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

Was that sarcasm?

Shhhhhh. They might hear you

wormholer, btw

1 Like

iā€™m the most bitter vet left in this game, you tell me :wink:

1 Like

Really I think a list of what constitutes ā€œcoreā€ skills would be very helpful. I have to assume most wormholers have what I consider core skills (mostly fitting) done.

Personally Iā€™d set attributes all at the same level and hide them from view, while moving attribute increases from implants into timed boosters on the LP store (the accelerators, basically. so they donā€™t go away if you die) Just need to word it differently for the increase in training.

Same difference though.

4 Likes

Why do you bother at all? They are intent on making this more simpler than simpleā€¦sight.

1 Like

this is a really good change, iā€™m glad these old archaic systems are getting another look

i think for the skill costs you need like a 2x-4x increase for all skills at a minimum since the only skills that arenā€™t rounding-error costs these days, given player income, are cap and supercap hull books - and those are pretty minor too

that said, making that change will give one hell of an arbitrage opportunity since you can buy infinite skillbooks and everyone and their mother is gonna buy a shitload of skills and hoard them

1 Like

'08 here. I just want this gameā€™s cerebral aspects to be left alone.

1 Like

Prevent skills above subcap from being trained with unallocated skillpoints (i.e. injecting). That way it allows new players to get up to speed with their peers should they wish but stops the nonsense PTW supercap/titan/rorq proliferation.

What are you even talking about? Did you jsut mix implants and attribute boosters together and moved them into the LP store? What?

1 Like

Dumbing down the skill system doesnā€™t reduce the gameā€™s cerebral aspects. We already had a huge reduction in the barrier to entry for t2 production (those skills now reduce production time, but not cost, right?) But it hasnā€™t led to the death, or even simplification, of t2 production. Thereā€™s still plenty of complexity without making the game harder for new players.

If the mean IQ of the eve player base drops below Mensa levels this bus will explode.

4 Likes

With respect, Iā€™m forced to disagree with you about not affecting new players. I have only been playing for roughly a year so my early game is still rather fresh in my mind. I didnā€™t leave highsec for my first month, mining and ratting in Balle was my ā€œriskyā€ thing. Flying to OMS actually made me so nervous that I was shaking as I warped in expecting to get popped, and that was before I learned the rep! Many new players donā€™t just jump into a frigate and go riding off into nullsec or wormholes until they are introduced to that particular playstyle or stumble across it on accident. While it definitely will make things easier for nullsec and WH pilots, I donā€™t think that it would be as ineffective for new players as much as youā€™d think.

3 Likes

T2 production is the easiest thing in eve. Its basically a click buy system. Where you dont have to think at all.

1 Like

Fix the default overview! Just make the Z-S the default or something. The default overview confused the hell out of me when I was A newb.

Letā€™s agree to disagree.

And remove concord as well because i used to play freelance before eve and in taht game i could attack anything and destroy everything so they should do that.

2 Likes

Default overview was updated a few months ago.

1 Like

They already did this my dude

1 Like