
IZON
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Posted - 2004.02.06 14:45:00 -
[1]
Quote: Listen to what I said, dont have timers limiting you to being able to play, have a system where the more skill points you have (IE which clone you have) is given a skill training penalty for when you are podded or clone jump.
What this idea doesnt do is stop you from playing the game, it re-inforces that dying has consequences. It doesnt punish the new players either since their 'half-speed' skill training lasts for a very short period of time where as veterans who have been around since release or damn near close will have a much larger time to wait until they can train at normal speed.
The reason why this idea is so great is because you can still play the game, you arent forced to sit in a station doing nothing, you arent forced to quit the game and come back 30 mins later and play, and most importantly you dont need to go through an imposed skill loss and retrain any skills.
Basically you have a system where death in any form (clone jump or podding) is something thats generally bad, but not so bad that people will want to quit the game.
Remember, the idea is not to punish the new players for dying, but to stagger the effects so that once you do have 6-7M skill points, you are going to wait at least 12hrs before you can train at normal speed.
It's a good argument, but it's rather like shutting the stable door 'after' the horse has bolted. A player with 4 to 5 million+ skill points will have acquired the necessary skills to operate at several effective levels in Eve. Reducing their skill training time doesn't alter this. It will not 'stop' a clone returning to the battle scene with all their skills intact [minus their implants which kind of weakens your point].
Invoking a skill training penalty is nothing but a slap on the wrist for the podee and two fingers in the face of the poder. Call me old fashioned but when I pod someone in battle I like to think that 'my' actions 'there & then' are having an decisive impact on game play; when you remove a chess piece from the game that's it, it's gone, and you capitalise on your advantage. A time sink on clone activation would underscore the main objective of battle, to defeat your opponent chiefly by delivering death and removing them from the battle arena. A clone or clones returning ten minutes later to the battle scene ærefreshedÆ but with reduced skill training times may actually hold the bigger advantage over battle worn opponents, any æperceivedÆ disadvantage of reduced skill training would have no impact on their performance.
"...master! there's a guy in the south village called IZON, he is a Ninja!" |