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Rain6637
Team Evil
15287
|
Posted - 2014.07.07 22:59:00 -
[1] - Quote
In the case of T2 ships that receive a bonus per level of a skill, but also have the skill level V as a requirement
such as the scimitar and Minmatar cruiser skill V
In your opinion, what are the pros and cons of the SP barrier?
I am of the opinion that level V skill requirements are too prohibitive, when training each level provides a benefit anyway, and the main reason for training a skill should be the bonus. ...and as a hard requirement and a barrier, it places the incentive of flying the ship too far off.
What I'm suggesting is skill level V requirements should be reduced to IV or lower. This would result in a wider spread of effectiveness in ships such as logistics and T2, from what they are now with full skills to partially-skilled and less capable in their role.
don't worry about sparing my feelings. I'd like to have this discussion, and/so strong language and opinions are OK. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Rain6637
Team Evil
15288
|
Posted - 2014.07.08 00:53:00 -
[2] - Quote
The conventional belief is that a ship should be max skilled in its role, and the justification for skill level V requirements is "because you get to have the benefit." if that's true, why are they mandatory rather than optional?
by requiring a ship to be max skilled while also giving it a bonus based on that skill, isn't it a direct cause of the alpha and logistics barriers that plague fleet gameplay?
it's not just T2; another example is missile launcher operation V for caldari offensive systems.
why can't a young character have a fail-skilled tengu, when they would be happy to pilot it sooner, and others would be happy to kill it? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Liendral
Caldari Provisions Caldari State
1
|
Posted - 2014.07.08 01:22:00 -
[3] - Quote
The lvl V skill requirement is to train the higher T2 skill. You can then lose that lvl 5 later (podded with insufficient clone), but still fly the T2 ship. So, if you refuse to retrain the cruiser skill to 5, then you can still fly your logi, but with slightly reduced ability as penalty.
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Rain6637
Team Evil
15288
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Posted - 2014.07.08 01:37:00 -
[4] - Quote
that's a valid outcome, but back up... why can't a player decide to fly a flawed ship to begin with?
if someone is impatient and wants to fly a harpy with Caldari frigate III and assault frigates I, why not let them do it?
Liendral wrote:The lvl V skill requirement is to train the higher T2 skill. why is this the way it is, when it could be rope to let players hang themselves... something EVE claims to allow players to do, and is also known by other names like "depth" and "choice."
those of us who have trained these skills lose nothing in the event of a reduction in prerequisites... President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

RavenPaine
RaVeN Alliance
836
|
Posted - 2014.07.08 02:37:00 -
[5] - Quote
There is a similar question that comes up often about Advanced Spaceship Command.
The answer to that thread always ends up as: "People need to be protected from themselves, it gives them time to think about what they are doing."
TBH, I think all these pre-req skills were a design feature, to give pilots a goal to achieve, and separate the noobs from the guys who actually achieved those goals.
I'm on both sides of the fence on many of these pr-reqs... I think a line has to be drawn somewhere... and the logical place would be 'Level V' and you can move up. But I'd like to see the achievement mean MORE than just 'pre-req made' |

Rain6637
Team Evil
15288
|
Posted - 2014.07.08 03:10:00 -
[6] - Quote
thanks for stopping in. I caught some of your posts regarding advanced spaceship command V while searching for a similar thread addressing this topic.
yeah, the idea of protecting pilots by requiring skills doesn't fit in with the rest of EVE's game design or reputation.
not only does it take a long time for T2 skills, but in that time players are liable to lose interest. ...and even if they make it they're being robbed. for me, Caldari BS V for the marauder skill was a big one. just plain daunting. when a player makes it to the marauder skill, the bonuses per Battleship skill level are suddenly "there" and they aren't able to experience the improvement level-by-level.
in the case of a skill level III "across the board" marauder... say, a Golem, with missile launcher operation III, Torpedoes I, cpu management III, Caldari BS III, Marauders I... a T2 hull made of butter, would that be such a bad thing.
if there was a chance an assault frig was skilled to III, with poor core skills, wouldn't more players take that fight?
a fleet of T2 and T3 ships, with some pilots skilled less-than-perfectly... that would make things a bit more interesting, wouldn't it?
Advanced Spaceship Command isn't one of the requirements that directly overlap with a bonus per skill level on a hull, but it's guilty of turning a benefit into a requirement. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Mashie Saldana
BFG Tech
1108
|
Posted - 2014.07.08 15:47:00 -
[7] - Quote
Well sometimes you will need to put in a bit of effort.
If you want to only train to level 4 then you get to enjoy all the lovely T1 items in game, the rest of us are happy to specialise to get into T2 ships and suck up the required training. Mashie Saldana Dominique Vasilkovsky
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Rain6637
Team Evil
15289
|
Posted - 2014.07.08 16:15:00 -
[8] - Quote
I'm not here to ask for a reprieve. I have 12 mains training, and I assume everyone like me who has upgraded from a trial account has accepted the commitment, so please show me the same courtesy for the sake of this discussion. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Antillie Sa'Kan
Forging Industries Silent Infinity
513
|
Posted - 2014.07.08 16:29:00 -
[9] - Quote
T2 represents specialization. Specialization means training something to V. |

Rain6637
Team Evil
15289
|
Posted - 2014.07.08 16:32:00 -
[10] - Quote
and training something to V means T2
do you see the circular reasoning in this? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
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Tau Cabalander
Retirement Retreat Working Stiffs
3843
|
Posted - 2014.07.08 20:01:00 -
[11] - Quote
Rain6637 wrote:Antillie Sa'Kan wrote:Specialization means training something to V. neither one proves why skill level V is required, which denies the range of specialization... if specialization is a goal, why does it coincide with the starting point "Specialization" is a lack of range.
CCP has declared "thou shall train level 5 for T2 ships". There is only one exception, because CCP didn't want to hand out such a huge amount of skill points: jump freighters. |

Lady Rift
What Shall We Call It
28
|
Posted - 2014.07.08 20:34:00 -
[12] - Quote
Tau Cabalander wrote:Rain6637 wrote:Antillie Sa'Kan wrote:Specialization means training something to V. neither one proves why skill level V is required, which denies the range of specialization... if specialization is a goal, why does it coincide with the starting point "Specialization" is a lack of range. CCP has declared "thou shall train level 5 for T2 ships". There is only one exception, because CCP didn't want to hand out such a huge amount of skill points: jump freighters.
why would jump freighters be an exception for the skill point reason. It was lv4 freighter needed for along time maybe forever its not a recent change.
and it makes the ships more interesting than just having it as a flat bonus. to whatever it is.
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Hakaari Inkuran
State War Academy Caldari State
103
|
Posted - 2014.07.08 21:39:00 -
[13] - Quote
OP i get what you're saying, and its a valid point, but getting into a T2 ship should feel like a major step. It will feel less major if you could undock the thing at day 1 as long as you bought it with a PLEX or something. Leave it alone. |

Rain6637
Team Evil
15290
|
Posted - 2014.07.08 21:43:00 -
[14] - Quote
I meant range in terms of Spec Skill 1 - 5. are you saying that yes even this range is not what was intended under the T2 designation? and that some pilots will not have complete hull bonus benefits on the T2 hull? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Tau Cabalander
Retirement Retreat Working Stiffs
3844
|
Posted - 2014.07.08 22:36:00 -
[15] - Quote
Lady Rift wrote:Tau Cabalander wrote:CCP has declared "thou shall train level 5 for T2 ships". There is only one exception, because CCP didn't want to hand out such a huge amount of skill points: jump freighters. why would jump freighters be an exception for the skill point reason. It was lv4 freighter needed for along time maybe forever its not a recent change. and it makes the ships more interesting than just having it as a flat bonus. to whatever it is. Jump freighters are tech 2, ergo they should require racial freighter 5.
CCP Ytterbium wrote:We aren't adding Freighters 5 as the Jump Freighter requirement, at least not for a good while. We considered it, but the prospect of giving 7 million skill points extra wasn't appealing. This is a consequence of:
GÇ£... if you could fly it yesterday, you can still fly it today."
"... we need to make sure we reimburse those properly to follow the motto of GÇ£if you could fly it before, you can fly it nowGÇ¥ that we have been stating for quite a while now."
i.e. CCP tries to avoid skill changes that prevent you from piloting the ship you might be sitting in.
Lastly:
CCP Ytterbium wrote:As such, we want to streamline ship training by implementing the changes below: * Increase progression consistency by ensuring all navy ships and entry requirement for upper classes have a skill level 4 requirement, while tech 2 has a level 5 requirement. This was later changed to: "upper classes have a skill level 3 requirement". |

Antillie Sa'Kan
Forging Industries Silent Infinity
514
|
Posted - 2014.07.08 22:41:00 -
[16] - Quote
Rain6637 wrote:neither one proves why skill level V is required, which denies the range of specialization...
if specialization is a goal, why does it coincide with the starting point Yes it does.
The point of specialization requiring level V of the "base" skill is that you can't quickly specialize into a large number of things. That's what specialization means, you get really good at one thing at the expense of getting really good at other things. Choices and stuff. |

Rain6637
Team Evil
15290
|
Posted - 2014.07.08 23:02:00 -
[17] - Quote
this has been a great discussion and I thank you for it, I think I have enough info to organize it into an essay to be submitted on a player news site. Also addressing these topics. o7 o7 President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Ireland VonVicious
Vicious Trading Company
324
|
Posted - 2014.07.09 03:20:00 -
[18] - Quote
Can we just take away all goals so no one has any reason to play? 
I don't see the logic in a game with no progression. |

Rain6637
Team Evil
15296
|
Posted - 2014.07.09 08:24:00 -
[19] - Quote
isn't progression "1 -> 2 -> 3 -> 4 -> 5"
not "5" President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Daniel Plain
Science and Trade Institute Caldari State
2056
|
Posted - 2014.07.09 16:41:00 -
[20] - Quote
Ireland VonVicious wrote:Can we just take away all goals so no one has any reason to play?  I don't see the logic in a game with no progression. waiting for a skill to finish is not playing. it's waiting.
if your idea of playing is one action, followed by months of inaction, you should probably start playing savings accounts. you put money in and wait for it to grow.
as for the skill requirements, they are useful for producing artificial scarcity. if everyone could fly a jf, black frog would go out of business. if everyone could fly command ships, you might as well remove battlecruisers. if everyone had perfect refining skills, you may as well remove them entirely, and so on.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
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IIshira
School of Applied Knowledge Caldari State
1004
|
Posted - 2014.07.09 16:55:00 -
[21] - Quote
Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses...
Yay day old Carrier pilots  |

Rain6637
Team Evil
15297
|
Posted - 2014.07.09 19:02:00 -
[22] - Quote
Daniel Plain wrote:Ireland VonVicious wrote:Can we just take away all goals so no one has any reason to play?  I don't see the logic in a game with no progression. waiting for a skill to finish is not playing. it's waiting. if your idea of playing is one action, followed by months of inaction, you should probably start playing savings accounts. you put money in and wait for it to grow. as for the skill requirements, they are useful for producing artificial scarcity. if everyone could fly a jf, black frog would go out of business. if everyone could fly command ships, you might as well remove battlecruisers. if everyone had perfect refining skills, you may as well remove them entirely, and so on. thanks for stopping in and saying a word.
as for black frog's business though, that level 1 skilled jump freighter wouldn't jump very far, and jump freighters aren't the biggest T2 requirement offenders at 90d minimum train, compared to ishtars (60d) and golems (110d) and black ops (115d)
command ships are a big offender, however, with as much minimum training time as jump freighters (97d).
IIshira wrote:Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses... Yay day old Carrier pilots  that's a bad exaggeration and I hope you know it. also, this is about T2 and that does not include any carriers. lastly, plenty of people would love the idea of a day-old carrier pilot. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

JAF Anders
Quantum Cats Syndicate Repeat 0ffenders
243
|
Posted - 2014.07.09 20:22:00 -
[23] - Quote
If we're worried about people disregarding their clone upkeep, make the level 5 skill a direct prerequisite (i.e., primary, secondary, tertiary skill requirement rather than a solely nested requirement).
Anything that requires a level 5 skill to use should have a per-level bonus rolled into a fixed bonus, be it in the form of basic stats adjustment or a role bonus in order to reduce the number of calls to the Character Sheet (read, lighten the back end load). The pursuit of excellence and stabbed plexing alts. |

Rain6637
Team Evil
15297
|
Posted - 2014.07.09 20:42:00 -
[24] - Quote
yeah, more or less. I'm working on an outline for an article at the moment. I think this needs to be accompanied by some graphics before it's more convincing. I'll post in this thread for sure when it's done, and/so/but look out for it if you don't plan to return to this thread. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

JAF Anders
Quantum Cats Syndicate Repeat 0ffenders
244
|
Posted - 2014.07.09 20:59:00 -
[25] - Quote
Looking forward to your findings. I guess it'd be too much to ask if you would hit "Like" on this comment when you posted it. 
Feel free to send me in-game mail, too. The pursuit of excellence and stabbed plexing alts. |

IIshira
School of Applied Knowledge Caldari State
1004
|
Posted - 2014.07.09 21:10:00 -
[26] - Quote
Antillie Sa'Kan wrote:The point of specialization requiring level V of the "base" skill is that you can't quickly specialize into a large number of things. That's what specialization means, you get really good at one thing at the expense of getting really good at other things. Choices and stuff. This makes the most sense. If I spent one day training for a ship one could hardly call it specializing. . I agree that having bonuses per level of required skills seems silly. Perhaps it should just be listed as a set bonus unrelated to the T1 skill. |

Jeremy Kamira
15
|
Posted - 2014.07.11 01:43:00 -
[27] - Quote
If a tengu went from 40 to 20 days then the significance of flying a tengu (Or any other ship with an sp barrier) would become smaller, so then when more people can fly a certain ship then the uniqueness of that ship will go down and it will become less cool to fly it. Don't really know how to explain it but hopefully this got my point through. |

Rain6637
Team Evil
15328
|
Posted - 2014.07.11 02:30:00 -
[28] - Quote
have you looked at what the specs are on a 40 day tengu President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Rain6637
Team Evil
15329
|
Posted - 2014.07.12 07:28:00 -
[29] - Quote
OP updated President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Tau Cabalander
Retirement Retreat Working Stiffs
3864
|
Posted - 2014.07.13 02:09:00 -
[30] - Quote
Level 4 offers 4 / 5 = 80% of the capability for 45255 / 256000 = 17.68% of the training time.
Training level 5 is specialization in a skill.
T2 ships are all specialized; they require pilots that have specialized in training to use.
If I seem to be repeating myself or parroting others, it is because I read your blog, and I still don't understand what your trying to achieve. The blog is hard to read; it reads as very disconnected, and I'm wondering if there is a language barrier here.
If you are suggesting easier or shorter skill training, you are unlikely to find any support for that. Also, this is the wrong forum for Features & Ideas Discussion. |
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IIshira
School of Applied Knowledge Caldari State
1014
|
Posted - 2014.07.13 03:57:00 -
[31] - Quote
Rain6637 wrote:IIshira wrote:Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses... Yay day old Carrier pilots  that's a bad exaggeration and I hope you know it. also, this is about T2 and that does not include any carriers. lastly, plenty of people would love the idea of a day-old carrier pilot.
Of course it's an exaggeration but the point was minimum skill requirements are for a reason.
Yes skills give bonuses per level but there should be some minimum. Using your argument why level 4 requirement for a bonus per level skill? With this there really isn't a bonus from 1-4 since it's required... So for the Guardian are we just going to ask for Amarr cruiser 1 and Logistics 1? |

Rain6637
Team Evil
15346
|
Posted - 2014.07.13 14:26:00 -
[32] - Quote
Tau, thanks for the feedback regarding the writing. I have no vested interest in a change like this, and most of the motivation for the essay was the writing practice. having cleared core skills with all of my mains, I would be unmoved if minimum requirements were doubled, or tripled.
what I hoped to convey was
the difference between
a skill's training time difficulty compared to its benefit (training time multiplier)
versus
withholding a benefit until a threshold of a number of skills were trained.
IIshira wrote:Rain6637 wrote:IIshira wrote:Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses... Yay day old Carrier pilots  that's a bad exaggeration and I hope you know it. also, this is about T2 and that does not include any carriers. lastly, plenty of people would love the idea of a day-old carrier pilot. Of course it's an exaggeration but the point was minimum skill requirements are for a reason. Yes skills give bonuses per level but there should be some minimum. Using your argument why level 4 requirement for a bonus per level skill? With this there really isn't a bonus from 1-4 since it's required... So for the Guardian are we just going to ask for Amarr cruiser 1 and Logistics 1?
YES Amarr Cruiser I and Logistics I, along with a complement of meaningful skills as requirements.
moving requirements to Mastery I also involves disconnecting ability skills from core skills, such as:
Capacitor Emission Systems not requiring Power Grid Management III (+PG)
Remote Armor Repair Systems requiring Mechanics III (hull HP) or Repair Systems II (repair system duration)
so that skipping core skills means gimped fitting and module performance, but players are free to undock in a failship anyway.
that's not so different from the usefulness of minimums currently President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Rain6637
Team Evil
15346
|
Posted - 2014.07.13 14:27:00 -
[33] - Quote
Tau, thanks for the feedback regarding the writing. I have no vested interest in a change like this, and most of the motivation for the essay was the writing practice. having cleared core skills with all of my mains, I would be unmoved if minimum requirements were doubled, or tripled.
what I hoped to convey was
the difference between
a skill's training time difficulty compared to its benefit (training time multiplier)
versus
withholding a benefit until a threshold of a number of skills were trained.
IIshira wrote:Rain6637 wrote:IIshira wrote:Why not just remove all skill requirements? If you don't have the skill you don't get the bonuses... Yay day old Carrier pilots  that's a bad exaggeration and I hope you know it. also, this is about T2 and that does not include any carriers. lastly, plenty of people would love the idea of a day-old carrier pilot. Of course it's an exaggeration but the point was minimum skill requirements are for a reason. Yes skills give bonuses per level but there should be some minimum. Using your argument why level 4 requirement for a bonus per level skill? With this there really isn't a bonus from 1-4 since it's required... So for the Guardian are we just going to ask for Amarr cruiser 1 and Logistics 1?
YES Amarr Cruiser I and Logistics I, along with a complement of meaningful skills as requirements.
moving requirements to Mastery I also involves disconnecting ability skills from core skills, such as:
Capacitor Emission Systems not requiring Power Grid Management III (+PG)
Remote Armor Repair Systems requiring Mechanics III (hull HP) or Repair Systems II (repair system duration)
so that skipping core skills means gimped fitting and module performance, but players are free to undock in a failship anyway.
that's not so different from the usefulness of minimums currently President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
48
|
Posted - 2014.07.14 16:45:00 -
[34] - Quote
I'm not going to speak to modules, but for ships, t2 is specialization. You cannot specialize without having a base. I can't speak for other professions, but as an engineer, we all went through the same general engineering classes (dynamics, statics, calc, physics, etc.) These classes are you trainin to five in the ship skill. After that, you all go your different ways and specialize. The electricals go off and do their E&M, the civil go off and do structures, and aero go off and study aerodynamics.
TL;DR you have to have a solid general base of knowledge before you can specialize |

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
15
|
Posted - 2014.07.14 17:18:00 -
[35] - Quote
I get the "EVE is real" thing, but, how does training 25+ days for a ship give you a more solid general base of knowledge? |

IIshira
School of Applied Knowledge Caldari State
1014
|
Posted - 2014.07.14 17:37:00 -
[36] - Quote
Tibo Paralian wrote:I get the "EVE is real" thing, but, how does training 25+ days for a ship give you a more solid general base of knowledge? Any in game skills aren't going to give you game play knowledge. You can keep setting skills and never play for 5 years. Yes you'll be able to fly a super carrier but have no clue how to.
This is not the point of skill. It's about setting goals and making decisions as to what you want to fly. Eve is not about instant gratification. If you want it right away there are many games that offer that. |

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
15
|
Posted - 2014.07.14 17:59:00 -
[37] - Quote
I never mentioned instant gratification. But thanks, I know there are other games out there that offer it. I went off by Shahai's IRL example having nothing to do with EVE. |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
49
|
Posted - 2014.07.14 18:21:00 -
[38] - Quote
Tibo Paralian wrote:I get the "EVE is real" thing, but, how does training 25+ days for a ship give you a more solid general base of knowledge?
The general base is battleships. From any sort of realistic training you would have to know how to fly a battleship before learning how to use all the extra buttons that are there only for marauders.
Should we stick a fighter pilot in an f-22 before he knows how to fly a Cessna? So look at training level 1-5 as learning how to fly the Cessna before you get the keys to the raptor. If you don't like that example then let's say level 1-5 BS is your bachelor degree and Marauders is your masters.
If you don't like any of those because they are "real world" examples, then let's just let day 1 players fly titans. Why do they need all those other skills that don't directly effect the hull? In fact, why not take it to the extreme and remove all prereqs because that's what's being asked. No one has issues with certain mods being attached to level 5 skills. Why should ships be different |

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
15
|
Posted - 2014.07.14 18:37:00 -
[39] - Quote
Do you oppose the change CCP did to T2 guns no longer needing the class below it in order to use them? Somewhat of the same principal right?
Again, as Rain has said multiple times, since when has CCP cared about protecting players in a pvp situation? Why does CCP cares about players knowing how to fly a frigate before getting into a cruiser? You are still trying to compare skill points as IRL knowledge/experience.
If day one player titans ever become a thing then it simply means more PLEX sales for CCP, I don't see them saying no to more PLEX sales.
GÇ£What people resist is not change per se, but loss.GÇ¥ GÇò Ronald A. Heifetz |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
49
|
Posted - 2014.07.14 19:03:00 -
[40] - Quote
Tibo Paralian wrote:Do you oppose the change CCP did to T2 guns no longer needing the class below it in order to use them? Somewhat of the same principal right?
This isn't the same thing. As far as I know you still require your gun skill to 5 in order to train the same guns 2 weapon specialization skills. Again solid base before specializing. Or do you think I should be able to use t2 guns out of the gate? If you do then all training plans say train level 1 of the specialization skills then go train your general gun skills and that makes no sense
|
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IIshira
School of Applied Knowledge Caldari State
1015
|
Posted - 2014.07.14 19:24:00 -
[41] - Quote
Shahai Shintaro wrote:Tibo Paralian wrote:Do you oppose the change CCP did to T2 guns no longer needing the class below it in order to use them? Somewhat of the same principal right? This isn't the same thing. As far as I know you still require your gun skill to 5 in order to train the same guns 2 weapon specialization skills. Again solid base before specializing. Or do you think I should be able to use t2 guns out of the gate? If you do then all training plans say train level 1 of the specialization skills then go train your general gun skills and that makes no sense
Not even close to the same thing. If it was like the old gunnery system you would need racial frigate, destroyer, then cruiser 5 to fly a T2 cruiser. Currently you only need the base cruiser skill to 5. Just like if you want to use a T2 medium turrets you only need the base turret skill to 5. |

Decon Matarius
Amarr Empire
0
|
Posted - 2014.07.14 19:33:00 -
[42] - Quote
In an age where capital ships can be trained without rank5 bs, I have to agree, it's kind of dumb for t2 ships to retain those requirements.
I wouldn't go hog-wild and change a lot about the skill system as it stands, but given the ability to specialize earlier on is critical from graduating out of "adorable tacking newb," to whatever it is you want to do next, I don't see shaving a week off a t2 train is game-breaking given the ship you'd end up with would be very imperfect. |

Rain6637
Team Evil
15348
|
Posted - 2014.07.14 19:33:00 -
[43] - Quote
gun size and ship size progression to III makes enough sense. it's the random support skill level V requirements that don't.
another problem with saying "because specialization" is equivocation. it's when there's more than one definition or sense of a word, and the wrong one is used to justify something.
I'm asking because it doesn't make sense, and my altered requirement/Mastery I example was an attempt to help illustrate the problem with saying "because specialization." I don't mean to accuse CCP of saying "we'll only give you this if you give us three months of subs," but right now that's the only effect that I can see, and apparently I'm not the only one.
can you think of another explanation, other than an original dev setting those requirements for T2 hulls based on a simple sentiment "because better," and it has been around for so long that it's simply accepted by the devs, just like it is by players...? I can't tell.
I'm -not- trying to make things easier for anyone, and I am not a person who cares about something for the sake of noobs, or that it should be easier for them.
I've been accused of elitism for my opinion of what proper skill training means. I don't like being in fleets with people who don't have level V skills, and I am not nice to people with incomplete skills who expect me to risk expensive ships for a shared benefit. one fully skilled ship with proper fittings is equal to two or three failships, so the smart thing to do is not fly a failship. I'd like to maintain that truth. that imaginary requirement example is just more rope for players to hang themselves.
...so please don't make exaggerations about ship class and weapon size progression, which are understandable enough as level III skills President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Sinnish Saken
State Protectorate Caldari State
0
|
Posted - 2014.07.14 19:39:00 -
[44] - Quote
I have a few problems with the idea.
#1 get 80% of the value for 18% of the investment means T1 becomes Civilian.
#2 the demand for T2 with a change like this would cause prices to go through the roof to a point where it would be unreasonable. Those who aren't willing to put in the training for the bonuses surely aren't willing to farm the isk to afford flying T2bat these higher rates, putting them back into T1 hulls to begin with.
Personally I like the current system where getting a skill to V has a significant meaning at an affordable price, time and isk wise. |

Rain6637
Team Evil
15352
|
Posted - 2014.07.14 19:42:00 -
[45] - Quote
that's false. you get "80% of the value" by training the T1 to level III or IV.
I would make a nice surface chart plotting time vs benefit compared to T1, but I'm not dying for the practice of making complicated charts, and it's not my job. nor does it matter that much to me.
as for farming, I am under the impression a lot of people have the habit of PLEXing for shinies, and they're the same people who have low SP President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
21
|
Posted - 2014.07.14 19:43:00 -
[46] - Quote
True it is not the same, simply used it as an example against the following:
Shahai Shintaro wrote:
The general base is battleships. From any sort of realistic training you would have to know how to fly a battleship before learning how to use all the extra buttons that are there only for marauders.
Yes, you should know how to fly a battleship before getting into a marauder, but aren't multiple skills at level 5 too prohibitive? And once again, why does CCP cares about people knowing how to properly fly a ship or not? How many ALOD articles are there of people using T2 ships, the skill wait time did not improve their knowledge.
|

Rain6637
Team Evil
15352
|
Posted - 2014.07.14 19:51:00 -
[47] - Quote
you know... the weapon size progression change from V to III is the same basic idea of what I think would make sense. ship class to III before having the option to train the T2 bonus, instead of requiring level V on the hull along with two or more random attributes at V. it changes nothing for the players who already have the skills President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

IIshira
School of Applied Knowledge Caldari State
1015
|
Posted - 2014.07.14 19:54:00 -
[48] - Quote
Decon Matarius wrote:In an age where capital ships can be trained without rank5 bs, I have to agree, it's kind of dumb for t2 ships to retain those requirements. You do realize Capital ships are T1? |

IIshira
School of Applied Knowledge Caldari State
1015
|
Posted - 2014.07.14 19:59:00 -
[49] - Quote
Rain6637 wrote:you know... the weapon size progression change from V to III is the same basic idea of what I think would make sense. ship class to III before having the option to train the T2 bonus, instead of requiring level V on the hull along with two or more random attributes at V. it changes nothing for the players who already have the skills Are you saying that T2 guns shouldn't require level 5 of the T1 gun skill? |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
50
|
Posted - 2014.07.14 20:03:00 -
[50] - Quote
Decon Matarius wrote:In an age where capital ships can be trained without rank5 bs, I have to agree, it's kind of dumb for t2 ships to retain those requirements.
Capital ships aren't the same thing, it's the same as moving from destroyers to cruisers. T2 is the same ship class and and a specialization and therefore requires you to know it's base ship. |
|

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1231
|
Posted - 2014.07.14 20:03:00 -
[51] - Quote
Rain6637 wrote:when the skill structure is so bad (how skills are arranged, not what skills do), the only reason for keeping the structure is preserving the status quo
preserving the status quo is basically the sentiment that "if I had to do it, other people should have to do it too" Rain, I agree with the lvl 5 prereqs being just an arbitrary timesink, and I also think what you stated here is the main reason CCP are weary of changing them at this point.
I personally wouldn't give a damn if newer players than me had an easier time training stuff, actually I'd be happy to have both more friends and more foes to play with in T2 ships.
I realize I may not be perfectly credible saying this as just a 1-year old player - but that's my honest opinion. 
T2/3 ships - especially cruisers and above - are already 'limited' by their ISK cost, the player skill needed to not whelp them (including the 'meta-skill' of getting to fly with people that know what they're doing), the need to train several support skills to 4 or 5 anyway to be competitive and - regarding supers - the difficulty of manufacturing them.
I'd also like to point out that CCP do seem to have second thoughts on this - see the recent examples of Carriers (racial BS from 5 to 3) and Thermodynamics (Power Grid Mgmt from 5 to 4). |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
50
|
Posted - 2014.07.14 20:17:00 -
[52] - Quote
Rain6637 wrote:
can you think of another explanation, other than an original dev setting those requirements for T2 hulls based on a simple sentiment "because better," and it has been around for so long that it's simply accepted by the devs, just like it is by players...? I can't tell.
one fully skilled ship with proper fittings is equal to two or three failships, so the smart thing to do is not fly a failship.
The answer isn't just because. The answer is specialization. T2 ships aren't by definition better than t1 ships. 9 times out of 10 I want you in a kestrel over a manticore. You keep putting on others to say why it shouldn't, yet you never give a reason why it should. Can you give a single example where you can specialize before mastering the general?
As for the second part I quote, you seem to imply all t1 are fail fit. If so, you are completely wrong as I'll take 3 t1 vs 1 t2 any day of the week |

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
22
|
Posted - 2014.07.14 21:21:00 -
[53] - Quote
You should re-read the OP. You keep using the word specialization as if the only way to learn about something is to first read a 200 page manual rather than read the first few chapters and dive in. Specialization comes after you are able to practice and test the thing it is you are trying to learn, not before hand.
A kestrel and a manticore serve two different purposes. While you want a kestrel for fighting in FW plexes 10/10, you want a manticore to run FW missions 10/10.
OP never said T2 > T1, he said that a ship (any ship, be it t1 or t2) with proper fittings is equal to two or more ships with bad fits and skills.
The actual reward shouldn't be sitting in the ship, but getting the mastery to IV or V. That is specialization. |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
50
|
Posted - 2014.07.14 21:52:00 -
[54] - Quote
Tibo Paralian wrote:You should re-read the OP. You keep using the word specialization as if the only way to learn about something is to first read a 200 page manual rather than read the first few chapters and dive in. Specialization comes after you are able to practice and test the thing it is you are trying to learn, not before hand
No, what you are describing is mastery. Specialization is the difference between a heart surgeon and a brain surgeon. Both require the same base knowledge and skills, but then this separates into two different specializations. Mastery is then becoming the best heart surgeon
I have reread the op. The op raises the question of why I need racial ship skill to 5 as well as the t2 skill. The answer is because the t2 skill is a specialization of the racial ship skill. You cannot specialize until you master the basics. There is nothing anywhere that I can think of where you can. No where in this entire thread have I commented on needing any other skill to 5 for t2 ships except the racial ship skill it's based off. Whether you really need AWU 5 is a completely different discussion.
|

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
22
|
Posted - 2014.07.14 22:43:00 -
[55] - Quote
The mastery/specialization comparison still stands, and since you like using IRL examples so much, a heart or brain surgeon can both practice their studies before officially getting their title.
Shahai Shintaro wrote:You cannot specialize until you master the basics.
What basics are those? Patiently waiting?
|

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
50
|
Posted - 2014.07.14 22:53:00 -
[56] - Quote
Tibo Paralian wrote:The mastery/specialization comparison still stands, and since you like using IRL examples so much, a heart or brain surgeon can both practice their studies before officially getting their title. Shahai Shintaro wrote:You cannot specialize until you master the basics. What basics are those? Patiently waiting? The basics are the racial ship skill. If we are talking about a golem, Caldari BS. If we are talking about a hawk the basic is Caldari frigate. Also, a heart and brain can practice before becoming masters. This is you able to fly with assault ships 1. However, they both still had to pass medical school first. This is represented by getting cruiser to 5. |

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
22
|
Posted - 2014.07.14 23:42:00 -
[57] - Quote
Hey look , another IRL analogy. It's a good thing you only have to wait in EVE rather than study, practice and take tests to get the skill. |

RavenPaine
RaVeN Alliance
841
|
Posted - 2014.07.15 00:56:00 -
[58] - Quote
As a true bittervet, I don't really want for 30/60 day old characters to be able to fly what I fly. And that's not just because I want him to do his time (like I did) It's also because I don't want the game de-volving. I don't care about killing newbs in shiny ships. My best fights, most fun, have always been against GOOD pilots. I joined the game because it is complex and I knew it is a long haul. If I wanted a game that was dumbed down, I wouldn't have come here.
EVE has already de-volved into *Frigates Online* and there is not really the same achievement path that there was in the past. Skills have a max level of V... It has to mean something or it might as well be maxed at level IV.
|

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
51
|
Posted - 2014.07.15 01:04:00 -
[59] - Quote
Tibo Paralian wrote:Hey look , another IRL analogy. It's a good thing you only have to wait in EVE rather than study, practice and take tests to get the skill.
Where else are you supposed to go besides real world examples? Would you like me to use another game? In d&d you have to train several feats in a chain to specialize. In dust (though it's been ages since I played it) you train general weapon classes before specializing. How about instead of me listing 1000 places where you have to master the general before working on the specific, you give me a single example where you don't have to.
As far as waiting for the skill to learn it in eve, that's the amount of time it takes to install the skill into your brain so you don't have to practice, study, etc. |

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
22
|
Posted - 2014.07.15 01:20:00 -
[60] - Quote
How about stop using analogies to justify the status quo? |
|

Rain6637
Team Evil
15353
|
Posted - 2014.07.15 01:59:00 -
[61] - Quote
frigates online... that's a pretty good one.
one thing i'm beginning to see is why this level V situation could stand for so long. you know, people have just taken it as part of 'difficult' President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
51
|
Posted - 2014.07.15 02:04:00 -
[62] - Quote
Tibo Paralian wrote:How about stop using analogies to justify the status quo? I don't even know why I am responding at this point. You don't want reasons or anything else. Its obvious the only answer you'll accept is to let me fly whatever I want the second I create a character. Lets ignore the ramifications this will do to the eve market both inside and outside the game (you will never need to buy a cap sitter if you can just create a new character and train titan 1 in 10 minutes).
Just tell me this, how can you fly a marauder if you don't know how to fly a battleship?
|

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
51
|
Posted - 2014.07.15 02:08:00 -
[63] - Quote
Rain6637 wrote:frigates online... that's a pretty good one.
one thing i'm beginning to see is why this level V situation could stand for so long. you know, people have just taken it as part of 'difficult'
Its not difficult. As you can see from my other posts in this thread, its common sense to have a general base before specializing. I want to reiterate that I am solely talking about the required racial ship skill being to 5, not any other skill being to 5.
If your issue is that why have a skill bonus that has to be at 5 do something to a ship, just pretend that bonus is a role bonus to the hull. There is a technical reason why a ship skill is required for the hull on top of the t2 skill. If the ship skill was not required, then you could train marauders without training battleships and then fly all four factions marauders. |

Tibo Paralian
Dirt 'n' Glitter I Whip My Slaves Back and Forth
22
|
Posted - 2014.07.15 02:23:00 -
[64] - Quote
Shahai Shintaro wrote:Tibo Paralian wrote:How about stop using analogies to justify the status quo? I don't even know why I am responding at this point. You don't want reasons or anything else. Its obvious the only answer you'll accept is to let me fly whatever I want the second I create a character. Lets ignore the ramifications this will do to the eve market both inside and outside the game (you will never need to buy a cap sitter if you can just create a new character and train titan 1 in 10 minutes). Just tell me this, how can you fly a marauder if you don't know how to fly a battleship?
That's just unfair, you keep using analogies as if just because it applies to a lot in real life it must apply to a game. I definitely do not want titans to be trainable in 10 minutes.
Why do you assume that I do not know how to fly a battleship just because I do not have the racial BS skill to V? And even if I did not know how to, why does that concerns you or anybody for that matter? |

Rain6637
Team Evil
15356
|
Posted - 2014.07.15 03:15:00 -
[65] - Quote
this is another version of the level V requirement: a racial T2 split, with racial Hull level III as a minimum for racial T2 level I. it's an example of the benefit put further away, without changing the effect of having it trained. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Antillie Sa'Kan
Forging Industries Silent Infinity
530
|
Posted - 2014.07.15 20:04:00 -
[66] - Quote
Rain6637 wrote:this is another version of the level V requirement: a racial T2 split, with racial Hull level III as a minimum for racial T2 level I. it's an example of the benefit put further away, without changing the effect of having it trained. No. We do not need everyone and there alt able to fly every T2 ship in the game in a few months. It would remove meaningful choices from the training process. This would be bad. |

IIshira
School of Applied Knowledge Caldari State
1017
|
Posted - 2014.07.15 20:47:00 -
[67] - Quote
Tibo Paralian wrote:That's just unfair I LOL'd 
|

Rain6637
Team Evil
15364
|
Posted - 2014.07.15 22:04:00 -
[68] - Quote
you use the word "meaningful" as if minimum requirements yield a well-rounded ship President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Antillie Sa'Kan
Forging Industries Silent Infinity
531
|
Posted - 2014.07.16 04:13:00 -
[69] - Quote
Rain6637 wrote:you use the word "meaningful" as if minimum requirements yield a well-rounded ship I don't think you understand what "meaningful" means. |

Rain6637
Team Evil
15364
|
Posted - 2014.07.16 06:44:00 -
[70] - Quote
awesome! ninety days of meaningful training to sit in a marauder President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
|

Zalbrak
Intentionally Dense Easily Excited
0
|
Posted - 2014.07.16 09:22:00 -
[71] - Quote
It is because of the 90 days of prerequisites that it is a meaningful choice to train Marauders, because it is the choice to not be training for, say, exhumers, or interdictors, or recons, or assault frigates or command ships or ... |

IIshira
School of Applied Knowledge Caldari State
1019
|
Posted - 2014.07.16 15:07:00 -
[72] - Quote
Zalbrak wrote:It is because of the 90 days of prerequisites that it is a meaningful choice to train Marauders, because it is the choice to not be training for, say, exhumers, or interdictors, or recons, or assault frigates or command ships or ...
What if I want to fly all instead of one?
I want it now!
Now I said! |

Rain6637
Team Evil
15364
|
Posted - 2014.07.16 17:56:00 -
[73] - Quote
ok. I guess all that's left to do is train all T2 skills to V, so that my clones will be as expensive and meaningful as possible when the racial T2 redistribution happens. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Rain6637
Team Evil
15366
|
Posted - 2014.07.17 05:08:00 -
[74] - Quote
http://i.imgur.com/X3jP4mg.jpg President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Antillie Sa'Kan
Forging Industries Silent Infinity
535
|
Posted - 2014.07.17 19:15:00 -
[75] - Quote
Rain6637 wrote:ok. I guess all that's left to do is train all T2 skills to V, so that my clones will be as expensive and meaningful as possible when the racial T2 redistribution happens. Source?
And no, a random image doesn't count. |

Carniflex
StarHunt Mordus Angels
257
|
Posted - 2014.07.17 19:46:00 -
[76] - Quote
It is a game design decision. The amount of time needed to get specific ship. When jump freighter changed, for example, the time remained about the same. Same when bs Lev 5 was removed from capital hulls. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

JAF Anders
Quantum Cats Syndicate Repeat 0ffenders
258
|
Posted - 2014.07.17 20:24:00 -
[77] - Quote
I'm afraid I have to disagree with you there. It's a marketing decision more than a game design decision. Dangling the carrot in front of new players is only beneficial for the coffers of CCP in the short run, rather than allowing a much wider playing field to develop due to lower barriers to entry, the balance of which would attract more subscribers in the long run. The pursuit of excellence and stabbed plexing alts. |

Sinnish Saken
Caldari Provisions Caldari State
1
|
Posted - 2014.07.17 21:05:00 -
[78] - Quote
What's worse? Having to progress your skills from frigate > destroyer > cruiser > battle cruiser > battleship or being allowed to fly a battleship day one(terribly) but having to buy plex to afford it? (followed by you losing your poorly fitted/skilled battleship, then quitting the game)
Either way CCP will make money(good for them), but in the ladder the players lose....especially new characters who don't prefer to plex for a BS hull.
Maybe this conversation has gone off on a tangent. Are you simply requesting that the bonus not apply per skill level(semantics)? Or do you really think you should be able to use tech 2 ships/mods at skill lvl 3? Sorry I don't feel like reading through the thread again. |

IIshira
School of Applied Knowledge Caldari State
1021
|
Posted - 2014.07.17 21:12:00 -
[79] - Quote
Sinnish Saken wrote:What's worse? Having to progress your skills from frigate > destroyer > cruiser > battle cruiser > battleship or being allowed to fly a battleship day one(terribly) but having to buy plex to afford it? (followed by you losing your poorly fitted/skilled battleship, then quitting the game)
Either way CCP will make money(good for them), but in the ladder the players lose....especially new characters who don't prefer to plex for a BS hull.
Maybe this conversation has gone off on a tangent. Are you simply requesting that the bonus not apply per skill level(semantics)? Or do you really think you should be able to use tech 2 ships/mods at skill lvl 3? Sorry I don't feel like reading through the thread again.
The OP is asking for the removal of the base level 5 skill requirement to fly T2 ships. All T2 ships and guns require the base skill to be at 5. I know CCP made an exception for Jump Freighters. |

Sinnish Saken
Caldari Provisions Caldari State
1
|
Posted - 2014.07.17 21:25:00 -
[80] - Quote
IIshira wrote:The OP is asking for the removal of the base level 5 skill requirement to fly T2 ships. All T2 ships and guns require the base skill to be at 5. I know CCP made an exception for Jump Freighters.
Thanks. And I disagree.
My SP have been distributed in a way that makes my character have.....character. The game wouldn't feel the same if I could change my mind and go from an explorer to miner using t2 mods/ships in a matter of days. |
|

Opertone
Deep Core Mining Inc. Caldari State
292
|
Posted - 2014.07.17 21:42:00 -
[81] - Quote
Ok, I'll give you an example why insta training and fast access to all is bad.
I have 5 mill unallocated SP points, I can log on to test server and spend the SPs to my liking.
Every now and then there is a new mirror, so I get back the 5 mill SPs and by now I have tried and tested almost all ship available in game. In fact it ruined the gameplay, the anticipation the intrigue. I have tried every available ship in game.
Thus being able to master everything at once with little or no wait time will make the game completely pointless.
Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value |

Antillie Sa'Kan
Forging Industries Silent Infinity
536
|
Posted - 2014.07.17 22:16:00 -
[82] - Quote
Opertone wrote:Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value From what I understand this can basically be done in WoW. And its part of what makes WoW terrible. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1421
|
Posted - 2014.07.17 23:06:00 -
[83] - Quote
Opertone wrote:Ok, I'll give you an example why insta training and fast access to all is bad.
I have 5 mill unallocated SP points, I can log on to test server and spend the SPs to my liking.
Every now and then there is a new mirror, so I get back the 5 mill SPs and by now I have tried and tested almost all ship available in game. In fact it ruined the gameplay, the anticipation the intrigue. I have tried every available ship in game.
Thus being able to master everything at once with little or no wait time will make the game completely pointless.
Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value LOL at how you can actually test a ship on a server with less then 50 average active players, free modules and no lasting consequences.
I'm 'young' and just getting into my first t2 cruisers, but in the meantime I still find new fits/tactics to try out in those t1 frigs I almost finished maxing out 6 months ago (I'm talking about pvp of course). I also don't really expect to do anything radically new gameplay-wise in an ishtar vs. a vexor navy issue, except being much more useful to my corpmates and a more interesting foe for my enemies. Along with the thrill of risking a few hundred mil instead of a few dozen (and again, giving my enemies the chance to get a 'tastier' killmail if we f*k up).
OTOH, EVE would be a pretty fail game if the only thing that made a force recon interesting compared to a rifter was the months you have to wait to sit into one, as your post implies ('my gameplay is ruined because I sat in every ship in the game for at least a day').
Individual player skill, fleet tactics and real loss (ISK) is what makes the gameplay interesting. An year-old player like me, that is passionate about the game, has pvp-ed his arse off doing his best to learn, has made awesome friends (& foes) and is good at making a decent amount of ISK, can put a properly-fit sacrilege to better use than some bored mission runner that just happened to start playing an year before I did. By proper use I mean taking part in generating engaging content for others, not only for myself.
Yet with the current t2 prereqs (for both ships and weapons) I have to wait several weeks.
No big deal, I'm a patient dude, but how is one less decently-flown sac out there making the game better? Not for me, but for the rest of the playerbase? EVE Online: Death-o-meter |

IIshira
School of Applied Knowledge Caldari State
1021
|
Posted - 2014.07.17 23:08:00 -
[84] - Quote
Antillie Sa'Kan wrote:Opertone wrote:Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value From what I understand this can basically be done in WoW. And its part of what makes WoW terrible.
I hope Eve never falls to the "Instant gratification, I want it now" crowd but if it does maybe it will be known as "EvE"  |

Rain6637
Team Evil
15368
|
Posted - 2014.07.18 00:02:00 -
[85] - Quote
I'm not asking for anything; I have T2 ships trained completely 10... 11... 12 times over. I was just asking why. having asked that:
Antillie Sa'Kan wrote:Rain6637 wrote:ok. I guess all that's left to do is train all T2 skills to V, so that my clones will be as expensive and meaningful as possible when the racial T2 redistribution happens. Source? And no, a random image doesn't count. My source is 1:the current skill structure and 2:the fact that players seem to accept it. If both of those are to remain constant through iteration changes, it would mean racial T2 skills. It's merely more of what has been done and what most players in this thread seem to support: awkward, obscure, impractical and long skill minimums. It preserves the idea of skill prestige that is apparently a good thing. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Antillie Sa'Kan
Forging Industries Silent Infinity
537
|
Posted - 2014.07.18 00:50:00 -
[86] - Quote
Rain6637 wrote:My source is 1:the current skill structure and 2:the fact that players seem to accept it. If both of those are to remain constant through iteration changes, it would mean racial T2 skills. It's merely more of what has been done and what most players in this thread seem to support: awkward, obscure, impractical and long skill minimums. It preserves the idea of skill prestige that is apparently a good thing. You aren't making much sense here. How does the current skill system and the fact that most players like it imply that radical changes to T2 ship skills are coming? If anything this premise indicates that radical changes to T2 ship skills are not coming.
The only things that make major changes happen are CCP's vision for EVE, which I doubt that you really understand any more than anyone else here that does not work for CCP, and player majority opinion as backed up by clear, logical, and well articulated arguments, which you have not presented.
So I ask again. Source? |

Rain6637
Team Evil
15371
|
Posted - 2014.07.18 01:02:00 -
[87] - Quote
it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right?
surely you don't expect the skill structure to always stay the same. iteration = change, and between moving toward what I suggested and the example racial T2 skills, which way do you think is more likely?
nevermind what I think would make sense, I'm over it. I'm just going by what players have made clear in this thread, and their idea of what it means to specialize. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Orin Solette
Omamori Himari Pandora Hearts
5
|
Posted - 2014.07.18 07:06:00 -
[88] - Quote
Honestly, the OP is on to something here.
However, I would add this.
All T2 ship hulls have no bonuses whatsoever if you have no Mastery levels in it. Roll up the Role bonuses, Racial Hull bonuses, and Ship Class bonuses together and tie them to Mastery instead. Essentially, you are just sitting in an expensive piece of metal at Mastery 0 (or just make it until you can't sit in the ship at all until Mastery I). Every level of Mastery would give you more bonuses until the ship is finally worth the cost. The point at which it's worth the cost is up to you.
Let's take the Paladin:
Mastery 0 bonuses: Nothing (or you can't fly it yet until Mastery I).
Mastery I: 30% damage bonus, 5% cap recharge, 7.5% optimal, 7.5% Armor Repairer amount, 20% tractor beam range, 14% MJD delay reduction.
Mastery III: 90% damage bonus, 15% cap recharge, 22.5% optimal, 22.5% repper, 60% tractor, 42% MJD delay
Mastery V: All bonuses maxed (as if you currently had Amarr BS V and Marauders V).
This would mean that you actually get more improvements periodically and puts skilling up to V at the END of the grind rather than right up at the beginning.
Meanwhile, with T1 hulls, stay the same as is. They improve with Racial Hull abilities so maxing out the bonuses for keeping them is much quicker. And since we are using Mastery to unlock everything for T2 hulls, we can just lower the rank of racial hull abilities to make them go by faster as they are no longer just the barrier to enter T2.
To accompany this, we would need an overhaul of the mastery requirements to adjust the T2 the time sinks and make it an interesting choice to max out a T1 early on or to slowly grind the T2 mastery up instead.
The end result would be that T1 hulls would still be more desirable to people until they get enough skills to make the T2 ship worthwhile since T1 hulls can be maxed out fairly quickly. And it makes skilling up that Paladin less painful because you don't sit there for ALMOST A MONTH waiting for one crummy skill to complete out of many others that you've already waited an eternity for. And it would even retain goals for long term Paladin pilots because Mastery V still takes forever and a half just to get that last 30% damage increment for the bittervets.
I dunno about you, but I still wouldn't be sitting in that Paladin for a few months if this is done correctly. The T1 battleships and faction battleships will perform better for me at first and take a small fraction of the time to max out. However, I would be getting small bonuses left and right as I skill up and it would feel much more rewarding in the end to feel like my Paladin got better than when I first took it out on its maiden voyage.
It's a rough idea and would need tweaking, but the primary goal is to prevent turning off newer players by making them wait forever with no improvements to their character at all until the end of the grind and to make having a T2 hull a constantly rewarding experience as you skill up through the masteries and gain little bonuses here and there.
Thoughts? |

Lady Naween
Immortalis Inc. Shadow Cartel
533
|
Posted - 2014.07.18 07:57:00 -
[89] - Quote
problem is the ISIS has so many masteries that are downright wrong. (ice mining for venture.. have fun with that).
honestly I dont see a reason to change the current way we do it, no suggestion i seen improves on it |

Aivo Dresden
Red Federation RvB - RED Federation
354
|
Posted - 2014.07.18 11:50:00 -
[90] - Quote
It makes no sense to 'master' something and then specialize in a matter of hours or days. Large blasters, are a specialization to the large hybrids. If you want them you need to maximize the potential with hybrids first. Your character needs so spend the time to understand them and learn how to use them. Once your character has mastered them, he can start using the more specialized equipment that comes from them. It makes perfect sense.
This whole thing, your whole thread kind of reads like a whine about having to spend XXX days to unlock Y ship/module. It's one of those typical entitlement threads. |
|

Antillie Sa'Kan
Forging Industries Silent Infinity
538
|
Posted - 2014.07.18 12:29:00 -
[91] - Quote
Rain6637 wrote:it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right?
surely you don't expect the skill structure to always stay the same. iteration = change, and between moving toward what I suggested and the example racial T2 skills, which way do you think is more likely?
nevermind what I think would make sense, I'm over it. I'm just going by what players have made clear in this thread, and their idea of what it means to specialize. Hooray for reductio ad absurdum. Sorry but that's not how game design works. |

Zalbrak
Intentionally Dense Easily Excited
1
|
Posted - 2014.07.18 12:53:00 -
[92] - Quote
Rain6637 wrote:it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right?
Actually read what people are saying, not the strawman you want them to.
The "90 days" is not the meaningful thing
The meaningful thing is that by choosing to spend "90 days" in pursuit of Marauders, you by definition are not spending that time in pursuit of some other thing
a choice between mutually exclusive things is a meaningful choice, because otherwise, if you could have them all, why wouldn't you? |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1455
|
Posted - 2014.07.18 13:30:00 -
[93] - Quote
Zalbrak wrote:Rain6637 wrote:it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right? Actually read what people are saying, not the strawman you want them to. The "90 days" is not the meaningful thing The meaningful thing is that by choosing to spend "90 days" in pursuit of Marauders, you by definition are not spending that time in pursuit of some other thing a choice between mutually exclusive things is a meaningful choice, because otherwise, if you could have them all, why wouldn't you? Because:
. you can't afford them all . you need time to learn how to use them effectively in actual pvp combat, and depending on the player's skill and his RL free time that time could be both much shorter or much longer than the arbitrary skill training time . not all are your corp's doctrine ships, and it's pointless to switch doctrines everyday because again, fc's and players alike need time to practice and perfect the underlying fleet tactics . unless you live in highsec, logistics can be a bit of a PITA and entails some risk . you prefer certain ships/weapon systems more than others because of your pvp preferences (ganking, cloaky hunting, brawling, kiting, solo 1v1, solo 1v5, small gang, fleet, etc.)
There are so many balancing factors in this game that I am truly surprised that people think that long t2 training times are so essential to everybody's enjoyment.
It's not like 10-year old characters never fly interceptors, bombers or even t1 frigates anymore, is it?
I honestly cannot be sure that waiving some lvl5 prereqs will make a better game for all, though I have the feeling that everyone having earlier access to more ship variety is simply more fun and interesting - it's a game, after all.
Conversely, how can many of you be so sure that it would be bad, when I haven't read a single sound gameplay argument, just 'waiting is good because it's good' or 'if I could ship spin every subcap within an year I'd be so bored'?
I mean, at least make an effort to imagine the impact (positive or negative) on the interaction of groups of players (corps, alliances, fleets) instead of arguing just the single-player impact (I wait more vs. I wait less). It's an MMO, you know?
EVE Online: Death-o-meter |

Orin Solette
Omamori Himari Pandora Hearts
5
|
Posted - 2014.07.18 14:23:00 -
[94] - Quote
The main argument against change is not a bad one. It's essentially that you have to wait because then when you do have access to all the shinies, you've already invested in the game enough that you won't just be think "Okay, mission accomplished" and unsub. However, my main argument is that if a newbie does want to train for T2 hulls early on, it's not good for morale or retention to lock it behind nothing except Racial Hull V and some other stuff that takes forever to get to V that you normally wouldn't level until year 2 or 3 of your game sub. Character growth early on should be littered with little milestones. Not 26 static days of nothing.
And also don't forget that isk and properly balance ships already make for interesting choices for new players to decide what they fly on what occasion. |

Rain6637
Team Evil
15374
|
Posted - 2014.07.18 15:39:00 -
[95] - Quote
i'm conceding here, like ok, maybe the point of the minimum requirements is just for the sake of the hurdle. now that we've discussed what things are, let's take it one step further and consider what will be, as a result of iteration which is a matter of someone keeping their job and maintaining an appearance of new-ness. when T2 skills get touched, which they will eventually, how do you think they'll look, based on what's been done? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

IIshira
School of Applied Knowledge Caldari State
1022
|
Posted - 2014.07.18 17:34:00 -
[96] - Quote
Orin Solette wrote: And also don't forget that isk and properly balance ships already make for interesting choices for new players to decide what they fly on what occasion.
Are you saying the ISK cost of a ship balances who can fly it? I hope not because there's plenty of spoiled kids out there that can put 28 PLEX on their moms credit card no questions asked.
The bottom line is Eve is about making choices for what you want to fly. You can spend that 60 days training for a Marauder or an Exhumer. Yes some people would like to be able to fly both but IMO that's "I want it all" rather than having to choose. |

Rain6637
Team Evil
15376
|
Posted - 2014.07.18 18:45:00 -
[97] - Quote
if a person has unlimited access to ISK, they could just buy a character with the skills for a ship, and that's always been true... so where a person's ISK comes from isn't worth worrying about. in simpler terms, it's none of your business. Do you really mean to say your concern over someone's irl disposable income is something worth attempting to balance? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Sinnish Saken
Caldari Provisions Caldari State
2
|
Posted - 2014.07.18 19:37:00 -
[98] - Quote
Rain6637 wrote:how do you think they'll look, based on what's been done?
I wouldn't mind if bonus SP was gained by using mods that require skills. For example, kill something while using a light missing launcher > +100 SP to LML's.
Maybe add a new metric like Expertise. Using a mod/ship gives expertise, after x amount of expertise is gained "advanced"(t2) items are unlocked.
Handing over t2 items with no barrier other than isk will ruin the game.
WoW runs into this issue every patch. Players finish the content and have nothing else to achieve after a month or two and unsub. Nothing to work towards = no reason to play. |

Antillie Sa'Kan
Forging Industries Silent Infinity
540
|
Posted - 2014.07.18 20:24:00 -
[99] - Quote
Orin Solette wrote:And also don't forget that isk and properly balance ships already make for interesting choices for new players to decide what they fly on what occasion. People once thought that the ridiculous cost of supers and titans would keep them rare. People now know better. Cost is not a balancing factor. |

Antillie Sa'Kan
Forging Industries Silent Infinity
540
|
Posted - 2014.07.18 20:28:00 -
[100] - Quote
Sinnish Saken wrote:I wouldn't mind if bonus SP was gained by using mods that require skills. For example, kill something while using a light missing launcher > +100 SP to LML's. Dear god no. This would be exploited so much it wouldn't even be funny. |
|

IIshira
School of Applied Knowledge Caldari State
1023
|
Posted - 2014.07.18 20:47:00 -
[101] - Quote
Sinnish Saken wrote: I wouldn't mind if bonus SP was gained by using mods that require skills. For example, kill something while using a light missing launcher > +100 SP to LML's.
This is already available in a very popular game
https://us.battle.net/shop/en/product/world-of-warcraft |

Sinnish Saken
Caldari Provisions Caldari State
2
|
Posted - 2014.07.18 22:17:00 -
[102] - Quote
Ha! Fair enough. Something other than "everyone can fly anything with no training" |

Orin Solette
Omamori Himari Pandora Hearts
6
|
Posted - 2014.07.19 03:05:00 -
[103] - Quote
Antillie Sa'Kan wrote:Orin Solette wrote:And also don't forget that isk and properly balance ships already make for interesting choices for new players to decide what they fly on what occasion. People once thought that the ridiculous cost of supers and titans would keep them rare. People now know better. Cost is not a balancing factor.
Mom's CC can buy anything.
And of course titans are getting more common. Toons are getting older and gaining those skills needed to build and fly them. Does it surprise you that people are eventually reaching their goals? Lol. Besides, the null sec coalitions have nothing else to do with their money because of the dead meta game in sov null. That has nothing to do with this.
Anyway, if you had actually read my posts you would know I don't even necessarily want to make it take less time to master anything. I just thought that the skills needed should be broader so there are less 2+ week grinds with no character advancement at all. It gets boring seeing the same skill on your queue for weeks. And while that's expected of older toons, newer toons see it all the time too because people are afraid of change.
Again, it should take long to fly T2 hulls. But Amarr Battleship V is like 26 days of no advancement. Advanced Weapon Upgrades V is like two weeks. See a pattern? For T2 hulls they are stacking a lot of skills together to bar them for the sake of barring them from flying the ship too early. Why not bar them in a way that would also provide incremental character growth and have it be more satisfying yet still take the same amount of time?
IIshira wrote:Sinnish Saken wrote: I wouldn't mind if bonus SP was gained by using mods that require skills. For example, kill something while using a light missing launcher > +100 SP to LML's.
This is already available in a very popular game https://us.battle.net/shop/en/product/world-of-warcraft
They don't have skill ups in WoW anymore. It was a pointless grind. They already have levels and gear checks and skill checks which are arguably too low on the lower end content but sufficiently high at the top end of the meta game. The skill ups did nothing to help the game at all. |

IIshira
School of Applied Knowledge Caldari State
1023
|
Posted - 2014.07.19 05:51:00 -
[104] - Quote
Orin Solette wrote:IIshira wrote:Sinnish Saken wrote: I wouldn't mind if bonus SP was gained by using mods that require skills. For example, kill something while using a light missing launcher > +100 SP to LML's.
This is already available in a very popular game https://us.battle.net/shop/en/product/world-of-warcraft They don't have skill ups in WoW anymore. It was a pointless grind. They already have levels and gear checks and skill checks which are arguably too low on the lower end content but sufficiently high at the top end of the meta game. The skill ups did nothing to help the game at all. I was referring to getting SP for killing stuff. I haven't played WoW in a long time but I think you still get that |

Rain6637
Team Evil
15422
|
Posted - 2014.07.20 12:04:00 -
[105] - Quote
so I've been told I don't know the meaning of "meaningful," "that's not how game design works," and reminded this is not WoW. the intent behind Level V skill requirements is apparently clear to those people. but they get quiet when I ask what they think skills might look like in the future, after extending their logic. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Antillie Sa'Kan
Forging Industries Silent Infinity
546
|
Posted - 2014.07.20 12:47:00 -
[106] - Quote
Rain6637 wrote:so I've been told I don't know the meaning of "meaningful," "that's not how game design works," and reminded this is not WoW. the intent behind Level V skill requirements is apparently clear to those people. but they get quiet when I ask what they think skills might look like in the future, after extending their logic. Well if you have a magic crystal ball that can see into the future please share it with the world. You seem to be under the impression that previous skill changes are a reliable way to predict future ones for some reason.
Right now the only even remotely concrete piece of information we have is the fact that CCP Fozzie might split the black OPs battleships into two hulls per race, each one focused on as different aspect of the class. |

Rain6637
Team Evil
15433
|
Posted - 2014.07.20 14:41:00 -
[107] - Quote
sorry, I forgot. if a person isn't CCP or omniscient, their analysis isn't worth sharing. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Antillie Sa'Kan
Forging Industries Silent Infinity
548
|
Posted - 2014.07.20 18:27:00 -
[108] - Quote
Rain6637 wrote:sorry, I forgot. if a person isn't CCP or omniscient, their analysis isn't worth sharing. Without proper logical arguments to back up their analysis? No. At least not if they are going to just assume that they are 100% correct right off the bat and then start making suggestions for changes based on their assumptions. |

Rain6637
Team Evil
15445
|
Posted - 2014.07.20 18:51:00 -
[109] - Quote
you're right, dude, without a direct answer from CCP regarding their intentions, this is just a discussion, and no one is guaranteed to be right. there are still points to be made, based on reason, and as long as they have substance. for example:
racial T3 skills are another indication that non-racial T2 skills is an outdated way of thinking, and that a racial T2 split would occur. A racial T2 split would also support the commonly held idea that specialization should represent a subscription time sacrifice. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Zalbrak
Intentionally Dense Easily Excited
3
|
Posted - 2014.07.20 18:52:00 -
[110] - Quote
also now that all the T1 ships have been tiericided, you can have available a ship for (almost) every subcapital role in a month* although you will be utterly terrible in any of them, but that is what you are asking for
T2 represent specialisation, and that comes by picking one of those ships, one of those roles, and putting your focus on that.
So rather than saying "Golem or Bust" get in a (fail-fit) Raven on day 4 and notice how it improves with every "Skill Training Complete" between then and a Golem
* It takes 12 days without implants or remaps and change for an entirely new character to have 4 races of BS I, and about that much again for all sizes of weapon I |
|

Antillie Sa'Kan
Forging Industries Silent Infinity
551
|
Posted - 2014.07.20 21:07:00 -
[111] - Quote
Rain6637 wrote:racial T3 skills are another indication that non-racial T2 skills is an outdated way of thinking, and that a racial T2 split would occur. A racial T2 split would also support the commonly held idea that specialization should represent a subscription time sacrifice. Since T3's have not yet had their much needed balance pass they aren't really a valid example. Who knows what CCP will do them when it comes time. |

Rain6637
Team Evil
15450
|
Posted - 2014.07.20 23:39:00 -
[112] - Quote
sure it is. fwiw / maybe, based on the fact they were created later than T2, with split between races.
the basic idea that "the guy who made T2 non-race specific way back when" might not even be around anymore, and it's just not something that can be changed overnight President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Antillie Sa'Kan
Forging Industries Silent Infinity
552
|
Posted - 2014.07.21 15:15:00 -
[113] - Quote
No they are not. T3 hulls are not T2 hulls. They have a totally different purpose than T2 hulls do (specialization vs generalization) and they work in totally different ways with their own unique set of balancing factors. So using T3 skills to make inferences about T2 skill changes is just silly. Now based on the current power level of some T3 setups compared to their specialized T2 cousins there are clearly some changes that need to be made. However what those changes will be is anyone's guess at this point.
Also, nobody cares how WoW is doing. EVE is not WoW and should not try and be like WoW. One of the basic ways to not be like WoW is to not dumb things down and let people get specialized into every ship and/or role quickly. |

Gospadin
School of Applied Knowledge Caldari State
163
|
Posted - 2014.07.21 15:41:00 -
[114] - Quote
Would you still object to the prerequisites if the T2 hulls moved everything to role bonuses, except for the specific level-based bonus for that ship?
Example, Old Ishkur: Gallente Frigate bonuses (per skill level): 5% bonus to Small Hybrid Turret damage 10% bonus to Drone hitpoints Assault Frigates bonuses (per skill level): 10% bonus to Small Hybrid Turret optimal range 5m3 bonus to ship drone bay capacity Role Bonus: 50% reduction in Microwarpdrive signature radius penalty
Example, New Ishkur: Assault Frigates bonuses (per skill level): 10% bonus to Small Hybrid Turret optimal range 5m3 bonus to ship drone bay capacity Role Bonus: 5% bonus to Small Hybrid Turret damage 10% bonus to Drone hitpoints 50% reduction in Microwarpdrive signature radius penalty
Personally, I'm okay with the current system, as it maintains that thread of an Ishkur being tied to Gallente when you look at the ships's details. |

Sinnish Saken
Caldari Provisions Caldari State
3
|
Posted - 2014.07.21 16:38:00 -
[115] - Quote
Gospadin, I believe the objection to a system like that is you get 80% of the bonuses for 18% of the SP.
Pretty sure this thread is over. |

Zalbrak
Intentionally Dense Easily Excited
4
|
Posted - 2014.07.21 18:26:00 -
[116] - Quote
Gospadin wrote: Role Bonus: 5% bonus to Small Hybrid Turret damage 10% bonus to Drone hitpoints
note that you have removed 80% of the T1 bonus there, I think you mean 25% Hybrids and 50% Drones
I assume you also leave the Gallente Frig V requirement on flying one?
I wouldn't care if that happened, but also don't care for any dev time spent on doing it.
I guess you could leave things as they are in the code and just change the text |

Rain6637
Team Evil
15473
|
Posted - 2014.07.21 18:39:00 -
[117] - Quote
I'm quite pleased with what this thread has shown me, far more than the answer I thought I was looking for. quite pleased. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
3042
|
Posted - 2014.07.21 19:49:00 -
[118] - Quote
Rain6637 wrote:I'm quite pleased with what this thread has shown me, far more than the answer I thought I was looking for. quite pleased. There's a "law" out there with someone's name that states the best way to get information about a subject (on the internet) is , instead of asking , you make an assertion that is incorrect or inaccurate and watch as the community falls over itself to correct you. Apparently the quality of information garnered in this fashion is much more accurate and thorough than polite queries.
Intresing thread. "Confirming EVE is hot, batshit crazy, and puts out." -Omar Alharazaad "CAKE CANNOT HOLD UP TO BEING A CHARACTER DAMNIT." --áUnsuccessful At Everything |

Rain6637
Team Evil
15474
|
Posted - 2014.07.21 23:44:00 -
[119] - Quote
it exposes the reasons why people accept things, that's for sure. I also suspect people avoid venturing outside of 'what is' due to a lack of creativity. couldn't imagine it President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Sinnish Saken
Caldari Provisions Caldari State
6
|
Posted - 2014.07.22 03:34:00 -
[120] - Quote
Rain6637 wrote:it exposes the reasons why people accept things, that's for sure. I also suspect people avoid venturing outside of 'what is' due to a lack of creativity. couldn't imagine it
I would agree. Plenty of people around poking holes in others' ideas but no solution or alternatives of their own.
I'm opposed to the idea but have offered my own. I think "constructive" is the word. |
|

Rain6637
Team Evil
15475
|
Posted - 2014.07.22 04:43:00 -
[121] - Quote
I have a habit of ending disagreements with a smug or trite remark. I should be clear about my conclusion to avoid doing that in a thread I started.
I appreciate the participation in this thread. Unfortunately,"because specialization" still strikes me as a thought-terminating clich+¬, and a mantra. My curiosity regarding why skills are arranged a particular way remains unsatisfied, but sometimes it's just time to move on.
I am grateful for what this thread has done to help me form a new opinion of the state of things: EVE is flawed with an imbalance not so different from WoW. The ease of cross-class skilling is back-loaded (high SP), rather than front-loaded (low SP). While long requirements represent a time commitment initially, secondary skills apply to most (if not all) ships, and after obtaining them, training into a new ship is easier for high SP characters. This advantage increases with SP.
Example: for a 50 million SP character with a fully-skilled T2 cruiser, cross-training into another fully-capable T2 cruiser is a single Rank 6 skill (1.536 Million SP), compared to a rookie who wants to train into a T2 cruiser and is faced with core skills (basically the old Core Competency: Elite cert).
EVE also has invisible level caps, if a player decides to pick between subcapitals (approximately 125 Million SP) and capitals (approximately 175 Million SP). After reaching those levels, it is possible to 'hop in' any ship with full skills in every module and role.
The result is stagnation that worsens with SP. At this point I strongly agree that general/broad skills are the root of EVE's SP status quo.
If the intent of T2 skill requirements is a concentration in a specific area, T2 ship skills don't go far enough; non-racial T2 ship skills are broad. A racial T2 split is very different from the alternative I imagined when I started this discussion, but after becoming more aware of the status quo, the advantage of high SP characters, and gaining a better sense of what players (and perhaps the devs) accept as the definition of specialization... a racial T2 split is, in my opinion, needed.
The artificial level cap and stagnation experienced by high SP characters would merely be extended, rather than remedied, but racial T2 skills would be a stronger form of "because specialization" than we currently have.
edit: this is a scary thought, considering the skill splits and the bloated SP and clone costs, but... race-specific core skills... (e.g. Amarr CPU Management, Gallente Power Grid Management, etc) would be a flat and fair implementation of "meaningful" and "consequence" that EVE players claim to like. Call it crazy, call me crazy, that's fine. It's pretty far from what EVE is like right now, and would take years to implement slow enough to avoid an uproar, but hey, 10-year outlook.
it would seem this is a stealth 'reduce medical clone costs' thread. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

IIshira
School of Applied Knowledge Caldari State
1026
|
Posted - 2014.07.22 13:00:00 -
[122] - Quote
Sinnish Saken wrote:Rain6637 wrote:it exposes the reasons why people accept things, that's for sure. I also suspect people avoid venturing outside of 'what is' due to a lack of creativity. couldn't imagine it I would agree. Plenty of people around poking holes in others' ideas but no solution or alternatives of their own. I'm opposed to the idea but have offered my own. I think "constructive" is the word. Sorry to oppose the "solution" but I didn't know there was a "problem". T2 ship skills are fine right where they are now. |

Serendipity Lost
Repo Industries
297
|
Posted - 2014.07.22 16:53:00 -
[123] - Quote
You seem to be one of those folks who is right regradless of any mitigating facts and opinions.
I'll ask you this. If they reduce the requirements from lvl 5 to lvl 4 what do I get? You "I shouldn't have to ean it" folks get a lot of powerful ships unlocked. Well, I did it the hard way.... what are you gonna give me for doing it the hard way? I want free stuff too.
You can't give me the extra 5% or whatever - I already have that. Free skill points? Maybe a new ship line that you need the prerequisite to lvl 5. (I hope you can see where that's going)
And finally - it was only 1 report, not multiple. I was just watching Mammy Thule trim her mustache. |

Lady Rift
What Shall We Call It
40
|
Posted - 2014.07.22 16:53:00 -
[124] - Quote
Rain6637 wrote:I have a habit of ending disagreements with a smug or trite remark. I should be clear about my conclusion to avoid doing that in a thread I started. I appreciate the participation in this thread. Unfortunately,"because specialization" still strikes me as a thought-terminating clich+¬, and a mantra. My curiosity regarding why skills are arranged a particular way remains unsatisfied, but sometimes it's just time to move on. I am grateful for what this thread has done to help me form a new opinion of the state of things: EVE is flawed with an imbalance not so different from WoW. The ease of cross-class skilling is back-loaded (high SP), rather than front-loaded (low SP). While long requirements represent a time commitment initially, secondary skills apply to most (if not all) ships, and after obtaining them, training into a new ship is easier for high SP characters. This advantage increases with SP. Example: for a 50 million SP character with a fully-skilled T2 cruiser, cross-training into another fully-capable T2 cruiser is a single Rank 6 skill (1.536 Million SP), compared to a rookie who wants to train into a T2 cruiser and is faced with core skills (basically the old Core Competency: Elite cert). EVE also has invisible level caps, if a player decides to pick between subcapitals (approximately 125 Million SP) and capitals (approximately 175 Million SP). After reaching those levels, it is possible to 'hop in' any ship with full skills in every module and role. The result is stagnation that worsens with SP. At this point I strongly agree that general/broad skills are the root of EVE's SP status quo. If the intent of T2 skill requirements is a concentration in a specific area, T2 ship skills don't go far enough; non-racial T2 ship skills are broad. A racial T2 split is very different from the alternative I imagined when I started this discussion, but after becoming more aware of the status quo, the advantage of high SP characters, and gaining a better sense of what players (and perhaps the devs) accept as the definition of specialization... a racial T2 split is, in my opinion, needed. The artificial level cap and stagnation experienced by high SP characters would merely be extended, rather than remedied, but racial T2 skills would be a stronger form of "because specialization" than we currently have.
edit: this is a scary thought, considering the skill splits and the bloated SP and clone costs, but... race-specific core skills... (e.g. Amarr CPU Management, Gallente Power Grid Management, etc) would be a flat and fair implementation of "meaningful" and "consequence" that EVE players claim to like. Call it crazy, call me crazy, that's fine. It's pretty far from what EVE is like right now, and would take years to implement slow enough to avoid an uproar, but hey, 10-year outlook. it would seem this is a stealth 'reduce medical clone costs' thread.
Any toon that is at a stagnate point now will be still at a stagnate point if more skills are split. It would increase the amount of sp current toons have and make it so new toons need to know 100% what they will and want to fly because of the long training times to do anything at a t2 level.
A complaint I hear a lot from newer players is that they feel like they cant catch up to the older players increasing the sp difference wont help that perception.
|

IIshira
School of Applied Knowledge Caldari State
1029
|
Posted - 2014.07.22 18:38:00 -
[125] - Quote
Lady Rift wrote:A complaint I hear a lot from newer players is that they feel like they cant catch up to the older players increasing the sp difference wont help that perception.
CCP has to balance between making new players happy and keeping them for a long period. It's great if you can attract new players but if you can't keep them for more than a few months the game will fail.
New players often feel outclassed because they think bigger is better and try to get into ships they can't fly. Making them easier to get into by lowering the minimum requirement will only make it worse. Nothing like losing a 200 million ISK T2 ship to a veteran in a T1 frigate to make a new player feel like crap and quit. |

Rain6637
Team Evil
15477
|
Posted - 2014.07.22 19:09:00 -
[126] - Quote
IIshira wrote: Sorry to oppose the "solution" but I didn't know there was a "problem". T2 ship skills are fine right where they are now.
the problem is the instant gratification described in your other posts:
IIshira wrote:Zalbrak wrote:It is because of the 90 days of prerequisites that it is a meaningful choice to train Marauders, because it is the choice to not be training for, say, exhumers, or interdictors, or recons, or assault frigates or command ships or ... What if I want to fly all instead of one? I want it now!Now I said! ----and---- This is not the point of skill. It's about setting goals and making decisions as to what you want to fly. Eve is not about instant gratification. If you want it right away there are many games that offer that. ----and---- I hope Eve never falls to the "Instant gratification, I want it now" crowd but if it does maybe it will be known as "EvE"  and also
Opertone wrote:Ok, I'll give you an example why insta training and fast access to all is bad.
I have 5 mill unallocated SP points, I can log on to test server and spend the SPs to my liking.
Every now and then there is a new mirror, so I get back the 5 mill SPs and by now I have tried and tested almost all ship available in game. In fact it ruined the gameplay, the anticipation the intrigue. I have tried every available ship in game.
Thus being able to master everything at once with little or no wait time will make the game completely pointless.
Imagine if in WoW you could skip the leveling process, and jump straight to the highest level. Then high SP characters would too common and the game would have no goal and no playing value I agree with you: training a T2 ship shouldn't happen too fast.
but there is a group of players who can do exactly that: the ones who have trained all core skills and all racial cruisers to V for one T2 cruiser (say, logistics or HAC), and want to train into a different T2 cruiser. They can have the new T2 cruiser quickly, if not instantly, because the bulk of their skills carry over.
Rain6637 can be in a tanky T1 bubble Onyx in 12 days, even though she was meant to be a Logistics pilot. Arilyn Moonblade injected Logistics for no reason, and I can get her in a HICtor in 3 days, even though she's meant to be a warfare booster. Rain6635 and Rain6636 can inject HAC right now, even though they're meant to be Falcon pilots. Rain6638 and Rain6639 injected HICtors just because. I've also been meaning to bring 7, 8, and 9 over to a rookie station to inject -all- T3 skills and subsystems, for a few days now, and just haven't gotten around to it.
doesn't that qualify as "too fast" and "too easy"? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1525
|
Posted - 2014.07.22 19:24:00 -
[127] - Quote
Rain is a genius. I would advise against arguing with him, unless you're a genius, too. EVE Online: Death-o-meter |

Rain6637
Team Evil
15479
|
Posted - 2014.07.22 19:34:00 -
[128] - Quote
y u gotta troll me like that bro President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1530
|
Posted - 2014.07.22 19:37:00 -
[129] - Quote
No sarcasm, mate, I really like your ideas and stuff. And this is the first time I've seen the 'instant gratification is bad, mmkay?' argument turned against people making it. Good stuff!
Btw, had a look at your sig, the Maybelline image is also awesome.  EVE Online: Death-o-meter |

Rain6637
Team Evil
15479
|
Posted - 2014.07.22 19:41:00 -
[130] - Quote
Ok, then thank you... but comments like that make me very suspicious. .! (thanks)
Serendipity Lost wrote:You seem to be one of those folks who is right regradless of any mitigating facts and opinions.
I'll ask you this. If they reduce the requirements from lvl 5 to lvl 4 what do I get? You "I shouldn't have to ean it" folks get a lot of powerful ships unlocked. Well, I did it the hard way.... what are you gonna give me for doing it the hard way? I want free stuff too.
You can't give me the extra 5% or whatever - I already have that. Free skill points? Maybe a new ship line that you need the prerequisite to lvl 5. (I hope you can see where that's going)
And finally - it was only 1 report, not multiple. I was just watching Mammy Thule trim her mustache. I considered that with the first scenario, and although you don't receive anything extra after a reduction in requirements, the important part is nothing is lost for pilots who met the old requirements. the skills you trained still provide the same benefit and nothing changes for you. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
|

Lady Rift
What Shall We Call It
41
|
Posted - 2014.07.22 19:57:00 -
[131] - Quote
Rain6637 wrote:
doesn't that qualify as "too fast" and "too easy"? that's the stagnation, and the problem I'm talking about. You don't like the idea of rookies having fast access to T2 ships, and call it a WoW thing, but that's exactly what is happening with higher SP characters.
How is your months and month of training so you can cross train instant gratification (it will still take you 20-30 days to get any of those toons to lv5 in the new ship line.
Instant gratification would be closer to getting into a logi/recon/HAC/HIC with cruiser 4 not well my toon already has a year of training on it so its "instant" to get into HAC's even though I didn't specifically train for them.
Why stop at ship types and not make it apply to all guns and missiles also Motion Prediction becomes lazor Motion Prediction and so forth. |

Rain6637
Team Evil
15479
|
Posted - 2014.07.22 20:01:00 -
[132] - Quote
what you're questioning is the essence of stagnation: the problem a player encounters after hitting a certain SP threshold, which gets worse over time. that is exactly how stagnation happens. After doing one thing (like logistics) for a while, if I decide I want to do something else like HICtor, I can do it... instantly.
In WoW terms, I go from being a healer to a very tanky, basic tackler in 46 minutes (the time it takes to train HICtor to I)
that is what stagnation looks like President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Lady Rift
What Shall We Call It
41
|
Posted - 2014.07.22 20:08:00 -
[133] - Quote
Rain6637 wrote:what you're questioning is the essence of stagnation: the problem a player encounters after hitting a certain SP threshold, which gets worse over time.
every game has that stagnation its called the end game. In eve at that point you just continue on doing what you like (pvp,pve, forums) or you quit like any other game.
Other games solve this by adding totally new content with new goals to stride toward eve hasn't done that in a long time. This may not be possible in eve as in other games cause of the way a training and skilling up works. |

Rain6637
Team Evil
15479
|
Posted - 2014.07.22 20:21:00 -
[134] - Quote
yep, you're right, and I agree. For characters who already have a lot of things trained, it changes nothing. If they're victims of anything it's simply having been around long enough to have seen "the old system." that doesn't mean efforts shouldn't be made at all, right? if it would be something that would prevent stagnation in the future, the sooner it's implemented, the better?
and perhaps slowly, though. Skill splits take dev time, for sure, but it wouldn't take 100% of CCP staff and stop other areas of game development completely... right? more or less? and it would be worth it in the long run, as an iteration...? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Sinnish Saken
Caldari Provisions Caldari State
10
|
Posted - 2014.07.22 20:58:00 -
[135] - Quote
Increasing the rate at which pilots can use mods/ships leads to stagnation and a false sense of progress. I have yet to unsub from eve because I can't do something, it's not wanting to do what there is to do.
As stated a few times it doesn't take long to start doing anything in eve, doing it well on the other hand takes time. |

Zalbrak
Intentionally Dense Easily Excited
4
|
Posted - 2014.07.22 22:12:00 -
[136] - Quote
So what you are actually arguing is that newer characters should have an even less diverse selection of ships?
the horse has bolted, far too many characters are in the 100M skillpoint "fly everything" club, and CCP won't change things such that they lose the ability to fly any ship
If you are at the point where you are training things "just because they are there" you should consider training characters for the bazzar |

Rain6637
Team Evil
15482
|
Posted - 2014.07.22 22:16:00 -
[137] - Quote
I never said they should lose anything. who said characters should lose anything? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Zalbrak
Intentionally Dense Easily Excited
4
|
Posted - 2014.07.22 23:15:00 -
[138] - Quote
well either things stay as they are, some people lose the ability to fly some ships, or newer characters take even longer to get a diverse set of ships to fly.
I for one think the status quo is the least bad of those 3 options |

Rain6637
Team Evil
15489
|
Posted - 2014.07.23 00:35:00 -
[139] - Quote
I'm not tracking... what would cause some players to lose the ability to fly ships? what would the change be President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Serendipity Lost
Repo Industries
297
|
Posted - 2014.07.23 03:02:00 -
[140] - Quote
if you get new ships to fly at level 4 I want bonus skill points to balance out the time i 'wasted' training it to lvl 5 when i could have been training other things. So I'll agree to LVL 4 being required but you'll have to give me matching skill points for my level 5 training time. Then we can all be happy.
|
|

Serendipity Lost
Repo Industries
297
|
Posted - 2014.07.23 03:04:00 -
[141] - Quote
I'll retract my previous posts, the more I think about this, the more clearly it becomes the most rediculous idea/discussion I've seen in quite some time. |

Ronnie Andersen
The Nose Picker Clown Group
9
|
Posted - 2014.07.23 04:41:00 -
[142] - Quote
I read the blog and I read most of this thread.
I like the OP's idea's and the discussion is thoroughly dissected to obtain maximum proof of validity.
I'd just like to offer my own peculiar take on the skill issue.
I've been training up to use my domi recently and I hit the minimum requirements mark sometime last week. Regardless, I haven't taken it out yet, opting to maintain the safe and sturdy brutix for level 3's instead. For me the obvious deterrence is the potential loss of a ship I could barely afford in the first place.
Lately I've been skilling up peripheral skills that play into the mastery system both for the domi and other ships in my arsenal - I've been choosing skills that are both integral in the mastery system, but also useful for my style of play. The purpose is to try to achieve mastery III in all ships in my arsenal while providing the maximum benefit per day of skill training for the ship I'm using currently.
The single biggest annoyance I've come across are exactly what the OP suggests: time taxes to impede progression that don't impart a valuable modifier to change game play (or in the case directly referenced by OP that the skill comes as a lump benefit when you finally hit min reqs on a new ship). Either way, the problem comes down to new players having to spend a long time investing in skills that play no important role for what they are currently flying.
I'd like to see less of these huge multipliers and more smaller skills that impart a factored down modifier so that skill completion imparts an instantaneous increase in skill that can further be noticed via the mastery trees. The OP's ideas make perfect sense, remove the minimum requirements, and make the mastery system be the determining factor in progression, and perhaps it even makes the most sense to tie the ship bonuses to the mastery system.
mastery 1 => bonus level 1 +ship operation mastery 2 => bonus level 2 etc. which would clearly make the bonuses more difficult to achieve but would make it a lot easier to get into operation of a ship. |

Rain6637
Team Evil
15497
|
Posted - 2014.07.23 10:10:00 -
[143] - Quote
awesome. good discussion all, high fives all around \o
i'm proud of this one President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Sinnish Saken
Caldari Provisions Caldari State
10
|
Posted - 2014.07.23 15:15:00 -
[144] - Quote
Rain6637 wrote:awesome. good discussion all, high fives all around \o
o/
As for Ronnie's idea I find the Mastery system very "inaccurate" if you want to see a direct impact to the performance. Not saying its a bad idea, just saying if CCP were to go that route I would pray for an overhaul of the Mastery system.
I'm at work at the moment so I don't have many tools or time but I'm curious what the performance to time spent training ratio would be under both systems, current and mastery. I get the feeling even new players would prefer to train the racial ship skill to 5 rather than everything under the Mastery list to get the full bonus. Even getting to Mastery III would take much longer I'm sure.
Again..not against the idea, just think the Mastery system would need an overhaul. |

Lady Rift
What Shall We Call It
43
|
Posted - 2014.07.23 16:21:00 -
[145] - Quote
Sinnish Saken wrote:Rain6637 wrote:awesome. good discussion all, high fives all around \o o/ As for Ronnie's idea I find the Mastery system very "inaccurate" if you want to see a direct impact to the performance. Not saying its a bad idea, just saying if CCP were to go that route I would pray for an overhaul of the Mastery system. I'm at work at the moment so I don't have many tools or time but I'm curious what the performance to time spent training ratio would be under both systems, current and mastery. I get the feeling even new players would prefer to train the racial ship skill to 5 rather than everything under the Mastery list to get the full bonus. Even getting to Mastery III would take much longer I'm sure. Again..not against the idea, just think the Mastery system would need an overhaul.
no need to do the math on it. Mastery 5 has turret/missile specialization skills at 5 along with many other things that really don't get trained unless you have millions upon millions of skill points. |

Rain6637
Team Evil
15505
|
Posted - 2014.07.23 18:13:00 -
[146] - Quote
yeah, a fully skilled level V golem shows a fairly consistent 20% improvement in attributes across the board, with and without practical fits. the best way to have a 80% golem is fly a raven or navy raven with level IV skills across the board (with the exception of perhaps T2 missiles) President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Zalbrak
Intentionally Dense Easily Excited
7
|
Posted - 2014.07.23 20:43:00 -
[147] - Quote
Rain6637 wrote:I'm not tracking... what would cause some players to lose the ability to fly ships? what would the change be
I'm not sure either of us is understanding the other.
Is your suggestion still reducing T2 pre-reqs to less than V? |

IIshira
School of Applied Knowledge Caldari State
1031
|
Posted - 2014.07.23 21:02:00 -
[148] - Quote
Zalbrak wrote:Rain6637 wrote:I'm not tracking... what would cause some players to lose the ability to fly ships? what would the change be I'm not sure either of us is understanding the other. Is your suggestion still reducing T2 pre-reqs to less than V?
Yes the OP suggests removing the level 5 skill requirement for T2 ships |

Rain6637
Team Evil
15505
|
Posted - 2014.07.23 23:39:00 -
[149] - Quote
yes, it was one of the possibilities I had in mind at the start of this thread. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Zalbrak
Intentionally Dense Easily Excited
7
|
Posted - 2014.07.24 11:24:00 -
[150] - Quote
Ok
The answer remains: It is a meaningful decision to decide to specialize in your first T2 ship As you get older, each additional ship is marginally less of a meaningful choice Eventually you become a bittervet
I stand by my recommendation of training (new) characters for the bazaar if you run out of things that you want to train |
|

IIshira
School of Applied Knowledge Caldari State
1033
|
Posted - 2014.07.24 12:39:00 -
[151] - Quote
Zalbrak wrote:Ok
The answer remains: It is a meaningful decision to decide to specialize in your first T2 ship As you get older, each additional ship is marginally less of a meaningful choice Eventually you become a bittervet
I stand by my recommendation of training (new) characters for the bazaar if you run out of things that you want to train
I think the only time you'll find yourself running out of training is either you want to limit what ships you fly or only want to do highsec PVE. I have that issue with my mission pilot. He's trained every skill for missions so now I'm training PVP skills.
Also if you run out of skills you can train another pilot on the same account. This works best if you have two or more accounts.
|

Aivo Dresden
Red Federation RvB - RED Federation
354
|
Posted - 2014.07.24 13:22:00 -
[152] - Quote
I'm against your idea on principle. I had to do it the long way so so should you (Bittervet ). Now we discuss the level 5 requirement for ships, tomorrow we discuss it for turrets and then this just opens the floodgates for any other module in the game that has a level 5 requirement.
That said, I do understand that SP barriers can be a bit of a hassle and traditionally they've always been a hot topic. I'm all for getting new players to their goals sooner but I don't think that making t2 ships easier to obtain is the way to do it. You can get stuff like frigates 5 in a week, cruisers 5 in just over 2 weeks. It's really not that long. Considering a fair amount of people have characters that are years old, it's just a tiny drop in the ocean. The real barrier new players have here is ISK, and being able to replace possible losses.
On the other hand, I agree with the point you make about having for example cruisers 5 be a requirement for HACs and then have a cruiser skill bonus on HACs to compliment that. Every character that can fly HACs will have the skill at 5 anyway, might as well just make the cruiser skill bonus a ship role bonus instead. |

IIshira
School of Applied Knowledge Caldari State
1034
|
Posted - 2014.07.24 13:52:00 -
[153] - Quote
Aivo Dresden wrote:I'm against your idea on principle. I had to do it the long way so so should you (bittervet attitude). Now we discuss the level 5 requirement for ships, tomorrow we discuss it for turrets and this just opens the floodgates for any other item in the game that has a level 5 requirement.
That said, I do understand that SP barriers can be a bit of a hassle and traditionally they've always been a hot topic. I'm all for getting new players to their goals sooner but I don't think that making t2 ships easier to obtain is the way to do it. The real barrier new players have here is ISK, and being able to replace possible losses. You can get stuff like frigates 5 in a week, cruisers 5 in just over 2 weeks. It's really not that long. Considering a fair amount of people have characters that are years old, it's just a tiny drop in the ocean.
On the other hand, I agree with the point you make about having for example cruisers 5 be a requirement for HACs and then have a cruiser skill bonus on HACs to compliment that. Every character that can fly HACs will have the skill at 5 anyway, might as well just make the cruiser skill bonus a ship role bonus instead.
I agree with everything except ISK being a barrier. Anyone can buy two PLEX and that's an instant 1.2 billion ISK. The problem with this is you get a week old player with that much ISK and it's officer fit failure time.
Frigates are generally less than a million ISK so they're cheap to fly and not too painful to lose.
|

Sinnish Saken
Caldari Provisions Caldari State
11
|
Posted - 2014.07.24 14:45:00 -
[154] - Quote
Ilshira is correct. Anyone willing to put up 1.2 billion for a T2/3 cruiser/bs is better off doubling the amount of cash dedicated and head over to the bazaar.
Its a much better investment to pay 7b for a T3 character than 7b for a T3 ship...
Now that we can all agree simply removing the requirement is a bad idea let's focus on solutions eh? |

Rain6637
Team Evil
15512
|
Posted - 2014.07.27 07:46:00 -
[155] - Quote
I'm still convinced the requirements could be less stiff. I think their current condition reflects a general impression that "better should take longer," that has not been revisited. It's a valid concept, but it's too top-heavy, and doesn't go deep and wide enough.
It's true that reduced requirements run the risk of removing some satisfaction of accomplishment, but that's the exact issue encountered by high SP players. Once it's done, the skills are no longer a challenge. This is what the initial design failed to consider.
A deeper range of skills is one where ship and support skills are split by race. This removes the flaw that skills affect too many ships at once. Training for one ship is more of a commitment down an isolated path.
I still think minimum skill requirements are a disservice to players. There's a big disconnect between Requirements and Mastery, even if it's only in the name. They could look better, make more sense, and represent a healthy and comprehensive foundation for incremental improvement.
As for how the minimum training time for a ship would affect subscription numbers, I don't know. There might be a metric to indicate the subjective effect of a long or short minimum training time. Fortunately, minimum cutoffs can be set independently, and preserve the secrecy of why it should take a player 90 days to sit in a marauder, or 110 days to sit in a blops. Apparently that is a question that will not be answered definitively.
Lastly, when a person gets stuck on the notion that something is unfair because of what they had to do, keeping them satisfied means not changing anything. This mindset does not belong in an objective discussion about how things could be different.
I apologize for sounding so pithy. Breaking down these statements Barney Style would take a lot of words, so I'm ignoring people who need more background info. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Aivo Dresden
Red Federation RvB - RED Federation
356
|
Posted - 2014.07.27 08:54:00 -
[156] - Quote
You can't make every skill race specific. First you bring up the issue of skill barriers and then you wish to introduce a system where literally all veteran plays will get like free 20m sp. What will a new pilot do then; when he wishes to swap from Amarr to Caldari? Redo all his support skills? :x
Although I agree with what you're saying that a skill barrier for the sake of it taking time, isn't the greatest thing. On the other hand; not a single good alternative has been brought up instead.
It takes 90 days for a Marauder and 110 days for a Black Ops because of the large amount of different skills required to operate these ships. Not to mention that these are very task specific and highly specialized ships in the first place. Aside from your wishes and needs as a player; it makes perfect sense in the EVE "lore". Your character needs time to learn the basics of flying a Battleship; before it can hop in to a specialized one. Now if they should be available at skill level 4 is another debate. Personally; I think yes. These are highly specialized tech 2 ships.
I really do see your point though and as a recently rerolled character myself, sure thing; it can take some time to train those skills. At the other hand; these are milestones. These are achievements for your character. Training BS5 is just one of those. |

Sinnish Saken
Caldari Provisions Caldari State
14
|
Posted - 2014.07.27 15:40:00 -
[157] - Quote
How would you all feel if you had an annual skill remap allowing you to instantly reallocate SP? This would allow vets to swap professions/race specialization and give newbros the ability to fix any mistakes they made within the year of training or give them the opportunity to try something new.
Alternative, option taking iso/lp/standing or SP as a mission reward. As SP can be much more valuable than isk the reward would have to be very small.
Not perfect but its a possible starting point.
(no need to respond unless you have productive input, thx) |

Rain6637
Team Evil
15513
|
Posted - 2014.07.27 17:59:00 -
[158] - Quote
Aivo Dresden wrote: You can't make every skill race specific. First you bring up the issue of skill barriers and then you wish to introduce a system where literally all veteran plays will get like free 20m sp. What will a new pilot do then; when he wishes to swap from Amarr to Caldari? Redo all his support skills? :x
yes, Pinkie. retrain the other race's skills. It would bloat the SP total for existing players, but the ships they can fly remains unchanged. as a result the medical clone costs increases, but that can be adjusted.
also: please define "can't" in the sense that you use the word.
Aivo Dresden wrote:Although I agree with what you're saying that a skill barrier for the sake of it taking time, isn't the greatest thing. On the other hand; not a single good alternative has been brought up instead. that's the one issue that can only be answered by CCP directly, and without one from them, it is basically an attempt at reading their mind.
as for "good" alternatives... I'm ok with your opinion. you're allowed to have one. but I hope you realize you've terminated a thought process with an opinion.
Aivo Dresden wrote:It takes 90 days for a Marauder and 110 days for a Black Ops because of the large amount of different skills required to operate these ships. false. it takes that long due to 4 skills that aren't very crucial: Spaceship command V, Energy Grid Upgrades V, Weapon Upgrades V and Advanced Weapon Upgrades V. (the last two are a great example of how requirements are bad: WU and AWU affect two different things, but are linked as if they're a continuation of the same attribute.)
Aivo Dresden wrote: Not to mention that these are very task specific and highly specialized ships in the first place. Aside from your wishes and needs as a player; it makes perfect sense in the EVE "lore". Your character needs time to learn the basics of flying a Battleship; before it can hop in to a specialized one. Now if they should be available at skill level 4 is another debate. Personally; I think yes. These are highly specialized tech 2 ships.
I really do see your point though and as a recently rerolled character myself, sure thing; it can take some time to train those skills. At the other hand; these are milestones. These are achievements for your character. Training BS5 is just one of those.
Do you? Racial BS V is kinda OK. it's the skills that are not race specific that cause the issue of stagnation. they affect too many ships at once. you started with the statement that skills "can't" be race specific, but actually... they can.
minimum requirements are awkward, and unnatural. non-racial core skills affect too many ships at once. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

digitalwanderer
DF0 incorporated
358
|
Posted - 2014.07.30 01:38:00 -
[159] - Quote
Well, having reached 200 skills at lvl 5, and 200 million sp in lvl 5 skills today, at my 11th year birthday I can say that it's been a royal pain in the ass to get here, but if the system wasn't what it is and I could do what I can without training all of this to lvl 5, I would have gotten bored of the game a long time ago, since the challenge wouldn't be there.
As it is, I only have about 70 skills left I want to lvl 5 that relate to ships and their equipment, and they're all low ranked skills so they'll go by pretty quickly compared to the 11 years I've been playing now( less than 2 years away give or take), so the training wall is coming up pretty quick for what is the primary focus of the game, which is flying ships as that represents about 75% of all the skills to train. |

Rain6637
Team Evil
15514
|
Posted - 2014.07.30 06:10:00 -
[160] - Quote
I can relate with a story. I'm currently curating a few characters that are nearly 200 million SP, one of them within a few weeks. the owner is one of my mentors from when i started playing. after training characters with perfect skills in every role he could want, he decided to let them go inactive indefinitely. I was able to convince him to transfer them to me, so that I could keep them training in the meantime. When nothing changed except for the fact that he had everything he needed, finally, I have to wonder if the lack of the skill queue goal is the true reason for his hiatus. As silly as it seems to those who don't know what it's like to have true god toons, I suspect many people stay just for being strung along with the next skill queue goal. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
|

IIshira
School of Applied Knowledge Caldari State
1055
|
Posted - 2014.07.30 11:43:00 -
[161] - Quote
I don't think you should get any advantage for having more SP other than the SP itself. After your basic core/weapon skills all SP does is allow you to fly more stuff.
I wouldn't be against having some special achievement or station older pilots could dock in. If anything give new pilots a quicker skill point training. I think you used to train the first million SP faster but I don't think this is anymore. I could be wrong since it's been a while since I made a new pilot.
What we don't need is encouraging new pilots to get into ships they can't fly. For some that have a lot of RL cash they could fund this but most players will dislike the pay to win feeling. I tell new pilots enjoy the game play. Shooting stuff in a frigate is no different than shooting it in a battleship. The only difference is you'll lose more ISK when the battleship goes pop |

digitalwanderer
DF0 incorporated
359
|
Posted - 2014.07.30 15:35:00 -
[162] - Quote
I'm at 233 million skill points in total, and when I started in the early days there was no double speed training, no hardwires or learning implants of any kind, no advanced learning skills at all and I had 8000 SP to start with and just a little Velator frigate, and took me a month of playing pretty hard core to get into a cruiser, and 4 months to get into a battleship and couldn't really fly it to it's potential so it was restricted to mining duty since dedicated mining ships didn't exist back then.
Add the 2~3 daily server crashes and/or hot patches for the first year of it's existence, and both the word frustration and dedication best describes those who started and kept going in those early days, despite all the instability of the server and exploits available. |

Rain6637
Team Evil
15515
|
Posted - 2014.07.30 19:15:00 -
[163] - Quote
IIshira wrote:I don't think you should get any advantage for having more SP other than the SP itself. After your basic core/weapon skills all SP does is allow you to fly more stuff.
I wouldn't be against having some special achievement or station older pilots could dock in. If anything give new pilots a quicker skill point training. I think you used to train the first million SP faster but I don't think this is anymore. I could be wrong since it's been a while since I made a new pilot.
What we don't need is encouraging new pilots to get into ships they can't fly. For some that have a lot of RL cash they could fund this but most players will dislike the pay to win feeling. I tell new pilots enjoy the game play. Shooting stuff in a frigate is no different than shooting it in a battleship. The only difference is you'll lose more ISK when the battleship goes pop something tells me Gaming God does this regularly, and as a joke, but my question to you is why are you stuck on where a player's funds come from, and why don't you want more of this in the game.
digitalwanderer wrote:I'm at 233 million skill points in total, and when I started in the early days there was no double speed training, no hardwires or learning implants of any kind, no advanced learning skills at all and I had 8000 SP to start with and just a little Velator frigate, and took me a month of playing pretty hard core to get into a cruiser, and 4 months to get into a battleship and couldn't really fly it to it's potential so it was restricted to mining duty since dedicated mining ships didn't exist back then.
Add the 2~3 daily server crashes and/or hot patches for the first year of it's existence, and both the word frustration and dedication best describes those who started and kept going in those early days, despite all the instability of the server and exploits available. that is the type of EVE perseverance story that amazes me. i'm also very surprised when people stick with EVE without help or guidance from another player. I've only met a couple of those types. it reminds me of this 2003 character I bought. looking at the skill sheet tells me the person had a lot of fun with the character despite the low SP. you just don't see that anymore. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

digitalwanderer
DF0 incorporated
361
|
Posted - 2014.07.30 23:58:00 -
[164] - Quote
Many of the earlier players have left the game though, and it part, it's this player base group that keeps the game afloat for as long as it has since they've been playing since the game was anything what it is today, even when less than stellar expansions are released, or only partially released, like Incarna having only player quarters and that's it, or still waiting for more tech 3 ships beyond cruisers( battle cruisers, destroyers, frigates and battleships would be nice).
But all these delays and excuses for why meaningful content is so slow to be released is pushing our patience pretty hard and will ultimately dictate how long the game continues to survive, as it's no secret that they aren't doing too well when only half to 2/3 rd's actually bother to log on these days, compared to the 60 000+ seen on weekends on a routine basis. |

IIshira
School of Applied Knowledge Caldari State
1059
|
Posted - 2014.07.31 00:52:00 -
[165] - Quote
Yes we all know Eve is dying...
http://i.massively.joystiq.com/2013/02/28/eve-online-hits-500-000-subscribers-heads-into-second-decade
I've seen so many Eve players get on the forums and talk about if CCP doesn't do this or that the game will die and everyone will stop playing. These people never seem to unsubscribe because they keep posting on the forums.
Eve is over 10 years old and so far still going. Will it be here 10 years from now?... I think so. |

Hobart Coxswain
Caldari State
3
|
Posted - 2014.07.31 01:38:00 -
[166] - Quote
digitalwanderer wrote:Many of the earlier players have left the game though, and it part, it's this player base group that keeps the game afloat
Not entirely contradictory, but a bit of a reach I'd say. I am one of the second wave that came in late 2004 when the beta folks were already well established and bitter (it's amazing how long some people have played the game like it were a grudge) so I have heard this refrain for a decade now, yet I never actually believed it and still don't.
Content creators in all sectors of space have been recycled, sure, but there was a major changing of the old guard back around the end of the "great war," when BoB and most of it's associated vanguard was broken on the rocks of much younger players in large numbers and that same changing of the guard continued to take place at other turning-points since then. Looking outside of nullsec, there've been huge turnovers in the lowsec crowd. Much of what was once a tiny and elite pirate community is now full of younger players hunting the FW pipes. FW itself is comprised almost entirely of younger players, corps, and alliances.
Quite honestly, there's no a single area of space I've been to in all my years where I felt the presence of the very old guard was important to the backbone of the community there. Would highsec industry suffer if a large T2 BPO holder left the game? Certainly not. Would nullsec be devoid of content if Triumvirate mk. 5 or whatever number they're on at this point folded? Nope. Would lowsec cease to be dangerous if Shadow Cartel leadership handed off the reigns to their younger proteges? They've already done that in large part and no, it's still going.
Of course, this isn't to suggest that EVE should be a revolving door or that vets leaving for valid reasons is a good thing; however, it's well known that even in good times EVE causes burnout. Having fresh and vigorous blood around is demonstrably more important than keeping 10 year old account holders happy. |

Rain6637
Team Evil
15516
|
Posted - 2014.07.31 02:37:00 -
[167] - Quote
I'll buy both opinions. Newer players probably have a greater need for consideration, and they might be the biggest motivation for improvement--veterans are guilty of admitting they're in it for the long haul, possibly EOL. New players are good, and it's healthy. Old players are legen President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

digitalwanderer
DF0 incorporated
362
|
Posted - 2014.07.31 04:26:00 -
[168] - Quote
The new release schedule where fairly large updates will be released as soon as they're ready is pretty much stating the opposite isn't it......For the first time in the history of the game, we no longer get 2 major updates a year, but perhaps as much as 5 or 6 a year, and you think that's just done cause they feel like putting themselves under that kind of release pressure?
Add all the 100 odd employees from white wolf that were laid off when the MMO they were working on, based on EVE's carbon engine, went no where and basically CCP make no money in that investment at all, but it was publicized quite a lot back in the day.
And yes the failed walking in station updates where we only have the captains quarters and that's it.....Face it, they've had their fair share of screw-ups here. |

digitalwanderer
DF0 incorporated
362
|
Posted - 2014.07.31 04:40:00 -
[169] - Quote
Hobart Coxswain wrote:digitalwanderer wrote:Many of the earlier players have left the game though, and it part, it's this player base group that keeps the game afloat Not entirely contradictory, but a bit of a reach I'd say. I am one of the second wave that came in late 2004 when the beta folks were already well established and bitter (it's amazing how long some people have played the game like it were a grudge) so I have heard this refrain for a decade now, yet I never actually believed it and still don't. Content creators in all sectors of space have been recycled, sure, but there was a major changing of the old guard back around the end of the "great war," when BoB and most of it's associated vanguard was broken on the rocks of much younger players in large numbers and that same changing of the guard continued to take place at other turning-points since then. Looking outside of nullsec, there've been huge turnovers in the lowsec crowd. Much of what was once a tiny and elite pirate community is now full of younger players hunting the FW pipes. FW itself is comprised almost entirely of younger players, corps, and alliances. Quite honestly, there's no a single area of space I've been to in all my years where I felt the presence of the very old guard was important to the backbone of the community there. Would highsec industry suffer if a large T2 BPO holder left the game? Certainly not. Would nullsec be devoid of content if Triumvirate mk. 5 or whatever number they're on at this point folded? Nope. Would lowsec cease to be dangerous if Shadow Cartel leadership handed off the reigns to their younger proteges? They've already done that in large part and no, it's still going. Of course, this isn't to suggest that EVE should be a revolving door or that vets leaving for valid reasons is a good thing; however, it's well known that even in good times EVE causes burnout. Having fresh and vigorous blood around is demonstrably more important than keeping 10 year old account holders happy.
They've been delaying new content at the expense of older players though, since the general policy is to not further increase the skill point gap between newer players, and the ones already established for a few years now, or worse yet those that started since the beginning, but the latter are well past the point of specialization in any single race and can fly everything in game, often to near maximum levels, so once all available skills that relate to ships are maxed out in less than 2 years from now( at least in my case), what do I do then?, start training research or production or marketing or mining or skills to create an alliance?....I have no interest in any of that.
I still remember being part of the goon gang that went to LV space to destroy what was back then only the 2nd titan being built by LV, and the enslaver had the first of LV titans( an avatar), with the very first one built period was done by ASCN for their leader...It was being defended by LV and BOB and another smaller renter alliance , but was the first major battle involving 1000 pilots between both sides and crashed the node big time...Good memories even though i lost my ship....LOL
Saw a CCP dev blog back in those days that the average player only plays for 9 months before moving on. |

IIshira
School of Applied Knowledge Caldari State
1062
|
Posted - 2014.07.31 06:55:00 -
[170] - Quote
digitalwanderer wrote:The new release schedule where fairly large updates will be released as soon as they're ready is pretty much stating the opposite isn't it......For the first time in the history of the game, we no longer get 2 major updates a year, but perhaps as much as 5 or 6 a year, and you think that's just done cause they feel like putting themselves under that kind of release pressure? Add all the 100 odd employees from white wolf that were laid off when the MMO they were working on, based on EVE's carbon engine, went no where and basically CCP make no money in that investment at all, but it was publicized quite a lot back in the day. And yes the failed walking in station updates where we only have the captains quarters and that's it.....Face it, they've had their fair share of screw-ups here.
Of course CCP has had some screw ups. What company hasn't. That doesn't mean Eve is dying or even on a decline.
I'm honestly glad they abandoned walking in stations. Okay so I can have my pilot walk up to your pilot and give him a hug. Would that really add useful content?.. I don't think so.
With the accelerated expansion releases I'm nervous about this but so far it hasn't failed. Worse case scenario it does and we go back to two a year. I liked the old way only because you had this awesome thing to look forward to and it built new interest in the game. It's hard to build this excitement with new expansions every few months. |
|

Sable Moran
Moran Light Industries
406
|
Posted - 2014.07.31 08:56:00 -
[171] - Quote
digitalwanderer wrote:when I started in the early days there was no double speed training, no hardwires or learning implants of any kind, no advanced learning skills at all and I had 8000 SP to start with and just a little Velator frigate, and took me a month of playing pretty hard core to get into a cruiser, and 4 months to get into a battleship and couldn't really fly it to it's potential so it was restricted to mining duty since dedicated mining ships didn't exist back then.
This sounds sooo familiar, it's as if you were describing Sable's first halting steps in New Eden. A mere two years later when I fired up my second account the newbie experience was markedly different and not just because I had already experienced Eve through Sable. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |

digitalwanderer
DF0 incorporated
362
|
Posted - 2014.07.31 15:51:00 -
[172] - Quote
IIshira wrote:digitalwanderer wrote:The new release schedule where fairly large updates will be released as soon as they're ready is pretty much stating the opposite isn't it......For the first time in the history of the game, we no longer get 2 major updates a year, but perhaps as much as 5 or 6 a year, and you think that's just done cause they feel like putting themselves under that kind of release pressure? Add all the 100 odd employees from white wolf that were laid off when the MMO they were working on, based on EVE's carbon engine, went no where and basically CCP make no money in that investment at all, but it was publicized quite a lot back in the day. And yes the failed walking in station updates where we only have the captains quarters and that's it.....Face it, they've had their fair share of screw-ups here. Of course CCP has had some screw ups. What company hasn't. That doesn't mean Eve is dying or even on a decline. I'm honestly glad they abandoned walking in stations. Okay so I can have my pilot walk up to your pilot and give him a hug. Would that really add useful content?.. I don't think so. With the accelerated expansion releases I'm nervous about this but so far it hasn't failed. Worse case scenario it does and we go back to two a year. I liked the old way only because you had this awesome thing to look forward to and it built new interest in the game. It's hard to build this excitement with new expansions every few months.
For me, it means less time to test the new content out before it gets released with the accelerated schedule above all else....
|

Rain6637
Team Evil
15516
|
Posted - 2014.07.31 20:03:00 -
[173] - Quote
digitalwanderer wrote: [...] the general policy is to not further increase the skill point gap between newer players, and the ones already established for a few years now [...] this is new to me as a policy... officially or unofficially. can you explain this a bit more? what have you heard about this? (dev blogs?) President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

digitalwanderer
DF0 incorporated
365
|
Posted - 2014.08.01 00:44:00 -
[174] - Quote
Rain6637 wrote:digitalwanderer wrote: [...] the general policy is to not further increase the skill point gap between newer players, and the ones already established for a few years now [...] this is new to me as a policy... officially or unofficially. can you explain this a bit more? what have you heard about this? (dev blogs?)
It hasn't been confirmed in a developer blog as such, but look at the facts, we've had pretty much Tech 2 equipment and ships for years now, and the only tech 3 ships are cruisers, which again have been out now for a good 3~4 years, and I still remember the presentation at a fan fest when they were announced for the first time, that there would be 7777 possible configurations on tech 3 ships.....The current 4 ships have 20 modules for each one in 5 distinct categories, only total 80 possible configurations between the 4 races, so where are the other 7686 ones?....That's right in other ships that have yet to be released even after all this time....Frigates, destroyers, interceptors, interdictors, battle cruisers, battleships, industrials, transport ships and all that time has passed and not a single thing released.
I have my command ship skill tree completely maxed out as far as combat ships go, even going as crazy as having all 4 titans maxed out, so there really is nothing left there to train and I focus on specific pieces of equipment to max the skill out.
Then you have the accelerated training time I spoke of earlier that doubles SP gained until 1.6 million sp, which didn't exist at all back in the day to attract new players by making the game easier, which was the number 1 complaint that EVE is the only MMO you need a spread sheet to understand...:p |

Rain6637
Team Evil
15516
|
Posted - 2014.08.01 01:22:00 -
[175] - Quote
ok, that makes sense. I was anxious to chew on your reply, and it's good/thanks...
I don't think the disparity between high and low SP characters is something to worry about. EVE is pretty good at allowing a young character to make a difference. I won't go too deep into those ways, but they include: strength in blobs, achieving the bulk of a ship's potential quickly with scaled training times per level, and when DPS is compared to signature radius and cost, the sweet spot is frigates and cruisers... which have the lowest SP barrier to entry.
high SP characters are also limited by the fact they can only pilot one ship at a time. continuously training one character for the typical 20% improvement becomes vanity training fairly quickly, considering the practical benefit. in fact I think it can be considered vanity past level IV in most skills, with just one or two exceptions of level V skills that are useful enough to justify their training time.
I'm constantly returning to the initial idea of reducing minimum skill requirements, and evaluating whether it is a good one... I think allowing characters to undock ships sooner would go well with EVE's balance between low and high SP characters. As most of us know, however, there's an irrational element to changes and even if a change is good, if enough players -feel- it's a betrayal, a good thing can become a mistake based on player response. which is pretty damn sad imo. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

IIshira
School of Applied Knowledge Caldari State
1063
|
Posted - 2014.08.01 01:29:00 -
[176] - Quote
digitalwanderer wrote:Rain6637 wrote:digitalwanderer wrote: [...] the general policy is to not further increase the skill point gap between newer players, and the ones already established for a few years now [...] this is new to me as a policy... officially or unofficially. can you explain this a bit more? what have you heard about this? (dev blogs?) It hasn't been confirmed in a developer blog as such, but look at the facts, we've had pretty much Tech 2 equipment and ships for years now, and the only tech 3 ships are cruisers, which again have been out now for a good 3~4 years, and I still remember the presentation at a fan fest when they were announced for the first time, that there would be 7777 possible configurations on tech 3 ships.....The current 4 ships have 20 modules for each one in 5 distinct categories, only total 80 possible configurations between the 4 races, so where are the other 7686 ones?....That's right in other ships that have yet to be released even after all this time....Frigates, destroyers, interceptors, interdictors, battle cruisers, battleships, industrials, transport ships and all that time has passed and not a single thing released. I have my command ship skill tree completely maxed out as far as combat ships go, even going as crazy as having all 4 titans maxed out, so there really is nothing left there to train and I focus on specific pieces of equipment to max the skill out. Then you have the accelerated training time I spoke of earlier that doubles SP gained until 1.6 million sp, which didn't exist at all back in the day to attract new players by making the game easier, which was the number 1 complaint that EVE is the only MMO you need a spread sheet to understand...:p Even in the first year of me playing, and barely having 10 million sp, we already had plenty of whiners complaining that they wouldn't play the game because the guys with already 1 year of play time would always have an advantage, when we see plenty of time older players getting owned by younger ones that had a ship or fitting better suited for the occasion. I don't see how T3 ships have to do with SP gap between new and older players. Maybe I'm missing something?
The accelerated training was at the time of learning skills. Older players did have an advantage because many new players "wanted it now" so they didn't train learning skills.
I was one of those players complaining after my Cormorant was crushed by a older player in a Drake. The game was so unfair!... Then I woke up and realized I was playing it wrong. |

Rain6637
Team Evil
15516
|
Posted - 2014.08.01 01:44:00 -
[177] - Quote
looking through your post history, my impression of you is yes, chances are you are missing quite a few things. I'm waiting to see if you post your negative sentiment without proof a third time.
haven't made up my mind whether Ilshira is contrived or accidental. I may never know. Ilshira is relatively old and very consistent in the thought process behind forum posts. willfully ignorant yet strongly opinionated. as a persona, Ilshira is brilliant. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

RavenPaine
RaVeN Alliance
848
|
Posted - 2014.08.01 01:50:00 -
[178] - Quote
Just a quick note about the old learning skills.
There used to be a formula for 'rate of return' or the 'break even' time period for those skills. You could train straight into ships at a slower rate, or waste months on the learning skills. If you did the learnings first, it took something like 2.8 years to recover that time loss. Or 'break even' as it were. Even then, a player had to make decisions on his future, and choose between instant gratification, or long term planning.
|

Rain6637
Team Evil
15516
|
Posted - 2014.08.01 02:02:00 -
[179] - Quote
what was the reason for removing learning skills?
ignoring the time it took to train them, their function was the ability to train into new things faster than a newer character... a situation made worse by the possibility that the older character already has core skills trained.
I'm wondering how the reasons for removing learning skills would fit in with the idea of adjusting minimum skill requirements.
...and you know, trying to get a better sense of what CCP's motivations are. (reading their mind, and looking at what they do and not what they say). President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

RavenPaine
RaVeN Alliance
850
|
Posted - 2014.08.01 02:16:00 -
[180] - Quote
I think* that they removed because new players complained about a skill wall. The solution was (in my opinion) a good solution/change. All players got the base training time, with options to remap and add implants. This put new players essentially on a level playing field with older players, in the 'learning' department. Old players got a skill point reimbursement that was pretty substantial and everybody was happy.
As to how CCP thinks? It's some kind of revolving process. 1 part gaming, 2 parts business. Add in ever changing opinions and priorities from different Devs and sprinkle some forum complaints on top. |
|

Rain6637
Team Evil
15516
|
Posted - 2014.08.01 02:32:00 -
[181] - Quote
this is some harsh criticism, and it's about to post to the top of a new page...
in my opinion, the biggest deficiency is a cultural one. there is not a reputation for having solid reasons behind decisions. if there is an internal effort to promote one, it is unsuccessful so far. players only sense it initially, but after looking closely at the numbers, they know it.
it's not just the players who don't think things through. (with their opinions). if the reputation was there, among dissenters you would find even the occasional input that "no, it looks like a bad thing, but don't be so quick to judge--there's a good reason for it."
that's one of those cultural changes that can only be made from the top down.
..."because specialization" is not supported by the numbers. giving it as a reason and accepting it as an explanation is a great example of bad.
at this point the burden of proof is on me. I really was hoping to avoid making a 3D scatter map, but I think i've committed myself to one. what bothers me about laying it out in proof is the possibility that the explanation is a subscription behavior that I just don't see, and players are not privy to (but would make sense).
being a prick is ok. being one without reasons is bad.
I'm between semesters atm and I guess I'll make that 3D scatter map. in the meantime / until I make it, you should know the "wtf factor" is in the group of skills that form the minimum skill requirements. the question it illustrates is "why the time wall?" it also shows why "because specialization" is just a feeling that isn't supported by game mechanics.
it's worth noting that after three weeks and 9 pages, no one from CCP has popped in to say "there is a reason beyond 'because specialization' for the time wall." President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

digitalwanderer
DF0 incorporated
366
|
Posted - 2014.08.01 04:07:00 -
[182] - Quote
IIshira wrote:[quote=digitalwanderer][quote=Rain6637] I don't see how T3 ships have to do with SP gap between new and older players. Maybe I'm missing something?
The accelerated training was at the time of learning skills. Older players did have an advantage because many new players "wanted it now" so they didn't train learning skills.
I was one of those players complaining after my Cormorant was crushed by a older player in a Drake. The game was so unfair!... Then I woke up and realized I was playing it wrong.
The attrition rate of players is so high that CCP, despite having made that grand announcement about them a few years ago, simply don't feel the need to introduce more of them for the minority that has stuck with the game that long.....We're basically already considered a solid user base that sticks with the game no matter what, but I can tell you many have left the game.
When I started, there were about 30 000 EVE accounts, with 3000~5000 logged into the game depending on the day and time, but usually the highest numbers are on weekends, now supposedly we have 500 000 accounts( more than 15x the original amount) and struggle to hit 40 000 players actually logged in....Many just log in, change skill and log right out.
I've tried all T3 cruisers, and they're about as good as T2 command ships in both tanking and damage output, so a T3 battle cruiser might be as good as a T2 marauder and heaven forbid what a T3 Battleship would be damage and tanking wise...In any case, the argument would start again that some will be able to train the skills right away, and others would have to wait to get the pre requirements done, so the old farts get to enjoy the new toy with it's higher capabilities and the younger ones wait, even if they have the money to buy them.
This is eve boards and there's about 72 000 user accounts in total( 1000 entries per page and 72 pages) and granted not everyone is signed up there to keep their skills a secret,but the funny thing I see there is that there are only 140 people at 200 000 skill points or above and pretty much all of those are from 2003, but there used to be 30 000 accounts in 2003...Yup, a lot of people have left from the first generation of 2003, or are really anal to keep them a secret which is baffling since a lot of them have a lot of skills at lvl 5 anyhow and can't take it any higher.
http://eveboard.com/fullranks/1-skillpoints/p1/ |

IIshira
School of Applied Knowledge Caldari State
1064
|
Posted - 2014.08.01 05:35:00 -
[183] - Quote
Rain6637 wrote:looking through your post history, my impression of you is yes, chances are you are missing quite a few things. I'm waiting to see if you post your negative sentiment without proof a third time.
haven't made up my mind whether Ilshira is contrived or accidental. I may never know. Ilshira is relatively old and very consistent in the thought process behind forum posts. willfully ignorant yet strongly opinionated. as a persona, Ilshira is brilliant. I don't think negative sentiment towards an idea requires proof. I can just simply say I think it's a bad idea.
Most people to include myself are posting their opinions on something. We all know what options are like LOL. Unless it's facts backed up by a link to a CCP source it should be taken as that person's opinion.
I'm glad to be a brilliant ignorant person 
|

Rain6637
Team Evil
15516
|
Posted - 2014.08.01 06:06:00 -
[184] - Quote
I kinda like you, actually. you're like the magic 8 ball of player opinion. CCP should hire you full-time as a consultant. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Aivo Dresden
Red Federation RvB - RED Federation
357
|
Posted - 2014.08.02 08:54:00 -
[185] - Quote
Rain6637 wrote:what was the reason for removing learning skills?
ignoring the time it took to train them, their function was the ability to train into new things faster than a newer character... a situation made worse by the possibility that the older character already has core skills trained.
I'm wondering how the reasons for removing learning skills would fit in with the idea of adjusting minimum skill requirements.
...and you know, trying to get a better sense of what CCP's motivations are. (reading their mind, and looking at what they do and not what they say). It was changed twice. There used to be 11 learning skills, 2 for each attribute; basic and advanced, and Learning itself.
Judging by my unallocated skill points, I would say the basic learning skills were tier 1 and the advanced ones tier 3. This makes up for a whole lot of training you have to do in your first 1-2 months of EVE online. It's just not a pleasant experience.
Originally, your attributes were decided by the bloodline and so. Some older characters trained for years and years with less than ideal attributes. You did however start with like 800k SP. If you picked well; this allowed you to start with Frigates and Gunnery at V. This was changed first and attributes were 'unlinked' from bloodlines. Instead all bloodlines just got a pool of attribute points to spend. They also reduced the starting SP amount to what it is now; but instead gave you a boost until 1.6m SP. Along with this expansion came the skill queue and the attribute remaps.
Since people still had to learn Learning skills (albeit faster now), it was still a bit of a pain. This was changed again to the system we have now. Learning skills were removed and people were given unallocated skill points. At the same time, all attributes were bumped up to 17. The automatic training speed boost to 1.6m SP was removed to prevent abuse.
With the latest updates and in an effort to get more new players in to the game, they re-added the learning boosters; in the form of the Cerebral accelerator implant, the stats on it depending on the duration it's active for.
And that's why. :P |

Rain6637
Team Evil
15543
|
Posted - 2014.08.03 00:26:00 -
[186] - Quote
wait, that sounds like what happened (and I recall, I trained all learning skills fully), but why is left to interpretation... reducing the SP rift? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Hoshi
Brave Newbies Inc. Brave Collective
30
|
Posted - 2014.08.03 09:45:00 -
[187] - Quote
Why is easy, it was a bad mechanic that added very little to the game. You spent months training something just so you wouldn't have to spend even more months training in the future. It also made for a very boring first few months in eve for a new player, you trained skills that didn't actually increase your ability at anything in the game (other than training skills) instead of training skills that would give you access to new stuff and make the stuff you where flying now better (like racial frigate 5 for example )
The reason it was there in the first place were one of those "meaningful choices" that ccp likes. But in the end it wasn't much of a choice. It just became a delay for when the character actually started training stuff
If you read the devblog about it you see there wasn't even a discussion at that point. That discussion had taken place over the previous 7 years of the game.
http://community.eveonline.com/news/dev-blogs/learning-skills-are-going-away-1/ "Memories are meant to fade. They're designed that way for a reason." |

James Baboli
Ferrous Infernum
57
|
Posted - 2014.08.05 12:46:00 -
[188] - Quote
Liendral wrote:The lvl V skill requirement is to train the higher T2 skill. You can then lose that lvl 5 later (podded with insufficient clone), but still fly the T2 ship. So, if you refuse to retrain the cruiser skill to 5, then you can still fly your logi, but with slightly reduced ability as penalty.
Untrue in current iteration for the logistics ships. Each has as a primary requirement racial cruiser 5 and logistics 1, which means you can't fly them without cruiser 5. That crazy bag FC with the silly things on the hull that shouldn't but just did. |

IIshira
School of Applied Knowledge Caldari State
1076
|
Posted - 2014.08.05 16:35:00 -
[189] - Quote
Rain6637 wrote:I kinda like you, actually. you're like the magic 8 ball of player opinion. CCP should hire you full-time as a consultant.
IIshira wrote:Rain6637 wrote:looking through your post history, my impression of you is yes, chances are you are missing quite a few things. I'm waiting to see if you post your negative sentiment without proof a third time.
haven't made up my mind whether Ilshira is contrived or accidental. I may never know. Ilshira is relatively old and very consistent in the thought process behind forum posts. willfully ignorant yet strongly opinionated. as a persona, Ilshira is brilliant. I don't think negative sentiment towards an idea requires proof. I can just simply say I think it's a bad idea. Most people to include myself are posting their opinions on something. We all know what options are like LOL. Unless it's facts backed up by a link to a CCP source it should be taken as that person's opinion. I'm glad to be a brilliant ignorant person  something about you seems off. what you're saying is that official, public policy is the only thing you'll agree with. that makes you a blind supporter, which is something you'd only expect from an employee of a company. I'm wondering whose alt you are, and I'm starting with a particular alliance to see if your born date coincides with any of the characters in that alliance. ...found it. I saved time by starting with a short list of likely suspects. your post from earlier in this thread sounds very different in this context. that you are a plant. owned by none other than... well, i'll leave that up to the opinion of anyone who bothers to go looking like I did. IIshira wrote: Of course CCP has had some screw ups. What company hasn't. That doesn't mean Eve is dying or even on a decline.
I'm honestly glad they abandoned walking in stations. Okay so I can have my pilot walk up to your pilot and give him a hug. Would that really add useful content?.. I don't think so.
With the accelerated expansion releases I'm nervous about this but so far it hasn't failed. Worse case scenario it does and we go back to two a year. I liked the old way only because you had this awesome thing to look forward to and it built new interest in the game. It's hard to build this excitement with new expansions every few months.
IIshira wrote: I don't think negative sentiment towards an idea requires proof. I can just simply say I think it's a bad idea.
Most people to include myself are posting their opinions on something.
"I'm hiding among the players, and you can't tell me apart from one. I have just as much credibility as any one of them" ...not anymore. now back to my chart to breathe new life into this thread
Wow what drugs are you on? Next thing you're going to say is I had something to do with the JFK assassination.
I have never worked for CCP. I'm not in Goonswarm or any other big alliance even though I've had offers. I have too many RL obligations to get too serious with any game.
I hope your reply was joking and trying to be funny rather than being serious.
|

Christopher Mabata
Dominion Tenebrarum Reverberation Project
58
|
Posted - 2014.08.06 00:17:00 -
[190] - Quote
part of the package deal of T2 ships is the requirement to train the prior hull class to 5, in return you get a nice L5 bonus and bonuses on top of that from the specialized skill, much like how T1 gun skills apply to t2 guns Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |
|

Rain6637
Team Evil
15574
|
Posted - 2014.08.06 07:32:00 -
[191] - Quote
no, iishira, i'm not joking. here was my logic:
IIshira wrote:Unless it's facts backed up by a link to a CCP source it should be taken as that person's opinion. -wants readers to keep in mind if it's not backed up by CCP policy, it's just an opinion. ...well duh, that kinda goes without saying. someone should lay off the kool aid.
IIshira wrote:I don't think negative sentiment towards an idea requires proof. I can just simply say I think it's a bad idea.
Most people to include myself are posting their opinions on something. -another obvious statement, 'I have just as much credibility as anyone else' -why would he say that, of all things... 'you can't tell me apart..' -why does it matter if I can't tell iishira apart from other players? -is iishira not one of the players? -wait, what if he does drink the kool aid?
IIshira wrote:I'm glad to be a brilliant ignorant person  -deflects criticism in a very impish way that sounds oddly familiar... dev-level verbal judo
-I wonder if iishira's born date coincides with a dev's. no way it's that simple...
-I swear that sounds like Guar...? no...
-Falc...? no...
-Ytterbi...? no...
-Verit...
...how odd. the very next calendar date... ...what are the odds? fourth on my list of suspects, out of thousands of players ...one thousand likes? it would seem he's been with us all along. ...of course he couldn't stay off EVE-O. this game is his baby. ...could it be a coincidence? of the thousands of players created, 36 hours from my fourth pick? ...two capital ii is totally something a programmer would do.
what are the odds? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Bibosikus
Flowery Twats
190
|
Posted - 2014.08.06 20:30:00 -
[192] - Quote
OP, first off salutations for training twelve mains. Your commitment to Eve deserves that at the very least.
My tuppenceworth:
Eve is a very visual game. To that end (and PvP apart where such information is useful if not vital) I as a noob remember caring not a jot about how another player's ship was fitted; only that they could fly it at all. To this day I remember a friendly pilot undocking his Moros in Beke and me gawping at the size of it, thinking "one day.."
Seven years later this char can fit, fly and owns a Moros. The satisfaction I get from knowing I've the support skills and pointy power to make it a properly beastly ship means a great deal, but that I had to wait to even fly one at all means even more. It's about the sense of achievement, through careful planning and patience.
OK yes, it's a cap ship and not the best example. The first ship I lusted for was the Ishtar. So consumed was I in desire that I bought a shedload of PLEX for cash and bought this char because he could already fly one well enough to run L4 missions and later 8/10 plexes in null..
Do you see where I'm going here? Eve needs to retain pilot aspiration because it equals continued income. For most pilots under two years, that aspiration comes in the form of skilling for a ship to fly; support skills at level 4 are enough. Ships should be and always will be the primary skilling goal.
As I look back over 7 years of playing Eve, I can honestly say my skilling progression has been enjoyable. Weeks or even months punctuated by many moments of "YESSS! AT LAST!" as I've brought another racial ship type into my pilot's log and hangar.
Those moments of satisfaction represent patience and persistence. Eve rewards them. Often, sadly, real life doesn't though we dream that it should... Eagles may soar, but weasels don't get sucked into jet engines.
|

Rain6637
Team Evil
15575
|
Posted - 2014.08.07 00:34:00 -
[193] - Quote
that's the problem President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Venjenz Sake
School of Applied Knowledge Caldari State
24
|
Posted - 2014.08.08 17:38:00 -
[194] - Quote
EVE's longevity is due in large part to how the skill system works, there's always a carrot at the end of some longer stick. There should be.
The reason all online subscription gaming have these gates/locks/thresholds is to always gove the player something to desire that only time doing something can grant them. Virtually all of the ships that requires V's in one or more skills to even sit in are specialty ships based on purpose, faction, fleet role, whatever.
Skill reqs have gotten easier imho, and player expectations and money reqs have gotten harder, even with PLEX. The game says I need ~40d to sit in a Scimitar. Any decent incursion fleet in New Eden says I need maybe another 90d to fly it properly according to what they expect out of a solo shield rep Scimitar pilot. CCP, btw, has nothing to do with the massive time difference between "can sit in it" and "can have API key verified and invited to fleet with it."
The only people who are "hurt" by requiring V's for specialty/advanced ships are the folks with the BPOs for those ships and their fittings, since allowing PLEX'd n00bs more freedom to build, fit and undock them would seriously crank up demand, what with all the debris and wreckage that would be floating around Jita.
Is that it? You have a bunch of specialty/advanced hull BPOs and are trying to whip up demand for your wares? Seems to me to be the only upside of making it even easier to sit is serious hulls without proper skills. |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
61
|
Posted - 2014.08.08 17:51:00 -
[195] - Quote
Wait is this all seriously because someone wants to fly a ship that takes a long time to train into under the premise that they should be able to fly it with minimal skills and not L5 Skills? Thats just the name of the game. You dont get to fly a marauder with battleship 4 you have to train that 32 days just like the rest of us did, removing that would just be a smack in the face to those of us who did take the time to grind that kind of skill out. And if you remove it you know what happens? Bunch of bad pilots in overly expensive ships ( not that im exactly against that, would love more marauders on my KB ) or people flying ships that they have no idea how they are supposed to used. Which i think is why i still see so many interdictors in low sec, even though theyre just a dessie with a higher price tag at that point.
Seriously end the mirthnought of this post and just accept the fact that T2 ships take a long time to train into and that they require a Mastery per-say of the prior basic hull to fly. Need to know the odds and ends of you scythe before you step into a scimitar, or how to handle your kestrel before you spray paint it black and strap torpedos to it. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Rain6637
Team Evil
15587
|
Posted - 2014.08.08 18:16:00 -
[196] - Quote
lol. guys don't get stuck on possible motivations of mine. I'm only asking because it doesn't make sense. I'm not a builder, but yes, more demand is something that would result from more participation.
I'm not asking for me or anyone I know, I promise. I have all the SP I need. I'm bringing this up because it strikes me as a difficulty spike with no solution other than time. trust me, I'm on the winning end of this situation.
Venjenz Sake wrote:CCP, btw, has nothing to do with the massive time difference between "can sit in it" and "can have API key verified and invited to fleet with it." hey that's one of my points. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
63
|
Posted - 2014.08.08 18:25:00 -
[197] - Quote
This meta is bound to the nature of the game, its intrinsic to what makes Eve Eve, theres no point challenging somethig that has been the meta for 10 years and will continue to be for the foreseeable future. If you dont like waiting so long, remap, buy +5's, use a cerebral accelerator when your starting out, or buy someones toon off the bazaar. Challenging does nothing, because its not something that can be changed, we saw an attempt to change it in what was the learning skills, hence why they were removed.
If you have all the SP you need, bravo good but changing the meta still wont happen Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Venjenz Sake
School of Applied Knowledge Caldari State
25
|
Posted - 2014.08.08 18:49:00 -
[198] - Quote
Rain6637 wrote:hey that's one of my points. Your point is a moving target. It started off as why are there skill bonuses per level for skills that must be 5 minimum, then meandered into "we should examine it because if we don't examine it we are thralls to CCP" and I am not sure what the point is now.
If the point is that a Scimitar (using one specialty ship/role just as example) should be unlocked with Minmatar Cruiser I and Logistics I, with Logistics I being unlocked with Long Range Targeting I and Signature Analysis I, then I restate more clearly and directly my earlier disagreement.
Specialty/advanced ships should require some sort of commitment other than ISK. In EVE, commitment is the opportunity cost of skilling one or more things to V to the exclusion of skilling a bunch of stuff to I-IV. It also presents the "should I make alts to cover all the skill bases, or do I grind away forever on this one character" choice.
You can fly a lot of stuff without Vs in anything. Maybe not T2'd, but undocked and underway. All that stuff can be played while waiting for the next milestone in the skill queue. I mean for real, you can undock a fitted faction battleship on your 4th day of playing. Granted, it will be the SS Gimp, but it'll be undocked and floating in space.
Why the angst on having the "V-lock" on specialty ships? |

Antillie Sa'Kan
Forging Industries Silent Infinity
580
|
Posted - 2014.08.08 19:37:00 -
[199] - Quote
Venjenz Sake wrote:Your point is a moving target. It started off as why are there skill bonuses per level for skills that must be 5 minimum, then meandered into "we should examine it because if we don't examine it we are thralls to CCP" and I am not sure what the point is now.
If the point is that a Scimitar (using one specialty ship/role just as example) should be unlocked with Minmatar Cruiser I and Logistics I, with Logistics I being unlocked with Long Range Targeting I and Signature Analysis I, then I restate more clearly and directly my earlier disagreement.
Specialty/advanced ships should require some sort of commitment other than ISK. In EVE, commitment is the opportunity cost of skilling one or more things to V to the exclusion of skilling a bunch of stuff to I-IV. It also presents the "should I make alts to cover all the skill bases, or do I grind away forever on this one character" choice.
You can fly a lot of stuff without Vs in anything. Maybe not T2'd, but undocked and underway. All that stuff can be played while waiting for the next milestone in the skill queue. I mean for real, you can undock a fitted faction battleship on your 4th day of playing. Granted, it will be the SS Gimp, but it'll be undocked and floating in space.
Why the angst on having the "V-lock" on specialty ships? This. So much this. T2 is specialization. Specialization should, and does, require training something to V. The opportunity cost this creates is a cornerstone of how EVE is designed because it creates choices.
I could have been a capital pilot long ago. But I choose to stick with subcaps instead, taking all the racial ship skills to V and training all T2 subcap weapons instead of training for capitals. This was a very meaningful choice that has had a massive cascade effect on choices I have made since then and it continues to affect how I play the game now, in both good ways and bad. Yet I can still change my mind at any time and start on capital skills. I consider this to be the pinnacle of good game design in an MMO.
If level V in something was not required to use T2 ships and modules EVE would not be EVE. It would be Orcs in space. |

Venjenz Sake
School of Applied Knowledge Caldari State
25
|
Posted - 2014.08.08 20:33:00 -
[200] - Quote
Rain6637 wrote:I'm bringing this up because it strikes me as a difficulty spike with no solution other than time. trust me, I'm on the winning end of this situation. But time is one of EVE's primary opportunity costs. You can get around some of the time sinks with alts and PLEX, but some stuff, like specialty ships that requires Vs in various skills, or 5.00+ faction with an empire to do an epic arc, or how long mining takes no matter how awesome your mining skills are, etc....that stuff says nope, you're going to invest time and that's that. One way or the other, if you want to do it all in EVE, you're going to invest time to do so. That said, there's not much that a specialty ship can do that a lesser ship with far less time commitment can do, the specialty ship just does it better and requires an "all or nothing" commitment the lesser ship doesn't.
You want to be a shield repper, a Scythe lets you do it on your first day in EVE. Look at the bonuses on a Scythe, and there's a case to be made that you don't even need a Scimitar unless you are truly interested in specializing in cap stable, solo shield repping to the max amount possible. On your way to Long Range Targeting V, Signature Analysis V, and Minnie Cruiser V, that Scythe is functioning exactly as the incremental upgrade you describe for the specialty ship. Essentially, you end up incrementally maxing the T1 version, and with an extra skillbook or two once the T1 is maxed, you get an extra bonus here and there.
Pick any ship out there, and it has a lesser, easier to get in and fly, incrementally improved lesser version. So uhm...it seems like your original requirement is already satisfied in the game, you just have to pay for another hull and better gear once the training is done.
Guess maybe I am not seeing the problem, per the original post and initial comments. |
|

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1743
|
Posted - 2014.08.08 23:06:00 -
[201] - Quote
^^logi is a great example.
I was about to train T2 logi, then realized it would've been pointless to do so before getting the higher-rank lvl Vs I'm still missing, such as cap mgmt, fuel conservation, remote reps and high speed maneuvering (they're all cap skills).
Problem is, all these lvl 5s add up and it'll be at least 2 months or so before I'll be more effective in a t2 logi than in a t1.
I honestly do not understand the reason for such a long wait. While I wait, not only I won't fly t2 logi, but my mates will have one less t2 logi to count on and my enemies will have one less 200+ mil ship to shoot at.
If I'm not benefiting from the long wait, my corpmates aren't benefiting from it and neither are my enemies, who the hell is? If nobody is benefiting, what's the purpose of these training times?
I'd take Rain's point a bit further and say lvl v are simply too damn long. Reducing the time (sp) by 50-70% would benefit everybody: still long enough to make choices meaningful, but without being just boring time sinks.
Only REAL problem is, older players would rage about it.
I have yet to read one single poster opposing shorter training times but at the same time saying or implying that he/she wouldn't take it personally if someone gets candy earlier/easier than they did. EVE Online: Death-o-meter |

Gully Alex Foyle
Black Fox Marauders Spaceship Bebop
2138
|
Posted - 2014.08.08 23:06:01 -
[202] - Quote
^^logi is a great example.
I was about to train T2 logi, then realized it would've been pointless to do so before getting the higher-rank lvl Vs I'm still missing, such as cap mgmt, fuel conservation, remote reps and high speed maneuvering (they're all cap skills).
Problem is, all these lvl 5s add up and it'll be at least 2 months or so before I'll be more effective in a t2 logi than in a t1.
I honestly do not understand the reason for such a long wait. While I wait, not only I won't fly t2 logi, but my mates will have one less t2 logi to count on and my enemies will have one less 200+ mil ship to shoot at.
If I'm not benefiting from the long wait, my corpmates aren't benefiting from it and neither are my enemies, who the hell is? If nobody is benefiting, what's the purpose of these training times?
I'd take Rain's point a bit further and say lvl v are simply too damn long. Reducing the time (sp) by 50-70% would benefit everybody: still long enough to make choices meaningful, but without being just boring time sinks.
Only REAL problem is, older players would rage about it.
I have yet to read one single poster opposing shorter training times but at the same time saying or implying that he/she wouldn't take it personally if someone gets candy earlier/easier than they did.
Make space glamorous!
Is EVE dying or not? Ask the EVE-O Death-o-meter!
|

Rain6637
Team Evil
15589
|
Posted - 2014.08.08 23:21:00 -
[203] - Quote
bra the moving target thing... opinions change with insight.
I find it odd that you call it a target. is every discussion adversarial to you?
Antillie Sa'Kan wrote:This. So much this. T2 is specialization. Specialization should, and does, require training something to V. The opportunity cost this creates is a cornerstone of how EVE is designed because it creates choices.
I could have been a capital pilot long ago. But I choose to stick with subcaps instead, taking all the racial ship skills to V and training all T2 subcap weapons instead of training for capitals. This was a very meaningful choice that has had a massive cascade effect on choices I have made since then and it continues to affect how I play the game now, in both good ways and bad. Yet I can still change my mind at any time and start on capital skills. I consider this to be the pinnacle of good game design in an MMO.
If level V in something was not required to use T2 ships and modules EVE would not be EVE. It would be Orcs in space. congratulations on your gordian knot of semantic fallacies. how is it choice and mandatory President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Rain6637
GoonWaffe Goonswarm Federation
25140
|
Posted - 2014.08.08 23:21:24 -
[204] - Quote
bra the moving target thing... opinions change with insight.
I find it odd that you call it a target. is every discussion adversarial to you?
Antillie Sa'Kan wrote:This. So much this. T2 is specialization. Specialization should, and does, require training something to V. The opportunity cost this creates is a cornerstone of how EVE is designed because it creates choices.
I could have been a capital pilot long ago. But I choose to stick with subcaps instead, taking all the racial ship skills to V and training all T2 subcap weapons instead of training for capitals. This was a very meaningful choice that has had a massive cascade effect on choices I have made since then and it continues to affect how I play the game now, in both good ways and bad. Yet I can still change my mind at any time and start on capital skills. I consider this to be the pinnacle of good game design in an MMO.
If level V in something was not required to use T2 ships and modules EVE would not be EVE. It would be Orcs in space. congratulations on your gordian knot of semantic fallacies. how is it choice and mandatory
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Venjenz Sake
School of Applied Knowledge Caldari State
25
|
Posted - 2014.08.09 01:49:00 -
[205] - Quote
I'm not being adversarial "it's a moving target" is a standard colloquialism for the tactic of changing one's stance during an argument. If you prefer, we can say "moving the goalposts" if that feels less "adversarial."
And I'll stick with the Scythe-->Scimitar example. It follows your OP theory just fine. If you jumped in a Scythe and wanted to maximize every last ounce of power out of it, you'd end up pretty close to the reqs for a Scimitar, but you could start repping in a Scythe within 24 hours. Maybe not real well, but you could be flying and incrementally increasing that ship's effectiveness while playing. The Scimitar would end up being the wrapping paper and bow on the maxed Scythe gift.
And I repeat...every specialty/T2/T3 ship has this kind of relationship to something lesser. SO the game already provides this "you don't need to wait for a bunch of V's to fly and have fun" thing covered. |

Venjenz Sake
School of Applied Knowledge Caldari State
27
|
Posted - 2014.08.09 01:49:37 -
[206] - Quote
I'm not being adversarial "it's a moving target" is a standard colloquialism for the tactic of changing one's stance during an argument. If you prefer, we can say "moving the goalposts" if that feels less "adversarial."
And I'll stick with the Scythe-->Scimitar example. It follows your OP theory just fine. If you jumped in a Scythe and wanted to maximize every last ounce of power out of it, you'd end up pretty close to the reqs for a Scimitar, but you could start repping in a Scythe within 24 hours. Maybe not real well, but you could be flying and incrementally increasing that ship's effectiveness while playing. The Scimitar would end up being the wrapping paper and bow on the maxed Scythe gift. Nice gift too, since you move from medium to large shield boosters, move from 3 to 4 high slots, and the Logistics bonus adds 50% to the capacitor discount. The almost double powergrid and CPU to allow battleship remote shield reppers on a cruiser...well I guess it makes those Vs worth it.
FYI - T2 medium shield boosters can go on a Scythe. You do all the training for a Scimitar to use T2 LARGE remote shield boosters.
And I repeat...every specialty/T2/T3 ship has this kind of relationship to something lesser. SO the game already provides this "you don't need to wait for a bunch of V's to fly and have fun" thing covered. |

Rain6637
Team Evil
15589
|
Posted - 2014.08.09 02:57:00 -
[207] - Quote
so make everything V to make the message extra clear: the only time you should get to use a T2 version is after the T1 is maxed out?
that's an exaggeration, but are you suggesting the unique level V skill requirements for the various T2 hulls are meant to promote responsible skilling?
you're right, it's not game breaking, and there are cheaper options available. I really do agree with that point--keeping ships cheap makes gameplay more fun. I have a set of Ospreys that get a surprising amount done, and they are named:
Give them nothing Take from them Everything President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Rain6637
GoonWaffe Goonswarm Federation
25140
|
Posted - 2014.08.09 02:57:12 -
[208] - Quote
so make everything V to make the message extra clear: the only time you should get to use a T2 version is after the T1 is maxed out?
that's an exaggeration, but are you suggesting the unique level V skill requirements for the various T2 hulls are meant to promote responsible skilling?
you're right, it's not game breaking, and there are cheaper options available. I really do agree with that point--keeping ships cheap makes gameplay more fun. I have a set of Ospreys that get a surprising amount done, and they are named:
Give them nothing Take from them Everything
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|

Robert Morningstar
Morningstar Excavations LTD Business Alliance of Manufacturers and Miners
72
|
Posted - 2014.08.09 03:58:00 -
[209] - Quote
Hakaari Inkuran wrote:OP i get what you're saying, and its a valid point, but getting into a T2 ship should feel like a major step. It will feel less major if you could undock the thing at day 1 as long as you bought it with a PLEX or something. Leave it alone.
the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.
|

Robert Morningstar
Morningstar Excavations LTD Business Alliance of Manufacturers and Miners
74
|
Posted - 2014.08.09 03:58:15 -
[210] - Quote
Hakaari Inkuran wrote:OP i get what you're saying, and its a valid point, but getting into a T2 ship should feel like a major step. It will feel less major if you could undock the thing at day 1 as long as you bought it with a PLEX or something. Leave it alone.
the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.
|
|

Antillie Sa'Kan
Forging Industries Silent Infinity
580
|
Posted - 2014.08.09 13:05:00 -
[211] - Quote
Rain6637 wrote:congratulations on your gordian knot of semantic fallacies. how is it choice and mandatory Congratulations on not making any sense. Please explain how any of my past skill training decisions were mandatory and what fallacies I have made in my little narrative. |

Antillie Sa'Kan
Forging Industries Silent Infinity
761
|
Posted - 2014.08.09 13:05:36 -
[212] - Quote
Rain6637 wrote:congratulations on your gordian knot of semantic fallacies. how is it choice and mandatory Congratulations on not making any sense. Please explain how any of my past skill training decisions were mandatory and what fallacies I have made in my little narrative. |

Antillie Sa'Kan
Forging Industries Silent Infinity
580
|
Posted - 2014.08.09 13:07:00 -
[213] - Quote
Robert Morningstar wrote:the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.
This would make EVE pay to win as T2 ships are generally better than T1 in their specialized role. If I wanted to pay to win I would go play Farmville. |

Antillie Sa'Kan
Forging Industries Silent Infinity
761
|
Posted - 2014.08.09 13:07:08 -
[214] - Quote
Robert Morningstar wrote:the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.
This would make EVE pay to win as T2 ships are generally better than T1 in their specialized role. If I wanted to pay to win I would go play Farmville. |

RavenPaine
RaVeN Alliance
855
|
Posted - 2014.08.09 15:03:00 -
[215] - Quote
Robert Morningstar wrote:Hakaari Inkuran wrote:OP i get what you're saying, and its a valid point, but getting into a T2 ship should feel like a major step. It will feel less major if you could undock the thing at day 1 as long as you bought it with a PLEX or something. Leave it alone. the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.
Your point is almost correct...almost.
Those people WOULD lose those ships, because A: They'd still be terrible pilots, and B: they don't have the skills to back that hull up. And after a few stunning losses they would quit, because they would have nothing invested in eve at that point, and because pay to win isn't working for them. When you have a year or two invested in training, it starts to have a personal value. The time investment is a huge part of the 'hook' of eve. That real time investment is also what gives your character value. Old vets understand this, and that is what they want to protect/preserve. |

RavenPaine
RaVeN Alliance
893
|
Posted - 2014.08.09 15:03:31 -
[216] - Quote
Robert Morningstar wrote:Hakaari Inkuran wrote:OP i get what you're saying, and its a valid point, but getting into a T2 ship should feel like a major step. It will feel less major if you could undock the thing at day 1 as long as you bought it with a PLEX or something. Leave it alone. the counterpoint to that is that her suggestion would actually benefit ccp more as people would be more likely to buy plex to get into the ships they are not properly skilled to fly and would be more likely to loose them which then means more likely to buy additional plex to replace and so on for as far as there budget allows.
Your point is almost correct...almost.
Those people WOULD lose those ships, because A: They'd still be terrible pilots, and B: they don't have the skills to back that hull up. And after a few stunning losses they would quit, because they would have nothing invested in eve at that point, and because pay to win isn't working for them. When you have a year or two invested in training, it starts to have a personal value. The time investment is a huge part of the 'hook' of eve. That real time investment is also what gives your character value. Old vets understand this, and that is what they want to protect/preserve. |

Venjenz Sake
School of Applied Knowledge Caldari State
25
|
Posted - 2014.08.09 15:43:00 -
[217] - Quote
Rain6637 wrote:are you suggesting the unique level V skill requirements for the various T2 hulls are meant to promote responsible skilling? I am saying those Vs are the opportunity cost associated with big payoffs. Back to my Scythe / Scimitar example:
If I jump into a Scythe on Day 1, and start skilling the things that make that particular ship more powerful, I care about a couple things: how much do I rep per second, how long can I keep repping before my cap runs out, and how far from the excitement can I stay and still be repping? Right off the bat, I care about those things. So look at the bonuses:
- Every level of Minmatar Cruiser gives me 1) more rep per second and 2) more cap lifetime.
- I get 1,000% longer remote rep range, which for medium boosters is 66km max (pretty sure), but my max targeting range on the ship is 52.5km. Long Range Targeting V would push my targeting range to almost exactly 66km (65.63 actual)
That's just right off the bat "what would I do immediately to max the power of this ship I am improving incrementally" thinking....and you'd cover two of three skills needed to be V for a Scimitar. What's the remaining skill needed? Oh, the one that is so generally useful everyone should make it one of the first ten skills they take to V - Signature Analysis, since 25% faster locking time is so generally useful across every class of ship, role, kind of game play, etc. IN almost every area of EVE, he who locks fastest has the upper hand. Damn CCP all to heck and back for forcing such generally useful requirements into unlocking Logistics. 
So 3 things you would have maxed to make that T1 ship the best it can be unlocks the T2 version, which now let's you take that role even further. Is a Scimitar a much better Logistics option than a Scythe? Of course, but the Scythe is an option and can rep close to 200hp/sec before drones are accounted for. By the time you max that Scythe, you need like 3 hours to Logistics 2 to make the Scimitar superior. There's your incremental update again.
Do fleets/corps say "T2 only, take your T1 nonsense and go pound sand"? Sure they do, but again, that's not CCP limiting you, but other players. CCP gives you the cheaper, easier to skill for, incrementally updated version of everything. If you find yourself in an environment where only T2 is acceptable ever, then change environments. 
Rain6637 wrote:you're right, it's not game breaking, and there are cheaper options available. I really do agree with that point--keeping ships cheap makes gameplay more fun. I have a set of Ospreys that get a surprising amount done, and they are named:
Give them nothing Take from them Everything And I spent a year in the same Hawk, until 13 months later I felt ready to fly a Drake. My Logi alt is almost to 14 million SP and has never left her starting dock. I am in no hurry |

Venjenz Sake
School of Applied Knowledge Caldari State
27
|
Posted - 2014.08.09 15:43:07 -
[218] - Quote
Rain6637 wrote:are you suggesting the unique level V skill requirements for the various T2 hulls are meant to promote responsible skilling? I am saying those Vs are the opportunity cost associated with big payoffs. Back to my Scythe / Scimitar example:
If I jump into a Scythe on Day 1, and start skilling the things that make that particular ship more powerful, I care about a couple things: how much do I rep per second, how long can I keep repping before my cap runs out, and how far from the excitement can I stay and still be repping? Right off the bat, I care about those things. So look at the bonuses:
- Every level of Minmatar Cruiser gives me 1) more rep per second and 2) more cap lifetime.
- I get 1,000% longer remote rep range, which for medium boosters is 66km max (pretty sure), but my max targeting range on the ship is 52.5km. Long Range Targeting V would push my targeting range to almost exactly 66km (65.63 actual)
That's just right off the bat "what would I do immediately to max the power of this ship I am improving incrementally" thinking....and you'd cover two of three skills needed to be V for a Scimitar. What's the remaining skill needed? Oh, the one that is so generally useful everyone should make it one of the first ten skills they take to V - Signature Analysis, since 25% faster locking time is so generally useful across every class of ship, role, kind of game play, etc. IN almost every area of EVE, he who locks fastest has the upper hand. Damn CCP all to heck and back for forcing such generally useful requirements into unlocking Logistics. 
So 3 things you would have maxed to make that T1 ship the best it can be unlocks the T2 version, which now let's you take that role even further. Is a Scimitar a much better Logistics option than a Scythe? Of course, but the Scythe is an option and can rep close to 200hp/sec before drones are accounted for. By the time you max that Scythe, you need like 3 hours to Logistics 2 to make the Scimitar superior. There's your incremental update again.
Do fleets/corps say "T2 only, take your T1 nonsense and go pound sand"? Sure they do, but again, that's not CCP limiting you, but other players. CCP gives you the cheaper, easier to skill for, incrementally updated version of everything. If you find yourself in an environment where only T2 is acceptable ever, then change environments. 
Rain6637 wrote:you're right, it's not game breaking, and there are cheaper options available. I really do agree with that point--keeping ships cheap makes gameplay more fun. I have a set of Ospreys that get a surprising amount done, and they are named:
Give them nothing Take from them Everything And I spent a year in the same Hawk, until 13 months later I felt ready to fly a Drake. My Logi alt is almost to 14 million SP and has never left her starting dock. I am in no hurry |

IIshira
School of Applied Knowledge Caldari State
1085
|
Posted - 2014.08.09 16:09:00 -
[219] - Quote
I can understand that it's silly to give bonuses on a skill required to be at 5.
I still think the requirements for T2 ships should be max skill of the T1 ship. Reason? To make the requirements difficult. T2 is a whole lot better than T1 and the skills needed should be as well. Does this mean I could train for a Golem with absolutely no skills to fly it other than the skill to get in it? Of course but you can do that with a T1 Raven as well.
I could argue that having the T1 skill to 5 isn't needed because it doesn't do anything but I could also do this with the "Spaceship Command" skill. Are we going to remove this as well for a requirement?
Bottom line is skills are a time sink to make it where you can set goals to fly stuff. That's what keeps subscribers. |

IIshira
School of Applied Knowledge Caldari State
1314
|
Posted - 2014.08.09 16:09:20 -
[220] - Quote
I can understand that it's silly to give bonuses on a skill required to be at 5.
I still think the requirements for T2 ships should be max skill of the T1 ship. Reason? To make the requirements difficult. T2 is a whole lot better than T1 and the skills needed should be as well. Does this mean I could train for a Golem with absolutely no skills to fly it other than the skill to get in it? Of course but you can do that with a T1 Raven as well.
I could argue that having the T1 skill to 5 isn't needed because it doesn't do anything but I could also do this with the "Spaceship Command" skill. Are we going to remove this as well for a requirement?
Bottom line is skills are a time sink to make it where you can set goals to fly stuff. That's what keeps subscribers. |
|

Hoshi
Brave Newbies Inc. Brave Collective
33
|
Posted - 2014.08.10 10:07:00 -
[221] - Quote
Let's look at why T2 ships have a per level bonus that requires the skill to be at 5 in the first place. Another way to do it would be to either include the bonus as part of the ship stats themselves if possible (can only be done with some types of bonuses) or add it as a Role bonus. If CCP created the T2 ship line today I think that's how they would have done it. But back when T2 ships in 2003 there where much more limitations to what type of bonuses a ship could have, their code did not support many of the things that it do today. For example back then the concept of Role Bonuses did not exist, it was added much later.
Over the years many of the things that where once per level bonuses have been moved into either the base stats of the ship or become a role bonus instead. Covert Ops Cloak and Probe Launchers are good examples of how they have changed things because they got more options with the type of bonuses they could give to a ship or module. Covert Ops Cloak used to take several thousand CPU and the covert ops ships used to have a bonus that said something like 90-100% CPU reduction. The reason for this was that back then they could not limit a module to be able to be fitted to only certain ships other than through the fitting requirements so they had to work around it with the tools they had available.
There used to be so that they couldn't limit a ship to fit 1 module of a certain type so when they wanted to stop people from fitting 2 probe launchers (because doing so would brake the probe system released in revelations) they did it by a special bonus to the launcher that would increase the CPU usage of all other probe launchers to several thousand. This is also the reason why the Damage Control is an active module, they could not limit you to fit only one but they had the ability to limit you to have only one active at a time.
So why not change all those bonuses to role bonuses today? I guess they don't see it as important enough change to do. To the players it would only be a cosmetic change while back end changes needed would probably be fairly large.
TLDR: Why do we have per level bonuses for a a skill that requires level 5? It's for legacy reasons, when the T2 ships where initial added to the game it was not possible to do it in any other way because their code did not support all the types things it does today. "Memories are meant to fade. They're designed that way for a reason." |

Hoshi
Brave Newbies Inc. Brave Collective
49
|
Posted - 2014.08.10 10:07:26 -
[222] - Quote
Let's look at why T2 ships have a per level bonus that requires the skill to be at 5 in the first place. Another way to do it would be to either include the bonus as part of the ship stats themselves if possible (can only be done with some types of bonuses) or add it as a Role bonus. If CCP created the T2 ship line today I think that's how they would have done it. But back when T2 ships in 2003 there where much more limitations to what type of bonuses a ship could have, their code did not support many of the things that it do today. For example back then the concept of Role Bonuses did not exist, it was added much later.
Over the years many of the things that where once per level bonuses have been moved into either the base stats of the ship or become a role bonus instead. Covert Ops Cloak and Probe Launchers are good examples of how they have changed things because they got more options with the type of bonuses they could give to a ship or module. Covert Ops Cloak used to take several thousand CPU and the covert ops ships used to have a bonus that said something like 90-100% CPU reduction. The reason for this was that back then they could not limit a module to be able to be fitted to only certain ships other than through the fitting requirements so they had to work around it with the tools they had available.
There used to be so that they couldn't limit a ship to fit 1 module of a certain type so when they wanted to stop people from fitting 2 probe launchers (because doing so would brake the probe system released in revelations) they did it by a special bonus to the launcher that would increase the CPU usage of all other probe launchers to several thousand. This is also the reason why the Damage Control is an active module, they could not limit you to fit only one but they had the ability to limit you to have only one active at a time.
So why not change all those bonuses to role bonuses today? I guess they don't see it as important enough change to do. To the players it would only be a cosmetic change while back end changes needed would probably be fairly large.
TLDR: Why do we have per level bonuses for a a skill that requires level 5? It's for legacy reasons, when the T2 ships where initial added to the game it was not possible to do it in any other way because their code did not support all the types things it does today.
"Memories are meant to fade. They're designed that way for a reason."
|

Saleika Issikainen
Sassikainen
11
|
Posted - 2014.08.19 10:17:00 -
[223] - Quote
digitalwanderer wrote:if the system wasn't what it is and I could do what I can without training all of this to lvl 5, I would have gotten bored of the game a long time ago, since the challenge wouldn't be there. I admit, I laughed. I genuinely hope this entire post is a satire on how scrubby dad gamers play EVE. |

Saleika Issikainen
Sassikainen
13
|
Posted - 2014.08.19 10:17:11 -
[224] - Quote
digitalwanderer wrote:if the system wasn't what it is and I could do what I can without training all of this to lvl 5, I would have gotten bored of the game a long time ago, since the challenge wouldn't be there. I admit, I laughed. I genuinely hope this entire post is a satire on how scrubby dad gamers play EVE. |

Rain6637
Team Evil
15872
|
Posted - 2014.08.26 21:53:00 -
[225] - Quote
completely honest: some ideas I throw out there purely for the exercise in written argument or sophistry.
post stuff, see what sticks. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Rain6637
GoonWaffe Goonswarm Federation
25140
|
Posted - 2014.08.26 21:53:49 -
[226] - Quote
completely honest: some ideas I throw out there purely for the exercise in written argument or sophistry.
post stuff, see what sticks.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|

Christopher Mabata
Dominion Tenebrarum Reverberation Project
160
|
Posted - 2014.08.26 23:37:00 -
[227] - Quote
Honestly As an older player i say keep the train times, not because i trained them to 5 and i dont want other people to train them to 5 or take less time but because when you can fly a t2 ship well and you get good in it it makes everything feel that much better and every second you spent training pays off. Like training into an arazu and dropping bombers on a ratting battleship it just feels good. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
320
|
Posted - 2014.08.26 23:37:32 -
[228] - Quote
Honestly As an older player i say keep the train times, not because i trained them to 5 and i dont want other people to train them to 5 or take less time but because when you can fly a t2 ship well and you get good in it it makes everything feel that much better and every second you spent training pays off. Like training into an arazu and dropping bombers on a ratting battleship it just feels good.
#USA #PODSQUAD #Waitthisisn'ttwitterthenewlookconfusedme
|

Ruffy Liqueur
The Mjolnir Bloc The Bloc
0
|
Posted - 2014.11.17 18:24:00 -
[229] - Quote
Rain6637 wrote:In the case of T2 ships that receive a bonus per level of a skill, but also have the skill level V as a requirement
such as the scimitar and Minmatar cruiser skill V
In your opinion, what are the pros and cons of the SP barrier?
I am of the opinion that level V skill requirements are too prohibitive, when training each level provides a benefit anyway, and the main reason for training a skill should be the bonus. ...and as a hard requirement and a barrier, it places the incentive of flying the ship too far off.
What I'm suggesting is skill level V requirements should be reduced to IV or lower. This would result in a wider spread of effectiveness in ships such as logistics and T2, from what they are now with full skills to partially-skilled and less capable in their role.
don't worry about sparing my feelings. I'd like to have this discussion, and/so strong language and opinions are OK.
That's a good idea. But CCP should handout penalties... really heavy penalties (reduced power grid, CPU, capacitor, lower tracking speed, etc.) to a point that they''re forced to be in a fail fit and a liability.
So you want to fly that Guardian? Here fly a Guardian with half the capacitor and half repair range.
That's a win/win/win situations.
|

Rain6637
GoonWaffe Goonswarm Federation
25150
|
Posted - 2014.11.17 18:51:12 -
[230] - Quote
This is a relief, that someone gets it. Let that player fly the level III across the board Guardian.
Lately CCP has been on a kick about "because choice," which I think level V skill prereqs fall under. I'm not exaggerating for the sake of my point, I honestly think it qualifies as part of the "lack of choice" category of things to change.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|
|

Tau Cabalander
Retirement Retreat Working Stiffs
4342
|
Posted - 2014.11.17 18:54:16 -
[231] - Quote
Way to necro a 3 month old thread  |

Rain6637
GoonWaffe Goonswarm Federation
25186
|
Posted - 2014.11.17 21:47:01 -
[232] - Quote
Yeah, Ruffy, forgot to thank you for the bump
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|

Ras Al-Gul
The Scope Gallente Federation
1
|
Posted - 2014.11.26 21:09:46 -
[233] - Quote
In the case of lvl 5 skill requirements also being listed as a "per lvl bonus" on a specific ship hull why not just leave the requirment at lvl 5 but apply the full bonus to the hull?
People still need to jump the hurdle and logically it would make more sense.
But to lower t2 ship reqs only to allow more players to be able to hope into them quicker wouldnt work as an improvmemt because eve in general is a game built around skill points opening doors and having something displayed externally to other pilots that projects at least some air of accomplishment.
I totally get what your saying but this path leads to all ships having lvl 1 reqs. |

Saturday Beerun
Lost Ark Enterprises
28
|
Posted - 2014.12.12 15:40:12 -
[234] - Quote
The skill system in eve is broken.In some areas badly.Whereas some make real sense and are worthwhile.Wording of skill descriptions is terrible,ambiguous and confusing.My skill set for my banned char tells me I can fly a Fenrir,but I cant train the skill to fly it.Thats the only one I can remember right now.Can't be arsed to log on and trawl through the crap.
I Want The Black Vindicator Back
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Rain6637
GoonWaffe Goonswarm Federation
26986
|
Posted - 2014.12.12 15:46:06 -
[235] - Quote
Ras Al-Gul wrote:I totally get what your saying but this path leads to all ships having lvl 1 reqs. that's the point, yes.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Antillie Sa'Kan
Forging Industries Silent Infinity
810
|
Posted - 2014.12.12 16:22:04 -
[236] - Quote
Rain6637 wrote:that's the point, yes. And that is why it's a bad idea. |

Rain6637
GoonWaffe Goonswarm Federation
26990
|
Posted - 2014.12.12 17:50:36 -
[237] - Quote
do you think it is a bad idea for reasons, or do you feel it is a bad idea and then think of reasons to support it.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Quanah Comanche
Republic Military School Minmatar Republic
0
|
Posted - 2014.12.12 19:54:03 -
[238] - Quote
This necro thread is full of win. |

Antillie Sa'Kan
Forging Industries Silent Infinity
812
|
Posted - 2014.12.12 21:22:23 -
[239] - Quote
Rain6637 wrote:do you think it is a bad idea for reasons, or do you feel it is a bad idea and then think of reasons to support it. For reasons I have already made very clear earlier in the thread.
BRAAAIIINNNNNSSSSS...... |

Rain6637
GoonWaffe Goonswarm Federation
26993
|
Posted - 2014.12.12 21:48:53 -
[240] - Quote
if youre right, then hey not much i can say.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
|
|

Ishen Villone
GoonWaffe Goonswarm Federation
37
|
Posted - 2014.12.16 01:02:57 -
[241] - Quote
Disproportionately higher training time results in disproportionately higher benefits. :shrug: |

Jeremy Kamira
22
|
Posted - 2014.12.25 20:54:28 -
[242] - Quote
Gully Alex Foyle wrote:^^logi is a great example.
I was about to train T2 logi, then realized it would've been pointless to do so before getting the higher-rank lvl Vs I'm still missing, such as cap mgmt, fuel conservation, remote reps and high speed maneuvering (they're all cap skills).
Problem is, all these lvl 5s add up and it'll be at least 2 months or so before I'll be more effective in a t2 logi than in a t1.
I honestly do not understand the reason for such a long wait. While I wait, not only I won't fly t2 logi, but my mates will have one less t2 logi to count on and my enemies will have one less 200+ mil ship to shoot at.
If I'm not benefiting from the long wait, my corpmates aren't benefiting from it and neither are my enemies, who the hell is? If nobody is benefiting, what's the purpose of these training times?
I'd take Rain's point a bit further and say lvl v are simply too damn long. Reducing the time (sp) by 50-70% would benefit everybody: still long enough to make choices meaningful, but without being just boring time sinks.
Only REAL problem is, older players would rage about it.
I have yet to read one single poster opposing shorter training times but at the same time saying or implying that he/she wouldn't take it personally if someone gets candy earlier/easier than they did.
The ****. If you get all your core skills to 4 then you will be stable in most standard t2 logi fits. |

Rain6637
GoonWaffe Goonswarm Federation
28560
|
Posted - 2014.12.25 21:06:06 -
[243] - Quote
most T2 logi fits are weird, and involve undersized reps. However, that level IV fits are possible is another reason non-V skill logi should be allowed, for variation in performance.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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Tradew1nd
White Talon Holdings
1
|
Posted - 2014.12.28 10:33:07 -
[244] - Quote
https://yourlogicalfallacyis.com/
this thread needs this link badly. Strawmen, loaded questions and composition/division EVERYWHERE.
fwiw, I am opposed to the removal of L5 skill requirements, but not because of personal issues, I'd still have my full bonuses and enjoy them (like I do recons V and logi V). my problem with it is that it is currently the biggest generator of artificial scarcity, and as soon as ISK becomes the major barrier of entry the level of demand for T2 stuff is going to make the market go ****-up in a hurry, and I cannot think of any situation where a drastic shortening of training time requirements wouldn't have that similar effect. |

Rain6637
GoonWaffe Goonswarm Federation
28926
|
Posted - 2014.12.28 21:18:00 -
[245] - Quote
but that's all the fun parts!
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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Hulk Miner
White Horse Incorporated
20
|
Posted - 2014.12.29 11:00:33 -
[246] - Quote
I get the point you are trying to make about T2 ships requiring the racial hull skill to level 5 before stepping into a T2 ship. As many have mentioned it is about specialization. T2 hulls have a major upgrade in stats and resistances which should not be accessed straight away by a new player as this would skew the balance of the game.
Maybe if racial hull skills had a new modifier bonus linked to them so it would diminish the bonuses that T2 ships have bringing them more in line with a T1 hull. This could unlock more of the bonuses a T2 brings over the T1 hull when skill levels are trained.
Ships bonuses would be all over the place based on skill levels of pilots spicing it up for all. |

Rain6637
GoonWaffe Goonswarm Federation
29571
|
Posted - 2015.01.22 10:38:45 -
[247] - Quote
I'm posting in this thread rather than starting a F&I, despite having yet another bad experience with skills. I tried to use the 20 days free training to get my nubby 2003 characters into either interceptors or covops, to light cynos. It looks like I won't make it, because this.
I've mentioned in a couple other places that I wouldn't start recommending EVE to people (I haven't, at all, so far. I wouldn't wish this experience on them). One thing that prevents me from having faith in CCP is the other example of what is very thoughtful, compared to what is in practice. Mastery level 1 is what I think a ship's minimum skills should look like. In contrast, I think the minimums we have right now are vapid, money-grubbing, and it is boring to boot.
If you're wondering why players burn out after four weeks, it might be the impossible time walls, and the truly arbitrary assignment of prerequisite skills. I haven't trained core skills in a while, so I was surprised when attempting to inject Interceptor and Covops, after having Caldari Frigate V gave me a message saying I needed Evasive Maneuvering V. Which told me I needed Navigation II.
If you think I'm dumping more ISK or an additional sub to train covops I or interceptors I, you're mistaken.
People ask me from time to time if I'd work for CCP. Doing what, I don't know, but it doesn't matter. I simply don't have faith in the company, so why would I. Not when such a big part of the gameplay is incredibly bad.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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Baneken
Arctic Light Inc. Arctic Light
458
|
Posted - 2015.01.22 14:39:32 -
[248] - Quote
What you're asking is instant lvl 80 characters and that's not going to happen. |

Rain6637
GoonWaffe Goonswarm Federation
29576
|
Posted - 2015.01.22 14:48:07 -
[249] - Quote
oh my god.
Perhaps the magical role bonus should be split into a per-mastery level basis. Then there wouldn't be the real and perceived "poof magic" ship efficiency effect. Base hull bonuses could be split into, you know, per-base hull skill not just in name, but also in practice, by allowing the ship to be flown from skill level I to V, rather than requiring V up-front.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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