First off, you get SP no matter what, as long as you have a skill actively training.
Second, getting less SP is not losing SP.
If you feel like you are “losing” SP, that is your problem, and not CCP’s.
First off, you get SP no matter what, as long as you have a skill actively training.
Second, getting less SP is not losing SP.
If you feel like you are “losing” SP, that is your problem, and not CCP’s.
No. What you are proposing removes all of the risk from using expensive implants, which is pretty much counter to everything in EvE.
You want buko SPs? Use expensive implants.
Don’t want to pay for expensive implants? Use cheaper ones and either live with fewer SPs or take the savings and buy skill injectors every so often.
Problem solved.
(Or, you could stop training on this character at all, set up a second character specifically set to farm SPS, and just inject/sell those every so often. But I digress.)
I have said it before and I will say it again.
Remove implants as we know them, and make them modules for pods. Allow players to store a few pods per station that they can change between quickly. There would need to be a mechanic that required one pod per jump clone location that couldn’t be moved via a ship.
This would help all those “risk adverse” players. Heck, I used to try to pvp and would go out and realize I was sitting in my mining clone or pave clone all the time, those things were not cheap.
Waste of time
Re-implemnt SP loss on ship destruction, no pods. Problem solved. Catalyst or Thrasher goes boom, good bye level 5, then 4, and or wait CCP now has more Omega accounts cause for some reason they haven’t bothered to make destroyers and the glass cannon BC which are so popular, Omega locked (tl;dr - you have to sub to use a Cat, Thrash, 'nado or Talos basically). And with the skill point loss on destruction of ship, you now have a higher demand for skill injectors to get it back.
Did I mention, skill point loss? But something is lacking…also, bring back the updated clone costs…ship goes boom, skill point loss, injector to get it back…hmm maybe less random ganks except if it was truely worth it.
But I am talking out my ass. Instead, use an implant that burns out after so long and use PI material/fuels to run it while its kept in a station per month. Problem solved, learn fast, greater demand for fuels and PI, isk moves around, more ships blow up with no feeling of losing out on time spent learning skills. Suggested it years ago, to many chumps believe they have the right to destroy implants to wack off to their killboard but probably only 1/50 will have anything of value in their head on average.
…Plug in two +3 implants when you go out to lose a ship, it costs about as much as your ammo and you lose so little SP you won’t even notice it unless you’re out for several days?
You will lose 2/5 to be be exact ^^ 40% ^^
First you should be using clones. The fact that you are unaware or unwilling to use clones doesn’t mean changes need to be made.
Second, just like ships, you have to fly what you can afford to lose. I play in +4s and buy them in bulk.
+ Five is overrated, both in terms of skill and implants.
Over an entire year it’s like 12 days difference between +3 and +5. Over a roam it’s literally nothing.
This is an issue you have created yourself. You put too much emphasis on sp and +5 implants. The traning difference is tiny.
Don’t worry so much about sp/hour.
No mate.
Your attributes will be two short. And at a minimum base of 17, using +3’s means you’re training at 20 rather than 22.
So the biggest training loss you can suffer from using +3’s instead of +5’s is 9.09%…That’s with the worst possible attributes.
It’s still 40% of the 100% you lose by running 0 implants ^^
Anyway: This proposal isn’t about:
“People cannot make due, work with this issue.”
People can adapt and work with almost anything. There is people living without legs, people living in the desert, people living in the antarctica, people living alone in the mountains. People will always adapt.
That doesn’t mean its good for the majority and in this case that doesn’t mean it’s good for the game.
You would loose something like 2 minutes of training time per roam, is it worth it? Yes, yes it is simple as that.
The alternative is that +5’s become boosters and instead of paying 500mil for a set you can pay 30mil every day for +5 boosters and in the long run pay 900mil a month then you won’t have to worry about loosing skill points :D. But with that money you can instead roam in +3’s and spend the extra isk on injectors and make more sp than having +5’s in your head permanently.
Out of curiosity your a 2012/07/18 char how much sp do you have? What I’m asking is how effective is this strategy of yours of having +5’s in your head but taking no risk at all.
nope.
The loss is in raw SP/h.
it’s exactly 3SP/min, thus 180 SP/h.
large injector is bought 880M, skill extractor sold 436M, net gain is 880 * 0.97-436 = 417M for 500k SP.
417 * 180/500 000 = 0.15
You are losing 0.15M/h when using +3 instead of +5.
#whatashame
Maybe he can shoot 1 gate rat per roam to break even
Yes. 40% of a very small amount is still a small amount.
Claps
Sorry, you are wrong. It is not a small amount. The difference between no implants and +5s is 1,9b a month per character in skill injectors, as I have calculated earlier.
That is the additional cost of permanently staying in enemy space while dying in t1 cruisers every 1-2 days, that only comes from missing implants. Of course you can buy and lose smaller implants at a regular base, but in the end it will lead to ppl not beeing in space that much because a lot of ppl want to gain the skillpoints while they are offline. You cannot perma-pvp because of it, unless you really dont need SP.
Of course we can adapt our playstyle for a workaround. It’s still a bad game mechanic that makes space in eve more boring as a whole.
You calculated something, but you did it with nonsense numbers. You seem to be assuming that the implant bonus is your entire attribute, rather than a modifier on top of your base attribute. Try doing better math if you want your argument to be convincing.
Lol. You not understanding the numbers doesn’t mean it’s nonsense. I calculated the exact SP you miss out on each day. Then I calculated how much isk you need to compensate with skill injectors. then I extrapolated for a whole month. That is a very exact calculation of what it would take to rebuy the skillpoints, you didn’t get because you had no implants. it’s not rocket science either. Everyone should be able to follow those few steps.
Here again so you don’t have to search, copy/paste:
Each day beeing in +5s gives you
(5+2.5) stats * 60 minutes * 24 hours = 10800 SP
(each main attribute point gives you 1 SP per minute, each secondary half of that. so 5 from primary and 2.5 from secondary). Times 60 minutes you get the SP per hour. Times 24 hours you get the SP per day, which is 10800 SP.
At 80mil SP a large skillinjector gives you 150000 SP at currently 907mil isk.
That’s 6047isk/SP
(907mil isk / 150000 SP is 6047 isk per SP)
So each day having no implants you passively lose 65.3mil isk.
(10800 lost SP per day times 6047 isk per SP)
To compensate that you would need 1.9bil isk a month in skill injectors.
(65.3mil isk/day times 30 days = 19.9b per 30 days alias a whole month)
The benefit is just way too ridiculous.
Please tell me which number is wrong, which formular is wrong or what you don’t understand. That is for me the exact amount of isk I would have to pay to not run implants and still have the same SP at the end of the month.
The part where you’re claiming that the SP loss is 40%.
To calculate a percentage value you need an enumerator amount and a denumerator amount to compare it to. I used 5 stat points as the base denumerator and 2 stats as the enumerator (beeing the difference between +5s and +3s)
2/5 = 0.4 = 40%
That’s however just semantics. of course it’s not 40% of the base SP you get without implants. To calculate that is a bittle problematic as it depends on your remap.
Of course this is not the only way to calculate a percentage in this context. You could come up with countless numbers to express this context from different angles. This is however the one i chose and it descibes what I wanted to say and his correct for what I used it for. But don’t get too hung up with the 40% as it’s not important.
Nonetheless the 1.9b per month is correct and stands. That is the isk you need to pay to make up for missing implants if you had none. This is the rather important number.
if you keep running +3s the whole month you can actually use both numbers, because the difference between +5s and +3s will only make you miss out on SP worth:
40% * 1,9b = 0.76b
You will lose less SP but constantly risk +3 implants and likely lose them multiple times over the course of the month which also isn’t great. If that’s worth it depends on how often you lose your pod and how long it takes you to restrock the implants all the time.
Comparing implants to skill injectors now?
Skill injectors are deliberately inefficient. It’s like saying:
It takes a long time to walk 10 miles. Look how hard it is to commute 10 miles to work!!
It doesn’t help make your case that implants should be changed as much as shows you’ll make unreasonable comparisons to try to push your agenda.