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Shrewd Tsero
Aventine Legion
25
|
Posted - 2014.02.24 21:20:00 -
[1] - Quote
Forgive me if I'm missing something here since I'm relatively new to the game, but as I understand it the only thing that attributes contribute to for your character is the time it takes to learn a skill. Why bother? It seems superfluous and unnecessary. A pilot with high intelligence flies exactly the same as a pilot with the lowest intelligence possible, he can just train missiles slightly faster.
So, I suggest either get rid of them and make all skills train at a flat rate, or enhance them so that they affect other areas of the game. Maybe a pilot with high intelligence will be able to target slightly faster. Or one with high willpower will have increases ship agility. High perception could increase scanning abilities.
As it stands right now, they are simply a vestigial appendage that serves no real purpose other than that it's always been there. Time to evolve. |

Damien White
Sonnenlegion Shadow Cartel
110
|
Posted - 2014.02.24 21:22:00 -
[2] - Quote
Stupid idea is stupid.
It makes a big difference if you speced you char right or not and we are not talking about "slightly faster", we are talking about weeks and months.
It is one source of Balancing so you cant go for Turret ECM Shield Drone Battleship with Energy Neuts and a gazillion Jumpclones, while using Boosters in a couple of weeks. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Noxisia Arkana
Deadspace Knights
196
|
Posted - 2014.02.24 21:24:00 -
[3] - Quote
It adds a little spice and rewards players that are able to make long term training plans and commit to them. Delayed gratification is integral to EvE. Any mechanic that reinforces it (via 1 yr remaps), is great.
I feel your pain, but the implants also are an isk sink - and they give all players a chance to decide how much they want their Pod to be worth. This is more of a risk management issue. If you plan on living as safe as possible, go +5s all the way - if you are terrible at PVP like me, you might want to go with +3s.
Your phrasing is clever, but doesn't deliver any meat for your idea. I especially like 'vestigal appendage.' |

Rowells
Unknown Soldiers Fidelas Constans
240
|
Posted - 2014.02.24 21:27:00 -
[4] - Quote
It also allows you to decide what you want to train faster. This character has all the charisma points dumped into intelligence and willpower to train combat faster, since i wont need any of the social skills and im not interested in fleet skills. Any pilot can do the same. Thats why your allowed a remap every year and you can supplement with implants. Gives me a choice rather than being forced into a bracket i dont want/need. |

Shrewd Tsero
Aventine Legion
25
|
Posted - 2014.02.24 21:28:00 -
[5] - Quote
Damien White wrote:Stupid idea is stupid.
It makes a big difference if you speced you char right or not and we are not talking about "slightly faster", we are talking about weeks and months.
It is one source of Balancing so you cant go for Turret ECM Shield Drone Battleship with Energy Neuts and a gazillion Jumpclones, while using Boosters in a couple of weeks.
Please. Yes, it does probably shave weeks and months off over a long term career, but I hardly thing that all skills training without effects of attributes changes is going to somehow break the game. Pick a mid point between the longest time it takes to train a skill and the shortest possible with all attributes for it maxed and fix the skill at that for everyone.
Balance is just as easy to acheive without a unneccesary mechanic. |

Anhenka
Native Freshfood Minmatar Republic
190
|
Posted - 2014.02.24 21:31:00 -
[6] - Quote
Be glad Shrew, we used to have training skills that enhanced attributes. Those took week or months to train to max level, and new players were advised to train as many of them as they could stand as early as possible, leading to noobs ship spinning for weeks then quitting when starting the game.
Now that was a bad design. Thankfully, they removed it and set all the attributes to the same level as maxed learning skills. So you are already starting out with a much better base then most of the older crowd got when they started.
As to you original idea: No thanks. I and many others enjoy being able to specialize into certain attributes in order to rush though a planned long term skill que.
If you don't, then spit your remaps between all the attributes except Charisma, cause seriously, **** charisma. It's used for very few skills unless you go into training a leadership alt. Then you will have a balanced attribute sheet not too terribly bad at training any one skill type. |

Rowells
Unknown Soldiers Fidelas Constans
240
|
Posted - 2014.02.24 21:31:00 -
[7] - Quote
Shrewd Tsero wrote:Damien White wrote:Stupid idea is stupid.
It makes a big difference if you speced you char right or not and we are not talking about "slightly faster", we are talking about weeks and months.
It is one source of Balancing so you cant go for Turret ECM Shield Drone Battleship with Energy Neuts and a gazillion Jumpclones, while using Boosters in a couple of weeks. Please. Yes, it does probably shave weeks and months off over a long term career, but I hardly thing that all skills training without effects of attributes changes is going to somehow break the game. Pick a mid point between the longest time it takes to train a skill and the shortest possible with all attributes for it maxed and fix the skill at that for everyone. Balance is just as easy to acheive without a unneccesary mechanic. Essentially if you never use implants or remaps you have your set amount of time and standard.It's not like you have to even touvh your attributes or even look at them. |

Grath Telkin
Sniggerdly Pandemic Legion
2299
|
Posted - 2014.02.24 21:33:00 -
[8] - Quote
Shrewd Tsero wrote:Damien White wrote:Stupid idea is stupid.
It makes a big difference if you speced you char right or not and we are not talking about "slightly faster", we are talking about weeks and months.
It is one source of Balancing so you cant go for Turret ECM Shield Drone Battleship with Energy Neuts and a gazillion Jumpclones, while using Boosters in a couple of weeks. Please. Yes, it does probably shave weeks and months off over a long term career, but I hardly thing that all skills training without effects of attributes changes is going to somehow break the game. Pick a mid point between the longest time it takes to train a skill and the shortest possible with all attributes for it maxed and fix the skill at that for everyone. Balance is just as easy to acheive without a unneccesary mechanic.
You are vastly underestimating what properly specing your attributes does to your training time.
Malcanis - Without drone assign, the slowcat doctrine will wither and die.
|

Shrewd Tsero
Aventine Legion
25
|
Posted - 2014.02.24 21:36:00 -
[9] - Quote
Anhenka wrote:Be glad Shrew, we used to have training skills that enhanced attributes. Those took week or months to train to max level, and new players were advised to train as many of them as they could stand as early as possible, leading to noobs ship spinning for weeks then quitting when starting the game.
I'm familiar with that era from reading about it. I also know that when they suggested taking them out, there was an outcry about how awful it would be.
If the once yearly (or whenever) mini-game of remapping to shave a week off your training queue is important to people, then so be it. But why not have them affect other aspects of the game. Then they would become much more relevant and dynamic. |

Rowells
Unknown Soldiers Fidelas Constans
240
|
Posted - 2014.02.24 21:38:00 -
[10] - Quote
Shrewd Tsero wrote:Anhenka wrote:Be glad Shrew, we used to have training skills that enhanced attributes. Those took week or months to train to max level, and new players were advised to train as many of them as they could stand as early as possible, leading to noobs ship spinning for weeks then quitting when starting the game. I'm familiar with that era from reading about it. I also know that when they suggested taking them out, there was an outcry about how awful it would be. If the once yearly (or whenever) mini-game of remapping to shave a week off your training queue is important to people, then so be it. But why not have them affect other aspects of the game. Then they would become much more relevant and dynamic. I don't like the idea of removing them, but this sounds interesting. What would you have in mind? |

Shrewd Tsero
Aventine Legion
25
|
Posted - 2014.02.24 21:39:00 -
[11] - Quote
Grath Telkin wrote:Shrewd Tsero wrote:Damien White wrote:Stupid idea is stupid.
It makes a big difference if you speced you char right or not and we are not talking about "slightly faster", we are talking about weeks and months.
It is one source of Balancing so you cant go for Turret ECM Shield Drone Battleship with Energy Neuts and a gazillion Jumpclones, while using Boosters in a couple of weeks. Please. Yes, it does probably shave weeks and months off over a long term career, but I hardly thing that all skills training without effects of attributes changes is going to somehow break the game. Pick a mid point between the longest time it takes to train a skill and the shortest possible with all attributes for it maxed and fix the skill at that for everyone. Balance is just as easy to acheive without a unneccesary mechanic. You are vastly underestimating what properly specing your attributes does to your training time.
Oh, I do get that. As a for instance, right now I'm training for a Mach (because I wanna!). It's currently sitting at 58 days out. If I were to burn a remap (according to EVEmon), I could trim at least 6 days off that. More if I wanted to burn an additional remap. That's nothing to sniff at. But it's still just window dressing on a part of the game that doesn't require it. |

Noxisia Arkana
Deadspace Knights
196
|
Posted - 2014.02.24 21:43:00 -
[12] - Quote
They do, indirectly. I pilot that maps intel/memory and focuses on those skills for a year will have great capacitor, ewar, and tanking ability of the same character that maps per/wil (Gunnery, spaceship command). |

Shrewd Tsero
Aventine Legion
25
|
Posted - 2014.02.24 21:59:00 -
[13] - Quote
Noxisia Arkana wrote:They do, indirectly. I pilot that maps intel/memory and focuses on those skills for a year will have great capacitor, ewar, and tanking ability of the same character that maps per/wil (Gunnery, spaceship command).
Agreed, but that's the same as saying that a pilot that has played for three years and focused on the market will have more market skills trained than a pilot that has played for one year that has exclusively PvPd. It's still not supporting the need for the current effect that attributes have.
I would much rather see them apply directly to used skills than simply speed up the time it takes to learn those skills. If I could map into intelligence and memory for my missles, and have that combination also positively affect my RoF, then that would be meaningful. |

Mr Doctor
Sex Machineguns Happy Cartel
92
|
Posted - 2014.02.24 22:26:00 -
[14] - Quote
Hardwires are kind of what you want. You can choose to "spec" yourself towards better scanning, faster lock, more DPS, more speed, more tank etc.. its just that instead of attributes they are tied to hardwires. Attributes are fine they just get annoying when you spec to charisma for boosting skills and later realise you max them out in 6 months and have an age to wait before respec ;_; |

Zan Shiro
Alternative Enterprises
384
|
Posted - 2014.02.24 22:33:00 -
[15] - Quote
I support this idea....only if eve gets all attiribute checking Fallout/Fallout new vegas style. I want in game dialogue to be special when I go low intelligenc build.
But seriously...jsut remap and implant. Want willpower to make you more agile...spec it for navigation and agiliyt enhancing trains. These can be drawn out to max them.
Since new , eve is not like other mmo's. if you did not dig this in your (assumed) 14 day trial, ccp devs did not come to your house, put a gun to your head and say either your payment info or your brains will be on the computer screen in 5 seconds. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
1082
|
Posted - 2014.02.24 23:53:00 -
[16] - Quote
Anhenka wrote:Be glad Shrew, we used to have training skills that enhanced attributes. Those took week or months to train to max level, and new players were advised to train as many of them as they could stand as early as possible, leading to noobs ship spinning for weeks then quitting when starting the game.
Now that was a bad design. Thankfully, they removed it and set all the attributes to the same level as maxed learning skills. So you are already starting out with a much better base then most of the older crowd got when they started.
As to you original idea: No thanks. I and many others enjoy being able to specialize into certain attributes in order to rush though a planned long term skill que.
If you don't, then spit your remaps between all the attributes except Charisma, cause seriously, **** charisma. It's used for very few skills unless you go into training a leadership alt. Then you will have a balanced attribute sheet not too terribly bad at training any one skill type.
I actually preferred it back then, your character attributes were much more important and that was a good thing imo. Dumbing down of Eve Online will result in it's destruction... |

Chihiro Chugakusei
Traveler's accomodation
32
|
Posted - 2014.02.24 23:59:00 -
[17] - Quote
Damien White wrote:Stupid idea is stupid.
It makes a big difference if you speced you char right or not and we are not talking about "slightly faster", we are talking about weeks and months.
It is one source of Balancing so you cant go for Turret ECM Shield Drone Battleship with Energy Neuts and a gazillion Jumpclones, while using Boosters in a couple of weeks.
Be nice to new players. You're being an ass hole.
OP, what you are proposing (at least as far as having secondary affects) is way too complicated to ever really be implemented. The game is in a precarious balance, and all sorts of things can break that, your idea included.
Could it be removed? Maybe, but I don't see any major reason to do it (or not do it, for that matter). FYI the system itself has come a long way, and is a lot simpler than it used to be. Attributes used to be a real cluster ****. Keep it up, +1 |

Aliventi
Southern Cross Empire Flying Dangerous
652
|
Posted - 2014.02.25 00:05:00 -
[18] - Quote
There is a deep division over this issue amongst the community of Eve. There are essentially 2 sides: 1. Attributes should stay because they do offer a choice and a consequence to Eve. Eve is about choices and consequences and attributes are an excellent example. 2. Attributes should be removed because they do not offer a meaningful choice and consequence to Eve. Attributes are not like deciding on a fit of a ship. The choice to fit an AB or a MWD has a very great and meaningful impact and the ability to trial and error that attributes doesn't possess.
The difference is subtle. It all comes down to how each individual determines how meaningful the choice and consequence is. Perpetuum Online which has a similar system of time based skills that Eve possesses eliminated attributes for the following reasons:
Quote:We've been internally debating the issue for a long time now and we have finally come to the conclusion that attributes are not necessary. They are pretty much an unneeded annoyance, and while they seem to make the game more complex and deeper, they do not contribute to it in an entertaining or useful way. And:
Quote:The problem with attributes has always been that you have to make important choices at the very beginning of the game. However, at that point you usually don't have the slightest idea what they will mean for the future, and you don't even have any chance to make adjustments later on. Obviously this can be a very frustrating experience for our new players.
I personally do not like attributes. I feel that attributes and attribute implants (attribute implants are another argument all by themselves) offer a meaningful, entertaining, and useful choice and consequence over not having them at all. There are many that disagree with me. To me I think it would make a great deal of sense to remove attributes and attribute implants from Eve. Then allow all training to be done at a 2700SP/hr rate that is deposited in to a capped (1-3 mil SP) free SP pool. To train skills you apply SP selecting the skill, choose how much SP to apply and hit apply. I can explain that system to you in 2 sentences. Try explaining the current attribute/attribute implant/remap system to a noob in 2 sentences in such a way that they will understand. I doubt you really could. A simple elegant system, IMO, is better for Eve than the system we currently possess. "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 |

Flaming Forum Spammer
Imperial Academy Amarr Empire
2
|
Posted - 2014.02.25 00:32:00 -
[19] - Quote
OP never played DnD... Attributes make the world go 'round and some better at something than another by focus and design. bards need their charisma, barbarians their strength, monks their wisdom and etc... same for eve. make it so there is no sense of sacrifice to pursue various avenues robs you of even your own life experiences, devastates your talents... basically turns EvE into the worst public school in America. ******* Socialist Duck. (capitalists are pigs, socialists are ducks and commies are herrings -deal wit it). Created Equal, but thereafter everyone isn't. |

Shrewd Tsero
Aventine Legion
25
|
Posted - 2014.02.25 00:35:00 -
[20] - Quote
Chihiro Chugakusei wrote:OP, what you are proposing (at least as far as having secondary affects) is way too complicated to ever really be implemented. The game is in a precarious balance, and all sorts of things can break that, your idea included.
Could it be removed? Maybe, but I don't see any major reason to do it (or not do it, for that matter). FYI the system itself has come a long way, and is a lot simpler than it used to be. Attributes used to be a real cluster ****.
Most likely. I haven't even scratched the surface, so I can't say for sure. As someone already stated, though, hardwiring essentially already does what I suggested, but in a more controlled way. I would venture to say, however, that if a reason for keeping something can neither be argued for or against, really, then it's probably worth questioning it's validity. Honestly, to me, it's one of the few mechanics in Eve that seems "tacked on".
As an aside, not all the people on the forums are negative and hostile. Just a lot of them. And besides, it gives you a chance to appreciate when someone is genuinely kind and logical. Don't let the stalkers get you down. :) |

JetStream Drenard
EVE University Ivy League
29
|
Posted - 2014.02.25 02:40:00 -
[21] - Quote
Flaming Forum Spammer wrote:OP never played DnD... Attributes make the world go 'round and some better at something than another by focus and design. bards need their charisma, barbarians their strength, monks their wisdom and etc... same for eve. make it so there is no sense of sacrifice to pursue various avenues robs you of even your own life experiences, devastates your talents... basically turns EvE into the worst public school in America. ******* Socialist Duck. (capitalists are pigs, socialists are ducks and commies are herrings -deal wit it). Created Equal, but thereafter everyone isn't. There is a rather large difference though. Attributes are -supposed- to represent a person and a person can not remap their intelligence or willpower, and most RPGs force you to pick attributes that you are then stuck with in perpetuity just like a real person gets at birth. Plus those attributes affect more then just how fast you learn specific skills, they also affect how well you perform at certain actions so the OP does have a point.. in part. But Eve is unlike any of the many RPGs i have ever played and in the future, perhaps not only would humans have jump clones, but also the capability to remap their intelligence. My problem with implants is their size. have you ever noticed that an implant takes up 1 cubic meter? And you can fit 10 of them in your head?? Are we all suffering from some form of extreme gigantism or something??? I would be surprised if a human has 10 cubic CM of free space in their skull let alone 10 cubic Meters... |

Shantetha
Brutor Tribe Minmatar Republic
44
|
Posted - 2014.02.25 02:50:00 -
[22] - Quote
Aliventi wrote: I personally do not like attributes. I feel that attributes and attribute implants (attribute implants are another argument all by themselves) do not offer a meaningful, entertaining, and useful choice and consequence over not having them at all. There are many that disagree with me. To me I think it would make a great deal of sense to remove attributes and attribute implants from Eve. Then allow all training to be done at a 2700SP/hr rate that is deposited in to a capped (1-3 mil SP) free SP pool. To train skills you apply SP selecting the skill, choose how much SP to apply and hit apply. I can explain that system to you in 2 sentences. Try explaining the current attribute/attribute implant/remap system to a noob in 2 sentences in such a way that they will understand. I doubt you really could. A simple elegant system, IMO, is better for Eve than the system we currently possess.
Simple elegant, still leaves room for interesting Implants to remain in those spots. (slave crystals virtue etc. w/ ability stat removed) |

Seliah
0mega.
30
|
Posted - 2014.02.25 08:34:00 -
[23] - Quote
Aliventi wrote: To me I think it would make a great deal of sense to remove attributes and attribute implants from Eve. Then allow all training to be done at a 2700SP/hr rate that is deposited in to a capped (1-3 mil SP) free SP pool. To train skills you apply SP selecting the skill, choose how much SP to apply and hit apply.
You should check out Perpetuum then. They've got a system like that, except the amount of SP you can store isn't capped.
Aliventi wrote: I can explain that system to you in 2 sentences. Try explaining the current attribute/attribute implant/remap system to a noob in 2 sentences in such a way that they will understand. I doubt you really could.
Of course you can explain your system in 2 sentences and not the current one, because your system offers a lot less possibilities, making it easier to explain.
I'm personnally strongly against the idea of removing attributes. As people said before, they play a very important role in skill training if you're planning ahead correctly, and they add some variety and choice making for your implants.
However, enhancing their uses could be nice. Attaching (minor) bonuses to each attribute could be interesting, although I'm not sure that would bring anything really new compared to slot1-5 implants (a basic tradeoff between skill training speed and various bonuses).
Here's an idea, don't know if it's a good one : instead of having just 5 attributes, you have more, like 10. While some of them (the original 5, let's say) are used to boost skill training time, the others just provide different passive bonuses, but don't improve any skills. You can then invest your points in any of these 10 attributes, chosing between less skill training time or more passive bonuses. Slot1-5 implants could give you more points to invest rather than simply boost 1 given attribute. This system would offer a slightly deeper level of customization and give a slight edge to players who feel they don't need to train skills fast and prefer focusing on. |

Chihiro Chugakusei
Traveler's accomodation
40
|
Posted - 2014.02.25 21:10:00 -
[24] - Quote
Shrewd Tsero wrote:Chihiro Chugakusei wrote:OP, what you are proposing (at least as far as having secondary affects) is way too complicated to ever really be implemented. The game is in a precarious balance, and all sorts of things can break that, your idea included.
Could it be removed? Maybe, but I don't see any major reason to do it (or not do it, for that matter). FYI the system itself has come a long way, and is a lot simpler than it used to be. Attributes used to be a real cluster ****. Most likely. I haven't even scratched the surface, so I can't say for sure. As someone already stated, though, hardwiring essentially already does what I suggested, but in a more controlled way. I would venture to say, however, that if a reason for keeping something can neither be argued for or against, really, then it's probably worth questioning it's validity. Honestly, to me, it's one of the few mechanics in Eve that seems "tacked on". As an aside, not all the people on the forums are negative and hostile. Just a lot of them. And besides, it gives you a chance to appreciate when someone is genuinely kind and logical. Don't let the stalkers get you down. :)
Thanks.
 Keep it up, +1 |

Anhenka
Native Freshfood Minmatar Republic
213
|
Posted - 2014.02.25 21:21:00 -
[25] - Quote
Seliah wrote: Here's an idea, don't know if it's a good one : instead of having just 5 attributes, you have more, like 10. While some of them (the original 5, let's say) are used to boost skill training time, the others just provide different passive bonuses, but don't improve any skills. You can then invest your points in any of these 10 attributes, chosing between less skill training time or more passive bonuses. Slot1-5 implants could give you more points to invest rather than simply boost 1 given attribute. This system would offer a slightly deeper level of customization and give a slight edge to players who feel they don't need to train skills fast and prefer focusing on.
It's a cool idea that I have not seen before, so that's a plus. Unfortunately, it has an issue you may not have thought of.
A new player who still needs lots of skills to get on the same skill level as a much older player really has to get the most out of his attributes to get there faster.
An old player who already has all the skills on a char trained that he wants to can instead spec away as many points from learning skills into skills that enhance their ship. This creates a situation where the full potential of a char and ship cannot be fully unlocked until you have stopped training the char to acquire SP and started just using the attributes as a stat boosters.
Malcanis' Law that states "Whenever a mechanics change is proposed on behalf of GÇÿnew playersGÇÖ, that change is always to the overwhelming advantage of richer, older players."
This is one of those situations. Typing any sort of in game ship performance to attributes will primarily benefit older players to the detriment of newer ones. Not a situation we need when new players already feel at a major disadvantage when starting. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
964
|
Posted - 2014.02.25 23:03:00 -
[26] - Quote
Noxisia Arkana wrote:It adds a little spice and rewards players that are able to make long term training plans and commit to them. Delayed gratification is integral to EvE. Any mechanic that reinforces it (via 1 yr remaps), is great. ^truth
Here's an example of what the other end of the spectrum looks like: my eveboard page
Look at your eveboard page, and compare it with mine. Look at yours and my age and skillpoints. Look at yours and my average sp/hour. This is what can happen when you take advantage of the attribute system. It's pretty big, like the gap between yours and my average sp/hour. 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!! |
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