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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Rise
C C P C C P Alliance
5430
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Posted - 2016.01.28 15:44:54 -
[1] - Quote
Hi everyone!
This afternoon we are going to begin seeding Skill Extractors on Singularity to test the new Skill Trading feature. Hopefully extractors will be seeded in all markets but they will be seeded in 4-CU69 at least. We appreciate any time you guys can spend testing, writing feedback or filing bug reports related to this feature.
Below I'm including some preliminary patch notes for the feature so you can see what to expect, roughly, but don't be surprised if we make more adjustments and additions before release.
Thanks a lot!
New Feature: Skill Trading
Summary: It will now be possible for players to trade skill points between each other on the in-game market using two new items, the GÇÿSkill ExtractorGÇÖ and GÇÿSkill InjectorGÇÖ. For a detailed overview of the feature please take a look at these two dev blogs: Exploring the Character Bazaar and Skill Trading and Skill Trading in New Eden.
Added item GÇÿSkill ExtractorGÇÖ.
Can be purchased directly from the New Eden Store (after release) Can be used to extract 500,000 skill points from your character and create a GÇÿSkill InjectorGÇÖ When extraction is complete the Skill Extractor is consumed Must be docked and have no active ship to use Must have more than 5,500,000 trained skill points to use There are a number of restrictions on what skills may be extracted including: - Any prerequisite for another trained skill (Note here that you can extract if all dependent skills have been extracted first) - Infomorph Psychology - Advanced Infomorph Psychology - Cybernetics - Command Center Upgrade - Interplanetary Consolidation Skill Extractors can be traded on the in-game market - Listed under GÇÿPilotGÇÖs ServicesGÇÖ
Added item GÇÿSkill InjectorGÇÖ Once activated, Skill Injectors add skill points to your GÇÿunallocatedGÇÖ skill point pool, which can then be distributed immediately, but will stay in the pool indefinitely if not used Amount of skill points granted by Skill Injectors varies based on the total skill points trained previously on the character using the injector, according to the following scale: - Less than 5,000,000 skill points trained = 500,000 unallocated skill points granted - Between 5,000,000 and 50,000,000 skill points trained = 400,000 skill points granted - Between 50,000,000 and 80,000,000 skill points trained = 300,000 skill points granted - More than 80,000,000 skill points trained = 150,000 skill points granted - The amount of skill points you will receive per injector will be highlighted for you in the show info page for the Skill Injector item Skill Injectors are consumed immediately on activation Skill Injectors can be traded on the in-game market - Listed under GÇÿPilotGÇÖs ServicesGÇÖ
In conjunction with the Skill Trading feature, weGÇÖve made a number of changes and improvements to skill book injection and the training queue, specifically:
Skills can now be injected at any time, regardless of requirements You must now meet all prerequisites before beginning to train a skill Skills with untrained prerequisites can now be added to the queue if they come after prerequisite training [*] Unallocated skillpoints can now be applied to your training queue
@ccp_rise
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Scotsman Howard
The Mjolnir Bloc The Bloc
2
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Posted - 2016.01.28 15:51:24 -
[2] - Quote
So one thing you guys did not address was how the /copyskills command will work with these.
Unless you say otherwise, what is going to happen is someone is going to extract all of their skills, use the command to copy their skills, repeat the process, then inject all the skills lol.
I may take a while but you know someone will do it till they have max skills.
Is there something I am missing here as to why this will not happen?
Edit: Granted this is on the test server only, and I am not 100% exactly how the /copyskills command works. If it actually copies the skill points themselves then there could be an issue. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
2340
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Posted - 2016.01.28 16:02:58 -
[3] - Quote
Thank you so much for the ability to inject skillbooks without prereqs. This marks the end of basically all the issues I had with skill training.
Scotsman Howard wrote:So one thing you guys did not address was how the /copyskills command will work with these.
Unless you say otherwise, what is going to happen is someone is going to extract all of their skills, use the command to copy their skills, repeat the process, then inject all the skills lol.
I may take a while but you know someone will do it till they have max skills.
Is there something I am missing here as to why this will not happen?
Edit: Granted this is on the test server only, and I am not 100% exactly how the /copyskills command works. If it actually copies the skill points themselves then there could be an issue.
Who cares? It's a test server.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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JonnyPew
Imperial Academy Amarr Empire
14
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Posted - 2016.01.28 16:06:26 -
[4] - Quote
\o/
EVE Online is my hobby
http://www.youtube.com/JonnyPew
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EvilweaselFinance
BUTTECORP INC Goonswarm Federation
783
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Posted - 2016.01.28 16:07:28 -
[5] - Quote
CCP Rise wrote: In conjunction with the Skill Trading feature, weGÇÖve made a number of changes and improvements to skill book injection and the training queue, specifically:
Skills can now be injected at any time, regardless of requirements You must now meet all prerequisites before beginning to train a skill Skills with untrained prerequisites can now be added to the queue if they come after prerequisite training Unallocated skillpoints can now be applied to your training queue
OH HOLY HELL YES THIS IS THE GREATEST |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5867
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Posted - 2016.01.28 16:07:41 -
[6] - Quote
The requirement to have the prereqs before training will be an issue for a small set of people, but I guess that's a small price to pay for the ability to queue stuff up properly
(People will Command Ships, but not the prereqs (as they changed) won't be able to train it any more. Still be able to use the ship though)
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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pajedas
Warlord of Mars
22
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Posted - 2016.01.28 16:09:04 -
[7] - Quote
What good is it if we can't even get on the Test Server? |
Darkblad
2674
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Posted - 2016.01.28 16:13:24 -
[8] - Quote
CCP Rise wrote:seeded in 4-CU69 For those unfamiliar with Sisi:
4-CU69 = 6-CZ49, which is traveled to easily by invoking a dialog by entering /moveme into any open chat window.
4-CU69 does'nt exist anyway
the unusial seeded item's price (100 Mill instead of 100) was chosen to prevent ... "funny people" from buying all, I assume?^^
NPE GÇô ISD
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Darkblad
2674
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Posted - 2016.01.28 16:15:00 -
[9] - Quote
pajedas wrote:What good is it if we can't even get on the Test Server? Try the sticky https://forums.eveonline.com/default.aspx?g=posts&t=423764&find=unread (and some patience)
Sisi itself is currently up and open.
NPE GÇô ISD
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pajedas
Warlord of Mars
22
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Posted - 2016.01.28 16:16:42 -
[10] - Quote
Thank you for trying to help.
I'm very familiar with the test server.
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Scotsman Howard
The Mjolnir Bloc The Bloc
2
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Posted - 2016.01.28 16:18:52 -
[11] - Quote
Querns wrote:
Who cares? It's a test server.
That is a good question. CCP does not even seed faction modules on the test server because they do not like the "imbalance" it would cause.
They have only ever allowed unlimited skills a few times to test things such as titans, etc.
While I do not care because it is the test server, if they are going to allow this, they might as well allow faction mods to be seeded.
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CCP Cognac
C C P C C P Alliance
59
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Posted - 2016.01.28 16:22:12 -
[12] - Quote
Scotsman Howard wrote:Querns wrote:
Who cares? It's a test server.
That is a good question. CCP does not even seed faction modules on the test server because they do not like the "imbalance" it would cause. They have only ever allowed unlimited skills a few times to test things such as titans, etc. While I do not care because it is the test server, if they are going to allow this, they might as well allow faction mods to be seeded.
We know of this but still needed to get the feature tested. Please don't abuse this as it will only end up with us disabling /copyskills and getting me into a bad mood. |
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pajedas
Warlord of Mars
22
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Posted - 2016.01.28 16:23:37 -
[13] - Quote
CCP Cognac wrote:Scotsman Howard wrote:Querns wrote:
Who cares? It's a test server.
That is a good question. CCP does not even seed faction modules on the test server because they do not like the "imbalance" it would cause. They have only ever allowed unlimited skills a few times to test things such as titans, etc. While I do not care because it is the test server, if they are going to allow this, they might as well allow faction mods to be seeded. We know of this but still needed to get the feature tested. Please don't abuse this as it will only end up with us disabling /copyskills and getting me into a bad mood. Wow, threatening us like a little kid. Way to go CCP.
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Scotsman Howard
The Mjolnir Bloc The Bloc
3
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Posted - 2016.01.28 16:30:49 -
[14] - Quote
CCP Cognac wrote:Scotsman Howard wrote:Querns wrote:
Who cares? It's a test server.
That is a good question. CCP does not even seed faction modules on the test server because they do not like the "imbalance" it would cause. They have only ever allowed unlimited skills a few times to test things such as titans, etc. While I do not care because it is the test server, if they are going to allow this, they might as well allow faction mods to be seeded. We know of this but still needed to get the feature tested. Please don't abuse this as it will only end up with us disabling /copyskills and getting me into a bad mood.
Lol thanks for the reply. It was not something I was planning for most of my mains (Maybe an alt just for the fun of it :) ). Having my toons at a higher skill point than the main server would not help me with any testing that needed to be done.
As for us putting you in a bad mood, is it even possible to be a CCP Dev and not be in a bad mood because of the things us player abuse? It is kind of what we do. |
pajedas
Warlord of Mars
24
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Posted - 2016.01.28 16:39:56 -
[15] - Quote
Scotsman Howard wrote:As for us putting you in a bad mood, is it even possible to be a CCP Dev and not be in a bad mood because of the things us player abuse? It is kind of what we do.
William Wallace wrote:There's a difference between us. You think the people of this country exist to provide you with position. I think your position exists to provide those people with freedom. And I go to make sure that they have it. |
Darkblad
2674
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Posted - 2016.01.28 16:40:03 -
[16] - Quote
.
NPE GÇô ISD
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DJ Bismarck
The Bismarck Factor Endeavour.
8
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Posted - 2016.01.28 16:49:59 -
[17] - Quote
Are there any plans to be able to remove skills with 0 SP from your character sheet? I don't even want the skillbook back.... :)
3rd Party Services
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arcyaxiom
Arcy Venture Corp
3
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Posted - 2016.01.28 16:54:39 -
[18] - Quote
Steve Ronuken wrote:The requirement to have the prereqs before training will be an issue for a small set of people, but I guess that's a small price to pay for the ability to queue stuff up properly (People will Command Ships, but not the prereqs (as they changed) won't be able to train it any more. Still be able to use the ship though)
If it's such a small set of people that you think "screw them" how about you comp. people the pre-reqs that grandfathered in, rather than screwing them? I've got command ships V in my plan by summer and now I wont be able to train it without queuing up 44 days of pre-requisite skills, skills that weren't required for the ships to begin with. I already trained into command ships, and now you're saying I'll have to re-train into a ship in order to further it?
I realise it's been a while since these pre-reqs changed but some of us have played on/off over the years, it's a game that's been out for a long time remember. Why make decisions that hurt players due to previous decisions you made, rather than make happy? |
Masao Kurata
Perkone Caldari State
311
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Posted - 2016.01.28 17:17:25 -
[19] - Quote
arcyaxiom wrote:Steve Ronuken wrote:(People will Command Ships, but not the prereqs (as they changed) won't be able to train it any more. Still be able to use the ship though) If it's such a small set of people that you think "screw them" how about you comp. people the pre-reqs that grandfathered in, rather than screwing them? I've got command ships V in my plan by summer and now I wont be able to train it without queuing up 44 days of pre-requisite skills (charisma remap, anyone? No thanks), skills that weren't required for the ships to begin with and I have had zero interest in obtaining. I already trained into command ships, and now you're saying I'll have to re-train into a ship in order to further it?
Now think how bad it is for people who started after the prereq changes, want to fly a command ship but like you have no interest in those skills and additionally didn't get millions of free SP in racial battlecruiser and destroyer skills. |
A Nony Mouse
Pator Tech School Minmatar Republic
0
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Posted - 2016.01.28 17:33:52 -
[20] - Quote
While the extracting/injecting seemed to work well for me, I did notice I accidentally clicked on the x to remove a skill from the training queue whilst trying to resize the window. Perhaps if they can't be moved, a confirmation dialog, or better yet and undo/redo option for changes to the skill queue would be a great help. I know you can undo all, but a undo history would be a nice feature. |
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xttz
GoonWaffe Goonswarm Federation
763
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Posted - 2016.01.28 17:35:19 -
[21] - Quote
Will there be restrictions to prevent people using skill extractors on 'dubious' characters they may want to recycle, such as those with negative ISK? |
Rowells
ANZAC ALLIANCE Fidelas Constans
2884
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Posted - 2016.01.28 17:53:05 -
[22] - Quote
Has remote injection of skills been considered? |
Rowells
ANZAC ALLIANCE Fidelas Constans
2884
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Posted - 2016.01.28 17:56:16 -
[23] - Quote
Steve Ronuken wrote:The requirement to have the prereqs before training will be an issue for a small set of people, but I guess that's a small price to pay for the ability to queue stuff up properly (People will Command Ships, but not the prereqs (as they changed) won't be able to train it any more. Still be able to use the ship though) We've had years of time to catch up. I'm not complaining.
Is it possible to rip out a skill that doesn't have the prereqs trained, and then apply it to the prereqs? |
Masao Kurata
Perkone Caldari State
311
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Posted - 2016.01.28 18:07:12 -
[24] - Quote
I love the simplification of training skills with prereqs and the change to the training timeline to show more than one day (that's seriously overdue). The cross to remove skills from the training queue isn't necessary and is too easy to accidentally click. Applying unallocated skill points from the training queue initially seemed like an improvement, then I noticed there was no way to apply any less than your entire unallocated skill points. Please at least let us select how many of the skills at the top of the queue to use unallocated SP on.
Even if not immediately, please work on allowing us to extract Command Center Upgrade and Interplanetary Consolidation. Putting any SP into PI was a horrible mistake, and maybe some people feel the same about Advanced Infomorph Psychology or Cybernetics V, although I'd consider those good skills. I know that it'll require extra checks to make sure that you don't have planets, implants or jump clones you shouldn't have with your new skills, but people will appreciate being able to extract these. |
Masao Kurata
Perkone Caldari State
311
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Posted - 2016.01.28 18:10:32 -
[25] - Quote
Also since you're working on the training interface, could you please at last provide a way to switch activate training queues on an account without logging in and out at least two times? |
Rock Brackenshield
Bearded BattleBears I N F A M O U S
13
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Posted - 2016.01.28 18:21:43 -
[26] - Quote
Quick question; what's the reasoning behind not allowing PI skills to be extracted? Does it have something to do with possibly breaking things involving already established PI?
I was hoping to have that 2m SP available for draining =P |
gascanu
Bearing Srl.
292
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Posted - 2016.01.28 18:41:59 -
[27] - Quote
still, no word on the prices of these things(extractors)... come on, they're almost here, isn't the price already set? |
Masao Kurata
Perkone Caldari State
312
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Posted - 2016.01.28 18:47:27 -
[28] - Quote
gascanu wrote:still, no word on the prices of these things(extractors)... come on, they're almost here, isn't the price already set?
CCP probably wants the outrage at them costing a monocle each to not precede initial sales. |
Matt Faithbringer
Ravens Of Faith and Light
29
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Posted - 2016.01.28 18:47:52 -
[29] - Quote
possible missing error message:
I'm trying to put Gallente Carrier I into skill queue, I don't have the prerequisites for it, and it won't allow me to put it into skill queue. I quest that's working as intended by reading the OP, but there really should be some message explaining why I cannot drag the skill into the queue.
From perspective of user who didn't read the OP it looks like a bug.
EDIT: The error message saying "Skills have to be trained after pre-requisites" DOES show but ONLY if you have the pre-requisites INJECTED. |
gascanu
Bearing Srl.
292
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Posted - 2016.01.28 18:52:58 -
[30] - Quote
Masao Kurata wrote:gascanu wrote:still, no word on the prices of these things(extractors)... come on, they're almost here, isn't the price already set? CCP probably wants the outrage at them costing a monocle each to not precede initial sales.
that's what i'm afraid too... like why will they keep the price "hidden" if it was really cheap... |
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