I would like to take some time to talk about the skill point system in eve. Skill point system in eve is in my opinion the future of gaming. I have seen many studio’s use similar systems in the past 5 years which is very promising. While most of them are interesting Eve’s specific set up of the concept has some problems that need to be addressed.
Of the problems the main issue that exists with this game is that the industry itself is changing to being more match based, casual friendly. however this is a topic that really has little to do with the simple fact that eve needs people now, and they need them to be competitive. This however is not possible with the current way the skill system works. There are players that have been playing eve for many years and are not capped on skills.
However we do not need to reduce the skills in eve, or anything like that. We can keep the same skills and so forth but still provide a sensible solution to this problem if we just stop ignoring the overly loud position of players who make claims like “new players should not fly tech two ships” while ironically screaming that “we should not control the sandbox”. Its interesting how they use arguements they do not want to be used against them.
So whats the solution?
The problem with eve’s access really comes down to one problem, and that is the requirement for ships or modules. All of these issues and allowing for more competitive game play could be easily fixed by simply removing level 5 requirements to access a ship or item type.
however, as a designer personally do not like this change and if I had control (creative rights) on the game i would take it a completely different direction. I would rework all skills to a specific research time based on complexity (difficulty). In eve the research rates go from x1 to x50. a x2 rate would make level 1 research at 1 hour, level 2, at two hours, and level 5 at 16 hours. these rates are acceptable to me however when we get into things like level 5 cruisers we see jumps like 2 hours, 1 day, 3 days, 10 days, 30 days. Or something silly like this This shows us that level 4 and 5 are the problematic area’s of research. If the skills all followed a specific difficulty rate (very easy, easy, medium, hard, very hard) instead of “multiplier” and each “difficulty” to research had a static time for each level it would improve the game significantly.
Level 1 : 1 hour
Level 2 : 2 hours
Level 3 : 4 hours
Level 4 : 6 hours
Level 5 : 8 hours
Instead of the above x2 modifier.
These changes would help get people into different area’s of the game which can help ■■■■ a lot of the population around opening up more options for them and improving retention rates.