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Author |
Thread Statistics | Show CCP posts - 28 post(s) |
Mr Omniblivion
GoonWaffe Goonswarm Federation
374
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Posted - 2015.02.09 22:44:24 -
[601] - Quote
Mathias Raholan wrote:I keep reading "New players won't understand... " a lot in this topic. While I'm all for doing stuff to retain people and make some things more simple, but for the love of god let them figure something out over time. I didn't know a lot my first days, neither did a majority of players. This is like some weird helicopter parenting.
I don't even...
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Mr Omniblivion
GoonWaffe Goonswarm Federation
374
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Posted - 2015.02.09 22:48:53 -
[602] - Quote
Chance Ravinne wrote:Let's table the remapping discussion for a bit. Surely the learning implants are a tad less contentious?
The remapping/Attribute implants are hand-in-hand. Remapping is just another permanent form of attribute enhancer.
Solution
-Remove attributes affecting SP/hour. Give everyone the max SP/Hour for whatever skill
-Change attributes to give a small bonus to the actual skills that utilize them, with the same Primary/Secondary classifications
-Keep attribute implants in the game
Problem solved |
Memphis Baas
128
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Posted - 2015.02.09 23:00:38 -
[603] - Quote
So if someone remaps to Per Wil then they get, say:
- 2% bonus to gunnery, missiles, drones (in effect 2-6% DPS bonus from the guns) - 2% bonus to whatever the ship bonuses are (typically DPS, sometimes ewar range, resists, or the like)
And if they remap Int Mem then they get, say:
- 2% bonus to armor, shields, capacitor, targeting, etc (support skills) - 2% bonus to refining, manufacturing, mining
Something like that?
It would be somewhat difficult to balance, mostly because ship bonuses are typically support type bonuses, so the Int/Mem mapping seems to have more bonuses than the Per/Wil mapping would give. I'm also guessing that they may prefer to introduce 2% implants to give the bonuses, rather than keeping, and complicating, the attribute programming. |
Gregor Parud
Ordo Ardish
1077
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Posted - 2015.02.09 23:48:46 -
[604] - Quote
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. |
Rain6637
GoonWaffe Goonswarm Federation
29753
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Posted - 2015.02.10 02:13:21 -
[605] - Quote
I'm wondering what CCP Karkur meant in the o7 show (two episodes ago), when she said removing medical clones allowed her to do something she can't talk about.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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Nevyn Auscent
Broke Sauce
1907
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Posted - 2015.02.10 02:50:08 -
[606] - Quote
Rain6637 wrote:I'm wondering what CCP Karkur meant in the o7 show (two episodes ago), when she said removing medical clones allowed her to do something she can't talk about. We could tell you, but we can't talk about it. |
Chance Ravinne
WiNGSPAN Delivery Services
63
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Posted - 2015.02.10 03:36:36 -
[607] - Quote
Rain6637 wrote:I'm wondering what CCP Karkur meant in the o7 show (two episodes ago), when she said removing medical clones allowed her to do something she can't talk about.
Some ideas: More frequent clone jumps Jumps into Legion/Valkyrie clones Using NPCs to commonly pod capsuleers Rebalancing implants New type of clone insurance Some kind of special ships/modules [*]
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
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Sniper Smith
Center for Advanced Studies Gallente Federation
238
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Posted - 2015.02.10 04:37:22 -
[608] - Quote
Rain6637 wrote:I'm wondering what CCP Karkur meant in the o7 show (two episodes ago), when she said removing medical clones allowed her to do something she can't talk about. My bet is it's NPC's killing Pod's. It's being seriously talked about.
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Nevyn Auscent
Broke Sauce
1908
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Posted - 2015.02.10 04:41:42 -
[609] - Quote
Sniper Smith wrote: My bet is it's NPC's killing Pod's. It's being seriously talked about.
They already are. |
Aralyn Cormallen
Wildly Inappropriate Goonswarm Federation
710
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Posted - 2015.02.10 08:49:58 -
[610] - Quote
Mr Omniblivion wrote: The remapping/Attribute implants are hand-in-hand. Remapping is just another permanent form of attribute enhancer.
Not really. Sure, Attribute Implants effect attributes now, but a simple rework can keep their function whilst removing the co-dependence that currently exists. Seriously, what would be the problem with:
Me wrote:The obvious is to replace the attribute increases with a flat % speed increase within certain skill categories. Most categories use the same Primary/Secondary (with the occasional exception), so say Attributes get binned, turn the Perception Implants in to Implants that increase training speed in the categories that used to have Perception as the main attribute.
Its hardly difficult to understand for newbies - want to train Spaceship Command skills faster, plug in a Spaceship Command Learning Implant. The only thing "wrong" with it, is it is maintaining its function, which is only wrong for people who want their +5's for free with no drawback. |
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Aralyn Cormallen
Wildly Inappropriate Goonswarm Federation
710
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Posted - 2015.02.10 09:05:55 -
[611] - Quote
Memphis Baas wrote:So if someone remaps to Per Wil then they get, say:
- 2% bonus to gunnery, missiles, drones (in effect 2-6% DPS bonus from the guns) - 2% bonus to whatever the ship bonuses are (typically DPS, sometimes ewar range, resists, or the like)
And if they remap Int Mem then they get, say:
- 2% bonus to armor, shields, capacitor, targeting, etc (support skills) - 2% bonus to refining, manufacturing, mining
Something like that?
It would be somewhat difficult to balance, mostly because ship bonuses are typically support type bonuses, so the Int/Mem mapping seems to have more bonuses than the Per/Wil mapping would give. I'm also guessing that they may prefer to introduce 2% implants to give the bonuses, rather than keeping, and complicating, the attribute programming.
Wow, this is a new high on the greed-scale - free levels 6 and 7 across whole skill categories?
Thought experiment time. What would you expect an Implant to cost that gave gave a pilot 6% Rate of Fire (Gunnery and Rapid Firing), 7% Damage (Relevant Turret, Relevant Specialisation and Surgical Strike), 5% Tracking Speed (Motion Prediction), 5% Optimal Range (Sharpshooter), and 5% Falloff (Trajectory Analysis)? This is everything you would get for a +1 to skills in the Gunnery Category. Lets forget for a moment that Gunnery shares the attribute "set" with the Missile and Spaceship Command Groups (ok, Gunnery and Missiles is unlikely to benefit side-by-side, but those extra levels in every Ship Bonus would be neat too). Even if the "attribute bonus" was not a "true" skill level, the fact three skills add to Damage (discounting any ship skill bonuses) and two to Rate of Fire would make even the +1 bonus a massive increase in performance to an Implant wearer, well above anything the current Sets or Hardwirings provide. We are talking Billions for these Implants.
And this is for the benefit of new players?
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Celestia Via
Re-Awakened Technologies Inc The 11th Hour Alliance
39
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Posted - 2015.02.10 09:50:59 -
[612] - Quote
having caugth this discussion late, its my simple minded opinion that what currently applies, paying a fixed amount for a fixed skill bonus, is... redundant. It can be removed completely with only result, us having less things to worry about when we "wake up" on medical clone and new players being abit less baffled in a game thats already too much to take in at first.
There's no place like space
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DeMichael Crimson
Republic University Minmatar Republic
47143
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Posted - 2015.02.10 11:00:04 -
[613] - Quote
Sharise Dragonstar wrote:Although I don't personally like implants I agree with Celgar that it would be a bad implamentation. The medical clone change was fine. Eve needs risk to be Eve else it becomes just another run of the mill MMO.
Agree 100%.
Removing attributes and implants isn't going to increase the amount of people doing PvP. All it does is remove player choice and risk from the game.
As a paying customer I gotta say I'm really getting tired of CCP constantly fecking up this game. This game is supposed to be a harsh tough love type of game, not 'Hold my hand and sing Kumbaya' crap.
If CCP want's to 'Level The Playing Field' for everyone, then they need to remove all Implants and ISK, make all modules, ships, POS's, etc, freely available to everyone, both old and new player alike.
DMC
'The Plan' | California Eve Players | Proposal - The Endless Battle
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Phoenix Jones
Isogen 5
1050
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Posted - 2015.02.10 11:05:01 -
[614] - Quote
Chance Ravinne wrote:Rain6637 wrote:I'm wondering what CCP Karkur meant in the o7 show (two episodes ago), when she said removing medical clones allowed her to do something she can't talk about. Some ideas: More frequent clone jumps Jumps into Legion/Valkyrie clones Using NPCs to commonly pod capsuleers Rebalancing implants New type of clone insurance Some kind of special ships/modules No to more frequent jump clones. There used enough the way they currently are. Considered clone insurance, but people would mess with the market rates on implants.
Yaay!!!!
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Rain6637
GoonWaffe Goonswarm Federation
29765
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Posted - 2015.02.10 13:10:44 -
[615] - Quote
It would be super cool to pod jump into Valkyrie or Legion clones, but NPC pod killing makes more sense.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Leannor
Central Builders Incorporated Northern Associates.
100
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Posted - 2015.02.10 13:15:43 -
[616] - Quote
Rain6637 wrote:It would be super cool to pod jump into Valkyrie or Legion clones, but NPC pod killing makes more sense.
Whole heartidly support pod killing by NPC. Only in a few scenarios though.
Standing 'to' a Faction / corp is terrible, and your sec status is negative. Watch out doing missions if you loose it.
You should have a fair chance to run and hide like anyother PVP (unlike concord who can own your a.ss). but a pod, hanging in 1.0 space with ~ -10, should be found by concord and killed if caught.
Anyone with positive standing is always safe from NPC podding, regardless.
"Lykouleon wrote:
STOP
TOUCHING
ICONIC
SHIP
PARTS"
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Rain6637
GoonWaffe Goonswarm Federation
29765
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Posted - 2015.02.10 13:18:05 -
[617] - Quote
Yeah, it's a fun change. Also welcomed for the removal of clone costs. It was getting rather severe for me.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Leannor
Central Builders Incorporated Northern Associates.
101
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Posted - 2015.02.10 13:24:20 -
[618] - Quote
Phoenix Jones wrote: The attribute system is antiquated, based on a time when the concept of a mmo was based on d&d. The attributes hinder gameplay, and make people feel weaker because they can't afford the training buffs the veterans have.
actually ... just thought of this. The jealousy argument against vets is not really sound. Don't forget vets are already suffering from the lvl5 skill syndrome. Skill is designed to get massively slower for vets, to enable new players to catch up faster anyway, so the vets have got a big disadvantage there. Sure, points increase, but skill progression doesn't. If all levels of skill were equal in time, then yes, the implant bias would be obviously wrong. but, what the implanst do, to those that can afford/ want the risk etc... is just give a little boost in the level 5 ...(and there 'may' be some new skills that get caught up int it.
"Lykouleon wrote:
STOP
TOUCHING
ICONIC
SHIP
PARTS"
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Rain6637
GoonWaffe Goonswarm Federation
29765
|
Posted - 2015.02.10 13:25:48 -
[619] - Quote
Don't mind him, he's got cabin fever after being cooped up in that wormhole of his.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Intar Medris
Viziam Amarr Empire
221
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Posted - 2015.02.10 14:08:24 -
[620] - Quote
Learning implants should have went the way of Dodo along with the learning skills when they were removed. To me it would just be getting rid of dead weight not dumbing down the game.
I try to be nice and mind my business just shooting lasers at rocks. There is just way too many asshats in New Eden for that to happen.
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Memphis Baas
134
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Posted - 2015.02.10 14:17:23 -
[621] - Quote
Aralyn Cormallen wrote:Wow, this is a new high on the greed-scale - free levels 6 and 7 across whole skill categories?
Relax, I wasn't sure what you were suggesting, and was trying to clarify, with fake numbers.
What I actually meant was IF someone remaps to max Per Wil and with +5 attribute implants, they get a total of 2%, compared to the balanced remap and no attribute implants. You were talking about getting a bonus from remapping, not about CCP introducing extra implants, and I wanted to express that the Int/Mem remap may be preferred across the board because it affects more skills.
If they introduce skill implants, I really doubt they will have across-the-board bonuses like that. More likely each implant will be matched to a skill.
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Mr Omniblivion
GoonWaffe Goonswarm Federation
375
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Posted - 2015.02.10 19:55:57 -
[622] - Quote
DeMichael Crimson wrote:Sharise Dragonstar wrote:Although I don't personally like implants I agree with Celgar that it would be a bad implamentation. The medical clone change was fine. Eve needs risk to be Eve else it becomes just another run of the mill MMO.
Agree 100%. Removing attributes and implants isn't going to increase the amount of people doing PvP. All it does is remove player choice and risk from the game. As a paying customer I gotta say I'm really getting tired of CCP constantly fecking up this game. This game is supposed to be a harsh tough love type of game, not 'Hold my hand and sing Kumbaya' crap. If CCP want's to 'Level The Playing Field' for everyone, then they need to remove all Implants and ISK, make all modules, ships, POS's, etc, freely available to everyone, both old and new player alike. DMC
Sigh.
I 100% disagree with the above ideas. This is the false assumption when it comes to having to buy attribute implants.
We have hostile fleets roaming through Deklein on an hourly basis. Most of those hostile fleets are interceptors- If we want to fight them and be competitive, we generally would need to fly smaller ships to be able to brawl.
Most of us in Deklein have at least +4s or +5s installed in our clone. If we wanted to go brawl with those interceptors, we would probably be flying a ship that is several times less valuable than our clone. Why would we then go shoot at them if the High Risk of getting blown up would cost 5 times as much as the ship we lost, when the Zero Risk option is just to dock up when we see hostiles enter system?
It's not like there is an actual threat from these roamers except to people not paying attention. There is no incentive to actually stay and fight at all because the nature of their fleets means that they're roaming looking for easy kills. This means that in order for us to have fun, we'd have to risk a high amount of isk- the majority of which in our pod- just to be able to shoot them.
By removing the need for Attribute Implants, instead of docking up and waiting for hostiles to leave, we could actually go out and have fun shooting them in whatever ships without worrying about tens or hundreds of millions of ISK in our pods- just for learning skills faster.
More destruction = more consumption = better for eve as a whole.
People docking up because of their +5 learning implants does absolutely nothing but hurt the game. Saying "it's a risk blah blah blah" is a short sighted and ******** argument because very few people would actually give up the ability to train skills faster in order to participate in one-off PVP as the situation arises.
I have yet to see an actual argument with a logical reason why attribute implants should stay in the game. So far, they have only been "but it's a risk they have to take waaaah" "ccp you're turning this game into wow" "you're turning EVE into a run of the mill mmo" "but i had to do it so should they" etc etc.
All of these arguments are literally ******** because they are based on unfounded thoughts that show complete lack of knowledge about how behavioral mechanics in Eve actually work. Taking learning implants out means that there is less value to a ship and pod when a pilot evaluates whether or not to go out and shoot someone. If someone is wearing +5's they generally won't undock in a frigate or interceptor or even a cruiser and go shoot people. Thus, attribute implants actually reduce the amount of PVP and things destroyed in the game because of an inflated risk evaluation.
Don't get me wrong, something will need to be added into LP stores to make up for the loss of Attribute Implants (Geckos? haha). |
Lady Rift
What Shall We Call It
177
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Posted - 2015.02.10 23:48:48 -
[623] - Quote
There has been as little to support their removal as there has been to keep them. |
Rain6637
GoonWaffe Goonswarm Federation
29790
|
Posted - 2015.02.10 23:53:16 -
[624] - Quote
Make in-station clone jumps zero cooldown. Problem solved, everyone can use their +5 sets and PVP sets.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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cpu939
Eternal Darkness. Get Off My Lawn
82
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Posted - 2015.02.11 01:29:44 -
[625] - Quote
Memphis Baas wrote:We can argue back and forth, but none of us have any actual data to back up the "facts" that keep being mentioned:
- newbies don't use remaps - newbies do use remaps - newbies don't understand remaps - the average attribute usage is a "balanced" remap - the average attribute usage is a "focused" remap - having implants discourages PVP - having implants doesn't matter - equal numbers of people pewpew with or without implants - jump clones are being used for quick bursts of PVP then back to training - jump clones are only being used for travel
these are the sort of question we should look at in regards to this issues maybe CCP Darwin can provide information by mining the data
1 - how many trail accounts not linked to an active account are remaped towards skilling 2 - of the player base how many have the attreibutes set as balanced 3 - how often are players loosing implants and what type of implant skills vs hardwires 4 - how often are people jc to training clones |
Aralyn Cormallen
Wildly Inappropriate Goonswarm Federation
710
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Posted - 2015.02.11 09:51:43 -
[626] - Quote
Mr Omniblivion wrote: We have hostile fleets roaming through Deklein on an hourly basis. Most of those hostile fleets are interceptors- If we want to fight them and be competitive, we generally would need to fly smaller ships to be able to brawl.
Most of us in Deklein have at least +4s or +5s installed in our clone. If we wanted to go brawl with those interceptors, we would probably be flying a ship that is several times less valuable than our clone. Why would we then go shoot at them if the High Risk of getting blown up would cost 5 times as much as the ship we lost, when the Zero Risk option is just to dock up when we see hostiles enter system?
It's not like there is an actual threat from these roamers except to people not paying attention. There is no incentive to actually stay and fight at all because the nature of their fleets means that they're roaming looking for easy kills. This means that in order for us to have fun, we'd have to risk a high amount of isk- the majority of which in our pod- just to be able to shoot them.
By removing the need for Attribute Implants, instead of docking up and waiting for hostiles to leave, we could actually go out and have fun shooting them in whatever ships without worrying about tens or hundreds of millions of ISK in our pods- just for learning skills faster.
People don't chase Interceptor fleets because they are afraid of losing Implants, they don't chase Interceptor fleets because its a fundamental waste of time, because Interceptor fleets are functionally uncatchable, and aren't designed to engage in any kind of fight, so aren't going to stick around for anything that has even the slightest chance of killing one. I'm not getting out of bed to spend an hour of my life running in circles to achieve sod-all, regardless of what Implant is in my head or not. In fact, chasing an Interceptor fleet is the one time you can guarantee your Implants are safe, since there isn't going to be a fight anyway. |
Leannor
Central Builders Incorporated Northern Associates.
103
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Posted - 2015.02.11 10:07:58 -
[627] - Quote
Aralyn Cormallen wrote:Mr Omniblivion wrote: We have hostile fleets roaming through Deklein on an hourly basis. Most of those hostile fleets are interceptors- If we want to fight them and be competitive, we generally would need to fly smaller ships to be able to brawl.
Most of us in Deklein have at least +4s or +5s installed in our clone. If we wanted to go brawl with those interceptors, we would probably be flying a ship that is several times less valuable than our clone. Why would we then go shoot at them if the High Risk of getting blown up would cost 5 times as much as the ship we lost, when the Zero Risk option is just to dock up when we see hostiles enter system?
It's not like there is an actual threat from these roamers except to people not paying attention. There is no incentive to actually stay and fight at all because the nature of their fleets means that they're roaming looking for easy kills. This means that in order for us to have fun, we'd have to risk a high amount of isk- the majority of which in our pod- just to be able to shoot them.
By removing the need for Attribute Implants, instead of docking up and waiting for hostiles to leave, we could actually go out and have fun shooting them in whatever ships without worrying about tens or hundreds of millions of ISK in our pods- just for learning skills faster.
People don't chase Interceptor fleets because they are afraid of losing Implants, they don't chase Interceptor fleets because its a fundamental waste of time, because Interceptor fleets are functionally uncatchable, and aren't designed to engage in any kind of fight, so aren't going to stick around for anything that has even the slightest chance of killing one. I'm not getting out of bed to spend an hour of my life running in circles to achieve sod-all, regardless of what Implant is in my head or not. In fact, chasing an Interceptor fleet is the one time you can guarantee your Implants are safe, since there isn't going to be a fight anyway.
yes, i was going to type a more detailed rationale, but actually, "yes" says it all.
"Lykouleon wrote:
STOP
TOUCHING
ICONIC
SHIP
PARTS"
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Sir Substance
GoonWaffe Goonswarm Federation
674
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Posted - 2015.02.11 11:58:23 -
[628] - Quote
Mr Omniblivion wrote: Most of us in Deklein have at least +4s or +5s installed in our clone. If we wanted to go brawl with those interceptors, we would probably be flying a ship that is several times less valuable than our clone. Why would we then go shoot at them if the High Risk of getting blown up would cost 5 times as much as the ship we lost, when the Zero Risk option is just to dock up when we see hostiles enter system?
>In Deklein >15 different stations with JC rights to choose from >Jump clone skills now a core part of recommended skills that everyone is requested to train for deployments >Could have half a dozen blank clones within two jumps of YA0 for just this reason >Still doesn't join home defence fleets
Implants are not why you aren't chasing down those inties. It's ok to not chase down inties, but let's not pretend you're concerned about implants.
The beatings will continue until posting improves. -Magnus Cortex
Official Eve Online changelist: Togglable PvP. - Jordanna Bauer
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Tyrendian Biohazard
Ubiquitous Hurt
342
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Posted - 2015.02.11 13:55:59 -
[629] - Quote
After a lot of discussions with friends concerning the current setup and the advantages/disadvantages to it, I can see the argument for a change. Rather than argue for keeping the current system, or hammer one specific point over and over again, IGÇÖd like to state a few things that came up in conversation that are liked and I feel should be considered for any future changes. Note: these points may have been brought up before, or arguments made against. IGÇÖve had a hard time keeping up with the thread and just feel that a basic contribution is better than none. I donGÇÖt intend to argue points back and forth for pages on end.
- Flexibility to train towards specific goals quicker
There is mention that the attribute system both rewards, and hinders players in their training. While it does allow us to train a specific type of skill quickly, it ultimately is very limited due to remap timing, and the attributes and can potentially hinder a long term training regiment because of prerequisites, or that skills necessary to complete their goals are too far spread out (attribute wise). However, the flexibility to train some skills quicker is a great boost, especially to new players who choose a goal and want enjoy their reward of reaching it. Not only accomplishing their training should be rewarding, but putting thought, research, and planning into setting your goals should be rewarded.
- Skills should be grouped appropriately, but separated enough to provide a unique experience and individuality to a character
Skills are one of the major aspects that make characters unique. Not only in the abilities they can offer to a corporation, but also in other areas such as the character bazaar. Cross training into skill groups should help in specific careers. Example, training into scanning skills would help a Data/Relic Explorer, but also benefit a DED site runner, someone who mines gas sites, or a combat scanner. However, chances are a person that does one of those things, doesnGÇÖt necessarily do the others and helps makes the character as unique as the person that is controlling it.
- A system that both persists through death of a clone, as well as one that is destroyed on the death of a clone
Having a system that contributes based on both time and money is nice for all players in the game. For those that have planned out their skill training, but donGÇÖt have money to drop on implants, a remap system is a great benefit to hitting their goals quicker (and rewarding for putting the effort into planning), while the implant system is great for those that want to remain flexible (flat attribute map) but donGÇÖt mind dropping money on increasing their training. Additionally, both provide a risk versus reward mechanic to the player. You can risk taking out a +5 clone and losing it in a PvP situation, but ultimately will train faster if you survive. On the other side, a heavily focused mapped player is rewarded by quicker training in areas they want, but donGÇÖt have the flexibility to train other areas.
- A training system should support multiple GÇ£typesGÇ¥ of training
From my point of view, there are three types of training that typically take place in EVE and the current system seems to work well for it:
Quote: A short term GÇ£bounce aroundGÇ¥ training A medium GÇ£good enoughGÇ¥ training A long term GÇ£max everythingGÇ¥ training
The GÇ£bounce aroundGÇ¥ trainers seems to be new players getting a feel for the game, or those who like to do a little bit of everything. If efficiency of a career were to be scaled from 1 to 5, they would be a 3. They see skills they need, or lack, and train them regardless of map. They donGÇÖt care about specialization and enjoy being well rounded.
The GÇ£good enoughGÇ¥ trainer likes to take specialization skills to almost max, but donGÇÖt want to spend 4 weeks of training on a 2% bonus. They tend to be more specialized, but like to be somewhat flexible. When asked to fly a HAC, they immediately hop in any one available and undock and are still effective.
The GÇ£max everythingGÇ¥ trainer wants the best capability to do the thing theyGÇÖve chosen. On the career scale they are a 6. They are the people that have perfect refining skills for everything, or max out large blaster specialization for that extra 2% damage for for their 10b isk incursion ship. They want to do be the best in a field.
My primary concern is the loss of choices. The attribute/implant system allows a lot of choices, and choices lead to gameplay experiences. Not only for the person doing the remap, but also the person sitting on station with a seboGÇÖd Thrasher about to destroy their +5 clone. I am not opposed to a rework of the system, provided that it allows the pilots to have options that our current system does, as well as a risk/reward factor that we love about EVE.
My twitch stream to help new players:
http://www.twitch.tv/biohazrd51
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Morukk Nuamzzar
EVE Corporation 987654321-POP The Marmite Collective
24
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Posted - 2015.02.11 14:51:17 -
[630] - Quote
Little by little and EVE is slowly turning into Hello Kitty Online |
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