| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Jaded Hope
|
Posted - 2008.01.10 03:20:00 -
[1]
i've read through as many posts as possible and i couldnt find anything like this so im just gonna put this out there and see what everybody thinks. how about instead having to train one skill for an hour here, then four hours there, have your skill points work just like your wallet. from birth it would count upwards continuously. then you can use whatever amount of skill points it takes to "buy" the next skill level. for example lets say my character has 1400 skill points(keep in mind that it's constantly counting upwards) and after i bought a skill book it would take 700 points to train that skill to level one. then you would have 700 skill points left plus whatever the skill counter has counted up to. and this would happen so on and so fourth. and instead of you're character training faster in the game as you get more skill full, the skills could just cost less skill points to train depending on what skills you have trained and how skill full he or she is. for example if you're a very skill full miner and you want to train combat skills it would take a few more skill points than a person combat oriented to train that skill. and the fewer % skill points it would take to train that skill vs. the begining cost of skill points. for example lets say the skill "sharpshooter" takes 1000 skill points to train to level 1 and you birthed a character as a miner character instead of a military oriented character it would cost 102% of the training cost instead of 100%, and if you've got a military character with a bunch of combat skills it would only cost 98% of the 100% skill points to train to level 1. and depending on you attributes and attribute modifiers you're skill counter would count faster or slower. i thought this up, because sometimes i can't make it home to set my next skill to train on some days, or a skill finishes training in the middle of the night and im not up to set the next one up and all that time i'm not training is lost time. this way you would be constantly training even if you don't have a skill set to train. what do you guys think?
|

Wander Lost
|
Posted - 2008.01.10 03:27:00 -
[2]
I like it for sake of simplicity but dislike it for sheer hatred of laziness. This means people that miss a few hours/days between skill assignment will get what they miss, but also means that people who haven't played forver come back uber (which would be nice, but destroys the purpose of having to actually spend time in-game).
I'd like to see a poll...
|

Jaded Hope
|
Posted - 2008.01.10 03:52:00 -
[3]
i agree, it does kind of come off as lazy. maybe you could make the count in realtion to game play... like say if you havent played in the last 48 hours it stops counting or if you havent played at least 10 hours of game play in a month it stops counting. or something like that... and you couldnt be completely lazy because you still would have to earn the money go buy the skill points. maybe they could up the price of skill points in relation to how skill full you character is.. that way you would have to earn the money to buy the skills hence more gameplay.
|

Jaded Hope
|
Posted - 2008.01.10 04:14:00 -
[4]
here's another idea. how about instead of stopping the counter, making its speed depend on how much you game. like set it up into brackets like if you game 10 hours or less a month it counts at 10% slower and if you game 10-15 hours a month it moves at normal speed and if you game 15-25 hours it moves 10% faster and 25 hours or more it would move 15% faster and so on. that way you would be rewarded for more game play and those several hours that people cant make it back to their computer to get their next sill to train wouldn't be completely lost. i mean those numbers are just an example the wonderful people that control eve would ultimately decide what average game play is per month and what less or more would be.
|

Helen Hunts
Gallente Red Dragon Mining inc Red Dragon Industries
|
Posted - 2008.01.10 05:20:00 -
[5]
This idea does not take into account the different training rates that high/low attributes make for.
As for the fast skilling.... this isn't 'The Matrix' or WoW. We don't instantly know how to do the next thing, but slowly train (upload to brain) each skill level.
And as for the bit about skills going faster when logged in, NO. This would lead to all kinds of accounts being logged in all day/night for the sole purpose of the faster training. _______________________________
Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |

Arcayan
|
Posted - 2008.01.10 06:02:00 -
[6]
I only glossed over your initial post, so forgive me if I've not gotten the complete picture. (Some whitespace here and there makes people much more inclined to read what you've got to say.)
As Helen Hunts points out your idea doesn't consider the fact that different skills train at different rates due to your characters basic attributes.
A lot of people post up ideas on how to make skill training better, I did once myself for that matter, but in the end the existing system is quite good.
|

Jurgen Cartis
Caldari Interstellar Corporation of Exploration
|
Posted - 2008.01.10 08:28:00 -
[7]
You know, a 1-slot skill queue would fix the skills ending at awkward times, and probably be simpler than this.
Your idea doesn't take attributes into account, though it could easily be modified to do so.
No, you do NOT want to have skill training depend on login time in any way. If it did, I would simply log Jurgen in and never log him out, he would just sit AFK somewhere to get the benefits of this.
You'll probably get more responses if you go back through your posts and make them into proper paragraphs, it is annoying to read walls of text. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |