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

Rain6637
GoonWaffe Goonswarm Federation
32011
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Posted - 2015.07.05 14:11:46 -
[1] - Quote
Attributes having a number can remain useful for the purpose of calculating training times in an obvious way. I think they should be kept, but locked into equal values. It is arguably a departure from consequences, but it can also be an acknowledgement of things that are boring without good gameplay reasons, or benefit. I can support that.
Implants can also be handled elegantly by allowing clone swapping in-station without a cooldown. I would also like to see a higher limit of jump clones within the same station than just one, but the importance of that is a 90/10 split: I think the biggest improvement is in allowing more in-station clone selection granularity.
Like attribute remap timers, jump clone cooldowns for in-station clone swaps are just awkward.
Both of these changes would allow attributes and implants to stay, along with the economies and third-party programs that incorporate them, while removing the negative impacts on gameplay.
Help, I can't download EVE
President of the Commissar Kate Fanclub
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Rain6637
GoonWaffe Goonswarm Federation
32012
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Posted - 2015.07.05 14:41:15 -
[2] - Quote
The idea of disallowing inter-station pod jumping is new to me. At a glance, the implications are interesting. It would have some things in common with jump fatigue, and makes sense in limited cases... for example, pod jumping to a copy of a ship in another system is nearly the same thing as jumping there in a ship, which is flawed for being a workaround for jump fatigue via ISK.
That would be a pretty big change. To get somewhere, a character would have to fly there. Or die to return there.
I want to say that would be a nice complement to jump fatigue, and making EVE big again. If it means I would get to swap between clones in-station without a timer, I think I'd be OK with the idea, despite it being painful to not move around as easily.
Another concern is standings for new players, and even old players who do business from NPC stations. I think the existing standings barrier to installing jump clones is appropriate, mostly because players who deal with an NPC corporation or faction probably discover the need for jump clones around the same time as gaining the standings it requires. But if learning implants are being reworked to be more accessible and a passive benefit while logged off, and especially if clone swapping would be limited to the current station, the standings requirement to install clones should be much lower. Like, 2.5 to corporation or faction.
Help, I can't download EVE
President of the Commissar Kate Fanclub
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Rain6637
GoonWaffe Goonswarm Federation
32013
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Posted - 2015.07.05 15:14:41 -
[3] - Quote
Item show info could stand to be interconnected with clickable terms in their descriptions. Players could article surf the same way you might get lost on Wikipedia going from one article to the next. It would help with exposure and familiarization at least a little bit.
http://i.imgur.com/SoXbPCI.png
There's a lot of lore in descriptions, when players are probably looking for something more relevant to game mechanics when they click show info.
Help, I can't download EVE
President of the Commissar Kate Fanclub
|

Rain6637
GoonWaffe Goonswarm Federation
32018
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Posted - 2015.07.06 22:23:44 -
[4] - Quote
I don't see how giving more SP up front fixes anything, or how deleting a bunch of skills does either.
Help, I can't download EVE
President of the Commissar Kate Fanclub
|

Rain6637
GoonWaffe Goonswarm Federation
32020
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Posted - 2015.07.07 07:51:01 -
[5] - Quote
Soleil Fournier wrote: 1) Let players choose their initial starting skill specialty.
I recently started a toon I wanted to turn into a builder. Going through character creation I selected choices (school/ethnicity/etc) that I thought would be good for building, but was surprised when I got in game that the toon didn't even start with the industry skill. Conversely, if I start a combat toon, I don't want industry plugged into my head.
So there should be 4 tailor-made specialty choices in character creator (Combat/Industry/Harvesting/Jack-of-all-trades) that players can select to get a jump on their play-style, while making clear that these are not classes, just a head start on that play-style.
That's the kind of warm fuzzy carebear idea that I like enough to want to see it happen, while I still disagree with giving starter SP. What do you think about giving injected skills, instead of SP.
Help, I can't download EVE
President of the Commissar Kate Fanclub
|

Rain6637
GoonWaffe Goonswarm Federation
32022
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Posted - 2015.07.07 15:46:02 -
[6] - Quote
You can buy complete characters on character bazaar. So whether a new player has 0 SP, 2 million SP, or a 50 million SP cruiser pilot to start with, the meaningful questions have to do with figuring out what to do with those characters. Worrying about the minutiae of how new characters should get their first months of SP is failing to see the forest.
Help, I can't download EVE
President of the Commissar Kate Fanclub
|

Rain6637
GoonWaffe Goonswarm Federation
32024
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Posted - 2015.07.07 19:53:37 -
[7] - Quote
amigadddd stahp
Help, I can't download EVE
President of the Commissar Kate Fanclub
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