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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Zihao
Signal Cartel EvE-Scout Enclave
90
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Posted - 2015.09.19 06:34:49 -
[571] - Quote
No thanks, just fiddle with skills or something.
-An actual newbie |
Randy Wray
AQUILA INC Verge of Collapse
150
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Posted - 2015.09.19 08:24:52 -
[572] - Quote
Instead of relying on attributes you can just have learning implants go straight tp boosting certain skill groups.
So instead of boosting "perception" an implant will boost gunnery and missile skills while another slot implant can boost engineering and ship command for example.
For simplicity sake the skill groups could be divided into bigger groups like "Weapon systems" include missiles and gunnery skills and the implant affects the SP/hour rate of that bigger group. Opens up the window to further simplify skill names and make the skill tree easier to navigate, you open up the skill tree and you're met with weapon skills, defense skills, fitting skills, ship command etc. Then it should be fairly straight forward to click your way to the skill you need.
Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray
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Aina Aideron
Night Raven Task Force Eternal Pretorian Alliance
16
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Posted - 2015.09.19 15:33:43 -
[573] - Quote
Aven Valkyr wrote:I would like to add some thoughts and ideas to this. I've been around for a while and I have trained many a new player. This is going to be lengthy so I will try to make it easy to follow.
These are very constructive posts.
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Aurthes
M. Corp Engineering Executive Outcomes
59
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Posted - 2015.09.29 17:45:37 -
[574] - Quote
I posted this in Reddit, and am re-posting it here to be considered
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We have been reading for some time that CCP would like to remove learning implants. Much of the feedback is implants limit the number of people willing to undock and fight since implants are destroyed when podded. This has been discussed previously where the author suggests limitations where you cannot change your skill queue for some period of time, or you could only have 1 active booster at a time. The author also suggests different strengths.
At the same time, CCP is looking for an outlet for all the loyalty points being cashed out for the implants with something of equivalent popularity. I can't think of anything as universally desired, though. Pretty much anything related to combat either already has a hardwiring implant, and any gap could not possibly have the same demand. Some people have suggested replacing the implants with additional combat implants that would boost a whole range of skills simultaneously (like all gunnery skills), but I would think this would then be difficult to balance with gameplay. In addition,it would have significant repercussions in the hardwiring market.
My suggestion is to replace learning implants with learning boosters. Unlike the previous suggestion, there would be no limitations, and all base attributes would be increased to +5, so no remapping. The learning boosters would have a time limit (7 days), but they would stack for duration. There would be 5 types, one for each attribute.
New booster slots would need to be created, increasing them from 3 to 8. For people with existing implants in inventory, they would convert to stacks of boosters. A +1 would convert to a single booster, and a +5 would convert to a stack of 20. In order to reduce clicking, CCP would add to the interface an ability to inject an entire stack at once. So, a stack of 20 might last a a 4.5 months.
For relatively new players, the implants might last longer, say a month.
Summary
- Remove skill remaps, all attributes to max
- All learning implants converted to +5 injectable boosters
- Booster effect would last beyond podding
- Boosters would stack for TIME, where a single booster might last a week
- Loyalty points would purchase boosters, but the LP cost would have to be adjusted to account for likely market. Since these would be consumables, the LP cost per booster would be relatively low, but that would be a balance issue.
- Booster last longer for new players
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Aerasia
Republic University Minmatar Republic
123
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Posted - 2015.09.29 18:25:27 -
[575] - Quote
Aurthes wrote:I can't think of anything as universally desired, though. Well, there's PLEX, but I don't think they're ever going to let you buy that for LP.
In theory, you don't need the replacement to be as universally desired. Mission runners are the only ones generating LP, so technically you just need it to be as universally desired by runners. Not sure what that would be. Mission decline tokens maybe?
But really, it's a false problem. There's more to the LP stores than implants. Implants are popular because they're a good ISK conversion. If you take them out, people will find something else to spend their LP on. LP conversion rates may fall. And people might stop running missions for certain factions (or stop completely) because the ISK conversion is garbage. On the whole, I'd put "shaking up the PvE game" as a much smaller problem than learning implants. |
Delt0r Garsk
Shits N Giggles
444
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Posted - 2015.09.29 18:35:18 -
[576] - Quote
Incursion runners generate a lot of LP as do faction warfare ppl. It is not just mission runners. But yea implants are popular for LP to isk conversion. For SoE LP often it is not implants for example.
AKA the scientist.
Death and Glory!
Well fun is also good.
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Aerasia
Republic University Minmatar Republic
123
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Posted - 2015.09.29 19:33:27 -
[577] - Quote
Delt0r Garsk wrote:Incursion runners generate a lot of LP as do faction warfare ppl. It is not just mission runners. But yea implants are popular for LP to isk conversion. For SoE LP often it is not implants for example. I sort of lump Incursions and missions together in my head because the gameplay is so similar, but fair enough on the FW. Is implants the big ticket item on FW LP stores though? I had always thought it was going to be the Faction upgrades. |
Darklord Avenger
USS BORG ENTERPRISING
0
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Posted - 2015.09.30 21:11:41 -
[578] - Quote
Just seems like yet another attempt to make it all too easy to gank older players stuff.... sure give the baby a loaded gun with a hair trigger and see how many people he can kill..... why bother saying awwww poor little mining barge.... lol |
Darklord Avenger
USS BORG ENTERPRISING
0
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Posted - 2015.09.30 21:24:54 -
[579] - Quote
If this is what CCP is gonna do then maybe they should offer them who wasted all their time training industrial skills to get them back as unallocated skill points. for if it gets any easier to gank valuable ships with a few new players then what is the purpose to getting them in the first place... when I started in eve mining was a good avenue to travel to make isks, now a miner seems like canon fodder so eve can have more new players that like to gank. |
Valacus
Shattered Silver
1
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Posted - 2015.10.14 13:57:58 -
[580] - Quote
Darklord Avenger wrote:If this is what CCP is gonna do then maybe they should offer them who wasted all their time training industrial skills to get them back as unallocated skill points. for if it gets any easier to gank valuable ships with a few new players then what is the purpose to getting them in the first place... when I started in eve mining was a good avenue to travel to make isks, now a miner seems like canon fodder so eve can have more new players that like to gank.
Most "new player" gankers are really just vets who want to hide what they do from their main account anyways. Gank accounts and high sec gank tactics is another matter entirely, though I agree it needs to be addressed. Still, I think removing barriers for new players is a good idea regardless. We can't let vets abusing the system wreck the game for new people, who we need in order to make the game playable. |
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Rek Seven
Hidden Agenda Deep Space Engineering
2047
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Posted - 2015.10.22 09:45:01 -
[581] - 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.
I think you are wrong on this. Sure they aren't "interesting" but they add value. Some people like the min maxing thing and the ability to do something better that the next guy if you are willing to put the time and effort in, and removing that option simply means eve will not satisfy the OCD players out there and taking away from the investment people have in their characters.
Nobody is forced to optimize their attributes or install attribute implants but it is an option for those wishing to do so, the same way nobody is forced to install slave implants but it is an option if you want that extra edge. I know people that just balance there attributes and don't worry about optimisation and they have just as much fun (if not more) with the game as I do.
If you want to improve the NPE, rather than taking away options, boost the training speed for new accounts.
To be blunt i think your NPE team is massively out of touch. They wast too much time trying to figure out cleaver ways to teach people how to play the game, when it could be accomplished easier with a quick instructional video.
Here is a free idea from me to you: Give players X million sp on their characters birthday. This rewards vets and new accounts (delay it a month for new accounts), encourages people to keep playing and helps returning players experience new features faster.
Dear eve players, please try and use the word "content" less and instead, be specific. Thanks
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Ellendras Silver
CrashCat Corporation
205
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Posted - 2015.10.22 20:39:55 -
[582] - Quote
Kalen Pavle wrote:Attribute enhancers are really quite simple to fix.
Change them to give a percentage increase to all sp gain. Numbers from ass:
+1 implant changes to 1.02x training multiplier +5 implant cahgnes to 1.1x training multiplier
^ numbers are way too high but you understand. They should be balanced so that with a set of 5, +5 implants your training time is increased the same amount that two +5 implants would have modified the training time on a skill matching the proper primary/secondary stat.
They can't be balanced that two gives you the same bonus because then SP income will increase way too far.
or just remove all the atributes and give every player a flat 2700 SP hour training rate. slave sets and other sets like that remove the attributes and make them cheaper.
this is positive for veterans but also for new players, i would even say give new players a boost of 300 SP per hour for first month
[u]Carpe noctem[/u]
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Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
529
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Posted - 2015.10.22 22:05:04 -
[583] - Quote
You should get rid of all implants, Skill Points already function to pigeon-hole players into what ships they can optimize and having implants just adds another and more annoying layer of restriction
Yawn,-á I'm right as usual. The predictability kinda gets boring really.
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Delt0r Garsk
Shits N Giggles
449
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Posted - 2015.10.23 13:08:11 -
[584] - Quote
If they got rid of attributes and we all trained at the same "max speed", i don't think slave sets would get cheaper really. We don't use crystal sets etc for their training bonus, well at least a lot of people don't. We have a +5 pod for that.
Ok so now in a WH I just run +4 training only most of the time, and use links and drugs for boosts. It is such a pain if you have a fit that needs the correct pod to work in a WH. No one can use it, including yourself, most of the time.
AKA the scientist.
Death and Glory!
Well fun is also good.
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w3ak3stl1nk
Hedion University
95
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Posted - 2015.10.24 15:36:23 -
[585] - Quote
trial time should be 6 months... Eve does take a while to learn and even when you think you know... you blow up and learn something new. leave restrictions and skill points alone. free skill points only helps veterans build alts. pvp is learning to die gracefully and skills won't fix that.
Is that my two cents or yours?
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Greymist
Haight Industries LLC No Forks Given
8
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Posted - 2015.10.29 21:37:45 -
[586] - Quote
One of the best ideas for skills for early players would be something like this.
10 mil skill points for subbed accounts given out over 5 months at 2 mil unallocated skill points each month. This would help do 2 things.
1. Help new players skill into ships without putting all the skill points into one path they may find they do not like. 2. Generates money for CCP through repeat subscription of the account for at least 5 months by keeping the player's interest.
Grey |
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