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Zoltar
Perdu Opus
0
|
Posted - 2011.12.23 23:53:00 -
[91] - Quote
Horatius Caul wrote:Nova Fox wrote:There are those who say put this on the crew, so when crew dies you lose thier experince they provided. Hmmm... now that could actually work... Crew could develop certain bonuses over time. This would probably not be skill advancement increases, but something that can stack with skills - akin to rigs. It'd probably mainly be module activation cycle bonuses, capacitor usage, etc. Larger ships would have more "crew slots" allowing you to have bigger bonuses or more different ones - like rigs. If the ship is destroyed, the crew is lost. (like rigs... just kidding, I'll stop now) Or they have a very low chance of dropping as loot or salvage. Perhaps a 5%-20% chance for each "crew unit" dropping "intact" with its accrued skill, and/or a chance to produce a blank "crew unit" from salvaging a wreck. If the crew is inactive for a certain period of time, it begins to lose its bonus, dwindling down to a blank slate. Crew units would be tradeable on a personnel market. This would flatten the playing field, allowing people not interested in grinding to acquire the elite crews as well.
I kinda like parts about this. Take out the crew dropping as loot, or being able to sell the ship or crew members on the market or contracts. If you repackage or contract it the crew bonus gets set to 0.
You can build your crew up and in turn they will get better flying the ship. Maybe boost the ships resistances slightly the more your shot, boost the weapon damage the more you shoot, or any of the other attributes pertaining to that ship. Once you lose the ship you lose your crew with there bonuses.
I can see people building up ratting ships and saving them, but as long as the bonus is minimal it could be fun. |

Marduk Nibiru
Physical Chaos Skunk Works.
5
|
Posted - 2011.12.24 00:02:00 -
[92] - Quote
Zoltar wrote:Horatius Caul wrote:Nova Fox wrote:There are those who say put this on the crew, so when crew dies you lose thier experince they provided. Hmmm... now that could actually work... Crew could develop certain bonuses over time. This would probably not be skill advancement increases, but something that can stack with skills - akin to rigs. It'd probably mainly be module activation cycle bonuses, capacitor usage, etc. Larger ships would have more "crew slots" allowing you to have bigger bonuses or more different ones - like rigs. If the ship is destroyed, the crew is lost. (like rigs... just kidding, I'll stop now) Or they have a very low chance of dropping as loot or salvage. Perhaps a 5%-20% chance for each "crew unit" dropping "intact" with its accrued skill, and/or a chance to produce a blank "crew unit" from salvaging a wreck. If the crew is inactive for a certain period of time, it begins to lose its bonus, dwindling down to a blank slate. Crew units would be tradeable on a personnel market. This would flatten the playing field, allowing people not interested in grinding to acquire the elite crews as well. I kinda like parts about this. Take out the crew dropping as loot, or being able to sell the ship or crew members on the market or contracts. If you repackage or contract it the crew bonus gets set to 0. You can build your crew up and in turn they will get better flying the ship. Maybe boost the ships resistances slightly the more your shot, boost the weapon damage the more you shoot, or any of the other attributes pertaining to that ship. Once you lose the ship you lose your crew with there bonuses. I can see people building up ratting ships and saving them, but as long as the bonus is minimal it could be fun.
So long as you can order them to abandon ship, causing a blob of pods to spawn, distracting those trying to pop you in their bubble until you get away...
|

Ris Dnalor
Fleet of Doom Ushra'Khan
103
|
Posted - 2011.12.24 00:16:00 -
[93] - Quote
you grind for isk. With that isk you can buy implants which increase your skill training. So, really, you can grind to get skill points faster, indirectly.
enough grind is enough. |

Sarah Schneider
EVE University Ivy League
23
|
Posted - 2011.12.24 00:34:00 -
[94] - Quote
Landrae wrote:Apollo Gabriel wrote:I really think eve could benefit from some sort of skill point grinding system. However it should be limited in how many points per day you could gain, so it wasn't mandatory, but it could give new players something to "work for" until they get the ropes better.
I think Active skills would be the best way to do it, so guns and missile skill points are learned while being used, in addition to the normal training. Again, only a few thousand points per day (good training now is 2800 pts per hour) no, just no. Eve is great because its the only game that doesnt have a gaytarded leveling system. +1
if ccp put some kind of grind-your-sp system, i'll definitely bail. |

Ladie Harlot
GoonWaffe Goonswarm Federation
1081
|
Posted - 2011.12.24 02:44:00 -
[95] - Quote
Guys, guys...what Eve really needs is Night Elves! The artist formerly known as Ladie Scarlet. |

Cipher Jones
189
|
Posted - 2011.12.24 03:05:00 -
[96] - Quote
Quote:Did you actually come here to say something constructive or are you just trolling?
What I said is very constructive, it just goes against what you want so you don't like it. I have played other video games where players talked devs into stupid ****. I am very thankful that the skill system is exactly as it is in EvE. Adding a grind to it would cause many people to leave the game. There is PLENTY of grind for the people who WANT it.
See what happens when fat neckbeards try to ride little ponies? The ponies die. |

Marduk Nibiru
Physical Chaos Skunk Works.
5
|
Posted - 2011.12.24 03:34:00 -
[97] - Quote
Ladie Harlot wrote:Guys, guys...what Eve really needs is Night Elves!
Underwear gnomes! |

Anndy
The Evocati
2
|
Posted - 2011.12.24 03:37:00 -
[98] - Quote
sounds to me like someone just wants more skills but is unwilling to wait for it |

Selinate
179
|
Posted - 2011.12.24 04:14:00 -
[99] - Quote
You know what Eve would really benefit from? Banning alt accounts. |

Gorefacer
STRAG3S NEM3SIS.
4
|
Posted - 2011.12.24 04:30:00 -
[100] - Quote
Marduk Nibiru wrote:Jimi Crackcorn wrote:Marduk Nibiru wrote:I'm a dumbass Here is your one mistake, if you would'vejust realized this, you would've saved yourself about 100 lines of text. You're ASSUMING that you would HAVE to grind for it and completely ignoring the fact that it would just be something to supplement the way you do play the game. Actually, my mistake was taking you seriously and treating you like an intelligent individual when all evidence pointed to the contrary. What's it like being that stupid? I've always been incredibly curious but none of you stupid people will tell me. I imagine it must be sort of like when I'm super drunk or haven't slept for like 2 weeks or something....but one can never know until someone's willing to describe it. Anyway, don't really expect an answer here either. Good luck with your brilliant plan. I hope that it gets all the attention that it deserves.
Do a bunch of coke. Come up with a dumb plan that sounds brilliant in your coked out brain. Idiots are the luckiest bastards alive. |

Lili Lu
70
|
Posted - 2011.12.24 05:04:00 -
[101] - Quote
Callic Veratar wrote:Dbars Grinding wrote:80 days till i can fly a sleipnir!!! -___-   This doesnt retain new players in any way shape or form. Sure it does. I don't know a single new player that can make 3M per day without help. Nor do I know of any brand players that are blind enough to think that they should be able to fly every ship on day 1. When I was new, I decided that one day I would fly a Machariel. It took me about a year, but eventually I bought one. Goals are what gets people to stay, not what drives them off. This. Goals and the time it takes to get there are what keep people in this game. Or at least the kind of players worth keeping. Sorry you can't fly a Sleipnir worth a damn in your first year. If you think you have it bad now as a new player you would have cried your ass off five years ago. And the goals were worth even more then and the game arguably better.
And OP, are you a posting alt? Because if not you https://gate.eveonline.com/Profile/Jimi%20Crackcorn are way too new to this game to be suggesting something this radical. So stfu and stop posting **** like your op and your followup whining for your ******** idea.
edit- and that is a valid ad hominem you can stick wher the sun doesn't shine edit 2 - Merry Christmas edit 3 - changed edit 1, because it was the alcohol talking  |

Laken Starr
Integrated Astromechanics Corp. Zeta Conglomerate
0
|
Posted - 2011.12.24 05:17:00 -
[102] - Quote
No. One of the best things about Eve is that it doesn't have that kind of nonsense. I'd prefer to keep it that way. |

Bane Loppknow
Aliastra Gallente Federation
19
|
Posted - 2011.12.24 05:37:00 -
[103] - Quote
IF this were to be implemented, I would do it as a separate system from the skillbooks. Skills would stay the same, you just add another layer of bonuses on top. Put a cap on it, so people can't just grind into infinity. Do a talent type system where you get cool little bonuses that might make you fly a little faster or shoot a little harder. Make it so you can wipe it and start over. Would require careful balancing, and CCP already has their handful on that. Plus, one of the most unique things about EVE is that it doesn't have a system like that, so i'm inclined to leave it that way. |

Ai Shun
State War Academy Caldari State
74
|
Posted - 2011.12.24 07:49:00 -
[104] - Quote
Bane Loppknow wrote:IF this were to be implemented, I would do it as a separate system from the skillbooks. Skills would stay the same, you just add another layer of bonuses on top. Put a cap on it, so people can't just grind into infinity. Do a talent type system where you get cool little bonuses that might make you fly a little faster or shoot a little harder. Make it so you can wipe it and start over. Would require careful balancing, and CCP already has their handful on that. Plus, one of the most unique things about EVE is that it doesn't have a system like that, so i'm inclined to leave it that way.
You make it useful: The grind is mandatory.
You don't make it useful: There is no point in wasting development and design time on it.
So ...
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Gantz Tleilax
Tleilax Foundation
0
|
Posted - 2011.12.24 07:54:00 -
[105] - Quote
One of the things I love about Eve is it takes into consideration that I have a life. I can take off from it whenever RL obligations happen, yet I'm still learning. After all why not, I'm paying a monthly fee for each account. They should be working towards advancement in some way.
I don't have to sit in front of the computer 24/7 to skill up. It's the reason I've quit every other mmo prior to Eve. I think those grind fest leveling mmo's are for kids who don't actually have to work for a living. |

Nova Fox
Novafox Shipyards
679
|
Posted - 2011.12.24 10:26:00 -
[106] - Quote
Well heres how the idea when it was discussed in length was presented in final form
Crew was a new recource planetary interaction created via schools and resoruces. This produced various types of crews.
Larger the ship more crew 'quaters' you had.
Crews are actually Crew Contracts basically it simplifies the need 1000 crew members for a carrier down to a mix of 8 contracts give or take. (or however many crew slots devs decide on most of the thread agreed 4 max for caps and -1 for every weight class on down. So 1 Frig, 2 Cruiser, 3 Battleship. 4 Cap.)
Various crews offered various outputs that are very minor to the point they shouldn't rival a cheap implant for cost time effectiveness.
Crews in PVE leveled far slower than in PVP situations
Crews have level caps.
Crews might die if a lucky hit to the ship was made (ie armor below 50% and a critical strike happened)
Crew EXP amounts are only calcuated on session changes. The ship only check thier level for effect of bonus. Thus a leveled up crew will have to wait for the 15 minute timer the cashflow is normally done on or a session change to take effect.
Crews lose massive amounts of EXP when thier ship is destroyed.
Combining like crews from recovered loot containers or salvaged can restore some lost exp. A Search and Rescue ship could specialize in people recovery.
Crews can be 'repaired' but this only prevents larger portions of thier exp to be damaged with the fresh bodies.
Crews when installed become bound to a ship hull. So a Demios Crew will not operate too well on a Thorax and lose more exp when forced to transfer into new ships.
However crews can be sold on open market at a higher tax rate (aka tranfer fee) and any pilot with a matching ship can obtain them to install on thier ship at the same level they where trained up to.
Lvl 1 crew would be easily obtainable from PI and should remain cheap, higher level crews must be trained and cannot be obtained other than training lvl 1 crews.
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Jowen Datloran
Science and Trade Institute Caldari State
257
|
Posted - 2012.01.02 12:30:00 -
[107] - Quote
Normally I would be against forcing competative PvP interested players into grinding PvE mechanics to have an edge (such as crews will result in). But after forcing competative PI interested players into PvP I am up for anything.
Btw. OP your fooling around stopped being funny a long time ago. Mr. Science & Trade Institute, EVE Online Lorebook-á |

Mallikanth
L V B Industries
35
|
Posted - 2012.01.02 12:33:00 -
[108] - Quote
Quote: Could Eve benifit from an experience system? Yes. It's called Pod death 
Believe in what they do, not what they say.
|

Iria Ahrens
FOXH0UND Outer Heaven
5
|
Posted - 2012.01.02 12:42:00 -
[109] - Quote
Jimi Crackcorn wrote:Nothing major but I was thinking it'd be really cool if when you were training a specific skill, you could get a little bit of extra SP each time you used whatever that skill was for. So like if you were training Drones and you used your drones to perform a task you'd get a little sp for it, but ONLY if that was the skill that was actively training.
Obviously it wouldn't be much but it'd be something to give the people that actually do play the game a little edge over those people that just log in, queue skills, and log off and it might even give those people a reason to actually play vs afking. Of course the current mechanics wouldn't change at all, just something to add on top of it.
Is this a cool idea or am I just dumb?
Sure, all they have to do is increase the SP required so that after the new system is implemented, it takes about the same time to skill up.
It's like taxes. Everyone thinks things will be so much cheaper without taxes. What really happens, being in a place without tax, is that the prices stay the same and the vendors pocket the difference. Since the customers are used to paying xx amount for the goods anyway, they don't complain much.
Or, buy one get something else FREE. The free item isn't really free. The item you buy is just jacked up to compensate. |

Thorn Galen
Bene Gesserit ChapterHouse Sanctuary Pact
333
|
Posted - 2012.01.02 12:58:00 -
[110] - Quote
Jimi Crackcorn wrote:Nothing major but I was thinking it'd be really cool if when you were training a specific skill, you could get a little bit of extra SP each time you used whatever that skill was for. So like if you were training Drones and you used your drones to perform a task you'd get a little sp for it, but ONLY if that was the skill that was actively training.
Obviously it wouldn't be much but it'd be something to give the people that actually do play the game a little edge over those people that just log in, queue skills, and log off and it might even give those people a reason to actually play vs afking. Of course the current mechanics wouldn't change at all, just something to add on top of it.
Is this a cool idea or am I just dumb?
The idea is not bad, but this game lacks the "Stupidity" skill which some players excel at. It should be a direct-link to the Intelligence attribute, so the higher the stupidity, the lower the Intelligence.
o/
The universe is an ancient desert, a vast wasteland with only occasional habitable planets as oases. We Fremen, comfortable with deserts, shall now venture into another. - STILGAR, From the Sietch to the Stars. |

Apollo Gabriel
Mercatoris Etherium Cartel
412
|
Posted - 2012.01.02 13:22:00 -
[111] - Quote
I was trying to read this thread in ernest, however many of you are morons. I can't really be more diplomatic than that, I'm sorry.
IT IS EXPLOITABLE!
What isn't? That's Eve's problem, NOT a problem with the idea itself. CCP being less effective than abstinence only programs isn't a reason not to add a way for new players to be rewarded for playing the game.
JUST BUY A CHARACTER
An MMO character is about building a rep and customizing your character, it just isn't fulfilling for a new player in general to buy an old toon.
EVE IS UNIQUE
So were the dinosaurs. Always ... Never ... Forget to check your references.-áPeace out Zulu! Hope you land well! |

White Tree
Broski Enterprises Elite Space Guild
720
|
Posted - 2012.01.02 13:27:00 -
[112] - Quote
The inflexibility of the SP system isn't as cool as you all think it is and it doesn't define EVE in greater scope at all.
I've been barking about making the SP system less rigid for a while now and I can only see the net positives to it, especially when it comes to potential new player retention. |

Tallianna Avenkarde
Beasts of Burden
181
|
Posted - 2012.01.02 13:41:00 -
[113] - Quote
White Tree wrote:The inflexibility of the SP system isn't as cool as you all think it is and it doesn't define EVE in greater scope at all.
I've been barking about making the SP system less rigid for a while now and I can only see the net positives to it, especially when it comes to potential new player retention.
Sensing someone like the skillpoint system from "that robot game"? And a sudden plunge in the sullen swell. Ten fathoms deep on the road to hell. |

White Tree
Broski Enterprises Elite Space Guild
720
|
Posted - 2012.01.02 13:47:00 -
[114] - Quote
Tallianna Avenkarde wrote:White Tree wrote:The inflexibility of the SP system isn't as cool as you all think it is and it doesn't define EVE in greater scope at all.
I've been barking about making the SP system less rigid for a while now and I can only see the net positives to it, especially when it comes to potential new player retention. Sensing someone like the skillpoint system from "that robot game"?
I think you're talking about perpetuum or whatever it was called, I didn't play it. |

Bischopt
Ice Fire Warriors
50
|
Posted - 2012.01.02 13:56:00 -
[115] - Quote
Quote:Could Eve benifit from an experience system?
no |

Tallianna Avenkarde
Beasts of Burden
181
|
Posted - 2012.01.02 13:58:00 -
[116] - Quote
White Tree wrote:Tallianna Avenkarde wrote:White Tree wrote:The inflexibility of the SP system isn't as cool as you all think it is and it doesn't define EVE in greater scope at all.
I've been barking about making the SP system less rigid for a while now and I can only see the net positives to it, especially when it comes to potential new player retention. Sensing someone like the skillpoint system from "that robot game"? I think you're talking about perpetuum or whatever it was called, I didn't play it.
Any spoilers on what your ideas are then?
Perpetuum used a similar system to eve, but instead of actually setting a skill to train, you accumulated SP over time that you could assign to whatever skill you wanted. Extreme upside obviously being that you don't have to worry about setting long enough skills to cover absences from game.
And a sudden plunge in the sullen swell. Ten fathoms deep on the road to hell. |

Nikodiemus
Perkone Caldari State
8
|
Posted - 2012.01.02 14:27:00 -
[117] - Quote
Yes, luckily in Eve we have replaced grinding XP and spending time in game with grinding Euro and Dollars and buying what you want through plex - skills included (see character bazaar).
Basically one **** system was replaced with another **** system which is not all that unique anyway. |

Kha'Vorn
Kha'Toum
60
|
Posted - 2012.01.02 14:46:00 -
[118] - Quote
No. |
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