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Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
600
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Posted - 2015.07.22 13:46:37 -
[61] - Quote
Neuntausend wrote: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. When I started Arline I managed to start with nearly 1 million SP's from the get go, and consequently I didn't have to worry about neededing to perform capacitor management because I didn't need to slug through it (most of the skills got capped at level IV).
I still remember being in the situation where I only ever about a week from training something to T2.
"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57
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Avaelica Kuershin
Paper Cats
209
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Posted - 2015.07.22 13:46:38 -
[62] - Quote
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.
Oh you cynic! 
One idea that has been floating around the thread involves allocating SP according to chosen 'career'.
Now I can see how useful that would be for alts, but for the genuinely new player, that might not be nearly as useful.
When I started in 2012, I really had no idea what I was really doing and ended up putting the game on hold for a year. Only when I came back (on this character) did I have a clearer idea of what I needed to do (Thanks EvE Uni) in terms of skill training. Even so, my training has been a bit over the place as I try different things in EvE, but the core skills I knew to train early.
So, if SP were allocated according to 'career', how would that look for: exploration, mining, manufacturing, trading, missioning, piracy?
And how easy to change to do something different (because mining was boring for instance) without have to wait for the skills to train. |

Alexander Tekitsu
State War Academy Caldari State
0
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Posted - 2015.07.22 13:49:00 -
[63] - Quote
Why not utilize the Opportunity system for this?
People training alts don't care to run them and it may not be in line with what they want, but using it for fundamental skills would allow new players to pick up SP simply by running the tutorials in the direction they feel they want to go ( cyno should probably not be one of these options ), instead of giving them a skill book, it just grants that skill with lvl 2 or 3 sp or something, explains what that skill does and could even show the effect on their current ship if applicable.
Could also use this system to help new players understand mappings, give a rough outline for each new skill group and what mappings are best for targeting that group, however a new player that has to train "all the things" may just benefit from a 1-3 month dynamic mapping, always training at optimal, that would have no benefit for training alts ( because you understand the system and map accordingly ) and would help new players build up base skills from many areas that are not all in a line ( drones, ships/weapons, shields/armour/engineering, navigation etc. )
Just some thoughts anyways,
PS : Remaps every 6 months might be helpful as well :D |

Tippia
Sunshine and Lollipops
25349
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Posted - 2015.07.22 13:59:06 -
[64] - Quote
Alexander Tekitsu wrote:PS : Remaps every 6 months might be helpful as well :D New characters already receive extra remaps.
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.
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Daemun Khanid
Sanctus Imperialis
127
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Posted - 2015.07.22 14:03:29 -
[65] - Quote
I think he means skill remaps, not attribute remaps.
Daemun of Khanid
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Alexander Tekitsu
State War Academy Caldari State
0
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Posted - 2015.07.22 14:17:00 -
[66] - Quote
Daemun Khanid wrote:I think he means skill remaps, not attribute remaps. No, I was talking attribute remaps. Having a completely messed up mapping for a whole year can really suck when you flip flop trying to pick up higher base skills ( drones, ships, engineering, social ). Planning for 6 months is much easier and less punishing for a change in direction as planning for a whole year. Yes, new players get 2 bonus remaps, but most new players don't plan that far ahead. |

Tippia
Sunshine and Lollipops
25349
|
Posted - 2015.07.22 14:19:47 -
[67] - Quote
Alexander Tekitsu wrote:No, I was talking attribute remaps. Having a completely messed up mapping for a whole year can really suck when you flip flop trying to pick up higher base skills ( drones, ships, engineering, social ). Planning for 6 months is much easier and less punishing for a change in direction as planning for a whole year. Yes, new players get 2 bonus remaps, but most new players don't plan that far ahead. In that case, 6 months wouldn't help much. With the 2 bonus remaps, they can flip every four months in their first year, and once they're all used up, they're hardly new players any more.
If anything, it just further highlights the fact that it's not really the mechanics that need to be adjusted, but the players.
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.
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Alexander Tekitsu
State War Academy Caldari State
0
|
Posted - 2015.07.22 14:31:05 -
[68] - Quote
Tippia wrote:In that case, 6 months wouldn't help much. With the 2 bonus remaps, they can flip every four months in their first year, and once they're all used up, they're hardly new players any more. Quite true, if they don't use 3 remaps in the first few months, then sit on a bad mapping for the next 8-10 months. I would actually say a more "newb" friendly system would be
Dynamic mapping for first 2-3 months ( always best map ) 0 bonus remaps Remap every 6 months
This way they don't have to map at all for the first 2-3 months, once that period is up, the opportunity system can guide them by making a recommendation based on their skill queue and show the difference mappings make with respect to their queue and items in it ( a little bad->good bar for each skill to show how that mapping is for that skill set ). Then 3 months after that they can remap again, and again every 6 months after that.
During the "childhood" of a new player, there is a higher want to flip between skill sets, once you get to higher SP, the need to remap becomes less, however setting it to odd intervals just makes the system confusing ( ie. 3 months, 6 months, 1 year, 2 year, 3 year.. ) even if that would be a better way.. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
2855
|
Posted - 2015.07.22 14:37:39 -
[69] - Quote
You should start the game with at least one level of propulsion jamming, afterburner and microwarpdrive. That's pretty much all the extra skills a brand new player needs. |

Avvy
Republic University Minmatar Republic
5
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Posted - 2015.07.22 14:57:32 -
[70] - Quote
Alexander Tekitsu wrote:Tippia wrote:In that case, 6 months wouldn't help much. With the 2 bonus remaps, they can flip every four months in their first year, and once they're all used up, they're hardly new players any more. Quite true, if they don't use 3 remaps in the first few months, then sit on a bad mapping for the next 8-10 months. I would actually say a more "newb" friendly system would be Dynamic mapping for first 2-3 months ( always best map ) 0 bonus remaps Remap every 6 months This way they don't have to map at all for the first 2-3 months, once that period is up, the opportunity system can guide them by making a recommendation based on their skill queue and show the difference mappings make with respect to their queue and items in it ( a little bad->good bar for each skill to show how that mapping is for that skill set ). Then 3 months after that they can remap again, and again every 6 months after that. During the "childhood" of a new player, there is a higher want to flip between skill sets, once you get to higher SP, the need to remap becomes less, however setting it to odd intervals just makes the system confusing ( ie. 3 months, 6 months, 1 year, 2 year, 3 year.. ) even if that would be a better way..
Can't see why you would want to use 3 remaps that quickly.
I used one within a few days, max. in intelligence and the rest in perception, made quite a difference to the training queue.
Based it on all the books I thought I needed to learn and the skills I had already. Looked at the multipliers of all those skills and that gave me what I thought was the best way to proceed. I'm happy with that decision and choice.
Still got 2 remaps left and I can't see me changing the attributes for sometime to come, as it's only going to be really necessary from what I can see when I decide to get heavily into T2 ships because of willpower and the fact by then I shouldn't need to invest as much into intelligence.
But I'm not really taking a side on this issue because if I had more remaps I'd probably end up collecting them but on the other hand for someone that does make a mistake, after 6 months they would be able to rectify that mistake. Either way it wouldn't effect me. Also I can see a possible issue if someone buys a character from the character bazaar that has the wrong attributes set for what they want to continue training with. |
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Tam Arai
Garoun Investment Bank Gallente Federation
33
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Posted - 2015.07.22 14:59:28 -
[71] - Quote
are todays noobs worse than when everyone posting on here were noobs?
we all managed to get through it (to varying degrees of success)
surely it is all part of the learning process and benefits the long term.
I've been playing a year, i have a red killboard, im crap at pvp and im still learning new things about fits, flying ships etc- thats what i like about eve |

Johnny Riko
Kill Them With Kindness
3
|
Posted - 2015.07.22 15:15:37 -
[72] - Quote
Vimsy Vortis wrote:You should start the game with at least one level of propulsion jamming, afterburner and microwarpdrive. That's pretty much all the extra skills a brand new player needs.
Why? The combined training time of all 3 of those is less than 6 hours. I agree they should guide you towards useful skills like those, but why give them? Do you need CCP to hold your hand all the time?
I wanna join up. I think I got what it takes to be a Citizen.
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Mehrune Khan
Viziam Amarr Empire
38
|
Posted - 2015.07.22 15:36:28 -
[73] - Quote
First, if they increase starting SP all existing characters should gain that same amount in bonus SP. I've been training skills for years and this skill system is the most god awful, obnoxious, grindy skill mechanic in any game I've ever played. It galls me that I would have spent $15 a month all these years just to see newbies get free SP I never got.
Second, having to rebalance starting SP *yet again* (because they added double speed training for new characters years ago, because the skill system is hard and poor newbs) just shows that the skill system in EVE is so borked beyond all sense or reason, that they should just outright trash it. Get rid of it. No skills, they are all garbage, just let everyone use any ship or weapon they want. The game would be more fun this way. |

Cidanel Afuran
Grant Village
115
|
Posted - 2015.07.22 15:38:05 -
[74] - Quote
Vimsy Vortis wrote:You should start the game with at least one level of propulsion jamming, afterburner and microwarpdrive. That's pretty much all the extra skills a brand new player needs.
If you do the career missions and train skills as they give you free skillbooks (like 99% of newbies do) you will have these by the time you finish career missions anyway.
You need to look at what skills a newbie has AFTER career missions, since a new player without direction on what skills to train is going to blindly train any skill book the career missions give them anyway. |

Johnny Riko
Kill Them With Kindness
4
|
Posted - 2015.07.22 15:40:35 -
[75] - Quote
Mehrune Khan wrote:First, if they increase starting SP all existing characters should gain that same amount in bonus SP. I've been training skills for years and this skill system is the most god awful, obnoxious, grindy skill mechanic in any game I've ever played. It galls me that I would have spent $15 a month all these years just to see newbies get free SP I never got.
Second, having to rebalance starting SP *yet again* (because they added double speed training for new characters years ago, because the skill system is hard and poor newbs) just shows that the skill system in EVE is so borked beyond all sense or reason, that they should just outright trash it. Get rid of it. No skills, they are all garbage, just let everyone use any ship or weapon they want. The game would be more fun this way.
pls go.
Seriously go play a game like Runescape, where you have to spend hundreds to thousands of hours actually actively grinding boring skills up by doing menial repetitive tasks endlessly to level up.
I much prefer the idea of it taking a long time but being something passive that goes on in the backround, so I can acutally enjoy playing the game rather than spending 99% of my playing time grinding the crap out of rock crabs. If you prefer it that way you're welcome to leave.
I wanna join up. I think I got what it takes to be a Citizen.
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Ima Wreckyou
The Conference Elite CODE.
1375
|
Posted - 2015.07.22 15:47:06 -
[76] - Quote
Tam Arai wrote:are todays noobs worse than when everyone posting on here were noobs?
we all managed to get through it (to varying degrees of success)
surely it is all part of the learning process and benefits the long term.
I've been playing a year, i have a red killboard, im crap at pvp and im still learning new things about fits, flying ships etc- thats what i like about eve The "newbro argument" is used for everything this days. Actually the OP just wants to create a new alt and wants it to start with more SP.
the Code ALWAYS wins
Elite PvPer, #74 in 2014
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Alexander Tekitsu
State War Academy Caldari State
0
|
Posted - 2015.07.22 15:57:49 -
[77] - Quote
Avvy wrote:Can't see why you would want to use 3 remaps that quickly.
I used one within a few days, max. in intelligence and the rest in perception, made quite a difference to the training queue.
Based it on all the books I thought I needed to learn and the skills I had already. Looked at the multipliers of all those skills and that gave me what I thought was the best way to proceed. I'm happy with that decision and choice.
Still got 2 remaps left and I can't see me changing the attributes for sometime to come, as it's only going to be really necessary from what I can see when I decide to get heavily into T2 ships because of willpower and the fact by then I shouldn't need to invest as much into intelligence.
But I'm not really taking a side on this issue because if I had more remaps I'd probably end up collecting them but on the other hand for someone that does make a mistake, after 6 months they would be able to rectify that mistake. Either way it wouldn't effect me. Also I can see a possible issue if someone buys a character from the character bazaar that has the wrong attributes set for what they want to continue training with. My first toon had a horrible map for the role I decided to take after leaving a corp ( was trying to get into their doctrine faster, hence burning through a couple maps ) and was stuck with it for 6 months. It can happen for various reasons, however this thread is more about how to help new players while not being of any advantage to vets setting up task specific alts ( target mapping and financial resources, I can get a freighter pilot with some decent tank skills in about 3 weeks and still have a bonus remap ). What I mentioned did not require giving them more SP or giving everyone more SP, it just allows them to be more efficient during the first part of the game when they are trying to climb tthe EVE learning curve. |

Johnny Riko
Kill Them With Kindness
5
|
Posted - 2015.07.22 16:06:05 -
[78] - Quote
Alexander Tekitsu wrote:Avvy wrote:Can't see why you would want to use 3 remaps that quickly.
I used one within a few days, max. in intelligence and the rest in perception, made quite a difference to the training queue.
Based it on all the books I thought I needed to learn and the skills I had already. Looked at the multipliers of all those skills and that gave me what I thought was the best way to proceed. I'm happy with that decision and choice.
Still got 2 remaps left and I can't see me changing the attributes for sometime to come, as it's only going to be really necessary from what I can see when I decide to get heavily into T2 ships because of willpower and the fact by then I shouldn't need to invest as much into intelligence.
But I'm not really taking a side on this issue because if I had more remaps I'd probably end up collecting them but on the other hand for someone that does make a mistake, after 6 months they would be able to rectify that mistake. Either way it wouldn't effect me. Also I can see a possible issue if someone buys a character from the character bazaar that has the wrong attributes set for what they want to continue training with. My first toon had a horrible map for the role I decided to take after leaving a corp ( was trying to get into their doctrine faster, hence burning through a couple maps ) and was stuck with it for 6 months. It can happen for various reasons, however this thread is more about how to help new players while not being of any advantage to vets setting up task specific alts ( target mapping and financial resources, I can get a freighter pilot with some decent tank skills in about 3 weeks and still have a bonus remap ). What I mentioned did not require giving them more SP or giving everyone more SP, it just allows them to be more efficient during the first part of the game when they are trying to climb tthe EVE learning curve.
For the record, I am an actual "real" new player, not just an alt. I've been on eve just over 3 months, and I used up ALL 3 of my remaps in the first 2 weeks of playing because I didn't know what I was doing. Just my 2 cents. I would benefit much more from a remap than extra SP.
IMO you shouldn't be allowed to remap yourself in your first mont h of playing. The increased SP gain for newbies more than makes up for it and that would allow new players a chance to learn the game and get a better understanding of things before they make mistakes they cannot change.
I wanna join up. I think I got what it takes to be a Citizen.
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Daemun Khanid
Sanctus Imperialis
127
|
Posted - 2015.07.22 16:18:14 -
[79] - Quote
Edit: nm. Responding to pointless thread is pointless.
Daemun of Khanid
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Tippia
Sunshine and Lollipops
25354
|
Posted - 2015.07.22 16:21:11 -
[80] - Quote
Mehrune Khan wrote:First, if they increase starting SP all existing characters should gain that same amount in bonus SP. I've been training skills for years and this skill system is the most god awful, obnoxious, grindy skill mechanic in any game I've ever played. It galls me that I would have spent $15 a month all these years just to see newbies get free SP I never got. Huh. I think you might have pasted that message into the wrong forum.
The EVE skill training system has no grind and is one of the most brilliant things to ever grace the entire MMO market. It neatly manages to avoid every single one of the god-awful and obnoxious traps that regular grind-based progression systems create, as well as the stupidity inherent in standard level/class-based designs.
EVE's skill system lets you play the actual game rather than force you to do [random nonsensical task] until your brain starts caving in on itself from the sheer repetition.
Quote:Second, having to rebalance starting SP *yet again* (because they added double speed training for new characters years ago, because the skill system is hard and poor newbs) just shows that the skill system in EVE is so borked beyond all sense or reason, that they should just outright trash it. That's not really why they added double-speed training, and if you remember, it was removed because it wasn't actually a particularly good idea to begin with. It was mainly there to compensate for the idiocy of learning skills. Rebalancing starting SP also does not really tell you anything about the skill system, other than that it's very different from what most people expect GÇö hence the many misconceptions and knowledge gaps surrounding it among new players.
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.
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Baaldor
Dixon Cox Butte Preservation Society Black Legion.
424
|
Posted - 2015.07.22 16:24:27 -
[81] - Quote
This idea is god awful and spawned from the minds of peeps that have no clue how this sht works.
Closing the skill gap between new players and older players is a myth and will end up someone losing an eye.
You see it every time someone that is just starting has the mind set of "Bigger and Better", and buys their way into a "Character",(it is not a friggin TOON, it is a CHARACTER, ffs) and falls flat on their face screaming HAX!! because some dude with half the SP that took the time to stick it out whoops his/her/it's ass.
You see it everyday, someone with 100+ mil sp bought character, and has no friggin clue how to play the game let alone fit a ship properly short of selecting all in the hanger and pushing "Fit Ship".
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Alexander Tekitsu
State War Academy Caldari State
1
|
Posted - 2015.07.22 17:14:28 -
[82] - Quote
Baaldor wrote:This idea is god awful and spawned from the minds of peeps that have no clue how this sht works.
Closing the skill gap between new players and older players is a myth and will end up someone losing an eye.
You see it every time someone that is just starting has the mind set of "Bigger and Better", and buys their way into a "Character",(it is not a friggin TOON, it is a CHARACTER, ffs) and falls flat on their face screaming HAX!! because some dude with half the SP that took the time to stick it out whoops his/her/it's ass.
You see it everyday, someone with 100+ mil sp bought character, and has no friggin clue how to play the game let alone fit a ship properly short of selecting all in the hanger and pushing "Fit Ship".
You seem to be a bit angry about the term, one of those things you hear enough you start using it ( or get militant against it ). Apologies for causing much distress.
The rest of your post I agree with. There should be no pay to win SP method, last thing we need is everyone in capitals and having no idea what a "tank" is other than their VISA to replace the loss with another garbage fit ship they shouldn't be in without a mechanic understanding on the level of that ship. The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track. To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up. |

Eternus8lux8lucis
Primus Inc. LEGIO ASTARTES ARCANUM
437
|
Posted - 2015.07.22 17:20:59 -
[83] - Quote
The only idea that remotely might make sense to me is using the tutorials to give levels in ship skills. Not just the actual skillbooks. But where you must accomplish something related to the field to gain L1-3 in certain fields matching what youd like to do or are interested in. These tasks shouldnt be too long but long enough that they might be prohibitive to using them to level vet toons quickly. Mostly out of sheer boredom for the vet to do mundane tasks. They should come with some instruction as well as to some of the basic mechanics of the game.
I used to play Falcon 4.0 years ago. Its an F-16 simulator. The manual for the game is hundreds of pages long, extremely technical and designed to mirror the actual experience of flying the real fighter. The complexity of it is vast and huge and the manual was partly written by a real F-16 fighter pilot. Doing the tutorials is quite a lot like flight school.
In Eve what we fail to realize is that our characters, long before they dreamed of being capsuleers, lived in a world and reality that had all this tech and abilities. Even before you thought of being a capsuleer you would learn about your world and its mechanics as related to space travel. It would be a normal part of growing up. Nevermind the fact that before most people wouldve gained a ship or access to fly it there wouldve been a training time necessary to understand more basic flight training and game mechanics.
Tbh if done right this ground school would be a perfect avenue for avatar gameplay coupled with actual space flight. Tbh if you made it in depth enough you could make this a hand holding program for those that want it. A very rigid and structured environment, very "themepark" if you will. Where you could answer questions on game mechanics in avatar classrooms against NPCs or even other students. To "graduate" at the top of your class. Using a mix of avatar classroom and real world testing in Tranquility you could create a means of giving players an in depth understanding of game mechanics as they apply to Eve as well as interesting or fun things to do. With the rewards being SP levels (L1-3) and the prestige of place in a class.
To some vets itd be boring enough and take enough time that the grind through it wouldnt be worth the time or effort SP wise. Others might even learn a thing or two they might not have known.
Just a thought
Strength isnt measured in numbers but in force of will. For if one motived willful individual stands many will fall around him that are weak.
http://tinyurl.com/YarrFace
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Johnny Riko
Kill Them With Kindness
5
|
Posted - 2015.07.22 17:29:30 -
[84] - Quote
Eternus8lux8lucis wrote: The only idea that remotely might make sense to me is using the tutorials to give levels in ship skills. Not just the actual skillbooks. But where you must accomplish something related to the field to gain L1-3 in certain fields matching what youd like to do or are interested in. These tasks shouldnt be too long but long enough that they might be prohibitive to using them to level vet toons quickly. Mostly out of sheer boredom for the vet to do mundane tasks. They should come with some instruction as well as to some of the basic mechanics of the game.
I used to play Falcon 4.0 years ago. Its an F-16 simulator. The manual for the game is hundreds of pages long, extremely technical and designed to mirror the actual experience of flying the real fighter. The complexity of it is vast and huge and the manual was partly written by a real F-16 fighter pilot. Doing the tutorials is quite a lot like flight school.
In Eve what we fail to realize is that our characters, long before they dreamed of being capsuleers, lived in a world and reality that had all this tech and abilities. Even before you thought of being a capsuleer you would learn about your world and its mechanics as related to space travel. It would be a normal part of growing up. Nevermind the fact that before most people wouldve gained a ship or access to fly it there wouldve been a training time necessary to understand more basic flight training and game mechanics.
Tbh if done right this ground school would be a perfect avenue for avatar gameplay coupled with actual space flight. Tbh if you made it in depth enough you could make this a hand holding program for those that want it. A very rigid and structured environment, very "themepark" if you will. Where you could answer questions on game mechanics in avatar classrooms against NPCs or even other students. To "graduate" at the top of your class. Using a mix of avatar classroom and real world testing in Tranquility you could create a means of giving players an in depth understanding of game mechanics as they apply to Eve as well as interesting or fun things to do. With the rewards being SP levels (L1-3) and the prestige of place in a class.
To some vets itd be boring enough and take enough time that the grind through it wouldnt be worth the time or effort SP wise. Others might even learn a thing or two they might not have known.
Just a thought
I agree with this post. The hardest thing about my first few months in eve hasn't been that I'm lacking skill points, it's actually finding the information on the core mechanics of the game. The official wiki is terrible in contrast to the EveUni one. That is something that should change unless they are going to officially endorse eve uni.
I wanna join up. I think I got what it takes to be a Citizen.
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Saisin
Chao3's Rogue Operatives Corp Chao3 Alliance
274
|
Posted - 2015.07.22 17:38:36 -
[85] - Quote
Alexander Tekitsu wrote: ... The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track.
The point of this thread is suggesting a reduction (and not eliminating) the skill gaps as the technologies of ships in Eve continue to increase. It is not about getting cyno alts faster or anything to that effect. In fact if steps can be taken to limit the interest of this for already established players, so much the better.
Alexander Tekitsu wrote:To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up.
I do not disagree with that. Educating new players is critical. But doing something about the skill gap is more about perception. More oftne than not, it is perception that matters. If at some point the perception for new players that competing with older players is so hopeless, then the game will wither from lack of newcomers.
The solution of accelerating skills time for some basic skills is also viable, as well as the ones about only getting these skills increase via the opportunities system. These are good thoughts to address this evergrowing gap.
"surrender your ego, be free". innuendo.
solo? There is a new hope...
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Tippia
Sunshine and Lollipops
25356
|
Posted - 2015.07.22 17:47:19 -
[86] - Quote
Saisin wrote:But doing something about the skill gap is more about perception. More oftne than not, it is perception that matters. If at some point the perception for new players that competing with older players is so hopeless, then the game will wither from lack of newcomers.
The solution of accelerating skills time for some basic skills is also viable, as well as the ones about only getting these skills increase via the opportunities system. These are good thoughts to address this evergrowing gap. But there is no gap, and it's definitely not GÇ£evergrowingGÇ¥.
Altering the mechanics will not change the perception, so that's not really a viable route to take. It's the incorrect perception that needs to be addressed, because that's all there is.
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.
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Cidanel Afuran
Grant Village
118
|
Posted - 2015.07.22 17:56:40 -
[87] - Quote
Johnny Riko wrote: I agree with this post. The hardest thing about my first few months in eve hasn't been that I'm lacking skill points, it's actually finding the information on the core mechanics of the game. The official wiki is terrible in contrast to the EveUni one. That is something that should change unless they are going to officially endorse eve uni.
This...I have four accounts right now, ranging from 25 mil SPs at the highest to 3.5 mil SPs at the lowest. I have the most solo PvP kills on my newer, low skilled pilots than I do on my 25 mil SP account, simply because I understand the game mechanics and now know how to optimize training for certain ships.
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Jonah Gravenstein
Machiavellian Space Bastards
24354
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Posted - 2015.07.22 17:59:22 -
[88] - Quote
Johnny Riko wrote:The hardest thing about my first few months in eve hasn't been that I'm lacking skill points, it's actually finding the information on the core mechanics of the game. The official wiki is terrible in contrast to the EveUni one. That is something that should change unless they are going to officially endorse eve uni. You're right about the official wiki being terrible, it's so bad that CCP have been known to use Eve Uni's wiki as reference material. It's also the reason that most people automatically refer newbies to the Eve Uni wiki when asked for a source of information.
I think a lot of it is that CCP doesn't so much make content for us to consume as it makes tools for us to use, and CCPs idea of how those tools will be used often bears little semblance to what we actually use them for outside of the basics. CCP are huge fans of emergent gameplay and their development is biased towards this, which makes producing official documentation rather difficult; whereas Eve Uni is a player driven institution that has alumni who partake in every activity within Eve, who often know the minutiae of game mechanics and their unintended gameplay aspects and who give back to the Uni via sharing their knowledge on the wiki.
While I've got no real problems with CCP giving newbies a little helping hand, it's pretty much an empty appeasement gesture. Those who take the time to research and master what they're doing in Eve will always have an advantage over those who want stuff given to them on a plate; the former is an Eve player, the latter is not.
Civilized behaviour is knowing that violence is barbaric, but paying other people to do it is business.
Nil mortifi sine lucre.
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Baaldor
Dixon Cox Butte Preservation Society Black Legion.
424
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Posted - 2015.07.22 18:31:01 -
[89] - Quote
Alexander Tekitsu wrote:Baaldor wrote:This idea is god awful and spawned from the minds of peeps that have no clue how this sht works.
Closing the skill gap between new players and older players is a myth and will end up someone losing an eye.
You see it every time someone that is just starting has the mind set of "Bigger and Better", and buys their way into a "Character",(it is not a friggin TOON, it is a CHARACTER, ffs) and falls flat on their face screaming HAX!! because some dude with half the SP that took the time to stick it out whoops his/her/it's ass.
You see it everyday, someone with 100+ mil sp bought character, and has no friggin clue how to play the game let alone fit a ship properly short of selecting all in the hanger and pushing "Fit Ship".
You seem to be a bit angry about the term, one of those things you hear enough you start using it ( or get militant against it ). Apologies for causing much distress. The rest of your post I agree with. There should be no pay to win SP method, last thing we need is everyone in capitals and having no idea what a "tank" is other than their VISA to replace the loss with another garbage fit ship they shouldn't be in without a mechanic understanding on the level of that ship. The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track. To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up.
Not angry in the least, just "Oy vey" about this whole thing, this subject has been brought up over and over and the new players get more and more crap and yet it never seems to help. (Adjust your reading tone)
At some point, it has to be evident that cramming them full of goodies right out the gate, does not help them.
There has to be a better way o approach this. |

Johnny Riko
Kill Them With Kindness
5
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Posted - 2015.07.22 18:42:11 -
[90] - Quote
Saisin wrote:Alexander Tekitsu wrote: ... The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track. The point of this thread is suggesting a reduction (and not eliminating) the skill gaps as the technologies of ships in Eve continue to increase. It is not about getting cyno alts faster or anything to that effect. In fact if steps can be taken to limit the interest of this for already established players, so much the better. Alexander Tekitsu wrote:To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up. I do not disagree with that. Educating new players is critical. But doing something about the skill gap is more about perception. More oftne than not, it is perception that matters. If at some point the perception for new players that competing with older players is so hopeless, then the game will wither from lack of newcomers. The solution of accelerating skills time for some basic skills is also viable, as well as the ones about only getting these skills increase via the opportunities system. These are good thoughts to address this evergrowing gap.
Why shouldn't there be a gap?
Someone who has invested 5 years of his life into the game should be 5 years ahead of someone who has just started playing. That's from the perspective of a new player. Like I said, better guidance for new players would be the biggest possible help that CCP could give new players. Throwing SP at them is a lazy and ineffective solution. I could potentially understand reducing the training time mulitpliers on a few core skills and reimbursing players that have already trained them, but that is a matter of skill balance.
I wanna join up. I think I got what it takes to be a Citizen.
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