Pages: 1 [2] 3 4 5 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
![Teckos Pech Teckos Pech](https://images.evetech.net/characters/1138644787/portrait?size=64)
Teckos Pech
The Executives Executive Outcomes
3117
|
Posted - 2015.07.22 04:26:12 -
[31] - Quote
Mephiztopheleze wrote:Perhaps fiddling with lowering the modifiers on some of the Engineering and Navigation skills?
Yeah so the new people can justify not training them for an even longer period of time and they can come here and whine bitterly for an even longer period.
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
|
![Teckos Pech Teckos Pech](https://images.evetech.net/characters/1138644787/portrait?size=64)
Teckos Pech
The Executives Executive Outcomes
3119
|
Posted - 2015.07.22 04:35:44 -
[32] - Quote
Saisin wrote:Webvan wrote:EVE is non-linear unlike the WoW example posted up above. Skills make that possible. The only gap is in the wider selection of ships and equipment at the disposal of players with more SP. But no one can use every ship and every mod and every skill at the same time. And in ways, having so many such options can put one at a disadvantage; if they get rusty with a particular tactic on a particular ship while the newer player has but only focused on understanding that ship and it's current state for a given time. This is true, and one of the fundamentals trait of Eve that drew me in the game in the first place. The vets get the widest options, while a newcomers can quickly specialize and compete in one field. But this is not really true. At equal ship and skills levels, how-to-fly, implants, officiers mods(ISK), links, boosters and metagame are combining to make veterans way more efficient than a new player. I wish these other aspects (except for the metagame and how-to-fly) would not override skills in such a significant amount.
This is always going to be the case. Take a new player give him an character with 100 million SP and he'll likely have his ass handed to him by a player who has a character with 50 or 60 million SP who earned those SP via training and at the same time playing the game.
It is totally unreasonable to expect a 5 or 10 million SP pilot to be able to beat a 100 million SP veteran player in single combat (generally speaking). However, in this game you are NOT relegated to single combat. A 100 million SP vet is going to find himself hard pressed against even a modest number of 5-10 million SP characters...if they were even somewhat smart in the skills they trained.
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
|
![Mephiztopheleze Mephiztopheleze](https://images.evetech.net/characters/94858572/portrait?size=64)
Mephiztopheleze
Republic University Minmatar Republic
99
|
Posted - 2015.07.22 04:52:01 -
[33] - Quote
Teckos Pech wrote:Mephiztopheleze wrote:Perhaps fiddling with lowering the modifiers on some of the Engineering and Navigation skills? Yeah so the new people can justify not training them for an even longer period of time and they can come here and whine bitterly for an even longer period. Oh, and are you going to tweak fitting requirements for modules and what not too? Or are you going to be happy seeing all your current fits become no longer possible. ![Roll](https://forums-archive.eveonline.com/Images/Emoticons/ccp_roll.png)
whut?
Lowering some key Navigation/Engineering skills from 4x or 5x down to 2x or 3x suddenly kills fitting?
seriously? read what i said before jumping to wild conclusions.
Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze
|
![Teckos Pech Teckos Pech](https://images.evetech.net/characters/1138644787/portrait?size=64)
Teckos Pech
The Executives Executive Outcomes
3119
|
Posted - 2015.07.22 05:13:50 -
[34] - Quote
Mephiztopheleze wrote:Teckos Pech wrote:Mephiztopheleze wrote:Perhaps fiddling with lowering the modifiers on some of the Engineering and Navigation skills? Yeah so the new people can justify not training them for an even longer period of time and they can come here and whine bitterly for an even longer period. Oh, and are you going to tweak fitting requirements for modules and what not too? Or are you going to be happy seeing all your current fits become no longer possible. ![Roll](https://forums-archive.eveonline.com/Images/Emoticons/ccp_roll.png) whut? Lowering some key Navigation/Engineering skills from 4x or 5x down to 2x or 3x suddenly kills fitting? seriously? read what i said before jumping to wild conclusions.
Yes, you have never had a "tight" fit where you just barely get the fit on there? For example, my mining character has a skiff fit where if you changed CPU management from 5% down to 4% he'd have to change the fit and reduce the tank....i.e. make him more vulnerable to being ganked if in HS....okay I could go out and by an implant, but how does that help a new player? Similarly for a scythe set up for one of our fleet doctrines...nerf CPU management down to 3%/level fit no longer works. Wont work with 4%/level either. Exequror fit doesn't work either.
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
|
![Mephiztopheleze Mephiztopheleze](https://images.evetech.net/characters/94858572/portrait?size=64)
Mephiztopheleze
Republic University Minmatar Republic
99
|
Posted - 2015.07.22 05:20:43 -
[35] - Quote
Teckos Pech wrote:Mephiztopheleze wrote:Teckos Pech wrote:Mephiztopheleze wrote:Perhaps fiddling with lowering the modifiers on some of the Engineering and Navigation skills? Yeah so the new people can justify not training them for an even longer period of time and they can come here and whine bitterly for an even longer period. Oh, and are you going to tweak fitting requirements for modules and what not too? Or are you going to be happy seeing all your current fits become no longer possible. ![Roll](https://forums-archive.eveonline.com/Images/Emoticons/ccp_roll.png) whut? Lowering some key Navigation/Engineering skills from 4x or 5x down to 2x or 3x suddenly kills fitting? seriously? read what i said before jumping to wild conclusions. Yes, you have never had a "tight" fit where you just barely get the fit on there? For example, my mining character has a skiff fit where if you changed CPU management from 5% down to 4% he'd have to change the fit and reduce the tank....i.e. make him more vulnerable to being ganked if in HS....okay I could go out and by an implant, but how does that help a new player? Similarly for a scythe set up for one of our fleet doctrines...nerf CPU management down to 3%/level fit no longer works. Wont work with 4%/level either. Exequror fit doesn't work either.
since you clearly don't understand, i'll try and use small words: i'm talking about changing the training time modifier on certain skills, not the benefit the skills impart once trained.
For example, Navigation is a 1x skill, High Speed Maneuvering is a 5x skill, Jump Drive Calibration is a 9x skill and so on.
Make High Speed Maneuvering a 2x or 3x skill, for training time only.
Do you get it now?
Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze
|
![Teckos Pech Teckos Pech](https://images.evetech.net/characters/1138644787/portrait?size=64)
Teckos Pech
The Executives Executive Outcomes
3119
|
Posted - 2015.07.22 05:27:48 -
[36] - Quote
Mephiztopheleze wrote:Teckos Pech wrote:Mephiztopheleze wrote:Teckos Pech wrote:Mephiztopheleze wrote:Perhaps fiddling with lowering the modifiers on some of the Engineering and Navigation skills? Yeah so the new people can justify not training them for an even longer period of time and they can come here and whine bitterly for an even longer period. Oh, and are you going to tweak fitting requirements for modules and what not too? Or are you going to be happy seeing all your current fits become no longer possible. ![Roll](https://forums-archive.eveonline.com/Images/Emoticons/ccp_roll.png) whut? Lowering some key Navigation/Engineering skills from 4x or 5x down to 2x or 3x suddenly kills fitting? seriously? read what i said before jumping to wild conclusions. Yes, you have never had a "tight" fit where you just barely get the fit on there? For example, my mining character has a skiff fit where if you changed CPU management from 5% down to 4% he'd have to change the fit and reduce the tank....i.e. make him more vulnerable to being ganked if in HS....okay I could go out and by an implant, but how does that help a new player? Similarly for a scythe set up for one of our fleet doctrines...nerf CPU management down to 3%/level fit no longer works. Wont work with 4%/level either. Exequror fit doesn't work either. since you clearly don't understand, i'll try and use small words: i'm talking about changing the training time modifier on certain skills, not the benefit the skills impart once trained. For example, Navigation is a 1x skill, High Speed Maneuvering is a 5x skill, Jump Drive Calibration is a 9x skill and so on. Make High Speed Maneuvering a 2x or 3x skill, for training time only. Do you get it now?
Dude, look at Evemon, or open the skills. Most of them are already rank 1. And the term is not modifier, but rank. So before you get all stupid about me not reading learn to write. ![Roll](https://forums-archive.eveonline.com/Images/Emoticons/ccp_roll.png)
Oh, and many of the Nav skills are pretty low too for new players.
Warp Drive Operation Rank 1 Navigation Rank 1 Afterburner Rank 1 Evasive Maneuvering Rank 2 Fuel Conservation Rank 2
You have a bit of a point with High Speed Maneuvering and Acceleration Control (Ranks 5 and 4) respectively. Otherwise all the other skills are jump drive skills which are 5 and above...and probably for good reason and not something a new player should be worried about.
![Roll](https://forums-archive.eveonline.com/Images/Emoticons/ccp_roll.png)
And just because you've been such a complete jackass,
Power Grid Management Rank 1 CPU Management Rank 1 Capacitor Emissions Systems Rank 2 Capacitor Systems Operation Rank 1 Electronic Upgrades Rank 2 Energy Grid Upgrades Rank 2 Energy Pulse Weapons Rank 2 Nanite Operation Rank 2 Weapons Upgrades Rank 2 Capacitor Management Rank 3 Nanite Interfacing Rank 3 Thermodynamics Rank 3
12 out of 14 skills are Rank 3 or lower in Engineering. The two exceptions being Advanced Weapons Upgrades and Capital Capacitor Emissions Systems. Like the latter is really something a new player should be worried about.
Upgrading Local to Eliminate All AFK Influence
So Local Chat vanished, now what?
|
![Velarra Velarra](https://images.evetech.net/characters/1586934564/portrait?size=64)
Velarra
421
|
Posted - 2015.07.22 06:04:36 -
[37] - Quote
How do you tell the difference between a new player & a new character?
In the hands of an established player who's started a fresh account? |
![Lan Wang Lan Wang](https://images.evetech.net/characters/91801779/portrait?size=64)
Lan Wang
V I R I I Ineluctable.
1143
|
Posted - 2015.07.22 08:15:50 -
[38] - Quote
Darth Terona wrote:Having to wait about for two weeks or more before you can even try entry level positions puts off a lot of people.
what do you define as entry level?
EVEALON Creative - Logo Design & Branding | Digital Design
|
![Webvan Webvan](https://images.evetech.net/characters/90578916/portrait?size=64)
Webvan
All Kill No Skill
11369
|
Posted - 2015.07.22 08:26:25 -
[39] - Quote
Lan Wang wrote:Darth Terona wrote:Having to wait about for two weeks or more before you can even try entry level positions puts off a lot of people. what do you define as entry level? hah, I went through newbie training like two years ago (wanted to answer newbie questions better with updated system), it took about three weeks of normal play. Tutorial -> Career Agent missions -> Sisters of EVE epic arc. [insert scorn here] ![Roll](https://forums-archive.eveonline.com/Images/Emoticons/ccp_roll.png)
And if you guys are so worried about "newbies" while you are posting in forums, how come we don't see you posting in the Q&A forum with the rest of us helping new players with their questions?? Smells fishy to me... ![Straight](https://forums-archive.eveonline.com/Images/Emoticons/ccp_straight.png)
Ctrl+Alt+Shift+F12
|
![Ima Wreckyou Ima Wreckyou](https://images.evetech.net/characters/94129743/portrait?size=64)
Ima Wreckyou
The Conference Elite CODE.
1371
|
Posted - 2015.07.22 08:31:22 -
[40] - Quote
Yes, new players should be able to fly a Hulk from day one.
the Code ALWAYS wins
Elite PvPer, #74 in 2014
|
|
![Johnny Riko Johnny Riko](https://images.evetech.net/characters/95553068/portrait?size=64)
Johnny Riko
Kill Them With Kindness
1
|
Posted - 2015.07.22 10:40:15 -
[41] - Quote
Darth Terona wrote:While I agree with the above post, some things should just be given on day one.
If you pick pvp carrier you get the ability to fly t1 frig of your race complete with long range and short range weapon variants and enuff skill to deploy drones. Also should be able to operate scrams webs mwd and afterburners out if the box. And be able to equip and use your races favorite tank variety. Lvl 1 would suffice.
If you want to mission or explore or manufacture or trade, you should have simular skill packages so that when you first get in the game, you can immediately start doing whatever it is that Drew you to the game in the first place.
Having to wait about for two weeks or more before you can even try entry level positions puts off a lot of people.
Hell first time I played eve was In 2005. I walked away because it felt I was paying my first month to be able to play next month.
After your hooked and can do some things, training is t so bad.
As a new player I can't disagree more with you. It took me less than a few days to get all the basic skills required to be an effective fleet tackler. Over the month trial period I picked up plenty.
It seems to me that the only people who want to make it easier are vets so they can set up alts.
The only thing ccp should change is how well they educate players on the game mechanics.
I wanna join up. I think I got what it takes to be a Citizen.
|
![Barrogh Habalu Barrogh Habalu](https://images.evetech.net/characters/92083486/portrait?size=64)
Barrogh Habalu
Forever Winter Absolute Zero.
944
|
Posted - 2015.07.22 10:51:14 -
[42] - Quote
Darth Terona wrote:And for gods sake, update starting overview :) You know, that's the thing actually...
Providing newcomers with links to overview packs, fitting, skill planning and navigation utilities and good recruitment board does way more than a few days worth of SP. Those days won't be a waste with people who knows what said newb can do, without them newb still won't know what to do with SP.
So maybe it's time to provide those default with client? I know that it's somewhat pointless to make devs implement something that is already made by community as opposed to things only devs can do, but shower of internet links and installation programs is the last thing people who want to immerse into the game want.
Or at least frontpage them in your launcher ffs.
Although I can agree that either lifting insubstantial skill requirements from some T1M0 modules or providing up to like an hour worth of SP in the field of choice (not to make it much easier to start, but to serve an initial pointer "train this, you'll need it!") may be an option. It's a matter of designing good starting packages of modules/skills though.
Future of T3 cruisers - multi-tool they aspired to be instead of sledgehammer they have become
|
![Lady Areola Fappington Lady Areola Fappington](https://images.evetech.net/characters/92962088/portrait?size=64)
Lady Areola Fappington
2632
|
Posted - 2015.07.22 11:14:46 -
[43] - Quote
I don't think just handing new players more SP will help. Unlike most MMOGs, Eve requires a ton of "soft" skills that you, as a player, develop over playtime. For the most part, those "soft" skills will trump the "hard" game mechanic skill sets. Just look at the ungodly number of ALODS out there where a newbie buys a bunch of plex with RL cash, blows it on a bling fit, then gets taken down by a "inferior" ship.
I really hope CCP never moves away from this sort of mechanic, and does more to expound and teach those "soft" skills to newbies. Teaching a newbie HOW to use a ship build effectively will do vastly more than just giving them level 5 in those skills and going "good luck!".
7.2 CAN I AVOID PVP COMPLETELY?
No; there are no systems or locations in New Eden where PvP may be completely avoided.
--Eve New Player Guide
|
![Avvy Avvy](https://images.evetech.net/characters/95722189/portrait?size=64)
Avvy
Republic University Minmatar Republic
5
|
Posted - 2015.07.22 11:41:57 -
[44] - Quote
Johnny Riko wrote:Darth Terona wrote:While I agree with the above post, some things should just be given on day one.
If you pick pvp carrier you get the ability to fly t1 frig of your race complete with long range and short range weapon variants and enuff skill to deploy drones. Also should be able to operate scrams webs mwd and afterburners out if the box. And be able to equip and use your races favorite tank variety. Lvl 1 would suffice.
If you want to mission or explore or manufacture or trade, you should have simular skill packages so that when you first get in the game, you can immediately start doing whatever it is that Drew you to the game in the first place.
Having to wait about for two weeks or more before you can even try entry level positions puts off a lot of people.
Hell first time I played eve was In 2005. I walked away because it felt I was paying my first month to be able to play next month.
After your hooked and can do some things, training is t so bad. As a new player I can't disagree more with you. It took me less than a few days to get all the basic skills required to be an effective fleet tackler. Over the month trial period I picked up plenty. It seems to me that the only people who want to make it easier are vets so they can set up alts. The only thing ccp should change is how well they educate players on the game mechanics.
I actually disagree with you.
So how did you become an effective fleet tackler, joined a corp. knew people in the game already that advised you what to train?
You don't sound like a new player to me implying that only vets think it's a good idea so they can make alts. Either that or you're just repeating what others have said to you.
The starting sp is low I think it should be around the million mark or just below. A higher starting sp will allow players to get into the game a bit quicker. I see that only as a good thing and it's not instant gratification as some would have you believe.
Biggest concern for me though is equipment progress, T1, T2, T3 and officer mods especially as the game has a skill learning progression system as well as. Kind of reminds me of WoW, only difference is, in this game the armour are ships. Look what a mess WoW became because of equipment progression. Personally I don't think equipment progression (tiers) are the way to go. |
![Lulu Lunette Lulu Lunette](https://images.evetech.net/characters/95510136/portrait?size=64)
Lulu Lunette
Custodes Olim United Systems of Aridia
58
|
Posted - 2015.07.22 12:01:18 -
[45] - Quote
Well I have played this game just about every day since I started, I've never not played because I didn't have some skill to level 5 yet. I'm no stranger to a fitting window anymore and I'm pretty good at knowing what is all meta 4 gear and how many fitting mods/rigs is too many..
I've read in a few places on the forums the vets telling noobs that low level sites 'aren't worth it'. While true, but the lessons to be learned are the real value. Didn't take me long to open the box and figure out what works and what doesn't at my level.
I don't think the game is broken but if a line is drawn and I'm not considered new enough to get a nice bonus starting SP I'll just be sad.
![Cool](https://forums-archive.eveonline.com/Images/Emoticons/ccp_cool.png)
This change would only empower more alt use, and imo that's a disease on our game.
@lunettelulu7
|
![Lan Wang Lan Wang](https://images.evetech.net/characters/91801779/portrait?size=64)
Lan Wang
V I R I I Ineluctable.
1144
|
Posted - 2015.07.22 12:03:21 -
[46] - Quote
i dont believe a new player became an effective fleet tackler in a few days with 0 knowledge of the game.
i dont think skillpoints will make any difference to new players who dont know what the skillpoints are for, more information would be better
EVEALON Creative - Logo Design & Branding | Digital Design
|
![Avvy Avvy](https://images.evetech.net/characters/95722189/portrait?size=64)
Avvy
Republic University Minmatar Republic
5
|
Posted - 2015.07.22 12:30:47 -
[47] - Quote
Lulu Lunette wrote: This change would only empower more alt use, and imo that's a disease on our game.
I don't really see that as an issue, although I don't use alts anyway as they don't fit in with the RP of my character, plus I don't have any use for one.
If people use alts, they will increase their skills anyway, so I don't see a problem.
So is there a specific use of an alt you were thinking about?
|
![Lan Wang Lan Wang](https://images.evetech.net/characters/91801779/portrait?size=64)
Lan Wang
V I R I I Ineluctable.
1146
|
Posted - 2015.07.22 12:39:25 -
[48] - Quote
Avvy wrote:Lulu Lunette wrote: This change would only empower more alt use, and imo that's a disease on our game.
I don't really see that as an issue, although I don't use alts anyway as they don't fit in with the RP of my character, plus I don't have any use for one. If people use alts, they will increase their skills anyway, so I don't see a problem. So is there a specific use of an alt you were thinking about?
cyno alts, ganking alts
EVEALON Creative - Logo Design & Branding | Digital Design
|
![Lady Areola Fappington Lady Areola Fappington](https://images.evetech.net/characters/92962088/portrait?size=64)
Lady Areola Fappington
2635
|
Posted - 2015.07.22 12:39:31 -
[49] - Quote
Lan Wang wrote:i dont believe a new player became an effective fleet tackler in a few days with 0 knowledge of the game.
i dont think skillpoints will make any difference to new players who dont know what the skillpoints are for, more information would be better
Pretty much nail on the head. Having XYZ to level 5 on day one isn't going to help the newbie who's mixing guns, dual tanking, or any of the other silly things newbies do before they learn the game.
I've seen it happen more than once, a multimillion SP char bought on the bazaar getting taken down by a 1m SP character, simply because the person behind the 1m char understood Eve mechanics, and the multimillion SP guy didn't.
7.2 CAN I AVOID PVP COMPLETELY?
No; there are no systems or locations in New Eden where PvP may be completely avoided.
--Eve New Player Guide
|
![Johnny Riko Johnny Riko](https://images.evetech.net/characters/95553068/portrait?size=64)
Johnny Riko
Kill Them With Kindness
3
|
Posted - 2015.07.22 12:43:11 -
[50] - Quote
Avvy wrote:Johnny Riko wrote:Darth Terona wrote:While I agree with the above post, some things should just be given on day one.
If you pick pvp carrier you get the ability to fly t1 frig of your race complete with long range and short range weapon variants and enuff skill to deploy drones. Also should be able to operate scrams webs mwd and afterburners out if the box. And be able to equip and use your races favorite tank variety. Lvl 1 would suffice.
If you want to mission or explore or manufacture or trade, you should have simular skill packages so that when you first get in the game, you can immediately start doing whatever it is that Drew you to the game in the first place.
Having to wait about for two weeks or more before you can even try entry level positions puts off a lot of people.
Hell first time I played eve was In 2005. I walked away because it felt I was paying my first month to be able to play next month.
After your hooked and can do some things, training is t so bad. As a new player I can't disagree more with you. It took me less than a few days to get all the basic skills required to be an effective fleet tackler. Over the month trial period I picked up plenty. It seems to me that the only people who want to make it easier are vets so they can set up alts. The only thing ccp should change is how well they educate players on the game mechanics. I actually disagree with you. So how did you become an effective fleet tackler, joined a corp. knew people in the game already that advised you what to train? You don't sound like a new player to me implying that only vets think it's a good idea so they can make alts. Either that or you're just repeating what others have said to you. The starting sp is low I think it should be around the million mark or just below. A higher starting sp will allow players to get into the game a bit quicker. I see that only as a good thing and it's not instant gratification as some would have you believe. Biggest concern for me though is equipment progress, T1, T2, T3 and officer mods especially as the game has a skill learning progression system as well as. Kind of reminds me of WoW, only difference is, in this game the armour are ships. Look what a mess WoW became because of equipment progression. Personally I don't think equipment progression (tiers) are the way to go. Edit: Maybe the million mark is a bit high considering I managed to train with the free 50k sp; Drones 3 and 4, light drones 1 and 2, medium drones 1 and 2, drone durability 1 and drone navigation 1 and 1/3 of 2. So something like 50k sp to start with and 450k given as a reward to use as you like for doing the missions of the 5 career agents. That way at least new players will have some idea what they want to use them on. As for alts, there's an opt out option so you can just get the sp to use at your own risk.
I wanna join up. I think I got what it takes to be a Citizen.
|
|
![Avvy Avvy](https://images.evetech.net/characters/95722189/portrait?size=64)
Avvy
Republic University Minmatar Republic
5
|
Posted - 2015.07.22 12:47:54 -
[51] - Quote
Lady Areola Fappington wrote:Lan Wang wrote:i dont believe a new player became an effective fleet tackler in a few days with 0 knowledge of the game.
i dont think skillpoints will make any difference to new players who dont know what the skillpoints are for, more information would be better Pretty much nail on the head. Having XYZ to level 5 on day one isn't going to help the newbie who's mixing guns, dual tanking, or any of the other silly things newbies do before they learn the game. I've seen it happen more than once, a multimillion SP char bought on the bazaar getting taken down by a 1m SP character, simply because the person behind the 1m char understood Eve mechanics, and the multimillion SP guy didn't.
I can see that, but we're not exactly talking about huge amounts of xp here.
Knowledge of how a game works is of course key as it effects everything else you do. |
![Lucius Kalari Lucius Kalari](https://images.evetech.net/characters/94070106/portrait?size=64)
Lucius Kalari
Limited Power Inc It Must Be Jelly Cause Jam Don't Shake
16
|
Posted - 2015.07.22 12:57:35 -
[52] - Quote
Not sure if it's been suggested or not, but I think that when a new character is made, when choosing things like military or miners that said character should be put into a ship relevant. An amarr military pilot should be given a T1 fitted cruiser and then an indepth tutorial about why it's fitted like that, explain what each module does, and then suggest what they should train for next. And a miner should have a procurer fitted and have some basic refining skills that should also have an indepth tutorial about how that works. I believe that new chars should start with about 1-2 million sp that's allocated for them based on what career path they have chosen, as starting off with 55k is crap and finding out you need to train for like 2-3 months to be able to play properly is really bad. They should also automatically have a faster training time for a limited period to allow chars to be able to use T2 mods sooner etc.
I had a RL friend that tried EVE and he couldnt get his head around it all because he felt like he was thrown in the deep end, and quit playing because he tried to do missions and died. A lot of the time i had to buy him ships and fit it for him because it was so unclear how to fit it properly and didn't understand how to tank a ship, what modules he should be using for that ship and why this ship uses different mods to another ship. He soon gave up because it was too much of a headache for him, he ended up with a half fitted cormorant with lasers, shield and armor mods. I did laugh when he showed me the fit, but it was because he couldnt use a lot of mods and didn't know what to train for. Oh and for good measure he got suicide ganked while trying to move system to do a mission, so he had nothing till I would be online to help him out. EVE is so unfriendly to new players and raising the amount of sp they start off with is a good start, but way more needs to be done, I had help from a RL friend when i first started playing EVE years ago and I'm only been playing because of that, otherwise I would have given up because it was pretty difficult to learn everything.
Hi, I'm Lucius Kalari and I'm .LIMP
LichReaper - according to zkill they probably wont make it past the undock
|
![Avvy Avvy](https://images.evetech.net/characters/95722189/portrait?size=64)
Avvy
Republic University Minmatar Republic
5
|
Posted - 2015.07.22 12:59:12 -
[53] - Quote
Lan Wang wrote:Avvy wrote:Lulu Lunette wrote: This change would only empower more alt use, and imo that's a disease on our game.
I don't really see that as an issue, although I don't use alts anyway as they don't fit in with the RP of my character, plus I don't have any use for one. If people use alts, they will increase their skills anyway, so I don't see a problem. So is there a specific use of an alt you were thinking about? cyno alts, ganking alts
If you're telling me these are disposable alts then it could be an issue, otherwise I still don't see a problem.
But looking through the thread it's hard to figure out who's actually right, although I see a bit more starting sp as a good thing obviously others don't. So I guess it'll be what it'll be. |
![Neuntausend Neuntausend](https://images.evetech.net/characters/1845314130/portrait?size=64)
Neuntausend
Rens Nursing Home
233
|
Posted - 2015.07.22 13:01:19 -
[54] - Quote
Back when I started in 2008, new players already got a skillpoint package depending on the choice of school they made on character creation. I believe it was somewhere along the lines of 600k sp or something. Depending on the school however and on what one found worth doing in eve, those packages were sometimes rather useless.
To be honest, I don't know how what new player SP look like. Last time I made a new char, I got like almost no SP, but a significant learning boost, which meant that I could put my skills where I needed them, and I was on 600k SP in no time. On top of that, I didn't have to sink hundreds of thousands of SP into learning skills, like I had to when I first started. Fitting Requirements for many mods dropped as well.
As I see it, new players have it much easier than they did way back when already. Plus: If everyone starts out with the core skills trained already, why would one need the core skills at all? Instead of giving everyone Mechanics V, Mechanics could be removed from the game completely. That would however just take away more of the complexity, Eve is known and loved for. Eve has lost a lot already, and gained nothing in return, in terms of complexity. |
![Ima Wreckyou Ima Wreckyou](https://images.evetech.net/characters/94129743/portrait?size=64)
Ima Wreckyou
The Conference Elite CODE.
1371
|
Posted - 2015.07.22 13:03:44 -
[55] - Quote
I personally don't believe in new players. It always turns out to be just a new mining alt of an old player.
the Code ALWAYS wins
Elite PvPer, #74 in 2014
|
![Lan Wang Lan Wang](https://images.evetech.net/characters/91801779/portrait?size=64)
Lan Wang
V I R I I Ineluctable.
1147
|
Posted - 2015.07.22 13:09:53 -
[56] - Quote
Avvy wrote:Lan Wang wrote:Avvy wrote:Lulu Lunette wrote: This change would only empower more alt use, and imo that's a disease on our game.
I don't really see that as an issue, although I don't use alts anyway as they don't fit in with the RP of my character, plus I don't have any use for one. If people use alts, they will increase their skills anyway, so I don't see a problem. So is there a specific use of an alt you were thinking about? cyno alts, ganking alts If you're telling me these are disposable alts then it could be an issue, otherwise I still don't see a problem. But looking through the thread it's hard to figure out who's actually right, although I see a bit more starting sp as a good thing obviously others don't. So I guess it'll be what it'll be.
cyno alts are very low sp trains, giving say 1mil sp would mean each account can create an instant 2 x cyno alts without having to activate any dual character training
EVEALON Creative - Logo Design & Branding | Digital Design
|
![Daemun Khanid Daemun Khanid](https://images.evetech.net/characters/182804933/portrait?size=64)
Daemun Khanid
Sanctus Imperialis
126
|
Posted - 2015.07.22 13:20:57 -
[57] - Quote
No. Or. You want to give newb characters 2mil sp give a 2 mil sp bonus to every active character then I couldn't care less. But if you're going to do that then you're better off just finding 1-2 "must have" skills and getting rid of them then refunding the sp to everyone that's trained it, a'la learning skills. Keep doing that though every time new bro's complain and cry that they are new bro's and can't compete with experienced characters and eventually our skill list is gonna end up replaced with a little skill tree full of squares to fill up and surrounded by a pretty little elven border. Isn't that part of the point to being new? Being new means being NEW. Why SHOULD new characters be able to do these things? Entitlement run amok. Grrr.
Ima Wreckyou wrote:I personally don't believe in new players. It always turns out to be just a new mining alt of an old player.
+This 1 million times. It's either a mining alt or links. People want all the benefit of a second character without any of the wait. Because what NEW player in a game seriously complains that they can't compete with end gamers? And if they do wtf would they be taken seriously?
Daemun of Khanid
|
![Tippia Tippia](https://images.evetech.net/characters/1938874952/portrait?size=64)
Tippia
Sunshine and Lollipops
25347
|
Posted - 2015.07.22 13:24:01 -
[58] - Quote
Lucius Kalari wrote:Not sure if it's been suggested or not, but I think that when a new character is made, when choosing things like military or miners that said character should be put into a ship relevant. Not only has it been suggested, it has been tried. It proved to not be a very good solution, same as almost every other attempt at making new characters GÇ£start aheadGÇ¥.
As others have pointed out, the fundamental problem isn't SP GÇö it's knowledge. That is where you have to start. This is a people-problem, not a stats or mechanics problem.
Throughout the history of EVE, the following starting positions have been attempted: GÇó 1 day worth of SP GÇö led to complaints that you had to spend time training the basics. GÇó 2 weeks worth of SP GÇö led to a proliferation of alts and players ending up with a lot of junk skills because they had no idea what their first-contact decisions actually amounted to. GÇó 1 month worth of SP trained in half a month GÇö led to people sitting around doing nothing for that half month, because bashing out the GÇ£core skillsGÇ¥ at max speed leaves you with a character that can't actually do anything yet; it only has a solid foundation for the future. GÇó 1 day worth of SP v2.0, now with more information and an overall expanded set of tools to allow for faster training.
Anything that replicates the second and third design is bound to also recreate the very undesirable side-effects of those designs GÇö players ending up with junk SP and players not playing GÇö and in both cases it'll happen for the same reason: because the first time you start the game, you have no idea what anything means and the GÇ£bestGÇ¥-case scenario is that you've found a list of GÇ£must-haveGÇ¥ skills that you don't understand the value of yet. Without that knowledge, the new player can't make informed decisions so the GÇ£improvementGÇ¥ only helps older players making alts. The lack of knowledge about which skills offer what benefit and which benefit offers what advantage is further compounded by a larger lack of knowledge about how the skill system ties into overall gameplay. Core concepts such as the marginal return/exponential cost design; the limited applicability of SP; and the hard and low level limit are almost universally and completely counter to what new players have come to expect from other games. On top of this, there is the horrendous GÇ£all VGÇ¥ and GÇ£don't do X until YGÇ¥ griefing that goes on in various newbie channels.
Once those knowledge gaps are filled in, it quickly becomes clear that the supposed SP gap is almost a myth, and even where it's true, it's largely inconsequential. This is what new players have to learn, almost more than anything. Understanding which skills are useful and GÇ£coreGÇ¥ to some specific activity is good, but that still doesn't answer the question of what activity the new player might want to go for GÇö going to deep down the GÇ£core skillGÇ¥ tree before having tried a bunch of different activities can be just as much a waste of time as the old problem of players doing nothing until they reach some perceived level of GÇ£enoughGÇ¥ SP.
The current system offers a couple of things that simply must not be taken out: gradual choice; no early path lock-in; lots of options of things to try; lots of options of how to try it. Simply speeding up the process might actually ruin the necessary path of discovery, and handing out ready-made packages or just bulk SP still does not offer the insight required to make either option remotely useful.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: Newbie skillplan 2.2.
|
![Avvy Avvy](https://images.evetech.net/characters/95722189/portrait?size=64)
Avvy
Republic University Minmatar Republic
5
|
Posted - 2015.07.22 13:26:07 -
[59] - Quote
Lan Wang wrote:Avvy wrote:Lan Wang wrote:Avvy wrote:Lulu Lunette wrote: This change would only empower more alt use, and imo that's a disease on our game.
I don't really see that as an issue, although I don't use alts anyway as they don't fit in with the RP of my character, plus I don't have any use for one. If people use alts, they will increase their skills anyway, so I don't see a problem. So is there a specific use of an alt you were thinking about? cyno alts, ganking alts If you're telling me these are disposable alts then it could be an issue, otherwise I still don't see a problem. But looking through the thread it's hard to figure out who's actually right, although I see a bit more starting sp as a good thing obviously others don't. So I guess it'll be what it'll be. cyno alts are very low sp trains, giving say 1mil sp would mean each account can create an instant 2 x cyno alts without having to activate any dual character training
Ok, so it's not so much characters starting with a little more sp, but the fact some specific alts could be instantly made.
I can see that being an issue. |
![Daemun Khanid Daemun Khanid](https://images.evetech.net/characters/182804933/portrait?size=64)
Daemun Khanid
Sanctus Imperialis
126
|
Posted - 2015.07.22 13:33:23 -
[60] - Quote
Lucius Kalari wrote:Not sure if it's been suggested or not, but I think that when a new character is made, when choosing things like military or miners that said character should be put into a ship relevant. An amarr military pilot should be given a T1 fitted cruiser and then an indepth tutorial about why it's fitted like that, explain what each module does, and then suggest what they should train for next. And a miner should have a procurer fitted and have some basic refining skills that should also have an indepth tutorial about how that works. I believe that new chars should start with about 1-2 million sp that's allocated for them based on what career path they have chosen, as starting off with 55k is crap and finding out you need to train for like 2-3 months to be able to play properly is really bad. They should also automatically have a faster training time for a limited period to allow chars to be able to use T2 mods sooner etc.
I had a RL friend that tried EVE and he couldnt get his head around it all because he felt like he was thrown in the deep end, and quit playing because he tried to do missions and died. A lot of the time i had to buy him ships and fit it for him because it was so unclear how to fit it properly and didn't understand how to tank a ship, what modules he should be using for that ship and why this ship uses different mods to another ship. He soon gave up because it was too much of a headache for him, he ended up with a half fitted cormorant with lasers, shield and armor mods. I did laugh when he showed me the fit, but it was because he couldnt use a lot of mods and didn't know what to train for. Oh and for good measure he got suicide ganked while trying to move system to do a mission, so he had nothing till I would be online to help him out. EVE is so unfriendly to new players and raising the amount of sp they start off with is a good start, but way more needs to be done, I had help from a RL friend when i first started playing EVE years ago and I'm only been playing because of that, otherwise I would have given up because it was pretty difficult to learn everything.
And this is why giving "new" characters free SP to spend just means you'll have a lot of noobs flying missile ships and training lvl 5 lazers. If anything, all you post indicates is that some people might benefit from a better tutorial system than "go out mine this rock and come back" not free SP. Why is handing people T2 module use on a platter necessary? You don't NEED these skills to play or enjoy EvE and without having to build your way up into a rounded character what sense of growth or accomplishment is there? Every day I read chat and see some newer (not new) player talking about how in "x" days they'll finally be able to do "x" or fly "x." It isn't something they are complaining about. It's something they are excited about. A feeling that they've put in the time, they've learned how the system works and what they need and it's paying off. Eve doesn't need up up down down left right left right B A start. It's a game for the long term. It's not a game of instant gratification and no subscription based game should be.
Daemun of Khanid
|
|
|
|
|
Pages: 1 [2] 3 4 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |