Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
MaKaVeLi DaDoN
Caldari XxTiggerxX Corp
|
Posted - 2006.12.08 09:33:00 -
[1]
What is my idea.
To have "Skill resource points" (Name doesn't matter) generated for every minute you have been paying customer. Something like saved time. The when you log in, distribute those points (or saved time) to the skills.
This way no time will be lost.
Simple
|
Prescience
Gallente XERCORE
|
Posted - 2006.12.08 09:38:00 -
[2]
Its nice, I like it. However, it seems pretty obvious that CCP want people logging on to change their skills rather than doing it in one chunk. Its unfair to the player base but it does keep the numbers up. I reckon 99% of players would agree with a multi-training fix of one kind or another. But I doubt that they'll do much to it.
I'd settle for a queue of 2 skills, one in training, one to do next. That way, you can always set a short skill followed by a long one until you log in again, set another short skill and put the long one on after again... _____________________________________
WHO said EVE had to be FAIR??
|
Jaketh Ivanes
Amarr 1st Praetorian Guard
|
Posted - 2006.12.08 09:46:00 -
[3]
I think it's to easily exploitable and/or used for money making.
There is no other game that allows you to gain "experience" (rally hate to use that word with eve) while offline, sp the least you should do, is log on from time to time.
Not much asking for, is it?
|
Prescience
Gallente XERCORE
|
Posted - 2006.12.08 09:59:00 -
[4]
True. Its a patient man's game. _____________________________________
WHO said EVE had to be FAIR??
|
Reggie Stoneloader
eXceed Inc. Ascendant Frontier
|
Posted - 2006.12.08 12:36:00 -
[5]
EvE does let you train while offline, which is nice, but it's scaled to be fair when your'e training every minute of every day. If it took 23 days of constant work to raise a level in Final Fantasy, everyone would agree that that's madness. Likewise, losing eight hours of training time a day in EvE cripples you relative to your peers.
A two-skill queue or the primary/secondary system is my favored solution, but a constant accumulation of assignable SP is good, too. You'd have to explain the math for attributes very carefully, though, so people know why their eight hours of saved time gets them 40% more SP in an engineering skill than in a gunnery skill. -------------- Civis Ascendant Sum |
Ithildin
Gallente The Corporation The Corporation Alliance
|
Posted - 2006.12.08 13:55:00 -
[6]
A problem with queueing is that it doesn't work if the servers are down - can't switch. If you do split training (say one skill at 70% and one at 30%) you'll have both running at the same time.
Same thing with OP idea (as in, it works across downtimes), but here there's a different problem. You amass skillpoints, but how do you distribute them? Do you buy them, where the cost is modified by your attribute points? Of course, naturally you can assume that each training point is worth 1*primaryAtt + 0.5*secondaryAtt (training points would thus be gained at a rate of 1 point in each attribute). A drawback is that there's no sense of suspence nor completion with a buy-system - I won't get to write "7 days left" on IRC when I'm about to complete a high-rank skill such as Fighter V (3 days left ^^)
However, I think the first step on the road is to have a website implementation of skill switching. - EVE is sick. |
PtolemaiosPlato Solomon
Gallente Brave New World OPUS Alliance
|
Posted - 2006.12.08 14:05:00 -
[7]
Hmm, the idea is not so bad, really. But rather than distributing these points to skills, it might be better to apply them to the character's attributes.
If so, then the online time willl VERY SLOWLY generate these distributable points. Maybe each 100 hours you gain one point to distribute, in order to still have a sort of balance - and also already motivation - there.
Others might now come and say, this would be unfair to those who are often busy and can spend only limited time for playing. That is a good point. Maybe it could be a combination of play time AND time of paid accounts.
What do you think about that?
Slill "Good Learner" allowing a Skill Queue
Greetings, thanks for reading,
Sven Location: 18¦ 0'33.80"N - 76¦46'52.66"W - Elevation 344 ft
|
Alkirin
Gallente Die Hard Mining
|
Posted - 2006.12.08 17:14:00 -
[8]
I don't understand the logic here.
Instead of focusing on what the current problem is, and how to mitigate it; so many are throwing together ideas of compounding complexity, with depreciating practical value...and then throwing in something something else only mildly related which is usually not neccessary, and does nothing but hurt balance in the long run (In politics, we call this 'log-rolling').
If the system you are proposing requires people to excell in algebra in order to understand it, then maybe it's a little too complicated. As a math major, I know what it's like trying to teach other people mathematics (even the simplest algebra), and throwing a few sentences into the tutorial to explain it doesn't help.
Alternatively, CCP can mail new users a CD explaining how important complex algebra is, and why they need to learn it to play an MMORPG.
Eve has a calculator, so they have no excuse for not understanding how their skills work, right?
A general 2-part skill queue still means that I can chain together a system that will take months to finish. As I understand, that fixes nothing...right?
A time-limit system (allowing a queue of any set of skills to not exceed 24-36 hours) stops the problem if the harder to plan around shorter skills; while still allowing people to work around the longer skills.
[Cogito Ergo Sum Atheios] - Alkirin of Scientia Obscura |
Clamn8er
Privateers Privateer Alliance
|
Posted - 2006.12.14 03:59:00 -
[9]
It is an excellent idea. The customer should get what they pay for without some demanding useless motion like logging in to change skills. The less this game is like work/chores, the more fun it can be. Too often you can't even login due to everyone and their mother doing the same thing, or DT or server crash, etc... In addition, logging in to change skills or staying logged in only because you're waiting for a skill change creates extra lag.
http://img143.imageshack.us/img143/1971/bydiko3.jpgClick to see the BYDI Motel
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |