Re: Discussion on the probelms of attributes

I'd say a respec once a year would be fine as long as it stays in the confines of character creation. Meaning you can't just assign your attributes as you wish but instead you can choice your school, speciality, corp and spark again ( giving only attribute bonuses, extensions stay as they were. )

Everyone gets given a single respec now. When you use it it will go into CD for a year or maybe half a year. If you don't use it it will stay a single respec, the cooldown will only start when you use it. So if you respec right away you'll get your second respec in a year. If you wait half a year then you get your second one in a year and a half. No matter what you do you're stuck with your choice for a full year.

*Insert really awesome sig here*

Re: Discussion on the probelms of attributes

I can see the frustration, unfortunately I can't feel very sorry for anyone that didn't take the 5 minutes (if even?) to get the planner and map out a bunch of skills and then optimize. Or ask someone in help chat before blowing your entire wad of EP. Seeing the large player base from eve here, nothing should have been all that hard to grasp (or that surprising). Re-spec shouldn't even be considered until much later IMO. That's how I see it at least; a certain amount of consequence tends to make the game a lot more enjoyable..

But, you're in luck. You can delete characters for free until the 7th!

28 (edited by Zhroedinger 2010-12-02 20:27:04)

Re: Discussion on the probelms of attributes

Saul Tigh wrote:

I can see the frustration, unfortunately I can't feel very sorry for anyone that didn't take the 5 minutes (if even?) to get the planner and map out a bunch of skills and then optimize. Or ask someone in help chat before blowing your entire wad of EP. Seeing the large player base from eve here, nothing should have been all that hard to grasp (or that surprising). Re-spec shouldn't even be considered until much later IMO. That's how I see it at least; a certain amount of consequence tends to make the game a lot more enjoyable..

But, you're in luck. You can delete characters for free until the 7th!

You are assuming that the many people who are attracted to the low barrier to entry will give more than a passing thought to character generation before figuring out whether they want to stick around to have a care about their character's advancement plan.

You are assuming they even knew about 'the planner' or any other meta-game extension to pre-plan how they were going to have their fun before they even decided the game was worth more than a passing glance.  Like anyone should have to use such a device before sitting down to play any game.

And yet, despite that it should be 'too bad, so sad' you're stuck with your decisions... life's rough get a hat?!    B.S. on that.

What if a person thought they'd want to play the game one way then found out that they really enjoy something else more and would rather specialize in that?  Why would Avatar Creations not want to cater to them just a little bit?

In other words, things change, people's wants/needs from a game change and the devs should be sensitive to that and allow for some mechanism for that to be accounted for.  Nothing abusive like re-speccing mid-raid like in WoW, which works there, but would be horrible here, just an option to rectify the past with greater understanding of the environment they are in.

Humans adapt and change, but if the equations can't adapt and change with them then a resetting of the equations needs to be in place.

Ta,

29 (edited by Apher 2010-12-02 21:12:48)

Re: Discussion on the probelms of attributes

For me the problem lies in the strange way attributes affect Ep progression. I have two accounts: 1 pure combat and 1 pure indi. When I created them I didn't put much work into planning them but I've read up on the forums that "pure" is the way to go so thats what I did.

Yesterday I started wondering if there are any alternatives I've missed so I spent 2-3 hrs on the planner and guess what... everyone was right.

There is simply no scenario in which putting attributes into anything else than pure indy or pure combat is worth it. Well there is one build I managed to come up with. It's combat build specialized in the electronic warfare ONLY, which is better off if you put a little bit (e.g. just last choice of spark ) in the research and developement but only if you skip any weapon skills (which makes it kinda pointless imo) and the return is few days worth of EP anyway!

All other builds whether is pure mining indy, pure production indy, all combat builds etc is severly gimped if you make creation choice other than 4x combat or 4x indy.

So my question is why put attributes at all? The simpler and less painfull solution is to just make people choose between combat or industial class. Yea it's less sandbox but right now the freedom we have is an illusion. We're only free to have a same char as everyone else or a gimped char.

Or just fix the attribute system so the primary attribute for the given skill bears less weight comparing to the secondary attribute for the same skill than it is now. That would enable some more flexibility in terms of builds. For example almost all mining skills have Mechatronics as a secondary attribute. Wouldn't it make sense to be better off putting at least few points into this attribute if you want only mining char and thus be a little different than other standard builds (right now its all indy)?

Re: Discussion on the probelms of attributes

Apher wrote:

For me the problem lies in the strange way attributes affect Ep progression. I have two accounts: 1 pure combat and 1 pure indi. When I created them I didn't put much work into planning them but I've read up on the forums that "pure" is the way to go so thats what I did.

Yesterday I started wondering if there are any alternatives I've missed so I spent 2-3 hrs on the planner and guess what... everyone was right.

There is simply no scenario in which putting attributes into anything else than pure indy or pure combat is worth it. Well there is one build I managed to come up with. It's combat build specialized in the electronic warfare ONLY, which is better off if you put a little bit (e.g. just last choice of spark ) in the research and developement but only if you skip any weapon skills (which makes it kinda pointless imo) and the return is few days worth of EP anyway!

All other builds whether is pure mining indy, pure production indy, all combat builds etc is severly gimped if you make creation choice other than 4x combat or 4x indy.

So my question is why put attributes at all? The simpler and less painfull solution is to just make people choose between combat or industial class. Yea it's less sandbox but right now the freedom we have is an illusion. We're only free to have a same char as everyone else or a gimped char.

Or just fix the attribute system so the primary attribute for the given skill bears less weight comparing to the secondary attribute for the same skill than it is now. That would enable some more flexibility in terms of builds. For example almost all mining skills have Mechatronics as a secondary attribute. Wouldn't it make sense to be better off putting at least few points into this attribute if you want only mining char and thus be a little different than other standard builds (right now its all indy)?

Very good post. Very good and valid points. I would like to know as well. If this seems to be the case. And attributes have that much of an effect. Then it's really dissapointing.

Re: Discussion on the probelms of attributes

Agree with OP. They should offer a stEVE like option to respect once a year.

Re: Discussion on the probelms of attributes

Zhroedinger wrote:

You are assuming...

I am assuming you are a crybaby now...

While I do agree that the attributes are a little odd, it is NOT hard or that INSANE to do a little research for a game you are going to be paying for every month, unless you are just lazy (or just want to whine to get what you want). The character system is setup to be very accessible to making several characters. If you did a trial, its 4 dollars. Don't renew the trial. Make another one. This is not very hard to understand from a developer standpoint either. If you are just 'testing the waters' I don't see why you wouldn't have done the trial anyway. In short, cry more.

Re: Discussion on the probelms of attributes

It's a problem. It's going to keep being a problem. It's not going to go away. Too many are going to choose the game respec option. Click, what was that sound? It was the game losing money, cause this hasn't been fixed.

34 (edited by Testosterowned 2010-12-03 02:28:43)

Re: Discussion on the probelms of attributes

Sorry if this has already been discussed, by why not just start at attributes at 1 and have them increased based on how much EP you use in skills that are already associated with specific attributes?

Every 100EP used in skill X raises int and memory .001? Or .01? You get the idea. That way people sculpt their characters over time, and is inherently hardcapped (using that term loosely) by skills.

Edit: if you think about it, this makes more sense lorewise. If you've spent every waking moment studying combat for a few years, you should think one or two new combat skills would be learned pretty quickly. You wouldn't expect bruce lee to take as long to learn to box as bill cosby, eh?

Re: Discussion on the probelms of attributes

Testosterowned wrote:

Sorry if this has already been discussed, by why not just start at attributes at 1 and have them increased based on how much EP you use in skills that are already associated with specific attributes?

I am pretty sure that this is the first idea in this thread entirely solving the problem of having to wait enough attribute related to a skill before upgrading it, to optimize your character.

Now the hard part will be to balance it so that for a given set of skills, every learning order has the same total EP cost (hence total learning time), otherwise still fall in the problem of having to wait before taking some skills if you want to maximize your char.

Re: Discussion on the probelms of attributes

Nipa wrote:
Testosterowned wrote:

Sorry if this has already been discussed, by why not just start at attributes at 1 and have them increased based on how much EP you use in skills that are already associated with specific attributes?

I am pretty sure that this is the first idea in this thread entirely solving the problem of having to wait enough attribute related to a skill before upgrading it, to optimize your character.

Now the hard part will be to balance it so that for a given set of skills, every learning order has the same total EP cost (hence total learning time), otherwise still fall in the problem of having to wait before taking some skills if you want to maximize your char.

Doesn't having an attribute just mean less ep is required to acquire a skill? So if it takes 10.000 ep into one genre of skills to raise attributes enough to lower the skills from the same genre about 0.1%. So thered be no reason to hold ep and wait? This is in no way time based really, if you don't spend the ep you don't reap the benefits

37 (edited by Testosterowned 2010-12-03 16:01:50)

Re: Discussion on the probelms of attributes

Nipa wrote:
Testosterowned wrote:

Sorry if this has already been discussed, by why not just start at attributes at 1 and have them increased based on how much EP you use in skills that are already associated with specific attributes?

I am pretty sure that this is the first idea in this thread entirely solving the problem of having to wait enough attribute related to a skill before upgrading it, to optimize your character.

Now the hard part will be to balance it so that for a given set of skills, every learning order has the same total EP cost (hence total learning time), otherwise still fall in the problem of having to wait before taking some skills if you want to maximize your char.

Doesn't having an attribute just mean less ep is required to acquire a skill? So if it takes 10.000 ep into one genre of skills to raise attributes enough to lower the skills from the same genre about 0.1%. So thered be no reason to hold ep and wait? This is in no way time based really, if you don't spend the ep you don't reap the benefit

Edit: total learning time shouldn't matter as long as its more than most individuals will ever see. If it takes 3 years to max industry and 4 to max combat, no onesreally effected. By the time that rolls arouns we should have doubled the amount of available skills

Re: Discussion on the probelms of attributes

Devs have said there will be ways to alter your atrributes at a later date. My advise is specialise heavily and if you want a more rounded character later, do it when you can access cheaper extensions in that field.

39 (edited by Darkwing 2010-12-03 19:20:33)

Re: Discussion on the probelms of attributes

There really should be no attributes at all.

Character specialization should be defined by skill choices over a lifetime, not day 1 character creation. Think about it, what added value do attributes provide? Some skills take longer and some shorter? But then they sell you re-specs because you change your mind? Why not just have no attributes at all. If you want to specialize in production, go ahead and specialize in production by choosing production skills. If you want to specialize in combat, take combat skills. If you want to be a jack of all trades, master of none, knock yourself out and spread your SP around.

Attributes are needed for none of these things. The only thing attributes do is exacerbate the imbalance between those who have a mastery of system mechanics at character creation and those who are trying a new game without knowing much about it.

40 (edited by Alexander 2010-12-03 18:47:30)

Re: Discussion on the probelms of attributes

Attributes make a lot of sense and I like that but the Spark rerouter will help this issue I guess.

The Game

Re: Discussion on the probelms of attributes

I was under the impression that attributes only affected the amount of EP needed to purchase an extension?  If someone wished to have a hybrid character, couldn't they do so if they were willing to take the extra time for the extra EP needed?  It seems that many people are concerned with making their characters perfect, when we are not even sure if the mechanics will stay the same in the long term.

Re: Discussion on the probelms of attributes

tl; dr

Good lord, this thread is full of whine. Attributes are fine. An attrib respec feature in the future has always indeed been an option.

Until then, just get a clue before doing something. You're not in a pathetic theme-park made for ***. You're in a richer and complex environment which unfortunately for the unwary means more consequences to your choices, and the need for you to actually think before doing anything.

So instead of using whatever functions you have left to moan and complain you didn't have your cookie, just man up, play the game and learn.

If you don't, soon it's not the two weeks EPs you lost on rerolling that are gonna be a problem, it's the guys that'll scam, harass, grief or roflstomp the sh** out of you in PvP who'll be your main issue. And there's no whining your way through those.

Re: Discussion on the probelms of attributes

Draxen wrote:

I was under the impression that attributes only affected the amount of EP needed to purchase an extension?  If someone wished to have a hybrid character, couldn't they do so if they were willing to take the extra time for the extra EP needed?  It seems that many people are concerned with making their characters perfect, when we are not even sure if the mechanics will stay the same in the long term.

MMO's are filled with min/max'er personalities... people want to have the most with the least amount of time spent -- sounds about right.

Re: Discussion on the probelms of attributes

Draxen wrote:

I was under the impression that attributes only affected the amount of EP needed to purchase an extension?  If someone wished to have a hybrid character, couldn't they do so if they were willing to take the extra time for the extra EP needed?  It seems that many people are concerned with making their characters perfect, when we are not even sure if the mechanics will stay the same in the long term.


This is the same impression i was under...

I specced all combat, and if i decide to become a crafter later on, it will cost me more EP than some others.. But eventually when that crafter needs to learn some more combat, he'll be in the same boat.

It all comes out in the wash...eventually.... no?

45 (edited by GLiMPSE 2010-12-03 22:52:24)

Re: Discussion on the probelms of attributes

Marcus Nirev wrote:
Draxen wrote:

I was under the impression that attributes only affected the amount of EP needed to purchase an extension?  If someone wished to have a hybrid character, couldn't they do so if they were willing to take the extra time for the extra EP needed?  It seems that many people are concerned with making their characters perfect, when we are not even sure if the mechanics will stay the same in the long term.


This is the same impression i was under...

I specced all combat, and if i decide to become a crafter later on, it will cost me more EP than some others.. But eventually when that crafter needs to learn some more combat, he'll be in the same boat.

It all comes out in the wash...eventually.... no?

Then what's the point of having the attributes in the first place?

Re: Discussion on the probelms of attributes

GLiMPSE wrote:
Marcus Nirev wrote:
Draxen wrote:

I was under the impression that attributes only affected the amount of EP needed to purchase an extension?  If someone wished to have a hybrid character, couldn't they do so if they were willing to take the extra time for the extra EP needed?  It seems that many people are concerned with making their characters perfect, when we are not even sure if the mechanics will stay the same in the long term.


This is the same impression i was under...

I specced all combat, and if i decide to become a crafter later on, it will cost me more EP than some others.. But eventually when that crafter needs to learn some more combat, he'll be in the same boat.

It all comes out in the wash...eventually.... no?

Then what's the point of having the attributes in the first place?

I didn't design the game, but again, my impression is to allow folks to train what they like, a bit quicker...?

I could be very wrong, i don't know, i'm not overly concerned with it...i'm not the min/max type, i just sorta of play the game..

Re: Discussion on the probelms of attributes

Marcus Nirev wrote:

It all comes out in the wash...eventually.... no?

No, it doesn't, since some attributes affect nearly no skills. The only available options are 4 in military or 4 in industry. And that's the problem.

Add a respec and you only worsen the problem, as you will incite players to delay skill learning until they can respec their attributes to minimize the cost of the skill they want.

48 (edited by GLiMPSE 2010-12-03 23:01:12)

Re: Discussion on the probelms of attributes

Marcus Nirev wrote:
GLiMPSE wrote:
Marcus Nirev wrote:

This is the same impression i was under...

I specced all combat, and if i decide to become a crafter later on, it will cost me more EP than some others.. But eventually when that crafter needs to learn some more combat, he'll be in the same boat.

It all comes out in the wash...eventually.... no?

Then what's the point of having the attributes in the first place?

I didn't design the game, but again, my impression is to allow folks to train what they like, a bit quicker...?

I could be very wrong, i don't know, i'm not overly concerned with it...i'm not the min/max type, i just sorta of play the game..

Sorry, it was meant to be a rhetorical question -- there really is no point of Attributes. If people want to train into something quicker or specialize.. they will do so with their EP allocation regardless of whether or not it is efficient or inefficient to put some EP into something else -- if anything attributes limit diversity. You will have very few jack of all trades and very many highly specialized agents.

Re: Discussion on the probelms of attributes

GLiMPSE wrote:
Marcus Nirev wrote:
GLiMPSE wrote:

Then what's the point of having the attributes in the first place?

I didn't design the game, but again, my impression is to allow folks to train what they like, a bit quicker...?

I could be very wrong, i don't know, i'm not overly concerned with it...i'm not the min/max type, i just sorta of play the game..

Sorry, it was meant to be a rhetorical question -- there really is no point of Attributes. If people want to train into something quicker or specialize.. they will do so with their EP allocation regardless of whether or not it is efficient or inefficient to put some EP into something else -- if anything attributes limit diversity. You will have very few jack of all trades and very many highly specialized agents.


heh, i was thinking of the attributes as a bonus, moreso than a hindrance... though I seem to be in the minority..

You want to spec (at first) in combat? ok, take the attributes geared toward combat, and you can be "effective" quicker. Though it will cost you later as you will train crafting at a "normal" rate..

Again, i'm pretty ignorant on this topic... And I'm more than sure i will be corrected ; )

50 (edited by GLiMPSE 2010-12-03 23:13:44)

Re: Discussion on the probelms of attributes

Marcus Nirev wrote:
GLiMPSE wrote:
Marcus Nirev wrote:

I didn't design the game, but again, my impression is to allow folks to train what they like, a bit quicker...?

I could be very wrong, i don't know, i'm not overly concerned with it...i'm not the min/max type, i just sorta of play the game..

Sorry, it was meant to be a rhetorical question -- there really is no point of Attributes. If people want to train into something quicker or specialize.. they will do so with their EP allocation regardless of whether or not it is efficient or inefficient to put some EP into something else -- if anything attributes limit diversity. You will have very few jack of all trades and very many highly specialized agents.


heh, i was thinking of the attributes as a bonus, moreso than a hindrance... though I seem to be in the minority..

You want to spec (at first) in combat? ok, take the attributes geared toward combat, and you can be "effective" quicker. Though it will cost you later as you will train crafting at a "normal" rate..

Again, i'm pretty ignorant on this topic... And I'm more than sure i will be corrected ; )


Your glass is half full, mine is half empty. Either way, the water that's inside of said glass isn't worth drinking or showering with.. it's tainted and needs to be disposed of.