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Griptus
United Coalitions ZADA ALLIANCE
0
|
Posted - 2012.02.05 02:55:00 -
[1] - Quote
First a bit of math. In the existing skill system, training time in minutes equals: (points needed for next level - points you have) / (primary attribute + (secondary attribute/2))) * training time multiplier
For example: I currently have Leadership trained to level 4 - 45,255 skill points. Level 5 requires 256,000 skill points so: 256,000 - 45,255 = 210,745 points remaining
The primary attribute of Leadership is Charisma, which I have at 31 points. The secondary attribute is Willpower, which I have at level 25. 31 + (25 / 2) = 43.5
210,745 points / 43.5 = 4844 minutes = 3 days, 8 hours, 44 minutes
Notice that: 210,745 points / 4844 minutes = 43.5 points per minute. 43.5 points per minute * 60 = 2610 points per hour.
From these numbers we can see that: My Charisma will contribute 150,185 points, or about 71.3% of the total at a rate of 1,861 points per hour. My Willpower will contribute 60,560 points, or about 28.7% of the total at a rate of 749 points per hour.
Now imagine this. Instead of actually training Leadership level 5, my character is able to generate the same numbers of unallocated skill points as shown above from Charisma and Willpower and store them in separate skill point pools. I'm not talking about adding points to the attributes, I mean each attribute would have it's own skill point pool which would continuously accumulate unallocated skill points based on the number of points in the corresponding attribute. Instead of spending 3 days, 8 hours, and 44 minutes training Leadership level 5, I would accumulate the same number of unallocated skill points. When I am able to log on, I can instantly allocate those skill points into whichever skill I want. In the current system, only two attributes are involved in the training of any given skill, therefore, under this new system, only two attributes would be 'active' at any given time.
What this would do is eliminate the need to train skills. It would eliminate the skill queue because we would no longer have to schedule skills in order to make sure that our characters don't fall behind when, for whatever reason, we are unable to log on and add another skill to the queue before the current skill finishes. Everything else would be the same. |

Amaroq Dricaldari
63
|
Posted - 2012.02.05 07:02:00 -
[2] - Quote
That sounds like a very good idea. But there could be some problems with abuse or confusion. This is my signature. There are many like it, but this one is mine. |

Mag's
the united Negative Ten.
6047
|
Posted - 2012.02.05 07:49:00 -
[3] - Quote
Griptus wrote:What this would do is eliminate the need to train skills. It would eliminate the skill queue because we would no longer have to schedule skills in order to make sure that our characters don't fall behind when, for whatever reason, we are unable to log on and add another skill to the queue before the current skill finishes. These are all the reason why it's a bad idea. But I'll add one, you've removed the decision of whether you should train that level 5 skill. You now don't need to worry, as you know SP is adding up no matter what. So you've remove a whole swath of decisions and consequences.
I believe the skill system in Eve, is one of it's very strong points. This makes it worse, so no thanks.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Destination SkillQueue
Are We There Yet
1789
|
Posted - 2012.02.05 07:56:00 -
[4] - Quote
I'm mostly with Mag's on this one. I don't see this as an improvement over the current system, just a slightly different take on how things could have been designed with different up and down sides. |

Griptus
United Coalitions ZADA ALLIANCE
0
|
Posted - 2012.02.05 09:04:00 -
[5] - Quote
Mag's wrote: You've removed the decision of whether you should train that level 5 skill.
The decision is still there, you just make it after you have the skill points rather than before. |

Ostraka Kadesh
New Eden Distilleries
6
|
Posted - 2012.02.05 09:31:00 -
[6] - Quote
No. For the reasons stated here. |

Griptus
United Coalitions ZADA ALLIANCE
0
|
Posted - 2012.02.05 10:20:00 -
[7] - Quote
Another player had the same great idea and got trolled?
Imagine that.  |

Mag's
the united Negative Ten.
6047
|
Posted - 2012.02.05 13:31:00 -
[8] - Quote
Griptus wrote:Mag's wrote: You've removed the decision of whether you should train that level 5 skill.
The decision is still there, you just make it after you have the skill points rather than before. That's the whole point.
As it is now, you make a choice and have to stick with it. Even if after a couple of weeks, you realise you actually should have trained another skill to 5. With your idea, that consequence is removed and you collect SP to distribute as and when required.
Sorry, but no thanks.
Griptus wrote:Another player had the same great idea and got trolled? Imagine that.  Because disagreeing and arguing against an idea = trolling?
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Aidan Patrick
Aldebaran Foundation Tauri Federation
28
|
Posted - 2012.02.05 15:15:00 -
[9] - Quote
While this idea is interesting and has merit I don't agree with the method outlined.
The reason I disagree with the specific method is that specifying the attributes to use as primary and secondary would (without your 'work-around') open up the ability to exploit the feature to train skills with different attributes faster than others.
Now, while that exploit can be fixed by assigning what type of skills those skill points can be used for we still have two major problems. The first problem being is the (extremely likely) chance of confusion mentioned in your first reply. The second problem is the fact that instead of using the existing unallocated skill point distribution system in the game, the work-around would require CCP to create an entirely new distribution system with its own set of rules.
Now don't get me wrong, I like the idea of gathering skill points automatically over time as my account is active and then assigning them I just don't think this is the method to use.
With that said, if a system like this was implemented my opinion is that it should use the following mechanics:
- Existing attribute system, implants and training system remain in place.
- Passive skill point accumulation is added and active only when the account is active and no skill is in training.
- Passive skill point accumulation is calculated at 75% of the maximum skill points per hour that can be obtained with a perfectly even attribute map (IE, same amount of points in each stat)
- Passive skill point accumulation does not take in to account implants.
- Points accumulated from passive accumulation can be allocated to any skill.
Any ways that is the basis of how I think the mechanics of a feature like this should work.
Hope you enjoy the feedback. [ [ALDEB] Aldebaran Foundation (Recruiting Industry & PvE Players) [HISEC] ] |

Griptus
United Coalitions ZADA ALLIANCE
0
|
Posted - 2012.02.05 15:37:00 -
[10] - Quote
Mag's wrote: As it is now, you make a choice and have to stick with it. Even if after a couple of weeks, you realize you actually should have trained another skill to 5. With your idea, that consequence is removed and you collect SP to distribute as and when required.
Sorry, but no thanks.
When you decide which attributes you want your generic skill to train, that is a permanent and irreversible commitment. When you chose what skills to allocate your skill points to, that is also a permanent and irreversible commitment. You could very well regret any of these decisions after you make them so no consequence are removed. |

mxzf
Shovel Bros
469
|
Posted - 2012.02.05 15:55:00 -
[11] - Quote
Griptus wrote:When you decide which attributes you want your generic skill to train, that is a permanent and irreversible commitment.
If you would stop and think logically for a minute you would realize that people will simply dump all their unused skills into Will/Perc to be able to dump them into the next FotM when it rolls around.
ANY system that allows characters to suddenly dump SP into skills faster than they should be able to (by stockpiling, backdating, retraining, buying, or any other stupid idea that people will come up with) is fundamentally abusable and would destroy skills in Eve as we know them by removing the main consequence to training in Eve. It doesn't matter if it would accumulate SP a bit slower than if you were training skills the current way, it will still be horribly abused.
People need to stop posting threads with anything to do with SP because every single one of them is fundamentally flawed and would destroy skill training in Eve. Yes, I know you're upset because you made the wrong decision about what to train or blah, blah, blah, but the point remains that Eve has very real consequences to every single action you do and there is never any "oops" button. If you don't like that there are consequences to your actions in Eve, maybe it isn't the game for you, because that the core philosophy in Eve. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
37
|
Posted - 2012.02.05 17:03:00 -
[12] - Quote
Hmmm, I see two opposing philosophies. One wants to salvage lost time proactively as going into a reserve of points to be used to buy skills later, even if this means paying more than full SP in value to redeem.
The other side is pointing out that planning and commitment should not be devalued this much.
Here is another idea.
Available only for skills trained at least to zero, (injected but untrained).
Set your skill que not for specific skill levels, the que can still be locked to a 24 hour cycle, but set the que to auto-continue any skill to it's next level automatically. IE: level 4 might be over 3 days, but if you don't log in for a week, it starts level 5 automatically after level 4.
Direction changes in skills would still only be set in the 24 hour range, but if you wanted a skill to 5, just let it run by itself once it is started on the 24 hour que. The option when right clicking the skill to put it in the que would still offer the next level, the way it currently is, or the option to FINISH IT, which would auto cue it after the current level until level 5 completed.
Now, after level 5, the que would still stop, so it has a limited value. |

mxzf
Shovel Bros
469
|
Posted - 2012.02.05 17:14:00 -
[13] - Quote
Nikk Narrel wrote:Available only for skills trained at least to zero, (injected but untrained). This would be no less exploitable than the previous system, since abusers would simply inject the skills, but would actually hurt any legitimate users because then they couldn't advance any partially trained skills.
Nikk Narrel wrote:Set your skill que not for specific skill levels, the que can still be locked to a 24 hour cycle, but set the que to auto-continue any skill to it's next level automatically. IE: level 4 might be over 3 days, but if you don't log in for a week, it starts level 5 automatically after level 4. This however, this is probably the first legitimate middle ground between "I forgot to add a new skill" and "Live with the consequences" that I've ever seen. I don't think it's needed, and I think at times it might be annoying to have that 2% of a level 5 that you didn't actually need to train, but I think it's a FAR better compromise than any other I've seen before.
I still don't think it's needed though, since the 24h queue works perfectly well if you pay attention (especially with EVEMon yelling at you to put new skills in, lol), but kudos for a halfway decent idea. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
40
|
Posted - 2012.02.05 19:05:00 -
[14] - Quote
mxzf wrote:Nikk Narrel wrote:Available only for skills trained at least to zero, (injected but untrained). This would be no less exploitable than the previous system, since abusers would simply inject the skills, but would actually hurt any legitimate users because then they couldn't advance any partially trained skills. You misunderstood. I said at least to zero, not only level zero. Level 1, 2 or 3 also would work. (If you already had level 4 trained, it would not be auto setting level 5, you would be doing it yourself) The description of injected but untrained is there to explain what level zero is, as the minimum requirement for this.
mxzf wrote:Nikk Narrel wrote:Set your skill que not for specific skill levels, the que can still be locked to a 24 hour cycle, but set the que to auto-continue any skill to it's next level automatically. IE: level 4 might be over 3 days, but if you don't log in for a week, it starts level 5 automatically after level 4. This however, this is probably the first legitimate middle ground between "I forgot to add a new skill" and "Live with the consequences" that I've ever seen. I don't think it's needed, and I think at times it might be annoying to have that 2% of a level 5 that you didn't actually need to train, but I think it's a FAR better compromise than any other I've seen before. I still don't think it's needed though, since the 24h queue works perfectly well if you pay attention (especially with EVEMon yelling at you to put new skills in, lol), but kudos for a halfway decent idea. An attentive player able to log in would never need this.
It benefits people unable to log in for extended periods, regardless of whether they have no computer available, or simply had real life issues that kept them too busy. |

Mary Annabelle
State War Academy Caldari State
18
|
Posted - 2012.02.05 19:16:00 -
[15] - Quote
Nikk Narrel wrote:Here is another idea.
Available only for skills trained at least to zero, (injected but untrained).
Set your skill que not for specific skill levels, the que can still be locked to a 24 hour cycle, but set the que to auto-continue any skill to it's next level automatically. IE: level 4 might be over 3 days, but if you don't log in for a week, it starts level 5 automatically after level 4.
Direction changes in skills would still only be set in the 24 hour range, but if you wanted a skill to 5, just let it run by itself once it is started on the 24 hour que. The option when right clicking the skill to put it in the que would still offer the next level, the way it currently is, or the option to FINISH IT, which would auto cue it after the current level until level 5 completed.
Now, after level 5, the que would still stop, so it has a limited value. AND
Nikk Narrel wrote:An attentive player able to log in would never need this.
It benefits people unable to log in for extended periods, regardless of whether they have no computer available, or simply had real life issues that kept them too busy. I like it!
+1 |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
41
|
Posted - 2012.02.06 00:30:00 -
[16] - Quote
Mary Annabelle wrote:Nikk Narrel wrote:Here is another idea.
Available only for skills trained at least to zero, (injected but untrained).
Set your skill que not for specific skill levels, the que can still be locked to a 24 hour cycle, but set the que to auto-continue any skill to it's next level automatically. IE: level 4 might be over 3 days, but if you don't log in for a week, it starts level 5 automatically after level 4.
Direction changes in skills would still only be set in the 24 hour range, but if you wanted a skill to 5, just let it run by itself once it is started on the 24 hour que. The option when right clicking the skill to put it in the que would still offer the next level, the way it currently is, or the option to FINISH IT, which would auto cue it after the current level until level 5 completed.
Now, after level 5, the que would still stop, so it has a limited value. AND Nikk Narrel wrote:An attentive player able to log in would never need this.
It benefits people unable to log in for extended periods, regardless of whether they have no computer available, or simply had real life issues that kept them too busy. I like it! +1 Good idea then?
Ok, someone give me a cookie! |

Griptus
United Coalitions ZADA ALLIANCE
0
|
Posted - 2012.02.06 03:20:00 -
[17] - Quote
mxzf wrote: people will simply dump all their unused skills into Will/Perc to be able to dump them into the next FotM when it rolls around.
This idea would not allow you to add skill points to your attributes. It just creates a separate pool for the skill points generated by each attribute.
mxzf wrote: Any system that allows characters to suddenly dump SP into skills faster than [training them as usual] is fundamentally abuseable and would destroy skills in Eve as we know them by removing the main consequence to training in Eve.
The least you can do is explain your assertions. Instead of ranting, give me some concrete examples. |

Tidurious
The Dirty Rejects Scelus Sceleris.
50
|
Posted - 2012.02.06 03:47:00 -
[18] - Quote
For the love of god - EVER proposal that is suggested that messes with the skill queue in ANY way is ALWAYS shot down by the community. There are TONS of these threads - don't you people ever check before posting a new thread that is essentially the same ****?
The skill queue is working as intended, is balanced and fair, and promotes the idea that actions have consequences and you should think about what you are doing. No re-allocations, no SP to assign later, and no getting around the fact that you have to log in once in a while to update the queue!
Please, either learn the search function or biomass yourself. |

Griptus
United Coalitions ZADA ALLIANCE
0
|
Posted - 2012.02.06 11:37:00 -
[19] - Quote
This proposal does not 'mess' with the skill queue. It does not change or replace what is there now, it just adds something that makes it better. If you really believe it won't help your game, fine, you would have the option of not using it. |

Mag's
the united Negative Ten.
6057
|
Posted - 2012.02.06 14:24:00 -
[20] - Quote
Griptus wrote:Mag's wrote: As it is now, you make a choice and have to stick with it. Even if after a couple of weeks, you realize you actually should have trained another skill to 5. With your idea, that consequence is removed and you collect SP to distribute as and when required.
Sorry, but no thanks.
When you decide which attributes you want your generic skill to train, that is a permanent and irreversible commitment. When you chose what skills to allocate your skill points to, that is also a permanent and irreversible commitment. You could very well regret any of these decisions after you make them so no consequence are removed. I'm not sure if you're deliberately missing the point, or just not seeing it.
As it stands now, you make a choice and have wait for that choice to give fruit. It could be weeks for a level 5, so your choice and decision to train that skill is one to be considered.
With your idea, you gather SP and are able to choose when and to what skill you apply it and instantly gain level 5. You don't even need to use them, you simply keep gathering the SP and wait for new stuff to arrive. Or wait the new FOTM to show it's head and apply as needed. Instant skills at level 5, no worries.
It even removes the need for the skill queue, as it trains this super skill if you forget to set one. Hell, why even log on at all? Just let it run and return a year later and apply that 20 odd million SP to where ever you fancy.
Bad idea is bad and completely unnecessary.
Griptus wrote:This proposal does not 'mess' with the skill queue. It does not change or replace what is there now, it just adds something that makes it better. If you really believe it won't help your game, fine, you would have the option of not using it. It just makes it obsolete.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Griptus
United Coalitions ZADA ALLIANCE
0
|
Posted - 2012.02.06 16:01:00 -
[21] - Quote
Mag's wrote: I'm not sure if you're deliberately missing the point, or just not seeing it.
As it stands now, you make a choice and have wait for that choice to give fruit. It could be weeks for a level 5, so your choice and decision to train that skill is one to be considered.
With your idea, you gather SP and are able to choose when and to what skill you apply it and instantly gain level 5. You don't even need to use them, you simply keep gathering the SP and wait for new stuff to arrive. Or wait the new FOTM to show it's head and apply as needed. Instant skills at level 5, no worries.
It even removes the need for the skill queue, as it trains this super skill if you forget to set one. Hell, why even log on at all? Just let it run and return a year later and apply that 20 odd million SP to where ever you fancy.
I understand your point, Mag, and I think it's unfair.
When you train a regular skill, you lock yourself into training only that skill. When you train this generic skill, you only lock yourself into the category of skills that depend on the same attributes as the ones you set. So training the generic skill is more flexible than training a regular skill. This would be equally good for everyone, including you. Still you complain and exaggerate because you don't want to admit that you prefer that other characters be allowed to fall behind as it puts you ahead. |

Mag's
the united Negative Ten.
6062
|
Posted - 2012.02.06 16:36:00 -
[22] - Quote
Griptus wrote:Mag's wrote: I'm not sure if you're deliberately missing the point, or just not seeing it.
As it stands now, you make a choice and have wait for that choice to give fruit. It could be weeks for a level 5, so your choice and decision to train that skill is one to be considered.
With your idea, you gather SP and are able to choose when and to what skill you apply it and instantly gain level 5. You don't even need to use them, you simply keep gathering the SP and wait for new stuff to arrive. Or wait the new FOTM to show it's head and apply as needed. Instant skills at level 5, no worries.
It even removes the need for the skill queue, as it trains this super skill if you forget to set one. Hell, why even log on at all? Just let it run and return a year later and apply that 20 odd million SP to where ever you fancy.
I understand your point, Mag, and I think it's unfair. When you train a regular skill, you lock yourself into training only that skill. When you train this generic skill, you only lock yourself into the category of skills that depend on the same attributes as the ones you set. So training the generic skill is more flexible than training a regular skill. This would be equally good for everyone, including you. Still you complain and exaggerate because you don't want to admit that you prefer that other characters be allowed to fall behind as it puts you ahead. You may think it's unfair to you, but I think it's bad for the game. That's why I say no. I don't think I've exaggerated either, in fact rather the opposite.
But you've just highlighted why this is a bad idea, so I need say no more.
As far as the others fall behind and puts me ahead statement is concerned, what kind of nonsense is that? You'll be telling me next that all the SP I have in Spaceship command, somehow makes my Abaddon perform much better when I'm in space. Or that all that Gunnery SP, makes my ham drake uber. Please. 
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

mxzf
Shovel Bros
484
|
Posted - 2012.02.06 16:41:00 -
[23] - Quote
Griptus wrote:I think it's unfair.
I think I just found your core problem here. You're under the mistaken impression that Eve is fair. It isn't. The sooner you realize that Eve is only as fair as you make it (by creating whatever advantage you can for yourself, be it bringing more friends to the fight or making an Excel spreadsheet to find that extra 0.5% income over the competition), the sooner you will realize that your proposal is fundamentally broken. |

Griptus
United Coalitions ZADA ALLIANCE
0
|
Posted - 2012.02.06 21:35:00 -
[24] - Quote
mxzf wrote:Griptus wrote: I think it's unfair.
You're under the mistaken impression that Eve is fair. It isn't. No. Again, I think it's unfair, hence the proposal.
mxzf wrote: Eve is only as fair as you make it, therefore, your proposal is fundamentally broken.
The skill system is fundamentally broken. My proposal will make it fair.
You and Mag have the impression that Eve is meant to be unfair. It isn't. |

Andski
GoonWaffe Goonswarm Federation
1947
|
Posted - 2012.02.06 22:33:00 -
[25] - Quote
a more agreeable idea would be to allow skill queuing through evegate
problem solved andski for csm7~ |

Smiling Menace
Star Nebulae Holdings Inc.
122
|
Posted - 2012.02.07 04:38:00 -
[26] - Quote
EVE is meant to be unfair, that's why we play it and not WoW or Hello Kitty Online.
You seem to be under the impression that the skills are some sort of race to 'keep up' with other players? It isn't.
Is it fair that the the titan pilot that just blapped my rifter has 100mil SP more than me? No, not really as he's been around longer than I have. Are you going to suggest that everyone gets a flat 70mil SP on starting to make it fair on noobs?
This idea is open to serious abuse as well. What's to stop me rolling a new character, not learning anything for the next 3-4 years and when my corp/alliance needs to take space or whatever, I just insta-learn a titan pilot! Now imagine that times a few thousand for other ships or specific roles. This will not help EVE in the slightest, will only help those with cash to burn (and there are a lot of people like this in EVE).
I think it's down to the individual to make their own choices on how and when to change skills if they are going to be unavailable for extended times. Even if they are not able to, it's not the end of the world and there are lots of people that took breaks from EVE that have lower than expected SP for the age of their account. Does it make them enjoy the game any less? Does it make them somehow inferior to any other character? No it doesn't.
I know of people only play for a few weeks be more effective at playing EVE than a lot of players with a lot more years/SP.
Think the skill situation as it stands is fine and has no need of this idea. |

Misanthra
Alternative Enterprises
31
|
Posted - 2012.02.07 09:37:00 -
[27] - Quote
Andski wrote:a more agreeable idea would be to allow skill queuing through evegate
problem solved
this. Only like this idea because those deployed in the military usually can't get good internets.
Your generic skill is yet another form of farm tactic op. PLain and simple. Here's how I would use it. ATM, I am quite content in my chars skills. T2 cruisers and frigs average or maxed skill, , 3 racial BS I can run any fleet fit I have ever seen...and a most kick ass tengu setup for pve on the shoot em up char. After I delay my cap decision yet again by jsut hiting jump skills I will have to **** or get off the pot and pick what race will use those jump skills.
Enter your idea. I do a space command only spec train and ride out 6 months of trains. Don't need to train anything real...I can bank up the sps' and not care too much. Gives me the option too see what the summer patch brings to caps if they get looked at in some way. Will niddy be fixed? Will summer patch due to wtf play testing inhouse make chimera's so op its scary? That happens....jsut cash my chips in and bam, instant uber chimera. Same with major numbers in every alliance who either on mains just fill in time since "done" up to supers or the training char on one of their cyno alt accounts.
NO consequence to this setup. I wait for summer patch to settle, see what the trends ar, have my months of sp's....and bam I pick the new winner. Old system is fine as is. I pick my ships, hope next patch is either nice or does nothing to me (since nothng is better than getting nerfed lol). Element of risk eve players have taken for years. We all lived through it, so can newer players. |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.07 12:17:00 -
[28] - Quote
Smiling Menace wrote: You seem to be under the impression that the skills are some sort of race to 'keep up' with other players? It isn't.
Yes it is. The main issue for me is that every player is spending their own hard earned money for the time to train skills and, when the skill system allows our characters to stop training and fall behind, it is essentially wasting our time and money.
Smiling Menace wrote: What's to stop me rolling a new character, not learning anything for the next 3-4 years and, when my corp/alliance needs to take space or whatever, I just insta-learn a titan pilot! Now imagine that times a few thousand for other ships or specific roles. This will not help EVE in the slightest, will only help those with cash to burn (and there are a lot of people like this in EVE).
You earn the same amount of skill points whether you are training a regular skill or the generic skill so, in the end, you aren't insta-learning anything, and your character would no longer be new. Either way you end up with a titan pilot. As long as you have been paying the bill, you should have whatever you want. |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.07 13:50:00 -
[29] - Quote
Misanthra wrote: Enter your idea. I do a space command only spec train and ride out 6 months of trains. Don't need to train anything real...I can bank up the sps' and not care too much. Gives me the option too see what the summer patch brings to caps if they get looked at in some way. Will niddy be fixed? Will summer patch due to wtf play testing inhouse make chimera's so op its scary? That happens....jsut cash my chips in and bam, instant uber chimera. Same with major numbers in every alliance who either on mains just fill in time since "done" up to supers or the training char on one of their cyno alt accounts.
NO consequence to this setup. I wait for summer patch to settle, see what the trends ar, have my months of sp's....and bam I pick the new winner. Old system is fine as is. I pick my ships, hope next patch is either nice or does nothing to me (since nothng is better than getting nerfed lol). Element of risk eve players have taken for years. We all lived through it, so can newer players.
If it takes six months to save the skill points, than it's not instant. You have to train a total of 6,354,024 skill points split between 13 skills in four different categories in order to fly the Chimera. One skill depends on Intelligence/Memory, two skills depend on Memory/Perception, two skills depend on Intelligence/Perception, and eight skills depend on Perception/Willpower.
You won't have to log on every day or every week, but you will have to log on to this character at least three times in order to switch out the attributes of the generic skill. So it's not entirely hands free.
Yes, it's more flexible, as it should be, but once you allocate your skill points, it's just as permanent as if you had spent the whole time training the regular skills. And if they end up nerfing the Chimera in the following winter patch, or buffing something else to counter the Chimera, then the consequences are still there as well. |

Callic Veratar
Power of the Phoenix
144
|
Posted - 2012.02.07 14:19:00 -
[30] - Quote
I would like to propose a small addendum to your idea: Rather than stockpiling forever with minimal consequence, any and ALL unspent points are lost upon being podded.
As well, rather than training to 2 pools at the same time, I would suggest only being able to train one attribute at a time, requiring you to swap the skills regularly to get what you'd like.
Penalties could be introduced that slow training speed the more generic points you have saved up. I don't like the idea as a replacement, but as an addition, it works great and solves the true generic SP system.
Are those against this change also still opposed to the skill queue? There seem to be some similar arguments opposing this system as there were to the skill queue. |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.07 19:38:00 -
[31] - Quote
Callic Veratar wrote: Rather than stockpiling forever with minimal consequence, any and ALL unspent points are lost upon being podded.
Imagine that then. You've spent a long time saving up points on a special character. You almost have enough to get that last level 5 you need to fly that awesome ship or fit that t2 gang link, and then somebody comes along and blows it all away. Would you really call it fair? I wouldn't. (...rage quit!) No, I'd rather just lose the usual amount if we die without a clone or it's insufficient. Otherwise they should be fully covered.
Callic Veratar wrote: Rather than training from two attributes at the same time, I would suggest only being able to train one attribute at a time, requiring you to swap the skills regularly to get what you'd like.
You have to swap them either way but, why limit it to only one attribute when regular skill training always generates points from two attributes? primary + (secondary/2)
Also keep in mind that you can only remap your attribute points once a year and, if you put all of your points into one attribute and the rest into another, you will only generate the most skill points from those two attributes. If those are not the two attributes you set in the generic skill while it's training, it will only generate skill points at or near the minimum.
Callic Veratar wrote: Penalties could be introduced that slow training speed the more generic points you have saved up.
No because it is completely unnecessary and doesn't fix or improve anything.
Not every improvement to the game needs to be accompanied by a penalty of equal or greater magnitude. |

mxzf
Shovel Bros
495
|
Posted - 2012.02.07 19:50:00 -
[32] - Quote
Griptus wrote:And if they end up nerfing the Chimera in the following winter patch, or buffing something else to counter the Chimera, then the consequences are the same.
But if they nerf the Chimera before you finish training the skills with your system, then there are no consequences whatsoever. See the difference? |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.07 20:16:00 -
[33] - Quote
mxzf wrote:Griptus wrote: And if they end up nerfing the Chimera in the following winter patch, or buffing something else to counter the Chimera, then the consequences are the same.
But if they nerf the Chimera before you finish training the skills with your system, then there are no consequences whatsoever. See the difference? No. There will always be consequences no matter what you do. |

Mag's
the united Negative Ten.
7020
|
Posted - 2012.02.08 01:31:00 -
[34] - Quote
Griptus wrote:mxzf wrote:Griptus wrote: And if they end up nerfing the Chimera in the following winter patch, or buffing something else to counter the Chimera, then the consequences are the same.
But if they nerf the Chimera before you finish training the skills with your system, then there are no consequences whatsoever. See the difference? No. There will always be consequences no matter what you do. Yes, but your idea removes great swathes of them, leaving no real consequences to speak of.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.09 13:48:00 -
[35] - Quote
Mag's wrote:Griptus wrote: There will always be consequences no matter what you do.
Yes, but your idea removes great swathes of them, leaving no real consequences to speak of. What and how? Be more specific. |

Gypsio III
Dirty Filthy Perverts
188
|
Posted - 2012.02.09 15:44:00 -
[36] - Quote
Griptus wrote:Mag's wrote:Griptus wrote: There will always be consequences no matter what you do.
Yes, but your idea removes great swathes of them, leaving no real consequences to speak of. What and how? Be more specific.
Please don't propose ideas that you haven't clearly thought through. |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.09 15:45:00 -
[37] - Quote
Please don't reply to topics you haven't clearly read through. |

mxzf
Shovel Bros
528
|
Posted - 2012.02.09 15:48:00 -
[38] - Quote
Griptus wrote:Please don't reply to topics you haven't clearly read through.
Honestly, it's been answered a dozen times, both in this thread and a few other SP threads in the last few days. Repeating the same thing over and over to posters who don't listen grows exceedingly tiresome. |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.09 16:04:00 -
[39] - Quote
You can waste your breath all you want, it doesn't bother me. My idea is fair and sound and I'll keep bumping it up until I know it's at least been heard by the people it was intended for. |

XXSketchxx
Dreddit Test Alliance Please Ignore
199
|
Posted - 2012.02.09 16:07:00 -
[40] - Quote
Biomass your character(s). |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.09 16:09:00 -
[41] - Quote
XXSketchxx wrote: Biomass your character(s).
I have. Many times. |

XXSketchxx
Dreddit Test Alliance Please Ignore
203
|
Posted - 2012.02.09 16:10:00 -
[42] - Quote
Biomass this one and save us from your terrible ideas/posting. |

Callic Veratar
Power of the Phoenix
146
|
Posted - 2012.02.09 17:14:00 -
[43] - Quote
Griptus wrote:Callic Veratar wrote: Rather than stockpiling forever with minimal consequence, any and ALL unspent points are lost upon being podded.
Imagine that then. You've spent a long time saving up points on a special character. You almost have enough to get that last level 5 you need to fly that awesome ship or fit that t2 gang link, and then somebody comes along and blows it all away. Would you really call it fair? I wouldn't. (...rage quit!) No, I'd rather just lose the usual amount if we die without a clone or it's insufficient. Otherwise they should be fully covered.
Then don't stockpile. Spend the points on a skill before you have enough to complete it or train it directly. If you know what you want to train, why are you wasting your time with a generic skill? The advantage of flexible skill points that mean you don't need to decide now is offset by the fact that if you don't decide now, you might not get to decide at all. It gets into the state where, in a blind panic upon losing a ship, you may be forced to dump your loose SP in to the first skill you can click on, but it adds RISK.
The point of training one attribute at a time is to reduce complexity in the idea. With 5 generic skills, you can pop one in your queue with the current setup and the points go directly to a bank. With a mixable system you either need 20 skills or a new gui system to allow you to set primary and secondary attributes which may or may not work with the queue. My modification to your idea is as an addition to the current system, not a replacement.
I agree on later reading, that having a reduced training speed for having too many is too much of a penalty and would like to retract the idea. |

Griptus
United Coalitions ZADA ALLIANCE
4
|
Posted - 2012.02.09 21:16:00 -
[44] - Quote
Callic Veratar wrote:Griptus wrote:Callic Veratar wrote: Rather than stockpiling forever with minimal consequence, any and ALL unspent points are lost upon being podded.
I'd rather just lose the usual amount if we die without a clone or it's insufficient. Otherwise they should be fully covered. Then don't stockpile. Spend the points now or you might not get to decide at all. Then what's the point of having a clone? It would be most regressive to young characters who most often lose at pvp, suicide gank, and unexpected high sec gate camps under war decs. The generic skill is meant to reduce grief, not make it worse.
Callic Veratar wrote: The point of training one attribute at a time is to reduce complexity in the idea. With 5 generic skills, you can pop one in your queue with the current setup and the points go directly to a bank. With a mixable system you either need 20 skills or a new gui system to allow you to set primary and secondary attributes which may or may not work with the queue. My modification to your idea is as an addition to the current system, not a replacement.
There would only be one generic skill per character. |

Katalci
D.I.R.T
24
|
Posted - 2012.02.10 02:24:00 -
[45] - Quote
Make it use the lowest attribute only, and then you have a decent idea. |

Mag's
the united Negative Ten.
7267
|
Posted - 2012.02.10 08:44:00 -
[46] - Quote
Griptus wrote:Mag's wrote:Griptus wrote: There will always be consequences no matter what you do.
Yes, but your idea removes great swathes of them, leaving no real consequences to speak of. What and how? Be more specific. I already was specific and you said it was unfair. You then proceeded to tell me I'm against because: "Still you complain and exaggerate because you don't want to admit that you prefer that other characters be allowed to fall behind as it puts you ahead." You really have no idea about even the basics of skill points, for if you did, you wouldn't have said such a ridiculous thing.
Your idea is neither balanced, fair or sound and you've yet to prove otherwise. Simply saying it, doesn't make it so.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Gypsio III
Dirty Filthy Perverts
189
|
Posted - 2012.02.10 08:52:00 -
[47] - Quote
I like the way the OP is "liking" every post in this thread to give the impression that his awful thread is popular. Unfortunately, the disguise rather falls apart upon opening the thread... |

Callic Veratar
Power of the Phoenix
149
|
Posted - 2012.02.10 13:56:00 -
[48] - Quote
Griptus wrote:Then what's the point of having a clone? It would be most regressive to young characters who most often lose at pvp, suicide gank, and unexpected high sec gate camps under war decs. The generic skill is meant to reduce grief, not make it worse.
The point of a clone is the same as the point of a clone now: To prevent the loss of trained skills. The only difference you've offered in your proposal is to add an extra step in training any skills, in that you allocate the points after you have enough, instead of as you earn them. I'd much rather see a hybrid system than one or the other.
On a side note, I'd like to see the removal of clones completely, as they add an unnecessary tax that doesn't really deliver anything useful. |

Griptus
United Coalitions ZADA ALLIANCE
7
|
Posted - 2012.02.10 14:56:00 -
[49] - Quote
A long time ago, someone at CCP decided that skill points should be subject to loss when a character dies. I think it was a bad idea because it discourages combat. But they at least had the good sense to give us clones so we have a way of saving our skill points and to limit the loss otherwise.
To be consistent with the original intent of the clone system, unallocated skill points shouldn't be subject to loss if they can't be saved by clones. And if clones are ever removed from the game, which is way beyond the scope of my proposal, then none of our skills points should be subject to loss. I'd prefer it that way because it encourages combat.
It's bad enough that 80% of players never leave high sec. Your idea would not only discourage combat further, it would force everyone to stay docked. You and your friends could simply camp the stations and suicide gank anyone who comes out, preventing them from progressing. That would effectively end the game for everyone, including CCP. |

SGT FUNYOUN
Arachnea Phoenix Battalion Bringers of Death.
12
|
Posted - 2012.02.10 19:30:00 -
[50] - Quote
Better idea.
Extend the training queue to fit up to 2 more skills (no matter how long they will take) beyond the end of the last skill in the queue. A rolling end time of sorts.
IOW, skill 1 takes 23 days to complete. That is the current end of your skill queue.
Now add my idea.
Add the two skills that come after the skill you are training as a prereqisite to them, and the end of THAT will be the end of the queue whenever it ends.
So say you have to train up two prerequisites for one skill, you can schedule them both in front of the goal skill, and viola...
nice long skill queue that you don't have to touch again for at least a month.
"Problem" solved. |

Griptus
United Coalitions ZADA ALLIANCE
7
|
Posted - 2012.02.11 03:29:00 -
[51] - Quote
The fundamental problem is that all skill training eventually ends thereby creating the potential for loss of skill points. The problem can never be properly addressed by tweaking the skill queue. It can only be addressed by some kind of infinite skill training which must necessarily be distinct from regular skill training. |

Velarra
Ghost Festival Naraka.
39
|
Posted - 2012.02.11 04:15:00 -
[52] - Quote
Griptus wrote:I think I ranted too much about the skill queue in my OP.
The fundamental problem is that all skill training eventually ends thereby creating the potential for loss of skill points. The problem can never be properly addressed by tweaking the skill queue, even if it were extended indefinitely.
Suggestion: train as things are currently.
Should RL get in the way, make it a habit to have 25, 30, 40+ day skills available to switch into.
Yes, it does require the ability to log in once to make the switch, but otherwise it's one way to adapt to the current training challenges as they exist. No need for serious changes to any of he skill training mechanisms. |

mxzf
Shovel Bros
553
|
Posted - 2012.02.11 04:49:00 -
[53] - Quote
Griptus wrote:The fundamental problem is that all skill training eventually ends thereby creating the potential for loss of skill points.
This isn't a 'problem' though, it's a feature. There's always a potential for missed skill points (not lost, because you never had them to begin with). Whenever you're not training skills, you're getting less SP than you could have, but you're also getting less SP than you could have if you are using anything other than a fully speced skill map with +5s in the relevant attributes.
Part of the core of Eve is the decisions behind the skills you train and how you train them. Do I train X skill now with a good mapping or do I train Y because I need it more, despite having a bad attribute map? (something I made a decision about just this week personally). Do I use a set of +5s for maximum training or do I use +3/4s because they're cheaper and I can afford to replace them? Do I log in now to add another skill to the queue or do I blow it off because I don't feel like it?
Actions have consequences in Eve, this is by design. |

Velarra
Ghost Festival Naraka.
41
|
Posted - 2012.02.11 06:29:00 -
[54] - Quote
About the only positive thought that comes to mind reading this current thread/idea would be something along the lines of a "hit by a bus" preselected (player chosen, say freighter V or what have you) skill that only kicks in once a year, under condition of no other skill training, where a short skill has just completed.. on characters with a minimum of 9-12 months of age or older.
Where you choose a LONG skill that kicks in should you not be able to cue up your current skills as per normal play.
The issue is that natural disasters DO happen. People do get hit by buses. It's not always easy to go in and switch skills to a 40 day skill when your town is flooded....
This idea here probably would need an awful lot of pre-nerfing & consideration. But it's about as far as i'd go. Otherwise, keep long skills available for those planned 2week vacations and 3 week trips. |

Mag's
the united Negative Ten.
7278
|
Posted - 2012.02.11 14:02:00 -
[55] - Quote
Griptus wrote:I think I ranted too much about the skill queue in my OP.
The fundamental problem is that all skill training eventually ends thereby creating the potential for loss of skill points. The problem can never be properly addressed by tweaking the skill queue, even if it were extended indefinitely. Your idea makes the queue obsolete and removes any balance in that regard.
The fundamental problem is, your idea removes consequences and the difficult decisions we have to make now. The fact that you cannot address that point to any degree, speaks volumes.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Velicitia
Open Designs
534
|
Posted - 2012.02.11 15:44:00 -
[56] - Quote
Mag's wrote:... the difficult decisions we have to make now.
spend 30s setting skill ... or... immediately log and come to bed when [partner|wife|gf] is in something revealing
decisions, decisions... 
|

Griptus
United Coalitions ZADA ALLIANCE
7
|
Posted - 2012.02.11 15:45:00 -
[57] - Quote
Mag's wrote: Your idea makes the queue obsolete...
Which means it's a better idea. Thank you.
Mag's wrote: and removes any balance in that regard.
Who does it favor, or disfavor?
Mag's wrote: Your idea removes consequences and the difficult decisions we have to make now. The fact that you cannot address that point to any degree, speaks volumes.
It doesn't matter when you make your skill training decisions, they always have consequences.
You've made these logically erroneous arguments many times only to reject my superior wisdom and guidance. Give yourself all the time you need, it should sink in eventually. |

Velicitia
Open Designs
534
|
Posted - 2012.02.11 15:59:00 -
[58] - Quote
Griptus wrote:Mag's wrote: Your idea makes the queue obsolete...
Which means it's a better idea. Thank you. Not necessarily. The queue is working as intended in this regard, and shouldn't be removed (pre-queue days of planning around "work", "sleep", "school" and "downtime" were a pain).
Griptus wrote:Mag's wrote: and removes any balance in that regard.
Then who does it favor, or disfavor? "Balance" in the regard of "not forcing people to log in every day for 6 hours" (e.g. a traditional MMO) and "we still want you to log in semi-regularly". If you could set and forget 3 or 4 months of skills and not log in, what's there to keep you around?
Griptus wrote: You made this logically erroneous argument before.
It doesn't matter when you make your skill training decisions, they always have consequences.
removing the decision of "log in and set a skill" vs. "meh, that 3k SP isn't worth it" is what Mag's is talking about ... not "should I train Battleship 5 (which I don't want) instead of $SKILL" (I think)
|

Griptus
United Coalitions ZADA ALLIANCE
7
|
Posted - 2012.02.11 16:22:00 -
[59] - Quote
mxzf wrote: This isn't a 'problem' though, it's a feature. There's always a potential for missed skill points (not lost, because you never had them to begin with). Whenever you're not training skills, you're getting less SP than you could have, but you're also getting less SP than you could have if you are using anything other than a fully speced skill map with +5s in the relevant attributes.
Losing SP is not a feature, it's a flaw. Missing something is the same as losing it. You miss/lose what you would otherwise have. When you're not training a skill, you're getting zero SP, which is infinitely less than even 1 SP.
mxzf wrote: Part of the core of Eve is the decisions behind the skills you train and how you train them. Do I train X skill now with a good mapping or do I train Y because I need it more, despite having a bad attribute map? (something I made a decision about just this week personally). Do I use a set of +5s for maximum training or do I use +3/4s because they're cheaper and I can afford to replace them? Do I log in now to add another skill to the queue or do I blow it off because I don't feel like it?
Actions have consequences in Eve, this is by design.
Of course it changes the factors that you based you decisions on, that's unavoidable. But it doesn't eliminate the need to make decisions, if that's your impression. |

Velicitia
Open Designs
541
|
Posted - 2012.02.11 16:28:00 -
[60] - Quote
Griptus wrote:mxzf wrote: This isn't a 'problem' though, it's a feature. There's always a potential for missed skill points (not lost, because you never had them to begin with). Whenever you're not training skills, you're getting less SP than you could have, but you're also getting less SP than you could have if you are using anything other than a fully speced skill map with +5s in the relevant attributes.
Losing SP is not a feature, it's a flaw. Missing something is the same as losing it. You miss/lose what you would otherwise have. When you're not training a skill, you're getting zero SP, which is infinitely less than even 1 SP. actually, it's only 1 less  |

Griptus
United Coalitions ZADA ALLIANCE
7
|
Posted - 2012.02.11 16:45:00 -
[61] - Quote
Velicitia wrote:Griptus wrote: Which means it's a better idea. Thank you.
Not necessarily. Never has an inferior idea ever made a superior idea obsolete. It's just a law of nature.
Velicitia wrote: The queue is working as intended in this regard, and shouldn't be removed (pre-queue days of planning around "work", "sleep", "school" and "downtime" were a pain).
I agree. Which is why this idea doesn't change or remove the queue.
Velicitia wrote:Griptus wrote: Then who does it favor, or disfavor?
"Balance" in the regard of "not forcing people to log in every day for 6 hours" (e.g. a traditional MMO) and "we still want you to log in semi-regularly". If you could set and forget 3 or 4 months of skills and not log in, what's there to keep you around? Balance is about how players interact with each other through the game, not about how players interact with the game. If the game is worth playing at all, then you don't need to force players to log in. |

Velicitia
Open Designs
545
|
Posted - 2012.02.11 17:03:00 -
[62] - Quote
Griptus wrote:(stuff ... seriously CCP, WTF with the arbitrary limit of quotes)
You said it was a "better" idea -- I'm refuting that assertion. Your idea does change/invalidate/break/whatever the queue in its current iteraion (i.e. you don't need to even bother training skills, you just get SP every second that you can use later) Your idea sounds a lot like how Perpetuum handles things... and TBH, it pissed me off, because I couldn't see any progress until I had amassed enough SP for the next level of a skill. Even though a skill between either game takes say 4 days to get ... being able to see "oh, hey, I'm 20% or 80% done with this skill" (i.e. the way eve does it) feels more rewarding (and I'm less likely to burn that million SP on 5 other skills in the interim).
You're wrong about the balance aspect. Specifically, myself, Mag's, mxzf, and whoever else is saying the current queue is "balanced" believes that it the queue is currently in "a state of equilibrium or equipoise; equal distribution of weight, amount, etc." between players needing to log in daily to keep up (e.g. WOW so you can get another piece of sparkle-loot or whatever) and players not logging in at all save for a few minutes every X days/weeks/months to just set the next skill.
CCP giving us as 24 hour "lead" on setting the next skill in a plan is fine in that regard. With that lead time, you can put in a total of up to approximately sixty (60) days worth of SP accumulation (Fleet Command 5, Capital Industrial, and other high rank skills to L5).
|

Mag's
the united Negative Ten.
7283
|
Posted - 2012.02.11 17:43:00 -
[63] - Quote
Griptus wrote:Which means it's a better idea. Thank you. Non sequitur.
Griptus wrote:Who does it favor, or disfavor? Relevance?
Griptus wrote:It doesn't matter when you make your skill training decisions, they always have consequences. I've already addressed this argument, but I'll repeat it for you.
"As it stands now, you make a choice and have wait for that choice to give fruit. It could be weeks for a level 5, so your choice and decision to train that skill is one to be considered.
With your idea, you gather SP and are able to choose when and to what skill you apply it and instantly gain level 5. You don't even need to use them, you simply keep gathering the SP and wait for new stuff to arrive. Or wait the new FOTM to show it's head and apply as needed. Instant skills at level 5, no worries.
It even removes the need for the skill queue, as it trains this super skill if you forget to set one. Hell, why even log on at all? Just let it run and return a year later and apply that 20 odd million SP to where ever you fancy.
Bad idea is bad and completely unnecessary. "
Griptus wrote:You've made these logically erroneous arguments many times only to reject my superior wisdom and guidance. Give yourself all the time you need, it should sink in eventually. At least you have humour to fall back on, nice one. 
Oh and thanks for liking that post. 
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
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