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Jingsuei
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Posted - 2006.04.14 22:09:00 -
[1]
Unless I've missed something lately, it seems like the long-awaited "attribute boosters" are nowhere to be seen. I assume this is because CCP is concerned about the problems this might cause with older, more-powerful (read: more ISK) players.
I propose a solution to get these boosters into the game and make them useful to the players that are most in need of their benefits: Make the effects of the attribute boosters dependant upon the number of skillpoints a player has compared to the average of all EVE players.
1) Have the servers do a weekly calculation on the average number of SP of all players. 2) Have the servers do a weekly calculation of where each character is compared to that average.
Set it up so that if you are above the average, boosters are effectively worthless to you. If you are in the second quartile (i.e. 25%-50% of players) they are half effective. And if you are in the first quartile (i.e. 0%-25% of players) they are fully effective.
This would help eliminate the grind that the first few months of playing can be, and "even the playing field" a little bit between brand new and older players.
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RogueWing
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Posted - 2006.04.14 22:37:00 -
[2]
They are "In Development" with a scheduled release of "maybe" in Kali.
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Dr Caymus
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Posted - 2006.04.15 00:27:00 -
[3]
Edited by: Dr Caymus on 15/04/2006 00:29:03 For a long time, I looked forward to attribute boosters. I've even already trained the Biology skill to level 5. However to be honest, as fond as I am with skillpoints, I now actually have reservations with respect to the release of attribute boosters. They will be far too easily exploited. Macroers will write simple scripts to automatically plug in new attribute boosters and reset skills into training every x hours (x being dependent upon what level the cheater has trained the Biology skill)...thereby gaining the benefit of attribute enhanced training 24 hours a day/seven days a week regardless of whether or not they are really playing the game. The honest player would fall further behind.
Bottom line...the game doesn't need attribute boosters. The current skill system works very well without them. Invest some time in training learning skills, earn some implants, and skills train very rapidly. Numerous other threads have been right on point in communicating that new players can quickly become very competitive in a chosen career with a focused and carefully managed training program.
You might think "easy for you to say" and yes, I enjoy having a huge skillpoint total...but it is really only academic...its just a fun number to have. In day-to-day play, I'm probably only utilizing 10-20% of my skills at any given time.
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aggiedog
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Posted - 2006.04.15 00:32:00 -
[4]
It seems like attribute boosters will reward those who put time into the game. I know that alot of people pride themselves that you don't have to go do one thing over and over to get the uber skills in the game. However, what if someone has invested their time and ammassed a fortune? What if skills were the only thing that was limiting their success? This gives some advantage to those who put time and effort into the game. --------------------------------------------- Make Doomsday weapons available for frigates! |

IHaveTenFingers
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Posted - 2006.04.28 01:40:00 -
[5]
The best use for attribute boosters would be the ability to raise an attribute by 1 point but drop another by 1. a great way to balance your stat, but lets just say, you get a security penalty if you use too many too fast. (pwns macrominers) |

Tripoli
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Posted - 2006.04.28 01:42:00 -
[6]
DNA Mutators will be more practical and interesting, I think. They look to be like permanent implants.  ---
280 of 312 skills trained. |

Kifrile
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Posted - 2006.04.28 02:21:00 -
[7]
I'm a 0.0 pilot and get podded constantly :P anyways Boosters were designed for use by 0.0 characters to have something like a "temp" implant to allow them to get the effect of implants withg out the risk of implants, and I say I want them in in the way there suppsoto, Boosters are for 0.0/pvp characters, not carebears
Please don't nerf them for 0.0 players, make it something like people who have implants (real) plugged in, half the effecency of boosters, and mak=e it if used again with in 24hrs of it wearing out it lessens its effect(like real drugs, the high ain't as good as the first time if you do drugs alot) and make it compond so a 3rd time with in 24 hors of a 2nd one if the 2nd one was with in 24 hours of the 1st one, kinda like item stacking, and as long as you let that 24/hrs pass, you can use item and get full effect again
Kif
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Tripoli
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Posted - 2006.04.28 02:34:00 -
[8]
If they're really going to put boosters in, I think they should be able to be kind queued up. For instance, you can toss 4 into your system and get 16 hours... Say when you get down to 2, you could pop another 10 in, then keep topping it off whenever you wanted. Kind of like POS fuel.
Caymus is right, people will write macros left and right otherwise. ---
280 of 312 skills trained. |

Michiyo Daishi
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Posted - 2006.04.28 04:21:00 -
[9]
anyone had the time to read this? It definately points to far worse effects of using boosters.
I say just from the backstory, boosters arent the one-off temporary boost in stats everyone is looking for -
*posts posted are not official statements of EVEnews.com, and are the poster's own* |

Dr Caymus
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Posted - 2006.04.29 00:01:00 -
[10]
Good point, Michiyo...and there's that Sarpati guy again 
I've also seen a couple of references to the "adverse side effects" of attribute boosters. However, I have not yet seen a clear, specific definition of what these side effects will be. The side effects are referred to as "fatal". So let's take that concept and run with it. Check out this idea:
When a booster is used, there is a slight risk of death. Its an agonizing, painful death...so much so that a clone does not protect skillpoints. If your number is up...you happen to die as a result of booster use...you lose skill points in a way similar to getting podded without a clone.
The risk of death would be low for the occasional user, maybe a 10% chance. Moderation would be the key to use. But this risk would compound as the frequency of use rises. If you popped boosters continuously for, say, a full week, the probability of death would become extremely high. Varied levels of use between moderate and extreme would come with varied levels of probability of death.
This "death probability curve" could be balanced such that the expected outcome over the long term might be accelerated skill growth similar to having +5 implants (maybe better/maybe not so good), but without the cost and risk of wearing +5 implants, and with the chance of doing significantly better if you're lucky at avoiding death (or worse if you're unlucky).
Your thoughts?
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Phelan Boots
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Posted - 2006.04.29 02:00:00 -
[11]
Originally by: Dr Caymus *good idea*
Sounds risky, I'm all for it. It also keeps people from mixing high level implants and boosters.
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Mr Peanut
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Posted - 2006.04.29 03:58:00 -
[12]
Originally by: Dr Caymus Good point, Michiyo...and there's that Sarpati guy again 
I've also seen a couple of references to the "adverse side effects" of attribute boosters. However, I have not yet seen a clear, specific definition of what these side effects will be. The side effects are referred to as "fatal". So let's take that concept and run with it. Check out this idea:
When a booster is used, there is a slight risk of death. Its an agonizing, painful death...so much so that a clone does not protect skillpoints. If your number is up...you happen to die as a result of booster use...you lose skill points in a way similar to getting podded without a clone.
The risk of death would be low for the occasional user, maybe a 10% chance. Moderation would be the key to use. But this risk would compound as the frequency of use rises. If you popped boosters continuously for, say, a full week, the probability of death would become extremely high. Varied levels of use between moderate and extreme would come with varied levels of probability of death.
This "death probability curve" could be balanced such that the expected outcome over the long term might be accelerated skill growth similar to having +5 implants (maybe better/maybe not so good), but without the cost and risk of wearing +5 implants, and with the chance of doing significantly better if you're lucky at avoiding death (or worse if you're unlucky).
Your thoughts?
It sounds like a good idea, but IMO it is too risky and dangerous to be implemented. With a different type of penalty, I think it could work. Perhaps there would be a chance of not being able to use boosters for an extended period of time, or of recieving worse results from any boosters that are in use other than the current one for an extended period of time. After all, no one likes to lost progress, especially in a game that causes as much time conservation as EVE does.
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Tripoli
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Posted - 2006.04.29 04:18:00 -
[13]
Adding that kind of risk to it would pretty effectively keep me away from them, but I am quite curious nonetheless what these side effects might be. ---
280 of 312 skills trained. |

4 LOM
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Posted - 2006.04.29 07:11:00 -
[14]
Why not give the booster say a 60% chance of increaseing your attributes and a 40% chance of decreasing your attributes? or even something like a 40% chace of increaseing your atribute bye 2 points with a 60% chace of decreaseing your attribute be 1.
Originally by: Twilight Moon of course you have nice hair. That pod goo, is actually VO5 conditioner. 
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Gronsak
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Posted - 2006.04.29 08:54:00 -
[15]
stupid idea
the way newer players catch up to older players is the skill training time, it takes 4x as long to train a skill from level 4 to 5 than 1 tp 4 -------------------Sig-----------------------
Nerf the Blasterthron its too dam powerfull :/ |

Tachy
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Posted - 2006.04.29 11:19:00 -
[16]
Booster productuion will require rare stuff from different lowsec to nulsec regions not adjacent to each other according to the Devchat at the EVE-gathering in Las Vegas. (Welcome to powdering more alliance body openings.)
EVE-nn.com got the three part podcast ready for download in the archive. They touch other things too. --*=*=*-- Megadon CCP wanted a well known artist and celebrity to test the new font so it's approval would be well known. They got Ray |

Fortior
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Posted - 2006.04.29 11:58:00 -
[17]
I bet booster production will be limited to 0.0 Outposts and POS, effectively limiting production to alliances. Both as added incentive to move out there but also to curb wide-spread use for macroers and somesuch in empire. Prices will be ski-high to be sure, the boosters that do get sold in empire.
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