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Thread Statistics | Show CCP posts - 1 post(s) |

Nevyn Auscent
Broke Sauce
2255
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Posted - 2015.07.02 21:57:21 -
[1] - Quote
CCP Rise wrote: Q: 'Attributes aren't very interesting, you should remove them' A: Again, we agree. Team Size Matters discussed removing them on the o7 show (or some other public venue) awhile back and it's still something we are very interested in. We need to figure out a good way to handle all the learning implants in the game though, which is actually a difficult problem. If any of you have awesome ideas for how to handle it don't hesitate to make suggestions. o/
I'm assuming you aren't wanting to simply refund isk & LP. As this would be a simple method but would cause a massive isk & lp burst. Lp could be concord LP in order to avoid faction LP tanking as a lot of FW LP does get created anyway. 'Refund' being at whatever percentage of LP stores you wanted to do. And you could always only refund ones not implanted already as any implanted people have benefited from for at least the time from announcement to removal, or implanted them knowing they would be removed. And not refunded implanted learning implants would significantly reduce the amount out there I'm guessing.
Another possible would be to convert them to a faction sensor strength set. Almost no-one currently uses these sets as they are cringeworthy to some degrees but it would retain some value on them. Alternatively fix it to general sensor strength for all 4 races, as that would actually be worth using. Or some other implant set that provides some small bonus without being 'pirate set' levels. Factions could use some more implant sets if you did remove learning implants as well, that provide very low levels of bonuses. i.e. Low Grade only.
On the topic of skills needed. Afterburner. Micro warp Drive. Tackle. Appropriate repair skill for race. Light Drones
These skills should be only to 1 obviously. But if during the tutorial or opportunities it asks you to do a task, you should have started with the skill required to do that task. |

Nevyn Auscent
Broke Sauce
2257
|
Posted - 2015.07.06 20:08:05 -
[2] - Quote
Asveron Durr wrote:*snip* And then everyone goes Per/Will Because the majority of skills are Per/Will. And anyone who tries to generalise gets punished, rather than rolling new alts.
Attributes are nothing to do with who your character is, they do not affect a single thing other than how fast you train skills, and are utterly irrelevant to gameplay. What does affect who your character is are the choices you decide to make. 'Role'playing. Not 'Roll'playing. |

Nevyn Auscent
Broke Sauce
2257
|
Posted - 2015.07.06 21:38:41 -
[3] - Quote
Add up the training multipliers of each set of skills. There are far far more ship & weapon skills than there are Tank skills. So training the ship & weapon skills off map costs you more time penalty than training the tank skills off map. Which is why attributes are bad, and should just be removed. There is no good reason to keep them. |

Nevyn Auscent
Broke Sauce
2257
|
Posted - 2015.07.06 22:12:32 -
[4] - Quote
Zarek RedHill wrote:I support easing the learning curve for newbros. However, unless you give EVERYONE 2m SP, you're going to have folks like myself (9m SP and struggling to get into the ships I want to fly) upset for not getting the same boost.
Rather - make a few newbie/fitting skills cheaper in terms of skill points, and more advanced skills (e.g. the advanced weapon specialization) more expensive. Do it in a way that cancels out for advanced players who already have advanced skills.
It's kind of hard to make *1 skills cheaper. However they also don't need to give everyone 2 Mil to start. New players only need level 1 in a small list of extra skills, heck, start them at lvl 1 in racial ships even, no need for lvl 3 skills to start with. They can train to be better but they should be able to do any basic T1 type fit when they start. |
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