Devblog: Skills On Demand - Changes Coming To The Skill System!

You can pass on thermodynamics to them.

4.5 million for an essential PvP skill that’s given for free!?

I just tried to get an old 2005 alt out of a southern pipe for a laugh. Here goes, overheat point… nope…

Well, I got back to highsec nice and quickly…

Thanks - I didn’t know Eve had it’s own version of this, but I suppose it figures given the number of serial complainers on these forums.

I kind of enjoyed traveling from system to system looking for skill books as a newer player.

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I really have to question the maturity of anyone who thinks updating how someone acquires data in a sci-fi game so that the future of 23,000AD isn’t lower-tech than modern e-commerce is ‘pussification’ and will drive away ‘mature’ players. Generally, mature players tend to behave, you know, in a mature way, as opposed to just ranting.

You say the GSF posters here aren’t letting you have an opinion. So, let’s invite you to express your opinion, and get a little deeper into what it is:

You say this will keep ‘people from traveling around and potentially interacting with others’. What do you think they’ll be doing instead with that time? The point has been made that instead of running across space in a travelceptor, or using a jump clone and then logging out for the next 19h, they’ll be out in space in a combat-capable ship, doing the thing they’re actually playing the game to do.

Do you disagree with that? Do you think that running to buy a skillbook was the only reason they’d be out in space?

If you disagree with it, why? What do you think they’ll be doing instead?

If you don’t disagree with that, why is running around buying skillbooks a better use of a player’s time than doing the things they want to do in space?

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I am not a goon, but I like this change.

I wonder if that’s a skill which should be reduced in price: it used to be illegal to transport combat boosters in HS, even though some of the low-level gasses can be found there. Also now you can harvest gas in a Venture.

What about empire specific skillbooks like e.g. Amarr Freighter - right now you have to fly to Amarr space to buy it - will this be available by “Skills on Demand” anywhere, or will the pilot have to be in Amarr space to insta-purchase?

Garth

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No you don’t. I bought Minmatar Freighter in an Amarr school system last week. Now, maybe someone was seeding the system, but I kinda doubt it.

After this change goes through, would removing all NPC skillbook sell orders from HS and seeding them in LS be an improvement for margin traders?

This feels very themepark-y and not immersive. Paying via the market and visiting a location to pick up the books reinforces the ‘world’ of New Eden. With this new system, where does the skill come from? Who in New Eden is providing it? Who gets the ISK? This is the same casualisation that happened to World of Warcraft: traveling to trainers to buy new spells was deemed too difficult and henceforth new spells magically appear when you level up.

I’ll tell you what the point of this change is: to train players to get used to the idea of pressing a button on your UI to pay for character progression. At some point, they will add a big shiny button that entices you to inject the skill points needed for your new skill.

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I would be interested in knowing what skills ccp considered to be over/underpriced. They are investments at the end of the day. I don’t think I’ve ever bought a skillbook and considered it too much

The only skill I would consider to need attention is carriers. Carriers are about 500 ish but dreads are only 100? Surely these should be similarly priced with a separate skill requirement for SCs similar to titans?

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This is a minor qol change and should just be pushed. It will be better on the whole for sure. Things like this aren’t worth getting all salt encrusted over. Not having the incursus’s rep bonus inherited by either of it’s down line assault frigates on the other hand…

I don’t see the need for this.

Eve is a complex world.
For me when I began back in the days when there were learning and advanced learning skills - you learned by doing. How do new players learn the market? They use it. It all takes time. I did. This does nothing for veterans, and seemingly is dumbing things down for new players.

It’s not hard. You need skill x to do x activity. Skills are sold on the market.

This just doesn’t make sense.

My opinion, thanks.

Leiron

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i think the only one who is going to benefit is the company’s wallet. i did not spend almost 10 years of training and 1000’s of dollars to get where i am so you guys can just sell the skill points to any new player this greed of you all is killing the game.

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As a new bro, you do a few missions or what ever then you try to upgrade so you fly somewhere buy a book go back to where you want to do something o wait I need another book as well, o and this 30 minutes has gone by and no action has happened, a game has a critical time of only a few hour’s to hook a player before that player stops playing, if time is being wasted purchasing book’s then it is a good QOL change indeed.

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As I said upthread: been to a record store lately? Book store? Boycott Amazon?

Or is reality too themepark-y and non-immersive?

This is a great spice of life addition to how skills are handled although I think the new player related skills should be cheaper. Aswell as books for most Tech 1 ships and items in sub capital classes.

Cheaper? Chjeaper than what? 200k isk? Is that too Much?

Maybe this is just me, but when i first joined Eve, part of the attraction was the complexity of the game. Through the years and many colleagues i have met; you tend to find that those who play eve are intelligent enough to go through the tutorials, the guides and the in game tools that support new players. Remember training certificates that guided you through the core skills?

There have been many changes that i thought over simplify the game, and this maybe one of them.

I disagreed when you (CCP) enabled us to inject skills to your training queue before you had trained the pre-requisite skills. This was another over simplification and de-risking exercise in the game. I remember living in a Wormhole and having to carry the next 6 months training skill books in my POS hanger. Those were the days, when you had to plan your logistics and skill books. Anyone seen a Titan skill book loss in a freighter recently? - No, those days are gone.

What happens after a new player has purchased all the core skills? They still then need to learn to interact with the market and go find a place to buy skill books. Therefore all this is doing is postponing what should have been learnt from the beginning.

Whilst i support new ways to support new players engage with the game, for me, this isn’t going to make that much difference and i don’t see the point. Make a better tutorial, make players travel to get books - isn’t that the point of Eve, to get out there and interact with the markets and player base? Or is this the start of something else you are not telling us about yet?

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What strikes me is that there’s an angle which used to get covered, but no longer is. Historically by CCP’s product level.

Base concept: emergent behaviour.

Effort and exposure breeds connection, continuity, commitment.

Effort also costs, obviously, but this is where the group dynamic provides the social construct. This doesn’t just offset cost and perception issues, it also functions as a filter mechanism.

All of this is basic social psychology and economic psychology - yes these are actually well established fields of study :slight_smile: Huge footprints in game design and enterprise management on top as well :slight_smile:
Don’t take it from me, plenty material and information to find, it’s not rocket science.

Yet I see CCP make a decision to decrease effort / exposure mechanisms right at the entry points to the dynamic / game / product.

Now one might say that this is a niche focus, low key aimed at facilitation. Sure, I can recognise this. But it is not without consequence. It is also indicative of altered priorities.

Irregardless of the functional model of EVE in place now or later, emergent behaviour is trend shaping at entry points to human dynamics, both real and virtual. What you expose a child to, for example, is formative throughout development curves.

How smart is it to start shaping player generations which are provided with less stimuli for effort / exposure (individual level, there’s also the group level focus but that would end up scaring readers), with these and other changes over time.

It is tough for me to say it, but this kind of choice shape is indicative of a product level doing their best to tackle a signal, but within boundaries set by directives. Which makes it a choice point on a decision slope.

Less effort / exposure stimuli in one commercial ops theory (one popular in the gaming industry, mostly because my old sector - venture capital development - did the groundwork for the belief structure) provides easier and lower cost options for guided correlation between metrics and results. All the others demonstrate well established reality checks on this. You get customers which compensate more (nice)
but commit less and connect less. That’s just on an individual level.

This makes for one of those debates over short term goals with best intentions and tricky boundaries versus long term sustainability and reward.

In short: over time this will turn out to have been one small but significant step diminishing the value placed on emergent behaviour. This is a progression path of (product level) unintended consequences of changing the demographics, the user type distribution and the reservoir of customer willingness to engage and keep engaging in spite of real and perception issues.

Sure, it’s a small behavioural change. Here’s a bit of science paraphrased, human behaviour is like EVE’s butterfly.

EVE is life because it is hard. Tweaking triggers carries complex medium to long term risks to root functionality. I would have suggested different doors.

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I’m not sure why you’re bringing real life into a conversation about EVE Online the computer game, which has its own universe with its own rules.

Tell me, where does the new on-demand skill come from in New Eden, and where does the ISK for it go?