
Destination SkillQueue
Are We There Yet
6470
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Posted - 2014.06.09 09:43:00 -
[1] - Quote
Corraidhin Farsaidh wrote:Implants stopping someone from undocking is a bad reason to not fly in my opinion. They would find another reason if implants were removed (probably a new nerf ganking thread). +5's cut the learning time on a level 5 skill (from start to finish) by about 5 days or so. Can people not wait that long whilst running their current business/missions? I like the system and believe it is fine as it is. Siply have a little more patience in your +3/+4's or buy the +5's and accept the risk...
Note: I am not a rich player, I'm happy with the +3's I have, and though I could afford +4's I usually find something better in S&I to invest my isk in. I think you somewhat miss the point. The question isn't "Can people not wait that long?". It is more "Why should their activity make a difference at all in the character progressions speed?". On the one hand higher risk -> higher rewards is compatible with everything else in EVE. On the other hand implant losses are exclusively PvP losses, while the rewards are universal to all activities and even inactivity. The continued cost of this universal benefit is therefore paid almost exclusively by people doing PvP, while for others there is only a one time investment cost. It's not like you'd be making PvP a risk free no loss activity. You'd still have ships, modules, rigs and implants to make your wallet weep.
As for people would come up with other reasons not to PvP -argument. That is true, but it's like saying the game should never be improved, because people always find new things to complain about. Efforts on this front will never get everyone to PvP. They'll just get more people to PvP and get existing PvPers to do it more often. The general point is to increase the attractiveness of the activity by providing benefits and removing disadvantages for engaging in it. It allows players to get more PvP per unit of time spend on making money. Also, character development is so important for some players, that it's their main reason to play games. You don't have to like this or give it priority, but it's the reality of things that has to be taken in to account. It's therefore quite reasonable to ask: Does it make sense to pile these negatives on PvP, when getting players to continuously engage in it is a vital component to the health of the entire game? Personally I don't think the current system is broken. I just think there's a lot of room for improvement. |