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Windjammer
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Posted - 2008.07.11 21:03:00 -
[61]
How about a skill que with a time restriction? Say one that won't allow you to que skills that come to more than 12 or 24 hours at a time. Most people just want something to get them past the times when they're sleeping and working. This way they could and CCP would still be assured that people were logging in at least once a day.
By limiting time instead of the number of skills in the que you could get rid of a bunch of short little skills without having to stay logged or continuously log on and off.
Best regards, Windjammer
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Matalino
Ki Tech Industries
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Posted - 2008.07.11 21:11:00 -
[62]
Edited by: Matalino on 11/07/2008 21:10:56 The queue need only be 2 deep: current (short) skill and next (long) skill.
The dual training would achieve the same effect, but would likely be more complicated.
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.11 21:54:00 -
[63]
Originally by: Windjammer How about a skill que with a time restriction? Say one that won't allow you to que skills that come to more than 12 or 24 hours at a time. Most people just want something to get them past the times when they're sleeping and working. This way they could and CCP would still be assured that people were logging in at least once a day.
By limiting time instead of the number of skills in the que you could get rid of a bunch of short little skills without having to stay logged or continuously log on and off.
Best regards, Windjammer
Why do people keep thinking this is a good idea? 
Whether it's every couple hours, every day, or every few days... logging into the game long enough to set new skills isn't "playing the game".
Making a queue to clear out small skills might be useful to some, but it would ignore the larger skills. And then those folks who want a queue for their spring break are stuck trying to find Wi-Fi from wherever.
Some other folks have talked about setting chains rather than just queues. Where you can say "I want to fly a Covert Ops effectively. Tell me when." and then the game will auto-train Frigates, CovOps, Electronics, Cloaks... and suddenly you can fly the ship. THIS IS A BAD IDEA. And everyone knows it. If that were possible, people would buy the books, and set a character for Titan V. Then they'd come back in a year, and sell the character on eBay.
Once again, I'm completely in favor of Current Skill + Queued Skill. If they happen to be two Lvl V, and you're set for weeks, so be it. At least I'm not looking for a connection on the beach. ---
Don't take my rantings personally. I may just be arguing the topic... unless you're saying something stupid, and then I mean every word. |

Windjammer
Gallente
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Posted - 2008.07.12 00:19:00 -
[64]
Originally by: Marcus Gideon
Originally by: Windjammer How about a skill que with a time restriction? Say one that won't allow you to que skills that come to more than 12 or 24 hours at a time. Most people just want something to get them past the times when they're sleeping and working. This way they could and CCP would still be assured that people were logging in at least once a day.
By limiting time instead of the number of skills in the que you could get rid of a bunch of short little skills without having to stay logged or continuously log on and off.
Best regards, Windjammer
Why do people keep thinking this is a good idea? 
Whether it's every couple hours, every day, or every few days... logging into the game long enough to set new skills isn't "playing the game".
Making a queue to clear out small skills might be useful to some, but it would ignore the larger skills. And then those folks who want a queue for their spring break are stuck trying to find Wi-Fi from wherever.
Some other folks have talked about setting chains rather than just queues. Where you can say "I want to fly a Covert Ops effectively. Tell me when." and then the game will auto-train Frigates, CovOps, Electronics, Cloaks... and suddenly you can fly the ship. THIS IS A BAD IDEA. And everyone knows it. If that were possible, people would buy the books, and set a character for Titan V. Then they'd come back in a year, and sell the character on eBay.
Once again, I'm completely in favor of Current Skill + Queued Skill. If they happen to be two Lvl V, and you're set for weeks, so be it. At least I'm not looking for a connection on the beach.
You're right. I screwed up on the description of what I was aiming for. I should have added that this time restriction would apply to 3 or more qued skills. That way you could still have a long skill in the que. i.e. finish a short skill and continue in training with the long skill and/or train 3 or more short skills up to the time restriction.
CCP's desire needs to be accomodated in this issue and personally I find it to be valid. They simply feel that people who log in frequently, say once a day, are more prone to interact in the game and thus provide a dynamic to the game. I think they're correct and I would also like to see a que of some sort. I think it's possible to do both.
Hope that's better, Windjammer
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.12 01:07:00 -
[65]
It's great that they are hoping for something...
But the sad reality is, a lot of people log in just long enough to switch skills.
So as I said, whether it's every few hours (currently), or every day (your way) or every couple days (my way)... logging in to switch can't possibly be considered "playing the game".
If someone wants to play, then they'll play. Training has no impact on that. Fleet battles, mining parties, LP grinding... a skill queue of any sort won't impact those activities.
But sometimes you just want to let a few skills train, while you play Xbox or something in the meantime.
That's all I'm saying. If they added a time limited queue, especially one that only permits a days worth of training... it'll hear just as much complaints as the day long Jump Clone timer.
Jump Clones, shorter. Skill queue, longer.
 ---
Don't take my rantings personally. I may just be arguing the topic... unless you're saying something stupid, and then I mean every word. |

KaMnEpo3o
BENTUSI - Sons of Light
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Posted - 2008.07.12 10:12:00 -
[66]
The other way could be considered as well is setting-up skill training for a certain level, f.e. if I have 'Warp Drive Operation' at lvl 2 I would like to have a possibility to set training up to lvl 5 w/o need to log-in.
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Lord Fitz
Project Amargosa
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Posted - 2008.07.12 10:47:00 -
[67]
Generally this isn't *that* hard to work around, I've been training alot of chars for alot of years while working, when at the computer I put on the shorter skills, as much as possible, and so have a heap of longer skills ready (2-3 weeks each at least) so I could do an hour or so of a 6 hour skill in six different sessions and put on a longer 14 day skill as I finish playing.
However, I think alot of people are really trying to reduce the impact Eve has on their life schedule, and it's only something I can support as it's a more responsible way of dealing with the game, having people staying up for an extra hour or some such just so they can finish a skill and get to the next long one is a real issue that people shouldn't be having to deal with. We want the game to be 'fun' making it like work isn't. Especially when things like the API for viewing your skill training go down.
It might be a little bit 'easy' to make it duration based, as you could go to sleep and wake up with 12 lvl 1 skills finished or something silly. At least if it was dual training or something like that it would give you a chance to finish the current skill and put a longer one on after that. Or simply have skills train until their highest level.
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Fennicus
Amarr 24th Imperial Crusade
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Posted - 2008.07.12 11:25:00 -
[68]
Originally by: MenanceWhite if I start training cruiser3 it does cruiser4 too when its done with the previous but won't do cruiser 5.
This.
Seems to be the simplest and most logical/realistic thing to do.
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ceyriot
Entropians on Vacation
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Posted - 2008.07.12 12:22:00 -
[69]
Originally by: Xaen And I don't buy the character farmer argument. They can already farm characters without a queue. It's like banning automatic transmissions in cars because it allows people to shoot pedestrians out the window because it frees up one of their hands. Technically, it's sound reasoning, but it punishes 99.99% of people (legitimate players) for the potential crimes of a tiny number. The greater good should win out.
This, tbqfh.
Faction Store - Killboard |

Camdim
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Posted - 2008.07.12 12:45:00 -
[70]
The best idea and simplest IMHO is to allow the training of two skills at one time with the skill points split between them. This allows for a long skill to be picked and a shorter ones to be picked as well with the shorter one finishing and then the longer one getting the full time when it is complete.
Another possible solution: Make skill point generation more generic and automatic.
I select two attributes and they generate skills points that can then be applied to skills that use those two attributes.
While online skill point generation is either at the current normal rate or 1.5 the current rate.
While offline skill point generation is at the normal rate or 1.5 less then curernt rate.
If an account is not active then skill point generation is 25% of the off line rate.
The skill point requirements for levels would still be there and based on the rating of the skill but you could save till you have enough for the level or put some in every few days.
This also means you can setup a inactivity timer to disconnect people that just log in and go afk for most of the day. 5 min should be good. As it stands now someone can log in and stay connected for hours on end with no activity. This wastes resources and generates lag.
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Sir SmellyFart
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Posted - 2008.07.12 14:30:00 -
[71]
I would love the idea of a skill que that's just 2 skills deep. Would save me a hell of alot of trouble.
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Lord Fitz
Project Amargosa
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Posted - 2008.07.12 15:37:00 -
[72]
Originally by: Camdim While online skill point generation is either at the current normal rate or 1.5 the current rate.
While offline skill point generation is at the normal rate or 1.5 less then curernt rate.
If an account is not active then skill point generation is 25% of the off line rate.
The main reason for the current skill trains at the same speed online/offline/inactive account etc is that the database calls for it are very simple:
skill training on skill started at time x
Then when checking it simply has to find the time it started and see how much time has elapsed. It doesn't have to add points or do anything at a set interval, it's just a simple time calculation that can be done outside the database if necessary. It's actually quite brilliant in terms of reducing the load on the database, so I imagine a candidate for an extra system would require that it didn't cause more server load. Dual training is probably the easiest of these, as it just makes the calculation a little trickier, but doesn't make the information you need to store that much more complicated.
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Kharm Storm
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Posted - 2008.07.12 16:16:00 -
[73]
i think a skill que would be great i am deploying for a year and will not have access so lining up 12months of skills would be well worth it for me to stay active with eve otherwise i might have stop my subsciption
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Taius Pax
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Posted - 2008.07.12 16:48:00 -
[74]
Edited by: Taius Pax on 12/07/2008 16:53:48 Definitely support this. I've never understood why this feature was missing.
I completely disagree with the fact that logging in to change skill encourages me to play the game. I play the game simply because I want to play to the game. There are certainly weeks where I just didn't have time to play, but had to log in for just long enough to set a skill. It didn't tempt me to sit there and play because I simply didn't have time. And I've also certainly lost a few weeks worth of training to being on travel for work. Which is kind of unfair in a time based training system when the whole point is that you skill over time not based on time spent in game grinding.
edit: As for the queue itself, I think it should be 5-10 skills deep. There's no reason to limit it based on time. I don't buy limiting this curbs macroers who make accounts for mining / selling, as most of their life is spent playing this game and it's hardly a hurdle to have to log in an account and set a skill when you're sitting in front of the game anyways. The only suggestion I would have is to change it so that skills stop progressing when an account expires so as not to be able to take advantage of the system and gain skill for free.
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NanDe YaNen
The Funkalistic
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Posted - 2008.07.13 01:10:00 -
[75]
Oh please God. Let there be a skill cache.
I don't care how weak the implementation, or how stringent the limitations, any crumb of skill caching would let me sleep at night instead of waking up at 3am because I forgot about skill training and got a reminder from eve-mon.
m(。_。)m
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.13 02:50:00 -
[76]
Originally by: Kharm Storm i think a skill que would be great i am deploying for a year and will not have access so lining up 12months of skills would be well worth it for me to stay active with eve otherwise i might have stop my subsciption
As much as deployments suck... I still think this is the worst possible implementation idea.
If the queue were THAT long, then eBay sellers would just mass produce even more Freighter/Titan pilots.
I still vote for a single skill to follow the current, without time limits. That way someone could take a couple weeks vacation if needed. Sure, it wouldn't address a deployment... but not everyone suffers that particular issue at work. ---
Don't take my rantings personally. I may just be arguing the topic... unless you're saying something stupid, and then I mean every word. |

DubanFP
Caldari Four Rings Souls of Vengeance
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Posted - 2008.07.13 03:48:00 -
[77]
Edited by: DubanFP on 13/07/2008 03:50:15 Look I agree a skill que would make people be more afk and result in unnessissary character farming. Not good stuff. However the way things are is just downright crappy, irritating, and inconvenient. Why not and idea I put up about a year ago. Just set a 24 hour emergency skill. Basically if you're current skill runs out and you can't switch your skill for any one of many reasons, downtime issues, unforseen problems, even convenience your emergency skill will begin training. Of course after 24 hours it will be put on hold.
This way you still have to log on to change skills, but it won't be as inconvenient. _______________
CCP Atropos > I pod people because there's money to be made in selling tears. |

Hesod Adee
Militants of Xen
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Posted - 2008.07.13 07:45:00 -
[78]
Skill queue good. If you want me to discuss skill queues with you, go post in the large skill queue thread in features and ideas.
Personally I'd prefer the queue to have a maximum duration on the queued skills, and if the queue is longer than the duration, then you just can't add skills to it. No limit to the number of skills in the queue.
I'd also recommend the queue being a few weeks long so that people can go on vacation without having to worry about setting a long skill when they may prefer to get a bunch of shorter ones.
Naturally the queue should be disabled for people who stop paying their subscription.
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Kweel Nakashyn
Minmatar Aeden Tau Ceti Federation
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Posted - 2008.07.13 13:43:00 -
[79]
Edited by: Kweel Nakashyn on 13/07/2008 13:47:12 I know this have been discussed and maybe allready gamedesigned but...
If CCP think logging in makes us play the game, that's right. But I think CCP can understand that a lot of low level skill with less than 24 hours are difficult to learn, mostly because when you logs in the game, you are in your spare time (the time you are not in your irl work/school). The next day, most of the time, you can be in front of your gaming computer 24 hours after.
IMHO, a good compromise would be something like that : when you dock in stations named "x school" there is a new service named "skill program".
When you click on the button, you have a variety of choosen skills to learn (for military school, that would be military skills). Each skill you choose have a price (creating a another sink this way). The price for each skill would be something like (wanted level)*(hours needed to train that level)*(skills allready in the queue)*1000 isk.
When you agree for a program, you pay the total of isk needed and you start training immediatly. You stop learning when you dedock from the school.
Example : you dock in Republic military school, you want to train Afterburner from 3 to 4 in (say) 18 hours and Large Projectile Gun from 3 to 4 in say 20 hours. You also would want to train Mining and Medium Blaster but it's not in the program of the Republic military school. You pay 4*18*1*1000 + 4*20*2*1000 = 232 000 isk. You start to learn when you are agree to pay and you can pay. You stop to learn when you dedock.
-edit- I want to train Titan from 0 to 5. I pay 1*10*1*1000 + 2*100*2*1000 + 3*400*3*1000 + 4*8000*4*1000 + 5*32000*5*1000 = +/- 1B. Fetchez la vache !
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Blue Skye
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Posted - 2008.07.13 15:41:00 -
[80]
I would like to indicate my support for a skill queue. PLEASE MAKE THIS YOUR FIRST PRIORITY. the game is pretty swell, otherwise. but this one issue gives me a large pain.
my preference: one skill in training, one skill queued up, plain and simple. let them run to completion, regardless of account activity, logins, character skills, etc.
but any queue is better than what we have now.
this would allow me to have multiple alt accounts active. as it stands, i get too frustrated trying to wrangle skills on more than one account, so i allow them to cycle into inactivity on a long training time skill.
so this would be a winner for me, and for ccp (more of my accounts active at once).
note: as to character farmers, my take would be that it might increase farming characters. increased supply >>> decreased average price for characters >>> decreased incentive for farming. so it would likely all balance out if the economy were allowed to act on the change.
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.13 15:50:00 -
[81]
Kweel - While everyone keeps suggesting that we need more places for ISK to be spent, I don't think this is one of them.
As you stated yourself, you'd pay a certain fee in order to train skills specific to that station. So no one in their right mind is going to give it up early and waste their investment. CCP said they wanted to encourage players to stay and play when they log in. So they certainly aren't going to make a system that will restrict you to that station for the next month while your queue trains.
Blue - I agree, to a certain extent. If you can't/don't want to afford several accounts at once, then don't run several. But the intent is to avoid someone setting a lengthy queue and then stop paying for the account until then know it's finished. CCP won't implement a system that lets people get further in the game, and prevents them from making their monthly income.
Farmers are another issue. And saying "the market will run out" is saying there won't be demand once everyone has a Titan/Freighter/Mothership/Rorqual pilot of their own. If everyone can fly the best, then there's nothing for them to strive for. You think Fleet battles are bad now, when people bring 10 Titans. Imagine the fight where everyone bought a Titan pilot, and that "blob" is NOTHING BUT Titans. ---
Don't take my rantings personally. I may just be arguing the topic... unless you're saying something stupid, and then I mean every word. |

InfoGate1024
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Posted - 2008.07.13 19:44:00 -
[82]
Sweet!
Whatever the limitations would be, it will be welcome. 
As said though, leave the current skill training when account is disabled, just disable queue and dual training.
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3141592653589793238462
Caldari Provisions
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Posted - 2008.07.13 23:39:00 -
[83]
The idea the forcing players to play when they don't want to is a good thing is just weird. One of the best thing about Eve is that there is no grinding to "level," but forcing people to wait around to change skills cause another type of menial play. Playing a game shouldn't be a job.
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Gabriel Darkefyre
Crystal Ship
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Posted - 2008.07.14 00:36:00 -
[84]
Edited by: Gabriel Darkefyre on 14/07/2008 00:40:30 Edited by: Gabriel Darkefyre on 14/07/2008 00:36:46 As many have said here, when I log into the game it's because I actually want to play the game.
As it stands, I could wake up in the morning, turn on the computer, log onto EVE and change a skill before logging out, switching off the computer and going to work. That's not playing the game however. To me, playing the game is sitting down for a session, going out around systems, shooting some things, playing the market etc.
I'm sorry, but as good as the game is, logging in first thing in the morning to change a skill is not going to convince me I should be pulling a sickie to go out on a corp op (for example)
Having a "Next Skill" Queue therefore would be a good thing as then you don't need to be planning your life around EVE. It allows just the right amount of flexibility to more casual players without making life too easy for character farmers.
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Kimbeau Surveryor
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Posted - 2008.07.14 08:56:00 -
[85]
Edited by: Kimbeau Surveryor on 14/07/2008 08:56:16 Yup, I vote for "Now" and "Next" -- a two-skill queue.
This keeps things simple, but solves the wake-up-in-the-middle-of-the-night/business-meeting/etc. problem. And better than the two skills in parallel solution, because I would often want to set Skill Level x and Level x+1 as my queue.
And I don't see why skill training doesn't stop completely when you inactivate an account. What possible financial advantage is there to CCP in letting people skill-up for free?
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destinationZERO
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Posted - 2008.07.14 09:01:00 -
[86]
NO NO NO NO.
irritated of 4am finishing skill? set a longer one, go to bed, finish it another day.
This just screams character farming, and I will gladly do so when this solution is in place.
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Thorson Wiles
Minmatar
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Posted - 2008.07.14 10:32:00 -
[87]
Other than possibly spiking the 'most players online' number that CCP likes to tout at times, having people to sign on for 10 seconds does not increase play. (It just verifies that they have an active account.)
Personally, I like the idea of a training queue, but not parallel training.
Worried about somebody setting a long queue and leaving for a year? The new code module that does the switch has a simple check first to see if the account is active. If it is, there's no problem, if not, clear the queue.
Once the mechanics of a queue and queue switching are known. coding against farmers is easy. Umm, yeah. Don't have any time to talk now. Maybe later.
Ahh, you wouldn't happen to have any duct-tape, bailing wire or bubble-gun would ya? Don't ask me shy I need them ... it's a long story. |

Gabriel Darkefyre
Minmatar Crystal Ship
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Posted - 2008.07.14 11:40:00 -
[88]
Edited by: Gabriel Darkefyre on 14/07/2008 11:41:28 So, we're back to the old arguement of "No Skill Queue because everyone and they're grandmother will be farming accounts to sell on E-Bay, Oh No The Sky is falling! OMG!" 
Seriously though, if this really was the case then you'd have a price crash on characters as supply would massively outstrip demand. Net effect, LESS Character Farming as it wouldn't be possible to recover your outlay for creating a character especially if a Skill Queue is tied in with a freeze on Skill Point Gain while an Account is inactive.
Thats right, when an account goes inactive it should stop training there and then, no completing of the current skill level, immediate freeze with training restarting only on account reactivation.
That way you're encouraged to actually play the game while your skills are completing and not just set an account to skill up passively.
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Octobers Opal
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Posted - 2008.07.14 12:20:00 -
[89]
Edited by: Octobers Opal on 14/07/2008 12:21:58 Personally a skill queue is badly needed, and yes with limits.
Limiting a queue to say, 12hours is good. stack as many skills possible up to 12hours....
I don't believe this would encourage farming, but would actually encourage more people to play.
Everyone knows the first skills to train are the learning skills, followed by engineering, electronics etc... Getting from lvl1 -> 3 only takes a matter of hours.
6. Fuel Conservation I (20 minutes, 50 seconds) 7. Electronic Warfare I (26 minutes, 27 seconds) 8. Surgical Strike I (31 minutes, 51 seconds) 9. Trajectory Analysis I (41 minutes, 57 seconds) 10. Tactical Shield Manipulation I (52 minutes, 54 seconds) 11. Targeting II (1 hour, 1 minute, 38 seconds) 12. Energy Systems Operation II (1 hour, 1 minute, 38 seconds) 13. Motion Prediction II (1 hour, 18 minutes, 25 seconds) 14. Weapon Upgrades II (1 hour, 24 minutes, 34 seconds) 15. Fuel Conservation II (1 hour, 38 minutes, 1 second) 16. Electronics Upgrades II (2 hours, 3 minutes, 13 seconds) 17. Electronic Warfare II (2 hours, 3 minutes, 13 seconds) 18. Shield Compensation II (2 hours, 3 minutes, 13 seconds) 19. Surgical Strike II (2 hours, 36 minutes, 48 seconds) 20. Shield Management II (3 hours, 4 minutes, 48 seconds) 21. Propulsion Jamming II (3 hours, 4 minutes, 48 seconds) 22. Trajectory Analysis II (3 hours, 16 minutes, 1 second)
So I am forced to login every 3 hours to play??
Training the short time skills while online and longer skills offline actually doesn't help much...your basically "forced" to login, not play, cause you don't have the skills TO PLAY!...not everyone can put more than 2-3 hours a day onto a game....
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Belmarduk
Amarr de Prieure Four Elements
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Posted - 2008.07.14 13:58:00 -
[90]
Any ETA when it will be implemented? And PLEASE dont just say Soon (TM)....... CCP Please give us casual players a Skill-Queue !
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