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Thread Statistics | Show CCP posts - 28 post(s) |
baltec1
Bat Country Goonswarm Federation
14654
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Posted - 2015.01.27 06:33:20 -
[211] - Quote
Zappity wrote:The problem with learning implants is that they don't contribute to in game activities. Having them active means you are less likely to be doing something else which other people can interact with. So when I'm in my +5 learning I'm not in my snakes, or industry, or whatever else.
Encouraging people into learning clones rather than 'interacting' clones is bad game design.
Thats not the implants that entirely down to you.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Kaarous Aldurald
Sebiestor Tribe Minmatar Republic
11457
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Posted - 2015.01.27 06:49:22 -
[212] - Quote
Attributes themselves aren't especially relevant.
But removing implants is just not a good idea. They are a big aspect of risk vs reward, the more you have in your head the more you stand to benefit, but the more you might lose.
Implants should stay, that shouldn't even be in question.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
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Grookshank
Brave Newbies Inc. Brave Collective
43
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Posted - 2015.01.27 06:59:19 -
[213] - Quote
CCP Darwin wrote:Gregor Parud wrote:people accept risk in this pvp centric MMO where consequences can be harsh? I'm not on the team that brought this question up with the CSM, but I do have a question for you. If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed? Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat? Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases? I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.
Because - at least for low SP players who are not utterly poor - SP is more valuable than ISK or anything else really. Not spending ISK on learning implants if you can somehow afford them, is a huge mistake imho. When I get podded in combat, I plug in new learning implants asap, I doubt I would do the same with hardwirings. |
Aiyshimin
Shiva Furnace
377
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Posted - 2015.01.27 07:00:23 -
[214] - Quote
I enjoy the planning aspects of attributes and learning bonuses from implants, and they are major factors in character development which already is pretty shallow area in this game.
I've never seen any good reasoning for their removal and can't support this direction.
If you think newbies need some help, make better tutorials and monthly remaps for the first year.
Please don't dumb down the gameplay. |
Jeremiah Saken
The Fall of Leviathan
205
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Posted - 2015.01.27 07:12:13 -
[215] - Quote
Zappity wrote:The problem with learning implants is that they don't contribute to in game activities. Having them active means you are less likely to be doing something else which other people can interact with. So when I'm in my +5 learning I'm not in my snakes, or industry, or whatever else.
Encouraging people into learning clones rather than 'interacting' clones is bad game design. Then CCP must change the implants, not just removing them. If we have more diversity in learning implants that can also boost skills there won't be a problem what to choose. Also price is insane sometimes, far more than ships hulls. Scanning set is worth about 2 bilions? Watch me how i fly in covop with it...It's same as high SP character and cheap frig before the clone changes. I'm always flying with learning +4 with rest of slots occupied by skills hardwires. Benefit from +4 will always stay in the pod, even if destroyed.
"...genre is a definition, the definition in itself must have boundaries, the boundaries act as barriers, and the barriers are like walls, like the walls of a prisonn++..."
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Temba Mapindazi
13
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Posted - 2015.01.27 08:26:13 -
[216] - Quote
It seems like CCP is once again at dumbing down the game. It is their game so I do not argue their right or ability to do so. I do question their motive and execution.
I wonder if CCP has an educator or a corporate trainer on staff? I know at one time they did employ an economist to help them keep their in game economy on the right track. Perhaps a great deal of the difficult learning curve of EVE could be resolved if experienced educators or trainers instead of talented game designers and programmers took a shot at revamping tutorials and perhaps made some online tutorials to supplement game play for newbies.
Getting the hang of how to fit your ship is never really explained anywhere in game that I have found, and that is pretty darn important. So taking out stuff to make the game more accessible to newer players might not be the best idea.
Perhaps a better more effective way to teach and indoctrinate new players in the ways of New Eden is what is required.
So I say before you strip away anymore of the game we like, try seeing if you can make what you already have more accessible and user friendly.
A combat pilot must have two goals to survive, -á#1 get the first shot in every fight , #2 get the last shot in every fight!
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Luscius Uta
125
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Posted - 2015.01.27 09:10:43 -
[217] - Quote
CCP Darwin wrote:
Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases?
I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.
Considering that they are the only type of implants who can be effective even when you are logged off, I'd say that learning implants are significantly more valuable than others. Furthermore, if I don't have plugged them in, my skill tranining time is significantly reduced and I consider SP to be the most valuable resource in EVE. That makes learning implants mandatory for my clones, which is not the case for non-learning implants.
I'm not fat, I'm just over-tanked!
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Aiyshimin
Shiva Furnace
378
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Posted - 2015.01.27 09:15:06 -
[218] - Quote
Luscius Uta wrote:CCP Darwin wrote:
Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases?
I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.
Considering that they are the only type of implants who can be effective even when you are logged off, I'd say that learning implants are significantly more valuable than others. Furthermore, if I don't have plugged them in, my skill tranining time is significantly reduced and I consider SP to be the most valuable resource in EVE. That makes learning implants mandatory for my clones, which is not the case for non-learning implants.
Then again, it's really a matter of perspective- SP isn't valuable per se, and training time without implants is normal, plugging them in simply increases it.
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Dominique Vasilkovsky
BFG Tech
152
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Posted - 2015.01.27 09:49:42 -
[219] - Quote
baltec1 wrote:Zappity wrote:The problem with learning implants is that they don't contribute to in game activities. Having them active means you are less likely to be doing something else which other people can interact with. So when I'm in my +5 learning I'm not in my snakes, or industry, or whatever else.
Encouraging people into learning clones rather than 'interacting' clones is bad game design. Thats not the implants that entirely down to you. True but why promote a feature that makes people chose inactivity for a large percentage of the playerbase? If the option for attribute implants didn't exist people wouldn't get themselfs locked in "in the wrong clone" in the first place.
Dominique Vasilkovsky EVEboard
Once known as:
Mashie Saldana sold - Anastasia Rigel sold - Monica Foulkes sold
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Gregor Parud
Ordo Ardish
956
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Posted - 2015.01.27 09:51:34 -
[220] - Quote
CCP Darwin wrote:Gregor Parud wrote:people accept risk in this pvp centric MMO where consequences can be harsh? I'm not on the team that brought this question up with the CSM, but I do have a question for you. If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed? Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat? Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases? I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.
The problem is choice, or the removal thereof. I don't care about pod value.
This isn't about "streamlining" anymore, this is becoming "lets remove choices that may have consequences because players told us they don't like consequences". Some people choose to train fast, others choose to train slightly slower but at a lower cost per pod loss. Again others might go for pirate implants because that suits what they're doing at that moment. EVE is about making choices, pro active ones, to adapt and overcome the situation at hand.
See, the logic of "well doesn't every want to train fast, we mighty as well make it baseline" is of course something most people will agree to for their own personal benefit, not because it's good for the game or fitting for the game. If you'd ask people "would you want to start new characters with 100 bil isk" you'd probably get the same percentage of positive answers as you get to this change. That's how much value you should put on test groups like that: none at all.
On top of that, the logic of "lets remove them because everyone wants to use them anyway" can also easily apply to Slave implants. everyone wants to have those, might as well remove them and make it baseline. Everyone wants to scan faster, might as well make it baseline. Everyone wants snakes, might as well make them baseline. It's such a terrible logic it's beyond words.
Removing learning skills made good sense, they were terrible in a "you won't be playing the game for the first 2 months" and while technically they were of course choices realistically they were not, at some point you'd "choose" to train them resulting in zero "useful SP gain". No learning skills = good luck with that. Medical clone removal was logical, they didn't give one any sort of choice that would benefit players in different ways. No medical clone upgrade = good luck with that. Learning implants are not in that same realm, they ARE choices. One of many actually, all competing for the same slots and that is a GOOD thing because it forces the player to intelligent decisions based on his situation, which can have consequences. Even more so with the ease of jump clones there literally is no valid reason other than "many players told us they don't like to have to make choices".
I can see various reasons why one would want to ponder on removing learning skills:
- make missions, a main source for learning implants, less important and worthwhile. Easily solved by making implants drop from exploration, there's already precedents for this - open up those implant slots for funky other options. Making more and funky implants does not somehow mean that others need to be removed, it just means players have more options. More options = good, less options = bad - players are non-effort, lazy and really don't like how there's risk or planning involved in things. I doubt this will need explanation |
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Gregor Parud
Ordo Ardish
956
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Posted - 2015.01.27 09:52:34 -
[221] - Quote
Then we get to the whole "it's better for the newbies" logic, which is inherently false. "newbies can't pay for implants and as such this benefits older, richer players" looks like it makes sense but it doesn't. It's actually the other way round. Lets say a newbie grabs a Rifter and goes solo pvping, he runs into another Rifter flown by a much older player. He's already at an SP disadvantage (which doesn't necessarily mean he'll lose), what are the chances the older player will have slave implants (assuming a plated Rifter) if learning implants got removed? So now that newbie isn't only battling SP and experience, but now also combat related implants. And this translates to bigger scenarios as well: "haves" will be much more powerful in combat/trading/whatever than "not haves", now guess why capable 0.0 groups want to remove learning implants.
Malcanis' law applies: it would benefit older/richer players more than new players because suddenly older ones are not held back anymore by their "need" to train fast, they can pile on the advantages in form of implants. Training SP faster doesn't affect actual current gameplay, it just affects progress towards some (probably lulzy) long term goal.
So here's the reasons why people will tell you that learning implants need to go:
- "I hate risk". This is EVE, gtfo - "I don't like having to make choices". GTFO - "I think that # skill points are all important". They're not and if you feel they are they you have the choice of using implants for it - "it'll help newbies". It won't, it'll actually help older richer players because suddenly they're not held back anymore and can go full combat implants that DO affect actual current performance
All of those are selfish, short term good long term bad choices because that's what most players will opt for. (for an explanation on that I'd refer you to Richard Bartles' "Why virtual worlds are designed by newbies", it's a must read for game designers).
TL;DR: People want learning implants gone for the wrong reasons, mostly selfish and hidden agenda ones. Removing choice is a) bad and b) allows older players to go crazy on implants that WILL affect current gameplay scenario and WILL give them the upper hand |
Dominique Vasilkovsky
BFG Tech
152
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Posted - 2015.01.27 09:57:31 -
[222] - Quote
Chaotix Morwen wrote:Dominique Vasilkovsky wrote:Chaotix Morwen wrote:Why is everybody obsessed with removing choices from this game? Learning implants have always given people the choice of risk vs reward, you people are essentially asking for the reward without the risk. I'll bet you loved the choice given back when we had learning skills to train as well. It isn't about risk, it is about a stupid mechanic that shouldn't have been added to start with. I would happily replace my +5s with highgrade pirate implants if it wasn't for the SP/h penalty currently imposed. The learning skills werent a choice, there wasnt the pick between SP, ship efficency or cost, it was just spend time for bonuses. With implants you can have learning implants, pirate implants or nothing at all, 3 choices which you can intermix as you wish. With choice comes risk. Just because you struggle with choices doesnt mean its a stupid mechanic. Are you seriously saying you wont use pirate implants for the sake of 1.5 sp/m? Does that meager little sp gain mean so much as to gimp your ships? It's the same argument, you didn't have to do the learning skills, sure would be silly long term if you didn't get them trained but no one forced you. Same with the attribute implants. Not to mention the attribute implants were added to make up for the bad learning skill mechanic in the first place.
Up until recently high grade implants were +3 not +4. That 3SP/m would total to 11m SP for the 7 years I have had +5's plugged in.
Dominique Vasilkovsky EVEboard
Once known as:
Mashie Saldana sold - Anastasia Rigel sold - Monica Foulkes sold
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Dominique Vasilkovsky
BFG Tech
152
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Posted - 2015.01.27 10:01:17 -
[223] - Quote
CCP Darwin wrote:Gregor Parud wrote:people accept risk in this pvp centric MMO where consequences can be harsh? I'm not on the team that brought this question up with the CSM, but I do have a question for you. If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed? Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat? Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases? I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents. Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead.
Dominique Vasilkovsky EVEboard
Once known as:
Mashie Saldana sold - Anastasia Rigel sold - Monica Foulkes sold
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Qn'qura Zalas Zula
Aeon Ascendant
14
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Posted - 2015.01.27 10:06:05 -
[224] - Quote
The learning implants are hardly engaging though. More people would no doubt be using entire low/mid grade pirate sets instead for the stats. Myself amongst them.
Proper Preparation Prevents Piss Poor Performance
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Gregor Parud
Ordo Ardish
956
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Posted - 2015.01.27 10:07:56 -
[225] - Quote
Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead.
And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops?
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baltec1
Bat Country Goonswarm Federation
14660
|
Posted - 2015.01.27 10:16:26 -
[226] - Quote
Luscius Uta wrote:CCP Darwin wrote:
Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases?
I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.
Considering that they are the only type of implants who can be effective even when you are logged off, I'd say that learning implants are significantly more valuable than others. Furthermore, if I don't have plugged them in, my skill tranining time is significantly reduced and I consider SP to be the most valuable resource in EVE. That makes learning implants mandatory for my clones, which is not the case for non-learning implants.
Warp speed implants are mandatory for me due to my activities. I have never used any skill implants so no, you dont need them you just want them.
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Edward Olmops
DUST Expeditionary Team Good Sax
242
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Posted - 2015.01.27 10:18:27 -
[227] - Quote
CCP Darwin wrote:Gregor Parud wrote:people accept risk in this pvp centric MMO where consequences can be harsh? I'm not on the team that brought this question up with the CSM, but I do have a question for you. If your practice, normally, is to spend, say, 50 million ISK for a pod full of implants today, why would that not be your practice tomorrow, if learning implants were to be removed? Wouldn't you just spend your money on hardwirings instead, and maybe get an even larger edge in combat? Or, is your concern that learning implants would be viewed by the average player as inherently more valuable than non-learning-implants, so their willingness to spend on their pod decreases? I ask because it's not evident to me that making skill training speed independent of implants will somehow reduce the overall average value of a pod, or the average risk that a player is willing to take on its contents.
1) Learning implants are mandatory for me. For some reason, maximizing Skill Points has been very important to me from day one. This has not changed even though I realized after like 2 years that having a million more or less practically has no relevant impact e.g. on one specific fight. So my pods will ALWAYS have learning implants. I mostly use +5/+4 to be ISK efficient, but due to clone limitations, I might happen to use a clone with 5 learning implants (one +5, 4x +4). 2) I used to jump into empty pods for doing dangerous stuff like nullsec roams etc, but over time I realized that with my given playstyle I do only lose 1-3 pods a year - thus the whole risk thing is highly overrated in my case. In lowsec or highsec you normally don't lose pods anyway, so it comes down to nullsec/WHs and bubbles. And I do NOT go on daily roamings and/or suicide attacks there all the time. And even if I do, I find I die much less than I would have estimated in advance. Also, ISK is less an issue after several years of playing. 3) I am much more sloppy when it comes to skill hardwirings. Skill hardwirings are so specific and there are so many that in virtually every situation I will be stuck in a clone with the wrong implants. Plus, they are hard to get in remote lowsec or nullsec. Hardwirings for fittings are even more annoying: once you commit yourself to a fitting that needs an implant you will find yourself even more often either lacking the hardwiring OR being stuck in a clone with useless hardwirings. So, although they might give an edge, I mostly don't use skill hardwirings OR restrict myself to cheap and very generic ones (+5% speed for example - that is useful on any ship) Exceptions would be special situations like the AT or the like where you know what is coming and every bit counts.
Conclusion: To me, implants are no significant part of any risk/reward considerations. If learning implants were to be removed and everything else stayed the same, the average value of my pod would decrease significantly. That would have no big impact on my behaviour, because I do not lose many pods and I do not avoid risks because of implants. However, it would be more comfortable in regards to flexibility of skill training. |
Dominique Vasilkovsky
BFG Tech
152
|
Posted - 2015.01.27 10:50:18 -
[228] - Quote
Gregor Parud wrote:Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead. And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops? I never talked about helping newbies, I was just shooting down your stupid idea where you suggest it should take them 15 years to catch up to where we are after 10 years.
Dominique Vasilkovsky EVEboard
Once known as:
Mashie Saldana sold - Anastasia Rigel sold - Monica Foulkes sold
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baltec1
Bat Country Goonswarm Federation
14661
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Posted - 2015.01.27 10:54:12 -
[229] - Quote
Dominique Vasilkovsky wrote:Gregor Parud wrote:Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead. And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops? I never talked about helping newbies, I was just shooting down your stupid idea where you suggest it should take them 15 years to catch up to where we are after 10 years.
Thats a myth anyway.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Gregor Parud
Ordo Ardish
957
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Posted - 2015.01.27 10:55:47 -
[230] - Quote
Dominique Vasilkovsky wrote:Gregor Parud wrote:Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead. And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops? I never talked about helping newbies, I was just shooting down your stupid idea where you suggest it should take them 15 years to catch up to where we are after 10 years.
But they can't catch up, not in the current situation nor in the suggested one. All it'll do is allow you to not "have to" choose learning implants and instead use lol implants which will give you a massive benefit DURING their progress. In short; drop the pretence that you're doing this "for the good of newbies, so they can advance faster". You just want to soothe your OCD to a point where you will allow yourself to drop learning implants in favour of combat ones, because it would give you more advantages. |
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Dominique Vasilkovsky
BFG Tech
152
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Posted - 2015.01.27 11:01:58 -
[231] - Quote
Gregor Parud wrote:Dominique Vasilkovsky wrote:Gregor Parud wrote:Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead. And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops? I never talked about helping newbies, I was just shooting down your stupid idea where you suggest it should take them 15 years to catch up to where we are after 10 years. But they can't catch up SP wise (not that this matters), not in the current situation nor in the suggested one. All it'll do is allow you to not "have to" choose learning implants and instead use lol implants which will give you a massive benefit DURING their progress. In short; drop the pretence that you're doing this "for the good of newbies, so they can advance faster". You just want to soothe your OCD to a point where you will allow yourself to drop learning implants in favour of combat ones, because it would give you more advantages. I'm just saying they should progress at the same pace we have done up until now, not slower (which your 1800SP/h suggest).
Dominique Vasilkovsky EVEboard
Once known as:
Mashie Saldana sold - Anastasia Rigel sold - Monica Foulkes sold
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Dominique Vasilkovsky
BFG Tech
152
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Posted - 2015.01.27 11:04:27 -
[232] - Quote
baltec1 wrote:Dominique Vasilkovsky wrote:Gregor Parud wrote:Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead. And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops? I never talked about helping newbies, I was just shooting down your stupid idea where you suggest it should take them 15 years to catch up to where we are after 10 years. Thats a myth anyway. My average SP/h since birth is 2440, Gregor Parud suggested all SP accumilation should be locked at 1800. How are people going to reach the same number of SP in the same timeframe that way?
Dominique Vasilkovsky EVEboard
Once known as:
Mashie Saldana sold - Anastasia Rigel sold - Monica Foulkes sold
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Gregor Parud
Ordo Ardish
957
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Posted - 2015.01.27 11:09:50 -
[233] - Quote
Dominique Vasilkovsky wrote:My average SP/h since birth is 2440, Gregor Parud suggested all SP accumilation should be locked at 1800. How are people going to reach the same number of SP in the same timeframe that way?
You realise that that post was sarcastic, to see who'd bite on it? To see who'd go "yes well equality is fine and all and I'll use it as my official reason to support the changes but I'm not really into it for the equality. I just want really fast, zero consequence skill training".
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baltec1
Bat Country Goonswarm Federation
14662
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Posted - 2015.01.27 11:12:04 -
[234] - Quote
Dominique Vasilkovsky wrote:baltec1 wrote:Dominique Vasilkovsky wrote:Gregor Parud wrote:Dominique Vasilkovsky wrote:Currently I have 530M worth of attribute implants and 600M worth of hardwires, with no attributes tied to the implants I would have 2-4b worth of pirate implants plugged in instead. And it would give you a hilarious advantage over younger players who can't spend that money on them. So removing implants isn't helping newbies at all, now is it. Oops? I never talked about helping newbies, I was just shooting down your stupid idea where you suggest it should take them 15 years to catch up to where we are after 10 years. Thats a myth anyway. My average SP/h since birth is 2440, Gregor Parud suggested all SP accumilation should be locked at 1800. How are people going to reach the same number of SP in the same timeframe that way?
You can only put so much SP into a single ship. You are effective in pvp at 30 minutes old.
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Primary This Rifter
4S Corporation Goonswarm Federation
517
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Posted - 2015.01.27 11:20:53 -
[235] - Quote
That's not really a good rationale for locking everyone at 1800 sp/hr.
Reminder: CCP thinks you have no right to your alliance logos.
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baltec1
Bat Country Goonswarm Federation
14662
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Posted - 2015.01.27 11:30:50 -
[236] - Quote
Primary This Rifter wrote:That's not really a good rationale for locking everyone at 1800 sp/hr.
Im against binning SP implants. The whole argument for removing them is a hollow one.
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Benny Ohu
Chaotic Tranquility Warp to Cyno.
4267
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Posted - 2015.01.27 12:07:25 -
[237] - Quote
pay attention to my opinion as it's the important one, i didn't read any of the others because they're not as extremely important as mine
ok you all listening now good
i see a certain level of learning implants as practically mandatory. we can't gain time spent training on a character through any method than waiting out that time. it's therefore an incredibly valuable resource, and when presented with a multiplier for that time in the form of learning implants you'd be silly for not wearing the reasonably-priced ones as often as you're able
if we see that the vast majority of characters are wearing skill implants, it's probable that they're pretty much considered a 'must have'. ofc i can't see this, someone with access to the data'd have to look. i don't like must-haves in a game, they're just a few extra clicks i have to do, something i need to earn before i can get going to the fun bit. it's got the gameplay value of a checkbox you have to click before undocking
in eve ofc we know the value we're risking can plausibly affect our willingness to engage but i don't really care or know about that in this case, especially as i never really left lowsec
i'd have a look at what level implants the largest proportion of characters have equipped. if, for example, a huge number of characters have +3 implants, i think that'd indicate that the price:benefit ratio made these a must-fit, and that the price:benefit of +4s was at a nicer spot in comparison
since i don't like must-fits, i'd take action to remove the 'must' bit. i'd then make +4s into +1s, leave them where they are in terms of rarity, sit back and see what happens
removing learning implants deffo ain't dumbing down the game and if it decreases mission rewards to an unhealthy level we can think of something cool to add to the loyalty point stores to replace the implants so that doesn't really matter
i won't read any replies because they're unimportant if they're not by me love benny |
Benny Ohu
Chaotic Tranquility Warp to Cyno.
4267
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Posted - 2015.01.27 12:13:00 -
[238] - Quote
Benny Ohu wrote:i won't read any replies because they're unimportant if they're not by me love benny i just realised this'd mean i wouldn't be able to read the tremendous amount of praise gd will doubtless lay upon me for being so great
therefore all reading have my permission to mail their appreciations for my posting directly to me provided their appreciations are in the form of fabulous and expensive gifts |
baltec1
Bat Country Goonswarm Federation
14662
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Posted - 2015.01.27 12:14:08 -
[239] - Quote
Why is it people are forever confusing what they want with what they need? You dont need these implants.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Benny Ohu
Chaotic Tranquility Warp to Cyno.
4267
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Posted - 2015.01.27 12:17:29 -
[240] - Quote
didn't need to upgrade your clone when you died neither did you
but you did |
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