tag:blogger.com,1999:blog-10989652.post1357196740328731548..comments2024-02-13T04:29:44.662-05:00Comments on Inner Sanctum of the Ninveah: Death to the Skill SystemKirith Kodachihttp://www.blogger.com/profile/12322297953184168725noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-10989652.post-79815476196669343952015-11-07T15:22:19.709-05:002015-11-07T15:22:19.709-05:00At it's core, I view Eve as a long term optimi...At it's core, I view Eve as a long term optimization game where one has to make choices that will impact them years into the future. I've spent years specializing in perfecting specific skills at the expense of a breath of coverage, because it's what I enjoy and it makes me the best at specific things, even if it's only 5% better than the person next to me. I'd be all for players starting with increased skills or perhaps support skills that are important at 4 (not 5) but I think the resource of skillpoints and the economics involved in deciding what to do with that resource is something you are undervaluing too heavily.Conventia Underkinghttps://www.blogger.com/profile/06317630696028855927noreply@blogger.comtag:blogger.com,1999:blog-10989652.post-7881750847597916932015-10-21T13:10:21.285-04:002015-10-21T13:10:21.285-04:00Skills allow players can make choices that influen...Skills allow players can make choices that influence how valuable they will be for different endeavors. This is good. I don't really mind if ccp wants to allow new player to bypass the time to get those skills by paying money. (character bazar or aurum for skill packets) But I don't think they should remove the choices all together. The game would lose allot. Joe Mccarronhttps://www.blogger.com/profile/16885176319494483585noreply@blogger.comtag:blogger.com,1999:blog-10989652.post-37115129366784123062015-10-18T21:15:48.342-04:002015-10-18T21:15:48.342-04:00I be damned, another person that gets it =) Though...I be damned, another person that gets it =) Though TBH the system is rather aimed at at least intermediate characters able to generate needed ISK (or well, ones with deep $$ pockets). If I changed anything, then I'd remove the whole "diminishing returns" thing and just add flat 10% penalty across the board - if we turn SP into commodity, then let's do that properly - without any semblance on progression bullshit or equaling SP to commitment (wtf) as they wrote it in the devblog.<br /><br />Or make it dependend on some extra in-game skills (that cannot be injected) to control starting ISK/time point, for example (starts at 100% penalty):<br /><br />- neurotransport (requires some IV and maybe V skills - biology, science, etc.) rank M; allows use of SP packs; decreases penalty by 4% per level<br />- neurotransport synchronization (requires neurotransport V) rank N; lessens penalty by 15% per level<br />- neurotransport calibration (requires neurotransport IV) rank L; lessens penalty by 10% per level<br /><br />Adjust M, N, L and price of skillbooks as necessary.Unknownhttps://www.blogger.com/profile/05618685179981634387noreply@blogger.comtag:blogger.com,1999:blog-10989652.post-9178501625308094302015-10-17T20:43:44.220-04:002015-10-17T20:43:44.220-04:00Just an observation. Putting aside the whales who ...Just an observation. Putting aside the whales who will throw money at a problem, what you propose is turning EVE from a time based progression to where the more active you are in a game, the faster you progress, with ISK the means of progression. That's a pretty big change in the game's design.<br /><br />NoizyGamerhttps://www.blogger.com/profile/17315716516032999133noreply@blogger.comtag:blogger.com,1999:blog-10989652.post-76285704559081513382015-10-17T17:10:19.925-04:002015-10-17T17:10:19.925-04:00I can see that the current skill point system inst...I can see that the current skill point system instills a sense of accomplishment - there is a certain satisfaction in hearing 'Skill Training Completed', especially as a new player. I can also see that a no-skill point system would cheapen the ability fly capital ships.<br /><br />But how much of that sentiment is simply a conditioned response, based on the notion that 'games have always been that way'? I honestly can't tell.<br /><br />I can see ways how a no-skill point system could be abused. Need another Capital pilot? Create an alt, hand her all the necessary equipment, and off she goes.<br /><br />An alternative could be a skill-point system with drastically reduced training times; and preferably the effective elimination of the basic support skills. There would still be an SP hill to climb, but it would be a more approachable endeavor.Druur Monakhhttps://www.blogger.com/profile/07299435488090977357noreply@blogger.comtag:blogger.com,1999:blog-10989652.post-21860065841536728502015-10-17T14:04:35.742-04:002015-10-17T14:04:35.742-04:00"You'll destroy the feeling of accomplish..."You'll destroy the feeling of accomplishment for training a new skill. Yeah, congrats on paying your subscription there tiger."<br /><br />Made me laugh too. Seriously though, how is exchanging a monthly sub fee for a month of no-effort SP any different from exchanging money anywhere else for SP? Along those lines, paying RL cash for your skill queue time is p2w compared to people who take the time and effort to grind the ISK in game and earn their SP from PLEX purely in game.<br /><br />I genuinely have not heard any valid technical reason against SP transfers. The key points are the diminishing returns at higher SPs (actually an SP sink), and that, like the way PLEX works for ISK, it is just a mechanism for moving existing SP around -- it doesn't introduce a single new SP out of thin air.KNhttps://www.blogger.com/profile/15017304476521476575noreply@blogger.comtag:blogger.com,1999:blog-10989652.post-35247249416768870472015-10-16T23:45:00.531-04:002015-10-16T23:45:00.531-04:00"You'll destroy the feeling of accomplish..."You'll destroy the feeling of accomplishment for training a new skill.<br /><br />Yeah, congrats on paying your subscription there tiger."<br /><br />LOL But I did a jig when I reached Fighter Bombers 5. It was a tough slog. From 51 days to the mid 30's was OK, but then it seemed liked weeks before I got into the 20's. And staring at EveMon didn't speed it up. All that time, as my character kept studying, mastering the art and science behind how to best tell my little fighter bombers what to do, and do it 5% better, I just knew that one day I'd get that diploma. Anonymoushttps://www.blogger.com/profile/10790099156601199483noreply@blogger.comtag:blogger.com,1999:blog-10989652.post-82010608725585060942015-10-16T13:35:25.644-04:002015-10-16T13:35:25.644-04:00Hell, if CCP is going to go "full retard"...Hell, if CCP is going to go "full retard", they might as well start letting people harvest SP from pods. Why not, if the actually introduce this idiocy.<br /><br />Oh, and I am suggesting that I first coined the phrase "can I have your SP" for the typical phrase directed at players quitting Eve, and there will be many more soon.Vince Snettertonhttps://www.blogger.com/profile/00645892172885793532noreply@blogger.comtag:blogger.com,1999:blog-10989652.post-71201691541032579862015-10-16T12:46:58.681-04:002015-10-16T12:46:58.681-04:00I think you may be four or five years in advance o...I think you may be four or five years in advance of anybody else on that subject. Revolutionary ideas can't be accepted by the majority without going through painful incremental steps first. The current neural packet is likely to be a great evolutionary step in that direction, though.<br /><br />A skill based game system with immortal characters must either disappear simply by the nature of everyone acquiring all the skills (as you point out) or continue adding new skills branch and tech levels. I personally favor this second approach, introducing Tech IV technologies with a new set of high caliber skills that older players would be the first to be able to master, as well as a Sixth level for skills. As tech levels progress, new players should easily master lower tech level skills, while older ones should keep the benefit of being the first ones to master the newer technologies. The challenge, of course, is to keep the game balanced, but I would prefer a future in Eve where T2 ships would become the fleet standards, T1 ships being the Ford T models. <br /><br />In the Eve Forever model, I do not believe CCP will be able to keep going without chosing one of these two paths at some point. Anonymoushttps://www.blogger.com/profile/15273751173628043890noreply@blogger.com