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Moac Tor
Cy-Core Industries Stain Confederation
110
|
Posted - 2015.07.08 01:10:00 -
[1] - Quote
Chance Ravinne wrote:Attributes aren't the Big Bad, but they're certainly an unintuitive and unfun system. The mourning process following their demise will be short. Speak for yourself, I find the decisions which the current system present the player quite interesting, and if your looking for a game in which things are intuitive then your in the wrong game. Removing attributes would fix literally nothing and at the same time remove an element of the game some players find interesting. If you don't like the system then just put on a balanced remap and you can train your skills however you like. |

Moac Tor
Cy-Core Industries Stain Confederation
111
|
Posted - 2015.07.08 18:46:41 -
[2] - Quote
Chance Ravinne wrote:Moac Tor wrote:Chance Ravinne wrote:Attributes aren't the Big Bad, but they're certainly an unintuitive and unfun system. The mourning process following their demise will be short. Speak for yourself, I find the decisions which the current system present the player quite interesting, and if your looking for a game in which things are intuitive then your in the wrong game. Removing attributes would fix literally nothing and at the same time remove an element of the game some players find interesting. If you don't like the system then just put on a balanced remap and you can train your skills however you like. I don't like the system because as a min maxer it forces me to plan around pointless arbitrary figures that have no meaningful in game effect. As for character differentiation, that's what overpriced digital apparel is for, and the best part is other players can actually see it. Ok, there are so many things wrong with this post, let me see if I can correct your thinking here.
First, the figures are quite plainly not "pointless", if that were the case then people wouldn't be on here complaining that they have to put in some mental effort to maximise their character training speed.
Also, I'm not sure if you are aware seeing as you are pretty new, but pretty much everything in eve boils down to "arbitrary" figures.
Let us say you want to create a fitting for a new ship you just bought: first you have to deal with two arbitrary figures; the ships CPU and PG. This makes it difficult to min max your ship as you need a knowledge of a very large set of archaic and arbitrary numbers alongside a knowledge of how another set of archaic and arbitrary numbers are going to interact with each other when it hits the fan.
Now following your line of thinking we should remove all these numbers and allow any module to fit on the respective slot (of course you'd have to restrict the modules to the hull class, and to reflect the power of the module you would need to allow some to require multiple slots). But this would reduce arbitrary numbers and would allow you to easily fulfil your desire to min max correct?
Much like the skill system ship fitting takes a lot of knowledge (far more than the skill system) and mastery of all the types of modules available and their respective CPU and PG requirements to maximise that ships capabilities (and that is not to mention cap requirement, activation time, specific bonuses etc.). Now to some this is very boring and they'll just go to eve uni where they can get a decent fit served to them, but to others is an an interesting and complex puzzle.
And lets not go into industry and trading, as I am sure that will bore you even more as you are just playing around with numbers as your bread and butter gameplay.
So it its essence eve has always been a game where players are rewarded for being clever with arbitrary numbers. That being said if you want to enjoy the more action oriented side of the game you can do that, but just don't expect to fulfil your desire for min maxing when your not either clever enough or prepared to put in the effort to do so. |

Moac Tor
Cy-Core Industries Stain Confederation
111
|
Posted - 2015.07.08 19:31:28 -
[3] - Quote
Dersen Lowery wrote:If you made that change and removed the pure learning implants that encourage people to be docked up studying, you'd have a nice tension that would encourage balanced characters and discourage min/max silliness. I've always thought the pirate implants should confer a greater bonuses to learning to discourage people form making the choice between a learning clone or a combat clone.
For instance if all of the pirate implants all offered a +5 learning bonus as standard alongside the combat bonuses, and then your basic learning clones would go from +1 to +5 as usual. For the intended effect of reducing the practice of having a 'learning clone' the standard learning implants could be reduced in price to 50% of what they are now with pirate clones being the new gold standard.
This would also help newer players attain a higher SP/hour rate as they can more easily afford learning implants. |

Moac Tor
Cy-Core Industries Stain Confederation
111
|
Posted - 2015.07.08 19:51:18 -
[4] - Quote
TigerXtrm wrote:Should all skill training be at a flat rate... I don't know honestly. Part of me says yes, part of me says no. It is an interesting thing to micromanage. It is not just an interesting thing to micromanage, or a puzzle to solve, but it is one of the aspects of the game that players really care about and as a result it could provide some of the most meaningful choices in the game. I think it is a shame that SP loss has almost been removed from the game, although I agree the implementation of it they had with having to update your clone wasn't the best.
There is an issue with how disproportionate any negative effect is on a new player compared to an older player, but there are plenty of solutions to that problem without ripping out the whole system. |

Moac Tor
Cy-Core Industries Stain Confederation
111
|
Posted - 2015.07.08 21:09:27 -
[5] - Quote
Chance Ravinne wrote:The rhetorical hoops people will jump through to defend a system that comprises SWITCHING FIVE NUMBERS ONCE PER YEAR is quite entertaining. My friend, take a deep breath, then have a read over what people are actually saying to you before you reply again. |
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