
Amarisen Gream
Divine Demise
94
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Posted - 2015.07.30 16:47:33 -
[1] - Quote
TL:DR Merge like manor skill groups into broader yet similar groups.-á Merge basic skills that do nearly the same thing but may effect different weapon/industrial aspects into a new broader skill that takes longer over all then a single merged skill to max out, but not as long as the collective whole.-á Maintain current Advanced/specialized skills as is (may need minor adjustments for balance). These advanced skills need to be what define what a character is used for, and I feel that they should be what takes time. These are what take a character form a Jack/Jane of all trades to a Journeyman/Master of that Trade.
I have come to love EVE. Through all the smiles, tears, and every other hard core emotion a person can have, I have learned to love it. But, where do we make change? Where do we look at an aged system/mechanic of EVE and go, how do we change this so it is easier for the NPE but still maintains benefits for our long-term players.-á
I have read that CCP does not want to make changes skills, though discussion has been on increasing SP for new players and attributes removal.-á
It is my fair opinion that to make any of the above changes (or to close the gap), to appease the newer players all while keeping the senior players happy, skills have to by default be changed and shaken up.-á
A restructuring of their grouping, of their benefits, merger and SP required to gain new levels would all need to be looked at and decided if Skill A and B are close enough to go New Skill C. Below is an example of ideas for how things could go. The examples are from the look of the T1 skill (not skills that allow T2 use) The point of any merger of skills is to reduce the GÇ£overheadGÇ¥ in the starting skills and allows players (new and old) to get into specialized professions.
1: Skill Group Armaments - would merge the current group of gunnery, missile, and combat drones. The basic individual turret skills could be merged into one skill (which takes longer to max out compared to just a single turretGÇÖs current requirements). Currently small torrents when specialized attribute mapped take about 7-8 days to train. If the new one (combining the 3 small turrets) took say a 16 days, it would reduce some of the overhead, but still take time. The specializing skills would still be as they are. The medium and large torrents would take 24-30 days and 50-60 days respectively. Similar treatment to missile skills. This would mean, that I would train Small Missile Hardpoints - which would allow/give me use/bonuses to T1 Light Missiles and Rockets.
2: Defensive - Merged Armor Shield sub categories. I didn't see any skills right off that needed any change. Maybe merge the Remote Armor/Hull skills.
3: Industrialization- Merges production, science and (possibly) resource reprocessing. The basic skills that give +1 to production/research slots could be merged.-á
4: Leadership - Merges corporation management and leadership into one group.-áJust to clean up the two groups, as they both are really leadership skills.
5: Maybe merge trade and social categories into a Faction Interaction. Because both skill groups really effect how the player can be effected by the NPC system. Taxes, margins, income, standing/security increase/decrease. (This point was just a side thought, not really super happy with it but it follows the other themes)
SP reallocation? Any merged skills SP pools would be added together within their subgroup. The SP would be automatically redistributed with in the subgroup. If all skills are maxed or become maxed the left over SP would be redistributed slowly to which ever skill the player is training on.
Why pick this over the other options? 1: Increasing the starting SP for new players helps, but doesn't solve the problem.-á There will always be, no matter what choice is used to address the problem, a gap between new characters and old. The redoing of skills-áshrinks the gap at a higher % than increasing the starting SP. 2: Characters like mine, who are two years old loose out on the higher SP start if that choice is picked. A higher start up of SP is a kick in the teeth to players who have been paying in one form or another. 3. New gamers these days are used to being able to get in and get to doing things. When it takes maybe a few days to do a basic thing, but 3-6 months to do it decent? Would new players or any player really wanna wait that long if what they choose to do took months. And to master out the skills for a profession take years. (The players personal human skills are taken out of the equation) 4. New Players need to be able to log in - get to training and start making ISK or whatever they want with in the first few days. That first million is should take maybe a week in which every basic profession they picked. That first billion should come 5-7 months down the road.
I think and believe I covered everything.
also... p.s. CCP. I saw a new player the other day on a trial account. I couldn't p-chat with him. I couldn't mail him. I couldn't do **** with him. That to me is you all having a system that doesn't want people to stay. I would have loved to p-chat with him and help him with what he was doing... I could have been what kept the guy in game for months and years. All i know, when he changed systems, he was enjoying what he was doing. . . but for how long.
xoxo
Amarisen Gream
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