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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Logibro
C C P C C P Alliance
1235
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Posted - 2015.10.15 14:49:18 -
[1] - Quote
The Character Bazaar has been around for a while, allowing enterprising players to buy and sell characters from others. Lately, we've been exploring some new ideas around improving it, but ultimately realized that our effort was better spent investigating a similar idea: skill trading. This is a pretty big thing, so make sure you read the entire dev blog, and let us know what you think of the ideas inside.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro
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CCP Terminus
C C P C C P Alliance
412
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Posted - 2015.10.15 16:20:02 -
[2] - Quote
Scott Ormands wrote:On one hand im excited to get back the 3m sp wasted in mining on a carrier toon, on the other what is to stop me from trainging a command ship and then extracting all the boosting skills, so to speak. in that way i could still fly the command ship but would have gotten my boosting skills transfered into some other skill or sold for isk. its a way to beat the prereq system for almost anything.
The current plan is to not allow skillpoints to be extracted from skills that are requirements of other skills. So in your example you would have to remove the Command Ships skill before you could remove any prerequisite skills like Armored Warfare. We also plan on having this be something you can only do in stations, so you wouldn't be stuck in in space in a ship you can no longer fly.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
422
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Posted - 2015.10.18 01:12:44 -
[3] - Quote
Teckos Pech wrote:Jasmine Heap wrote:I've always viewed the character bazaar as something that not many people were involved in. Perhaps I am wrong about that. I never used it myself. My fear with these changes is that it will mainstream and popularize the easy acquisition of SP. Look, perhaps my fears are unfounded, but I know how I *feel* about these changes. My gut says this is the wrong thing to do. I suppose there is a real structural problem with the "uncloseable gap" between players with hundreds of SP and new players, but simply allowing that gap to be closed on existing toons with isk/aurum/plex/money just feels wrong According to the dev blog on average about 70 characters are traded each month. Not sure if you consider that alot or not.
Roughly 70 characters are traded per day, not per month. Something like 25000 a year give or take.
Some more data: - Most traded characters are 50 million SP or lower. - A good portion of trades are to newer players (measured by new customers not just new accounts).
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
424
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Posted - 2015.10.18 01:29:03 -
[4] - Quote
Teckos Pech wrote:CCP Terminus wrote: Roughly 70 characters are traded per day, not per month. Something like 25000 a year give or take.
Some more data: - Most traded characters are 50 million SP or lower. - A good portion of trades are to newer players (measured by new customers not just new accounts).
Are you able to distinguish new accounts from alt accounts?
Not perfectly but yes, that's what measured by new customers not just new accounts implies.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
430
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Posted - 2015.10.19 04:45:14 -
[5] - Quote
Daniela Doran wrote: Very good point.
CCP has squandered the revenues they made from Eve on other non-profitable ventures as stated in the post above. And now in order to compensate for those losses they're trying to dig in deeper and milk their only bread winner even further??
CCP is a company, not a product and it is the goal of any company to outlive any one product they create. And if a company relies on a single product for the entirety of their revenue, this is not possible. At some point the product will be replaced, even one as long lived as EVE Online. If that's the only thing making us money, the company collapses at that point and a lot of people lose their jobs.
While I don't see EVE going anywhere any time soon, it makes perfect sense to branch out in to other projects, to hedge bets against the future. The current projects in the works like Valkyrie have a lot of promise and hype, while at the same time having a much smaller development budget that EVE does right now.
Any losses incurred from past projects are already taken care of. This new feature is not being developed to compensate for them.
Speaking of which, there's been quite a few questions as to why the feature is being developed? What players are the target for this feature? I think it's fairly clearly described in the dev blog here:
"By putting more control of your characters in your hands we hope to improve the game for everyone. Whether youGÇÖre an older player who would rather have ISK than those mining skills you donGÇÖt use any more, a clever new player looking to invest your fortune into your character, a Corp leader trying to move everyone into a new doctrine or someone like me who just realized that they would rather fly ArmageddonGÇÖs than Stilettos, this feature has you covered. This all fits nicely to our overall game design philosophy of giving you control over your experience through cooperation and competition with each other."
The feature is intended to allow players to trade resources. Whether that's real-world currency, ISK, or time. It is the same philosophy behind PLEX, and why PLEX is both effective and sustainable over long periods. We don't create a way for players to buy their way to victory. We aren't injecting new SP in to the game. We simply allow players to trade the resources they have for the resources they want.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
430
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Posted - 2015.10.19 04:53:27 -
[6] - Quote
Canadian Fire wrote:All things considered it's not really such a horrible idea, but I still don't like it. If it is to be implemented, I would like to see a hard cap on it. IE you cannot inject SP on characters with over XX number of SP. Or some kind of balancing mechanic to make it so a day 1 char can get a big advantage, yes, but can't jump straight to all level 5 skills for $15,000 USD. At the very least I can catch up on some SP I missed when I wasn't able to sub I suppose.
A hard cap seems to be a common request, and I think there may be some merit to that. We'll certainly look in to it. I'm not sure how to determine where that cap is though, if it's purely for prestige purposes.
On a somewhat related note, to keep some prestige without a hard cap, there may be a way to track SP gained 'naturally' versus SP gained from using unallocated skillpoints. If that's the case we could make both values available when characters apply to corporations, or people put their characters up on sites like eveboard. No promises though, it's still to early to tell.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
431
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Posted - 2015.10.19 05:30:39 -
[7] - Quote
Aerasia wrote:Mag's wrote:This reply just makes it look like a done deal. How many features have even made it to the Dev blog stage without being implemented? Someone with a truly silver tongue may be able to get CCP to tweak some settings, but this was a 'done deal' by the time it hit the CSM Summit. What I'm looking forward to? The threadnaught spawned from the first Epic Arc that rewards completion with a skill packet. Which is why we're taking extra care with this feature. In this case the dev blog came out before any implementation.
@CCP_Terminus // Game Designer // Team Size Matters
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CCP Terminus
C C P C C P Alliance
435
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Posted - 2015.10.19 06:03:27 -
[8] - Quote
Mag's wrote:CCP Terminus wrote: Which is why we're taking extra care with this feature. In this case the dev blog came out before any implementation.
Ahh so a PR exercise, but it's still a done deal? Nice.
Daniela Doran wrote:Yes I also really like to know if this is a done deal? The $144.00 usd I'm putting into Eve every month hinges on this decision.
If it was a done deal we'd have put the dev blog out when it was going to be shipped. The whole point of the dev blog is to gather feedback and assess.
@CCP_Terminus // Game Designer // Team Size Matters
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