skill books show up on KM...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Zircon Dasher
196
|
Posted - 2013.05.31 19:44:00 -
[47] - Quote
MeBiatch wrote: risk vrs reward.
Since this is something that could be implemented without any other changes it would be interesting to see how many people would want this with the current system.
Edit-- I am not sure why a risk vs. reward argument applies here tbh unless you think the current system is lacking risk. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Edward Pierce
GoonWaffe Goonswarm Federation
56
|
Posted - 2013.05.31 19:46:00 -
[48] - Quote
Allow us to inject a book when the prerequisites are trained but not to the required level would address this issue without affecting the market dynamic too much.
You still need to go and buy your books when you're almost ready to use them, but you don't need to be logged in with the book on hand just to inject it to your queue. |

MeBiatch
Republic University Minmatar Republic
1053
|
Posted - 2013.05.31 19:51:00 -
[49] - Quote
Zircon Dasher wrote: I am not sure why a risk vs. reward argument applies here tbh unless you think the current system is lacking risk.
its not the current system that has no risk its the proposed system of being able to inject a skill you currently can not train to level I on and have no chance to loose it is where the risk vrs reward would be missing. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Zircon Dasher
196
|
Posted - 2013.05.31 20:18:00 -
[50] - Quote
MeBiatch wrote: its not the current system that has no risk its the proposed system of being able to inject a skill you currently can not train to level I on and have no chance to loose it is where the risk vrs reward would be missing.
Ok so if I understand you correctly, you are under the impression that the majority of players haul books for their own personal consumption and that any change will mean that less books are 'vulnerable'....which necessitates the addition of a game mechanic to combat?
I would love to see statistics on that since my impression is quite different outside of holes and fringe players. Most of the books I see in space are generally being resold somewhere (which new mechanic would not change) or being hauled via corp logistics and hauler alts (also not affected by any change). vOv Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Mag's
the united Negative Ten.
14835
|
Posted - 2013.05.31 21:24:00 -
[51] - Quote
CCP Fear wrote:Mag's wrote:I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point. Yeah that was the only thing that I could think of. But one has to weigh if allowing to inject all skills is a better experience rather than allowing the destruction of skills (which then has a negative effect on that player experience). I am more inclined to say that it should be fine to allow you to inject the skills, as you can't reverse that. And that skill destruction would continue to happen when skills are being transported en mass (for example into null sec). Indeed. It seems a small price to pay for the mass convenience of the mechanic, if introduced.
That too was the only thing that came to mind. I hope you iron out the issues with implementation, without to many problems.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Mag's
the united Negative Ten.
14835
|
Posted - 2013.05.31 21:31:00 -
[52] - Quote
Tonto Auri wrote:I don't see any "harmful consequences", also, the argument of "carrying" is void, since you can't unplug the book and sell it to return the investment.. The issue wasn't around selling it, it was around moving it and the chance of losing it then having to buy it again. This means it's far from a void argument.
But as Fear suggested, maybe the pros out weight the cons in this regard.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Linna Excel
Center for Advanced Studies Gallente Federation
119
|
Posted - 2013.05.31 22:01:00 -
[53] - Quote
CCP Fear wrote:If you can think of any reason if this would have harmful consequences, post them here!
Challenge accepted sir!
I think the biggest consequence of this is if you want to do this, people will start asking why they can't have queues of over a week, and others will ask why can't we have active skill gain like DUST, and eventually there will be riots for a full on skill system revamp.
Hyperbole aside, another problem would be if you add this feature, some people will probably want auto-training added, where if you pluck down a skill you don't meet the prereqs for, the queue will add in the prereqs as necessary until you can train it. I would like this other feature to be added, so it's basically more work for you guys.
So if you guys touch on this, I think you really should take a full on look at the skill system as a whole. That would be the consequence. I can has blogging skills! |

DeLindsay
Galaxies Fall
192
|
Posted - 2013.05.31 22:58:00 -
[54] - Quote
Quote:I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point. This.
And as far as checks and balances, why not just make it so that only a skill book that's next in the logical path can be injected, like the example the OP gives, and the current 24hr max que period would still apply. To simplify it, if I was training the last skill needed for Large Blaster Spec to be injected but I was missing one skill to inject Large Railgun Spec, then once I was under the 24 que, I would only be capable of injecting the Blaster Spec skill (the only of those 2 that's next in the logical path). Ofc, if I had ALL skills completed except say Large Hybrid Weapons 5 then I would be capable of injecting BOTH the Blaster and the Railgun Specs once enough time was free in the que.
It's certainly a reasonable thing to ask for, and other than skill book movement throughout New Eden I don't see how it would imbalance the game. The Operative:-á"There are a lot of innocent people being killed in the air right now".
Capt. Malcolm Reynolds:-á"You have no idea how true that is". |

Saithe
Grumpy Old Spacevets
88
|
Posted - 2013.06.01 00:35:00 -
[55] - Quote
DeLindsay wrote:Quote:I can't think of any tbh. But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point. This. And as far as checks and balances, why not just make it so that only a skill book that's next in the logical path can be injected, like the example the OP gives, and the current 24hr max que period would still apply. To simplify it, if I was training the last skill needed for Large Blaster Spec to be injected but I was missing one skill to inject Large Railgun Spec, then once I was under the 24 que, I would only be capable of injecting the Blaster Spec skill (the only of those 2 that's next in the logical path). Ofc, if I had ALL skills completed except say Large Hybrid Weapons 5 then I would be capable of injecting BOTH the Blaster and the Railgun Specs once enough time was free in the que. It's certainly a reasonable thing to ask for, and other than skill book movement throughout New Eden I don't see how it would imbalance the game.
Precisely. In my example, I had trained small and med projectiles to 5, then trained small and med autocannon specs to 4. I already had t2 lazors and t2 hybrids, so all the other required skills are there, so when i finally got off my ass to get t2 800mm autocannons, all i needed was large projectile turret 5 and large autocannon spec 1
and as for you people asking risk vs reward:
with the current system, you have to either travel to the system with the skillbooks and wait to plug them in when the prereqs are met, or haul them to your home station (wherever that may be) and again wait until the prereqs are met. That is the current risk/reward.
if this idea were to be introduced, allowing skills to be injected to auto-queue upon prereq completion, you lose the risk of completely losing the skills. to keep that in check, we have listed several ideas and suggestions for risk to the reward.
also, that other guy that asked about the market becoming irrelevant, thats not what CCP Fear said. he said it would almost make NPC Seeded skills ON the market irrelevant. However, as with another suggestion in this thread, if a buyable skillsheet were introduced, CCP could keep the speciality skills on the market (those obtained in certain areas of space, only found through exploration, etc etc) to purchase, making only the base core skills purchasable from the skillsheet. again, risk vs reward. |

Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
23
|
Posted - 2013.06.01 01:39:00 -
[56] - Quote
I sort of skimmed this thread and didn't notice anything like what i'm thinking would work. If you look at a complex skill you'll notice that it has different "Tiers" of prereqs; Primary Secondary Tertiary etc. What if the skill becomes injectable when the top skills in each tier is = to (prereq - 1) skill level.
I'll use Large Blaster Specialization as an example. Primary - Motion Prediction V Secondary - Medium Blaster Specialization IV Tertiary - Large Hybrid Turret V
To inject the skill you'll need Motion Prediction IV Medium Blaster Specialization III Large Hybrid Turret IV
On a related not, if the prereq is a level 1 skill, then the same would apply. example: Small Hybrid Turret To learn the skill Gunnery 1
To inject the skill Gunnery 0
This means that to inject small hybrid turret you'd need gunnery injected also. To inject Gallente Dreadnought you need Capital Ships inject.
Seems like a simple change to the system, if not just a bit tedious for someone to have to do.... |

Khoul Ay'd
Blue Republic RvB - BLUE Republic
54
|
Posted - 2013.06.01 02:23:00 -
[57] - Quote
Saithe wrote:Saberlily Whyteshadow wrote:I say implement a 1 second "Auto Inject" que slot into the skill que.[...] Or, how about, a 5m timer, to prevent abuse. You want to use auto-inject? Wait 5min. The alternative is to be there to manually inject the skill as the skill finishes. The skill itself would need to be consumed to use auto-inject, and placed in a temporary 'implant' placeholder. This could also combine the slots 11-15 implant areas, allowing the auto-inject to still take place at a later date if you remove the pre-req skill, limiting the number of auto-injects queue'd up, and risk losing the 'waiting' skills if you lose your pod.
I like this, auto-pilot vs. warp-to-zero in the skill queue! The things we do today we must live with forever.... Think about it |

Psychoactive Stimulant
TinklePee
7
|
Posted - 2013.06.01 04:24:00 -
[58] - Quote
More trade, more trade, more trade.
Please don't consider removing skill book trading between regions.
You guys recently made station containers and the like all player manufactured so taht we can trade more. We need more trade, not less. |

Saithe
Grumpy Old Spacevets
88
|
Posted - 2013.06.01 11:04:00 -
[59] - Quote
Psychoactive Stimulant wrote:More trade, more trade, more trade.
Please don't consider removing skill book trading between regions.
You guys recently made station containers and the like all player manufactured so taht we can trade more. We need more trade, not less.
I personally wouldn't mind being able to buy basic, core skills straight off the skill sheet. However, I also agree MOST skills should remain on the market. |

DeLindsay
Galaxies Fall
193
|
Posted - 2013.06.01 13:33:00 -
[60] - Quote
Psychoactive Stimulant wrote:More trade, more trade, more trade.
Please don't consider removing skill book trading between regions.
You guys recently made station containers and the like all player manufactured so taht we can trade more. We need more trade, not less. Why would having the ability to inject the next logical skill book in the path (within the 24 hr que period) equate to a removal of skill books from the Market? All the OP is asking is that if he has every skill needed, except whatever is about to finish, that he can set the skill book he already owns to auto-inject/train when it's time is ready. I don't like at all any idea that changes how we purchase skills from the Market, I just want the ability to inject a skill that's next in line as long as I'm within the 24 hr que time limit. The Operative:-á"There are a lot of innocent people being killed in the air right now".
Capt. Malcolm Reynolds:-á"You have no idea how true that is". |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
776
|
Posted - 2013.06.01 13:52:00 -
[61] - Quote
CCP Fear wrote:If you can think of any reason if this would have harmful consequences, post them here!
NONE !!
i can't tell how many days worth of training I just lost in years of training because of this. Forgetting to que up something else before completion time or just because couldn't put another skill on the que before leaving for whatever reason a couple days/weeks.
While over time and once you have a good set of skills this is, welp, not really a big issue it's still somewhat frustrating but at lower skill level has a greater impact.
Just go for it !! Please go  *removed inappropriate ASCII art signature* - CCP Eterne |

Saithe
Grumpy Old Spacevets
88
|
Posted - 2013.06.03 10:05:00 -
[62] - Quote
Server down bump. |

Ehcks Argentus
EVE University Ivy League
6
|
Posted - 2013.06.03 19:17:00 -
[63] - Quote
I'd suggest allowing injecting a skill when you are missing just one pre-req which is currently in your active queue with less than 24 hours remaining. (On the skill, not necessarily on the queue.)
Removing the pre-req un-injects the skill without giving you the book back. Pausing the queue, remapping, changing implants/jump clone, or getting podded would not un-inject the skill unless it managed to remove the pre-req from your active queue.
This would limit you to just one injected skill you don't meet yet, while allowing you to pre-inject and train for a specific skill without needing a buffer skill between them. |

StoneCold
Somali Coast Guard BootCamp
201
|
Posted - 2013.06.03 20:09:00 -
[64] - Quote
Scenario:
You got the skillbook of X in your carghold which need skill A at level 4 and skill B at level 4 You allready got A close to finish level 4 aswell and B at level 2.
Your queue looks now like: Train B to 4 Train A to 3 Train A to 4 Inject Skill X (needs to be in the Cargo of the active ship or at the same station ) (maybe even takes a few minute?) Train X to 1
and so on. My true stories |

Saithe
Grumpy Old Spacevets
88
|
Posted - 2013.06.03 20:23:00 -
[65] - Quote
StoneCold wrote:Scenario:
You got the skillbook of X in your carghold which need skill A at level 4 and skill B at level 4 You allready got A close to finish level 4 aswell and B at level 2.
Your queue looks now like: Train B to 4 Train A to 3 Train A to 4 Inject Skill X (needs to be in the Cargo of the active ship or at the same station ) (maybe even takes a few minute?) Train X to 1
and so on.
May want to re-check your lettering :P |

Saithe
Grumpy Old Spacevets
90
|
Posted - 2013.06.04 08:36:00 -
[66] - Quote
Expansion release bump! |

Shugga Ditz
Chaos Army
8
|
Posted - 2013.06.04 10:46:00 -
[67] - Quote
Mag's wrote:But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point.
podding someone with injected but untrained skills removes the skill?
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Saithe
Grumpy Old Spacevets
92
|
Posted - 2013.06.04 19:47:00 -
[68] - Quote
Shugga Ditz wrote:Mag's wrote:But someone once suggested there should be some sort of consequence to allow this. They felt that being able to inject a skill and move it without the chance of loss, goes against the grain so to speak. I do see their point. podding someone with injected but untrained skills removes the skill?
That is an idea to balance risk vs reward. |

Saithe
Grumpy Old Spacevets
93
|
Posted - 2013.06.05 07:00:00 -
[69] - Quote
Bump-o-clock. More support? |

Saithe
Grumpy Old Spacevets
93
|
Posted - 2013.06.07 06:49:00 -
[70] - Quote
I REFUSE TO LET THIS GET BURIED! :) |

cyndrogen
The Greatest Corp in the Universe
155
|
Posted - 2013.06.07 07:05:00 -
[71] - Quote
CCP Fear wrote:This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here!
I see a problem with it, you inject the skill even though you dont have the skill requirements. Then you decide, eh I changed my mind I dont want that skill or I want to switch to something else.... then what? You have an untrained skill in cue which cannot continue because the requirements were not met, you can't get the skillbook back because it has been injected already now what? Finish up training your skill to level 5 only to find out you injected the WRONG skill.... oops. Now you are screwed. |

Theodore Giumbix
Science and Trade Institute Caldari State
22
|
Posted - 2013.06.07 07:20:00 -
[72] - Quote
Yes, I agree for a bigger queue, (1 week min) The Tek - a show that covers hardware, pc games, indie games, legal policies that pertain to technology, the internet, and nerd culture. Please sign: Disabling the clouds in anomalies/signatures/missions |

Saithe
Grumpy Old Spacevets
93
|
Posted - 2013.06.07 07:23:00 -
[73] - Quote
cyndrogen wrote:CCP Fear wrote:This has come up quite often in the past years.
We have recently started doing some research into skill training and this is something we are very keen on doing.
My only concern would be some unforeseen consequences to changing this. I can't see many, but it is a slight concern.
The basic idea of how it would work is that all skills could be injected, regardless of the pre-req being met. You would, however, not be able to train it until you had met the pre-req (obviously).
There are some technical things that need to be solved (logic checks and things like that).
If you can think of any reason if this would have harmful consequences, post them here! I see a problem with it, you inject the skill even though you dont have the skill requirements. Then you decide, eh I changed my mind I dont want that skill or I want to switch to something else.... then what? You have an untrained skill in cue which cannot continue because the requirements were not met, you can't get the skillbook back because it has been injected already now what? Finish up training your skill to level 5 only to find out you injected the WRONG skill.... oops. Now you are screwed.
Part of the risk/reward system. Make sure you have the right skill injected, if you inject the wrong one then you can remove it, but it's gone and you have to repurchase it later (if you so desire). |

Saithe
Grumpy Old Spacevets
93
|
Posted - 2013.06.07 07:23:00 -
[74] - Quote
Theodore Giumbix wrote:Yes, I agree for a bigger queue, (1 week min)
This isn't an idea for a bigger queue, but for a feature to allow skills to be injected even though the prereqs are not currently met, and are currently IN queue. |

Roger Ducos
Super Beta Strike
3
|
Posted - 2013.06.08 18:52:00 -
[75] - Quote
What about if after the the skill has been added after the prerequisite in the queue, the new skill (t2 autocannons for example) cannot be removed from the queue until it has been trained. In other words the 2 skills involved cannot be altered at all until training finishes. This eliminates all consequences which I can think of.
Also in order to be able to inject the skill in the first place, the player must first have the prereq training and enough time in his skill queue. |

Saithe
Grumpy Old Spacevets
93
|
Posted - 2013.06.10 17:42:00 -
[76] - Quote
More feedback? Should something like this be implemented? |
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