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Takeshi Yamato
ALA Biomedical
6
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Posted - 2011.12.03 17:52:00 -
[1] - Quote
Learning implants are just as bad as learning skills. |

Takeshi Yamato
ALA Biomedical
6
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Posted - 2011.12.04 09:14:00 -
[2] - Quote
Attack the argument, not the person. |

Takeshi Yamato
ALA Biomedical
32
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Posted - 2011.12.11 18:05:00 -
[3] - Quote
Velin Dhal wrote:I just thought of something that was fairly interesting to me....
The guys here in Null want learning implants to go away. I also saw a few of you asking for more combat implants. My question is this...
If you already unwilling to lose 600m worth of +5 learning implants, how can you justify more high grade and low grade combat implants when they're going to cost 700-2b isk with Omega ? If you won't lose simple +5 implants then I highly doubt that you'll ever use combat implants.
More combat implants is a red herring. This thread is about removal of learning implants, nowhere does the proposal mention anything about more combat implants. |

Takeshi Yamato
ALA Biomedical
35
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Posted - 2011.12.12 18:50:00 -
[4] - Quote
Cearain wrote:I'm mixed on this topic.
Attribute implants make up a decent part of the eve market. I'm not sure just ripping it out is a good idea. Would all the attribute implants I own just vanish with no reimbursment?
But there is definitely a problem with people not wanting to go into null sec because of bubbles.
What if you could warp your pod out of a bubble? The risk in null sec would be the same as the risk in low sec/high sec.
Pods would make nearly unstoppable scouts - probably not a good thing.
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Takeshi Yamato
ALA Biomedical
38
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Posted - 2011.12.14 15:22:00 -
[5] - Quote
Orisa Medeem wrote:I acknowledge the problem. People should not see themselves excluded from the multiplayer aspects of the game because this kind of stupid reasons. I'm just not so certain what the best solution is.
The multiplayer aspect is central to any MMO. There shouldn't be gameplay mechanics that discourage people from playing with others, I would argue that it's a good idea to have many mechanics that encourage people to play with others. |

Takeshi Yamato
eXceed Inc. No Holes Barred
47
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Posted - 2011.12.20 09:22:00 -
[6] - Quote
Velin Dhal wrote:Every single "new player" i've known in this game that has quit eve, has quit for reasons relating to highsec. Things relating to the lack of mission variety. Mining is boring. Things along those lines. I have never heard someone say they quit the game in the first month because I trained faster than they did.
Actually implants are a major reason why noobs are afraid to leave high-sec. They can easily change to a cheap ship but can't change to a cheap clone because they don't have jumpclones. And as a noob, learning faster is really appealing so they'll try to get +4's asap. |

Takeshi Yamato
eXceed Inc. No Holes Barred
47
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Posted - 2011.12.20 16:43:00 -
[7] - Quote
Quote:Say guys, if there was a shorter, 4h or something, timer for clone jumping within the same station, would it solve the issue with wrong hardwiring + learning implants?
If you're going down that route, you might as well allow implants to be plugged out without being destroyed. Jumpclones were meant to be as a means of travel to save pilots the excruciating 50 jumps back to empire, not as implant switching method. |

Takeshi Yamato
eXceed Inc. No Holes Barred
47
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Posted - 2011.12.20 17:20:00 -
[8] - Quote
Cearain wrote:Takeshi Yamato wrote:Quote:Say guys, if there was a shorter, 4h or something, timer for clone jumping within the same station, would it solve the issue with wrong hardwiring + learning implants?
If you're going down that route, you might as well allow implants to be plugged out without being destroyed. Jumpclones were meant to be as a means of travel to save pilots the excruciating 50 jumps back to empire, not as implant switching method. Do you have a source for this claim?
I'm not sure if it was ever explicitly said by CCP, but it's a fairly safe assumption if you know a bit of EVE history.
It was the response to people self-destructing their pods so they could reach their destination more quickly. It was common practice back then. It seems silly today, but warp to zero, jump bridges, capital ships, covert cloaks didn't exist and traveling through 0.0 was slow and painful. Red Moon Rising introduced jump clones as means of 'rapid fleet deployment'. Implant switching was probably an unintended but acceptable side-effect.
On a different note, it is well worth remembering how old EVE is and how much it has changed. Some things just don't make much sense in today's EVE and others never did. Not everybody realizes this, instead making the assumption that everything is working as intended and makes sense.
I would also support removal of attributes entirely for that matter, replacing it with a fixed sp/day. The attribute system we have seems like it was originally intended to promote uniqueness between characters but it just doesn't work out. EVE has evolved along a totally different path. All it does nowadays is reward year-long remaps and inflexibility. |

Takeshi Yamato
eXceed Inc. No Holes Barred
48
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Posted - 2011.12.22 14:52:00 -
[9] - Quote
Xander Hunt wrote:This is the problem with a lot of people who play this game for the sake of PvP, and believe me, I'm NOT saying you're wrong, is that they're so narrow focused on one of the major facets of this game that there are other facets that they miss out on. True, said people may not find it attractive, they may find it boring, they may not have any interest in it. PvP is not the END ALL & BE ALL of this game, and THAT is what fascinates me about EVE.
Removing learning implants isn't going to force anyone into 0.0 or forcing them to change their playstyle. It will just remove a unique incentive to stay in highsec with +5's (or +4's for the poor) plugged in while NOT playing the game to the fullest. Currently that's the only way to maximize training speed without spending ridiculous of ISK.
This is bad for the same reasons learning skills were bad, and worse because the incentive never ends unlike learning skills. |

Takeshi Yamato
eXceed Inc. No Holes Barred
48
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Posted - 2011.12.22 18:31:00 -
[10] - Quote
Xander Hunt wrote:The only real difference between 1-5 and 6-10 is that 1-5 adds SP which extend the life of your character (excluding certain scenarios where SP can be lost), where as 6-10 grants bonuses for that moment, however, 6-10 may give you the edge you need over another player in PvP, or allows you to bring in more rocks per cycle, or whatever for "that moment in time". Either way, the implants give an edge. The point of ALL the implants are to give players the choice in WHICH edge they want. It'd be also up to the player to put in the 100 mill implant to get that extra 5% bonus for tracking speeds (I don't know if there is an implant that does that, just picking something for PvP) so it'd be THEIR decision if they want to pay in ISK for that edge.
You could apply the same logic to learning skills: they too were merely a matter of choice. Of course, we all know that not training them was a bad choice. Bottom line is, some choices are at odds with what this game is about and they need not exist. Choice is not a holy cow that shall not be slaughtered.
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Takeshi Yamato
eXceed Inc. No Holes Barred
49
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Posted - 2011.12.28 18:26:00 -
[11] - Quote
Velin Dhal wrote:I would also like to point out that your training time as a new player is much different than when your an older player. As a new player, you primary train skills that are between the 1x to 5x training times. Older players are in a far different situation. We have to train skills in the 8x to 14x range. Newer players don't need the +5 learning implants as much as older players do. If they have to train in +3 implants for a while, it really isn't a big deal. They don't have to sit through 52 day skills when they want something to level 5.
You got it backwards.
New players need the faster training time because they can't do anything well.
Veterans on the other hand are in no rush - they can already fly a ship for every occasion and then some and have what they need to secure an income. |

Takeshi Yamato
eXceed Inc. No Holes Barred
141
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Posted - 2012.01.20 13:13:00 -
[12] - Quote
Boo mkII wrote: [...] All this puts off people from engaging in risky activities, which is bad for the game and the other players. The most people in space to meet / fight, the better.
Remove the learning implants. Lower / Remove the medical clone price.
Bravo and well said. The removal of learning implants will revitalize PvP and that's why I support it, even if the eternal naysayers will never admit this. |
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