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blankseplocked Smother skill bonuses.
 
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Jokerface666
Amarr
Posted - 2011.02.16 14:10:00 - [1]
 

Edited by: Jokerface666 on 17/02/2011 05:59:25
Ahoi o/

My idea is to double the levels that skills have to 10, this would make them add the skill bonuses more frequently wich would make long term skills more enjoyable.
So a long term skills would not give 5% bonus to X per level after 24 days, it would give 2,5 % after 12 days. (Example with lvl 5)
so the bonus won't be "5% to capacitor recharge rate per level",
it would be "2,5% bonus to capacitor recharge rate per level".
In sum you get the 5%, but you get 2,5% after half of the skills is finished.

This would be awesome on Spaceship command skills, where you have to wait for 20 days to get a level.

Learning at the Moment:
1. Add Skill to quee
2. wait 4 days
3. benefit.

My Idea:
1. Add Skill to quee
3. wait 2 days and benefit a little bit from it
4. wait another 2 days and get the full bonus.

Was just an idea while sitting on the toilet :-D

so do not flame to much :-P

Br

monkfish1234
Caldari
The Knights of Spamalot
Posted - 2011.02.16 14:21:00 - [2]
 

Edited by: monkfish1234 on 16/02/2011 14:21:29
I suspect while this is a cool idea it's something that would drasticly increase db sizes for character sheet etc. if you consider that a BS fully fitted for example has to go and find out what level every skill is that effects the shield,armor,hull,pg,cpu,agility,max velocity,sig, etc etc etc.

there are hundreds of skills that effect a ship. Currently it's a 6 teired system 0-6 which is simple enough. but turn that into 100 teirs or w/e and it becomes a massive job to create all of that information.

more information to go through means that when you undock you'll be sat in that black screen longer and longer and it gathers and applied all the information to the ship instance.

For now atleast I don't think it is a practical idea to implement.

Jokerface666
Amarr
Posted - 2011.02.16 14:26:00 - [3]
 

Originally by: monkfish1234
Edited by: monkfish1234 on 16/02/2011 14:21:29
I suspect while this is a cool idea it's something that would drasticly increase db sizes for character sheet etc. if you consider that a BS fully fitted for example has to go and find out what level every skill is that effects the shield,armor,hull,pg,cpu,agility,max velocity,sig, etc etc etc.

there are hundreds of skills that effect a ship. Currently it's a 6 teired system 0-6 which is simple enough. but turn that into 100 teirs or w/e and it becomes a massive job to create all of that information.

more information to go through means that when you undock you'll be sat in that black screen longer and longer and it gathers and applied all the information to the ship instance.

For now atleast I don't think it is a practical idea to implement.


I think you missunderstood me.
The ABLE TO FLY A SHIP thing would stay like it is. Also the leveling would stay.
I am just talking about the bonuses a skill gives to specific things like f.e. Cap recharge rate.

Yea was pretty sure this would give a much more load to the servers, i just want to know what you guys think about it.

BR

monkfish1234
Caldari
The Knights of Spamalot
Posted - 2011.02.16 14:30:00 - [4]
 

It's a nice idea like i said above, but the skills relate to alot of calculations that need to be made which happen undock or change sessions.

I think if lag can be reduced to a more acceptable level then something like this might be worth looking at, but right now it would add to the problems they are trying to fix.

Jokerface666
Amarr
Posted - 2011.02.16 14:33:00 - [5]
 

Originally by: monkfish1234
It's a nice idea like i said above, but the skills relate to alot of calculations that need to be made which happen undock or change sessions.

I think if lag can be reduced to a more acceptable level then something like this might be worth looking at, but right now it would add to the problems they are trying to fix.


Fully agreed.

Mag's
the united
Negative Ten.
Posted - 2011.02.16 14:39:00 - [6]
 

Originally by: Jokerface666
Was just an idea while sitting on the toilet :-D

I think it should have been flushed with it's identical twin tbh.

Why do people keep trying to turn Eve into easy mode (WoW), it beggars belief.

Jokerface666
Amarr
Posted - 2011.02.16 14:55:00 - [7]
 

Originally by: Mag's
Originally by: Jokerface666
Was just an idea while sitting on the toilet :-D

I think it should have been flushed with it's identical twin tbh.

Why do people keep trying to turn Eve into easy mode (WoW), it beggars belief.


ROFL, never played WoW,
why are you not writing down your concerns about the topic instead of writing bullshiat and wasting everyones time!? ^^

monkfish1234
Caldari
The Knights of Spamalot
Posted - 2011.02.16 15:04:00 - [8]
 

fail to see how this would make eve any easier?

the skill would still give the same amount when fully trained. just rather than having it at 5% per level, it would be for instance 2.5% per level but have 10 'levels' (simplistic example, would probably be segmented far more than that).

Also i would image that rahter than having a "train to next level" you would just train and the bonus' would gradually improve as you completed more of the training.

End of the day you would still want the skill maxed to get the best and the same as what lvl 5 is now.

Jokerface666
Amarr
Posted - 2011.02.16 15:06:00 - [9]
 

Originally by: monkfish1234
fail to see how this would make eve any easier?

the skill would still give the same amount when fully trained. just rather than having it at 5% per level, it would be for instance 2.5% per level but have 10 'levels' (simplistic example, would probably be segmented far more than that).

Also i would image that rahter than having a "train to next level" you would just train and the bonus' would gradually improve as you completed more of the training.

End of the day you would still want the skill maxed to get the best and the same as what lvl 5 is now.


That's what i am talking about.

Mag's
the united
Negative Ten.
Posted - 2011.02.16 15:14:00 - [10]
 

I'll explain it too you both, as it's obviously far too complicated.

Training skills to certain levels, means taking a choice. The higher the rank and level, the harder that choice becomes.

Time verses reward.

What you are suggesting is a removal of that choice, in favour of 'get bonuses all the way through, can stop any time and train other stuff and still get bonuses' easy mode.

So NO.

Jokerface666
Amarr
Posted - 2011.02.16 15:20:00 - [11]
 

Originally by: Mag's
I'll explain it too you both, as it's obviously far too complicated.

Training skills to certain levels, means taking a choice. The higher the rank and level, the harder that choice becomes.

Time verses reward.

What you are suggesting is a removal of that choice, in favour of 'get bonuses all the way through, can stop any time and train other stuff and still get bonuses' easy mode.

So NO.


Ok good point, wasn't thinking about it in that way.
thank you sir!

Mag's
the united
Negative Ten.
Posted - 2011.02.16 15:21:00 - [12]
 

Originally by: Jokerface666

Ok good point, wasn't thinking about it in that way.
thank you sir!

Respect to you good sir.

monkfish1234
Caldari
The Knights of Spamalot
Posted - 2011.02.16 15:36:00 - [13]
 

I agree that if something like this was implemented the points at which bouns' increased etc would not be able to be linear as like you say that would remove the time vs reward decision that currently makes most people train everything to lvl 4.

i think currently every level is 5x more sp that the previous. it wouldn't be hard to break those steps down and keep the non-linear element of training which in turn would still keep the need for players to decide if it would be worth doing that last bit for the max bonus'

Jokerface666
Amarr
Posted - 2011.02.16 15:38:00 - [14]
 

Originally by: monkfish1234
I agree that if something like this was implemented the points at which bouns' increased etc would not be able to be linear as like you say that would remove the time vs reward decision that currently makes most people train everything to lvl 4.

i think currently every level is 5x more sp that the previous. it wouldn't be hard to break those steps down and keep the non-linear element of training which in turn would still keep the need for players to decide if it would be worth doing that last bit for the max bonus'


True, becouse you'd get for example for up to LVL 1 a bonus like 0,5 % every 200 SP, but for LVL V you would get like 0,01 % for every 1000 SP.
both of you are right... i shouldn't think about stuff like that, on the toilet.....

Mag's
the united
Negative Ten.
Posted - 2011.02.16 15:53:00 - [15]
 

Originally by: monkfish1234
I agree that if something like this was implemented the points at which bouns' increased etc would not be able to be linear as like you say that would remove the time vs reward decision that currently makes most people train everything to lvl 4.

i think currently every level is 5x more sp that the previous. it wouldn't be hard to break those steps down and keep the non-linear element of training which in turn would still keep the need for players to decide if it would be worth doing that last bit for the max bonus'

Those steps are already broken down into 5 levels.
Level 5 should always be the longest train and the choice of whether or not to join it a hard one.

This is one of the things that makes Eve a great game. Changing it only dumbs the game down.

Amaroq Dricaldari
Amarr
Vengeance Industrial Militia
Posted - 2011.02.16 16:39:00 - [16]
 

This would be both useful and realistic.

+1 (and another +1 per skill level)

Amaroq Dricaldari
Amarr
Vengeance Industrial Militia
Posted - 2011.02.16 17:37:00 - [17]
 

Bump

Jokerface666
Amarr
Posted - 2011.02.17 05:56:00 - [18]
 

I just thought about this idea again,

i do not really see anything bad from it, the game won't become easier, for new players or "not so old" there would be nearly no change.
The good thing is for Old Players which have only long term skills left. So they do net get 5 % bonus to something after 28 days of trainin to lvl V. They would get 2,5 % bonus to get to level 9, which would be after 14 days and another 2,5 % bonus to lvl 10 after another 14 days.

I think it's still a good idea to double the Skill levels but cut the bonuses per level into the half.

quadz
Posted - 2011.02.17 07:19:00 - [19]
 

Edited by: quadz on 17/02/2011 07:21:45
Edited by: quadz on 17/02/2011 07:20:21
I got to say -1, and this is from a new player (2mil sp) perspective.

New players know that they can catch up to the more advanced players in a reasonable amount of time in specific skill sectors due to the higher level skills taking so long to train.

If your change were to go live, players who've been playing longer and decide to train into something, will train into it sooner (though at a decreased rate of effectiveness of the final level of course). This effectively slides the slider in their favor against newbies who are already seriously disadvantaged in this game.

Part of the reason I signed up is knowing that given a couple weeks I can have levels 3 or 4 in some basic combat skills and pvp. With this proposed change, older players will have that much more of an advantage by training into what took a long time skill, they will now receive part of the benefit early on, further skewing the fight against the newbie. When you add this half a level advantage across multiple skills and skills categories (drones/gunnery/missiles/engineering/etc) it adds up to be a pretty hefty tax on new players Eve doesn't need.

Example. As a newer player getting into pvp, what would you rather face. Someone with drone interfacing 4 training to 5 and thus having 80% of the bonus. Or a player training into 5 and having 90%? Times this across the board for multiple skills and it becomes a huge buff.

Jokerface666
Amarr
Posted - 2011.02.18 13:51:00 - [20]
 

But you are aware that a 4 months char can **** a 5 years char???

Tarron Sarek
Gallente
Biotronics Inc.
Initiative Mercenaries
Posted - 2011.02.18 14:16:00 - [21]
 

The only problem I see with this is that after you break it down into more steps, a bit later someone will propose to break it down into more steps.
If you get, what I mean. It's the give them an inch and they'll take a mile syndrome.
Or to put it another way: it won't change much, because impatient players will stay impatient.

In some aspects of a game changing stuff doesn't necessarily make the game better, since it all comes down to personal preferences. For example the given topic: how fast you achieve stuff. Some players are really patient. Some other people prefer fast or instant fun. And unless it really is fast or instant, they'll always be a bit unsatisfied. Changing it towards fast or instant usually has only a temporarily effect and you'll be at square one in no time.

That's why I'm always sceptic about such changes, as the 'improvement' is totally subjective and often non-existent, if you look at it afterwards.

monkfish1234
Caldari
The Knights of Spamalot
Posted - 2011.02.18 14:46:00 - [22]
 

this argument makes pretty little sense as the younger player would be in exactly the same situation. as much as a player could be half way between 4 - 5 and have 90% dmg rather than 80% you could be halfway between 3 - 4 and have 70% rather than 60%.

but, for someone for instance 5 years old alot of their skills are at lvl 5 already. so this actually plays more to the younger players who will get more frequent increments in their bonus'.

Mag's
the united
Negative Ten.
Posted - 2011.02.18 14:54:00 - [23]
 

It's still dumbing down the game and making it way too easy.

I like the fact that some make the choice to go to level 5 and others can't wait and train other things.
Those that have patients get the benefits, but it still remains a choice.

monkfish1234
Caldari
The Knights of Spamalot
Posted - 2011.02.18 15:08:00 - [24]
 

this is rouhgly what you'd be looking at. (would probably be done better to smooth the graph more into a curve.

blue being what we're talking about red what happens currently.

Graph shaped goodness

Mag's
the united
Negative Ten.
Posted - 2011.02.18 15:24:00 - [25]
 

I don't need graphs, to know how bad this idea is.


 

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