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

O2 jayjay
Hunter Killers. Forsaken Asylum
26
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Posted - 2015.07.11 03:49:04 -
[1] - Quote
Giving new players some skill points will be one of the best updates the game will ever have. Tailor them to what the player choose when creating his/her pilot. I.e. If amarr and combat then the skills should be in amarr ships and armor. If caldari combat then the skill should be in caldari and shields. Maybe advance combat gives destroyer skills instead of frig skills. So players don't spam alts, have the skills apply after completing the tutorial.
This will bring a lot of positive game changes for newer players. |

O2 jayjay
Hunter Killers. Forsaken Asylum
26
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Posted - 2015.07.11 05:39:57 -
[2] - Quote
Rivr Luzade wrote:afkalt wrote:Because waiting for FIVE HOURS to just fit a T1 MWD is either engaging, fun or any use to anyone tbh. 5 hours? It is 8 minutes. There are other things than MWD in the realm of prop mods. @Ralph: You can, 30 minutes after you started the game. 1 hr later you can fit a prop mod, use drones, repair mods and tank mods. 2 hours later, you can even use an MWD. I do not understand how this little waiting time is a barrier at all. yeah if you know what you're doing. For a NEWER PLAYER they don't know or understand how to play the game. They are clueless on the game mechanics, overview ect. The SP boost will greatly improve new player experience.
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O2 jayjay
Failed Diplomacy Dirt Nap Squad.
26
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Posted - 2015.08.31 14:55:26 -
[3] - Quote
Great decision! Im all for the 2 mil SP tbh. Also i like the idea of having civilian mods that are wortst then t1 but doesnt require any skills to use. Example civilian mwd only gives a %350 and increase sig to %700 (just an example) |

O2 jayjay
Failed Diplomacy Dirt Nap Squad.
26
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Posted - 2015.08.31 15:01:44 -
[4] - Quote
Mike Azariah wrote:I started when choosing race and skill meant something about the skills you started with. I actually miss that.
But I have a question for you
Ganker Miner PvP tackle Solo Roamer (low) Missioneer Industrialist Trader add any other startable professions here
for any and all of these what would be the base skills you would expect to start with to be able to act on day 1? In Rookie chat we get vasriations of this question all the time so what would you tell them, as things currently stand. 21 days, what should they train to be specificly able to follow a chosen career?
btw I love the idea of skill points or a jump in that skill as an award for completing missions for the tutorial/career agents. This makes sense, leads to knowledge of what they are being given and how it will be used. Far far better than here is 1 mill skill points newb, knock yourself out. (Because they will, literally)
m
I think this is the best way to solve the issue. As they go through the tutorials, certain skills will be unlocked. This will keep players from spamming alts.
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