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Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
150
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Posted - 2017.01.27 12:09:20 -
[1] - Quote
had this thaught cross my mind when looking through my glorious skill tree.
allow specialization in a given field at the expense of another.. skill training wise it would potentialy work as follows:
- 2 skills linked in this manner
skill A - benafits tracking skill B - benafits optimal both skills can be trained to level 3 skill A - advances to level 4 skill B - capped in benafit at level 2 skill A - advances to level 5 skill B - capped in benafit at level 1
had this thought when looking at my scanning skills
active signal triangulation % to combat probe signals passive signal triangulation % to standard probe signals
could even potentially be split down to specific SIG types.
structures, ships, drones, combat sites profession sites WH
this could also work with weapon augmentation skills ( tracking over range) Ewar skills. (awesome at jamming gallente hulls) drone support skills (damage over range) jump skills (range over fatuige)
given proper thought this could revolutionise how EVE is played and mastered by the individual. i would like to note that this would be available in some way to ALL players.
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Lugh Crow-Slave
3590
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Posted - 2017.01.27 12:18:32 -
[2] - Quote
how about no... all this would do is people would crunch it down find what combo was best in most situations and everyone would train that and for everyone who already has their skills at V well screw you i guess
BLOPS Hauler
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Van Doe
0
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Posted - 2017.01.27 12:26:23 -
[3] - Quote
This could be fun. But I suggest don't touch the existing skills.
Add like new skill books Like blaster blaster specialization specialization With a max of 1% add damage on level 5 And not capable training the rail counterpart or many max to 1.
Bei make it max 1% it won't be game braking. But get you the extra tick that might decide the closest fights
print ("hello world")
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Lugh Crow-Slave
3591
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Posted - 2017.01.27 12:28:47 -
[4] - Quote
Van Doe wrote:This could be fun. But I suggest don't touch the existing skills.
Add like new skill books Like blaster blaster specialization specialization With a max of 1% add damage on level 5 And not capable training the rail counterpart or many max to 1.
Bei make it max 1% it won't be game braking. But get you the extra tick that might decide the closest fights
isn't this why we already have implants though?
and can you imagine the rage if a bunch of people trained blasters only to have CCP later nerf them and buff rails?
BLOPS Hauler
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Van Doe
0
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Posted - 2017.01.27 12:32:43 -
[5] - Quote
Lugh Crow-Slave wrote:how about no... all this would do is people would crunch it down find what combo was best in most situations and everyone would train that and for everyone who already has their skills at V well screw you i guess
Na you should be able to train them all the way. If you train a 1 up B drops 1
Also the downside would be waste of skilling time swishing all the time. And also until training is complete your may not be on top of the edge on your specializing
print ("hello world")
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Lugh Crow-Slave
3591
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Posted - 2017.01.27 12:34:29 -
[6] - Quote
oooh so its a way for people with enough isk for skill injectors to always stay ontop of the changing meta and something to get in the way of everyone else staying competitive.
again implants already do this and in a much cleaner way
BLOPS Hauler
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Van Doe
0
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Posted - 2017.01.27 12:43:22 -
[7] - Quote
Lugh Crow-Slave wrote:oooh so its a way for people with enough isk for skill injectors to always stay ontop of the changing meta and something to get in the way of everyone else staying competitive.
again implants already do this and in a much cleaner way
People wit isk will always be on top. They buy shiny ships Can buy preskilled toons Change implants as they like And so on.
But you're able to achieve this without isk only by time. This is how eve works.
It just adds a nother layer to the gameplay. Plus a reason to gain ist. Wich will increase content.
Plus buying skill injectors ccp profit of islandic krona in there pocets.
print ("hello world")
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Lugh Crow-Slave
3591
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Posted - 2017.01.27 13:01:54 -
[8] - Quote
all i see is another facet of the game CCP will have to spend time and money on to implement and keep balanced. With an added sensitivity to it being altered do to time invested by players
BLOPS Hauler
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Van Doe
0
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Posted - 2017.01.27 13:13:11 -
[9] - Quote
Lugh Crow-Slave wrote:all i see is another facet of the game CCP will have to spend time and money on to implement and keep balanced. With an added sensitivity to it being altered do to time invested by players I don't see how balance is a problem.
If your dmg is +1% your enemy might traind armor rep amount +1% So it would null each other
It would only compliment the balance we already have.
print ("hello world")
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Lugh Crow-Slave
3591
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Posted - 2017.01.27 13:24:56 -
[10] - Quote
because 1% damage to artillery is not the same as 1% damage to blasters. 1% bonus to shield HP is not the same as 1% bonus to hull hp. 1% bonus to veld mining is not the same as 1% bonus to mercox mining. because a change in the balance of heavy missiles could make any time put into the heavy missile bonus skill worthless and by the time you train up heavy assault missiles turns out CCP over reacted and buffs heavy missiles back up
BLOPS Hauler
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Lugh Crow-Slave
3591
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Posted - 2017.01.27 13:27:44 -
[11] - Quote
not to mention the added effect of essentially locking players into one role in order to get the max out of their skills.
one of the great things about eve is i can go from flying a small shield DPS frigate to flying a capital logistics ship in an hour on the same character not having to bounce around to and train up 7 different archetypes to get all of what the game has to offer
BLOPS Hauler
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Donnachadh
United Allegiance of Undesirables
1151
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Posted - 2017.01.27 14:30:33 -
[12] - Quote
-1
Try to promote this terrible idea any way you want, it is still a terrible idea. We have all the skill linking we need with the pre-requisites that are built into the current system. The current system also allows players to "link" skills that are appropriate to them and their goals in EvE instead of forcing a link on them as chosen at whim by the devs. Yes I am aware that players are forced to train some skills as a pre-req and when I look at the skill tree I am OK with them because there is a certain logic to them.
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Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
151
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Posted - 2017.01.27 16:41:54 -
[13] - Quote
i can see there have been plenty of reply's to this :) in was looking from a standpoint of those who WANT to hyper specialize, not a change to current skilling system.
and ideally this would affect tertiary skill lines anyway. not primary TANK, Damage skill sets. might work well racial hull SPECS. rewarding players for skilling a specific race. giving a single bonus to racial hulls of a specific size per skill.
want more agility for your thorax?? take gallente cruiser spec and get 5% agility with skill at 5 or maby you are a pirate flying a worm. train some skill levels in guristas hull spec and get some more native drone control range.
there are plenty of ways, yes, that this could drastically break eve. however given careful thought and implementation this "Might" have some mall Merritt
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Matthias Ancaladron
Wrath of Angels
87
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Posted - 2017.01.28 04:01:04 -
[14] - Quote
Van Doe wrote:This could be fun. But I suggest don't touch the existing skills.
Add like new skill books Like blaster blaster specialization specialization With a max of 1% add damage on level 5 And not capable training the rail counterpart or many max to 1.
Bei make it max 1% it won't be game braking. But get you the extra tick that might decide the closest fights
I would go with Hybrid optimization 0.2% per level to hybrid optimal range, or hybrid damage. Laser optimization 0.2% per level reduced laser capacitor use, or range.
Projectile- rof or damage.
Chase if Cause you split hybrids you have to split pulse/beam, artillery/autocannon and then missiles and such. You'd be adding like 8+ skills. We can just make one for each that diverges into two paths. And as one path fills up the others grayed out like op suggested. The new skill list is awful we don't need too many new skills cluttering it up even more.
Assuming ccp wanted to do this that is. |
ShahFluffers
Ice Fire Warriors Escalating Entropy
11453
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Posted - 2017.01.28 04:11:23 -
[15] - Quote
Dark Drifter wrote:and ideally this would affect tertiary skill lines anyway. not primary TANK, Damage skill sets. might work well racial hull SPECS. rewarding players for skilling a specific race. giving a single bonus to racial hulls of a specific size per skill. The problem with this idea is that is penalizes people who want to have a certain racial character (for cosmetic reasons or something else) but the current ship and tactical meta does not favor their ships.
In effect, you encourage more min/maxing... not less.
And min/maxing is bad because it forces people to fly what they do not want to fly, stifles experimentations, and generally sucks "fun" out of the game.
Dark Drifter wrote:there are plenty of ways, yes, that this could drastically break eve. however given careful thought and implementation this "Might" have some mall Merritt "... there are plenty of ways... this could... break EVE." "...this *might* have some small merit"
Seriously?
How did you Veterans start?
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Van Doe
2
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Posted - 2017.01.28 08:25:53 -
[16] - Quote
Lugh Crow-Slave wrote:because 1% damage to artillery is not the same as 1% damage to blasters. 1% bonus to shield HP is not the same as 1% bonus to hull hp. 1% bonus to veld mining is not the same as 1% bonus to mercox mining. because a change in the balance of heavy missiles could make any time put into the heavy missile bonus skill worthless and by the time you train up heavy assault missiles turns out CCP over reacted and buffs heavy missiles back up Ok I can see where this could go. Mist likely the balance problem will acure the more players involved. But I think from ccp's point of view this could be profitable and worth balance it out. Make it like 2 month train back an forth and they may sell a lot extra skill injectors. Or even more accounts like Like one is skilled 1-5 The other 5-1 And a third 3-3 And 1 outside carp alt
print ("hello world")
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Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
152
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Posted - 2017.01.28 12:12:17 -
[17] - Quote
ShahFluffers wrote:Dark Drifter wrote:and ideally this would affect tertiary skill lines anyway. not primary TANK, Damage skill sets. might work well racial hull SPECS. rewarding players for skilling a specific race. giving a single bonus to racial hulls of a specific size per skill. The problem with this idea is that is penalizes people who want to have a certain racial character (for cosmetic reasons or something else) but the current ship and tactical meta does not favor their ships. In effect, you encourage more min/maxing... not less. And min/maxing is bad because it forces people to fly what they do not want to fly, stifles experimentations, and generally sucks "fun" out of the game. Dark Drifter wrote:there are plenty of ways, yes, that this could drastically break eve. however given careful thought and implementation this "Might" have some mall Merritt "... there are plenty of ways... this could... break EVE." "...this *might* have some small merit" Seriously?
the suggestion would not limit SPECS to chosen character race. more for what that player liked to fly. if you fly mostly amarr frigs and gallente BSs then that would be 2 separate skills not locking in a racial spec across all hulls
you taken second quote out of context also. the caviate in that quote is in the time and effort that is put in to designing a skill line to suite this type of change |
Lugh Crow-Slave
3625
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Posted - 2017.01.28 13:26:46 -
[18] - Quote
Dark Drifter wrote:
the suggestion would not limit SPECS to chosen character race. more for what that player liked to fly. if you fly mostly amarr frigs and gallente BSs then that would be 2 separate skills not locking in a racial spec across all hulls
you taken second quote out of context also. the caviate in that quote is in the time and effort that is put in to designing a skill line to suite this type of change
but it does lock you into a race.
if you do shield rather than armor that locks you out of many amarr ships almost all gallente ships and many caldari ships. if i then bonus into missiles (as my only real choices now are minmatar or caldari) i have now locked my self out of half the caldari ships and all but the remaining few missile shield minmatar ships. I then have to train up another toon for each combination in order to stay competitive
and if i can't afford to that god forbid ccp make changes to the few ships i can now optimally fly that makes them useless in the meta or no longer fit my style of play
BLOPS Hauler
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Daichi Yamato
Xero Security and Technologies
3722
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Posted - 2017.01.28 13:48:21 -
[19] - Quote
This is essentially having an sp limit with 're-rolling'. But With over 25 years worth of skills in game you are already being selective about what abilities your character has.
Implants and boosters do this already with limited slots as well.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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Donnachadh
United Allegiance of Undesirables
1152
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Posted - 2017.01.28 16:15:35 -
[20] - Quote
Dark Drifter wrote:i can see there have been plenty of reply's to this :) in was looking from a standpoint of those who WANT to hyper specialize, not a change to current skilling system. And you miss the entire point, you can hyper specialize with the current skills system. Want to be a bomber pilot only train skills relative to the bomber you fly and it's fittings. Want to be a miner train the skills you need for your mining ship and it's fittings And these are just a few of the god only knows how many examples I could come up with.
The OP idea does not make "hyper specialization" any easier than it is now, however these "linked" skills hold the potential to waste a lot of skill points and time training something that you may not want or need simply because some dev decided that the skills should be linked. |
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