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Gregor Parud
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Posted - 2015.01.25 11:44:00 -
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Just as lazy carebears start "wouldn't it be better if we'd just remove [action that requires 3 braincells] or [allowing random people into your mission] or [forced PVP] threads, other lazy risk averse people start "wouldn't it be better if we'd remove implants and attributes, we'd surely start pvping more". And they always try to sell it as "it would be better for the game" while they actually mean "it would be better for me, because I'm lazy". It's always obvious, it's always hilarious.
Attributes are FINE and allow you to make choices, choices which have pros and drawbacks; if you choose to focus your attribs then you choose to not train fast outside that focus. If you don't like that then don't choose a focussed remap. A simple case of "actions have consequences" and the more consequences you remove from the game, the less it remains EVE.
People want to have their cake and eat it, and they'll come up with amazingly "well thought out " (lol) reasonings and logical posts as to why they should be allowed exactly that. NO! |

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Posted - 2015.01.25 12:49:32 -
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Memphis Baas wrote:Gregor Parud wrote:And they always try to sell it as "it would be better for the game" while they actually mean "it would be better for me, because I'm lazy".
Oh no, I'm fully in the "it would be better for me" camp, but laziness has nothing to do with it. I'm risk-averse, sitting in station not undocking, because I have exactly 18 more days of train 2 chars on 1 account left, and the skills fit exactly in this time frame, so losing my +3's would cost me a whole another plex (to extend dual training). With the change, CODE would get soo many more potshots at me and my full industrial. But right now they'll have to wait 18 days. Anyway, that's my selfish reason. Did understanding it make a difference in your opinion?
That is such a fringe situation it's not even funny and probably made up. |

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Posted - 2015.01.25 13:12:40 -
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Winter Archipelago wrote:While I would be for the removal of attribute points and remapping, I think that attribute implants should stay. They give a bit of a bonus for the Risk vs. Reward out there, and are no different from combat-related implants. The implants give a bonus when they're used, just like combat implants do. You aren't being penalized when you don't use them, you just aren't getting the bonus from them. Gregor Parud wrote: That is such a fringe situation it's not even funny and probably made up.
It's a stretch, but it's a real situation. There are a few basic alt skillplans (such as PI or basic research) that can be squeezed into a barely-sub-15-day plan, so you could create two alts on one account using a single 30-day dual-training. Those types of characters, however, tend to be in the "no reason to ever undock" or "almost worthless until they're actually finished" categories. So while it's a real situation, the characters in question will probably either never undock, anyway, or will only be worth undocking once their final skills are trained, which means that the removal of remaps and / or implants wouldn't really affect them, anyway.
It's the same with remaps. You're not being penalised if you use a well rounded attrib remap but you get a bonus if you go for a focussed one. So you just answered that one yourself.
So, the main reason to completely change the game and lose "choices have consequences" is because some random alts will have it easier? How is that in any way a valid reason. |

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Posted - 2015.01.25 14:21:40 -
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Incestuous Criticism wrote:Red Teufel wrote:I think it will just give more gameplay options for the players. CCP is removing the bull with the intent to give you better options and more content. So don't be upset. The good bit is about to happen when sov is revamped. I expect some crazy fun in null soon. How does removing implants etc give more game play options. At the end of the day, if you dont want to use them then dont plug them in. Then you can fly and die as many times as you want. Removing them hoping that people will do more PVP is stupid.
You read that all wrong, what he actually said was "this will make it a lot easier for me, fck the game. I want things easy, without effort and instant. I just tried to make it sound as if I had a valid reason". |

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Posted - 2015.01.25 16:57:44 -
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Shayla Sh'inlux wrote:I've suggested years ago to remove learning implants because all they do is make people more risk-averse.
Shayla Sh'inlux wrote:Replace said attribute implants with a TON of new and exciting (and useful!) hardwiring implants. All of which of course are destroyed upon clone death.
Ah right, so you want to remove learning implants because it makes ppl risk averse and replace... them... with other implants which... somehow don't make people risk averse.
Are you really sure you're not lying and just want a flat learning speed without having to deal with bad choices in regards to your own remaps, or perhaps want almost full learning speed without the risk? Because your logic makes no sense. |

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Posted - 2015.01.25 18:48:06 -
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Commentus Nolen wrote:As a new player I was unsure about remaps so I went to Eve University http://wiki.eveuniversity.org/Skills_and_Learning and read the page. I think I see why removing attributes may be something they are looking at. In the past (if I am correct) new content came out about once a year so you could hold off on your remap to see what was new and remap accordingly. Now with new content and changes coming out monthly on CCP's new schedule it is affecting game play. People want try out new ships, explore WH space and different fits. Just look at the changes to fleet doctrine, gang fights and the new T3 ships. The whole underlying meta of attributes is now getting in the way of these changes and emergent game play. Yes they could allow us to remap more often but that still just reduces the need and impact of attributes. EVE is no longer a snail on guide rails as far as changes go, it wants to expand and entice players old and new to try new things and speed up player created game play and I think the need of attributes and remapping may be standing in the way.
You can do that just fine, by choosing an all round remap. |

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Posted - 2015.01.25 18:51:28 -
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for combat perc/int |

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Posted - 2015.01.25 19:19:24 -
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Commentus Nolen wrote:Gregor Parud wrote:for combat perc/int And what about logi, scanning, cloaking, ect. Do they all use perc/int? What is the big thing now Bombers, does training up all the skills needed revolve around perc/int. (I really don't know) Your alliance or corp may need players to quickly fill different slots for different roles for all the new changes that have come out, do you remap for those and then are stuck for a whole year. Also, if perc/int are the all around best defaults why would you would cripple yourself changing to something else. Again, removing attributes would have no effect on the core meta of EVE which is killing ships.
What, you mean to say that you can't have everything at the same time? "What if I trained Amarr ships and now you buff Gallente, that's not fair because I will have to train up Gallente now. CCP should remove all factions and keep just one" is the same dumb, non-effort logic.
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Posted - 2015.01.25 19:31:55 -
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It's EXACTLY the same thing: "I made a choice a while ago and now I want to come back on that choice. I don't care if it's good for the game or not, I just want my instant gratification NAO and want CCP to change the game so that I can't make choices anymore, while at the same time also making it super easy by upping the base stats to (near) max current options".
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Posted - 2015.01.25 19:37:12 -
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Dracones wrote:Incestuous Criticism wrote:If it aint broke, dont fix it (or in this case stuff around with it).
Actually it is broken. Remapping and planning year long skill plans around.
No one is forcing you to do this, you can play just fine without ever remapping or by remapping to an all round decent option. You just want the full advantage without having to give it any thought or without there being possible downsides to the choices you make.
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Posted - 2015.01.25 19:49:43 -
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Commentus Nolen wrote:Gregor Parud wrote:It's EXACTLY the same thing: "I made a choice a while ago and now I want to come back on that choice. I don't care if it's good for the game or not, I just want my instant gratification NAO and want CCP to change the game so that I can't make choices anymore, while at the same time also making it super easy by upping the base stats to (near) max current options".
You may be asking for instant gratification but I was not (see what I did there) I was just pointing out a reason why """I""" thought CCP may be looking at revamping or removing attributes and how they could be holding back the game. I get you don't like change but making dismissive statements does not a counter point make.
Ah yes, they're holding back the game. It's all for the betterment of the GAME. It's not about you wanting it easy... |

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Posted - 2015.01.25 20:19:24 -
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Dracones wrote:Gregor Parud wrote: No one is forcing you to do this, you can play just fine without ever remapping or by remapping to an all round decent option. You just want the full advantage without having to give it any thought or without there being possible downsides to the choices you make.
Actually I played the game for years just fine when re-mapping wasn't even an option. So no, this isn't a "you want it easy, I walked uphill 5 miles in the snow both ways, grumble grumble". Re-mapping impacts newbies way more than older players because they have so many more skills to train, they need to diversify their training, they often have no idea what skills they even need and they often have no clue what they even want to do in the game. And the reason for leaving it in is so people who use 3rd party tools can get 10-15% more SP? Just sink it into implants instead. Newbies can use cheap ones or focus on buying implants that focus on their current specific path while vets and "I'm training for my titan" guys can buy 1 billion isk training implants.
THINK OF THE NEWBIES! Malcanis' law applies here just fine. Besides, if it's "just 10-15%" as you put it then it doesn't really matter at all, does it.
It's all excuses, it's people who want to min-max without the min part. Nothing more, nothing less, and any "logic" or "reasoning" once could come up with is just a "I don't like consequences to my choices and I would like to have MOAR without any drawbacks" while trying to mask it as "nonono, it's better for the game, it's for the newbies don't you see".
And the more people try to concoct these hilarious :reasons: the more hilarious it becomes.
fact 1: no one is forced to remap fact 2: one can remap to a generally ok option that fits a chosen play style fact 3: new players have 3 remaps to toy with, that's more than enough fact 4: this is EVE, where your choice may have consequences fact 5: people don't like consequences and will make up stories about how the game would be better off without them
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Posted - 2015.01.25 20:26:20 -
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Commentus Nolen wrote:Remember I am an almost new player.
So engaging in this topic I learned about remapping, now my question is what do attributes do for you beyond your speed of learning certain skills.
Do they increase your DPS, ship speed, range or targeting speed, using these as just a few examples.
This information will help me remap my attributes.
Thank you.
Attributes affect how fast you can learn skills. All skills have 2 attribs, a main one and a secondary one. The higher your attribs are the faster you'll train skills that make use of those attribs.
Generally attribs are kinda grouped into skill pools. Gunnery, missiles and ship skills use perc and willpower. Most tanking and support ship skills are int/mem. Production related stuff is mostly mem and int. So you can see that, generally, one can make informed decision for their attribs based on what type of skills/play style they're looking for.
OR, one can just ignore it altogether, remap to a "decently good for everything, but with low charisma" remap and just stop bothering with it. EVE is not about skill points, it's not about having goals that lay ahead 2 years. It's about doing what you want to do (Most things in EVE can be done on low SP, people just have this minmax addiction where it has to be perfect).
So, you're fine to simply ignore it all and enjoy the game, you're fine to find a generally logical remap and leave it at that. You're also fine to go full min-max, but that means that along with the max you also have to agree to the min. And this is the crux of this whole debate, people want the max but aren't prepared for the min, so they come up with amazing solutions that (amazingly) always includes upping attribs to (near) max, while having no min at all. |

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Posted - 2015.01.25 20:27:51 -
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Solhild wrote:My main has 125 million s.p. and I've been here since 2008. My humble view is that I think the whole learning/attribute/remap thing has had its day. Hardwiring implants should be used more and fresh characters should feel less of a gap in their potential. Seriously, just get rid of that nonsense and train skills you want without having to worry about waiting a year when it's better value for your attribute map. In fact, I'd happily support a remap that allowed all skill points to be remapped to different skills every year.
What are the chances you're out of remaps and your training plan runs out in 2-4 month, and you want to switch attribs then? So you're rallying for CCP to remove them completely and hope it'll be done before your plan runs out? |

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Posted - 2015.01.25 20:55:46 -
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Dracones wrote:Gregor Parud wrote:[quote=Dracones][quote=Gregor Parud] fact 4: this is EVE, where your choice may have consequences
Then why were remaps even added to the game? If choices are supposed to have these heavy consequences, then remaps never should've been added and you get locked into the type of character as soon as you hit the create character button. This could even be newbie friendly with "Choose the type of character you want to play: Industrial, Science, Combat" etc. And yet neural remaps were added. And training skills were removed. Attributes going away with the choice being in the learning implants you run seems like the next logical step. It's a quality of life improvement(no year long skill planning, no 3rd party tool requirements) with the only downside being that the game gets less complex.
Remaps were added because the standard attribs were a) bad and b) gave you no options. And now you want to remove options again?
Learning skills were removed because they didn't add any gameplay and would force someone who chose to go for them to do nothing for 2 months. Quite different from what we have here; people aren't "doing nothing" with the current system whether they ignore the remaps or go for a min/max one. So, those changes aren't a precedent for these.... ideas.
"quality of life" is not the same as "lol @ effort and consequences", HTFU. |

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Posted - 2015.01.25 22:06:32 -
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Unezka Turigahl wrote:The entire skills system is nothing but a Skinner's Box. LOL @ people who think that training skills has any value/gameplay/skill involved. It is all a scam. There is no valid argument in favor of learning implants or attributes, it is simply complexity within a system that is designed solely to keep players subscribed. It is all a worthless time sink.
Get rid of attributes, get rid of learning implants, give everyone the current max SP/hour. Give all new players lvl 3 in all engineering and navigation skills while you're at it. Training a bunch of 5-20 minute skills to be able to fit basic modules is dumb.
COD is that way ---------> |

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Posted - 2015.01.26 08:02:09 -
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The Connoisseur wrote:I don't see this as a bad thing at all. As it stands the quickest way to skill up efficiently is to not play the game and sit in a station with +4's/+5's to try to catchup in the sp rat race that so many new players see separating them from veterans. The game heavily rewards you for efficiency when it comes to your sp allocation. Attributes along with learning implants create a gameplay adversion, not a risk adversion. It is a system where the rich who do nothing win. EVE should be about fun risk, not a game of defend your mandatory learning implants so you can skill up fast enough to catch up and do what you want to do. I for one would love to not continue wasting jc timers and living by said timers in order to skill up at a decent rate.
There is no SP rat race, it's only an SP rat race if you want it to be or perceive it that way. What you're saying is nothing other than "we should all start at lvl 90, the levelling system is a rat race and frankly it's not important. The only important thing is the end game because I'm one of those people who want to min-max, but without the min and I just don't understand how one could do well without being maxed out". |

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Posted - 2015.01.26 09:32:37 -
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Fu Qjoo wrote:Can't wait to see this implant/skill/attribute crap go away. I will still be not smart enough to understand this game but every little thing helps. And please give autopvp/automine/autorat/autoincursion option. And autouse best blueprint please. One day the game will be dumbed down enough so I might even undock my ship (please make undock button bigger). Anyone knows how I can board my ship btw?
Start a thread on how we all really should start in titans, fitted and ready, without even having to board them. Sure, they'll have to adapt the career tutorial to "blap these NPC dreads" but it'll be worth it.
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Posted - 2015.01.26 14:25:32 -
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McChicken Combo HalfMayo wrote:Gregor Parud wrote:The Connoisseur wrote:I don't see this as a bad thing at all. As it stands the quickest way to skill up efficiently is to not play the game and sit in a station with +4's/+5's to try to catchup in the sp rat race that so many new players see separating them from veterans. The game heavily rewards you for efficiency when it comes to your sp allocation. Attributes along with learning implants create a gameplay adversion, not a risk adversion. It is a system where the rich who do nothing win. EVE should be about fun risk, not a game of defend your mandatory learning implants so you can skill up fast enough to catch up and do what you want to do. I for one would love to not continue wasting jc timers and living by said timers in order to skill up at a decent rate. There is no SP rat race, it's only an SP rat race if you want it to be or perceive it that way. What you're saying is nothing other than "we should all start at lvl 90, the levelling system is a rat race and frankly it's not important. The only important thing is the end game because I'm one of those people who want to min-max, but without the min and I just don't understand how one could do well without being maxed out". Not we should all start at lvl 90. We should all progress to lvl 90 at the same pace. New players quicker perhaps. New players are affected most adversely by the current system. They are already behind in SP and that will forever be the case unless they purchase a character. To make matters worse, they are in less of a position than older players in being able to afford to replace lost learning implants when podded. Right now the system benefits veterans over newbies. It should be the opposite. No learning implants and an expansion on the learning boosters so they work for closer to a year (with diminishing returns over that time).
- we all should get isk at the same rate too! No matter what you do, which choices you make, we all should get the same isk/hour. Older players had enough time to make isk so it's really for the benefit of new players that we all have the same income.
- this whole racial ships thing is just terrible, if I train another race than you then that's just not cool, lets remove races and only have one left so we all train the same one. Older players had the time to train all four of them, new players haven't yet and it's just not fair that.
- everyone should be able to moon mine the cool moons, I mean older players have had the time to make friends something new players still have to do, this is clearly not fair and it would just be easier for new players if they could moon mine.
- why can older players have the really cool ships (super caps are awesome yo), have all the friends and have had the time to conquer 0.0. Clearly this is not fair on new players, why can't they fly Titans. I'd say we remove all T2 ships, all capitals and remove corporations., alliances and whatnot. These are all unfair advantages older players have been able to build up over time which newbies obviously haven't yet.
ALL PROGRESS AND CHOICES IN A SANDBOX MMO ARE CLEARLY A PLOT TO KEEP THE NEWBIES FROM PLAYING THE GAME!
Oh wait, no. People can make choices just fine, they can choose to optimise min-max or they can choose not to; they'll still do fine.
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Posted - 2015.01.26 14:28:19 -
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The Connoisseur wrote:Gregor Parud wrote:The Connoisseur wrote:I don't see this as a bad thing at all. As it stands the quickest way to skill up efficiently is to not play the game and sit in a station with +4's/+5's to try to catchup in the sp rat race that so many new players see separating them from veterans. The game heavily rewards you for efficiency when it comes to your sp allocation. Attributes along with learning implants create a gameplay adversion, not a risk adversion. It is a system where the rich who do nothing win. EVE should be about fun risk, not a game of defend your mandatory learning implants so you can skill up fast enough to catch up and do what you want to do. I for one would love to not continue wasting jc timers and living by said timers in order to skill up at a decent rate. There is no SP rat race, it's only an SP rat race if you want it to be or perceive it that way. What you're saying is nothing other than "we should all start at lvl 90, the levelling system is a rat race and frankly it's not important. The only important thing is the end game because I'm one of those people who want to min-max, but without the min and I just don't understand how one could do well without being maxed out". Uh, no, that isn't what I said. What I said is pretty plain and clear in the quote box at the top of your post. Pls no strawman/slippery slope/He wants WoW. The current system rewards establishing an expensive implant learning clone and gameplay adversion with faster progression than those who choose to play and are newer and can't afford to risk/buy implants just to skill up and a decent rate. This is bad. SkillIng shouldn't favor gameplay adversion. It should be even ground to those who actually undock and go out and have a blast. Rate of progression should never have pay-and-don't-play-to-win barriers, and that is what it currently is.
No, it doesn't reward that because.... that person isn't actually playing the game and having fun. QED.
People can choose, play the game without worrying too much about how you're not maxing your sp/h and having fun doing so OR play the min max game and... do nothing for a while. How is that not balanced? |
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Posted - 2015.01.26 15:14:25 -
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The Connoisseur wrote:Do you realize that every response you give is a strawman/slippery slope and has nothing to do with what we are talking about?
They're all similar to your "New players are affected most adversely by the current system. They are already behind in SP and that will forever be the case unless they purchase a character. To make matters worse, they are in less of a position than older players in being able to afford to replace lost learning implants when podded".
I'll agree that my list is silly, just as your logic is in this regard. That's the point.
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Posted - 2015.01.26 15:17:04 -
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Olive branch time:
We remove implants, we remove remaps. BUT, we don't get compensated for the loss of training speed through increased base attribs. So they stay 19-20 attrib points.
That way everyone has the same learning speed and all is fine. |

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Posted - 2015.01.26 16:57:34 -
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Dominique Vasilkovsky wrote:Gregor Parud wrote:Olive branch time:
We remove implants, we remove remaps. BUT, we don't get compensated for the loss of training speed through increased base attribs. So they stay 19-20 attrib points.
That way everyone has the same learning speed and all is fine. At 1800SP/h the skill training will be reduced a good 33% so it will be worse for the low SP characters as it will take even longer for them to catch up.
They can't catch up, older players will get SP at the same rate regardless of what that rate is. But isn't that what people in this thread want? Equality?
I thought this thread was about not giving older, more wealthy players, and advantage so I'm sure everyone will agree to a no remaps, no implants solution, regardless of the base attribs as it creates equality? What's wrong with the base 19-20 attribs? |

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Posted - 2015.01.26 17:49:28 -
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Dominique Vasilkovsky wrote:Gregor Parud wrote:I thought this thread was about not giving older, more wealthy players, and advantage so I'm sure everyone will agree to a no remaps, no implants solution, regardless of the base attribs as it creates equality? What's wrong with the base 19-20 attribs? What I can do after 9 years with an average of 2447SP/h will take a new starter a good 12+ years to do due to a lower speed cap (1800SP/h). If the cap is set to 2700SP/h for everyone that same new starter would be at my current level after only 8 years.
No, your logic is flawed. I thought this was about evening the playing field, removing implants and remaps? Regardless of what everyone's SP/h will be set to, newbies will never catch up to older players so given that it really doesn't matter what the sp/h is.
Or... could it be... just perhaps... that this isn't at all about equality, but about how you and everyone else want 2700SP/h without any of the downsides? That this whole "nonono, it's better for the game and the newbies, THINK OF THE NEWBIES!" is just a lie?
SAY IT AINT SO!
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Posted - 2015.01.26 18:02:57 -
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Black Dranzer wrote:Ahh, politics.
Nice try, but it's just a shill.
Removing implants and remaps does not in any way diminish or remove this "problem" (ps, there is no problem). It's all just clueless people trying their best to convince others of how sincere they are. Newbies do not get into a better position if remaps or implants get removed.
All that gets removed is possible risk and consequences to choices, which is of course what bad EVE players want.
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Posted - 2015.01.26 18:07:48 -
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Solops Crendraven wrote:Black Dranzer wrote:Ahh, politics. You couldnt Have Said this any better And The Faster this Happens even more the Better. however Veterens should be Compensated.
It's funny how a quick facts check shows both of you to be amazingly inept at EVE, yet you somehow try to portray yourselves as being capable of knowing what's best for the game.
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Posted - 2015.01.26 18:37:01 -
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Solops Crendraven wrote:You right Im Far from being a Eve expert However From A Paying Customer and My Individual point of view Paying $100 dollars a Month for subs I would be rather spending my Isk Buying Ships and Blowing up ships ASAP. Than waiting around training skills for 460 days to be able fly what I want and on top of that i gotta train for Implants that i can lose and evn lose more isk.Im sorry Its a scam to get us to pay more Money and Really its addictive like Crack I wouldve Cut my Lose a long time ago the reason I dont UNsub is I committed thousands of dollars to this game I would have to be crazy to terminate it (trust Ive thought about it)whatever CCP knows exactly what the are doing they know how to keep us addicted.
You just went full ******, never go full ******. Your hilariously dumb "caps on everything", which is just you being attention *****, and what you... typed gives an overall feeling of you being clueless on the game.
Also, you showcased just brilliantly as to why you're just a hypocrite liar. You're not in this "for the betterment of the game" or "think of the newbies", it's just you being selfish and want this for personal reasons which mostly have to do with your warped idea of how SP is important, and how you want to speed up training without downsides to get to your personal goals asap.
You can stop the charade, no one's buying it. |

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Posted - 2015.01.26 20:05:02 -
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Dominique Vasilkovsky wrote:They will never catch up to the people starting a decade earlier.
Exactly, so it doesn't matter what you do or change. Also, how is this a problem?
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Posted - 2015.01.26 20:17:25 -
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Frostys Virpio wrote:Gregor Parud wrote:Dominique Vasilkovsky wrote:They will never catch up to the people starting a decade earlier. Exactly, so it doesn't matter what you do or change. Also, how is this a problem? I think the point is that if it took player X 1,5 years to get let's say a perfect super carrier train, then it should not require player Y "1,5 years + something" to get it after any change. The newbies are already swamped with so much things they know nothing about getting optimal sp/hours even if they are cross training while learning WTF this game has to offer should not be seen as bad IMO.
Why not? How does it make sense to say "well, implants and remaps suck" and then go "if you change attribs, don't forget to add enough to make up for the fact we don't have implants and remaps anymore and please, assume max efficiency of course". These people who post in this thread are all posting for the betterment of the game dontyouknow, to make everyone equal so that newbies aren't left out of the loop.
It has nothing at all to do with how these folks want the benefits of remaps and implants without the downsides of losing the implants and sometimes having to train off-remap. I mean, that's what they keep saying. It also has nothing to do with how they think that skill points is a race, and that it somehow matters.
If you care about a distant long goal, put in the effort and risk to get there faster. If you aren't willing to do that then you'll get there slower. How is that "bad for the game"? |

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Don't breed. |
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Solops Crendraven wrote:Incestuous Criticism wrote:I know here is a crazy thought. Lets just wipe out all skill points and allow all players to start again. Then that way we can redo our skills that have been wasted on stuff that we should have put more thought into when we first started playing the game because I think it is unfair that new players have their hand held more than me. Every time subscriptions reach an extra 1000 then every player should get an allocated skill point because we are getting more players on board this so called boring game....  Actually Thats agreat Idea a option to reset our skills points they do that in LOL that is why they are so sucessfull maybe CCP should adapt that Businees Model.Sometimes the risky crazy Idea are the best "Fortune favors the Bold"
Fortune favours the smart, it wouldn't help you. |

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Solops Crendraven wrote:AkJon Ferguson wrote:Please just give us all the skills at V so that we never have to log in again and be done with it already! tia Skills at Level V Splendid Idea! Next Change: You Buy A Ship Its Unlocked Forever It Gets Destroyed And Spawns Again Just Like Your Clones However Thats For the next thread.
I see you're adopting the itrollu.jpg tactic. |

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Black Dranzer wrote:Gregor Parud wrote:It's funny how a quick facts check shows both of you to be amazingly inept at EVE, yet you somehow try to portray yourselves as being capable of knowing what's best for the game. I could fly a thousand poorly fitted Merlins into the abyss and it wouldn't invalidate anything I said. Getting your head around the nature of character progression is one of those things that any moderately educated person could reason about, even if they never played Eve. This has its roots deeper than Eve. The problem is that Eve players have this blind spot; They think their game is so damned special that none of the normal rules apply. I wasn't making a proposal, I was making a prediction. "Oh", I hear you cry out in contention, "but he's only predicting it because it's a change he wants". Let me be perfectly clear: There are many changes I want that I don't expect to be implemented, usually either because they're outside of the scope of reasonable implementation, or because they're changes with massive rippling effects. This is not one of those. This is a relatively minor change with a fairly positive outcome that CCP have, apparently, already been considering. If a thousand people rose up and screamed and threatened to burn another hole in a statue, they'd probably back off, but nobody's going to do that because most people realize this is a perfectly reasonable change not worth getting upset over. The kind of people rejecting this are the usual suspects. People with a fear of change, or a fear of "casualization", whatever the hell that even means. My favorite is the "ironic counter-argument" type. You know the one, it usually starts with "yes I agree" and then makes a half-assed attempt to fly down a "slippery slope" that's about as smooth as a gravel pit, usually concluding with "and then everybody gets a Titan and the game becomes Call of Warcraft". If Eve had its own enforced version of Goodwin's Law, these people would immediately be removed from civil discourse. Alas. No, this will not cripple the risk-reward dynamic. You could probably remove implants and even pods entirely and it still wouldn't cripple the risk-reward dynamic, because the average player is going to lose far more from ship deaths than pod deaths.
You talk a lot but there's not much really happening, you can try and use as much smoke and mirrors as you want to but that doesn't change the fact that it's obvious why you want these changes and thus why you're trying to smooth talk people into accepting the idea.
This is a gem btw: "No, this will not cripple the risk-reward dynamic. You could probably remove implants and even pods entirely and it still wouldn't cripple the risk-reward dynamic, because the average player is going to lose far more from ship deaths than pod deaths"
So with that being the case as you put it, why remove them if it's not a problem? |

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Black Dranzer wrote:Gregor Parud wrote:You talk a lot but there's not much really happening, you can try and use as much smoke and mirrors as you want to but that doesn't change the fact that it's obvious why you want these changes and thus why you're trying to smooth talk people into accepting the idea. The idea of being a smoke-and-mirrors smooth-talker is an awesome mental image. I'll take it as a compliment. I choose to picture myself in a tuxedo with a cigar. You will never be able to take this image away from me.Gregor Parud wrote:This is a gem btw: "No, this will not cripple the risk-reward dynamic. You could probably remove implants and even pods entirely and it still wouldn't cripple the risk-reward dynamic, because the average player is going to lose far more from ship deaths than pod deaths"
So with that being the case as you put it, why remove them if it's not a problem? Because you're trying to balance risk/reward when one of the currencies is skill points, and as has already been established, skill points are a finite resource. You can't magic more up, and you can't compensate for potential gain lost. Frankly I'm amazed that Strategic Cruisers are as popular as they are, given that if you lose one you lose SP, but then again I guess it's only SP for Strategic Cruisers, so maybe it balances out. I digress. When you ask people to choose between suboptimal SP and anything else, they're going to take the anything else. For rich people, this means flying around with +5s, but for less rich people this means sitting in station because they don't want to lose their +5s. It's not really risk reward when the risk outweighs the reward so heavily that nobody takes the risk.
Perhaps it's because... people accept risk in this pvp centric MMO where consequences can be harsh? I realise this may be a radical idea. And no the majority of people opt to NOT sit in stations with +5, if that were the case nothing much would happen in space. I don't know if you've been paying attention at all but people actually undock, some with +5 others without them.
So again, lots of :words: but no actual facts other than the obvious "I'm trying my utter best to sell this idea, because it suits me personally".
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CCP Darwin wrote:Gregor Parud wrote:people accept risk in this pvp centric MMO where consequences can be harsh? I'm not on the team that brought this question up with the CSM, but I do have a question for you. If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed? Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat? Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases? I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.
The problem is choice, or the removal thereof. I don't care about pod value.
This isn't about "streamlining" anymore, this is becoming "lets remove choices that may have consequences because players told us they don't like consequences". Some people choose to train fast, others choose to train slightly slower but at a lower cost per pod loss. Again others might go for pirate implants because that suits what they're doing at that moment. EVE is about making choices, pro active ones, to adapt and overcome the situation at hand.
See, the logic of "well doesn't every want to train fast, we mighty as well make it baseline" is of course something most people will agree to for their own personal benefit, not because it's good for the game or fitting for the game. If you'd ask people "would you want to start new characters with 100 bil isk" you'd probably get the same percentage of positive answers as you get to this change. That's how much value you should put on test groups like that: none at all.
On top of that, the logic of "lets remove them because everyone wants to use them anyway" can also easily apply to Slave implants. everyone wants to have those, might as well remove them and make it baseline. Everyone wants to scan faster, might as well make it baseline. Everyone wants snakes, might as well make them baseline. It's such a terrible logic it's beyond words.
Removing learning skills made good sense, they were terrible in a "you won't be playing the game for the first 2 months" and while technically they were of course choices realistically they were not, at some point you'd "choose" to train them resulting in zero "useful SP gain". No learning skills = good luck with that. Medical clone removal was logical, they didn't give one any sort of choice that would benefit players in different ways. No medical clone upgrade = good luck with that. Learning implants are not in that same realm, they ARE choices. One of many actually, all competing for the same slots and that is a GOOD thing because it forces the player to intelligent decisions based on his situation, which can have consequences. Even more so with the ease of jump clones there literally is no valid reason other than "many players told us they don't like to have to make choices".
I can see various reasons why one would want to ponder on removing learning skills:
- make missions, a main source for learning implants, less important and worthwhile. Easily solved by making implants drop from exploration, there's already precedents for this - open up those implant slots for funky other options. Making more and funky implants does not somehow mean that others need to be removed, it just means players have more options. More options = good, less options = bad - players are non-effort, lazy and really don't like how there's risk or planning involved in things. I doubt this will need explanation |

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Then we get to the whole "it's better for the newbies" logic, which is inherently false. "newbies can't pay for implants and as such this benefits older, richer players" looks like it makes sense but it doesn't. It's actually the other way round. Lets say a newbie grabs a Rifter and goes solo pvping, he runs into another Rifter flown by a much older player. He's already at an SP disadvantage (which doesn't necessarily mean he'll lose), what are the chances the older player will have slave implants (assuming a plated Rifter) if learning implants got removed? So now that newbie isn't only battling SP and experience, but now also combat related implants. And this translates to bigger scenarios as well: "haves" will be much more powerful in combat/trading/whatever than "not haves", now guess why capable 0.0 groups want to remove learning implants.
Malcanis' law applies: it would benefit older/richer players more than new players because suddenly older ones are not held back anymore by their "need" to train fast, they can pile on the advantages in form of implants. Training SP faster doesn't affect actual current gameplay, it just affects progress towards some (probably lulzy) long term goal.
So here's the reasons why people will tell you that learning implants need to go:
- "I hate risk". This is EVE, gtfo - "I don't like having to make choices". GTFO - "I think that # skill points are all important". They're not and if you feel they are they you have the choice of using implants for it - "it'll help newbies". It won't, it'll actually help older richer players because suddenly they're not held back anymore and can go full combat implants that DO affect actual current performance
All of those are selfish, short term good long term bad choices because that's what most players will opt for. (for an explanation on that I'd refer you to Richard Bartles' "Why virtual worlds are designed by newbies", it's a must read for game designers).
TL;DR: People want learning implants gone for the wrong reasons, mostly selfish and hidden agenda ones. Removing choice is a) bad and b) allows older players to go crazy on implants that WILL affect current gameplay scenario and WILL give them the upper hand |

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Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead.
And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops?
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Dominique Vasilkovsky wrote:Gregor Parud wrote:Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead. And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops? I never talked about helping newbies, I was just shooting down your stupid idea where you suggest it should take them 15 years to catch up to where we are after 10 years.
But they can't catch up, not in the current situation nor in the suggested one. All it'll do is allow you to not "have to" choose learning implants and instead use lol implants which will give you a massive benefit DURING their progress. In short; drop the pretence that you're doing this "for the good of newbies, so they can advance faster". You just want to soothe your OCD to a point where you will allow yourself to drop learning implants in favour of combat ones, because it would give you more advantages. |

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Dominique Vasilkovsky wrote:My average SP/h since birth is 2440, Gregor Parud suggested all SP accumilation should be locked at 1800. How are people going to reach the same number of SP in the same timeframe that way?
You realise that that post was sarcastic, to see who'd bite on it? To see who'd go "yes well equality is fine and all and I'll use it as my official reason to support the changes but I'm not really into it for the equality. I just want really fast, zero consequence skill training".
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Benny Ohu wrote:didn't need to upgrade your clone when you died neither did you
but you did
Losing SP can mean losing access to ships or modules. Technically you could stop training and do fine. Nice try at being witty btw, it's not really working. |
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Memphis Baas wrote:There are multiple interests at work regarding the issue of implants, imo:
- CCP wants to get us out of the stations and believe the loss of attribute implants will.
- We're addicted to them; I believe people will willingly give them up only if presented with overpowered alternatives (implant for immunity to warp disruption, ewar, being probed, appearing on d-scan, and the like).
- People who are making money from acquiring and selling these implants want to keep making money and are opposed to their removal.
- People who want to keep the game visceral or the way it was in the past are opposed to any change.
- People who want freebies would gladly take a free +5 to all attributes for free.
If the attribute implants that we're addicted to get removed, I believe implant usage will shrink down to the same proportions that rig usage has vs. unrigged ships. Most used rigs are generic (power grid, cpu, cap.) Also, once things settle down, CCP will want to nerf the ship stats so we have to use implants to keep the same firepower as before.
And then there's people who see through the bullshit and care about the actual result of removing them. |

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Mara Rinn wrote:Is it really "dumbing down" when the optimum training plan was to not play the game for two years, and removing attributes means people will actually play the game before they get bored of it?
Nothing is forcing you to do so.
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Mara Rinn wrote:Gregor Parud wrote:Mara Rinn wrote:Is it really "dumbing down" when the optimum training plan was to not play the game for two years, and removing attributes means people will actually play the game before they get bored of it?
Nothing is forcing you to do so. And yet people do. Why is that?
Because they choose to to play Skill Training Online, the rest of us just plays the game... as they choose. Why should we alter the game in a tremendous way, resulting in even less advantages for newbies, just because some of us decide to play by not playing?
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Mara Rinn wrote:Gregor Parud wrote:Because they choose to to play Skill Training Online, the rest of us just plays the game... as they choose. Why should we alter the game in a tremendous way, resulting in even less advantages for newbies, just because some of us decide to play by not playing?
Because for the rest of us who don't really care about optimising a few days out of a two year training plan, removal of attributes won't change the game we play. Removal of attributes will only alter things for the people who play Skill Training (Off/On)line (aka "Sokoban with Gantt Charts")
No, as stated earlier it will completely affect balance. Here's why.
There isn't much performance difference between combat/ship skills at lvl 4 or 5 and as such the "supervet vs newer player" isn't so much a battle of SP as it's capped by skill level and thus skill points are actually a balancing factor, in favour of newbies. The only thing that more SP gives you is more diversity in ships and choices, but in a 1v1 combat scenario this extra SP does nothing at all. Newbies have learning implants to "catch up" and vets have learning implants to diversify thus those implants are, again, a balancing factor in favour of the newbie because it doesn't affect actual scenarios, just long term goals.
On top of that, if the logic is "newbies can't really pay for learning implants while older players can" then if they get removed this changes into "newbies can't pay for slaves/snakes/etc while older players can". Resulting in a shift from a "skill point battle" (which as stated isn't that much of a gap) into a "lol slave/snake/etc" battle, which is a massive gap.
Newbies are NOT helped by removing learning implants, doing so will backfire and cause richer players/groups to gain an advantage through combat implants.
So with that reason debunked all that's left is "because I like non-effort, non-risk bonuses". Which is not a valid rason. |

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Quote:For that newbie to "catch up" they need to dedicate 12 months with one remap to a set of skills which will mostly be wasted until they finish the next 12 month period of training with a different remap.
No, they don't. The point of going int/mem and then later on perc/wil is to train (pretty much) all the relevant skills before remapping, no sane person will go int/mem just to get some support skills up to a slightly decent level. As such that strategy is only for people who think REALLY long term and as such agree to short term uselessness. Simply put; alts
Anyone who actually plays the game (new players, single account players) will follow a more logical overall perc/int or similar. Those people aren't going full OCD "these all skills first", they're actually playing the game (gasp). So if you take away the "must get everything to lvl 5" then the training time loss from not going 2 remaps but instead going an overall remap is actually really low. About 5-10%.
Alts and long term players will choose those 5-10% but that's more OCD than actually logically useful. People who just enjoy playing the game won't notice a difference. |

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Mara Rinn wrote:Gregor Parud wrote:The rest of your stuff is a whole lot of "what if" that has no bearing on the (f)actual current situation, nor would it change anything. those extra implants affect extra... regardless of removing of learning implants or not. Now you tell me, if I'm flying a Rifter and I already have all the skills required to fly that Rifter trained to 5, why am I using +5s instead of useful implants?
Because you're training for a Hell. |

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Memphis Baas wrote:Jenn aSide wrote:Look at all the things CCP has added to the game in the last 2 years that damn near no one uses. I think, at this point, they're not going for "if we add this EVERYONE will use it", but rather "maybe we get a 10% increase in subscriptions to get out of this downward trend." It's like scamming, they only need a few to bite, not all of us. Gregor Parud vs. Mara Rinn: one of you is arguing from the point of view of playing the game solely for the game itself, the other from the point of view of training up a character over years. While playing the game and its PVP will attract new players, and even keep them interested, building up your character is a staple of MMOs and probably attracts more players than the specific PVP (with spaceships) that EVE has to offer. In any case, there's probably no room for an agreement.
So which is it.
"woe is me, building up a character is risky because of +5, I better stay docked. We should remove the risk for people who have OCD and plan 17 years ahead" or "lets make the game a better experience for people who actually play the game, and at least try to not have Malcanis' law fck it all up".
The first one isn't doing anything, isn't a content creator and isn't an active contributor to the sandbox. Simply put, I don't give 2 fcks about those (as ironic as that is). The second one to me sounds like the way to go, removing learning implants is NOT the solution to this, it'll backfire as explained. |

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Aryth wrote:CCP Darwin wrote:Gregor Parud wrote:people accept risk in this pvp centric MMO where consequences can be harsh? I'm not on the team that brought this question up with the CSM, but I do have a question for you. If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed? Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat? Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases? I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents. Speaking for myself and probably several others who I have discussed this topic with...Remove the learning implants. Personally, I will just start rolling at the very least LG sets in every char at that point which would dramatically increase my average. I am sure many might forgo implants to offset this but anyone with any amount of wealth in EVE is rolling +5s because they are required for SP/hr rather than PVP/QOL edges. If I can have an edge instead I would take it.
Would this give you an advantage in a fight over newer players who lack the disposable income for them? And would that advantage be more than the 5-10% higher SP you'd have in case you'd had it invested in learning implants? |

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Memphis Baas wrote:Gregor Parud wrote:So which is it. The guy who stays docked still pays his subscription, so you may not care about him but CCP does. As for which is it, they're trying to turn the first type into the second type. Get the people who stay docked to build characters to undock. Even if they don't actively search out PVP, they can still be targets. Which is more content for PVP'ers. For CCP the decision is: do we get more money by changing the game to appease the WoW types, or do we keep the game the same because the awesome PVP that these guys are doing is attracting tons of new people without us lifting a finger?
First type are alts or people who will find any excuse to not go. Just as with trying to convince PVEers to PVP, you can't. If they wanted to add to the sandbox (assuming they're a main) they would have done so by now.
The second bit really is the crux, it's not so much about "dumbing down" (although it certainly is a factor). It's that it turns the game more into p2w. Learning implants are the balancing factor as to why not "everyone" is running stat increasing (slave, crystal, snake etc) implants. Remove that and it turns into "spend money, buy implants because what else would you use those implant slots for".
It'll backfire. |

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Just as I predicted.
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Solops Crendraven wrote:Whats A itrolly .Jpg tactic?
You
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Memphis Baas wrote:Gregor Parud wrote:First type are alts or people who will find any excuse to not go. Just as with trying to convince PVEers to PVP, you can't. You're completely missing the point. Yes you despise or couldn't care less about them, but CCP does. Imagine that they get pissed off every time you tell people who are willing to pay their sub to HTFU or go away (back to WoW whatever). Edward Olmops: Implants in your brain = same thing as rigs on your pod, at this point in time. Why bother changing the way the UI presents it conceptually? The underlying gameplay effect is the same.
a) it'll be a very small portion of the players and b) what would you rather have more of? Said small portion going "Waah, people don't like my OCD" or all newer players going "waah, this game favours older players way too much, it's p2w because I need to buy plex to pay for slaves and crystals to compete". |

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Aliventi wrote:Learning implants encourage risk adversity.
They don't.
The people who go "well, I can't compete till I have x SP, which I "need" my implants for so I'm not going to do PVP because it's expensive" will after the removal of learning implants go "well, I can't compete till I use slaves/crystals/whatever just like everyone else which is expensive". Because they don't use a proper reasoning, they're just using excuses. The gain from doing specific remaps compared to an allround perc/int map is actually quite small.
Aliventi wrote:I have trained many pilots to PvP over the years. One of the biggest issues is that the players, who often don't have lots of isk, would rather stay in highsec where they can use their learning implants to gain skills quickly than PvP or do something where those implants would be at risk
Then you trained them badly.
Aliventi wrote:Ask yourself: if learning implants were removed, and we were given a flat SP/hour that compensated for their removal, would Eve be better or worse off?
People who previously were ok with pvping in learning implants (which in and of themselves do not affect an actual fight, but they want them anyway to "advance faster") will now switch to implants that DO affect a fight (slaves, crystals, etc). So your newbie went from a situation where he might have had slightly less SP gain that his target (which doesn't necessarily mean anything, the other guy might train for stuff that doesn't affect his current ship) to a situation where the ships stats are completely not in his favour.
This is BAD for said newbie. |

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Olleybear wrote:These skill training modifiers dont necessarily have to be plain learning implants. Pirate implants for instance not only affect ship stats but the training speed of skills. It would seem natural to combine hardwires and learning implants as hardwires already affect ship attributes from 1% to 6% and could also affect the training modifier from 1 to 6. CCP could even expand the pirate and other implants if they desired so there is a wider range of training modifiers available.
There is a small concern that needs to be raised with the removal of learning implants. That concern is the removal could lead to "Power Ups" bought with Aurum to increase training speed. It is doubtful CCP would pull something like this though and I only bring it up so people are aware of the possibility.
** apologies in advance if the above thoughts have already been discussed **
The issue is that learning speed implants are pay2advance (which is fine) but combat implants are pay2win. The majority of people (even most older players) are "lured in" by the training speed ones so they're not using their isk and slots on combat enhancers. If you remove that lure, that option, then a majority will choose combat implants which turns the game into pay2win, massively skewed towards established players and groups.
A newer pilot who lacks the income won't be able to compete with older players who (without other options) will have 10 slots of combat implants, especially if CCP would add some new ones. This idea is NOT helping new players and is NOT helping the "average Joe" compete, it's only helping the rich & established players and alliances and turns the game more P2W. |

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Leannor wrote:Gregor Parud wrote:Olleybear wrote:These skill training modifiers dont necessarily have to be plain learning implants. Pirate implants for instance not only affect ship stats but the training speed of skills. It would seem natural to combine hardwires and learning implants as hardwires already affect ship attributes from 1% to 6% and could also affect the training modifier from 1 to 6. CCP could even expand the pirate and other implants if they desired so there is a wider range of training modifiers available.
There is a small concern that needs to be raised with the removal of learning implants. That concern is the removal could lead to "Power Ups" bought with Aurum to increase training speed. It is doubtful CCP would pull something like this though and I only bring it up so people are aware of the possibility.
** apologies in advance if the above thoughts have already been discussed ** The issue is that learning speed implants are pay2advance (which is fine) but combat implants are pay2win. The majority of people (even most older players) are "lured in" by the training speed ones so they're not using their isk and slots on combat enhancers. If you remove that lure, that option, then a majority will choose combat implants which turns the game into pay2win, massively skewed towards established players and groups. A newer pilot who lacks the income won't be able to compete with older players who (without other options) will have 10 slots of combat implants, especially if CCP would add some new ones. This idea is NOT helping new players and is NOT helping the "average Joe" compete, it's only helping the rich & established players and alliances and turns the game more P2W. and why shouldn't established players get a reward (which is optional and still expensive) for their time? What your logic eventually unravale sto is that everyone should enter the game and stay in the game as equals. Your argument is exactly the same when you consider advanced skills of established players over new players ... the difference the mods make, comparted to the SP difference, is negligable. And still, a frigate can be equally as deadly as a Battleship.
Because they already have enough advantages and it doesn't help the game. If you want new blood in your game, 0.0 and whatnot (because the current establishment is boring and stagnant) the last thing you should do is skew the balance MORE towards older players. I realise that it's difficult for people to not be hypocrites so I'm not surprised you made that post. |

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Posted - 2015.01.28 11:05:46 -
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Your sperg posting shows a lot tbh.
Which part of "they already have enough advantages, lets not make it MORE skewed" don't you get? |

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Leannor wrote:LOL ... that argument would stand if we were requesting extra things to be added. But these have always been here. Their structure is the same as everything else in else - ie cheap small ones, high skillpoint better ones, and low skill point uber expensive ones ... that same structure applies across eve in everything. Everything bares it cost. We are not getting something extra, and we should not be capped unfairly. We have earned the right to be where we are, well, most have. New players have their usage.
If attracting playser is the end game and the issue ... solve that ... don't think hurting older players will start to recruit younger players. because they have no conept of what that is when they start, or before they've thought about eve. To get new players you need to advertise, and look after younger players better in terms of guidance and introductions. YOung players can be just as effective as older players, just using different tools.
What the jezus fck are you talking about. Somebody try and explain what is said here, cause it makes no sense in light of this whole discussion.
Also: "We have earned the right to be where we are, well, most have", a quick check on you and your L***h character shows that you haven't exactly earned that, according to your own :logic:. |

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Olleybear wrote:Gregor Parud wrote: The issue is that learning speed implants are pay2advance (which is fine) but combat implants are pay2win. ... If you remove that lure, that option, then a majority will choose combat implants which turns the game into pay2win, massively skewed towards established players and groups.
Pay to win is using real life money to gain advantage in game. Pay to win is exactly the opposite of earning resources in game to buy an implant. As for removing the option of learning implants so people can choose combat implants, that is why I said "These skill training modifiers dont necessarily have to be plain learning implants." and I go on to explain how the learning speed increase can easily be added to hardwires. You are purposefully saying the exact opposite of what was posted. You are trolling.
Older, richer players can pay for them with isk, younger players can not and "will have to" buy them with isk, bought with plex. If you can't understand that simple logic, don't blame me.
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Olleybear wrote:Gregor Parud wrote:Olleybear wrote:You are trolling. Older, richer players can pay for them with isk, younger players can not and "will have to" buy them with isk, bought with plex. If you can't understand that simple logic, don't blame me. Here you are saying that its unfair that older people in game have more resources than people who first start playing Eve. You are then implying that younger pilots cant compete and that it is unfair that people with more resources have an advantage. Any pvp pilot knows young pilots can compete against vets if the young pilot understand more about pvp than simply warping to zero and pressing the fire button. I understand perfectly well what you are doing and logic has nothing to do with it. You are trolling.
Where am I trolling when I state "when the only option for implants are stat enhancing ones (instead of also attribs enhancing ones) then more people will use them which will skew the game more towards haves and not haves. Which typically results in an isk war which thus results in younger players "having to" buy them with plex". |

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Olleybear wrote:You also go on to state in your previous posts that buying in game items with in game resources is Pay to Win. Your redefining what Pay to Win is as I stated before.
You keep saying young pilots cant compete. Having actual pvp experience against younger pilots in the militia I call BS on your claim. I can tell you with first hand knowledge that young pilots in the militia learn how to pvp in frigates very fast and can kill a vet whether that vet has implants or not.
PVP is more than just buying the most expensive ship you can fly, warping to zero, then pressing the fire button. You cant just throw isk at pvp and expect to win. Everyone who has pvp'd for any length of time understands this.
You are purposefully stating the exact opposite of what Pay to Win is, purposefully saying the exact opposite of what someone is saying so you can turn the debate something totally different than that person stated, and purposefully saying that young pilots dont stand a chance against yets when clearly they do.
You are trolling.
You're stating things I have not said or Implied, trying to accuse ME of saying "newbies can't compete" is, frankly, hilarious. If only you knew.
You're picking on details and not wanting to see the bigger picture. ON AVERAGE there'll be more pilots with combat related implants which ON AVERAGE means that they will have the advantage which ON AVERAGE means people will try and compensate for it, so just as (per this whole discussion, you might check the thread a bit) people tend to go "I'll wait till I have # SP and I'll use remaps for it" (which is terrible) they'll now go "I'll wait till I can afford # implants and I'll use plex for it".
And that's just small scale. Guess what happens if in larger fleets people aren't "held back" anymore by the lure of learning implants, it'll be yet another advantage stacked squarely in favour of the "establishment", because as they can pay for lol fleets they can also pay for lol implants. And if there's no learning implants anymore to help to get more people into theyr Scaps then they'll use that isk for other stuff; combat implants.
Which means that people who are newer to it all, upstarts in terms of alliances, people who want to gnaw at the current status quo have yet ANOTHER hurdle to take, ANOTHER advantage the "haves" have.
learning implants are pay2advance, combat implants are pay2win. Removing learning implants messes up the balance and turns "everything" into pay2win. I honestly don't see how one could disagree with that. That or you're just throwing the "trolling" card because you disagree with what I'm saying, that's also possible. |
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Ah, I see the issue. I didn't necessarily mean "compete" as in actually fighting, You're completely correct in that it doesn't necessarily determine the outcome of a fight (although on average it does help skewing it to one side of course, which is the whole point) I meant competing wallet wise. |

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Posted - 2015.01.28 19:36:26 -
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Jezus fck you're thick.
:added for content:
I know that, you know that, some others know that.
The majority of ppl in EVE are F1 pushing, lol fleet, mission grinding, "I must sit in station with my +5" folks. They are the majority and they will react as stated. |

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If you keep not getting the point then, yeah at some point one has to come to that conclusion.
THIS WHOLE THREAD is about how PEOPLE (on average) will react to these possible changes, and PEOPLE (on average) aren't competent solo/small gang pvpers who understand how **** works. There's a reason lol blob alliances are so big.
And thus I'm talking about how PEOPLE (on average) will react to this.
You just want learning implants gone, so you can start using combat implants or at least get high sp/h. QED. |

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Olleybear wrote:Your entire premise is based on Eve not being fair to new players, what you call average players, and finally most players because most players cant fight. Your debating that Eve should be more fair.
If you want "fair", I suggest you play on the Singularity test server where everyone has access to most everything for 100 isk and you dont need plex.
There you go again making assumptions. I dec, mission bust, roam, bomb in WH, gank and whatnot. I'm completely FINE with there being "unfairness" in EVE, but at the very least I'd like that unfairness to be a result of planning, knowledge and tactics.
What I DON'T want (even though it would benefit me greatly, but I'm not a hypocrite) is to add ON TOP OF WHAT WE ALREADY HAVE even more unfairness that is based on an isk war. I'll win that isk war, no worries, but that doesn't mean I'd want to have it in this game, because I CARE for the game. And caring for this game means caring for an influx of players; The SECOND people get a whiff of "this game is p2w, I need plex to buy combat implants" that's not going to end well, if that get "air time" then we all lose. |

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Pretty much yes to all of those. Of course combat implants are p2w, just because some of us can pay for them with ingame cash doesn't change that. Especially with CCP's "well, with the removal of learning implants that makes room for us to create new implants".
As stated before; learning implants are pay2advance and do not affect a current scenario/fight, the lure of these implants kinda ensures (to a degree anyway) that people won't be piling on the combat related ones. So people spending money on learning implants (whether or not this makes them passive and not undock) is not a problem, it's not affecting actual outcome of a fight (on whatever level that fight may happen, be it 1v1 or fleet).
And because of how SP is a balancing factor that actually is in FAVOUR of newer players (due to skill lvl cap they can't get that far ahead, if at all) newer players aren't actually at a disadvantage, all an older player can do is diversify, train different ships and skills than the one he's currently flying. The lure of learning implants so that an older player can train faster for his Hell (or whatever other distant goal) is an incentive for him to NOT use combat related implants, which evens the playing field.
If you remove learning implants this does not decrease the gap between older and newer players, you could of course make up for that with giving everyone increased attributes but this doesn't change anything at all, everyone will train faster or slower. But the SIDE EFFECT is that suddenly there's nothing else for older players to use their slots and isk on than combat related implants. And those WILL have an affect on the outcome of a fight, be it 1v1 or fleet vs fleet. Especially so if CCP starts to make more funky combat related implants.
And then the race begins just like with things as gang links. If you want to compete with a fleet that uses gang links, assuming equal player skills (again, I'm not talking about "yes well, you can still win you know" because that's missing the point), then you will have to run them yourself as well. And it's the same here; if you will want to compete with older players or fleets of players, you better try to even the playing field with.... combat implants.
And if you can't pay for those implants with ingame income then there's just one other option; buy them with plex isk. And once the word gets out that "EVE is fun but don't try to PVP because it's p2w" (whether or not that's 100% factually true is not important, it's what the main message will be) then this will hurt EVE in the long run, because it'll probably affect the influx of new players.
I have nothing against advantages or differences in capabilities, I make use of it every day, but at the same time I see no need or reason to add MORE inequality (one that heavily favours older players or ones spending money to sell plex) for no other reason than "uhm, some selfish folks want learning implants gone because :effort:". |

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Aliventi wrote:You and I can both judge risk and reward. Currently pirate implants offer a bonus that you have deemed Pay to Win and an attribute boost. For this point I assume use of high grade implants which give a +4 attribute boost and a perfect remap. Seeing how you have determined that pirate implants, under the category of combat implants, are pay to win wouldn't it make sense that the advantages presented in the pirate implants outweighs a mere 90 SP/hour? So why do we not see more pods with pirate implants? Why do we see learning implants below the level of +4 attribute increase when there are better Pay to Win pirate implants readily available for purchase (aside from the lack of cybernetics V)?
What are the chances that these "new implants we will create" will be less strong ones but more funky ones? Warp speed implants together with agility, just a few % mind you but "worth it". Sensor strength increasing combined with targeting range, stuff like that. Implants that would bring clone cost to 50-200 mil for a "nice set". High SP chars aren't paying for clones anymore so that pretty much makes up for it, "these are awesome, gotta have them!", "for this doctrine everyone fit these, cost 150 mil". It'll happen. |

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Posted - 2015.01.29 17:10:38 -
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If only I could still like those posts, I always like good posts. |

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Olleybear wrote:Tip of the day:
Your about to have your ship explode and need to get your pod out.
Make sure you have a celestial selected before your ship explodes. Click the warp button to the celestial once or twice per second shortly before your ship explodes and continue this after your ship explodes until your pod warps off. By doing this, your sending the warp command to the server constantly. One of these commands will reach the server right after your ship explodes and your pod will warp immediately without the pause that normally occurs if you were to wait to issue the warp command after your ship explodes. You will get your pod out safely nearly every single time.
Tip of the day 2:
Now that your in your pod and need to get back to high sec, warp to the tactical bookmarks you should have made around the gates in low sec before you engaged in pvp. Warping to these tacticals will help you avoid getting smartbombed like a lot of people do who warp directly to the gate.
Both of these tips will help you avoid getting pod killed most of the time.
Tip of the day 3:
ZOMG ships are too expensive to pvp in!
PvP in frigates and destroyers in militia areas. Sit in the novice plexes for frigates and small plexes for destroyers. Novice plexes wont allow anything bigger than a T1 frigate into them. Small plexes wont allow anything bigger than a destroyer into them. Frigs and destroyers are cheap fun.
These tips will keep your pod alive and save you isk while getting your feet wet in pvp.
Yes well, FW with its Fisher Price arbitrary game mechanics and zero bubbles isn't exactly "all forms of PVP", now is it. But it's interesting to realise that you only seem to be able to understand your own situation and perspective. |

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Per your own words:
Quote:PvP in frigates and destroyers in militia areas. Sit in the novice plexes for frigates and small plexes for destroyers. Novice plexes wont allow anything bigger than a T1 frigate into them. Small plexes wont allow anything bigger than a destroyer into them. Frigs and destroyers are cheap fun.
Fisher Price game mechanics. I bet it's very difficult to sit at warp in with a scram (kiter). |

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Olleybear wrote:People in the previous posts were talking about getting their pods killed and about ships being expensive to pvp in. I gave them alternatives that mitigate the pod killing and the expense.
Where is your advice to those players? Share some tactics you have come up with besides warping at zero and pressing the fire button so those people can learn, overcome their fears, and have fun with pvp.
Where are your kills?
I am firm in my claim that you are simply a troll and nothing you have said has been constructive.
I'm remaking my channel, again. Adding vids to help newbies get ahead and have been doing so for years on different characters. I'm in rookie/help almost all the time and even take on previous WT as "apprentices" if they have the right attitude. What have you done apart from using fisher price game mechanics, sitting at warp in killing noobies in the novice plexes.
So. We already established that you're not capable of using someone else's perspective when it comes to balance and gameplay, also you seem to assume a whole lot to suit your agenda. On top of that the whole concept of alts and alt posting seems to be too difficult for you, while that really shouldn't take 5 brain cells. |
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CCP Darwin wrote:been participating in gameplay in the meantime that takes advantage of that choice.)
2) A new player who for some reason fully understands the attribute system on day 1 and can't bear to play suboptimally faces an optimal choice of starting with an int/mem remap and training mainly tons of support and drone skills that should be at V, deferring for months the ship and weapon system skills that widen the range of what they can do in the game. This player, like the player in (1), isn't having much fun either.
No, everyone makes choices, risk assessments and compromises. This is no different from miners who get a full row of MLU because they couldn't possibly deal with having to fit a DC. Next thing you'll say that mission ships really shouldn't have to deal with the burden of having to tank, they should be capable of fitting 4 damage mods and 3 painters/TC because otherwise those poor mission runners just can't deal with being sub optimal.
People make a choice and deal with the consequences, if people choose to go focussed remaps they choose to train focussed skills. If they don't like that they shouldn't use that remap. Nobody is forcing them to use it but at the same time it's an available option for the people who DO want it and (thus) agree to the compromise.
Also, it's still using the assumption that massive SP is somehow a necessity or a goal. It's not, people can MAKE it their goal but it really is just a choice.
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CCP Darwin wrote:Noting one more time that I'm not a game designer and not on the team considering these changes, just participating in the conversation. :) Gregor Parud wrote:No, everyone makes choices, risk assessments and compromises. I think you missed my point, which was that the attribute system explicitly punishes behavior that it's probably better to encourage for new players, trying out a range of different skills, ships, modules. Choices with consequences are great, they're what makes EVE what it is, but a choice between optimal play and fun play is probably not where you want to end up as a game designer. (Edit: To be perfectly clear about what I mean, optimal play with the attribute system means picking skills that match one's current remap rather than the skill one would like to play around with in the game. For a veteran player who's already tried everything EVE has to offer or who is already juggling multiple accounts, this is not as much an issue, but for a new player, it gets in the way of trying out different types of gameplay.) An example of a meaningful choice that isn't like that is the choice between fitting a PvP ship for more tank vs. extra damage. There's a downside to fitting a very light tank, but the upside (doing more damage) leads to more fun gameplay. And, you could make the argument the other direction, too, that having a strong tank can be fun in its own way. I think one of the reasons that the attribute system is getting a look is that all the choices you can make with attributes feel kind of bad. The time scale of the impact of a decision is so long that you never really know if you're making a mistake by committing to a remap, and the reward is so deferred and so abstract that the system always feels like it's punishing you.
No, I got the point just fine. The attribute system does not in any way punish said behaviour. Anyone can choose a well rounded perc/int "combat remap" and do fine with it and while then "having to" train for drones isn't super optimal the difference in actual speed to get T2 light/med drones with decent support skills is about 10-20% compared to an optimised drone remap (about 3 days total, no one cares).
No one is forced to remap before understanding what play style he wants to choose, no one is forced to go int/mem for the first year. It's not the speed, it's the perception based on misunderstanding, bad advice and the overall "having your cake and eat it" mentality. Neither of those... reasons are valid to make changes to the game, if that were the case we might as well just close down the servers because everything takes effort, time and choices.
Nothing is gained from a game perspective by removing attribs/learning implants as a whole, apart from removing choices and options. Especially not if that opens the door to hilarious combat implants which I'm sure will sell just fine and thus increasing plex sales. |

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Mr Omniblivion wrote:Removing learning implants and granting the full "max" possible SP/Hour for all skills would be the best for the game overall me.
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Mr Omniblivion wrote:How do I know this? I'm involved in two major newbee recruitment programs for Goonswarm Federation and talk to new players on a daily basis. Literally every single time we explain how the attribute system works over mumble, it's followed by "... it's really stupid, welcome to eve"
But please, continue to argue your short sighted opinion on why people should have to make a choice about committing their ability to train skills for a year when that does nothing but prevent people from getting more ships into (and blown out of) space.
If you ask those newbies "would you want a new character with 50 mil skill points, 20 bil isk and a free Nyx" they'll also answer positively so that doesn't mean much. People can train ships just fine with a normal remap or basic, if any, implants.
Just because clown fleets with monkeys who aren't potty trained yet get blown up a lot doesn't mean we have to do away with those options. It just means that , perhaps, one should aim less at quantity and more at quality. Removing implants favours the "lol fleets" approach, more blobbing. It's obvious why you prefer that. |

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Lets just accept that 0.0 CSM shills and management get their way anyway and stop bothering & caring. And that all pretence of "discussion" is just that: pretence. |

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Bones Outten wrote:CCP Darwin wrote:Gregor Parud wrote:people accept risk in this pvp centric MMO where consequences can be harsh? I'm not on the team that brought this question up with the CSM, but I do have a question for you. If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed? Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat? Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases? I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents. I avoid PvP purely because the implants cost as much as the ship I am flying. o/
You avoid it because you choose to be bad at it, your implants have nothing to do with it. |

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Jane Shapperd wrote:Seiko Sorrelius wrote:Gregor Parud wrote:Bones Outten wrote:
I avoid PvP purely because the implants cost as much as the ship I am flying.
o/
You avoid it because you choose to be bad at it, your implants have nothing to do with it. Yeah man, everyone is lying to you. You know them better than they know themselves. Good work! i think his point was care-bears will avoid regardless of the implant they have . they will always find an excuse to not pvp
Apart from that, a cursory glance at his losses shows he has no clue which, given his character age, is a choice. So implants or not won't matter one bit. |

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Seiko Sorrelius wrote:Scipio Artelius wrote:Bones Outten wrote:I avoid PvP purely because the implants cost as much as the ship I am flying.
o/ Jump clones provide a solution to that and there are services that allow anyone to install a jump clone quickly and easily. You could just as easily have an empty clone for pvp under the existing methods of interacting with the game. Choosing not to use those solutions isn't a game design fault. So it's is an issue that has nothing at all to do with learning implants, it's just your gameplay that results in no pvp for you. Jump clones are definitely not a solution as they are only able to be used very infrequently, are a pain in the ass, and just a general hassle The learning implants create an incentive to avoid pvp, and nothing should incentive avoiding gameplay. Learning implants provide nothing to the game other than loss, and that loss can be kept just by changing them to do other things. It would be the best of both worlds, think about it.
"this game takes effort, this is not right!"
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Seiko Sorrelius wrote:Gregor Parud wrote:Seiko Sorrelius wrote:[ Jump clones are definitely not a solution as they are only able to be used very infrequently, are a pain in the ass, and just a general hassle
The learning implants create an incentive to avoid pvp, and nothing should incentive avoiding gameplay.
Learning implants provide nothing to the game other than loss, and that loss can be kept just by changing them to do other things.
It would be the best of both worlds, think about it. "this game takes effort, this is not right!" Also, if we follow your.... logic... then we should do away with ship losses too. It just keeps ppl from pvping you know. Nice straw man argument. Losing a ship doesn't cause your character to develop more slowly. Losing ships and killing ships is the point of the game.
It's not a strawman at all, your logic easily allows for the removal of ship losses. Here's some other things that are part of EVE; choices, consequences to choices, risk and risk vs reward.
You just want implants gone because it suits you, not because it'll be "good for the game". |

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Seiko Sorrelius wrote:You can't apply the logic that is used for one subject against another different subject. Implants are not ships, and ships aren't implants. My reason for rallying against attribute implants isn't a matter of isk loss, which ships have, it is a matter of SP loss/gain. Hence, straw man. But to further point out differences between ships and implants:
- Ships are replaceable, lost SP is not.
- Newbie ships are far cheaper than even mid-tier implants.
- Newbies are much more greatly affected by implants than longer term players are, and yet they're the ones most affected by slow SP gain.
So you should probably stop talking about removing ships and get back to the subject at hand: implants. Secondly, I never said I wanted to remove implants in the first place, you should read my posts more thoroughly. I said I wanted to change what the implants do.
I can see why you don't like the comparison because it doesn't suit you, but the comparison is there. Your explanation as to why implants should be removed is nothing other than "waah effort", "waah risk" and "I like increased skill training at no cost".
Then we get to your points:
- well, if you don't like how not using implants gives you a disadvantage then you'll surely agree to a flat 2000sp/h, everyone will have the same rate. It doesn't matter what that rate is as everyone will be equal right? And we can't assume higher sp/h because per your statements people who pvp don't use implants.
- then don't use them, SP isn't that important
- factually untrue. Newbie can fly/pvp JUST FINE with skills at lvl 3/4. It's the older players and alts training for titans/Scaps etc who sit in station with +5.
The only ones helped by the removal of implants like that are the 0.0 lob blob terrible clown alliances making for cheap whelps, and high end 0.0 alliances who foresee the removal of learning implants to be followed by the introduction or really funky combat implants for slot 1-5. The first is a terrible quantity over quality and the second will most definitely NOT favour newer players. |
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Memphis Baas wrote:If it's not fun it won't be played. Mining, for example, is a sub-game that has unique play, sense of achievement, and a number of options, but I'm not sure how many non-bot players it actually attracts and for how long. There's gotta be fun somewhere.
Also, fun for whom? There are some people who DO mine.
So you mean to say that no one has been playing EVE the last 12 years, no one pvped at all because it was no fun with these darned implants? |

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Memphis Baas wrote:No, I don't mean to say that.
Given your earlier posts on the whole "implants are no fun" I'd say that it's exactly what you tried to say, you just didn't realise the scope of your statement. |

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Memphis Baas wrote:Which I believe is your goal anyway.
No, I'm just exposing the fake arguments and hidden agendas people have and use. There's no point in having a proper discussion just as there's no point in actually reasoning with a 5 year old who so eagerly is trying to use :logic: to convince you why he really should get that cookie. Until people drop the "it would be better for the game" and "surely 'people' would start pvping more" and actually voice their, selfish, reasons I'll just out people's hidden agendas and mistaken logic.
Also, if a dev replied to what I stated I missed it and shall read back.
- edit -
The last dev who replied to me got a reply back.
- another edit -
Fun fact: In all the heated (balancing) discussions that happened over time; CBC nerf, CBC getting MJD, inties getting bubble immunity and all the others, everyone had their own hidden agendas as to why they started a drama rage. And every time I predicted the actual outcome and results using arguments based on logic and experience, every time the same thing happened; an avalanche of folks telling me I'm wrong, clueless and a troll. Mostly because I didn't help their agenda and also because they couldn't comprehend the outcome of changes.
And every time I turned out to be right, spot on. |

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Noriko Mai wrote:Remove learning implants. IMO they are just some kind of +XP thingy that doesn't belong in this game. It's just an XP-Boost for ISK and encourages people to stay docked.
OK, would you agree to a flat 2000-2200 SP/h instead? |

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Memphis Baas wrote:You're exposing fake arguments and selfish agendas, fine, but that just pisses off the people you're arguing with, and angers you when they reply back.
If people want to be treated like adults where I'll honour their arguments (whether or not I agree with them) they probably shouldn't act like said 5 year old, I don't care one bit for a liar's perception of me or the discussion. There have been some actual ideas gone back and forth but 99% is just "it would be best for the game me if this would change", people like that are laughable and I'll happily react to that.
Your second point is right, to a degree anyway. Thing is that it is a discussion and input is asked for and if the only input is "well, we think it's better for the game to change it" then one would have to be an idiot to not counter it, if only by pointing out the (perhaps not so) obvious.
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Noriko Mai wrote:I'm already sick of your crap.
That's ok, did you also notice the obvious lies and fake argument posts I aimed those replies at? |

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[preface]Over the years I have restarted so often I can't even list the "mains" I've had, let alone all the alts, side projects and whatnot, this STILL happens. So from my personal pov it would benefit me if I didn't have to buy them all implants and keep track of their remaps and whatnot. The reason I'm against these ideas is because it's not in the "spirit of EVE" and it doesn't help actual players.
Stated argument for removing learning implants:
- "pvping will be cheaper". Not the case, CCP already stated they will be making new combat related implants which will then become the norm (or at least will be used more) "forcing" others to use them as well. Clone cost will not change. This is also why higher quality 0.0 alliances are pushing for this, they will train faster to their next Scap while sporting funky combat implants, giving them another edge. Their CSM will of course ask for these changes
- "it would help newer players be in 0.0 and pvp more". Not the case, what is actually meant is "it would help lol blobs full of younger players to whelp without cost while they're training up for the next meta, since we didn't figure out that meta ourselves we're kinda behind and thus we'd like them to train faster". The question is if we should push younger players to lol blob alliances where they're taught to follow orders and be a tiny insignificant cog, a worker bee (how apt) in a cubicle. Lol blob alliances who do the "we care for newbies, this would help them" are lying: they don't care for newbies at all, they just care for a continuous stream of new players to boost their numbers. Their CSM will of course ask for these changes
- "people who now sit in station with +5 would actually start pvping". Not the case, people who do that are, by definition, min-maxers or alts. Neither of these will undock till he's "ready" (ie, max skilled or at least having attained a specific SP target). They're not sitting in station because they have +5, they're sitting in station because they haven't reached their goal yet. Nothing will change
- "choices suck, I want max benefit without having to think about it or having to make a risk vs reward assessment". No comment
- "I die a lot because I still haven't learned (after all this time) how not to be really terrible. This would help me". No comment
Implants are fine, they're risk vs reward which is what EVE is about. They're a choice giving different people with different motivations different options for different situations. Choice is good, even if some of those choices would not necessarily be beneficial because choices come with consequences. On top of that, removing them would create room for (already announced) combat implants which (for reasons stated) will NOT help newer players, they will only help older/richer/established players and groups. There is no valid logical reason to remove implants that isn't short sighted, selfish and/or very anti-newbie.
Stated reasons to remove remaps:
- "newbies might mess it up". Easily solved by a wiki link that pops up when you open your attrib window explaining the dos and don'ts.
- "I just ran out of remaps and I really need one so I'm posting in this thread hoping for change". No comment
- "I just want maxed everything". No comment
- "it's all a bit silly and arbitrary, it's not really a gameplay choice or feature and doesn't add anything of note". I partially agree with that, you could remove remaps and give everyone flat attribs meaning you could learn everything at the same speed (not counting implants). But is that really any different from players choosing a well balanced remap of their own? Doesn't it remove possible choice with its own possible consequences and risk vs reward? Would removing it actually solve anything, realistically?
I see no reason to remove implants and remaps/attribs. All I've read is lies, fake arguments and hidden agendas. |

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Noriko Mai wrote:Tyberius Franklin wrote:[..] Question, is that the actual feeling here? That the attribute system doesn't add any good or useful form of complexity? To be honest I'd argue the opposite as the secondary effect of being encouraged into long term planning is that it promotes knowledge of skills and capabilities you may not otherwise be aware of as you look to build a plan. I can see how that's horrendously subjective and situational, but I'd be curious regarding the point that mechanical complexities are considered to not be adding value.
Just to turn the example, solving a math problem before adding a skill seems not too unlike solving a puzzle to get loot from hacking in my mind. The only change being that since the math problem of attributes and year long plans is actually applicable to the activity in a lasting way, it seems more relevant than the minigame to gameplay.
Lastly, if the issue is long term commitment to suboptimal skills, isn't part of the problem the infrequency of remaps? Could simply allowing them more often not alleviate a good portion of the issues noted? Locking someone in a skiltraining plan is not very good gamedesign. It forces you to stick to your skillplan (to min-max) even if you want to do something else after a few weeks. It happens a lot with new corp fitting requirments, new gameplay elemnts you want to try, etc.
You're fine to pick a well rounded remap, no one is forcing you to min-max. Sounds to me like you want the speed of specialised remaps without the possible consequences for when you want to train something else. Stating that the game is forcing you to do this is an obvious lie.
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Rain6637 wrote:Being unable to share GM responses is part of the point. If they don't want to participate and communicate publicly, let the workload be compounded by communicating with us 1 on 1. The goal is for this "be nice to devs" excuse to go away, because it's an excuse to stay out of touch with players who attempt to communicate at all.
I think it's a bit different.
Most relevant threads get decent DEV activity, it's just that there's no point in faking interest if there's already a design decision made. We're Don Quichotting against something that's already decided. |

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Actually, spamming GMs with lol nonsense they have no say on and isn't part of their job is fcking terrible and (imo) should result in trouble in case of abuse. |
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Noriko Mai wrote:A remap can be picked once a year. So saying that you can just pick one doesn't make any sense. But basically you are right, that's exactly what I want. Remove ****** gameplay. I'm stating that the game is forcing me to nothing but should enable me to having fun. This is not a part of it. And I play and enjoy Dwarf Fortress, so please don't tell me what fun is to me... Your comments are obviously just based on wannabe deformation of others and don't contain any anything of value. Denying this is an obvious lie.
How is you asking for the removal or remaps (and thus give everyone equal attribs) any different from you choosing to use an equal attrib, well rounded remap?
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Alavaria Fera wrote:Gregor Parud wrote:Noriko Mai wrote:A remap can be picked once a year. So saying that you can just pick one doesn't make any sense. But basically you are right, that's exactly what I want. Remove ****** gameplay. I'm stating that the game is forcing me to nothing but should enable me to having fun. This is not a part of it. And I play and enjoy Dwarf Fortress, so please don't tell me what fun is to me... Your comments are obviously just based on wannabe deformation of others and don't contain any anything of value. Denying this is an obvious lie. How is you asking for the removal or remaps (and thus give everyone equal attribs) any different from you choosing to use an equal attrib, well rounded remap? It means everyone else is forced to choose it as well. Though that was obvious
Well yes, but it's always funny to see people twist and turn avoiding the truth, which in this case is "I don't like how choices might restrict me and thus I don't want others to have those choices either because :reasons:". Oh yeah that really sounds like "it would be better for the game and/or newbies". |

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Thonys Visser wrote:Well ....it is simple He or she who has implants in his ...head..Thinks... two times before going into battle so if you want more people in pvp ...the implants must re-spawn in the new cloon Otherwise a care bears thinks twice http://youtu.be/ql1QIqS_pq0 ( C Dion Think twice ) and yes i am still a miner after 3 year and never saw -o.o for the past 2 years why not ....? Well i think twice
Stop lying. If you're still a miner after 3 years then it's not because of implants.
Thonys Visser wrote:Quote: That beats the risk vs reward and removes the joy of destroying some1's else implants i see you do not get my point ... besides that .. on forehand you do not know if there is value in that cloon so if there are no implants in that cloons head you are heavenly disappointed i presume the point is i do not take any risk if i have 300 mil of value in my cloons head and i must battle a 50 mil vessel the risk is just to high
Nothing is keeping you from using jump clones for a (few) day(s) to pvp. You not PVPing doesn't have anything to do with implant cost. |

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Posted - 2015.02.14 12:33:55 -
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Tipa Riot wrote:Mihnea Tepes wrote: I didn't notice players requesting such a change of game mechanism and this is significant change. System we have now works just fine, we didn't ask you to change it, so why we need to beg you to listen to the fact that we, as players, just completely disagree with you.
Probably you missed the discussions about that going on for a while ... there is a significant number of players lobbying for a change in the attribute system.
If people would come up with the idea that new characters should start with 50 mil SP, 20 bil isk and a free Nyx you'd probably get the same (amount of) people lobbying for it. |

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Posted - 2015.02.14 14:25:13 -
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Memphis Baas wrote:Gregor Parud wrote:If people would come up with the idea that new characters should start with 50 mil SP, 20 bil isk and a free Nyx you'd probably get the same (amount of) people lobbying for it. Sick and tired of this argument you keep bringing; it's not true, and to disprove it, if this thread doesn't reach 40 pages of supporters you owe me and everyone you've replied this to a ******* apology. If it does reach 40 pages you'll have proof of truth and I'll owe you an apology.
Are you telling me you actually truly believe people's stated reasonings and motivations for why they want changes that will save them effort, risk and cost? |

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Posted - 2015.02.14 14:48:00 -
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Memphis Baas wrote:No, I don't believe people's stated reasons, and I don't believe that you don't have an agenda either.
It doesn't matter what the reasons are; everyone else argues idea vs. counter-idea or just counter-arguments in this thread, except for you - you have a crusade to just call everyone a selfish hypocrite, and to do that you twist every single statement anyone makes and regurgitate it coated in your particular bittervet shade of bile. You're simply shitting the thread just for the sake of it.
So I've started that other thread, and in it I'm going to be called an idiot a million times, until the ISD close it. Imagine those comments are directed at you, though.
My agenda is very simple and obvious. I like the old EVE where your choices can explode in your face, because it's a form of Darwinism which is what EVE (to me) is and should be. That doesn't mean I'm automatically against any sort of change but if that change consists of a loss of choices and consequences people better have some damn good arguments before they'll convince me. |

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Grookshank wrote:Whatever you deceide to do, please don't make skill training any slower than it is. By planning remapping and actually using attribute implants all the time, you can easily exceed 2400 SP/hour. Don't remove attributes and attribute implants and feed us something like 2k SP/hour.
Why should removing cost, effort and risk of remaps not have any effect on stats?
According to many people in this thread people don't use learning implants because they might lose them in PVP, so we'll have to slash some sp/h off your estimate, lets say 200/h? Those people are also stating that newbies using remaps all wrong is a big reason for these changes, so we'll have to adjust your sp/h some more because to account for that.
Seiko Sorrelius wrote:At this point I feel like Gregor Parud is the only one lobbying for reasons other than the ones he stated. He probably runs the implant market or owns a bunch of high SP Characters he doesn't want 'devalued' 
And understandable and logical assumption but not true in this case. My income is PVP and exploration and while a (small) portion of the exploration loot are actually implants they're not learning ones. Removing the learning implants would probably increase the value of the implants I tend to find. |

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NeodiuM wrote:TLDR; Its hard enough trying to get my mates into eve, without having this hurdle / giving them implants to help them / watching them loosing so many implants / watching them give up. The attribute system doesn't make sense anymore.
OR you could teach them about how SP isn't that important and how EVE is about risk, planning and reward. But I guess that's just way too difficult, right.
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Noxisia Arkana wrote:There are a lot of good points here. I'm not sure the attribute mapping system adds anything of value to the game for me.
While we're on the subject of things that screw new players... how about 'dem NPC standings? How many new players get locked out of parts of empire space for doing too many missions that tank their standing? That's the issue we should address first here.
It's a simple case of reading forums, asking questions, noticing your standings are dropping and... putting in some brain effort.
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Seems to me that for a DEV who keeps repeating he has no part in the game design process regarding the subject, you sure are involved in this and seem to have facts on how "things are". Why aren't any of the DEVS who ARE responsible for this reacting here?
Personal bias showcasing as company policy? |
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Aralyn Cormallen wrote:Gregor Parud wrote:Seems to me that for a DEV who keeps repeating he has no part in the game design process regarding the subject, you sure are involved in this and seem to have facts on how "things are". Why aren't any of the DEVS who ARE responsible for this reacting here?
Personal bias showcasing as company policy? Frankly, although I don't agree with Darwins stance at all on this subject, I definitely appreciate Dev interaction in what is clearly a highly-emotive subject. I feel its helped keep the thread on track, and the talking points from both sides focused and clear. So, no, I strongly disagree with his stance, but I'm thankful to hear it, since I would assume he wouldn't be able to be quite so candid if the discussion wasn't in the general ballpark of what's being looked at, and its kinda helpful to see what parts of the subject we have potential to influence here (the impression I get is Attributes are gone whatever we discuss, but Learning Implants are still teetering on the abyss).
His expertise is elsewhere and, as he keeps stating, he has no say on the subject. So is he stating his own opinion? Company policy? Brainstormed ideas? And why isn't anyone who IS involved replying?
Just to be clear, I'm not saying he shouldn't (as if my opinion on that would matter) but I'd like to know who I'm talking to. The person CCP Darwin, CCP as a company or someone relaying between the responsible Devs and us? |

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CCP Darwin wrote:Gregor Parud wrote:Seems to me that for a DEV who keeps repeating he has no part in the game design process regarding the subject, you sure are involved in this and seem to have facts on how "things are". Why aren't any of the DEVS who ARE responsible for this reacting here?
Personal bias showcasing as company policy? I just find the topic interesting, and the designers on the team are looking at the thread. I'm offering ideas to provoke interesting discussion, but even if I were personally biased (and I don't believe I am, since I eagerly listen to and think about contrary arguments), you can be secure that I'm not the one choosing what gets implemented in the game from all of this.
Technically that makes you a troll, using the CCP banner to make it, somehow, official. |

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Kiandoshia wrote:Because as soon as they say one word, everybody is going to jump to the best conclusion that starts the next pointless argument =p
You mean like is happening in this thread with Darwin? |

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Posted - 2015.02.16 14:20:23 -
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Rain6637 wrote:Whenever I see someone posting with a righteous or indignant tone I assume it's a dev posting on an alt.
That's aimed at me?
Uhm nope. Would have been better for the game but not the case. But I do think it's hilarious. |

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Lucas Kell wrote:xxxTRUSTxxx wrote:there is choice, by using a remap you admit knowing it's use and it's effects. locking you into them attributes boost for the remap timer is the cost of the boost. if players have an issue with the remap and wants a more balanced training ability, they should not remap.
so here we are now, players claiming remaps are bad, attributes are bad, it can't be me, it must be the system. the system works fine. i'd like to see more proof that it isn't. But choosing not to use them is a negative choice. You're not choosing between two different options with distinct benefits, you either choose to get the benefit or choose not to. Much like the reason clone grades were stripped out, CCP are looking to remove systems which give you one one sensible choice. With implants it's even worse because the choice also means you need to be more protective so you are unlikely to jump into content on a whim. If you've got a head full of implants, you're less likely to jump in on some spontaneous action. The implants aren't there to benefit you in space, they are simply there to make you take less time to train at a cost of being more risk averse.
If you or the group you're with isn't good enough to stay alive then don't use them, simple. |

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Lucas Kell wrote:Gregor Parud wrote:If you or the group you're with isn't good enough to stay alive then don't use them, simple. In many instances you won't know whether or not you are in the winning group until it's over. And no, that's not the choice made. Most people just say "I'll just stay docked and save the several days of training time this removes". I really don't get the problem here. CCP want to remove some of the boundaries that prevent people from readily engaging in content. Why is that a bad thing? Why is it that ANY change is always met with people crying about how terrible and carebearish it is, no matter what the change is. If CCP said tomorrow they were removing concord, someone would still find a way to whine about CCP making the game a themepark. I tell you what, CCP: Stop developing EVE. Apparently it's fine exactly as it is and every change is terrible, so lets just not have any more changes. Is that a better position to be in?
You can engage in content just fine, just as you can choose to fit faction/DS gear on your pvp ships you can choose to use learning plants.... or not. No one is forcing you to use them and it's just another risk vs reward mechanic as there are so many in EVE. If you don't feel that your group is good enough to win fights regularly then you probably shouldn't use them and, I dunno, get better.
EVE is about risk vs reward and this is a pretty basic example of exactly that, why should we have the risk removed (and, weirdly, everyone wanting close to full reward as a replacement) just because some people are incapable of making the conscious decision or because of others who realised they'd probably fail a lot?
Perhaps you should just get more blues to hide behind. |

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Clone cost removal made good sense, implant removal doesn't. |

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Omnathious Deninard wrote:Mharius Skjem wrote:If I wanted to play WOW I would just play WOW or SWTOR, but you know what? WOW/SWTOR is for pussies, there's no risk, and no penalty for death and dying. If you go into battle you risk nothing. Tell you what, when your ship respawns back in station with your skill hardwiring implants that you had when you get podded, then we will have WOW in space, till then Eve is still Eve learning implants or not.
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SilentAsTheGrave wrote:I can't agree with CCP Darwin more. I did a ton of reading and research before starting EVE Online a few days ago. But even still, the first few days I totally forgot about the attributes, remaps and learning implants. When it came to what skills to learn and train, I just picked the stuff that enabled my interests. I am a bit all over the place trying things out and I loved it. But because I love to read forums and such and seeing this thread, I was reminded attributes, remaps and learning implants exists. Now I'm sitting here trying to figure out the most optimal way to train and it does not even remotely resemble the choices I was making earlier and more importantly - is not fun at all. It leaves no room for me to explore and try new things. Like some strict diet where there is no room for the enjoyable foods. The whole time I keep asking myself, "What if I spend this whole year training into something I don't find enjoyable at the end of the year?" I just want to enjoy the game and have fun. I hate having to endure certain game mechanics that leave me with no enjoyable options. Either endure a year not having fun or fall further and further behind. That is hardly a good choice now is it. I really enjoy making decisions where I have to deal with risk and reward. Strategic decisions and the like. But having to decide which path to walk down when all presented to me are equally not enjoyable... 
"The most optimal way", as you put it, requires effort and planning just as the most optimal way of learning pvp, and pretty much everything else in EVE, also requires planning. "It leaves no room for me" is a lie, you can choose to not touch it for a while or choose to use a generic combat remap that will work just fine. It's a simple case of risk&effort vs reward. |

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SilentAsTheGrave wrote:So the first year of the game I have to pick between leveling up my ship or leveling up my support skills... Wow. Thanks. 
Show me where I said that, you can do a pretty normal and balanced per/int remap and train the majority of combat skills just fine. What's going on is your OCD going "I'm below optimal, this will not stand!" combined with "I'm not willing to risk but I do want full rewards" and of course the real issue being "I'm part of a group that uses me as cattle, quantity over quality, and because of that mind set I'm going to die a lot which means it won't be worth it to use implants".
Either accept that you're not training super optimal unless you put in effort to plan or effort to not die a whole lot.
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Dave Stark wrote:Gregor Parud wrote:SilentAsTheGrave wrote:So the first year of the game I have to pick between leveling up my ship or leveling up my support skills... Wow. Thanks.  Show me where I said that, you can do a pretty normal and balanced per/int remap and train the majority of combat skills just fine. What's going on is your OCD going "I'm below optimal, this will not stand!" combined with "I'm not willing to risk but I do want full rewards" and of course the real issue being "I'm part of a group that uses me as cattle, quantity over quality, and because of that mind set I'm going to die a lot which means it won't be worth it to use implants". Either accept that you're not training super optimal unless you put in effort to plan or effort to not die a whole lot. so you're saying that all new players, because of a ****** attribute system, should not be able to train optimally? stop prenteding there's effort anywhere in here; you simply cannot optimally train basic skills as a new player due to the fact that they all use different attributes which forces them to either training half of them painfully slow, or all of them just plain slowly. the only thing they can do optimally is train a bunch of skills that without other skills are borderline useless. congratulations, you can fly all of the cruisers with t2 guns... can't fit any of them because you've got no support skills. why should new players have to accept that the only way for them to train for the first few months is suboptimally?
That's a whole lot of sperging, hyperbole and lies.
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Dave Stark wrote:lies?
not in the slightest; tanking skills and gunnery skills use two totally different sets of attributes. it's an undenyable fact that you cannot train both optimally on the same remap. this leaves the situation where new players, who need both sets of skills are FORCED to train at least one, if not both of these types of skills suboptimally.
feel free to find a lie there, but that's the reality of the situation.
for the likes of (probably) you and (definitely) me, who are probably somewhere around the point where our support/fitting/tanking skills are where they need to be - we can comfortably sit in a per/will remap and cross train all the guns/ships optimally and not care about attribute remaps for years at a time. new players do not have this luxury.
Go create a blank character in EFT, select a chosen path with decent skills that any newbie would be proud of. I made one for caldari with missile skills, T2 light med drones, T2 light missiles for frigate pvp and all lvl 4 ship skills, being able to decently fly a Raven for PVE. Total SP count just under 8 mil.
- with base attribs total training time is 175 days - with perc/int total training time is 160 days - with 3 remaps for perc/wil, int/mem and mem/perc (drones), which would be dumb as hell as it's a waste but lets go with it, total training time is 152 days
So, by not using a pretty standard perc/int remap and instead going for a ******** "lets waste all my 3 remaps right away" OCD attitude you gained.... 8 days, out of 160 total. That's like 5%? WHO GIVES A ****!
In short: less hyperbole, more facts and maths. |

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Posted - 2015.02.17 11:02:36 -
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Dave Stark wrote:for a new player, 8 days is a long time.
and congratulations you've just proven you've had to blow THREE remaps to achieve a level of training the rest of us enjoy simply by not being new to the game.
basically you've just told us what i've been saying all along; they either get shafted by 8 days, or 23 days. they have to waste all that time to achieve a training time that we, once again, get to enjoy just because of our character's age.
cheers, saved me doing the maths myself and still proved my point.
No, what we've proven is that your OCD and sperging about not being optimal is based on a 5% "loss" of sp, and that newbies can select a simple single remap getting them within 5% of super optimal training (which would be silly to do in the first place).
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Dave Stark wrote:Gregor Parud wrote:Dave Stark wrote:for a new player, 8 days is a long time.
and congratulations you've just proven you've had to blow THREE remaps to achieve a level of training the rest of us enjoy simply by not being new to the game.
basically you've just told us what i've been saying all along; they either get shafted by 8 days, or 23 days. they have to waste all that time to achieve a training time that we, once again, get to enjoy just because of our character's age.
cheers, saved me doing the maths myself and still proved my point. No, what we've proven is that your OCD and sperging about not being optimal is based on a 5% "loss" of sp, and that newbies can select a simple single remap getting them within 5% of super optimal training (which would be silly to do in the first place). actually, all we've proven is that i'm right. new players, because they're new are forced to suffer lower training times because of the range of skills they need.
Based on what logic?
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Rain6637 wrote:There's also the matter of value for your sub fee. If you train slower, you're receiving less SP value for it.
8 days can also be especially painful if it's a prereq for something else, that has to be suffered.
8 days on a total of 160, compared to a super optimal remapping. Also, the numbers I stated are without implants. If you include implants then the % gain from remapping becomes lower making it even less than 5%. Seriously, the only ones caring about this are OCD math geeks (who'd probably never undock and do anything interesting anyway) and leadership of lol blob alliances who want their cattle to train up faster for a new meta which they weren't smart enough to figure out themselves first. |

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Rain6637 wrote:I think we're forgetting how serious the effects of attributes can be on the game. Jita and Amarr... influenced by the Achura stat distribution that used to drive character selection for a long time. That's been changed, but the momentum of Jita is a juggernaut at this point.
I mentioned it before, but when it comes to something like attributes and implant costs, there's no way to know how else players might behave if it was different.
The example of Jita and Achura's popularity is kind of important because it involves the same mechanic, of attributes and SP accumulation. I can't tell the future, but I'm willing to say I'm sure we'll find that EVE was gimped as a result of how attributes, remaps, and implants impinged on gameplay.
Jita was a thing long before Achura happened. Also, those early fixed attributes were pretty moronic to a point where the only not completely terrible combat option was being Gallente, we're talking easily 25-30% training speed differences here. Achura changed that. |

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Tia Aves wrote:My personal take on learning implants is that they should be removed. If I want to spend ISK on hardwirings or pirate sets which improve my characters ability in PvP, that is a meaningful choice that has a varying impact depending on how much I want to spend.
Training Cybernetics V and dropping over half a PLEX to buy a +5 learning set - just to get Jump Drive Calibration V and all the other rubbish support skills I have to train at the moment a bit faster is not meaningful, its an expensive pointless mechanic and a chore. Its even worse for newer players who both want to achieve their short term skill training goals as quickly as possible, but also want to learn to PvP where their +3 set is more expensive than their 3M ISK frigate.
And yes I understand that technically removing things like learning implants is 'dumbing down' the game but in my opinion it is not significant. The complexity in EVE should come from ships, fleet compositions, fittings and tactics. Really for me the bottom line is that the risks you take engaging in PvP and the speed that you train skills really should be independent of each other.
The case for attributes and remaps I'm not even sure myself on. Specialised remaps are great especially for alts and older characters but it is frustrating at times. At the moment I'm on a balanced, non specialised remap and its rubbish knowing that really I could be opening up more hulls faster if I remapped Per/Wil. I certainly wouldn't miss them if they were removed and as above I don't think the removal would represent a significant dumbing down of the game.
Sounds like "it would favour me personally if they got removed".
Are you using learning plants as you pvp? |

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Nevyn Auscent wrote:Dave Stark wrote:
not logic; fact, you know the fact in the post that quite obviously pointed out you either train 8 days slower or blow 3 remaps to achieve the same level of sp/hour us older players enjoy because we don't have to worry about training off remap support skills any more.
****, pretty sure it was you who even presented the proof. how quickly you forget.
Not to mention heavens forbid that a new player may actually want to try their hand at Exploration, Industry and Leadership thus training Corp skills, Leadership skills, Probing skills, Manufacturing skills and Mining skills, before they actually settle into the null doctrine of 'fly these specific ships with T2 fits'. Lets not even start to think about how many remaps that would actually take for a new player to actually experience all the various types of game play EVE has to offer without training a single one sub optimally.
Ah there it is "T2 doctrine" which translates to "I'm just just cattle", which comes back to my earlier points on that. |

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Dave Stark wrote:you still haven't justified why it's perfectly acceptable for new players to get shafted on sp/hour unlike us veterans, mind you.
or if you have and i missed it, would you care to link the post?
They only get "shafted" (for 5%, nice hyperbole) compared to a vet who only trains specific attribs for a long time. And the only way for him to get to that point is to have done that the whole time is if that vet has been using that OCD "must be optimal" which will have resulted in said Vet to not have done anything of note for a long time. Besides, by that time we're talking about hilarious skills which aren't in any way important to newer players. And by the time said newbies get to that point they'll have 3 remaps left to toy with that, would they want to.
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Not at all, it's a "for people who are willing to put in extra effort, planning and/or risk there's a 5% training bonus. For everyone who can't be bothered there isn't".
People make it seem as if 2700sp/h is the base number somehow. It's not, it's the ideal number which is something entirely different. |
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Posted - 2015.02.17 11:56:15 -
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Mag's wrote:Gregor Parud wrote:They only get "shafted" (for 5%, nice hyperbole) You keep mentioning this 5%. But in this very thread it was shown that it can in fact be upwards of a 50% gain. My point here isn't to say you are wrong, but that simply brandishing a figure like that means nothing.
The 5% mentioned is based on the "newbies lose out on so much" that Dave brought up, after which I made up a perfectly good "newbie build" to 8 mil SP showcasing 5% total difference (again, not assuming implants which would make the percentage lower) between a base perc/int and completely using up all 3 remaps.
I'm not stating that it would only be 5% everywhere, that would be silly.
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Dave Stark wrote:Gregor Parud wrote:Dave Stark wrote:and we're back to "i had to endure a bad system, so do new players".
that's really not a good justification for keeping a bad system. Not at all, it's a "for people who are willing to put in extra effort, planning and/or risk there's a 5% training bonus. For everyone who can't be bothered there isn't". People make it seem as if 2700sp/h is the base number somehow. It's not, it's the ideal number which is something entirely different. there's no extra effort in "planning" a skill plan. stop pretending there is. when you've been playing for a few years, 2700 is the base number - because you're no longer having to train off-remap skills that are pretty much essential to flying ships. you've got all your navigation skills, your core skills, your tank skills, etc. you can just focus on cross training your hulls and guns so you have more diversity in your engagement profile.
That either happened by training up all int/mem etc first (which is a choice) or by having so much SP that you pretty much have "everything at 5" and that that point the only things left training for will have no impact on gameplay compared to newer players.
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Tia Aves wrote:Also newer players training stuff here there and everywhere would have to buy a full set of +5's, where older players only have to fly around with 2 of them which match their current specialised remap.
So new players have to spend more, to get a slower training time than an older player achieving max SP/hr for less ISK. Hmm sounds a bit borked to me.
Your logic is hilariously dumb.
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Rain6637 wrote:+4 on HG sets is kind of nice, for PVE types who don't have to worry about PVP. I recently started going out in a Golem in high sec for kicks, which I haven't done in a few years... I'm thinking pirate sets are a nice blend of training and PVP, and worth their cost.
I'm not sure if the statistic is still valid, but if it's true that a lot of players (possibly the majority) are high sec lurkers who level up their Raven, something like attributes added to more implants is a nice option.
A blend of attributes into every type of implant in slots 1-5. A new tier / class of implants, perhaps.
Combat implants are a form of pay2win, many things are of course (in a way) but if we're talking about getting MORE newer players into PVP then it probably wouldn't help if more established players run around with funky implants.
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Dave Stark wrote:i simply don't think that new players either being 'locked' in to one set of skills, or simply having to accept lower training times is good for the game. especially when CCP are trying to put a real effort in to attracting and retaining new players. yeah, i suffered it, you suffered it... but there's really no reason why new players have to suffer it too - what does that actually achieve?
What does ship loss achieve? Or losing access to a station with your stuff just because the new owners aren't your friends. What does allowing high sec ganking achieve? What does not having local in WH achieve? Those are all arbitrary game play/mechanic choices made by CCP which could easily be changed by following the "it would just be easier" logic.
Also, I "suffer" it still every day. I have many alts and projects with new characters. Not 2 weeks ago I opened a new account and and fully training up 3 characters on that one (ie 3 plex a month). As I stated earlier, it would benefit me personally if they'd remove remaps and learning implants.
But this is EVE and every time someone mentions "wouldn't it just be easier if we'd remove choice and risk" I'll start kicking and screaming unless I am/get convinced that it's actually better that way (like clone cost). |

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Rain6637 wrote:For starters, a responsible thing to do for the ignorant new players is set their attributes to Charisma:empty, and the other four categories leveled out. I don't know what starter characters' attributes look like nowadays.
Streamlining attribs makes a lot of sense. Dropping the dual attrib requirements would require less remaps to be "optimal", make it more logical and still give a sense of direction.
Perc (or whatever new name) for combat related including shields and armour int for support skills like navigation, drones, electronics etc. Hauler related training mem for industry related (including mining ship training) Char for leadership and social
Give enough points that you can't completely min-max in the way that you'd never really get one to lowest unless you pile it in the other 3.
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Dave Stark wrote:anyway, back to my question; what does it achieve to have an SP system that puts new players at a disadvantage from the very beginning?
But it doesn't. See, it only does if you're CD about it and min-max like a true champ. "Come fly with us, remap to perc/int and stop bothering about it. If you really do want to get the last ounce of training then these are your options but honestly, it's just a choice" is a perfectly valid way to get newbies into the game and pvp.
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Dave Stark wrote:Gregor Parud wrote:But it doesn't, but it does, you proved that in YOUR OWN post about 2-3 pages ago.
If you find 5% important in any way, sure. Which leads back to "min-maxing like a champ". |

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I did answer it but in an edit 
Quote:But this is EVE and every time someone mentions "wouldn't it just be easier if we'd remove choice and risk" I'll start kicking and screaming unless I am/get convinced that it's actually better that way (like clone cost).
I'm not convinced it's better. Factually it's below optimal (duh) but that doesn't make it bad, all it does is give people choice and the option to either not bother too much with because they don't care enough for it or for the people who DO enjoy the min-maxing game to play EVE "their way".
Don't get me wrong, I love newbies and over the years have helped them in so many ways it's not even funny but at the same time I love EVE and a EVE, to me, is part tough love, "deal with it", "HTFU", "think before you act", "you can't have your cake and eat it" and "if you're gonna be dumb you gotta be tough". |

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How many remaps do you have left atm. |
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Tia Aves wrote:Deacon Abox wrote:Go ahead and take away something that made the game interesting and enjoyable for many of your players. Players that stayed many years through horrible balancing such as the 3 year Drake era, the Acura attribute advantage, etc. You will lose many of those veteran players by dumbing down the game. But I suppose you think you will gain more new players. Hope they stick around for you. The game's complexity and what makes it interesting should come from ships, fittings, fleet compositions, tactics and above all piloting though, don't you agree? And I really disagree that learning implants and attributes have made the game any more interesting anyway to be honest. Using hardwirings maybe, but generally when I have to think about learning 'plants and remaps it's a chore not something I actively want to log in to deal with.
If there's a play style that you personally don't like and actually is kinda detrimental to your own play style choices, would you want that removed?
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Memphis Baas wrote:Tia Aves wrote:So its not like its just me fighting for whatever is going to benefit me most. Only one person in this thread is trying to make that sound like it's a bad thing.
No it's fine to do so, as long as it's not marketed as "better for the game and newbies". Just be honest about it. |

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99% of the posts are "I must maximise because of :reasons: but I don't like the downsides of this so instead of making an informed decision and accepting possible consequences to my choices I'll go whine about how CCP should just remove consequences and choice altogether, and I'll use amazing explanations for it to make that sound logical in a game like EVE".
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Rain6637 wrote:Gregor Parud wrote:99% of the posts are "I must maximise because of :reasons: but I don't like the downsides of this so instead of making an informed decision and accepting possible consequences to my choices I'll go whine about how CCP should just remove consequences and choice altogether, and I'll use amazing explanations for it to make that sound logical in a game like EVE".
read this very carefully: You may be right. You may be so right about so many people that their collective decision making is slowing EVE's pace of gameplay. The ideal of making EVE hard is valid. The reality is it's not conducive to gameplay.
No, the reality is that people who want to whine for change do so on the forums, the ones who are ok with it mostly don't come to the forums. |
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