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Trilliam Blackthorn
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Posted - 2007.02.24 17:03:00 -
[1]
After playing for almost a year now...I've been thinking about ways to help newer players "skill up" a bit faster, but only through effort on their part.
specifically, in addition to the skill "time sink", what if we could increase the learning rate of a particular skill by performing actions in an area that affect that skill.
For example, gunnery skill training time could be decreased the more a person actually uses the relevant skills in the game (i.e. PVP or PVE)via turrets, etc. Miners could decrease their mining skills training time simply by mining, etc.
Such a system could possibly be implemented by allowing players to earn "skill points" for missions, kills, etc., which they can then "spend" on the relevant skill they wish to train.
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Galifardeua
Gallente Completament Tarats
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Posted - 2007.02.24 20:37:00 -
[2]
Read this thread, specially the Dark Shikari answer reproduced here for your confort: Originally by: Dark Shikari This was added a while back and exploited to no end.
NO.
(P.S. your wallet is your reward for being online)
This really should go to a FAQ.
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scthes wench
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Posted - 2007.02.25 00:23:00 -
[3]
it is in game already to as much as it needs to be you run missions you get implants
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Franga
Caldari NQX Logistics
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Posted - 2007.02.25 23:56:00 -
[4]
And turn this into a WoW type of 'grind or get left behind' type of game. No thankyou.
_____________________________ Eldo spanked my sig but I can't be bothered changing it just now. |

Nekowulf
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Posted - 2007.02.26 01:05:00 -
[5]
I just started here, and I'm dropping wow for eve. I'm bloody sick and tired of blizzard's constant time and money sinks. I'd really hate to see this pretty game get sullied by the addition of mandatory time sinks.
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Valandril
Caldari Resurrection R i s e
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Posted - 2007.02.26 01:09:00 -
[6]
Originally by: Nekowulf I just started here, and I'm dropping wow for eve. I'm bloody sick and tired of blizzard's constant time and money sinks. I'd really hate to see this pretty game get sullied by the addition of mandatory time sinks.
U just got some love from me :P --------
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.26 01:20:00 -
[7]
It wouldn't even have the intended effect, because there's nothing a newb can do that a vet can't do better and faster, so the gulf would actually widen, like it does now with expensive implants.
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Daelise Seryu
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Posted - 2007.02.27 22:42:00 -
[8]
Skills with practice or skills with time. It's a binary system; trying to implement both at the same time will cause problems. It doesn't seem that big of a deal until the underlying code processes are examined.
Every time an action is taken, add skill points; add this to the rate of skill points being learned over time. This alone raises the problem of mathematical errors and potential crashes. As the character information is most likely being updated to the server every time skill training is reassigned, having to send packets to the server every time a user turns a module on and off will cause system lag in just trying to keep the character up to date under this system. If a calculation goes horribly awry on a stand alone program, it crashes... the server could crash if just a few players' calculations trigger a problem. This isn't as much a threat with online games that just utilize skill with practice systems as they're only updated on an interval of time and don't have to worry about skill over time calculations colliding with skill by triggered event calculations.
Multiply this potential problem by 20,000 players and they'll have to close the game.
It's a nice thought, but it just can't be reasonably implemented.
Besides, ensuring skill training over time means that players still get value for their subscription when they're not on. Players actually get some value to their money when not playing, kind of makes a day-counted subscription worthwhile. Games without it really should consider subscription by online hour as an alternative as it's giving them only value while online. In EVE, players can sleep, eat, and have a normal life and not worry about losing their money by not being actively utilizing their investment. This is, by far, the best skill training system I've seen in an online game... well, an online game with a day-subscription method, I have seen hourly ones before. In addition, no gameplay value is lost from random disconnects impairing character development, they're the ones keeping it running. Sure, there's a small worry of losing some development if a skill completes and the player isn't there to set a new skill running, but careful planning mostly eliminates it all, just set a skill which has training time in days. Week long network crashes or power outages... well, can't hope to have every potential problem work out okay. |

Kittamaru
Gallente TARDZ Gods of Night and Day
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Posted - 2007.02.27 23:31:00 -
[9]
Daelise Seryu
There is a solution to the number of packets problem- once every half hour, the client sends a packet to the server containing info on:
Number of x's done in the last half hour.
Where X is whatever the action being trained is.
This would eliminate the lag of sending packet after packet after packet.
Of course, this means you have to train skills in half hour chunks... and you wouldn't see the effect of your "grinding" until the half hour is up...
I don't like the idea of grinding though... how do you "grind" skills you don't have yet take forever?
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Vincent Almasy
Gallente The Underground
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Posted - 2007.02.28 02:19:00 -
[10]
...So how does this help a younger player catch up and not just aid a older player to advance further then ever before?
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Icome4u
IronPig Sev3rance
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Posted - 2007.02.28 05:18:00 -
[11]
Id prefer paying isk to learn faster Would sure make that capital V train a bit faster
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Reina Rashar
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Posted - 2007.02.28 06:35:00 -
[12]
I agree that it is unfair to the newer players that we will never be able to single handedly beat one person who is even a couple of months ahead of us. The only solution I have seen is to throw money at this problem. I will buy my second years subscription to eve soon and I figure if I stay on long enough eventually enough people ahead of me will quit that maybe just maybe I will be one of the senior players. I am not however foolish enough to believe that I will ever be able to fight and win against another player six months older than me unless they are in a mining barge and then I will have to be careful of their drones.
All the excuses why this cannot be done still does not take away the fact that this game is unfair to "new" players, whether their accounts are a month old or 2 years old they will always be behind those who came first and this means by might alone those who came first will always be in control unless 100 "youngsters" to every one of the first ones team up on them and make eve no fun for them to play. I know maybe I'll start a campaign, "Kill The Old Ones" after enough greifing they will quit playing eve and we can take their places. At least until we become the "Old Ones" and are griefed to death ourselves.
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Nekowulf
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Posted - 2007.02.28 09:35:00 -
[13]
Originally by: Kittamaru Daelise Seryu
There is a solution to the number of packets problem- once every half hour, the client sends a packet to the server containing info on:
Number of x's done in the last half hour.
Where X is whatever the action being trained is.
This would eliminate the lag of sending packet after packet after packet.
Of course, this means you have to train skills in half hour chunks... and you wouldn't see the effect of your "grinding" until the half hour is up...
I don't like the idea of grinding though... how do you "grind" skills you don't have yet take forever?
Yeah, implement this, and I guarantee you within 2 hours of the patch hitting the servers a quickly growing number of people are gonna have clients sending "1,000,000 skill uses in last half hour" packets. NEVER trust the client to do calculations, the client isn't under your control, never has been and never will be. The client will be hacked, no matter what. Blizzard has spent millions trying to prevent this and they still have to resort to sueing the makers of the biggest WoW botting program because they can't keep up with the advances in client hacking.
All the calcs would have to be server side, and that creates a lot more used cycles, a lot more lag. If you wqant people to be able to catch up, add some way to increase skill learning in a diminishing returns fashion. Like using skillbooks that you already know would provide a ((5-current skill level)x10)% bonus to skill learning for 6 hours, 1 active at a time (50% bonus for 0-1 training, 40% 1-2, ..., 10% 4-max). Sinka lot of ISK from players into the NPC void, and give people a decent boost training low level skills.
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phillip duncan
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Posted - 2007.02.28 14:35:00 -
[14]
one of the things about Eve is the fact is takes longer and longer to get a little edge, also as the game has gone on ships, modules and skills have been tweeked so that the best ships and modules have changed. Older players have also had to diverifiy as the game has changed. If you specialise to start with you can get with in 5 or 10% of the damage or sheilding within a couple of months of players 6 to 12 months older. The gap gets bigger as the ships do.
It traing system does limit new players however don't all training systems, normally its the player with more time that has the advantage as they can grind more.
The orginal duel skilling systme was abused by people say just targeting roids and turning there weapons loss them going out, or undocking from a station and switching on a small amour/hull/sheild repairer and going out to work.
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Daelise Seryu
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Posted - 2007.02.28 15:07:00 -
[15]
Another thing to keep in mind is that some of the longest term players aren't simply playing a single character non-stop. They will take a break from a character whose only skill training is a week minimum or 100 million for a new skillbook and they will take on a new challenge starting a new character from the bottom and enjoying the game renewed.
Granted it may not be the most popular choice, especially amongst newer players, but after playing a game for a year, sometimes the best way to stay interested is to start a new character and enjoy the thrills that come from those first few million skill points worth of getting their feet wet.
One of the better reasons to keep the second and third character slots is that it allows the more experienced players to take a break from the tedium of long skill training, slower mass marketing ISK earnings, and something more exciting than waiting out two months of research and manufacturing jobs which they need to get done just to have the next mandatory ship in their long-term plans.
Sadly, there's also the consideration that if a player is going to dedicate one character as being incredibly skilled, training without stop for whole years, becoming a virtual paragon when compared to anyone starting the game, they deserve their unparalleled power. If players could just jump in and get to their level of competence in a few short months, that player just wasted a few years developing their character. So, yeah, there's always someone better in the fish pond, but given enough time, anyone can claim that position, all they have to do is be willing to dedicate as much to their investment.
Plus, there's often a lot more fun to be had in taking the time to get a character from point A to point B. If all they have to do is take the short cuts, they're missing out on all the opportunities to relax and enjoy the game. Games are meant to be recreation, and recreation is best taken in moderation and variety, not hard-mindless repetitive task. Given the choice between finding things to do to enjoy the game while a skill trains and sitting glued to a keyboard blasting hoarde after hoarde of pirate until falling asleep from the tedium all to advance a few skills quicker, which one's really getting quality gaming in? |

Galifardeua
Gallente Completament Tarats
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Posted - 2007.03.02 21:02:00 -
[16]
Edited by: Galifardeua on 02/03/2007 21:00:39
Originally by: Reina Rashar I agree that it is unfair to the newer players that we will never be able to single handedly beat one person who is even a couple of months ahead of us.
Oh boy, you are so much completely the wrongest one.
There is just so much you can use to fly a ship. I can shoot autocannons, but that isn't useful while flying an ishkur. I can mine a lot, research, am very social, and all this does not help the slightest in a ship combat.
Apart that SP alone do not define well fighting prowess, it depends on what have you studied, there are other factors. the fight is decided, mostly, before it begins. You don't need to quote me on that, it's from "The art of war" from Sun Tzu. I'll do it with a self example.
Currently I'm doing level 2 missions in an ishkur, just to increase my standings. I can, and do fly, T2 drones and T2 weapons. In fact I had this ship prepared for PvP combat and I didn't want to spend time preparing it for PvE, so you can even expect a relatively hard combat. How could you destroy me? Easy, getting a tough ship, BC or BS, warp scramble and web me, destroy my drones (smartbombs or anti-frig weapons), and then probably you'll be able to dish more damage than me, if you have been prepared to fight frigates, as you know you would. I'm almost a year older than you and you can destroy me without much hassle just using that thing that rests in your shoulders.
Originally by: Reina Rashar All the excuses why this cannot be done still does not take away the fact that this game is unfair to "new" players, whether their accounts are a month old or 2 years old they will always be behind those who came first and this means by might alone those who came first will always be in control unless 100 "youngsters" to every one of the first ones team up on them and make eve no fun for them to play. I know maybe I'll start a campaign, "Kill The Old Ones" after enough greifing they will quit playing eve and we can take their places. At least until we become the "Old Ones" and are griefed to death ourselves.
100 to 1? You mean in noob ships against BS? 4 to 5 relatively new players to an old one and it's an overkill. 2 is the most reasonable number, and you alone can also easily win IF you control when, where and with what to fight. That's why some corps study their next war target, to know their weak points.
Also, take into account that many of those old-timers are old-timers because they like the game. What does you make think that they would not take even more avantatge than the noobs from anything similar as what was in the OP? Or any other option opened to new players?
Another thing to take into account is that you are almost a year old. that means you are starting to be an old-player. in fact probably you can use effectively a BS, and not just with the most basic skills, but with dangerous power. I was the scientist in my corp and I could use one in 6 months. With 3 perception to boot.
You want to win the SP run? You can't. Dr Caymus is the winner and will probably be for a long long time.
You want to kill old-timers? Start a corp and kill them all. Use your brain, use tactics, research how to maximize damage while minimizing cost. And stop whinning about the SP race, because it's an imaginary one. There is no SP race.
Have fun.
edit. corrected Dr Caymus name.
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Potvora Oskliva
AquariusArt
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Posted - 2007.03.02 21:16:00 -
[17]
I would not vote for accelerating skill training by use of the modules related to the skills...
But in order to speed up the skill training by giving SP/Hour bonuses based upon extra levels of skills you have on top of the levels that are required.
For example... (randomly picking a skill)
Rapid Launch requires Missile Launcher Operation at lvl 2.
That is the minimum requirement for you to be able to learn - comprehend the skill.
But in case you have Missile Launcher Operation at level higher than required it should mean that you know more about the topic and thus you are able to comprehend and learn the stuff contained in the Rapid Launch book a bit faster than someone who meets just the very basic requirements for being able to even understand what the Rapid Launch book is about...
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Ikasu
Gallente The Durandal Organization
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Posted - 2007.03.02 21:24:00 -
[18]
Wasn't 800,000SP enough of a catch up for newbs?
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.03.02 21:57:00 -
[19]
Originally by: Ikasu Wasn't 800,000SP enough of a catch up for newbs?
Meh, it was nice, but being bumped up to three-week-old status when four months is entry-level for most professions doens't really save the system.
It just encourages people to pursue the antisocial missions and the sociopathic blob "piracy", since those are the main careers available to low-skillpoint characters.
The genie won't go back in the bottle, though, and short of nerfing T2 skill requirements to the point where you don't need six level 5 skills to be decent in a frigate-sized ship and 12 level 5s to fly a powerful cruiser-sized ship and 10 level 5s just to fit T2 guns on a battleship and 25 to equip and fly a dreadnaught, there's no way to make EvE accessible to new players.
Basically, at this point there can be no denying that there are multiple games being played in New Eden. There's newbie EvE, where you run missions and fend off grief wars and maybe build some T1 gear or run a few complexes. There's also veteran EvE, where your Arkonor fields and battleship rats and 10/10 complexes fund dread fleet and deathstar POSes, where outposts and sovereignty and massive fleet battles are part of every day life. There's a middle ground, a middle class, with the courage to live in low-sec empire and the resources to make a living there, but they're being crushed out, and either going to 0.0 for alliance life or going to empire for missions.
There are exceptions, of course, but I find that in low-sec empire you're more likely to find "pirates" than to find a miner or ratter.
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Angelus Xenotov
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Posted - 2007.03.03 00:20:00 -
[20]
Originally by: Reggie Stoneloader
There are exceptions, of course, but I find that in low-sec empire you're more likely to find "pirates" than to find a miner or ratter.
That's what low sec is for, it seems, since there is crappy ore and the only thing worth a damn is the trade goods that spawn slightly lower than usual that the big magnates won't touch.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.03.03 01:52:00 -
[21]
Reggie what do you want, you want newbies to be able to use t2 weapons which are only at most 10% better then the top named t1 and that's only from mastering the t2's skill. So this would recult in about 4mil sp newbies for how you say it's not good enough which is just crazy and unjust.
If they want to mine mine in empire. Empire is made for young players, i think you might of forgotten that. For money and you want to fight, there are things called agents what hire you to run missions and pay you for it as well as collect bounties in larger number then you normaly find ratting while your in a frig or moderatly in a cruiser.
Low sec, that is for people testing the waters and wanting to make it on their own but have a close life line to empire. 0.0 at the heart of it wants to sever connection between it and empire where the players rule. Pirates will work where they can in empire it would be war dec, low sec just a killing area while 0.0 is alliance terf or strong corporations.
A newbie is never ment to be as good as someone who starts before him all he can do is shrink the gap. Before any one says I am for this idea of quick sp I am not. You close the gap by getting the basic skills, why work on the t2 first then getting IV to V on the base weapon and the ship and learning how the freaken fly the ship then guess what, in those short months they have vastly closed the gap. Now it works off that they might be still 25% behind and then they gain other skills and close the gap slowly be if the first pilot stop training combat then trains support skills then maybe the younger player will match them in combat stats but now not in support.
Another thing that gives older players a advantage is human skills, trial and error also known as playing experience. This is something no amount of sp can fix. 800,000SP is more then enough for a player to start out into any profession that is reasonable for a young player to get into. Those who want more will trian for more and become better from their own efforts and not because EVE is now in easy mode, so easy people get bored and quit.
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Hellaciouss
Genco Interstellar Alcohol Conglomerate
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Posted - 2007.03.03 01:54:00 -
[22]
Originally by: Nekowulf I just started here, and I'm dropping wow for eve. I'm bloody sick and tired of blizzard's constant time and money sinks. I'd really hate to see this pretty game get sullied by the addition of mandatory time sinks.
This kind of statement is stupid. EvE, if not a level grind (although it takes a fecking long time to skill up), is an ISK grind. All you did was trade one for the other.
Tonight's the night the world begins again... |

Vincent Almasy
Gallente The Underground
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Posted - 2007.03.03 02:06:00 -
[23]
May I ask what are time sinks?
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Galifardeua
Gallente Completament Tarats
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Posted - 2007.03.04 01:39:00 -
[24]
Originally by: Vincent Almasy May I ask what are time sinks?
A timesink is a term used to describe activities that consume a lot of time. Originally by: Potvora Oskliva I would not vote for accelerating skill training by use of the modules related to the skills...
But in order to speed up the skill training by giving SP/Hour bonuses based upon extra levels of skills you have on top of the levels that are required.
For example... (randomly picking a skill)
Rapid Launch requires Missile Launcher Operation at lvl 2.
That is the minimum requirement for you to be able to learn - comprehend the skill.
But in case you have Missile Launcher Operation at level higher than required it should mean that you know more about the topic and thus you are able to comprehend and learn the stuff contained in the Rapid Launch book a bit faster than someone who meets just the very basic requirements for being able to even understand what the Rapid Launch book is about...
Well, this would create a situation much worse than that of the learning skills, where too many people thought that they had to learn the learnings to advanced 4 and then they could play.
Now you can study the skills at your leisure. Nothing won or lost if you change order (except for learning and cybernetics if you plug implants). But, if your idea was used, then those who don't want to fall back and be worse* than whoever they think they have to fight would have to study breadth first: Spaceship command V before anything else flight related, Drones V before anything else drone related, Gunnery V before anything about guns, ...
[* worse meaning having less SP. The characters are not worse because of that, but, well, people still want their numbers to be greater than those of the other people.]
Not doing so would lead to suboptimal character, according to a purely rational point of view. Doing so would be really boring. Even only going to level IV it'd be months before they go into cruisers. Damned if you do, damned if you don't.
Also, anything done to make faster the learning of young characters (apart from increase in creation's SP) would also speed up learnings of old characters. Either that or you'd have to have a definition of "new" and "old" characters, either SP or time-wise. Those at the fringe would be quite oposed to the idea.
So, have fun and create a new character in some years, then there'll be a new base to start on (higher basic skills I mean).
Have fun.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.03.04 02:13:00 -
[25]
I ment to ask, what are the time sinks.
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Tom Deal
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Posted - 2007.03.04 02:36:00 -
[26]
Edited by: Tom Deal on 04/03/2007 02:33:10 No to time sinks.
If a newb want to be skilled faster just simply go to sell orders and buy a skilled char.
There are all for all needs and tastes.
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.03.04 05:29:00 -
[27]
Originally by: Vincent Almasy I ment to ask, what are the time sinks.
Missions, mainly. The endless hours of faction standing increase in order to get better missions, put POSes in high-sec or install jump clones is the most mind-numbingly crappy work in EvE.
Mining's a time sink, too. Traveling is a time sink. Think about how much time you spend playing EvE where all you're doing is waiting. There's a lot.
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James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.03.04 05:57:00 -
[28]
Originally by: Reggie Stoneloader
The genie won't go back in the bottle, though, and short of nerfing T2 skill requirements to the point where you don't need six level 5 skills to be decent in a frigate-sized ship and 12 level 5s to fly a powerful cruiser-sized ship and 10 level 5s just to fit T2 guns on a battleship and 25 to equip and fly a dreadnaught, there's no way to make EvE accessible to new players.
Actually you've brought up one of the things that sort of bugs me about the gunnery skills - the hopelessly linear progression they demand. With all the other skills in EVE you can pretty much mix and match at the level you want and then it's all about support skills. Gunnery is this way too at the T1 levels. But T2...for T2 Large guns, you end up training every gun below that level to T2 class as well, which seems sort of, silly in a game which is supposed to reward specialization.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.03.04 07:09:00 -
[29]
Edited by: Vincent Almasy on 04/03/2007 07:06:03 I always thought of a time 'sink' as time wasted.
Mining -You get ore to sell for ISK -Use ore to make items to sell or use
Travel -Can't be called a time sink because without travel all you have is teleporting which gets old fast.
Faction Standing -Optional to run missions for standings -Jump clones are optional -highsec POS is optional
So none of what you said was a time sink at all. Each is optional but each gets you something out of it so it defeats the name 'time sink'.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.03.04 07:12:00 -
[30]
Originally by: James Duar
Originally by: Reggie Stoneloader
The genie won't go back in the bottle, though, and short of nerfing T2 skill requirements to the point where you don't need six level 5 skills to be decent in a frigate-sized ship and 12 level 5s to fly a powerful cruiser-sized ship and 10 level 5s just to fit T2 guns on a battleship and 25 to equip and fly a dreadnaught, there's no way to make EvE accessible to new players.
Actually you've brought up one of the things that sort of bugs me about the gunnery skills - the hopelessly linear progression they demand. With all the other skills in EVE you can pretty much mix and match at the level you want and then it's all about support skills. Gunnery is this way too at the T1 levels. But T2...for T2 Large guns, you end up training every gun below that level to T2 class as well, which seems sort of, silly in a game which is supposed to reward specialization.
It's more logical fro needing to train the tier below to lv 4 I think it is because you start off smaller then start to startinto larger weapons but a 3rd skill should be able to focus only into that tier of weapon. Same for AF to HAC to half of the CS
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.03.04 07:24:00 -
[31]
Originally by: Vincent Almasy Edited by: Vincent Almasy on 04/03/2007 07:06:03 I always thought of a time 'sink' as time wasted.
Mining -You get ore to sell for ISK -Use ore to make items to sell or use
Travel -Can't be called a time sink because without travel all you have is teleporting which gets old fast.
Faction Standing -Optional to run missions for standings -Jump clones are optional -highsec POS is optional
So none of what you said was a time sink at all. Each is optional but each gets you something out of it so it defeats the name 'time sink'.
Well, any time you spend waiting gets you to the end of the waiting, so by your standard there's no such thing as a time sink.
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Nacho Star
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Posted - 2007.03.25 05:44:00 -
[32]
Ok...
What reason do players (especially new ones) have for playing? Some skills will take weeks for them to learn. Meanwhile, during that time, they find other games to play and get hooked on them.
Its a vicious cycle they need to break. As much as they hate macroing for skills, you can't stop it. You will always have macroing for something.
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Laser Wolf
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Posted - 2007.07.17 20:51:00 -
[33]
I always thought a better solution would be to introduce "SP stims", items that give you a fixed amount of SPs towards whatever skill you have in training. They'd be relatively expensive and/or rare, but available to any player (not just in lowsec or 0.0). Maybe have them available from the LP stores. They couldnt be so rare that most players would never find them (or find them so uncommonly that it wasnt worth the time), but not so common that a corp could hoard enough to insta-learn Doomsday Weapons.
Since they'd give a fixed bonus, like 10,000 or so (there could be different kinds), they'd be much more useful for learning low- and mid-tiered skills, and wouldnt save you much time at all trying to learn Titans V or whatever :)
And since you'd get them from playing the game, it would give players a reason to play, rather than just logging off and waiting 19 days for their skill to finish.
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Sandra Jones
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Posted - 2007.07.17 21:19:00 -
[34]
a) isnt it enough that 1 day old characters are able to use t2 guns now? (yes they are, tried it myself with a noob alt).
b) dont introduce grinding (and with that power/macro leveling) to eve! just dont do it. thanks.
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Toric Gaul
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Posted - 2007.07.17 21:34:00 -
[35]
Originally by: Trilliam Blackthorn For example, gunnery skill training time could be decreased the more a person actually uses the relevant skills in the game (i.e. PVP or PVE)via turrets, etc. Miners could decrease their mining skills training time simply by mining, etc.
"Oh look, I'm shooting a giant secure containter. I must be learning somthing."
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Tarron Sarek
Gallente Endica Enterprises
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Posted - 2007.07.17 22:56:00 -
[36]
Originally by: Sandra Jones a) isnt it enough that 1 day old characters are able to use t2 guns now? (yes they are, tried it myself with a noob alt).
Yep, and regarding the players who think you need at least 10m SP for PvP - that's simply not correct. - You need the right skills. - You need knowledge and experience. - You need about 3 months (or less) for a fully PvP capable Battlecruiser
Absolutely enough I'd say. Do you want to completely catch up with 3 years old veterans? In a couple of months? Come on..
_________________________________ - Balance is power, guard it well.. - |

Sandra Jones
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Posted - 2007.07.18 00:14:00 -
[37]
Originally by: Tarron Sarek
- You need about 3 months (or less) for a fully PvP capable Battlecruiser
you need about 3 days for a pvp capable rifter.
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Valandril
Caldari Resurrection R i s e
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Posted - 2007.07.18 00:16:00 -
[38]
Originally by: Sandra Jones
Originally by: Tarron Sarek
- You need about 3 months (or less) for a fully PvP capable Battlecruiser
you need about 3 days for a pvp capable rifter.
fully t2 fited. ---
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Ampoliros
Phantom Knights
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Posted - 2007.07.18 01:17:00 -
[39]
Originally by: Laser Wolf I always thought a better solution would be to introduce "SP stims", items that give you a fixed amount of SPs towards whatever skill you have in training. They'd be relatively expensive and/or rare, but available to any player (not just in lowsec or 0.0). Maybe have them available from the LP stores. They couldnt be so rare that most players would never find them (or find them so uncommonly that it wasnt worth the time), but not so common that a corp could hoard enough to insta-learn Doomsday Weapons.
Since they'd give a fixed bonus, like 10,000 or so (there could be different kinds), they'd be much more useful for learning low- and mid-tiered skills, and wouldnt save you much time at all trying to learn Titans V or whatever :)
And since you'd get them from playing the game, it would give players a reason to play, rather than just logging off and waiting 19 days for their skill to finish.
Forum necromancy is shameful and wrong...but I'll give you bonus points for coming up with an idea that isn't terrible. ------------------------------------
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Laser Wolf
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Posted - 2007.07.18 21:18:00 -
[40]
Originally by: Ampoliros
Forum necromancy is shameful and wrong...but I'll give you bonus points for coming up with an idea that isn't terrible.
:P its not necro posting when you're linked to a thread through a sticky
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.07.19 01:01:00 -
[41]
Who's the guy with the video of the 200k SP Rifter piracy in his sig? You can be beating on people in a cheap, T1 fitted Rifter in a few days, if that. Heck, if you set your character up right said Rifter can be using T2 autocannons to boot.
I have almost 15 million skillpoints. Guess how many of them are useful to me in a frigate fight? Maybe 4 million, and a large part of that is in Vs that only get me 5% more than you can have with a lot less time. Now, I'm industrial specced, but still, specialization is the key to taking down older players. They may have 20+ million skillpoints, but you can get very close to their performance in say, an inty with a small fraction of that.
Player skill >>> Skillpoints. -------------------------------------------------- ICE Blueprint Sales |
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