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SOL Ranger
SOL.
78
|
Posted - 2013.11.16 20:17:00 -
[1] - Quote
This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it. I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about.
They benefit the inactive/offline the most.
They benefit station campers the most.
They benefit carebears the most.
They benefit the rich most.
They benefit veterans the most.
They suffer the same downsides as did learning skills.
They suffer the additional downside of costing much thus not only do you need to focus your skills on cyber V first but you also need to save up for the implants immediately after as well, or fall behind.
You continually lose potential SP when actively playing the game with purpose built implants rather than pure learning implants.
Quite often I'm seeing myself staying docked and closing the client to train rather than play because I CBA. to change clone into less optimal learning implants and lose hours, possibly even days worth of SP because of that one or several gaming sessions. Those who actually decide to go out an play, most notably interact in PvP and pod each other, those are the ones who suffer the real consequences, not only do they lose SP due to almost never having V's plugged in but they lose their IV's or III's when their pods pop. it makes little sense for a game supposed to promote PvP yet punish those who participate in it the most.
It is not an interesting nor exciting choice deciding to either play and lose efficiency or staying offline or docked while benefiting more, essentially playing 'optimally' when not playing.
What could be done is to remove the learning implants and make '+3 implants' baseline, people will rage about this but it's a reasonable suggestion, +5's made baseline might be just as fine a solution, I'm not sure, I'm just sure the learning implants must be removed.
Bottom line: Rich inactive veteran station hugging carebears benefit the most Poor active newbie proactive PvP'ers suffer the most
The Vargur requires launcher hardpoints, following tempest tradition.
|

Pobunjenik
Direwolf-Rayet skylian Verge
90
|
Posted - 2013.11.16 20:20:00 -
[2] - Quote
At first, I came here to flame at you. But then I read you wall of text, and it totally makes sense. Especially since I'm a wormholer (CCP dun wanna give us jumpclones hurdur). Neka mi se jave igra-ìi sa prostora Balkana koji nisu jebeni fa+íisti. 1st Wormhole Alliance Tournament |

Kaerakh
Obscure Joke Implied Kiki's Delivery Service.
26
|
Posted - 2013.11.16 21:40:00 -
[3] - Quote
Pobunjenik wrote:At first, I came here to flame at you. But then I read you wall of text, and it totally makes sense. Especially since I'm a wormholer (CCP dun wanna give us jumpclones hurdur).
Holy crap yeah, I was going to do the same... In general I play the game without implants to avoid precisely what the OP is talking about. His reasoning makes some very surprising sense. |

Jason Itiner
Sectatores Pax
26
|
Posted - 2013.11.16 21:46:00 -
[4] - Quote
The Rorqual can fit a clone vat, can't it? |

Ix Method
Barrington-Smythe Victory War Goodness
62
|
Posted - 2013.11.16 21:49:00 -
[5] - Quote
The best suggestion I ever saw was turning them into kinda boosters that last for say a month and aren't effected by pod loss. That way the current isk sink remains, hardwirings/pirate implants can still be lost yet people can pewpew at will.
Seems sensible to me. Learning implants as is are as daft as, well, learning skills. Travelling at the speed of love. |

Kaerakh
Obscure Joke Implied Kiki's Delivery Service.
26
|
Posted - 2013.11.16 22:13:00 -
[6] - Quote
Jason Itiner wrote:The Rorqual can fit a clone vat, can't it? Wonderful thing about wormhole space is that it doesn't work there. |

Jason Itiner
Sectatores Pax
26
|
Posted - 2013.11.16 22:18:00 -
[7] - Quote
Kaerakh wrote:Jason Itiner wrote:The Rorqual can fit a clone vat, can't it? Wonderful thing about wormhole space is that it doesn't work there.
Well that's a strange thing, considering mind transfer supposedly works via quantum entanglement... |

NEONOVUS
Saablast Followers
503
|
Posted - 2013.11.16 23:31:00 -
[8] - Quote
Jason Itiner wrote:Kaerakh wrote:Jason Itiner wrote:The Rorqual can fit a clone vat, can't it? Wonderful thing about wormhole space is that it doesn't work there. Well that's a strange thing, considering mind transfer supposedly works via quantum entanglement... Yes and a wormhole has no dimension being merely a folded piece of space time. But it is ultimately a topographically definable fold. Thus wh space actually exists within the quantum realm Its universes all the way down boys. |

Kaerakh
Obscure Joke Implied Kiki's Delivery Service.
26
|
Posted - 2013.11.17 00:44:00 -
[9] - Quote
NEONOVUS wrote:Jason Itiner wrote:Kaerakh wrote:Jason Itiner wrote:The Rorqual can fit a clone vat, can't it? Wonderful thing about wormhole space is that it doesn't work there. Well that's a strange thing, considering mind transfer supposedly works via quantum entanglement... Yes and a wormhole has no dimension being merely a folded piece of space time. But it is ultimately a topographically definable fold. Thus wh space actually exists within the quantum realm Its universes all the way down boys. Yes, but the system that the wormhole connects to is in 'real' space. Ergo, it shouldn't be a problem. Anyways, back to topic. learning implants are in a similar vein as learning skills. It would be consistent to phase them out. |

novellus
Aliastra Gallente Federation
30
|
Posted - 2013.11.17 03:05:00 -
[10] - Quote
This... I... Why does this make so much sense? Stop making so much sense.
....A surprising +1 from me |

Sara Yazria
Lucky Holdings LTD
3
|
Posted - 2013.11.17 04:18:00 -
[11] - Quote
Same as the guys above... I came in here thinking "baha some newb lost his +5's and is having a rage" but this makes so much sense and adds potential to make more hardwirings to fill the first 5 slots. |

joshua mckayne
Bubblewrap.
5
|
Posted - 2013.11.17 05:51:00 -
[12] - Quote
this is pretty well thought out and if implemented the owners of said implants should be refunded +1 |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
50
|
Posted - 2013.11.17 06:03:00 -
[13] - Quote
As long as they adjust training times so we all basically have +3 implants all the time I totally agree (+5 is too much). Implants should be about gameplay, not passive skill point hoarding. |

Heisenbergur
Brutor Tribe Minmatar Republic
3
|
Posted - 2013.11.17 06:04:00 -
[14] - Quote
This is a great idea - why should the inactive benefit over the active? Why should the rich benefit over the poor (in terms of character development and progression)?
+1 |

Kirkwood Ross
Golden Profession
50
|
Posted - 2013.11.17 06:54:00 -
[15] - Quote
People who have crystal, slave, snakes, etc don't pvp as much either. Should those implants be removed? |

Icarus Able
Traverse Holdings Setting The Universe on Fire
170
|
Posted - 2013.11.17 07:18:00 -
[16] - Quote
Kirkwood Ross wrote:People who have crystal, slave, snakes, etc don't pvp as much either. Should those implants be removed?
Your missing the point. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3662
|
Posted - 2013.11.17 07:26:00 -
[17] - Quote
haha stupid
Notify-á-á You cannot do that while warping. |

Yummy Chocolate
Brutor Tribe Minmatar Republic
2483
|
Posted - 2013.11.17 07:29:00 -
[18] - Quote
which implants are those again?
I've never heard of such implants so I'm going to assume(for now) that you're talking about the regular attribute implants.
useless post is useless. Frostys Virpio > CCP: Continously Crying Playerbase Felicity Love >... was thinking "moar popcorn"... but now, seeing the truly awesome contribution this thread is going to make to the Greater Glory Of EVE.... imagonnamakkadapizza.... |

Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
51
|
Posted - 2013.11.17 08:06:00 -
[19] - Quote
Pobunjenik wrote:At first, I came here to flame at you. But then I read you wall of text, and it totally makes sense. Especially since I'm a wormholer (CCP dun wanna give us jumpclones hurdur).
Wow, same rage here. But after I read the whole thing, it totally makes sense and made me cool down. I'm not a pvp guy, but I dip my toe time to time. I can simply tell the risk of being podded pushes you back of the high-sec or offline players, WHO train with their +4 - +5 implants on their head. Not to mention T3 ship skills being lost when podded. |

Hesod Adee
Perkone Caldari State
128
|
Posted - 2013.11.17 08:46:00 -
[20] - Quote
I agree with the OP. I've got 154 days worth of skills that I want before I enter 0.0 and/or wormholes. But, if this change goes through before I train those skills, I'll shift to null/wormhole the day that change goes live because wanting to train at full speed is the only thing keeping me in high/low security space.
Kirkwood Ross wrote:People who have crystal, slave, snakes, etc don't pvp as much either. Should those implants be removed? No. But they should have their attribute bonus reduced to 0 at the same time as the learning implants get removed. |

Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
53
|
Posted - 2013.11.17 08:47:00 -
[21] - Quote
I agree with this, but I think we need to consider why they should be removed. You point is valid OP, having expensive items in your skull that actively dissuade players from wanting to get out and play with (or more often shoot) other players is the opposite of the climate EvE is supposed to cultivate. But there are reasons why these implants have not been removed yet, so let's dig into them:
1) They're an ISK sink. This is plainly obvious; Every time someone loses a pod with a head full of +3's or +4's they may very well be losing close to or more then 100M in ISK. ISK sinks in this game are few and balanced ones are difficult to implement. Simply removing learning implants would not only cause more ISK to continue to build up in the system of which I am of the opinion there is too much already, most of which is distributed quite unevenly (Don't take this the wrong way, I don't think everyone should be equal, but I do think that the current skew of wealth in this game can hinder the will to PvP or take risks, an idea which is backed up by this situation with learning implants although there can be an entire debate held on the subject). In order to counteract this, some other ISK sink would have to be added or modified. This would probably boil down to either an increase in the costs of ships and gear (which get destroyed easier then pods do) or an increase in clone costs (which is a system that has already been talked about and is considered to be a bad mechanic as well due to the fact that it penalizes someone for no other reason then faithfully subscribing and playing EvE for a long time).
2) They're a time sink (Yes, you read that correctly). Removing them and compensating for them with increased training time potentially decreases the amount of time, on average, players spend training skills as not all players having learning implants in their heads, especially the more PvP centric ones. Although I'm sure that it would not happen on a great enough scale to really affect the average in this case reducing the amount of time it takes to accomplish something in the game can reduce the amount of time people stay subscribed if they get bored upon reaching their goal. While many of us would simply state that we don't want people who can't make their own entertainment by interacting with others in this game, we need to look at it for what it is, a potential reduction in revenue for CCP. While this is a much smaller reason then #1 to oppose removing them, it is still important to at least take it into consideration. I'm sure that there was tons of talking at CCP for this reason before they decided to change the turret training times as radically they are, and it may very well be the reason it hasn't happened until now.
These are the two cons that we need to think about before we implement (or rather remove, in this case) anything. Now for the pros:
1) They're only kind of an ISK sink. Learning implants are, by themselves, a decent ISK sink. However, they are only an ISK sink in PvP, as NPC's will not pod you, and the very system itself is in opposition to where they can be lost! Removing them from the game, and therefor removing the feeling of risk that accompanies PvPing with them encourages people who normally don't fight but live in more dangerous space (read nullbears) to get out and help defend their space, and possibly die in a fire. It further encourages new pilots to leave the safety of highsec to go out (and die in a fire) as opposed to feeling restricted by this super expensive +2 willpower implant they just bought. And it encourages medium age players to use that jump clone or quickly grab a frig for some lowsec fun. It also means that pirates (especially the up and coming ones) are no longer getting punished by mechanics for their actions in the regions of space where the mechanics are supposed to support them. Finally, more people going out and taking some risk would breath more life into lowsec and nullsec. I think removing learning implants may very well increase the total number of ship/gear losses to the point of compensating for the loss of this ISK sink, although if it doesn't and a supplementary ISK sink needs to be added a little down the line then CCP can cross that bridge when they come to it.
2) They're only a time sink. Having learning implants in game, or rather, the potential lack-there-of in players heads, does serve to extend the amount of time that players stay subscribed; Particularly the ones who lose pods a lot. But the reality is that a system that delays player progress in the hopes of extending player interest in the game is a weak one. At the end of that road, the player may, nay, probably, will still quit. However, the removal of this potential time spent subscribed is more then justified if the replacement results in more players having fun and thus choosing to remain subscribed for a far longer period then if they were just impeded by mechanics. A player who feels less like they are being punished for going out and experiencing the games more risky regions is far more likely to meet and fall in with other players who can provide the experience that they, hopefully, came to EvE looking for. And if they meet people and have fun chatting, fighting, pirating or simply have fun from the tension that can be provided by more dangerous space then they are far more inclined to stick around. And players who stick around for a few years are worth far more revenue then players who stuck around for what should have been 4 months dragged out to 6 because they dared to venture outside of the safety net that is highsec or because they got killed, lost their nice implants and feel spiteful because of it.
TLDR: I think that I could support the removal of such implants, and as for the baseline, I would not oppose it being set at +3 providing that some combat implants were readily available with minor attribute bonuses. +1 |

Sarah Stallman
International Unification
64
|
Posted - 2013.11.17 08:52:00 -
[22] - Quote
Can't we make our own implants as of Rubicon? Doesn't that completely invalidate your sink argument?
+1, BTW. |

Anomaly One
32
|
Posted - 2013.11.17 08:53:00 -
[23] - Quote
If they ever remove them, they should have some new combat implants already lined up (or other than implants ), or some new sort of **** that idk but yea definitely something new.
Also, baseline should be +4 implants (that's what I use), they give way better than +3 and only take 2 days training, +5 not justifiable but hey vov all the better.
I'm starting to like this idea each minute more when I think of all the new better implants they can introduce if they get rid of the learning ones.. *~~*running my own mission and have some class bully run up and blow me up because they think its funny, then give the excuses that I was just firing fireworks at you*~~* |

Richard Stiff
School of Applied Knowledge Caldari State
0
|
Posted - 2013.11.17 08:58:00 -
[24] - Quote
Not against this idea but when you yourself get to be "veteran player" and have aquired wealth enough to have these implants you might think differently. You have then earned the implants.
You have reasonable idea tho and deserves Dev attention.
SOL Ranger wrote:This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it. I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about.
They benefit the inactive/offline the most.
They benefit station campers the most.
They benefit carebears the most.
They benefit the rich most.
They benefit veterans the most.
They suffer the same downsides as did learning skills.
They suffer the additional downside of costing much thus not only do you need to focus your skills on cyber V first but you also need to save up for the implants immediately after as well, or fall behind.
You continually lose potential SP when actively playing the game with purpose built implants rather than pure learning implants.
Quite often I'm seeing myself staying docked and closing the client to train rather than play because I CBA. to change clone into less optimal learning implants and lose hours, possibly even days worth of SP because of that one or several gaming sessions. Those who actually decide to go out and play, most notably interact in PvP and pod each other, those are the ones who suffer the real consequences, not only do they lose SP due to almost never having V's plugged in but they lose their IV's or III's when their pods pop. it makes little sense for a game supposed to promote PvP yet punish those who participate in it the most.
It is not an interesting nor exciting choice deciding to either play and lose efficiency or staying offline or docked while benefiting more, essentially playing 'optimally' when not playing.
What could be done is to remove the learning implants and make '+3 implants' baseline, people will rage about this but it's a reasonable suggestion, +5's made baseline might be just as fine a solution, I'm not sure, I'm just sure the learning implants must be removed.
Bottom line: Rich inactive veteran station hugging carebears benefit the most Poor active newbie proactive PvP'ers suffer the most
|

Hesod Adee
Perkone Caldari State
128
|
Posted - 2013.11.17 09:03:00 -
[25] - Quote
Quote:1) They're an ISK sink. This is plainly obvious; Every time someone loses a pod with a head full of +3's or +4's they may very well be losing close to or more then 100M in ISK
ISK changing hands from one player to another is not an ISK sink. An ISK sink is only when ISK gets moved out of player hands. Which means the only ISK sink from implant destruction is the cost of purchasing it at an LP store and the tax taken in market transactions.
Checking here: +4 implants only sink 12 million ISK each. That's 60mil for a full set, 48mil if they skip the charisma implant. +3s sink 5.25 million ISK each.
At the same time, the ISK sink of people buying new clones will go up, because you've got more people losing pods in PvP. Still, if CCP need to introduce new ISK sinks they will.
Quote:2) They're a time sink (Yes, you read that correctly). How long will it take a player to train every ship useful to a 0.0 alliance, and all its supporting skills to 5 both with and without learning implants ?
If you want your timesink argument to be credible, you need to quantify the timesink. |

Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
53
|
Posted - 2013.11.17 09:30:00 -
[26] - Quote
Sarah Stallman wrote:Can't we make our own implants as of Rubicon? Doesn't that completely invalidate your sink argument?
+1, BTW.
No? The creation of implants will require materials, which take time and or risk to acquire. Just because something can be acquired doesn't mean it's loss doesn't constitute a sink.
Hesod Adee wrote:Gigan Amilupar wrote: 1) They're an ISK sink. This is plainly obvious; Every time someone loses a pod with a head full of +3's or +4's they may very well be losing close to or more then 100M in ISK
ISK changing hands from one player to another is not an ISK sink. An ISK sink is only when ISK gets moved out of player hands. Which means the only ISK sink from implant destruction is the cost of purchasing it at an LP store and the tax taken in market transactions. Checking here: +4 implants only sink 12 million ISK each. That's 60mil for a full set, 48mil if they skip the charisma implant. +3s sink 5.25 million ISK each. At the same time, the ISK sink of people buying new clones will go up, because you've got more people losing pods in PvP. Still, if CCP need to introduce new ISK sinks they will. Gigan Amilupar wrote: 2) They're a time sink (Yes, you read that correctly).
How long will it take a player to train every ship useful to a 0.0 alliance, and all its supporting skills to 5 both with and without learning implants ? If you want your timesink argument to be credible, you need to quantify the timesink.
You are absolutely correct! ISK changing hands does not constitute an ISK sink. However, when a pod gets blow up along with it's clone carrying a set of implants, then those implants cease to exist in the game and therefor it is an ISK sink by proxy of item loss, unless they are implementing the ability to harvest implants from corpses in Rubicon, which I don't remember reading in the released patch notes; although feel free to correct me on that if I am wrong. As for your number check, that means that a full set of implants is 60M, which is a mark less then 100, and therefor I will alter my initial post. I am not above admitting I got my numbers wrong because I didn't feel like confirming it. To my credit though, losing 48 or 60 million in implants and then buying them again does in fact feel a lot like losing out on 100M, so please don't be too harsh on me for taking that as a point of reference .
Finally, I'm not about to crunch the numbers on how much time that training takes, but if you read my post closely you will see that I'm arguing both for and against the merits of mechanics that have the potential to shorten game play experiences, and simply quoting the title of one paragraph is hardly enough to make a just counterargument. I even stated that it was a minor detail compared to implant loss as an ISK sink, and was simply bringing it up since I felt it was relevant to the discussion. Again though, I'm not above being wrong, so if you read it through and feel that I am off base please explain so, so that I can gain a new viewpoint and so that more discussion can be held on how the matter affects this change, if at all. Because if it does, then CCP has to consider it, and therefor it becomes relevant. |

Sarah Stallman
International Unification
64
|
Posted - 2013.11.17 09:37:00 -
[27] - Quote
Gigan Amilupar wrote:Sarah Stallman wrote:Can't we make our own implants as of Rubicon? Doesn't that completely invalidate your sink argument?
+1, BTW. No? The creation of implants will require materials, which take time and or risk to acquire. Just because something can be acquired doesn't mean it's loss doesn't constitute a sink..
It's only a sink if it is removed from the economy. If a player harvests the materials, builds the implant and then sells it on the market, the ISK moves from one player to another, not a player to nonexistence.
By being able to craft them, they are no longer a sink. |

SOL Ranger
SOL.
96
|
Posted - 2013.11.17 09:39:00 -
[28] - Quote
Hesod Adee wrote:... Kirkwood Ross wrote:People who have crystal, slave, snakes, etc don't pvp as much either. Should those implants be removed? No. But they should have their attribute bonus reduced to 0 at the same time as the learning implants get removed.
This is the idea and I'm sorry for not explaining it in detail.
There is no intention of removing crystals etc, only to remove the attributes in them.
The Vargur requires launcher hardpoints, following tempest tradition.
|

Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
53
|
Posted - 2013.11.17 09:53:00 -
[29] - Quote
Sarah Stallman wrote:Gigan Amilupar wrote:Sarah Stallman wrote:Can't we make our own implants as of Rubicon? Doesn't that completely invalidate your sink argument?
+1, BTW. No? The creation of implants will require materials, which take time and or risk to acquire. Just because something can be acquired doesn't mean it's loss doesn't constitute a sink.. It's only a sink if it is removed from the economy. If a player harvests the materials, builds the implant and then sells it on the market, the ISK moves from one player to another, not a player to nonexistence. By being able to craft them, they are no longer a sink.
I'm talking about them being a sink in regards to their destruction via pod loss, not due to the LP and ISK cost commonly associated with acquiring them. Although your point is at least half correct, as being able to build implants does change them from an ISK sink into a time sink, which could be argued as an ISK sink in of itself, but that is neither here nor there. Also, nearest I can tell the only buildable implants are the new warp speed ones, the ascendency set, not any of the attribute implants, so it doesn't apply to the points being made in this thread. At best I see your point that if someone buys a set of implants constructed by another player and then loses them that it is not an ISK sink as materials are being destroyed, not the ISK in of itself, but that doesn't apply here due to the aforementioned reason that Rubicon will not allow us to build +4 attribute implants and the like (that I know of). |

Kate stark
876
|
Posted - 2013.11.17 10:32:00 -
[30] - Quote
I'd do more things in eve if learning implants were removed.
training is in RL time, and RL time is purchased for real money. i want to get the most sp/irl currency. therefore keeping my learning implants means more to me than pvping and potentially losing them, etc.
learning implants are a large portion of the reason why i'm risk averse. slot 1-5 will still be useful for slaves, snakes, etc. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3664
|
Posted - 2013.11.17 11:18:00 -
[31] - Quote
Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry Notify-á-á You cannot do that while warping. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
51
|
Posted - 2013.11.17 11:36:00 -
[32] - Quote
Roime wrote:Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry
Are you honestly arguing that items that reward passivity over activity are good? In the case of people who have a nearly inexhaustible wallet it may not really matter, but for the player who has just started and bought a set of +5 implants? Yeah that guy is going to be much more inclined to stay in high sec at all costs or even just stay docked and passively train for months. |

Sarah Stallman
International Unification
64
|
Posted - 2013.11.17 11:42:00 -
[33] - Quote
I have never owned a +5 implant, and switch to +3s when I get war decc'd or go into low-sec. I do not believe I am alone in this.
It's actually quite painful to do, I just have to remind myself I pay for a sub to play the game, not spin ships in station. |

Mag's
the united Negative Ten.
15671
|
Posted - 2013.11.17 11:56:00 -
[34] - Quote
With all the far more expensive implants I use, I hardly think +5s are an issue. I have in fact flown with them also, when I couldn't be bothered to change clones.
Now with the new clone changes, the whole 'it makes me risk averse' argument is weaker than ever. Not that I found it to be strong before tbh, as there's always a reason to be risk averse if one has that tendency.
Sorry, I simply don't agree with the OP.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Kate stark
876
|
Posted - 2013.11.17 11:59:00 -
[35] - Quote
Roime wrote:Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry
because the choice of "do fun stuff, or have more sp" isn't a fun or interesting choice.
except it does fly because it's the exact reason i don't bother pvping. the hassle of replacing implants and losing sp isn't worth me bothering with pvp. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

Norman Sarikusa
Rubra Sidus
6
|
Posted - 2013.11.17 12:00:00 -
[36] - Quote
SOL Ranger wrote:This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it. I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about.... Dislike |

Kate stark
876
|
Posted - 2013.11.17 12:15:00 -
[37] - Quote
Mag's wrote:With all the far more expensive implants I use, I hardly think +5s are an issue. I have in fact flown with them also, when I couldn't be bothered to change clones.
Now with the new clone changes, the whole 'it makes me risk averse' argument is weaker than ever. Not that I found it to be strong before tbh, as there's always a reason to be risk averse if one has that tendency.
Sorry, I simply don't agree with the OP.
jumpclones are completely irrelevant as you're still losing out on SP before you even get podded. jump clones do nothing to change the situation. you're still in the choice between sp vs risky things, or sp and risky things vs hassle. there's always a dull and uninteresting trade that adds nothing to the game except some people simply not bothering to do certain things. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

Arya Regnar
Pator Tech School Minmatar Republic
331
|
Posted - 2013.11.17 12:22:00 -
[38] - Quote
I support this idea, I hate losing skillpoints because I don't want to risk learning implants with +5s and that aside I'm using HG sets knowing its not the best way to train.
There is compromise between better skills or better combat capacity.
Problem is that better skills excludes online activity and that is never a good thing.
EvE-Mail me if you need anything.
|

Mag's
the united Negative Ten.
15671
|
Posted - 2013.11.17 12:33:00 -
[39] - Quote
Kate stark wrote:Mag's wrote:With all the far more expensive implants I use, I hardly think +5s are an issue. I have in fact flown with them also, when I couldn't be bothered to change clones.
Now with the new clone changes, the whole 'it makes me risk averse' argument is weaker than ever. Not that I found it to be strong before tbh, as there's always a reason to be risk averse if one has that tendency.
Sorry, I simply don't agree with the OP. jumpclones are completely irrelevant as you're still losing out on SP before you even get podded. jump clones do nothing to change the situation. you're still in the choice between sp vs risky things, or sp and risky things vs hassle. there's always a dull and uninteresting trade that adds nothing to the game except some people simply not bothering to do certain things. Jump clones are completely relevant, as they allow you to remove the cost that makes your risk averse nature win you over.
Eve should be about choices. I choose to fly with whatever I have in my head and my +5 implants clone is by far the cheapest one I have. But if I need that extra armour, shield, speed etc, then I'll choose the more expensive set and it won't stop me playing. Even if I get less SP per hour.
My choice is playing with the right tools available and enjoying the game. (When RL allows of course) Removal of those choices for poor excuses, simply doesn't wash.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Sarah Stallman
International Unification
64
|
Posted - 2013.11.17 12:49:00 -
[40] - Quote
No one is talking about removing hardwiring implants. You would still have to choose whether to use your very expensive implants or not. However, giving players permanent long-term rewards for avoiding risk is counter productive to your stated purpose.
I don't use +5s not because I'm averse to losing valuable things, I would never undock my orca or freighter if I was. It's that I cannot afford to do anything risky while I have them in, I just don't have the income to write off half a billion ISK. So I have to choose between high SP/hour or pew pew. More times than not, SP wins. |

Shaggy Herring
epTa Team Inc. Smile 'n' Wave
15
|
Posted - 2013.11.17 13:06:00 -
[41] - Quote
Another cry of beggars who want to be free of what you have to pay now.
To TS - Dislike. 
-P-ç-¦-Ç-¦-¦-+-+-¦ -+-+-¦-ç-î -+-ë-¦-¦-Ç-+-¦-+-¦, -¦-+-é-+-Ç-ï-¦ -à-+-é-Å-é -¦-¦-ü-+-+-¦-é-+-+ -+-+-¦-é-î -é-+, -+-¦ -ç-é-+ -ü-¦-¦-ç-¦-ü -+-¦-¦-+ -+-+-¦-é-+-é-î.
-¥-¦ -+-+-¦-¦-¦-Ç-¦-+-¦-¦-Ä. |

Kate stark
876
|
Posted - 2013.11.17 13:33:00 -
[42] - Quote
Mag's wrote:Kate stark wrote:Mag's wrote:With all the far more expensive implants I use, I hardly think +5s are an issue. I have in fact flown with them also, when I couldn't be bothered to change clones.
Now with the new clone changes, the whole 'it makes me risk averse' argument is weaker than ever. Not that I found it to be strong before tbh, as there's always a reason to be risk averse if one has that tendency.
Sorry, I simply don't agree with the OP. jumpclones are completely irrelevant as you're still losing out on SP before you even get podded. jump clones do nothing to change the situation. you're still in the choice between sp vs risky things, or sp and risky things vs hassle. there's always a dull and uninteresting trade that adds nothing to the game except some people simply not bothering to do certain things. Jump clones are completely relevant, as they allow you to remove the cost that makes your risk averse nature win you over. Eve should be about choices. I choose to fly with whatever I have in my head and my +5 implants clone is by far the cheapest one I have. But if I need that extra armour, shield, speed etc, then I'll choose the more expensive set and it won't stop me playing. Even if I get less SP per hour. My choice is playing with the right tools available and enjoying the game. (When RL allows of course) Removal of those choices for poor excuses, simply doesn't wash.
no it doesn't remove the cost at all. the cost of learning implants is the SP you lose when you don't have them plugged in (when/if you lose them) which actually makes jumpclones exasperate the problem.
i don't disagree that eve should be about choices. however this "choice" simply doesn't facilitate fun, or enjoyment. it's merely a choice between waiting longer, and inconvenience. neither of those things are interesting or fun. it's simply a quality of life change every one will benefit from like many quality of life changes before it.
and my choice is to get value for money. why should i be forced to pick between getting my money's worth and being able to do fun things? if SP wasn't tied to IRL currency i probably wouldn't give a **** about my sp/hour. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1099
|
Posted - 2013.11.17 13:51:00 -
[43] - Quote
"I hate having to lose something because I don't want to risk."
"CCP, please remove this element of risk so that I no longer have to make a meaningful choice."
Does that about sum it up?
If you think it's a good idea to remove learning implants because they're expensive, don't you think it would also be a good idea if CCP simply removed all implants from the game and gave everyone the equivalent of having 4% hardwirings to every skill? It would eliminate the need to risk expensive implants when you fly in PvP. |

Chi Garu
Dos Dedos Inc
5
|
Posted - 2013.11.17 14:08:00 -
[44] - Quote
OP makes sense, all my +1's |

Mag's
the united Negative Ten.
15672
|
Posted - 2013.11.17 14:20:00 -
[45] - Quote
Kate stark wrote:Mag's wrote:Jump clones are completely relevant, as they allow you to remove the cost that makes your risk averse nature win you over.
Eve should be about choices. I choose to fly with whatever I have in my head and my +5 implants clone is by far the cheapest one I have. But if I need that extra armour, shield, speed etc, then I'll choose the more expensive set and it won't stop me playing. Even if I get less SP per hour.
My choice is playing with the right tools available and enjoying the game. (When RL allows of course) Removal of those choices for poor excuses, simply doesn't wash. no it doesn't remove the cost at all. the cost of learning implants is the SP you lose when you don't have them plugged in (when/if you lose them) which actually makes jumpclones exasperate the problem. i don't disagree that eve should be about choices. however this "choice" simply doesn't facilitate fun, or enjoyment. it's merely a choice between waiting longer, and inconvenience. neither of those things are interesting or fun. it's simply a quality of life change every one will benefit from like many quality of life changes before it. and my choice is to get value for money. why should i be forced to pick between getting my money's worth and being able to do fun things? if SP wasn't tied to IRL currency i probably wouldn't give a **** about my sp/hour. We train faster now since the attribute changes, that allows for remapping. Learning skills were removed and again, we gained the attributes from this change. (A change I could see the need for.)
So here we are, with faster training and more options, but it seems some simply don't like those options. The idea that if learning implants were removed, they would PvP more simply doesn't sit right. Clones are a massive boon. They give choices over implants and now you are able to jump every 19 hours. But you think this makes it worse and think SP per hour is the only thing that matters. As SP per hour has never been as issue for me, I find it hard to sympathize with such an argument. As well as that argument going against all I've seen in Eve in 10 years.
I have no doubt many here, would then join the call for removing attributes next. For this has been asked for already. Because of the time delay between each change etc, it stops them training for ships and therefore PvPing etc or stops them doing other things due to poor attribute returns etc.
I get value for money out of playing the game and using the tools provided. But do let me know when attributes stop you playing, I'll be sure to read your posts.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Ashlar Vellum
24th Imperial Crusade Amarr Empire
69
|
Posted - 2013.11.17 14:26:00 -
[46] - Quote
Sarah Stallman wrote:I have never owned a +5 implant, and switch to +3s when I get war decc'd or go into low-sec. I do not believe I am alone in this.
It's actually quite painful to do, I just have to remind myself I pay for a sub to play the game, not spin ships in station. Why? Not why you don't own +5s, but why switch to +3s? |

Kate stark
876
|
Posted - 2013.11.17 14:27:00 -
[47] - Quote
Mag's wrote: (A change I could see the need for.) good, because that's basically an identical reason for removing learning implants. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

ExookiZ
The Dark Space Initiative Scary Wormhole People
107
|
Posted - 2013.11.17 14:48:00 -
[48] - Quote
Mag, your arguement is heavily rooted on your obvious wealth. Some obvious proof that people take this into consideration is empty heads in nullsec. The vast majority of pods i kill in 0.0 have no learning implants, because they cost isk and the pilot expects to be podded. So the player has had to willingly trade SP/hour for the ability to PVP with less isk loss.
You also forget that jump clones are not available to everyone, as a Wormholer I am forced to choice between a potentially costly head with good SP/hour or a cheap one with much lower SP/hour, I do not have the luxury of stations to swap out into when I want to go PVPing.
ASSUMING you are not fabulously wealthy, you end up being forced to choose between good SP/hour and a cheap head with ****** SP/hour. While I will agree a expensive head is not a "excuse" to not PVP, I have no doubt it is a factor we all take into consideration, and thus affects our choices. The end result is people who carebear/dont pvp benefit from learning implants, while active PVPers are forced to pay a lot of isk to break even with their Sp/hour, a result I cannot say I am happy with.
I find the notion of all 10 slots being used exclusively for combat quite enjoyable, it opens up far more options than is currently available. The Wormhole Kid |

Icarus Able
Traverse Holdings Setting The Universe on Fire
171
|
Posted - 2013.11.17 15:28:00 -
[49] - Quote
Alvatore DiMarco wrote:"I hate having to lose something because I don't want to risk."
"CCP, please remove this element of risk so that I no longer have to make a meaningful choice."
Does that about sum it up?
If you think it's a good idea to remove learning implants because they're expensive, don't you think it would also be a good idea if CCP simply removed all implants from the game and gave everyone the equivalent of having 4% hardwirings to every skill? It would eliminate the need to risk expensive implants when you fly in PvP.
How is Be safe and learn skills quicker or go out and risk a ship a meaningful choice? You are also using a stupid argument with your hardwiring. The learning implants have no direct effect on PvP unlike hardwirings that is a meaningful choice. Be slightly better for that fight but risk more or risk lesss but be less effective.
To say again because you were a bit too dense the other several times. How is learning skills quicker or actually playing the game a meaningful choice? |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3668
|
Posted - 2013.11.17 15:36:00 -
[50] - Quote
Zvaarian the Red wrote:Roime wrote:Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry Are you honestly arguing that items that reward passivity over activity are good? In the case of people who have a nearly inexhaustible wallet it may not really matter, but for the player who has just started and bought a set of +5 implants? Yeah that guy is going to be much more inclined to stay in high sec at all costs or even just stay docked and passively train for months.
No, I'm arguing that learning implants don't reward anything, they are a choice given to you. Plug in, get SP at a slightly accelerated rate. Why would a person who just started buy +5s? Right, because he is stupid. He doesn't get a single day of training advantage out of those in his first year.
Notify-á-á You cannot do that while warping. |

Mag's
the united Negative Ten.
15672
|
Posted - 2013.11.17 15:36:00 -
[51] - Quote
Kate stark wrote:Mag's wrote: (A change I could see the need for.) good, because that's basically an identical reason for removing learning implants. for the record, i think attributes themselves are fine, as are remaps they involve meaningful choies. on the other hand, learning implants do not offer meaningful options. the difference between snakes and slaves is interesting and meaningful. the choice between sp/hr and slaves isn't. But it's not an identical reason. The reason learning skills were removed was more about the ridiculous time it took to train them and the time it took to pay that time back. It was a skill that became a burden to most and although I ended up losing SP per hour after that change, I saw it punished new players.
Plus, I simply don't believe your stance on attributes. With your obvious risk aversion and belief that SP is so much more important than playing.
Null, yes the chances are very high, that you'll lose your implants. Unlike high and low sec were the chances are low. Very low in fact. But even when my obvious wealth wasn't so high, I used them and didn't use them. Mostly dependant on whether I could be bothered to bring them in to null or not. But SP per hour wasn't an issue, mostly due to my bad attribute fixed set. Helped with the learning skills ofc, but I've already given my view on those.
As far as WH space is concerned, well that's another choice isn't it. No stations and higher risk, for much greater rewards. It's hardly an excuse to use against learning implants, or any other for that matter.
The funny thing is, while you were sat worrying about your +5s in a station and what SP you're getting. I was out gaining my obvious wealth and skillz using said expensive clones. 
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3669
|
Posted - 2013.11.17 15:40:00 -
[52] - Quote
Kate stark wrote:Roime wrote:Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry because the choice of "do fun stuff, or have more sp" isn't a fun or interesting choice. except it does fly because it's the exact reason i don't bother pvping. the hassle of replacing implants and losing sp isn't worth me bothering with pvp.
I have 62mil SP and I've had fun all of my time training them with +3 or +4 implants.
Notify-á-á You cannot do that while warping. |

FlinchingNinja Kishunuba
Crunchy Crunchy Zero Hour Alliance
220
|
Posted - 2013.11.17 16:06:00 -
[53] - Quote
The most worrying thing about this thread is the positive replies, I wonder how many of these posters flamed other threads for suggesting a buff to skill training?
Eve relies on risk/reward ratios, you are complaining about a level of risk that has a huge benefit to you!
Implants provide a quick semi-permanent boost to training, at the risk of podding resulting in the loss of the implants. If you are saying that you will not leave the station because you are in a plus 5 set, I would speculate that you either don't consider the benefit of a jump clone with cheaper implants worth the loss in training time or you simply are extremely risk adverse.
Neural remaps exist to reduce dependency on implants if required, obviously they are less flexible and they can also be boosted further with implants.
Jump clones give the benefit of removing the risk of implant loss by giving you a whole other body, the down side being the delay in jumping back and number of JC, which have both been buffed recently!
What your suggesting is a removal of an important variable when deciding to engage in PvP or any activity which could result in podding.
You are removing an isk sink, which it is, any destruction of assets in Eve is a sink. Implants like rigs are destroyed by removal but both can be sold when installed, via contracts for ships or the bazaar for a toon which means they have value.
If you want to reduce risk of implant loss, run without implants and neural map/plan the training appropriately. Or jump out to a clone with reduced attributes for the duration of increased risk. If you can't accept that risk/reward trade off then you seem to be missing the very foundation of this game.
(Hoping most of the posters are trolling). |

Kirkwood Ross
Golden Profession
51
|
Posted - 2013.11.17 16:07:00 -
[54] - Quote
My pvp pilot flew in nullsec with +5s or full low grade virtue sets and pvp'd for 1.5 years. Never lost the implants or the ship and I had 100% efficiency and did billions in damage. I didn't just rush into any fight I waited and picked targets.
I personally get the feeling that if you lower isk loss in pvp then pvp in Eve will be like a battleground in warcraft. Where players and just attack each other and respawn with minimal consequences. Eve is all about consequences and ruining other people's days. |

Kate stark
876
|
Posted - 2013.11.17 17:14:00 -
[55] - Quote
Roime wrote:Kate stark wrote:Roime wrote:Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry because the choice of "do fun stuff, or have more sp" isn't a fun or interesting choice. except it does fly because it's the exact reason i don't bother pvping. the hassle of replacing implants and losing sp isn't worth me bothering with pvp. I have 62mil SP and I've had fun all of my time training them with +3 or +4 implants.
so have i, but that doesn't mean i wouldn't have had more fun if i wasn't constantly having to trade sp for activities where i may lose my implants. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

Kate stark
876
|
Posted - 2013.11.17 17:16:00 -
[56] - Quote
Mag's wrote:Plus, I simply don't believe your stance on attributes.
and this is why i barely replied to your last comment if you're going to have a monologue with yourself. Yay, this account hasn't had its signature banned. or its account, if you're reading this. |

M1k3y Koontz
thorn project Surely You're Joking
405
|
Posted - 2013.11.17 17:21:00 -
[57] - Quote
I like this idea, learning implants not much different from learning skills. Having to spend 80m on implants every time I get podded is a real PITA, and pods aren't covered by SRP.
Mag's wrote:I have several billions of liquid isk plus billions more in assets, therefore I dislike this change because then I would lose my advantage over other players.
Obvious bias is obvious.
Ashlar Vellum wrote:Sarah Stallman wrote:I have never owned a +5 implant, and switch to +3s when I get war decc'd or go into low-sec. I do not believe I am alone in this.
It's actually quite painful to do, I just have to remind myself I pay for a sub to play the game, not spin ships in station. Why? Not why you don't own +5s, but why switch to +3s?
Because loosing 500m in implants to a wardec would be stupid?
Kirkwood Ross wrote:My pvp pilot flew in nullsec with +5s or full low grade virtue sets and pvp'd for 1.5 years. Never lost the implants or the ship and I had 100% efficiency and did billions in damage. I didn't just rush into any fight I waited and picked targets.
I personally get the feeling that if you lower isk loss in pvp then pvp in Eve will be like a battleground in warcraft. Where players and just attack each other and respawn with minimal consequences. Eve is all about consequences and ruining other people's days.
Good job Mr. 1337 PVP. I wish we could all be awesome as you!  How much herp could a herp derp derp if a herp derp could herp derp. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3669
|
Posted - 2013.11.17 17:51:00 -
[58] - Quote
Mag's wrote:The funny thing is, while you were sat worrying about your +5s in a station and what SP you're getting. I was out gaining my obvious wealth and skillz using said expensive clones. 
This sums the whole topic up perfectly 
Notify-á-á You cannot do that while warping. |

Rivr Luzade
Coreli Corporation Ineluctable.
108
|
Posted - 2013.11.17 18:05:00 -
[59] - Quote
I cannot relate to the OP's problem. If I don't want to lose expensive implants, I don't use them in the first place and live with a little bit slower, which I actually can very well, because I CNBA to train Cybernetics to V yet. Also, the occasional pod loss with +3s in the head doesn't hurt that much. Fly some missions/do some FW and you have the LP and money to buy new ones. If I want to train a bit faster, I step back from dangerous areas and stay where I can assure the survival of my pod in case I feel triggerhappy.
TL:DR: I have the choice and am forced to take a choice between risk and reward. Wwhere's the problem? |

Mag's
the united Negative Ten.
15681
|
Posted - 2013.11.17 19:07:00 -
[60] - Quote
Kate stark wrote:Mag's wrote:Plus, I simply don't believe your stance on attributes. and this is why i barely replied to your last comment if you're going to have a monologue with yourself. Great response. It was detailed and without a hint of avoidance or huff.
M1k3y Koontz wrote:Mag's wrote:I have several billions of liquid isk plus billions more in assets, therefore I dislike this change because then I would lose my advantage over other players. The only bias I'm seeing, are from those that are risk averse and guessing others actual wealth. 
Risk and reward in Eve? Who'da thunk it?
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Ashlar Vellum
24th Imperial Crusade Amarr Empire
70
|
Posted - 2013.11.17 19:31:00 -
[61] - Quote
M1k3y Koontz wrote:Ashlar Vellum wrote:Sarah Stallman wrote:I have never owned a +5 implant, and switch to +3s when I get war decc'd or go into low-sec. I do not believe I am alone in this.
It's actually quite painful to do, I just have to remind myself I pay for a sub to play the game, not spin ships in station. Why? Not why you don't own +5s, but why switch to +3s? Because loosing 500m in implants to a wardec would be stupid? I am sorry, but even a full set of +4s do not cost 500m.
And then, why do you need more than 2 learning implants which you can change every 24 hours anyway, especially if you are in low/high sec?
If you are saying that they are still too pricey for your taste, then what are you flying? +4 cost is approximately 20mill that is a little bit more than price of a unfitted Crusader, bare Drake cost a little bit less than 2 +4s.
So again, why?
|

Fonton
Shadows of the Day HeII Gate Alliance
15
|
Posted - 2013.11.17 19:43:00 -
[62] - Quote
Ashlar Vellum wrote:M1k3y Koontz wrote:Ashlar Vellum wrote:Sarah Stallman wrote:I have never owned a +5 implant, and switch to +3s when I get war decc'd or go into low-sec. I do not believe I am alone in this.
It's actually quite painful to do, I just have to remind myself I pay for a sub to play the game, not spin ships in station. Why? Not why you don't own +5s, but why switch to +3s? Because loosing 500m in implants to a wardec would be stupid? I am sorry, but even a full set of +4s do not cost 500m. And then, why do you need more than 2 learning implants which you can change every 24 hours anyway, especially if you are in low/high sec? If you are saying that they are still too pricey for your taste, then what are you flying? +4 cost is approximately 20mill that is a little bit more than price of a unfitted Crusader, bare Drake cost a little bit less than 2 +4s. So again, why?
If it so cheap why you discard? |

Hesod Adee
Perkone Caldari State
136
|
Posted - 2013.11.17 19:51:00 -
[63] - Quote
Roime wrote:Zvaarian the Red wrote:Roime wrote:Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry Are you honestly arguing that items that reward passivity over activity are good? In the case of people who have a nearly inexhaustible wallet it may not really matter, but for the player who has just started and bought a set of +5 implants? Yeah that guy is going to be much more inclined to stay in high sec at all costs or even just stay docked and passively train for months. No, I'm arguing that learning implants don't reward anything, they are a choice given to you. Plug in, get SP at a slightly accelerated rate. Why would a person who just started buy +5s? Right, because he is stupid. He doesn't get a single day of training advantage out of those in his first year. Because the sooner he plugs in the +5s, the sooner that year elapses and he gets the benefit.
Which is the exact same reason people spent their first two months of Eve being bored with their ship choices while they trained learning skills. That didn't pay off for two years.
Which is the exact reason why learning skills were removed. The made new players chose between fun choices now, or boredom now and more fun choices in 2 years.
Learning implants are worse because they keep asking players to make that choice. |

Ashlar Vellum
24th Imperial Crusade Amarr Empire
70
|
Posted - 2013.11.17 20:12:00 -
[64] - Quote
Fonton wrote:Ashlar Vellum wrote:M1k3y Koontz wrote:Ashlar Vellum wrote:Sarah Stallman wrote:I have never owned a +5 implant, and switch to +3s when I get war decc'd or go into low-sec. I do not believe I am alone in this.
It's actually quite painful to do, I just have to remind myself I pay for a sub to play the game, not spin ships in station. Why? Not why you don't own +5s, but why switch to +3s? Because loosing 500m in implants to a wardec would be stupid? I am sorry, but even a full set of +4s do not cost 500m. And then, why do you need more than 2 learning implants which you can change every 24 hours anyway, especially if you are in low/high sec? If you are saying that they are still too pricey for your taste, then what are you flying? +4 cost is approximately 20mill that is a little bit more than price of a unfitted Crusader, bare Drake cost a little bit less than 2 +4s. So again, why? If it so cheap why you discard? 'Cause, change for the sake of change is meaningless, and I do not believe that this will make people more PVP proactive if they are not already. Also, it removes choices and this is always not good in my opinion.
|

Fonton
Shadows of the Day HeII Gate Alliance
15
|
Posted - 2013.11.17 20:34:00 -
[65] - Quote
Ashlar Vellum wrote: it removes choices Now. You have 100mil ISK. You buy 2 imps +4. 100 - 40 = 60mil of choices. Will be. You have 100mil ISK. You not buy 2 imps +4. 100mil of choices.
|

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3671
|
Posted - 2013.11.17 20:57:00 -
[66] - Quote
Hesod Adee wrote:Roime wrote:Zvaarian the Red wrote:Roime wrote:Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry Are you honestly arguing that items that reward passivity over activity are good? In the case of people who have a nearly inexhaustible wallet it may not really matter, but for the player who has just started and bought a set of +5 implants? Yeah that guy is going to be much more inclined to stay in high sec at all costs or even just stay docked and passively train for months. No, I'm arguing that learning implants don't reward anything, they are a choice given to you. Plug in, get SP at a slightly accelerated rate. Why would a person who just started buy +5s? Right, because he is stupid. He doesn't get a single day of training advantage out of those in his first year. Because the sooner he plugs in the +5s, the sooner that year elapses and he gets the benefit. Which is the exact same reason people spent their first two months of Eve being bored with their ship choices while they trained learning skills. That didn't pay off for two years. Which is the exact reason why learning skills were removed. The made new players chose between fun choices now, or boredom now and more fun choices in 2 years. Learning implants are worse because they keep asking players to make that choice.
Ermmm no. Because he has to train Cyber V, he has the same skills at the end of the year as his pal who only plugged in +4s.
Bored with ship choices? Frigs, dessies and cruisers, the least boring ships in game.
Notify-á-á You cannot do that while warping. |

Taoist Dragon
Bastion of Mad Behaviour
690
|
Posted - 2013.11.17 21:03:00 -
[67] - Quote
Was expecting a rant thread. Pleasantly surprised.
TBH this just goes in line with the removal of the learning skills and I can't honestly believe they weren't removed at the same time as the skills were. I'm all in favour of removal of anything that boosts anything passively in game. (apart from most passive modules on ships as it is an active choice to fit that module etc)
The choice in your skill training should be your neural remap that you get. (I'd be in favour of a 3-6 month timer rather than 12 month but thats a different argument) these are an 'active' choice as to what type of training you will be doing the next 12 months. Give everyone a straight attribute boost (the number is irrelivent TBH as everyone will get the benefits) and remove the attribute implants and remove the attribute component of the pirate implants etc simple.
I just checked my next years skill plan. I am a pvp'er and only fly with basic combat implants so I only have base attribute setup optimally via my skill planner. If I were using all +5's I would have an extra 66 days of training. What implants are in your toons head does affect the vast majority of players choices as to what they are going to do in eve. I hear it on a regular basis from my in game connections 'nah I'm not going for that null roam as I have a full set of +5's so I'll pass. Hit me up in 2 weeks time once I've trained this skill to V' etc.
Remove it. simple. no nonsense.
That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Taoist Dragon
Bastion of Mad Behaviour
690
|
Posted - 2013.11.17 21:09:00 -
[68] - Quote
Roime wrote:Hesod Adee wrote:Roime wrote:Zvaarian the Red wrote:Roime wrote:Why do you want to remove choices from this game?
And no, learning implants are not the reason for being risk averse, it's inbuilt characteristic of one's personality. Learning implants aren't even a good excuse, as all the PVPers use them as well. Or even more expensive pirate implant sets.
This doesn't fly, sorry Are you honestly arguing that items that reward passivity over activity are good? In the case of people who have a nearly inexhaustible wallet it may not really matter, but for the player who has just started and bought a set of +5 implants? Yeah that guy is going to be much more inclined to stay in high sec at all costs or even just stay docked and passively train for months. No, I'm arguing that learning implants don't reward anything, they are a choice given to you. Plug in, get SP at a slightly accelerated rate. Why would a person who just started buy +5s? Right, because he is stupid. He doesn't get a single day of training advantage out of those in his first year. Because the sooner he plugs in the +5s, the sooner that year elapses and he gets the benefit. Which is the exact same reason people spent their first two months of Eve being bored with their ship choices while they trained learning skills. That didn't pay off for two years. Which is the exact reason why learning skills were removed. The made new players chose between fun choices now, or boredom now and more fun choices in 2 years. Learning implants are worse because they keep asking players to make that choice. Ermmm no. Because he has to train Cyber V, he has the same skills at the end of the year as his pal who only plugged in +4s. Bored with ship choices? Frigs, dessies and cruisers, the least boring ships in game.
Well looking at my skill planner it takes a complete new toon 14d 5h to train cyber V with optimal neural mapping.
A set of +5 can reduce a years worth of training by 60+ days with optimal neural mapping. So by that logi you are not correct by a matter of 43 days 19hours. and that doesn't include the potential to reduce the train time for cybe V by progessively plugging in a new set of learning implants every time they gain a level in cyber (only two implants need for the attribs affecting cyber skill)
Thats what I'd do if I was trianing up an alt to sell on the market etc and have know a few players who fund their pvp in such ways. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
54
|
Posted - 2013.11.17 21:10:00 -
[69] - Quote
Alvatore DiMarco wrote:"I hate having to lose something because I don't want to risk."
"CCP, please remove this element of risk so that I no longer have to make a meaningful choice."
Does that about sum it up?
If you think it's a good idea to remove learning implants because they're expensive, don't you think it would also be a good idea if CCP simply removed all implants from the game and gave everyone the equivalent of having 4% hardwirings to every skill? It would eliminate the need to risk expensive implants when you fly in PvP.
Someone completely missed the point. Other expensive implants only reward you if you actively use them. Expensive training implants reward you for sitting in a station and doing nothing other than station activities (trading and manufacturing for instance). No one in this thread is arguing against all expensive implants. We are pointing out that expensive training implants encourage passivity and are therefore problematic. Not sure why that's hard to understand. |

Ashlar Vellum
24th Imperial Crusade Amarr Empire
70
|
Posted - 2013.11.17 21:19:00 -
[70] - Quote
Fonton wrote:Ashlar Vellum wrote: 'Cause, change for the sake of change is meaningless, and I do not believe that this will make people more PVP proactive if they are not already. Also, it removes choices and this is always not good in my opinion. Now. You have 100mil ISK. You buy 2 imps +4. 100 - 40 = 60mil of choices. Will be. You have 100mil ISK. You not buy 2 imps +4. 100mil of choices. So, are you saying the only thing that stops people from PVP are those 40mills, really?
btw. what about removing clone cost entirely? |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1108
|
Posted - 2013.11.17 21:23:00 -
[71] - Quote
Zvaarian the Red wrote: Someone completely missed the point. Other expensive implants only reward you if you actively use them. Expensive training implants reward you for sitting in a station and doing nothing other than station activities (trading and manufacturing for instance). No one in this thread is arguing against all expensive implants. We are pointing out that expensive training implants encourage passivity and are therefore problematic. Not sure why that's hard to understand.
I'm actually seeing very few people say they're bad because they encourage passivity. Mostly I'm seeing people complain that they're expensive and they don't want to lose their high SP/hr, nor do they want to compromise between cost and SP/hr by flying +3s for PvP. |

Rivr Luzade
Coreli Corporation Ineluctable.
108
|
Posted - 2013.11.17 21:25:00 -
[72] - Quote
Zvaarian the Red wrote:Alvatore DiMarco wrote:"I hate having to lose something because I don't want to risk."
"CCP, please remove this element of risk so that I no longer have to make a meaningful choice."
Does that about sum it up?
If you think it's a good idea to remove learning implants because they're expensive, don't you think it would also be a good idea if CCP simply removed all implants from the game and gave everyone the equivalent of having 4% hardwirings to every skill? It would eliminate the need to risk expensive implants when you fly in PvP. Someone completely missed the point. Other expensive implants only reward you if you actively use them. Expensive training implants reward you for sitting in a station and doing nothing other than station activities (trading and manufacturing for instance). No one in this thread is arguing against all expensive implants. We are pointing out that expensive training implants encourage passivity and are therefore problematic. Not sure why that's hard to understand.
And station activities like trading are no activities? You can do it too if you are incapable of maintaining the implants in your head. Or you can go to space where you can risk your ship, but not your head.
And your tone has this slight notion towards "I don't like station sitters. I have to move around to get things done, everyone should have to move around to get things done." Correct me if I'm wrong, but in case envy for the capable/a different way to play the game is the only motivation behind this is a very bad suggestion. |

hellcane
Never Back Down
95
|
Posted - 2013.11.17 21:31:00 -
[73] - Quote
OP, and others, put too much emphasis on SP/hr. On top of that, they seem to be idolizing the "space rich veterans" and are angry that they have done so. |

Nyancat Audeles
Center for Advanced Studies Gallente Federation
642
|
Posted - 2013.11.17 21:33:00 -
[74] - Quote
+1
People say "risk/reward" but there really is no interesting reward here. It's a useless game mechanic. |

Rivr Luzade
Coreli Corporation Ineluctable.
108
|
Posted - 2013.11.17 21:44:00 -
[75] - Quote
Nyancat Audeles wrote:+1
People say "risk/reward" but there really is no interesting reward here. It's a useless game mechanic.
The "useless game mechanic" of training faster is your reward. Shouldn't this be enough reward for players to catch up to older players in certain areas? The risk has already been amply discussed.
|

Nevyn Auscent
Broke Sauce
536
|
Posted - 2013.11.17 22:14:00 -
[76] - Quote
Ashlar Vellum wrote: So, are you saying the only thing that stops people from PVP are those 40mills, really?
btw. what about removing clone cost entirely?
Given CCP have discussed the possibility of removing clone cost, your argument kinda shoots itself in the foot. It's an obvious thing to remove learning implants that make risk averse behaviour of doing nothing more rewarding than risky behaviour. All the other implants require you to take risks to get their advantage. There are enough 1-5 slot implants already that you wouldn't be left with empty slots and would actually see significantly more LG sets being used I'm sure. And lost at the same time. If Learning implants were removed I'd be PVPing with LG slaves most of the time for example, so my isk sink would go up, not down most likely (Though I've managed to get my pod out of null before even hitting camped bubbles, so haven't lost it for a bit anyway) |

Randy Wray
Euphoria Released Triumvirate.
120
|
Posted - 2013.11.17 22:24:00 -
[77] - Quote
Only reason I would see not to do this would be if CCP wanted to add the long sought after ability to salvage implants from corpses. But even then learning implants are kinda meh. The issue here though is that learning implants are a big part of the economy. Many missioners turn their LP into learning implants and have huge stocks of them that they liquidate once prices go up every once, what would you do to recompensate these people? Turning all none plugged in learning implants into isk would be one solution but that would prolly crave alot of work from CCP's side, and CCP don't like that kinda stuff no mo'. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Taoist Dragon
Bastion of Mad Behaviour
691
|
Posted - 2013.11.17 22:30:00 -
[78] - Quote
Rivr Luzade wrote:And just because people are too lazy or unwilling to switch clones, these implant effects have to go away? 
No. you are completely missing the point. we don't want the effects to go away. The OP stated that all base attrib be increased by 3-5 so the implant effects are perminently in game for everyone. Not just the people who leave there toons sitting doing nothing.
Passivity is slowly choking eve. The less effects/bonus for passive gameplay the better it is for the game. That is the Way, the Tao.
Balance is everything.
http://taoistdragon.blogspot.com.au/ |

Ashlar Vellum
24th Imperial Crusade Amarr Empire
70
|
Posted - 2013.11.17 23:05:00 -
[79] - Quote
Nevyn Auscent wrote:Ashlar Vellum wrote: So, are you saying the only thing that stops people from PVP are those 40mills, really?
btw. what about removing clone cost entirely?
Given CCP have discussed the possibility of removing clone cost, your argument kinda shoots itself in the foot. It's an obvious thing to remove learning implants that make risk averse behaviour of doing nothing more rewarding than risky behaviour. All the other implants require you to take risks to get their advantage. There are enough 1-5 slot implants already that you wouldn't be left with empty slots and would actually see significantly more LG sets being used I'm sure. And lost at the same time. My argument? Are you talking about how 40mill preventing people from pvp all of a sudden, are talking about that argument?
Nevyn Auscent wrote: ...I'd be PVPing with LG slaves most of the time...
And what preventing you from doing it now? |

Devlin Shardo
Gallivanting Travel Company Rebel Alliance of New Eden
12
|
Posted - 2013.11.17 23:36:00 -
[80] - Quote
Pobunjenik wrote:At first, I came here to flame at you. But then I read you wall of text, and it totally makes sense. Especially since I'm a wormholer (CCP dun wanna give us jumpclones hurdur). This guy said it. After reading i was like " wait, he makes sense, why? " Started thinking and it so damn true. Why should i train for a month just to get the optimal training ? and then i need to spend A LOT of isk to get the optimal training. But i can't PvP, Mine, Rat or undock and look at the station, due to the fact that they cost a lot and gives me no benefit outside training. |

Amelita Robiros
Republic Military School Minmatar Republic
206
|
Posted - 2013.11.18 05:50:00 -
[81] - Quote
-1. Idiotic idea. -ú -+-¦-+-Å -¦-ü-é-î -ü-¦-Ç-î-¦-+-+-ï-¦ -+-¦-¦-+-ü-é-¦-é-+-¦ - -Å -é-¦-Ç-+-¦-é-î -+-¦ -+-+-¦-â -+-¦-+-+-é-+-¦. |

Sarah Stallman
International Unification
66
|
Posted - 2013.11.18 06:13:00 -
[82] - Quote
Amelita Robiros wrote:-1. Idiotic idea.
It's not "constructive" criticism until you say why. So, please explain why you are against this idea. |

Aliventi
Stimulus Rote Kapelle
543
|
Posted - 2013.11.18 06:24:00 -
[83] - Quote
I am joining this conversation late. However I am a proponent of not only doing away with learning implants, but attributes and remaps also. This would mean that every character would train at 2700SP/hr from birth which would be deposited in to a SP pool that is capped at some finite number (around 1-3 mil SP ). This would also mean no more training queues.
There are several very nice positives to this situations: 1. No more remaps. No more attributes. Which means you can train what you want, when you want to train it, without having to worry about it not being optimal. 2. This system is very easy to understand. There is really no way for a noob to screw it up. Unlike trying to get them to understand training plans, certain skills need certain remaps, to competently fly a ship you need skills from a lot of different attributes, how often they get remaps, etc. Keep it simple. 3. Those of us that are in the military, go on business trips or vacations, computer crashed, or for some other reason Eve isn't really available don't have to worry about switching skills as there is no more training queue and the SP goes in to a pool. 4. If the server is DDoSed you don't have a bunch of idiots trying to claim that CCP owes them SP as they keep training. 5. No more noobs fearful of losing their +3 learning implants in nullsec PvP. I know it seems petty, but it makes a difference. 6. Attributes do add choices and consequences to Eve. There is no denying that. However, those are not meaningful choices. A meaningful choices matters a great deal in your enjoyment in the game. The choice to fit a scram or a point on your frigate is meaningful. With one choice you get a kill. With the other you die. The choice to train optimally or not is, as our wonderful OP posted, benefiting those who don't really play Eve instead of those that do. The choice to enjoy the game or stay docked up safe so you can train faster should never have been a choice presented to the player. Remove it and I assure you Eve will be better for it.
Edit: Forgot to +1.  "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Nero Pantera
Whale Girth Disavowed.
18
|
Posted - 2013.11.18 07:04:00 -
[84] - Quote
Aliventi wrote:I am joining this conversation late. However I am a proponent of not only doing away with learning implants, but attributes and remaps also. This would mean that every character would train at 2700SP/hr from birth which would be deposited in to a SP pool that is capped at some finite number (around 1-3 mil SP ). To gain skills you would apply SP directly from the pool. This would also mean no more training queues. There are several very nice positives to this situations: 1. No more remaps. No more attributes. Which means you can train what you want, when you want to train it, without having to worry about it not being optimal. 2. This system is very easy to understand. There is really no way for a noob to screw it up. Unlike trying to get them to understand training plans, certain skills need certain remaps, to competently fly a ship you need skills from a lot of different attributes, how often they get remaps, etc. Keeps it simple. 3. Those of us that are in the military and deploy, go on business trips or vacations, computer crashed, or for some other reason Eve isn't really available don't have to worry about switching skills as there is no more training queue and the SP goes in to a pool. 4. If the server is DDoSed you don't have a bunch of idiots trying to claim that CCP owes them SP as they keep training. 5. No more noobs fearful of losing their +3 learning implants in nullsec PvP. I know it seems petty, but it makes a difference. 6. Attributes do add choices and consequences to Eve. There is no denying that. However, those are not meaningful choices. A meaningful choices matters a great deal in your enjoyment in the game. The choice to fit a scram or a point on your frigate is meaningful. With one choice you get a kill. With the other you die. The choice to train optimally or not is, as our wonderful OP posted, benefiting those who don't really play Eve instead of those that do. The choice to enjoy the game or stay docked up safe so you can train faster should never have been a choice presented to the player. Remove it and I assure you Eve will be better for it. 
I dig this +1
|

Fonton
Shadows of the Day HeII Gate Alliance
15
|
Posted - 2013.11.18 07:24:00 -
[85] - Quote
Nero Pantera wrote:Aliventi wrote:I am joining this conversation late. However I am a proponent of not only doing away with learning implants, but attributes and remaps also. This would mean that every character would train at 2700SP/hr from birth which would be deposited in to a SP pool that is capped at some finite number (around 1-3 mil SP ). To gain skills you would apply SP directly from the pool. This would also mean no more training queues. There are several very nice positives to this situations: 1. No more remaps. No more attributes. Which means you can train what you want, when you want to train it, without having to worry about it not being optimal. 2. This system is very easy to understand. There is really no way for a noob to screw it up. Unlike trying to get them to understand training plans, certain skills need certain remaps, to competently fly a ship you need skills from a lot of different attributes, how often they get remaps, etc. Keeps it simple. 3. Those of us that are in the military and deploy, go on business trips or vacations, computer crashed, or for some other reason Eve isn't really available don't have to worry about switching skills as there is no more training queue and the SP goes in to a pool. 4. If the server is DDoSed you don't have a bunch of idiots trying to claim that CCP owes them SP as they keep training. 5. No more noobs fearful of losing their +3 learning implants in nullsec PvP. I know it seems petty, but it makes a difference. 6. Attributes do add choices and consequences to Eve. There is no denying that. However, those are not meaningful choices. A meaningful choices matters a great deal in your enjoyment in the game. The choice to fit a scram or a point on your frigate is meaningful. With one choice you get a kill. With the other you die. The choice to train optimally or not is, as our wonderful OP posted, benefiting those who don't really play Eve instead of those that do. The choice to enjoy the game or stay docked up safe so you can train faster should never have been a choice presented to the player. Remove it and I assure you Eve will be better for it.  I dig this +1
Dont touch remaps. Eve is about planning. |

Nevyn Auscent
Broke Sauce
538
|
Posted - 2013.11.18 07:40:00 -
[86] - Quote
Fonton wrote:
Dont touch remaps. Eve is about planning.
If you had to choose between keeping implants, or removing implants & remaps....
I'd loose them both. I have to admit I like the idea of remaps promoting choice, as it creates a personal focus, rather than an outside booster of some kind affecting Sp gain. But I'd personally consider loosing learning implants from the game far more important than keeping remaps. |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1114
|
Posted - 2013.11.18 08:12:00 -
[87] - Quote
It's just as I thought it would be. The conversation has followed the logical progression from "remove learning implants" to "remove attributes completely and make everyone train all skills at the same speed forever." Assuming such a change is implemented, how long will it be before someone comes onto the forums wishing for a way to specialize their training speed for ships or for trade skills and someone else suggests what basically amounts to attributes, thus putting us right back where we are now?
All of this because some risk-averse PvPers want to min/max their training all the time no matter what and don't want to make compromises and choices in a game that's all about those exact things.
Compromises and choices. Make them, live with them, or get the hell out.
You disgust me. All of you. Dumbing-down-EVE carebear nonsense. It's pathetic. |

Sarah Stallman
International Unification
66
|
Posted - 2013.11.18 08:41:00 -
[88] - Quote
Ignoring the obvious troll, attributes and remaps are not the same thing as learning implants.
The merit of this idea rests solely on increases the number of people participating in PvP. Taking expensive implants to combat introduce massive risk for very little reward, while taking skill hardwiring to a fight directly impacts the outcome, or at least can if chosen intelligently.
I would support the removal of learning implants but cannot support anything that would remove attributes. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.18 09:20:00 -
[89] - Quote
Kaerakh wrote:Pobunjenik wrote:At first, I came here to flame at you. But then I read you wall of text, and it totally makes sense. Especially since I'm a wormholer (CCP dun wanna give us jumpclones hurdur). Holy crap yeah, I was going to do the same... In general I play the game without implants to avoid precisely what the OP is talking about. His reasoning makes some very surprising sense.
That is called trade off. And that is exaclty upon what whole eve is made.
Nothing wrong with that!!!
And implants bennefit the veterans the LESS. Most players over 100M sp dont use implants anymore since they can already fly almost anything.
Implants only prevent peopel fromgoign 0.0. Low sec and high sec is VERY VERY hard to loose implants, so it should not be an excuse.
Want to promote more pvp for noobs? Make pod auto warp 200 km when your ship dies. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Sarah Stallman
International Unification
66
|
Posted - 2013.11.18 09:34:00 -
[90] - Quote
The trade off is "risk expensive implants I can't afford to replace" vs "permanently lessen the number of skill points my character possesses". That's not a meaningful choice. That's pay-to-win. |

Gerboah Cobon-Han
Garoun Investment Bank Gallente Federation
5
|
Posted - 2013.11.18 10:13:00 -
[91] - Quote
But surely the whole point of EVE is that is about choice - you can choose to be efficient (as you put it) or choose not to. What you are proposing is to remove choice and reduce everyone to your style of play. Not a good idea really. Fly Safe.-á
|

seth Hendar
I love you miners
247
|
Posted - 2013.11.18 10:27:00 -
[92] - Quote
Zvaarian the Red wrote:As long as they adjust training times so we all basically have +3 implants all the time I totally agree (+5 is too much). Implants should be about gameplay, not passive skill point hoarding. well, i'm sorry but i, along many others, invested in +5 AND still pvp with them around.
i live in low, so podkilling is not very common, and for the rare moments i go in WH / null / in wardec, i switch clone for a less expansive one.
nontheless, i live around 80/90% of the time with +5, and limiting to +3 will actualy be nerfing the whole game for ppl like me
while i agree a rework could be interesting regarding the way those implants work, a solution should at bare minimum still provide the same effects on training time the current iteration does |

Zan Shiro
Alternative Enterprises
253
|
Posted - 2013.11.18 11:45:00 -
[93] - Quote
Sarah Stallman wrote:The trade off is "risk expensive implants I can't afford to replace" vs "permanently lessen the number of skill points my character possesses". That's not a meaningful choice. That's pay-to-win.
On the other hand, choosing how to respec your attributes to maximize one's skill training is planning ahead, and expensive skill hardwire implants require the tactical decision to risk valuable assets for a specific tactical advantage. That is a meaningful choice.
but the the funny thing is no one seems to have an issue with switching out hardwire clones if too expensive. Its the same idea for attribute implants. If you don't take out the snakes on a bash bs/meatgrinder op and don't mind the swap going to the +3 attribute clone shouldn't matter either.
Or you can just run +3's. Not sure why the bitter vet hate in the thread....many of them got to their sp level running plain ole +3's. It was bitters when in 0.0 who showed me the way of 2 +3's for the skill I am training in fact. Why blow isk on 2 implants not doing a damn thing when podded.
Also not seeing the empire bear hate either. I like many in empire run set implants. We run +3 all the time. Isk/hour > sp/hour and for the average bear the gains are in the hg bonuses ( I know for me some outstanding level 5's are nothing worth rushing to by blowing lots of isk on). |

Sarah Stallman
International Unification
67
|
Posted - 2013.11.18 11:51:00 -
[94] - Quote
If you switch from set of skill implants to another, that effects fights until you switch back. If you switch from a +5 clone to a +3 clones, that effects your character forever. They are not nearly the same thing. |

Faye Nahkriin
Astral Wings
11
|
Posted - 2013.11.18 11:54:00 -
[95] - Quote
This is a really good point, Dangerously good really =) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.18 12:05:00 -
[96] - Quote
Sarah Stallman wrote:The trade off is "risk expensive implants I can't afford to replace" vs "permanently lessen the number of skill points my character possesses". That's not a meaningful choice. That's pay-to-win.
On the other hand, choosing how to respec your attributes to maximize one's skill training is planning ahead, and expensive skill hardwire implants require the tactical decision to risk valuable assets for a specific tactical advantage. That is a meaningful choice.
It IS a meaningful choice. So much that MOST peopel in 0.0 do nto use expensive clones. SImple as that.
its just hat you want to have the cake and eat it at same time. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
|
Posted - 2013.11.18 12:09:00 -
[97] - Quote
Sarah Stallman wrote:If you switch from set of skill implants to another, that effects fights until you switch back. If you switch from a +5 clone to a +3 clones, that effects your character forever. They are not nearly the same thing.
Its a PRICE you pay. Is that ammount of isk worht more or less then the trainign time for you? SImple as that!!!
You cannot take the +5 trianign time as somethign granted. That is the extra you bought, not the othert way around. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Sarah Stallman
International Unification
68
|
Posted - 2013.11.18 12:38:00 -
[98] - Quote
There are two problems with the status quo you keep spewing rhetoric to support. The less significant is that for a game that already has a reputation for being heavily stacked against new players. Having the +5 set cost as much as a month's game time and requiring a month of dedicated training to use them only widens that gap. More significantly, it enforces a mindset in a sizable part of the player base in which they won't go anywhere "dangerous" for fear of upsetting their beloved skill plan.
Losing sets of +5s is not a matter of "is it worth the ISK". Very few people in New Eden can afford to write off a PLEX worth of implants in the name of pew pew. It's not a meaningful choice if it is exclusively a matter of wallet balance.
I invite all of you to watch this video and then this one. |

Ashlar Vellum
24th Imperial Crusade Amarr Empire
70
|
Posted - 2013.11.18 13:16:00 -
[99] - Quote
Sarah Stallman wrote: The merit of this idea rests solely on increases the number of people participating in PvP.
If this suggestion rests solely on what you say then there is no point in it. People who want to pvp go and try it regardless, people who do not want just make excuses.
Today it's implants that preventing you, tomorrow it's clone costs, on thursdays it's bad remaps, on fridays it T3 sp loss, on sundays it ship costs. Don't make excuses and do what you really want to do.
btw. what about T3 sp loss? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
781
|
Posted - 2013.11.18 13:21:00 -
[100] - Quote
Sarah Stallman wrote:There are two problems with the status quo you keep spewing rhetoric to support. The less significant is that for a game that already has a reputation for being heavily stacked against new players. Having the +5 set cost as much as a month's game time and requiring a month of dedicated training to use them only widens that gap. More significantly, it enforces a mindset in a sizable part of the player base in which they won't go anywhere "dangerous" for fear of upsetting their beloved skill plan. Losing sets of +5s is not a matter of "is it worth the ISK". Very few people in New Eden can afford to write off a PLEX worth of implants in the name of pew pew. It's not a meaningful choice if it is exclusively a matter of wallet balance. I invite all of you to watch this video and then this one.
Why you want +5? I NEVER ever used anything over +3 in my eve career and I am FINE!
What is worth all these extra SP if you do not use them?
You want an excuse! The fact is you lack the guts!
Remove learning implants and you can still ahve the exact same scenario as you describe but for special implants.
You want to learn faster? Then pay the price of a little bit more of risk!
If you are outside 0.0 you will almost never loose a POD, only when you are drunk or almost falling aslpee. And if you are in 0.0 you can afford +3 and + 4 at will ( jump clone to the +2 clone when you got to a massive battle).
This is just YET ANOTHER suggestion to try to cater the game more towards NON EVE PLAYERS. PLayers that lack the ve mentality!
Those will never stay for long or really make this game grow! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Dariusz Betonowy
Psychopathic CareBears Hand of Despair
5
|
Posted - 2013.11.18 13:58:00 -
[101] - Quote
How about lowering the rank on Cybernetics skill o 2 or even to 1? Less annoying time loss would definitely not hurt. |

Mashie Saldana
BFG Tech
848
|
Posted - 2013.11.18 14:06:00 -
[102] - Quote
I wouldn't miss the learning implants at all.
The prices for the pirate implants would increase nicely as well if this change was introduced as the only reason not to use them right now is the reduced skill training speed. Mashie Saldana Dominique Vasilkovsky
|

Phoenix Jones
Shockwave Innovations Surely You're Joking
265
|
Posted - 2013.11.18 14:21:00 -
[103] - Quote
Kagura Nikon wrote:Sarah Stallman wrote:There are two problems with the status quo you keep spewing rhetoric to support. The less significant is that for a game that already has a reputation for being heavily stacked against new players. Having the +5 set cost as much as a month's game time and requiring a month of dedicated training to use them only widens that gap. More significantly, it enforces a mindset in a sizable part of the player base in which they won't go anywhere "dangerous" for fear of upsetting their beloved skill plan. Losing sets of +5s is not a matter of "is it worth the ISK". Very few people in New Eden can afford to write off a PLEX worth of implants in the name of pew pew. It's not a meaningful choice if it is exclusively a matter of wallet balance. I invite all of you to watch this video and then this one. Why you want +5? I NEVER ever used anything over +3 in my eve career and I am FINE! What is worth all these extra SP if you do not use them? You want an excuse! The fact is you lack the guts! Remove learning implants and you can still ahve the exact same scenario as you describe but for special implants. You want to learn faster? Then pay the price of a little bit more of risk! If you are outside 0.0 you will almost never loose a POD, only when you are drunk or almost falling aslpee. And if you are in 0.0 you can afford +3 and + 4 at will ( jump clone to the +2 clone when you got to a massive battle). This is just YET ANOTHER suggestion to try to cater the game more towards NON EVE PLAYERS. PLayers that lack the ve mentality! Those will never stay for long or really make this game grow!
Lack of "guts"? Its basic math.
"Hey I hear fleet warfare is fun, yaay lets go". "Got my frig" "Lost my frig" "Get podded" "Get Laughed at for losing a 500m pod in a 2 million isk ship".
You can't have it both ways.
Op, you have to understand that this is a very good suggestion for everybody except those people who are doing the following:
1) Have +5 or +6 implants (there are a few who still have those I believe). 2) Those who regularly train and sell characters on eve bazaar (as it slows down training for them). 3) Those who sell +5 implants (cause they make them money). 4) Those who want big isk kills by podding people who who have +5 implants. 5) Those who trained cybernetics to 5 just to put in +5 implants.
Those are generally the people in this thread who are against it. OP, you have a very good and considerate idea. It would remove a crutch related to training and getting people into combat. Heck I have my alts who I want to bring to PVP combat, but if they are in their training set, and there jump clone cooldown is not up, I don't bring them, Period.
Heck I've stopped jumping into wormholes with my training set, and won't bother going till I clone out to a lower set.
I have a set in my head at the moment, it would suck to lose it, but I would be more inclined to go jump into pvp and do stupid stuff if I was not worried about my training queue getting screwed by getting into a implantless clone. I would not have an objection to creating a booster type item that gives +'s to skill (Heck it would make drug labs a bit more useful). Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Zan Shiro
Alternative Enterprises
254
|
Posted - 2013.11.18 15:06:00 -
[104] - Quote
Ashlar Vellum wrote:Sarah Stallman wrote: The merit of this idea rests solely on increases the number of people participating in PvP.
If this suggestion rests solely on what you say then there is no point in it. People who want to pvp go and try it regardless, people who do not want just make excuses. Today it's implants that preventing you, tomorrow it's clone costs, on thursdays it's bad remaps, on fridays it T3 sp loss, on sundays it ship costs. Don't make excuses and do what you really want to do. btw. what about T3 sp loss?
then the'd whine about the bitter running hardwires they can't afford. They are thinking msut get level 5 faster. If they want to close the gap to bitters they need to be thinking level 6. Level 6 being the basic effect of mid to decent hardwires mod depending. Especially as for the bitter this frees up even more isk. No more attribute implant costs is isk to spluge on a higher +x hardwire.
Me I enjoyed my cheap sleazy low sp days of pvp. People were more understanding of you being an idiot. And the losses cheaper. this theortical player sitting in empire for a year in +5's. Well he can't say he's a noob with the sp count. And skipping the tard lessons in t1 gets those lessons in t2 for added pain to the wallet.
And its not like t1 sucks like it used to. These days its pretty damn good. I remember in apocrypha where you didn't have to ask if a pure t1 roam was going to be a suicidal one. It was assumed it was going to diaf....goal was to go out in blaze of glory before that happened. |

Elsbeth Taron
Brutor Tribe Minmatar Republic
12
|
Posted - 2013.11.18 15:54:00 -
[105] - Quote
I've been thinking of players going to a medical station and paying isk to have one of their base attributes bumped permanently by +1. Each bump becomes much more expensive to do; the equivalent of +5 implant being for the super-rich only.
This creates an isk sink.
This means people don't need to switch clones.
This means people don't lose the bonus when they're podded, removing the risk-aversion stuff from play.
This removes learning implants from play, leaving implants to boost abilities. PvPers can have 10 combat-oriented implants in their heads, researchers can have 10 scientific implants, etc..
Naturally those wearing currently +5 implants will howl at the notion of losing this boost until they can pay for it, but no one said the game was fair. This topic is about getting people out of the stations and into space; this idea may help. |

Doc J
EVE Corporation 987654321-POP The Marmite Collective
4
|
Posted - 2013.11.18 16:22:00 -
[106] - Quote
Plex up a spare slot train a Frig pilot and go have fun in RvB.
It's PVP no?
It's not the implants that stop PVP, it's the player base and how the mechanics of the game have evolved.
I do not like for one second all this "but it's unbalanced". It may not have ever occurred to a lot of you but new features, mechanics, nerfs, et al intend to "balance" is part of the recipe that has resulted in "nobody PVP's" dilema, let alone the fact that the mindset of Eve's player base is to bait and blob. Not by any stretch is this fair but that is Eve.
Eve is built on calculations it has very little to do with player skill but a lot depends on the skill level of the character. The implants don't need to go anywhere, when people want to PVP I find that they will do. Likewise, if they don't it's a choice depending on the situation of the individual / player.
I'm sure thats why there is the ability to install JC's when you want to train your character you can use your learning clone and when you want to combat you have a combat clone? |

Kirkwood Ross
Golden Profession
58
|
Posted - 2013.11.18 22:49:00 -
[107] - Quote
Elsbeth Taron wrote:I've been thinking of players going to a medical station and paying isk to have one of their base attributes bumped permanently by +1. Each bump becomes much more expensive to do; the equivalent of +5 implant being for the super-rich only.
This creates an isk sink.
This means people don't need to switch clones.
This means people don't lose the bonus when they're podded, removing the risk-aversion stuff from play.
This removes learning implants from play, leaving implants to boost abilities. PvPers can have 10 combat-oriented implants in their heads, researchers can have 10 scientific implants, etc..
Naturally those wearing currently +5 implants will howl at the notion of losing this boost until they can pay for it, but no one said the game was fair. This topic is about getting people out of the stations and into space; this idea may help.
I'd be willing to dump billions into this idea if I can keep my old +5s in addition to the stat bonus. |

Vassal Zeren
Uncontrollable Innovations
108
|
Posted - 2013.11.18 22:57:00 -
[108] - Quote
So what's the rule, when you get over a thousand likes you don't have to explain yourself anymore? Tell me, just when did you stop caring about responding validly. A bad analogy is like a leaky screwdriver. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2890
|
Posted - 2013.11.18 23:57:00 -
[109] - Quote
First off, if you "not playing" because you want to train faster, you need to get your priorities corrected!!!
Next, fly what you can afford to lose. If you can afford to lose improved attribute implants, then do so. If they can't, then use standards or limit or whatever. Do you take a Marauder into PvP? A t1 BS? A recon? A BC? All of these have different amounts of isk at risk, and they provide advantages above cheaper ships. I could easily claim these ships benefit veterans, carebears, the rich, station huggers, and the stupidly risk adverse PvP'ers the most... but so what? should all ships now cost the same to fly?
The ONLY point you have is that these particular implants give you a boost while offline, whereas other implants dont. --- The solution... you need to be logged in to receive their boost... (but suddenly everyone just logs into a station to train all day, which means this isn't really a solution).
Truthfully, what is the difference in training rates: Beta (cost nothing compared to your ship) +1 attribute. + 90 SP / hr Limited (cost little compared to your ship) +2 attribute + 180 SP/hr Basic (Cost as much as a cruiser) + 3 attribute + 270 SP / hr Standard (Cost more than a cruiser, less than a BC) + 360 SP / hr Improved (Cost as much as a BS) + 450 SP / hr.
To put the SP / hr in perspective, a properly specced character earns 2250 SP / hr. 90 SP / hr is a 4% increase in training time.
An crappy specced character still earns 1530 SP / hr. 90 SP / hr is a 5.8% increase in training time.
If you can't PvP in +3's, you are either dying a lot (which is great when learning) or you are being a cheap bastage. And the difference between +3's and + 5's is 180 SP / hr which is a 7-10% reduction in max potential SP / hr.
This is NOTHING like the learning skills, which took weeks to months to train up, while your character does nothing to progress. And don't give me crap about Cyber V.... It takes 2 HOURS to train Cyber II, unlocking Basic implants so you can train at 90-93% of max potential. It takes 2.5 days for Cyber IV, unlocking standards, where you can train at 95-97% of Max potential. Training Cyber V is hardly a you-should-train-this-asap skill.
I really want you to think about what you are complaining about: Some people min/max their training so much, that they won't engage in game play that puts their implants at risk.
Something more to consider: The implant market is a MARKET. It is one of the primary means people turn LP into ISK, and removing them has economic consequences. This is one of the major ISK sinks in game. So, how do you plan to cope with the loss of this isk sink.
Finally, I really want to drive this point home: If you "not playing" because you want to train faster, you need to get your priorities corrected!!! |

Anomaly One
37
|
Posted - 2013.11.19 00:11:00 -
[110] - Quote
Ashlar Vellum wrote:Sarah Stallman wrote: The merit of this idea rests solely on increases the number of people participating in PvP.
If this suggestion rests solely on what you say then there is no point in it. People who want to pvp go and try it regardless, people who do not want just make excuses. Today it's implants that preventing you, tomorrow it's clone costs, on thursdays it's bad remaps, on fridays it T3 sp loss, on sundays it ship costs. Don't make excuses and do what you really want to do. btw. what about T3 sp loss?
100% this.
"COME PVP" "Can't mang saving up for this pirate set implants, *saves up and buys them*" "COME PVP" "Can't mang don't wanna lose these shiny pirate implants"
*~~*running my own mission and have some class bully run up and blow me up because they think its funny, then give the excuses that I was just firing fireworks at you*~~* |

Davader
Space Cleaners The Gorgon Empire
45
|
Posted - 2013.11.19 09:23:00 -
[111] - Quote
Disagree with TS.
Having an expensive imps set in your head is an element of risk, so it would be stupid to remove this element from the game, as EVE is quite a cruel game about spaceships...
|

TheFourteenthTry
The 0rigin Illusion of Solitude
3
|
Posted - 2013.11.19 09:48:00 -
[112] - Quote
To everyone that has said losing a training set is 500 mil isk you haven't really considered a better way to train to the max. I am sure most people remap...
SO if you remap use only the two implants you need dropping pod cost down over %50. Come on its just a little isk :) |

Sarah Stallman
International Unification
73
|
Posted - 2013.11.19 11:38:00 -
[113] - Quote
My issue with learning implants is it reeks of "pay to win". It's not like skill hardwires in which the cost is offset by whether you win that fight, but rather comparing the risk with permanently reducing your character's SP.
There is no meaningful choice to skill implants. If you can afford them, you use the better ones. It is purely a function of wallet. If I had a few hundred dollars to burn on PLEX to replace my implants you better believe I'd be PvP'ing with +5s. But I don't. So the folks who do will slowly pull ahead of me and there is exactly jack and **** I can do about it. |

Sigras
Conglomo
539
|
Posted - 2013.11.19 12:04:00 -
[114] - Quote
clearly you never understood what the problems were with the learning skills. Implants are in no way the same. By your own admission you have a choice to make when undocking. "Do I lose training time by switching into cheaper implants?" or "do i risk losing expensive implants?"
The problem with learning skills was that there was literally no reason not to train them.
The fact that you prize 90 extra SP/hour (the difference between +4s and +5s) over everything else is YOUR problem, but trust me, when you get > 100 million SP it really doesnt matter that much anyway. |

Ridvanson
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.19 13:52:00 -
[115] - Quote
+1 OMG |

Zan Shiro
Alternative Enterprises
255
|
Posted - 2013.11.19 15:20:00 -
[116] - Quote
Sarah Stallman wrote:My issue with learning implants is it reeks of "pay to win". It's not like skill hardwires in which the cost is offset by whether you win that fight, but rather comparing the risk with permanently reducing your character's SP.
There is no meaningful choice to skill implants. If you can afford them, you use the better ones. It is purely a function of wallet. If I had a few hundred dollars to burn on PLEX to replace my implants you better believe I'd be PvP'ing with +5s. But I don't. So the folks who do will slowly pull ahead of me and there is exactly jack and **** I can do about it.
Its not p2w. SP != to win in this game. I am like 80 mil+ sp now and I know full well against a competent player who flies pvp daily even at 1/4 my sp (hell lower)....if I was betting man I got 5 on him. I am 2 years rusty and when I did pvp lets just say I got real good at pressing f1 in the blob. Very little skirmish time and I was a not pro by any means when I did it.
I know 8-10 year players who are just as deadly on their low sp cyno alts they gave some combat skill for giggles. Their secret to success is you tend to get damn good at flying frigates after flying them for several years.
Pvp skill comes from doing it, not a number on a screen. A good player from an AT team could tonight just give you his char and all its belongings. Are you ready for AT next year with this char? Hell no. You'd be missing the many nights of wins and losses they learned from during that long sp journey. |

Nick Starkey
Southern Cross Empire Flying Dangerous
4
|
Posted - 2013.11.19 16:23:00 -
[117] - Quote
This is actually a very good suggestion that's slowly being discredited by some trolls that are grasping at straws and trying to find other unrelated aspects to refute it.
I do not believe pure learning implants(+1 to +5s) should be removed. Instead, they should be replaced by time-based booster-like effects similar to the ones you get from the starter packs, which are not lost with your pod. This actually fixes all of the problems people keep bringing up:
- Podding someone with implants is not an isk sink of any kind (like some people are saying). Material loss is not an ISK sink. The only sink you get from implants is when you purchase them in LP stores as they require you to pay a certain amount of ISK towards the shop along with LP. Turning them into boosters would both solve the OP concern as well as maintain the market supply and demand for implants (if anything, everyone will be purchasing them in a timely manner now). LP/ISK costs would obviously have be readjusted.
-Arguing to remove attributes and remaps is also a slippery slope. There is nothing wrong in certain people specializing into different activities and planning their skill growth accordingly. It is an interesting choice that diversifies character growth.
-Training skills were removed for exactly the same reason. They focused too much on passive play for an exchange of higher SP count (and more character options) in future. You could also say it was a meaningful choice of sitting around waiting now for better skills in future. It reality it sounds just as stupid as being encouraged not to risk your pod in order to advance your character, when most kinds of PVP are going to involve significant risk of losing your pod. In fact, that is exactly why most people that lose an expensive pod is usually a target of laugh and mockery. The grand majority of pods you find in low/nullsec are either empty or extremly cheap and that's because any kind of remotely interesting and not completly onesided engagement is going to suffer from eventual pod losses, especially in null.
-Contrary to popular belief, losing learning implants does not consitute any interesting or meaningful "choices". These buzzwords seem to get thrown around a lot from people that don't really know their meaning for a way to justify their beliefs. First of all, the grand majority of any risk you take during PVP will be the loss of your ship, and that's why you see empty pods everywhere in low/null. The first reason would be because learning skills have zero effect in your present combat ability. In essence, the only reason you'd want to risk your implants is to not waste the time you already paid not to waste. It's not a risk/reward scenario (using snakes/deltas/hardwirings IS a risk/reward because you're actually gaining an advantage in combat for using them).
I guess the main idea is that character progression should never be discouraged by active gameplay. If you think about it, the average low/null PVPer that switches to an empty jump clone every couple days is actually learning skills slower (by 30%!) than an alt that sits in station offline everyday. To me, this makes no sense at all. The entire point of a time-based progresson system is to be equal to everyone else, regardless of time spent online or activity, but right now it's actually rewarding those that don't do anything at all (which is why learning skills were removed). |

Gizznitt Malikite
Agony Unleashed Agony Empire
2897
|
Posted - 2013.11.19 19:35:00 -
[118] - Quote
Nick Starkey wrote:... defense of the OP...
The OP's original suggestion involved removing attribute implants because: -- Optimal learning was more important than playing the game. -- A craptastic comparison between Cybernetics skill and the Learning skills. -- Complaints about the wealthy being able to afford nice things while the poor struggle. -- It is an added cost levied on the Risk-takers in game.
There are only two points with merit 1.) This is an added cost levied on the in-game Risk takers... but so is clone costs, so is ship replacement costs, etc, etc, etc. 2.) The effects of learning implants have a role on character skilling while offline. (which the Op doesn't actually bring up).
Their original solution was to remove them and make everyone train the same... without regards to the market that surrounds them or other impacts it may have on the game.
This is why he was "being discredited".
Nick Starkey wrote:... not an isk sinkl...
When people bring up the "isk sink" surrounding implants, they are specifically referring to players buying implants from the LP store. Podding someone with implants isn't an isk sink... but when they acquire them, they contribute to the implant isk sinks in game (which are substantial). Updating their clone also contributes to a major ingame isk sink. These both give consequence to losing your pod (and help limit death cloning across the universe).
Nick Starkey wrote:... learning implants aren't risk/reward..
To be frank, this is wrong. The reward is tangeable (learning at an accelerated rate), even if it doesn't directly alter the ship you are flying. Many rewards in EvE apply to other aspects beyond the "ship your are currently flying". The risk for that reward is having the implant stuck in your head, irremovable.
I fly around in nullsec, usually in frigate, dessie, & cruiser hulls, and engage in much PvP. I fly with +4's to have a 16% increase in training rate over a naked clone, and lose my pod about twice a month. Between my implants and my clone costs, it is almost always worthwhile for me to "get my pod out" (which is usually worth more than my ship) and is something I pay attention to and take into account when playing the isk-war-game. When I was younger, I used +2's and +3's (because I lost my pod more often). Many nullsec players fly with attribute implants, and they do so for the non-combat awards, and accept the extra cost if they get podded. PvP'ers accept the risks to their pod, to their implants, to their ships, as that is part of PvP'ing.
Nick Starkey wrote:... Alternative idea... Make attribute implants boosters
Your idea has a lot of merit above and beyond the OPs original post: -- You maintain (if not improve) the isk sink around learning implants. -- While I dislike the "you keep the booster effect beyond pod death", I like how this balances the works-while-offline aspect of attribute implants. -- It doesn't cater to the "equally distribute everything because the rich have it too good" crowd.
|

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS type X
96
|
Posted - 2013.11.19 20:21:00 -
[119] - Quote
SOV hurts carebears the most. SOV benefits huge nullsec alliances the most. SOV benefits huge alliances that dont even have to log in to have their assets protected for them.
Making it so that the ISK gradient benefits null, wh, low and true benefits those players and hurts highsec carebear miners the most.
Making mining vessels that have no true effective defense benefits pirates the most.
etc..etc..etc...
This entire game is based on some benefits going to certain playstyles and not all of them.
In short, your argument needs more justification for me to get on-board with it besides what you gave. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Kiera Houssa
Imperial Academy Amarr Empire
0
|
Posted - 2013.11.20 02:34:00 -
[120] - Quote
Jason Itiner wrote:Kaerakh wrote:Jason Itiner wrote:The Rorqual can fit a clone vat, can't it? Wonderful thing about wormhole space is that it doesn't work there. Well that's a strange thing, considering mind transfer supposedly works via quantum entanglement...
It works via stargates, no stargates in wh mean nowhere to send your mind data. |

ConranAntoni
Empyrean Warriors Insidious Empire
108
|
Posted - 2013.11.20 05:56:00 -
[121] - Quote
Ban thread, gas OP.
Holy **** these threads get so bad with their tortured logic I almost want to read EN24. |

supernova ranger
The End of Eternity Ad-Astra
82
|
Posted - 2013.11.20 06:16:00 -
[122] - Quote
+1
You can't actively play the game while you have learning implants in, your too big of a target so you sit there
With the one year pay off for +5 implants it's really only something long standing players living in high/low can use isk effectively.
Players should not waste time and resources on learning skills/ items and should instead be focusing entirely on the game play. |

Altrue
Exploration Frontier inc
707
|
Posted - 2013.11.20 06:47:00 -
[123] - Quote
It totaly makes sense. +1 OP  G££ <= Me |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
68
|
Posted - 2013.11.20 09:28:00 -
[124] - Quote
ConranAntoni wrote:Ban thread, gas OP.
Holy **** these threads get so bad with their tortured logic I almost want to read EN24.
Please explain what is wrong with the OP's logic. Otherwise you are offering nothing to the discussion. |

Cydelle Abraham
Aurora Armaments Greater Western Co-Prosperity Sphere
0
|
Posted - 2013.11.20 10:13:00 -
[125] - Quote
+1 from me |

Reiisha
Evolution
399
|
Posted - 2013.11.20 13:08:00 -
[126] - Quote
This is not a bad idea actually, even though i've got a set of +5's myself. Removing those implants would make PvP a bit more accessible as well, it might help to get more people involved in low- and nullsec activities since 'the burden of cost' or the 'loss of training time' isn't an issue anymore.
On the other hand - And this is what few people have commented on so far - It does beg the question on whether to even keep working with attributes at all, since this pretty much trivializes them even more than the remap feature did. If learning implants are removed, attributes need to be looked at. Maybe they need a totally different function.
Personally i'm actually for giving all races a fixed attribute bonus, +5 in total (not more than +7) to certain attritbutes to at least give some meaning to race and attributes... Whether or not implants are removed.
If you do things right, people won't be sure you've done anything at all... |

Clementina
Coreli Corporation
97
|
Posted - 2013.11.20 15:24:00 -
[127] - Quote
I came expecting a very bad idea, but reading it it actually looks like a somewhat good idea. I'm not sure I actually support it, but it does deserve consideration and I gave the poster a like.
Although implementing this idea would probably take a rethinking of what attributes should mean with respect to the game. |

LOL56
Galactic Express Insidious Empire
60
|
Posted - 2013.11.20 15:50:00 -
[128] - Quote
I normally PvP with +3s or +4s in my head. most of the people in this thread need to HTFU. |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
388
|
Posted - 2013.11.20 15:54:00 -
[129] - Quote
Reiisha wrote:Personally i'm actually for giving all races a fixed attribute bonus, +5 in total (not more than +7) to certain attritbutes to at least give some meaning to race and attributes... Whether or not implants are removed. This is what CCP got rid of and equalized attributes across races/bloodlines. If you return this you'll see another wave of "Caldari Achura Monk" supermacy. Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

Lord Battlestar
CALIMA COLLABORATIVE Atrox Urbanis Respublique Abundatia
105
|
Posted - 2013.11.20 19:11:00 -
[130] - Quote
I kind of like the idea. I once podded myself by blowing a huge fart. |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
987
|
Posted - 2013.11.20 19:44:00 -
[131] - Quote
such a hard choice
I have a list of things I want to do ... most of those things revolve around skill based access
which brings me to my choice statement
do I want to be able to achieve those ambitions in 900 or more days do I want to be able to achieve those ambitions in 800 or less days
so no, it's not really a choice at all clearly I want the less than 800 days option therefore I need learning implants to stay to achieve my goals in a timely fashion |

Sun-Tugo Drovotet
Federal Navy Academy Gallente Federation
4
|
Posted - 2013.11.28 16:59:00 -
[132] - Quote
Kirkwood Ross wrote:Elsbeth Taron wrote:I've been thinking of players going to a medical station and paying isk to have one of their base attributes bumped permanently by +1. Each bump becomes much more expensive to do; the equivalent of +5 implant being for the super-rich only.
This creates an isk sink.
This means people don't need to switch clones.
This means people don't lose the bonus when they're podded, removing the risk-aversion stuff from play.
This removes learning implants from play, leaving implants to boost abilities. PvPers can have 10 combat-oriented implants in their heads, researchers can have 10 scientific implants, etc..
Naturally those wearing currently +5 implants will howl at the notion of losing this boost until they can pay for it, but no one said the game was fair. This topic is about getting people out of the stations and into space; this idea may help. I'd be willing to dump billions into this idea if I can keep my old +5s in addition to the stat bonus. As the title of the topic is about removing implants from the game you just notified everyone as to your poor comprehension of the written word. Nice! Are you the one who thinks only virgins fly ships in nulsec? |

Sun-Tugo Drovotet
Federal Navy Academy Gallente Federation
4
|
Posted - 2013.11.28 17:03:00 -
[133] - Quote
Reiisha wrote:This is not a bad idea actually, even though i've got a set of +5's myself. Removing those implants would make PvP a bit more accessible as well, it might help to get more people involved in low- and nullsec activities since 'the burden of cost' or the 'loss of training time' isn't an issue anymore.
On the other hand - And this is what few people have commented on so far - It does beg the question on whether to even keep working with attributes at all, since this pretty much trivializes them even more than the remap feature did. If learning implants are removed, attributes need to be looked at. Maybe they need a totally different function.
Personally i'm actually for giving all races a fixed attribute bonus, +5 in total (not more than +7) to certain attritbutes to at least give some meaning to race and attributes... Whether or not implants are removed. A long time ago the four races were different, but there were whines from players about how they wanted to do stuff that other races found easier and "it's not fair!!!" so the differences were removed. I'm all for the races being different, for exactly the reason you give: making it mean something. |

Kane Fenris
NWP
124
|
Posted - 2013.11.28 18:52:00 -
[134] - Quote
SOL Ranger wrote:
- They benefit the rich most.
- They benefit veterans the most.
name one part of the game where above is not the case....
you have a tradeoff between learning an money if your hanging in null youll have tradeoff between loosing much isk or learning slower.
you have tradeoff between sets (+3 +bonus) or pure learning those implant would loose one of their drawbacks if youd make a baseline ....
to me learning implants are a vital isk sink in the game. this game hase better moneysink than most mmo but if it needs even more not less.
|

Fourteen Maken
State Protectorate Caldari State
85
|
Posted - 2013.11.28 19:31:00 -
[135] - Quote
It might make it harder for new players to catch up though so I'm not sure I like it |

Quontor Zarrkos
4U Services Inc. Upholders
26
|
Posted - 2013.11.28 20:02:00 -
[136] - Quote
I'm all for this, would remove the requirement of training cybernetics IV/V just to make sure you train faster and then fly around in expensive pods (I would bring a sabre guys but I'm in this clone....)
Having recently moved to wormholes myself and lost the ability to use jump clones, this would be a major improvement to our quality of life. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
582
|
Posted - 2013.11.28 22:30:00 -
[137] - Quote
SOL Ranger wrote:This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it. I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about.
- They benefit the inactive/offline the most.
- They benefit station campers the most.
- They benefit carebears the most.
- They benefit the rich most.
- They benefit veterans the most.
- They suffer the same downsides as did learning skills.
- They suffer the additional downside of costing much thus not only do you need to focus your skills on cyber V first but you also need to save up for the implants immediately after as well, or fall behind.
- You continually lose potential SP when actively playing the game with purpose built implants rather than pure learning implants.
Quite often I'm seeing myself staying docked and closing the client to train rather than play because I CBA. to change clone into less optimal learning implants and lose hours, possibly even days worth of SP because of that one or several gaming sessions. Those who actually decide to go out and play, most notably interact in PvP and pod each other, those are the ones who suffer the real consequences, not only do they lose SP due to almost never having V's plugged in but they lose their IV's or III's when their pods pop. It makes little sense for a game supposed to promote PvP and yet punish those who then participate in it the most. It is not an interesting nor exciting choice deciding to either play and lose efficiency or staying offline or docked while benefiting more, essentially playing 'optimally' when not playing.What could be done is to remove the learning implants and make '+3 implants' baseline, people will rage about this but it's a reasonable suggestion, +5's made baseline might be just as fine a solution, I'm not sure, I'm just sure the learning implants must be removed. Bottom line: Rich inactive veteran station hugging carebears benefit the mostPoor active newbie proactive PvP'ers suffer the most[EDIT] I see some are asking what about Slaves/Crystals etc, the idea is to merely strip the learning attributes from all those implants.
why don't you just get rid of skills too while you are at at it and do some more dumbing down of the game, better yet get rid of characters too, no more clones as they only benefit those people with skill points, which we wont need anymore when characters are gone and we can all fly every ship and use every item without having to train for it. When you get killed and your ship blows up you'll just magically re-appear in the last station you docked at, all of which wrecks the flavour of eve. This is where changes like this are headed so a big fat no from me.
Dumbing down of Eve Online will result in it's destruction... |

Kane Fenris
NWP
124
|
Posted - 2013.11.28 22:30:00 -
[138] - Quote
Quontor Zarrkos wrote:I'm all for this, would remove the requirement of training cybernetics IV/V just to make sure you train faster and then fly around in expensive pods (I would bring a sabre guys but I'm in this clone....)
Having recently moved to wormholes myself and lost the ability to use jump clones, this would be a major improvement to our quality of life.
nobody trains V just fpor the learning it takes a year of training to be worth it you train V only for HG crystal etc...
cant you use clone facilitys and or rorqal clone bays inside of a wh? never lived in one |

Yaturi
The Scope Gallente Federation
55
|
Posted - 2013.11.29 03:41:00 -
[139] - Quote
Should have gotten rid of them like ******* yesterday |

Aliventi
Southern Cross Empire Flying Dangerous
605
|
Posted - 2013.12.17 21:51:00 -
[140] - Quote
Bump. This is too great of an idea to be this buried. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

FightingMoose
Norse'Storm Battle Group
19
|
Posted - 2013.12.17 23:51:00 -
[141] - Quote
LOL56 wrote:I normally PvP with +3s or +4s in my head. most of the people in this thread need to HTFU.
So do I, but that doesn't mean that I wouldn't enjoy saving 100mm every time I lose a pod.
I think this makes sense. Players shouldn't have to make the trade-off between getting a slight edge during PVP and being able to learn things. It makes sense to have the attribute remap be the only thing that affects training times. Like many other people in this thread, I came into it assuming I'd be raging about the dumb noob. But learning implants are really very similar to the learning skills. Proud owner of an Ibis. |

Malphas Inanis
Brave Newbies Inc. Brave Collective
0
|
Posted - 2013.12.18 01:20:00 -
[142] - Quote
I agree with this thread. As a newer player it is hard to loose implants as I feel I am falling behind in training and this caused me to not take part in alot of activities for along time!
+1 |

Wapu Kashuken
Serenity Rising LLC Ishuk-Raata Enforcement Directive
54
|
Posted - 2013.12.18 01:49:00 -
[143] - Quote
No. Actions have consequence. ALL ACTIONS. To include PvP.
Essentially you are crying to make PvP less risky with less to loose.
How is this different from HS care-bears whining to make their life entirely risk-averse?
I PvvE, PvP (badly), loose stuff at a regular pace, kill things/players on occasion and I have no issue with the current mechanics and consequences of implants and PvP. I don't think the game should be dummied down so that you won't have to worry about what hangar you are forced to hang in or what style of game play you are choosing at the moment. |

Grenn Putubi
Swag Co. SWAG Co
49
|
Posted - 2013.12.18 02:02:00 -
[144] - Quote
I don't mind paying for implants, but the fact that I choose to pay for +5s definitely affects what I choose to do in the game. If I know I'm going to be pvping or in a dangerous area I'll clone jump to something with +3s, but the decision to do so always stings because I know I'm slowing down my skill progression and I avoid doing so as much as possible.
If I didn't have to worry about implants so much I'd be much happier to fly off to pvp or join a militia for some FW. I'm not sure I'd advocate their removal from the game, but I would certainly love to see them be cheaper than they are. Perhaps with the recent implementation of player made implants the next step could be to introduce BPCs for the learning implants on the LP stores so players could have more control over how much they cost us? |

Jack Miton
Semper Ubi Sub Ubi
2503
|
Posted - 2013.12.18 02:23:00 -
[145] - Quote
No thanks. I can fit and afford +5s pretty easily but I dont fit them. Why? Because I run pirate implants for their benefit at the cost of a +2 training speed.
Bottom line is that learning implants are fine and the fact that jump clones exist make this debate a non issue. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |

Coyote Laughing
2
|
Posted - 2013.12.18 02:24:00 -
[146] - Quote
I would like to see a modification to the old learning skills:
Allow people a skill that gives you a "virtual" attribute bonus (whichever is better).
This should be an investment in training time that has a long term return, for those who are frequently podded.
Also, consider factoring in skillwires to the training time of a skill, say five percent longer per +1% implant bonus.
This will discourage people from putting in implants right away, waiting until they have trained it to V first. l8r \o/ |

Aliventi
Southern Cross Empire Flying Dangerous
624
|
Posted - 2013.12.28 03:17:00 -
[147] - Quote
CCP should check this idea out. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Yonis Kador
KADORCORP
388
|
Posted - 2013.12.28 07:22:00 -
[148] - Quote
Sorry guys but I'm opposed to this idea in general. If a player wants to invest in an implant for increased sp/hr and present himself with a larger isk cost when podded, he/she should have that option. If the player chooses to stay docked to maximize this sp/hr bonus, well, that also is an option, but the game shouldn't be balanced around those individuals who choose to stay docked. And learning certainly shouldn't be set at some +3 rate. What an insult to everyone running +4 and +5 implants that would be.
We should not be advocating the removal of options. Players have choices. It is up to them to make wise choices and to benefit or not benefit as a result. If you don't want to pvp with implants, don't, but don't demand that all learning boosts be eradicated because it would benefit your game. I see far too many topics that go: afk cloaking is bad, ccp remove afk cloaking; local chat is bad, ccp remove local chat; learning implants are bad, ccp remove learning implants; etc, etc, etc. Where does this end?
I was going to suggest that the learning bonus could be separated from the tactical bonus and players could choose either/or like with cerebral accelerators, but that wouldn't even matter. According to the logic on display here, if any learning boost is made available, players will avoid pvp in favor of increased sp/hr. Which, imo, seems a bit ridiculous.
To sum up, I'll never be an advocate of removing options to save players from making choices. EVE is supposed to be a complex game of decisions/consequences and we should demand it remain that way.
imo.
YK "Eagles may soar, but weasels don't get sucked into jet engines." |

Anarkia Evangel
Section 496
1
|
Posted - 2013.12.28 21:25:00 -
[149] - Quote
I really like this idea, and agree with most points being said, we want to encourage people to undock. From my point of view, this isk isn't the problem the loss of learning is.
I would much prefer to use pirate implants, a lot more expensive than +5s, but pvping in anything less that 4+ doesn't make sense to me, I would be in low grades all the time for pvp if they didn't have such low attribute points.
I even think increasing implant slots by 5 would be a good idea, allow people to mix attribute with pirate. |

Seranova Farreach
577
|
Posted - 2013.12.28 23:15:00 -
[150] - Quote
i can see the benefits and draw backs. i would pvp more if i didnt have to jumpclone to a fresh clone.
i disagree with the vets benefit/hug the most.. they need the implants the most cause most all the skills they have left are the x10 and above skills and those take far too much time.
maybe remove learning from the specialist implants (crystals halo talon slave....)
then bring in the cerebral accelerators for every one not limited to age of the character and make them not bound to 1 single clone so they wont be removed when you get podded. this will help and also encourage people to pvp more i think. _______________________ http://i.imgur.com/d9Ee2ik.jpg
|

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
846
|
Posted - 2013.12.28 23:20:00 -
[151] - Quote
lets have no more dumbing down. If you use implants to shorten your training queue then you benefit from them. If you wish to retain the benefit and pvp use a jump clone it's as simple as that. Dumbing down of Eve Online will result in it's destruction... |

Nevyn Auscent
Broke Sauce
826
|
Posted - 2013.12.28 23:44:00 -
[152] - Quote
Wapu Kashuken wrote:No. Actions have consequence. ALL ACTIONS. To include PvP.
Essentially you are crying to make PvP less risky with less to loose.
How is this different from HS care-bears whining to make their life entirely risk-averse?
I PvvE, PvP (badly), loose stuff at a regular pace, kill things/players on occasion and I have no issue with the current mechanics and consequences of implants and PvP. I don't think the game should be dummied down so that you won't have to worry about what hangar you are forced to hang in or what style of game play you are choosing at the moment. Except if you remove learning implants you wouldn't make PVP 'less risky' Because instead people will plug in pirate implants into those slots all the time. Since they no longer are loosing training time.
Learning Implants encourage people to not play the game and stay docked up because it maximises their reward. And that is bad design. Always has been bad design, always will be bad design. |

Malseir Dabian
Environmental Protection Agency.
0
|
Posted - 2013.12.29 00:32:00 -
[153] - Quote
SOL Ranger wrote:This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it. I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about.
- They benefit the inactive/offline the most.
- They benefit station campers the most.
- They benefit carebears the most.
- They benefit the rich most.
- They benefit veterans the most.
- They suffer the same downsides as did learning skills.
- They suffer the additional downside of costing much thus not only do you need to focus your skills on cyber V first but you also need to save up for the implants immediately after as well, or fall behind.
- You continually lose potential SP when actively playing the game with purpose built implants rather than pure learning implants.
Quite often I'm seeing myself staying docked and closing the client to train rather than play because I CBA. to change clone into less optimal learning implants and lose hours, possibly even days worth of SP because of that one or several gaming sessions. Those who actually decide to go out and play, most notably interact in PvP and pod each other, those are the ones who suffer the real consequences, not only do they lose SP due to almost never having V's plugged in but they lose their IV's or III's when their pods pop. It makes little sense for a game supposed to promote PvP and yet punish those who then participate in it the most. It is not an interesting nor exciting choice deciding to either play and lose efficiency or staying offline or docked while benefiting more, essentially playing 'optimally' when not playing.What could be done is to remove the learning implants and make '+3 implants' baseline, people will rage about this but it's a reasonable suggestion, +5's made baseline might be just as fine a solution, I'm not sure, I'm just sure the learning implants must be removed. Bottom line: Rich inactive veteran station hugging carebears benefit the mostPoor active newbie proactive PvP'ers suffer the most[EDIT] I see some are asking what about Slaves/Crystals etc, the idea is to merely strip the learning attributes from all those implants.
Well there are several issues with your logic here.....
1. Implants of any type are optional, not required. This being the case you do not lose anything whether you have them or not, as you are not forced to have or own them. + The Speed you train at comes at a cost, if you want combat effectiveness, you can't train as fast. If you want to train faster, your combat effectiveness drops.
This is in line with Eve's intentions of Cost Vs Reward, as well as Risk.
2. Despite what you believe, Eve is not and never has been about PvP, in fact PvP mine as well be a side game. The vast majority of Eve's resources are dedicated to Industry and PvE (About 85% - 90%).
PvP in Eve is a "result" of the Socio Economic struggle over the vast resources located in the Eve universe and of course "ISK", it'self. Without which you would not be able to have ammo, let alone ships to shoot anyone with. As 95% of all things in Eve are made by players.
This is something many of the PvP community fail to see. So I am not surprised to see a post like this from a PvPer.
3. Learning implants are for those who are the brains in Eve who choose to further their skill points at the cost of combat effectiveness they have no need for, they build your ships, they control your market, you may laugh and joke and make fun of them, but hey when those BS prices go up in your 0.0 region, now you know why. That indy you just killed may have been the controller of your regional market. Much more you may suddenly find that there is nothing worth buying on your market, yet your enemies market just exploded.
Same principle.
They have no need of PvP ships or weapons, they can destroy your entire Alliance simply by attrition, and economic means.
"True power lies in the hand of he or she who controls economic power, supply, demand, and the market. Give me this and I care not who leads the nation" - Rothschild at the signing of the implementation of the U.S. Federal Reserve. |

Meyr
SiN Corp Black Core Alliance
174
|
Posted - 2013.12.29 00:54:00 -
[154] - Quote
Well reasoned!
+1 |

I am disposable
Republic University Minmatar Republic
15
|
Posted - 2013.12.29 00:59:00 -
[155] - Quote
Wapu Kashuken wrote:No. Actions have consequence. ALL ACTIONS. To include PvP.
Essentially you are crying to make PvP less risky with less to loose.
How is this different from HS care-bears whining to make their life entirely risk-averse?
I PvvE, PvP (badly), loose stuff at a regular pace, kill things/players on occasion and I have no issue with the current mechanics and consequences of implants and PvP. I don't think the game should be dummied down so that you won't have to worry about what hangar you are forced to hang in or what style of game play you are choosing at the moment.
You seemed to have completely missed the point of the thread. It's not about making PvP less risky (expensive implants would not go away altogether). It's about giving players a better choice than training time vs more active bonuses. It's also about removing an element of the game that actively encourages players to avoid risk and stay docked lest they lose their shiny training implants.
For my part, +1 to the idea. |

Obsidiana
White-Noise
249
|
Posted - 2013.12.29 05:30:00 -
[156] - Quote
I see no reason to take them out of the game. You should be able to do something to affect your training speed. Remaps are one way; implants another. Cybernetics to IV gives you +4s; to I gives you +3s. You only ever need two learning implants at a time.
Boost pirate implants. Lower the cost of +5s. Add learning boosters that last about a week (who cares if you lose them a day or two early).
BTW: More SP also means a more expensive clone.
The real issue here is the cost of death, not learning implants.
Even if you took them out, the clone costs still hurt older players. We aren't automatically better off. Lower the cost of death directly and you will see an increase in +5 usage and PvP. Learning implants are also a good LP/ISK sink, of which we need more of. Traders, missions, and FW (half the LP) are also involved.
And don't get me started on how you can make the same argument for +5% implants. You get the same problem: a higher cost of death. Yes, there is no SP bonus, but you can't skill use SP to get the same effect. |

Malseir Dabian
Environmental Protection Agency.
0
|
Posted - 2013.12.29 10:03:00 -
[157] - Quote
Obsidiana wrote:I see no reason to take them out of the game. You should be able to do something to affect your training speed. Remaps are one way; implants another. Cybernetics to IV gives you +4s; to I gives you +3s. You only ever need two learning implants at a time. Boost pirate implants. Lower the cost of +5s. Add learning boosters that last about a week (who cares if you lose them a day or two early). BTW: More SP also means a more expensive clone. The real issue here is the cost of death, not learning implants. Even if you took them out, the clone costs still hurt older players. We aren't automatically better off. Lower the cost of death directly and you will see an increase in +5 usage and PvP. Learning implants are also a good LP/ISK sink, of which we need more of. Traders, missions, and FW (half the LP) are also involved. And don't get me started on how you can make the same argument for +5% implants. You get the same problem: a higher cost of death. Yes, there is no SP bonus, but you can't skill use SP to get the same effect.
This is true, the cost of death is the reason I don't PvP as much as I used to, with the Eve Economy inflated (Or deflated) like it is, prices of everything are sky high, I remember when you used to be able to buy a Tier 3 BS for 80 Mil, Now they cost near 300 mil (Which was the cost of a Marauder or pirate BS in the past) Now those cost 1 -2 Billion.
These are just a few examples. Yet the Income from everything has remained the same, without either a lowering of prices and or an Increase of income garnering mechanics and increase in ISK payout PvP will continue to decline as Prices increase and the ability to keep up a stable income continues to decline.
Such high prices are the reason PvP has gone down in recent times and most people prefer to work things out diplomatically, rather then by a wardec, or war. People are more focused on the Economics of the game then the Pew pew itself. (Which maybe is CCP's goal since Eve IS a Socio Economic Game about Resource Management and Exploration / Exploitation)
If the cost of Death and Losing your ship/clone was cut in half, You would see PvPers triple and quadruple in number. |

Kadazer
GAZNOROCK Inc. GANOR INC.
39
|
Posted - 2013.12.29 12:29:00 -
[158] - Quote
I totally agree with the OP. Please remove those stupid attribute implants. |

Xe'Cara'eos
A Big Enough Lever
48
|
Posted - 2013.12.29 17:06:00 -
[159] - Quote
I think that it would have made sense to remove the learning implants rather than the learning skills - at least when you lose a pod, you don't lose your learning skills - and they gave much more meaning to the whole actions have (long term) consequences |

Patri Andari
Thukker Tribe Antiquities Importer
153
|
Posted - 2013.12.29 18:59:00 -
[160] - Quote
Fixed it up a bit. Oh and +1
Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown |

Aliventi
Southern Cross Empire Flying Dangerous
629
|
Posted - 2014.01.16 05:19:00 -
[161] - Quote
Still hoping CCP does something about this. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
52
|
Posted - 2014.01.16 08:05:00 -
[162] - Quote
SOL Ranger wrote:This has been presented several times in the past, I'm now hoping you(CCP) could share your thoughts on the subject if it is an action you feel makes sense or if you are against it. I'm sure you developers are fully aware of the problems concerning learning implants but I'll list some quite obvious effects they bring about.
- They benefit the inactive/offline the most.
- They benefit station campers the most.
- They benefit carebears the most.
- They benefit the rich most.
- They benefit veterans the most.
- They suffer the same downsides as did learning skills.
- They suffer the additional downside of costing much thus not only do you need to focus your skills on cyber V first but you also need to save up for the implants immediately after as well, or fall behind.
- You continually lose potential SP when actively playing the game with purpose built implants rather than pure learning implants.
Quite often I'm seeing myself staying docked and closing the client to train rather than play because I CBA. to change clone into less optimal learning implants and lose hours, possibly even days worth of SP because of that one or several gaming sessions. Those who actually decide to go out and play, most notably interact in PvP and pod each other, those are the ones who suffer the real consequences, not only do they lose SP due to almost never having V's plugged in but they lose their IV's or III's when their pods pop. It makes little sense for a game supposed to promote PvP and yet punish those who then participate in it the most. It is not an interesting nor exciting choice deciding to either play and lose efficiency or staying offline or docked while benefiting more, essentially playing 'optimally' when not playing.What could be done is to remove the learning implants and make '+3 implants' baseline, people will rage about this but it's a reasonable suggestion, +5's made baseline might be just as fine a solution, I'm not sure, I'm just sure the learning implants must be removed. Bottom line: Rich inactive veteran station hugging carebears benefit the mostPoor active newbie proactive PvP'ers suffer the most[EDIT] I see some are asking what about Slaves/Crystals etc, the idea is to merely strip the learning attributes from all those implants.
Why is this a problem?
You argue that it benefits the those who don't undock or don't log in the most. Yet, skill learning takes place whether you are logged in, in space, docked, or logged off. You might as well argue that combat implants benefit those who PvP, are ingame, and undock more than those who are logged off. Learning implants benefit you even when you are undocked, in space, and logged in. In fact, learning implants benefit the character more than any other type unless your character is not training a skill.
There are jump clones that you can move to and from and have different implants. You can jump to a clone that has no implants or cheap/dedicated ones for PvP. Wormholes are not an issue with Learning implants: CCPs limitation of jumpclones in that space is the issue.
It would be better for CCP to remove the artificial limitation keeping players from Jump-cloning in wormholes (or, for that matter, moon-mining) and honor the 'sand-box' nature people associate with the game.
Removing learning implants would remove choices that players make. Removing learning implants would benefit long term players more than short term. People did not train learning skills because they ignorant of them. And while there are people who do not plug in learning implants because of ignorance, they also tend to be ignorant of combat and industry implants. In that sense, it is ignorance, not learning implants that are at issue. There are, in fact, more downsides to removing them than leaving them in.
Perhaps it would be better to instead equalize everyone in learning by boosting all attribute stats by +5 and THEN remove all learning bonuses from the game. This way, any and all controversy is satisfied and everyone: PvPers and non-PvPers benefit equally. |

Altrue
Exploration Frontier inc Brave Collective
837
|
Posted - 2014.01.16 10:07:00 -
[163] - Quote
I know that one important point of eve is that character progression is unlinked to your ability to play to game a lot, but giving bonuses to people that stay docked or that are risk-averse, it seems to be a step in the wrong direction.
Yet, I believe we need to keep the isk sink and LP use that we might loose by removing implants.
So here is my proposal : 1- Make learning implants persistant at death. But plugging them will have them stay for a limited amount of time, say 30 days. 2- Transform all (each) sets into a (multiple variations of) super Omega implant that costs the same price and provides the same benefits as before, goes into the same slot... But now learning implants are entierly separed from combat implants. 3- While we are at it, why not doing the same thing for clones ? Pay for the clone once every month, enjoy unlimited podding in this month. G££ <= Me |

Corraidhin Farsaidh
Hello-There
116
|
Posted - 2014.01.16 11:08:00 -
[164] - Quote
A more simple solution would be to amend the skill (can't remember which one) that shortens the time between clon jumps so that it makes a real difference i.e. 3 hrs knocked of the jump cooldown per level. That way a player could hop into their jump clone for combat and then back to the main relatively soon to keep skills training.
I'm not in favour of changing the implants as they give the player choice. The solution in this case (to my mind) is to give players a little more/better choice to account for those odd days where you just want to go roam around (or mine, or build starships etc etc) |

Anthar Thebess
REPUBLIKA ORLA C0VEN
277
|
Posted - 2014.01.16 11:19:00 -
[165] - Quote
CCP still does not care about what their customers say about their product.
TIDI IS NIGHTMARE - CCP SHOW US THE TIMERS Reactivation timers on : MJD and more. Please like & post in this idea to keep it visible. |

Theon Severasse
SniggWaffe WAFFLES.
60
|
Posted - 2014.01.16 12:32:00 -
[166] - Quote
Bad idea -1.
Removing choices is always bad.
What's the next logical progression from this idea?
Why not just give all players all of the skills at 5 as soon as they start playing the game? That way the don't have to wait for anything.
While you're at it, why not just remove ISK from the game as well, and let all players just spawn whatever ships and modules they want?
Anyone can see that both those things are bad ideas. Sure they benefit newer players, but they do not encourage player retention, which is what the MMO model of games are really about. |

Corraidhin Farsaidh
Hello-There
116
|
Posted - 2014.01.16 13:18:00 -
[167] - Quote
Theon Severasse wrote:
Sure they benefit newer players
Actually it wouldn't have encouraged me as it would just seem dumbed down. It's the myriad of choices you can make and the consequences thereof that attracted me to the game. Possibly the same for other players who *will* be retained in game. If new players are spoon fed everything from the start then where is the challenge? In my view its the challenge that keeps people interested.
When I built my first control tower last week I was happy to have achieved a goal, had I been able to inst-pick the skills to do so? It would have been pointless.
I agree with you that anything that gives the player a choice is a good thing as long as there are real consequences from that choice. |

Mr Blah Blahson
School of Applied Knowledge Caldari State
1
|
Posted - 2014.01.16 13:36:00 -
[168] - Quote
Being a newer pilot, I cannot support this unless the "base attributes" are +5.
Vets already have an SP advantage; this would make it worse. |

Corraidhin Farsaidh
Hello-There
116
|
Posted - 2014.01.16 13:54:00 -
[169] - Quote
SP is not the key advantage, experience of the game is, you can fully train up to fly tech II frigates (for example) in relatively little time. I'm pretty sure it'll take you longer to learn *how* to use the skills effectively than it will for the skills to train.
Also what if the 200+ million sp character flying by has all his skills in industry and prety much skipped combat skills beyond level IV? You at 6-8 weeks old would probably have the advantage in combat.if you have purely focused on nasty interceptor skills or similar.
The total number of SP is a red herring, any player will only be using a subset of those skills at any given time in space. This is especially true of the 'active' skills you use whilst flying/exploring/in combat.. True enough older players have an ISK advantage but more important to a new player is finding a good corp I think. ISK will flow from that relatively quickly.
I like the implants idea, lets people have multiple clones for multiple tasks. Hopped into you combat pilot? swap your training to combat skill and have lvl II (relatively cheap) implants fitted to minimize training time loss. Hopped to your mining clone? Change your training to resource skills to gain maximum benefit whilst grubbing through the belts. Switched back to the industry character? And so on...
Anything that lets me tailor my character more is a good thing for me |

trader joes Ichinumi
Perkone Caldari State
18
|
Posted - 2014.01.16 19:18:00 -
[170] - Quote
I agree. When I was doing PvP, I set up a jump clone for my implants. I ended up having days where I just wouldn't play Eve because I didn't want to lose my learning skills.
With other implants, they are useless if you aren't out in Eve doing things. Learning implants are a rare mechanic that pushes players to not play the game. |

trader joes Ichinumi
Perkone Caldari State
18
|
Posted - 2014.01.16 19:20:00 -
[171] - Quote
Mr Blah Blahson wrote:Being a newer pilot, I cannot support this unless the "base attributes" are +5.
Vets already have an SP advantage; this would make it worse.
+5 implants aren't worth it until after a year of training due to the time it takes to train up cybernetics. I would be happy with +3s. Maybe +4s at most. |

Notorious Fellon
Republic University Minmatar Republic
116
|
Posted - 2014.01.16 19:48:00 -
[172] - Quote
I support the removal of all attributes and their removal from implants. They are entirely counter-productive to fun. |

xXNavidsonXx
Brave Newbies Inc. Brave Collective
0
|
Posted - 2014.01.16 19:50:00 -
[173] - Quote
Get a jump clone. They're practically free and there's a stellar corp that can set you up with one.
Fly with cheaper implants.
Get PI going so you can replace a full set of +3's.
+5's are incredibly expensive for a newbie, but a combat pilot can run incursions after a couple months so even that cost is negligable.
Until I become space rich I just fly with +3's or none at all, sometimes the cheap combat implants and learning ones if I know I'm putting my clone in danger.
Really this post us complaining about isk lost. Stop trying to build some scenario where there's a dude in PvP/pve that you're obviously fighting against that has the edge in "that one fight" because he had +5's plugged in long enough to make an actual difference. |

xXNavidsonXx
Brave Newbies Inc. Brave Collective
0
|
Posted - 2014.01.16 22:19:00 -
[174] - Quote
Another thing to consider is that implants are an isk sink. It takes money directly out of the economy. One could argue that those who sit in stations aren't draining risk as fast as someone who gets podded with expensive implants, but I am whole heartedly against anything that removes isk sinks. The economy is tightly tied to game mechanics, this is why they have economists on staff. |

Kirkwood Ross
Golden Profession
117
|
Posted - 2014.01.16 22:57:00 -
[175] - Quote
Remove learning implants and have everyone buy pvp implants in slots 1-6. I'm sure the rich wouldn't do that to improve their performance against poor pvpers. Space honor and all that. |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS type X
122
|
Posted - 2014.01.16 23:43:00 -
[176] - Quote
Leaving transport vessels with no real defenses benefits pvp players more.
leaving mining vessels with no real defenses benefits pvp players more.
Allowing non-consensual pvp every place in the entire game whenever you are undocked benefits pvp players more.
etc...etc...etc..
And these things come at the expense of ACTIVE carebears (ive lost about 8 billion to pvp ganks) and play from zero to 16 hours a day with the average probably about 10 hours.
If you choose to park your toon to increase the SP gain on your toon that is your choice nobody forced it on you, so quite whining.
I choose to play in highsec i gain benefits from doing so like plugging all +5s but it also comes with downsides such as all my vessels are all designed to lose to pvp players.
My point in case you missed it is this: your play style comes with benefits as well as downsides, enjoy the benefits but for God sakes grow a pair and suck up the downsides with a LOT less whining. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Corraidhin Farsaidh
Hello-There
120
|
Posted - 2014.01.17 10:33:00 -
[177] - Quote
By the time you can afford the +5 implants you can afford to lose or replace them without stress, implant level is a progression the same as everything else. I think of the (minimal) increase in training time as a reward for loyalty to the game, the longer you are here the greater the benefits.
Do I envy those with +5 implants? Nope. Will I buy some as soon as I am fiscally able to withstand the loss? Of bloody course I will :D |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
638
|
Posted - 2014.01.17 19:26:00 -
[178] - Quote
Interesting and well written OP. Others have commented that the Learning Implants have no more relevance than Learning Skills, Complexity for it's own sake. I would not like to see implants disappear though, If anything I would like to see more, But hardwirings and slave type sets that can occupy more slots. There is too limited an option for fitting, too many choices for a limited number of places and more all the time , however use those 5 freed up slots too and let hardwirings go in ANY slot... and well so many choices!
Either way OP has a good idea +1 There is one EvE. Many people. Many lifestyles. WE are EvE |

Cyndrogen
Someone Else's Problem Greater Western Co-Prosperity Sphere
474
|
Posted - 2014.01.17 22:42:00 -
[179] - Quote
I disagree somewhat , I think all +skill bonus implants should be removed entirely. There should be NO bonus to training other then remaps and ALL skills should be adjusted to be +3 by default. |

Dredkeeper
Center for Advanced Studies Gallente Federation
5
|
Posted - 2014.01.18 03:13:00 -
[180] - Quote
+1 for a change that would promote more activity, but please at least add +5 to the base skill points. No one wants to lose a Bil isk in implants which only pays off after a year of not losing the clone. |

Omega Tron
34
|
Posted - 2014.01.18 05:13:00 -
[181] - Quote
OK. So you've figured out why I no longer will play in NULL or LOW SEC. When I first started playing, back in the days when there was learning skills, I ran missions, and mined like crazy to buy a set of +6 implants to speed up my learning time. Then for several different days I tried to go ratting in a low sec system trying to increase my earning and ended up getting POD'd. I lost those implants and shortly after that CCP removed them from the game ( I think ). I have never gone back to low sec or null since. I have been gank'd in high sec several times but that has been for the most part, almost, years apart. Plenty of time has passed to allow for and easy recovery of the losses. So if they were to be come a permanent implant like the new AU-79 "Auroral", then I would be living in null instead.
I endorse your idea.
I think that once the learning implants are earned and installed they should then be a permanent part of the character. EVE Online is CCP's sand box. -áThe sand is owned by CCP. -áWe just get to pay them a monthly fee to throw the sand at each other. -áGet over your thoughts that you have some influence on what they will add or do for you. |

Ordo Malus
Shadows Of The Requiem The Unthinkables
21
|
Posted - 2014.01.18 06:28:00 -
[182] - Quote
Ive been playing since 2005 and every one of you crying about how good this idea is, is frankly rather pathetic.
Eve is about choice. Its about loss vs gain. If you want to GAIN the advantage of implants you risk LOSS. I fly 95% of the time with +3 or even sometimes +4% implants in nullsec. I don't cry when I lose implants, I simply buy more. I'm not rich, I accept that for my actions I have a potential reaction, ie losing implants when I'm in combat. Get the **** over it.
I 100% agree that it is unfair to wormhole PvPers and as such Rorqs or other ships should be made adaptible to wormhole life to allow clone jumps, transfers, ect.
As a verteran player of this game I am ******* sick of scrublord faggots crying about free handouts. This entire forum has been polluted with so much crying over "I want things easier" over the last month or so it's pathetic.
-Nerf sentries -Make bumping bannable -Make bumping cause aggression -Prevent highsec aggression -Suicide ganking is unfair -Remove learning implants because I dont want to pay for them and risk losing them.
This player base is turning into WoW. |

Corraidhin Farsaidh
Hello-There
123
|
Posted - 2014.01.18 11:37:00 -
[183] - Quote
Ordo Malus wrote:Ive been playing since 2005 and every one of you crying about how good this idea is, is frankly rather pathetic.
Eve is about choice. Its about loss vs gain. If you want to GAIN the advantage of implants you risk LOSS. I fly 95% of the time with +3 or even sometimes +4% implants in nullsec. I don't cry when I lose implants, I simply buy more. I'm not rich, I accept that for my actions I have a potential reaction, ie losing implants when I'm in combat. Get the **** over it.
I 100% agree that it is unfair to wormhole PvPers and as such Rorqs or other ships should be made adaptible to wormhole life to allow clone jumps, transfers, ect.
As a verteran player of this game I am ******* sick of scrublord faggots crying about free handouts. This entire forum has been polluted with so much crying over "I want things easier" over the last month or so it's pathetic.
-Nerf sentries -Make bumping bannable -Make bumping cause aggression -Prevent highsec aggression -Suicide ganking is unfair -Remove learning implants because I dont want to pay for them and risk losing them.
This player base is turning into WoW.
Totally agree here, I want the choice and the attribute implants give me that. I can't afford +5's yet. Do I care? nope, I learn fast enough right now, the extra +2 on each skill would be nice but wouln't make a massive difference.
When I can afford them will I by them? Damn right I will, but them I'll have earned them and will fly a ship much more likely to discourage gankers.. If I can't afford to lose the implants I shouldn't buy them in the first place.
I want choice in this game, I like being able to fine tune. Most of my ideas here are about providing more choice so I'm intrinsically opposed to anything that gives less choice without a &very* good reason. |

Bertrand Butler
Cras es Noster
143
|
Posted - 2014.01.18 11:58:00 -
[184] - Quote
Really, nobody gives a flying **** about what you personally want guys. Learning skills also gave us "more choice". I don't think that one can argue that their removal from a game was a bad move.
The question is whether the removal of learning implants would result in a desirable AND measurable increase of player generated content. I really think it wont, for two reasons:
1. Risk aversion is a mentality problem entrenched in the player base that practices it. 2. Barring WHs (sth should really be done about them), jump clone specialization and use removes much of the problems learning implants bring to the table. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
873
|
Posted - 2014.01.18 12:13:00 -
[185] - Quote
I think there should be a new set of pirate learning implants added to the game that just provide attributes like the regular learning implants, but are cheaper and also illegal, so CONCORD will rip them out of your head if you take em into highsec. That way you can have implants while you PVP, if you are willing to spend some money, without it being a ridiculously high monetary expenditure (unless you PVP in highsec). This would help to make training implant costs between highseccers and non-highseccers more even, without removing the risk vs reward aspect of using implants. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) And bring back the missile Inquisitor!! |

Basil Pupkin
Why So Platypus
22
|
Posted - 2014.01.18 13:15:00 -
[186] - Quote
Ordo Malus wrote:Ive been playing since 2005 and every one of you crying about how good this idea is, is frankly rather pathetic.
Eve is about choice. Its about loss vs gain. If you want to GAIN the advantage of implants you risk LOSS. I fly 95% of the time with +3 or even sometimes +4% implants in nullsec. I don't cry when I lose implants, I simply buy more. I'm not rich, I accept that for my actions I have a potential reaction, ie losing implants when I'm in combat. Get the **** over it.
I 100% agree that it is unfair to wormhole PvPers and as such Rorqs or other ships should be made adaptible to wormhole life to allow clone jumps, transfers, ect.
As a verteran player of this game I am ******* sick of scrublord faggots crying about free handouts. This entire forum has been polluted with so much crying over "I want things easier" over the last month or so it's pathetic.
-Nerf sentries -Make bumping bannable -Make bumping cause aggression -Prevent highsec aggression -Suicide ganking is unfair -Remove learning implants because I dont want to pay for them and risk losing them.
This player base is turning into WoW.
I see a bitterwet crying about possibility of someone catching up to him, caring about highsec above all things despite claiming to be a nullbear, and throwing in some wh chatter to pretend he's making sense.
I like the idea. Learning implants prevent action, that's for sure. Your 4% implants will remain a meaningful choice, what should get hit is +4, not +4% ones... |

Kirkwood Ross
Golden Profession
120
|
Posted - 2014.01.18 14:45:00 -
[187] - Quote
Icarus Able wrote:Kirkwood Ross wrote:People who have crystal, slave, snakes, etc don't pvp as much either. Should those implants be removed? Your missing the point.
Nope. Those with high value implants don't suicide or engage as much as people with low value or no implants. Same goes for pilots with expensive ships and modules. They pick targets that are guaranteed kills then skitter off. |

JamnOne
Jammin Corp
15
|
Posted - 2014.01.18 15:10:00 -
[188] - Quote
I remember when I first started playing this game I was told - "don't fly what you can't afford to lose."
Now you might be asking, how does this relate to "learning" implants. Simple, if you can't afford to lose them, don't put them in your head. Yes, I agree you are leaving SP on the table if you use +3 instead of +5. That is okay. You will get to a point to where you can afford to have them in your head and if you get popped you just get more.
As for the idea that people won't fly in low or null because of what is in their head, I know individuals who have this mentality. They use jump clones with either lower grade implants or the ones that give additional bonuses like Slave implants. This way they still learn and enjoy the game. They have come to the conclusion that it is risk vs reward. Is it risky to fly in low or null? Yes! Regardless of the implants or ships you maybe flying. But the reward is worth it.
Plus, look at the adrenaline rush you get when trying to save your ship first and then realizing you need to save what is in your head.
I can not support this idea of removing implants from the game. It will reduce the risk vs reward concept and it could actually reduce the enjoyment of some players who like the adrenaline rush trying to save what is in their head. |

Corraidhin Farsaidh
Hello-There
125
|
Posted - 2014.01.18 16:57:00 -
[189] - Quote
Basil Pupkin wrote:
I see a bitterwet crying about possibility of someone catching up to him, caring about highsec above all things despite claiming to be a nullbear, and throwing in some wh chatter to pretend he's making sense.
I like the idea. Learning implants prevent action, that's for sure. Your 4% implants will remain a meaningful choice, what should get hit is +4, not +4% ones...
I'm no vet by any means and I can not support removing choice from the game. Learning implant do not prevent action, players not flying prevents action. If you can't afford to lose higher implant don't buy them. I fly with +3's, will upgrade when I can afford more, and simply accept the learning time cost in the meantime.
There is no need to 'catch up' to vet characters in SP terms, and to my mind you should never to be able to. What is unique to Eve (from my limited experience) is that you *can* catch up or even surpass an older character in any specific area you specialize into if you train skills to a higher level. |

Ancient Soule
Royal Amarr Institute Amarr Empire
0
|
Posted - 2014.01.18 17:56:00 -
[190] - Quote
Are you new to the game too? I just started playing and was wondering the same thing until I understood what jump clones were for. With jump clones you can basically have multiple clones of yourself that each have different implants for different purposes. For example if you want to go into PvP you might want to use cheap but effective implants and hardwirings to boost your performance. If you want to do mining, you can have a different jump clone for that as well. If you are going to be inactive for a while, you can switch to a jump clone with +4 or even +5 implants to increase your training speed.
In a way jump clones are really awesome because you can have up to 10 of them I think and you can kind of collect them for various purposes. You could even invest in "backup" clones say you only need 2 different types you could still make more as backup so you don't have to buy the implants and hardwirings again just for convenience.
Although it would be nice if jump clones were easier to get. I think needing a 8.0 with NPC corp or someone with a capital ship with clone vat bay is kind of annoying. I don't really want to do missions I want to delve in exploration.
Here is the info I read about jump clones if anyone needs it:
https://wiki.eveonline.com/en/wiki/Jump_clones |

Clem Fandango
Deep Core Mining Inc. Caldari State
25
|
Posted - 2014.01.18 18:17:00 -
[191] - Quote
Ordo Malus wrote: I fly 95% of the time with +3 or even sometimes +4% implants in nullsec.
Really? Your killboard doesn't corroborate that statement.
|

Corraidhin Farsaidh
Hello-There
125
|
Posted - 2014.01.18 18:31:00 -
[192] - Quote
Jump clones are great for this, you lose a day of extra SP but so what? The reward is some fun flying without risking your implants. The only change I would find acceptable to mitigate this perceived issue of not flying due to expensive implants (which I don;t think should be bought if they will stop you flying) would be to change the skill that speeds up jump times to reduce the time between jumps by 3 hours per level. Then you can explore for a day and switch back afterwards. |

Dave Stark
4237
|
Posted - 2014.01.18 18:46:00 -
[193] - Quote
Corraidhin Farsaidh wrote:Jump clones are great for this, you lose a day of extra SP but so what? but i'd rather have that extra SP than generate content
do you see how that's bad and needs to be addressed?
between the cost, and time of replacing learning implants, and the cost of updating clones there's no "cheap fun" to be had. I'd gladly go and lose frig after frig after frig if i was *only* going to lose a frig worth 5m or less each time, however when you end up losing a pod worth many many times more than your ship you quickly think "this isn't worth it, i'd rather just do something else and get the extra SP" |

Ancient Soule
Royal Amarr Institute Amarr Empire
0
|
Posted - 2014.01.18 19:51:00 -
[194] - Quote
Dave Stark wrote:Corraidhin Farsaidh wrote:Jump clones are great for this, you lose a day of extra SP but so what? but i'd rather have that extra SP than generate content do you see how that's bad and needs to be addressed? between the cost, and time of replacing learning implants, and the cost of updating clones there's no "cheap fun" to be had. I'd gladly go and lose frig after frig after frig if i was *only* going to lose a frig worth 5m or less each time, however when you end up losing a pod worth many many times more than your ship you quickly think "this isn't worth it, i'd rather just do something else and get the extra SP"
I wanted to play this game because I heard it highly in regards to being dynamic and making choices risk vs reward etc. This is not only a bad idea but CCP is doing the exact opposite and trying to make highsec more dynamic as we speak. So much that capsuleers are starting to take power away from the empires if you watch the latest trailer. What this idea is proposing is to make something that is dynamic that requires a choice to be made to be static instead of dynamic. That is why this thread will not receive a response by CCP because it's the opposite of what they are doing right now.
If you want to read a good idea, under commonly suggested thread, there are tons of suggestions and a great one for implants and hardwirings. They are proposing an idea to have 5 extra implant slots and 5 extra hardwiring slots. That idea I can understand because in the case of the OP having an issue with not wanting to loose money, you could essentially have cheap training implants such as +2 and then combat implants that also have +2 giving you combat advantage and +4 to skills. That is an actual reasonable idea.
This idea takes away choices and a dynamic system that works well. By this theory people should have permanent implants that also boost combat effectiveness or mining effectiveness.
This is not hard to understand. It's simple Pokemon tactics. The more things you collect the more powerful and diverse your skillset becomes. For example having jump clones for various purposes is similar to collecting Pokemon that have different advantages and weaknesses. Pokemon was highly influential to video games and these tactics are employed in every MMO. |

Corraidhin Farsaidh
Hello-There
125
|
Posted - 2014.01.19 11:42:00 -
[195] - Quote
Dave Stark wrote:Corraidhin Farsaidh wrote:Jump clones are great for this, you lose a day of extra SP but so what? but i'd rather have that extra SP than generate content do you see how that's bad and needs to be addressed? between the cost, and time of replacing learning implants, and the cost of updating clones there's no "cheap fun" to be had. I'd gladly go and lose frig after frig after frig if i was *only* going to lose a frig worth 5m or less each time, however when you end up losing a pod worth many many times more than your ship you quickly think "this isn't worth it, i'd rather just do something else and get the extra SP"
I see that you have the option to make a choice and are exercising that choice. I make a different choice. In all honesty i cannot think of a single skill that will ruin the game for me if i don't gain it a few days sooner! |

Ordo Malus
Shadows Of The Requiem The Unthinkables
24
|
Posted - 2014.01.19 11:50:00 -
[196] - Quote
Clem Fandango wrote:Ordo Malus wrote: I fly 95% of the time with +3 or even sometimes +4% implants in nullsec. Really? Your killboard doesn't corroborate that statement.
Here, a link to my main. https://zkillboard.com/character/1889368587/ Feel free to explore pod kills. You'll find +3 and +4 learning implants here and there. You'll find blank clones too. If I expect to die, I'm not at all adverse to removing implants prior to the fight to deny the lossmail.
Cheers, |

Wight Boley
Science and Trade Institute Caldari State
0
|
Posted - 2014.01.19 11:57:00 -
[197] - Quote
I think a reduction to minimum jump clone time would be better. And this could be tied to a skill I suppose. Reducing jump clone cooldown would likely achieve the same result of encouraging players to PvP more, while maintaining the learning implants which are a nice thing to "earn". |

Corraidhin Farsaidh
Hello-There
125
|
Posted - 2014.01.19 12:34:00 -
[198] - Quote
The skill exists already but only drops the jump time by one hour per level |

Dave Stark
4271
|
Posted - 2014.01.19 12:39:00 -
[199] - Quote
Corraidhin Farsaidh wrote:Dave Stark wrote:Corraidhin Farsaidh wrote:Jump clones are great for this, you lose a day of extra SP but so what? but i'd rather have that extra SP than generate content do you see how that's bad and needs to be addressed? between the cost, and time of replacing learning implants, and the cost of updating clones there's no "cheap fun" to be had. I'd gladly go and lose frig after frig after frig if i was *only* going to lose a frig worth 5m or less each time, however when you end up losing a pod worth many many times more than your ship you quickly think "this isn't worth it, i'd rather just do something else and get the extra SP" I see that you have the option to make a choice and are exercising that choice. I make a different choice. In all honesty i cannot think of a single skill that will ruin the game for me if i don't gain it a few days sooner!
sure it's a choice.
it doesn't mean it's a fun or interesting one. |

Corraidhin Farsaidh
Hello-There
125
|
Posted - 2014.01.19 13:00:00 -
[200] - Quote
True enough which is why i choose to fly around with +3's and do the more fun and interesting stuff whilst waiting the extra few days training to do other fun and interesting stuff.
To me SP's are a means to an end. A 3 month old character with maxwd out interceptor skills can gain just as much enjoyment as a 100 mil SP character.
Question: if you could jump clones each 9 hours would you fly more? I mean drop your +5 clone to a +3 one temporarily? |

Aliventi
Southern Cross Empire Flying Dangerous
646
|
Posted - 2014.02.16 07:04:00 -
[201] - Quote
Still wish CCP would implement this. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
652
|
Posted - 2014.02.16 09:19:00 -
[202] - Quote
Ok here is an option that resolves all the issues.
Allow the switching to a station provided zero implant clone at any time in the same station , with med facilities,with a 4 hour cooloff per change. Cost 2.5m isk per swap.uses one of your infomorph psycology "slots". clone large enough to preserve skill points at the point of switching.
Risk vs reward, loss of advanced training rate and attribute gains while in zero implant clone,loss of training if killed in the clone that you learnt while in it. one less implanted clone available.
reward:- jump in and kill stuff!. There is one EvE. Many people. Many lifestyles. WE are EvE |

DSpite Culhach
278
|
Posted - 2014.02.16 11:37:00 -
[203] - Quote
https://wiki.eveonline.com/en/wiki/Cerebral_Accelerator
CCP already set a precedent.
It would not be unreasonable to have BOTH the current system, and a new tech improved version of temporary boosting implants that:
1) Give bonuses as the current implants do. 2) Do not get destroyed on clone death 3) Have a negative balancing effect, are high cost, expire after a number of days, or whatever is needed for balance.
I'm sure that even the most bitter players in this thread could not object to negatives being introduced as they want "consequences to every choice" and you could have some rather nifty negatives. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Motoko Innocentius
Garoun Investment Bank Gallente Federation
5
|
Posted - 2014.02.16 12:14:00 -
[204] - Quote
I will have to agree with the op on this matter, learning implants give newer players the most problems, as an older player, I rarely have learning implants in my head anymore and if I have I don't really care if I lose them. Having good income negates the penalty for losing learning implants and when you hit the point at which you've skilled most of your skills to a level you like theres really not much of an incentive to use learning implants. Sure maybe that capital remote cap transfer skill takes somedays longer to get to lvl 5 but it doesn't really matter.
And then theres the alts you rarely use who are always in +5 implants, they get the gain all the time and theres no risk of losing em.
From my perspective, abolishing them or simply creating a learning booster that gives +n to all attributes would be better in my perspective, the booster itself would last for a week, month or something and not get destroyed when podded. But basicly what i'm saying is that something does need to happen to this situation, isk sinks can be created and implants aren't a huge one at that.
Having highsec dwellers go into lowsec and null without fear of losing implants would be great. I'd also like to underline that this is about learning implants, all the other implants and hardwirings should stay as they are atm.
|

Lavitakus Bromier
The Scope Gallente Federation
25
|
Posted - 2014.02.16 14:35:00 -
[205] - Quote
my only issue is how will newer piolets compete against year(s) old vets. simple put they cant. unlike other mmos were u can grind to max lv. eve is time based. without 'help' newer players dont really stand a chance.
i like the idea but u need a solution instead of making every body 'even'
i like the idea of a 'booster' type item u inject and have a boost for a mounth or so. and it stays even if u get podded. but that doesnt make to much sense i inject drugs and when i die they fallow me through the cosmos to my new clone.
or my personal fav. give us dock options like a lab that boost science or a library that boost intelagence, sell dock spaces, when u start out u get 1 addition room, or u buy a upgrade now u have 2 rooms, 3...4 ext. can have eve players produce 'ROOM cubes' and sell them. isk sink by selling Larger dock apartments. fees to add a room type.
if done right u make it so u can get a max of 4 or so that way u dont get a boost in every feild
idk ill have to thimk about that more. soo tired |

Mournful Conciousness
Embers Children TOHA Conglomerate
580
|
Posted - 2014.02.16 14:49:00 -
[206] - Quote
Factual part: I entered w-space after 3 months of play and never left. It never occurred to me to change clones for pvp. I pvp with learning implants in. It's only 40 million if you get podded - nothing compared to the rest of the ship. It's never seemed like a lot of money.
Humorous part: You poofs need to grow a pair. Get your implants in and jump into a wormhole today. If you want someone to hold your hand, join our public chat.
Opinion Part: Learning implants represent a trade-off decision for the player. Money or time? Risk (money) and reward (more SP).
Trade-offs make for more interesting and varied play. They are good for eve.
Frankly, you only ever need to have 2 implants in at a time since you're usually learning either support skills or gunnery + ships.
Sometimes I even forget to wear them and I don't really notice. After 3 years of play waiting a few more days for minmatar BS 5 didn't really change my game. They are actually more useful for young players than old ones, and it's a natural feature of being young that you have to take a few risks to get ahead.
Cynical Part: learning implants are a currency sink. All economies need a currency sink. Without them people become comfortable and retire early.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Derath Ellecon
Washburne Holdings Situation: Normal
2038
|
Posted - 2014.02.16 14:54:00 -
[207] - Quote
Mournful Conciousness wrote:Factual part: I entered w-space after 3 months of play and never left. It never occurred to me to change clones for pvp. I pvp with learning implants in. It's only 40 million if you get podded - nothing compared to the rest of the ship. It's never seemed like a lot of money.
Humorous part: You poofs need to grow a pair. Get your implants in and jump into a wormhole today. If you want someone to hold your hand, join our public chat.
Opinion Part: Learning implants represent a trade-off decision for the player. Money or time? Risk (money) and reward (more SP).
Trade-offs make for more interesting and varied play. They are good for eve.
Frankly, you only ever need to have 2 implants in at a time since you're usually learning either support skills or gunnery + ships.
Sometimes I even forget to wear them and I don't really notice. After 3 years of play waiting a few more days for minmatar BS 5 didn't really change my game. They are actually more useful for young players than old ones, and it's a natural feature of being young that you have to take a few risks to get ahead.
Cynical Part: learning implants are a currency sink. All economies need a currency sink. Without them people become comfortable and retire early.
If I could give more than one like I would. This covers it in a nutshell
|

Arsine Mayhem
Tribal Liberation Force Minmatar Republic
129
|
Posted - 2014.02.16 22:11:00 -
[208] - Quote
Aliventi wrote:Still wish CCP would implement this.
Would likely see more PVP going on.
Actually I'm sure you would, because I'd be one.
But this is the game they want. Sucks in so many ways. |

Barbara Nichole
Cryogenic Consultancy
514
|
Posted - 2014.02.16 22:51:00 -
[209] - Quote
tell me why this isn't anything but a "waaaa .. they have something more expensive that I want but can't have because I get killed too often" post. You have the same ability to save for the implants and put them on a secure JC somewhere for long term training as needed. It's a good and useful part of the game. -á-á- remove the cloaked from local; free intel is the real problem, not-á "afk" cloaking-á-
[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG] |

Derath Ellecon
Washburne Holdings Situation: Normal
2038
|
Posted - 2014.02.17 00:05:00 -
[210] - Quote
Barbara Nichole wrote:tell me why this isn't anything but a "waaaa  .. they have something more expensive that I want but can't have because I get killed too often" post. You have the same ability to save for the implants and put them on a secure JC somewhere for long term training as needed. It's a good and useful part of the game. but hey while we're at the task of making unreasonable requests, lets do away with jump clones....and clone insurance so that you auto lose SP as you die.. and when you reach 0 sp your character is perma-dead.....
Yes it pretty much is. It's the I can't afford to risk my implants to pvp but I have to use them because other people do. So if nobody can use implants then I won't either and can pvp more
Sadly IMO the people with that mentality won't get out and pvp anyhow.
I've lived in a wormhole for most of my eve life. I've never used above +3 implants and I've done fine. |

DSpite Culhach
278
|
Posted - 2014.02.17 02:48:00 -
[211] - Quote
Lavitakus Bromier wrote:my only issue is how will newer piolets compete against year(s) old vets. simple put they cant. unlike other mmos were u can grind to max lv. eve is time based. without 'help' newer players dont really stand a chance.
i like the idea but u need a solution instead of making every body 'even'
(1) i like the idea of a 'booster' type item u inject and have a boost for a mounth or so. and it stays even if u get podded. but that doesnt make to much sense i inject drugs and when i die they fallow me through the cosmos to my new clone.
or my personal fav. give us dock options like a lab that boost science or a library that boost intelagence, sell dock spaces, when u start out u get 1 addition room, or u buy a upgrade now u have 2 rooms, 3...4 ext. can have eve players produce 'ROOM cubes' and sell them. isk sink by selling Larger dock apartments. fees to add a room type.
if done right u make it so u can get a max of 4 or so that way u dont get a boost in every feild
idk ill have to thimk about that more. soo tired
(1) As I have already stated, CCP already made Cerebral Accellerators that do exactly that.
You might as well ask how you remember what chicken tastes like after a memory transplant; the boost is not just a drug running in venis, the boost would tweak neurons and part of the brain tied to short term memory, so the effects are not permanent, but are transferred by memory transfers ... I don't even know WHY you would need a reason, when it's a game, and it's sci-fi, so we can just make crap up (within reason).
As long as benefits are balanced by other factors, I don't see any issues. You can already buy stat bonus implants with PLEX from day 1 for a station trading toon that never goes into space - and as such will never lose them - yet we add a burden to pvp players. It's not a balanced equation when it comes to the learning implants.
Hardwires yes, use them and risk losing them, learning ones, totally different. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

DSpite Culhach
278
|
Posted - 2014.02.17 03:12:00 -
[212] - Quote
Mournful Conciousness wrote:Factual part: I entered w-space after 3 months of play and never left. It never occurred to me to change clones for pvp. I pvp with learning implants in. It's only 40 million if you get podded - nothing compared to the rest of the ship. It's never seemed like a lot of money.
Humorous part: You poofs need to grow a pair. Get your implants in and jump into a wormhole today. If you want someone to hold your hand, join our public chat.
Opinion Part: Learning implants represent a trade-off decision for the player. Money or time? Risk (money) and reward (more SP).
Trade-offs make for more interesting and varied play. They are good for eve.
Frankly, you only ever need to have 2 implants in at a time since you're usually learning either support skills or gunnery + ships.
Sometimes I even forget to wear them and I don't really notice. After 3 years of play waiting a few more days for minmatar BS 5 didn't really change my game. They are actually more useful for young players than old ones, and it's a natural feature of being young that you have to take a few risks to get ahead.
Cynical Part: learning implants are a currency sink. All economies need a currency sink. Without them people become comfortable and retire early.
I disagree with practically every point, and be summed up rather fast.
Normal players will probably have 2 accounts. Multiple toons on each. Only one toon is (normally) training in each account. What this means is that more experienced players are min-maxing implants effects. The toon parked more in station has implants and will have it's skill queue running, combat pilots are not training are have no-implant jumpclones (other then skillwires) so basically the "clever" players play at far reduced risk.
New players have one account, get access to the Cerebral Accelerators for free at the start, then have to make balancing choices with implants and possible loss. The new players are the ACTUAL players we all want to pvp BECAUSE if they become risk averse at the start of the damn game, it's far more likely they will follow that trend, and the current implants add another layer to that problem.
You could have accelerators that only boost learning from skill levels 1-4, or are a big isk to maintain, or ... a million other possibilities.
You just lack the imagination to come up with middle ground solutions and instead call people names. Shame on you.
I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Hasikan Miallok
Republic University Minmatar Republic
280
|
Posted - 2014.02.17 03:44:00 -
[213] - Quote
Really not sure of the issue here.
A combat PvP clone only needs 2 learning implants (matching the current skills in training) and even +4s only cost 10 million each plus a bit of LP.
Plus why is everyone so obsessed with earning SP ? You can always just sell your current toon on the character bazaar and trade up to one with a few years more experience if you are actually worry about your skill set for some random reason. |

DSpite Culhach
278
|
Posted - 2014.02.17 05:15:00 -
[214] - Quote
Barbara Nichole wrote:tell me why this isn't anything but a "waaaa  .. they have something more expensive that I want but can't have because I get killed too often" post. You have the same ability to save for the implants and put them on a secure JC somewhere for long term training as needed. It's a good and useful part of the game. but hey while we're at the task of making unreasonable requests, lets do away with jump clones....and clone insurance so that you auto lose SP as you die.. and when you reach 0 sp your character is perma-dead.....
The reason why it's not "an unreasonable request" is:
* CCP set the prececedent with Cerebral Accellerators, and wanting new players to get into the action quicker, in a game that CANNOT be "grinded for skills", allowing players that look the amount of skills points needed and think "my god I't will take me years to be good at anything". The fact that it does not work quite that way is irrelevant to brand new players that are starting in the most complicated MMO they will probably ever play.
* It has nothing to do with money or isk loss. Anyone that is very confortable with the EVE mechanics will balance out isk-vs-reward, and as someone pointed out, running around with implants bigger the +2 or +3 for the first 6 months is a tad pointless, when even a simple starting remap to raise just Willpower and Perception would do greater good, just do concentrate on sayGunnery and all the ship unlocking skills, same would go with other stats just for market and trading toons.
Since CCP already has started down the road of "helping the new player experience", that's what they should concentrate on. I have already made a market toon and got it to about 30 mill SP. It's parked and not training anymore as I don't really need any more SP in that one atm, and would not bother getting a couple of +5 implants just to PLEX some skills for a month to round something off anyway.
A change in the implants to get more beginners up to scratch faster, with less reasons to avoid risks, would be welcome by me, and this current idea is not too bad. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

DSpite Culhach
278
|
Posted - 2014.02.17 18:44:00 -
[215] - Quote
Hasikan Miallok wrote:Really not sure of the issue here.
A combat PvP clone only needs 2 learning implants (matching the current skills in training) and even +4s only cost 10 million each plus a bit of LP.
Plus why is everyone so obsessed with earning SP ? You can always just sell your current toon on the character bazaar and trade up to one with a few years more experience if you are actually worry about your skill set for some random reason.
I made a blank toon in EVEMon, set up a Raven skill queue to basically make a close to optimal pilot, assuming you build up Cybernetics and move up implants every time you make a level (I think I did it correctly).
This is of course assuming that he initially just wanted to make sure he can make a mission runner for the odd isk making missions. If I had a mate that wanted to play EVE, I'd plan a toon for an entire 1 year worth before he even started the account.
Time : 156 days. With a remap to optimal stats : 142 days. With 4 relevant +5 implants : 116 days.
When new players get the skill queue explained and then told "you can shave a quarter of your training time by spending $25 bucks in plex, but you cant get podded" I think a lot would make sure they don't get podded for the 116 days needed.
This is my guess as to why players might be obsessed with SP. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Mag's
the united SCUM.
16747
|
Posted - 2014.02.17 18:51:00 -
[216] - Quote
Arsine Mayhem wrote:Aliventi wrote:Still wish CCP would implement this. Would likely see more PVP going on. Actually I'm sure you would, because I'd be one. But this is the game they want. Sucks in so many ways. My +5 clone is the cheapest clone I have and the only time I PvP in it, is when I cannot be bothered to change. I just do not buy the argument you are making and I believe you would find the next excuse not to PvP, if they were removed.
It's a game, play it, enjoy it. I have no doubt while you were sitting in station worrying about your implants, I was out PvPing in a set that cost more and was enjoying myself.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
65
|
Posted - 2014.02.17 19:12:00 -
[217] - Quote
I still do not quite understand why this is such a concern: that guy has implants that are not at Podding risk but that other guy does.
Envy... jealousy... greed... bad.
But, perhaps the simpler solution that others bring up is to keep the current implants while adding a new set that: 1 - lasts 30 days 2 - does not get destroyed when podded
More advanced sets could be obtained that: cover multiple attributes but for a more limited time period or offer a even greater boost for a limited time period: +10 for 7 days. Naturally they would cost more, drain isk from the game, and otherwise remove a reason people are hesitant to PvP due to the fear of losing implants in a podding. |

Anne Dieu-leveut
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2014.02.17 19:53:00 -
[218] - Quote
Ancient Soule wrote:Are you new to the game too? I just started playing and was wondering the same thing until I understood what jump clones were for. With jump clones you can basically have multiple clones of yourself that each have different implants for different purposes. For example if you want to go into PvP you might want to use cheap but effective implants and hardwirings to boost your performance. If you want to do mining, you can have a different jump clone for that as well. If you are going to be inactive for a while, you can switch to a jump clone with +4 or even +5 implants to increase your training speed. In a way jump clones are really awesome because you can have up to 10 of them I think and you can kind of collect them for various purposes. You could even invest in "backup" clones say you only need 2 different types you could still make more as backup so you don't have to buy the implants and hardwirings again just for convenience. Although it would be nice if jump clones were easier to get. I think needing a 8.0 with NPC corp or someone with a capital ship with clone vat bay is kind of annoying. I don't really want to do missions I want to delve in exploration. Here is the info I read about jump clones if anyone needs it: https://wiki.eveonline.com/en/wiki/Jump_clones
Jump clones were actually developped to travel faster in the first place when CCP noticed we were suiciding ourselves in null-sec towards our high-sec clones |

DSpite Culhach
278
|
Posted - 2014.02.17 20:02:00 -
[219] - Quote
Mag's wrote:Arsine Mayhem wrote:Aliventi wrote:Still wish CCP would implement this. Would likely see more PVP going on. Actually I'm sure you would, because I'd be one. But this is the game they want. Sucks in so many ways. My +5 clone is the cheapest clone I have and the only time I PvP in it, is when I cannot be bothered to change. I just do not buy the argument you are making and I believe you would find the next excuse not to PvP, if they were removed. It's a game, play it, enjoy it. I have no doubt while you were sitting in station worrying about your implants, I was out PvPing in a set that cost more and was enjoying myself.
From what I can tell from searches on THIS toon you're using in THIS forum, it might have upwards of 200 million SP's, and has spend most of it's life ganking people going through gates like Rancer. Usually at close to zero risk, in high alpha ships or snipers, in medium size ambush fleets. The only solo kills on zKillboard show ships that either have no guns, no modules, or just bizarro fits from players in starting corps, so also zero risk of pod loss on your part.
And you're telling people "go out, get killed, and lose implants. it's no big deal". You have probably generated a small fortune with this toon, ganking passing people for years on end, so you also have no ISK issues, even if your alt's do fly around in +5 implants. Why you have such a problem with a change that might actually send more idiots through the gates you like camping so much is a mystery to me. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Daichi Yamato
Xero Security and Technologies
1095
|
Posted - 2014.02.17 20:08:00 -
[220] - Quote
Roime wrote: No, I'm arguing that learning implants don't reward anything, they are a choice given to you. Plug in, get SP at a slightly accelerated rate. Why would a person who just started buy +5s? Right, because he is stupid. He doesn't get a single day of training advantage out of those in his first year.
on the the contrary,
newer players are encouraged to train cybernetics V early on to get the most out of +5 implants as soon as they can (except maybe null noobs). likewise when ppl make new alts, cybernetics V is one of the earlier skills they train so they can put +5 implants into their alt as soon as possible. I've also heard some players say they regretted not getting into +5's sooner.
ppl who like PvP are less likely to use costly implants because they want to pvp ppl who like to train fast will rarely PvP because they want to train fast
so it really comes down to attitude/priorities. Since the OP's idea is to swap implants for a permanent +3, why dnt all those afraid of losing implants swap out for +3's now and PvP to their hearts content? This option has been available to u since the beginning.
All that said, im pro removal. they are kinda like learning skills where u have to train cybernetics to some level, and fit implants of some power. its just not clever to not have implants of +3 or +4.
if ppl care, ive never used a +5 in three years of the game, though i do have the skills to fit them. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Mag's
the united SCUM.
16749
|
Posted - 2014.02.17 20:21:00 -
[221] - Quote
DSpite Culhach wrote:Mag's wrote:Arsine Mayhem wrote:Aliventi wrote:Still wish CCP would implement this. Would likely see more PVP going on. Actually I'm sure you would, because I'd be one. But this is the game they want. Sucks in so many ways. My +5 clone is the cheapest clone I have and the only time I PvP in it, is when I cannot be bothered to change. I just do not buy the argument you are making and I believe you would find the next excuse not to PvP, if they were removed. It's a game, play it, enjoy it. I have no doubt while you were sitting in station worrying about your implants, I was out PvPing in a set that cost more and was enjoying myself. From what I can tell from searches on THIS toon you're using in THIS forum, it might have upwards of 200 million SP's, and has spend most of it's life ganking people going through gates like Rancer. Usually at close to zero risk, in high alpha ships or snipers, in medium size ambush fleets. The only solo kills on zKillboard show ships that either have no guns, no modules, or just bizarro fits from players in starting corps, so also zero risk of pod loss on your part. And you're telling people "go out, get killed, and lose implants. it's no big deal". You have probably generated a small fortune with this toon, ganking passing people for years on end, so you also have no ISK issues, even if your alt's do fly around in +5 implants. Why you have such a problem with a change that might actually send more idiots through the gates you like camping so much is a mystery to me. I lived in Null for many years and this wasn't my first character. I always had implants, whether they be learning or hardwired and they never ever stood in my way of playing the game.
Also, you only make yourself look foolish, if you believe that we have zero or close to zero risk at any time. You clearly have no idea in that regard and your bias is showing.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

DSpite Culhach
278
|
Posted - 2014.02.17 20:43:00 -
[222] - Quote
Mag's wrote:DSpite Culhach wrote:Mag's wrote:Arsine Mayhem wrote:Aliventi wrote:Still wish CCP would implement this. Would likely see more PVP going on. Actually I'm sure you would, because I'd be one. But this is the game they want. Sucks in so many ways. My +5 clone is the cheapest clone I have and the only time I PvP in it, is when I cannot be bothered to change. I just do not buy the argument you are making and I believe you would find the next excuse not to PvP, if they were removed. It's a game, play it, enjoy it. I have no doubt while you were sitting in station worrying about your implants, I was out PvPing in a set that cost more and was enjoying myself. From what I can tell from searches on THIS toon you're using in THIS forum, it might have upwards of 200 million SP's, and has spend most of it's life ganking people going through gates like Rancer. Usually at close to zero risk, in high alpha ships or snipers, in medium size ambush fleets. The only solo kills on zKillboard show ships that either have no guns, no modules, or just bizarro fits from players in starting corps, so also zero risk of pod loss on your part. And you're telling people "go out, get killed, and lose implants. it's no big deal". You have probably generated a small fortune with this toon, ganking passing people for years on end, so you also have no ISK issues, even if your alt's do fly around in +5 implants. Why you have such a problem with a change that might actually send more idiots through the gates you like camping so much is a mystery to me. I lived in Null for many years and this wasn't my first character. I always had implants, whether they be learning or hardwired and they never ever stood in my way of playing the game. Also, you only make yourself look foolish, if you believe that we have zero or close to zero risk at any time. You clearly have no idea in that regard and your bias is showing.
I have entered Rancer a number of times with zero SP freshly made characters. Finding 5-10 people there sitting on Rokhs was pretty common ... also, I'm not ever sure what I'm supposed to be biased on, I just pointed out that most kills on Rancer are on players that have no idea of what they are doing. Pretty sure risk factor goes way down under those conditions.
I'm just pointing out that a new implant system would help new characters get up to speed faster, you are neither new at this game, or have issues with it's many pitfalls and mechanics. Most people managed to get Destroyers V and Battlecruiser V in order to avoid the split training, new players are technically penalized from those changes.
What I don't understand is where are the negatives in such a change. I've heard the good points, but I have no heard what will magically "break" if such a change was made. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Aliventi
Southern Cross Empire Flying Dangerous
663
|
Posted - 2014.03.19 23:53:00 -
[223] - Quote
Come on CCP! Make it so! "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
74
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Posted - 2014.03.20 00:28:00 -
[224] - Quote
Aliventi wrote:Come on CCP! Make it so!
Why?
DSpite Culhach wrote: I have entered Rancer a number of times with zero SP freshly made characters. Finding 5-10 people there sitting on Rokhs was pretty common ... also, I'm not ever sure what I'm supposed to be biased on, I just pointed out that most kills on Rancer are on players that have no idea of what they are doing. Pretty sure risk factor goes way down under those conditions.
I'm just pointing out that a new implant system would help new characters get up to speed faster, you are neither new at this game, or have issues with it's many pitfalls and mechanics. Most people managed to get Destroyers V and Battlecruiser V in order to avoid the split training, new players are technically penalized from those changes.
What I don't understand is where are the negatives in such a change. I've heard the good points, but I have no heard what will magically "break" if such a change was made.
If people are ignoring the little box that pops up and says: you are entering low security space and people can shoot you at will... well, then they are willingly taking that risk and any loss of implants is a possible consequence for failing to read or for ignoring the warning. If they are new players, they will not have turned the warning off.
I think people will always want some learning booster in the game because once you get to the skills that take several weeks to train, you pretty much look for anything to cut the time down. I also agree that the split of Destroyer and Battle cruiser skills was detrimental to new characters.
If they were to remove the learning skills, the a flat reduction in learning time should take place for all skills. But, how then do you compensate players who skilled with no implants or with max implants? Best case would be fore CCP to reduce the required SP for all skills proportionally based on the average implants used to boost skill training. The reduction in SP would then result in players getting back excess skill points they can then apply to other skills - much like when learning skills were removed from the game.
But again... why should CCP go through this work when the current system in place is working just fine? You can choose to not use implants or you can choose to use them to improve skill training. You have the freedom of choice here and with it, the risks involved. From a story perspective, since you are learning a skill by implanting it, it makes perfect sense that additional implants would boost the learning of said skills.
If the PvPer is having ISK flow issues, then the PvPer needs to smarten up: use jump clones and learn how to make ISK to buy what he needs to improve his PvP experience. Maybe the PvPer needs to create a trading alt to sit in Jita and make him isk while he waits for the next CTA or while waiting for some poor sod to jump into his gate-camp. In short: if you like PvP you need isk. Learning implants just help in the skill expansion helping in better PvP... but you still need isk - especially if you are getting podded a lot so that you lose implants. |

Markku Laaksonen
EVE University Ivy League
399
|
Posted - 2014.03.20 01:05:00 -
[225] - Quote
No. I decide to risk +4s and +5s and I should be rewarded with higher SP gains. If you decide to plug in +4 or +5s and then avoid everyone you ever see and not enjoy the game because of it, well we can chalk that up to 'emergent gameplay.'
You're not loosing SP. What's happening is you're not gaining extra SP. You're not entitled to it. DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - https://secure.eveonline.com/trial/?invc=047203f1-4124-42a1-b36f-39ca8ae5d6e2&action=buddy
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Derath Ellecon
Washburne Holdings Situation: Normal
2071
|
Posted - 2014.03.20 01:45:00 -
[226] - Quote
DSpite Culhach wrote:What I don't understand is where are the negatives in such a change. I've heard the good points, but I have no heard what will magically "break" if such a change was made.
The key issue is that there have really not been any good reasons why learning implants should be removed beyond the "If I can't afford to use them then nobody should"
As many others have said, implants are not a right, nor a requirement to play EVE. CCP already figured out what their acceptable base SP/hr rate is when they made the game. You can play the game with no implants and train at that rate and you will do just fine. OR you can choose to plug in some implants and take the extra risk for some extra gain.
I have been playing coming up on 3 years. I have never used higher than a +3 implant and I have had an extremely enjoyable game. I am not a new player anymore, but I am far from being like the 5-10 year old veterans either.
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Khoul Ay'd
Blue Republic RvB - BLUE Republic
171
|
Posted - 2014.03.20 03:03:00 -
[227] - Quote
So if I've got this right OP says, choice=bad, expensive stuff=bad 
Eve is about choice, options. Whatever happened to the sandbox concept, the decisions you make impacting your outcomes in the future. He wants to remove expensive implants because the rich shouldn't have the choice to purchase and perhaps lose expensive implants. By this same logic, we should also remove all expensive ships and modules because only the rich can afford them and their too risk adverse to use them.
Continue down this logic train and we'll all be ship spinning in starter systems with only our basic skills because we're too risk adverse to head out into an 0.9 systems and lose our expensive Grade Alpha Clones and combat frigates.
-1 The things we do today we must live with forever.... Think about it |
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