Aterna
Minmatar M'8'S
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Posted - 2006.09.17 18:09:00 -
[1]
After reading through this thread and finding the arguments in here being:
"noobs need all learning to 5 at the start"
"adv learning needs to have prereq of 4"
"noobs dont need squat, they have to earn it like we did"
"if we reduce the timesink, then they just have to make more money sooner"
"People who spend 2 months doing nothing but training learning leave before they see the game."
My response to argument 1: That would solve the problem of learning faster, but a noob is someone who doesn't know what they are doing. giving them all learning at 5 just speeds up their movement into ships that are too big for them. They spend less time sitting in small ships that they can afford to fly and lose. The longer it takes to get into a BS, the more time you have to learn how to fly your cruisers, and gain valuable experience that will let you fly a BS better
Argument 2: This would benefit a noob somewhat, but they still have an initial month of agony to overcome.
Argument 3: You aren't worth answering. Argument 4: If you give a person the ability to train rapidly into something they dont know how to fly, they end up spending a lot more money at the beginning, which is where it matters most, simply because their ability to make money is very low, compared to people with as few 4 or 5 months of experience and skills. It sets a steeper learning curve, which this game already has one thats like a [expletive] cliff.
Argument 5: I'd tend to agree with this one, in that why play a game when there isn't anything to do but look at your noob ship in the hangar while you wait for a bar to fill? There isn't. But that's cool, I can play my Xbox instead. But wait, if that's all this is going to be for the next few months, then why bother to pay 15 a month?
People mentioned how rewarding it was to see that next long skill finish, but for the first few months, most new players that go this route aren't even playing, they are logging on/off to change skills. there's no gratification in that.
If they are actively playing, they are going to be losing ships, browsing the market, seeing that "jesus, i wish i could use that." That's when they break from their hallowed learning skill plan and start training skills that affect their performance...
My personal experience with learning skills (I've been playing since march or april, I can't remember), is that initial ship skills, like the ability to fit an afterburner, armor/shield repper, plate, energized resist plates, webbers, cap rechargers and the like are more importan then getting learning up. And most of those modules only require 1 level of the required skills, so they take only minutes to train to use. Once I was able to use most of those skills, I went back and trained learning to 3 or 4.
I bounced back and forth between learning and ship skills, slowly earning my way towards selected T2 modules like reppers and cap batteries. One thing i did that it looks like most people overlook, is that training up every single learning skill to adv 4 all at once, isn't as much of a benefit. I trained up the advanced skills i wanted, in order to learn certain skills quicker. I trained up Intelligence and Memory to learn Engineering, Mechanic, and Electronics skills quicker.
I went back and trained Perception to advanced 3 for Drone skills, then I looked at Willpower and saw that from the requisite 7 or 8 days of training to go from basic 4 to advanced 4, i would only gain maybe 5 hours of time saved on a 12 day skill, I said F that and left it at 4.
So i mixed my skill training and can now fly a damn good BC or cruiser, and I can sit in an assault frigate and in a few more days, T2 small guns to go with it.
Summary: Mix ship skills with learning, it makes the game so much more rewarding. |