26

(32 replies, posted in Balancing)

The current speed feels really too slow. I know it is required since the islands are so small, but something need to be done.

Roads on the corporation owned island that speed up the bots? And that could be build later on the players owned ones?

Zhroedinger wrote:

so-called 'hardcore' ... their version of 'game purity'

Thank you.

PO is still new, the devs haven't really stated where they want to go with their game in the long run, so all those causal suggestions still have a place here.

Attrib respec, skill delearning, quick-travel, automated mining, chat bubbles, macros and add-ons, joining multiple corps, instantiated PvE buildings, what else? As long as we don't have orcs or elves, everything can be alright, as long as it's balanced and that enough players find this entertaining.

Maybe it won't be Eve On Earth, but is that a problem? Different games have different playerbases. Hence more money to draw from.

raykor wrote:

This would have given a player more variety, more depth, more “things to do” without requiring the purchase of a second account—which let’s face it, is what most people with a dedicated industrial alt have been forced to do.

I'm pretty sure this is how it's intended to work. If you want to do everything? Buy two accounts or pay for few months sub.

I think this can be a real downer for some new players (those who didn't play Eve, by instance), but I guess that's the whole economic model of the game.

Kogaratsu wrote:

How's that even an issue ? Players want to minmax their stuff according to a respec (considering said respec will probably be only one or two per year if eve is any indicator)  ?

Be my guest, while you're sitting on a pile of unspent EPs I'll be ripping your head off with maxxed extensions, while indies and traders will be racking NICs all the while.

You forgot the third choice: no renewing. Of course some players don't mind at all the system, but you have to take in consideration that some players do. Even if they are aware they can't spend months doing nothing, every skill point they spend, they have that feeling of wasting something. At least I do. I felt exactly the same with Eve learnings and I was happy to hear they removed them. My guess is that I wasn't the only one.

And as for Eve attribute system, it doesn't exactly compare with PO attribute system, since you can't actually stop training and collect your skill points, so even if the workings are very similar, that little bit of difference balances a seemly pointless and maybe frustrating system into an reason to play to get more of these attributes points. I know this may not seems like something important for some players, but trust me, it is for some others.

Of course, like everything it's a matter of numbers. If we are in the range of near 10%, then most won't mind. Probably. I can't really tell. But I'm pretty sure that if the numbers can be considered negligible, then maybe it would be worth it to remove/rework the system to avoid the risk of frustrating some players? As for me, I'll be ok with whatever decision is taken on this, since a lot of other points make me love the current state of the game. But what about someone who's considering whether to subscribe after his 4 days trial? Maybe a respect once a year will be enough for him, but again, I don't know.

That's my real question: is it really worth it?

I find it really disturbing to pilot a bot with two hundred years of technology in its belt remotely from a distant planet and no being able to communicate with someone two meters from you.

Zone/island chat too is a must, as long as you don't see who is in, except when they are speaking.

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.

pr1est wrote:

One of the truest statements that easily pertains to most large-scale sandbox MMOs to date.

I really don't understand the motive for all these new sandbox MMO to be so unforgiving on long term decisions. Hell, UO was forgiving on the skill system.

Don't they realize it alienates a consequent part of the available player base?

Programmable AI Robots - players with cretin skills will be able to use a Simple Programming In-Game Scripting Language (not C++ like, ya?) to program special bots to do all kinds of jobs automatically - i know this may sound useless, because players then won't play, AI will do stuff for them, but if you implement this the right way, with penalties this may work =]

Useless? This would change a big part of the game: all those semi-afk activities, such as mining, farming low level bots or chain-transport missions which are a non-negligible of the game economy. This would radically differentiate the gameplay from Eve, but would also make multi-account exponentially more powerful.

I would love this.

But, of course, the multi account issues kill the very idea, I guess.

As I explained in another post, I think it's a very important point to have a progression system that never penalize you for not delaying a skill you want to take immediately. The current attribute system (with respec) would do this, exactly like Eve learnings.

I am really in favor of disabling the attributes until a better (as in 'where you can't screw up irremediably') system is found. and by disabling I mean giving/taking back all the EP lost/won with them.

The earlier it is done, the better it will be for the players. Nobody wants players leaving after the first month because they didn't go 4 military or 4 industry and are now realizing how bad they should have.

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.

If they gave attribute re-spec people would abuse. Ie, they would go all combat to get their combat skills up, then change attributes to industry and get those skills up.

I would not call that abusing, but that's certainly a problem. If we get a mean to respect or modify our attributes during the character progression, it will become automatically more advantageous for the players to wait until he has the correct attributes to put point in any skill. And this will incite players to keep their EP the longer they can before spending then. This problem didn't happen too much with Eve since the skills were progressing anyway, attributes correctly set or not.

And I think this is a really unfun mechanic. Waiting to spend before understanding a bit more the game is alright, but having a long term benefit in not spending its points is, in my opinion, a really dangerous design.

Having attributes work retroactively on skills costs would solve every problem. This would of course lead to some negative EP in case of consequent respecing, but I'm pretty sure this is a lesser worry (this could be negated with forbidding to respec all the attributes in a single shoot, and/or allowing partial skill respec -which is more or less needed, anyway-).

As I explained in another topic, I would be in favor of a possibility of a slow progressive respec. To be able to select an extension to 'unlearn' and slowly earn back it's EP price, at a fraction of the EP normal earning rate (50%?). Think of Eve skilling process in reverse.

This would allow players to fix any early mistake they could have done and allow players (even vets) to change a consequent part of their build. Yet having the unlearning rate a fraction of the EP gain would prevent people for totally respecing in short time (the "shortness" being relative to the age of their account). So no FoTM builds (which is basically the main argument against respec), but maybe FotY orientations.

The most important part of this would of course be the whole "don't worry, you can respec anyway". And that is certainly a selling point.

Maybe have a progressive respec mechanic? Something where you could flag a skill 'to respec' and you would slowly get their EP point back (at a rate of, say, 50% of the usual EP gain rate). Basically Eve skilling system in reverse.

This would allow youth mistakes to be fixed as well as slow respec at anytime but without enabling people to use FotM builds (but this would allow FotY builds, which I think is quite reasonable).

39

(12 replies, posted in General discussion)

Neoxx wrote:

This isnt a learning skill.

But it creates exactly the same mechanic: one where the further you push back the acquisition of useful skills, the more skill points you get.

And that's this very mechanic which is horrible for a game: most players want to optimize their playtime, so they will try to make the most use it, hence hurting greatly their fun on a short time-scale for long-term benefits.

Don't even hope that players won't use the mechanic. They used it while hating it in Eve, why would they act differently here?

Don't give players tools to hurt themselves.

40

(12 replies, posted in General discussion)

No learning skills please.

Eve finally got rid of them, it would be nice if they didn't appear here.

41

(40 replies, posted in General discussion)

I suggest the link to this thread to be replaced with a link to Robot wants Kitty.

42

(57 replies, posted in General discussion)

It's ok.

Let's just ask how much EP we earned in compensation tongue

Having these warning logged would help against symptoms, but not solve the real problem: mining (at least in low level safe zones) is basically being semi-afk for 30 minutes.

Zhyntil wrote:

my point is that those mechs are what everyone wants to get out of fairly soon, combat trained toons and industrials.

Er, no, they are not for industrials. They don't add anything a arkhe mk2 can't already do. And to replace them with an argano or something, you need to wait for someone to renew his light combat bot, which can take some time. So basically indus players are a bit left in the dark after the tutorial.

(but I guess its only the beginning anyway, as there isn't any real indus assignments)

I agree starting indus players need some love. And a bot.

A more rational long-term solution would be to have a real permissions system, with user groups.

It would be really nice to be able to produce or use the refinery with resources inside one of your (or your corp) containers. Maybe add a dropbox to the production screens where we could chose the source of our materials ? (and have this source remembered when the windows is closed)

Because having a clean private storage is always nice wink