So I made a new character. It was eye opening

Correlation and causation are two different things.

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This.

I got mastery 4 in that ship not because I was training the mastery skills, I got mastery 4 in that ship because I have been training all the different weapons and support skills to easily fly any doctrine my alliance may call for. That I now happen to have both shield and armor skills, missile and artillery skills, decent targeting skills and sensor compensation because of flying logi, good drone skills because I enjoy drone boats and that all happens to give me mastery 4, does not mean training mastery 4 is an efficient way to train into the ship I’m currently flying.

It’s a terrible estimate.

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To expand on Mastery being a terrible estimate:

  1. It’s assuming all skills are equally important. (Spoiler: they’re not!)

To advance to the next mastery tier, you need to have all the listed skills at level 2. And then at level 3 for mastery 3. Often it’s a better idea to get the important skills to level 4 or even 5 before you bother to train the less-relevant or completely irrelevant skills.

  1. It’s listing many irrelevant skills.

Mastery assumes some ships are flown in a certain way, for example with armor tank, while people commonly use them shield-tanked (Ishtar, for example), or other examples like that. It can suggest people to train that one skill to get an extra target, even though the hull already has reached the maximum targets you can get!

  1. It’s missing many important skills.

That Loki I just mentioned, has zero mention of the most important skills (Minmatar Strategic Cruiser, subsystems, command bursts) that I use when flying that ship in the list of Mastery skills.

  1. Mastery gives a single estimate in days, which can be disheartening for new players when they see they need to be training for years, even though the real queue with only the relevant skills to a decent level can take a fraction of that time.

Please, stop assigning any value to mastery levels.

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So, got my new guy past the tutorial - which appears to be the same as it was last time I ran it over a year ago. Still better than previous ones, but also still kinda clunky, awkward, and apparently still pushing mining careers on newbies. And the pop-up “buy now” offers aren’t as good as the last time I ran one.

Here’s the training time for Caracal Mastery I:

Training time 1 day 7 hours

Other than ‘Tackling’ skills, seems like a pretty trimmed-down fit, suitable for launching in a Caracal. Not much “wasted skills, terrible estimate, can’t look at this no way man!” in there, but hey take a look at one and pick it apart if you like!

Here’s Caracal Mastery II:

Training time 12 days 10 hours

Again, pretty reasonable set of skills, decent estimate of time. It lacks any drone skills at all so is quite a bit shorter than it should be for a “well-rounded” build, but it’s in the ballpark.

Here’s Caracal Mastery III:

Training time 111 days 6 hours

Once again, decent list of skills, good group of support skills. Relevant skills trained to rank 3 or 4. Not a lot of useless fat in there. Still has zero drone skills though so remains too short for accuracy - at least to the actual situation described rather than the strawmen you folks keep making up to argue against.

My gosh what terrible estimates these are! Unbelievable that they would actually add all the support skills that I said were required but you guys keep ignoring, huh? I totally get why you want to brush them aside though, since they really aren’t helping your points any.

(Feel free to take the Caracal Mastery lists and indicate all the skills you think are “terrible fits” and “completely irrelevant”.)

I haven’t had time to check the Gila yet but I’m pretty sure the estimates weren’t too far off there either.

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But you are arbitrarily using a level of Mastery 3 on everything…which is really not how things actually happen in Eve. No noob sits in dock waiting for Mastery 3 on their entire ship. Most noobs don’t even realise how pathetically outgunned their 21 DPS noob Condor is. I recall being chuffed just to get it to 40 DPS. That same Condor is now 150 DPS ( despite missile skills being my least trained ). You can get one to 200 DPS or so, but no noob is gonna sit in dock waiting for that before they undock.

Nobody joins Eve and on day 1 of noobness immediately buys all the parts for a T2 Gila and then sits there for 72 days ( yes that is the Mastery 3 training time ) twiddling their thumbs. With all my ships it has been a case of evolution over time. I start all my noobs on a T1 Gnosis…350 DPS or so. I don’t let them sit in dock for 3 months because you ‘can’ eventually get a Gnosis to 850 DPS with T2 skills. That’s just not how Eve works.

In reality a person will go out flying with Level V in some skills and Level II in others. Heck, if I had to wait for ‘proper’ mastery of every ship I fly I’d still be docked in noob station at Bourynes and never have undocked.

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Quite a few skills for Mastery 3 are outside Alpha reach to begin with, it’s already “max alpha and beyond” and you don’t NEED it. Some of them are plain stupid like Energy Upgrades, then you have tons of skills that are “nice to have after you got the important stuff done”, like the actual skills that make the ship work just fine which doesn’t take as long.

YES, to get it to (near) max performance it’s going to take time, but “near max performance” is a silly direct goal to have. It’s literally the fcking same as “get magic all magic 14 to lvl 5 otherwise you’re bad”.

Stop being dumb.

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No it isn’t. For my Omega noob it says just 44 days for both the Arbalest version and the Heavy Missile Launcher II doctrine version AO use. Basically 44 days for a T2 Caracal. Of course you ‘can’ add a whole bunch of additional ‘support’ stuff to pad the skills queue…but the fact is you can undock and pew pew in that Caracal in just 44 days.

We’re not the ones inventing spurious 111 day skill plans. ‘Support skills’ is a red herring…because you can invent any level of ‘required’ support that you like, just to inflate the skill queue. First time I flew a Nightmare it only had T1 weapons rather than the doctrine T2…but that didn’t stop me going out in it or the FC accepting it in the fleet.

When CCP markets the game as “Eve Forever” I’m sure they meant that today, just like the old forums of 10 years ago, we all would still be arguing about masteries.

Some things are timeless.

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Sorry kids, but I outlined the situation quite clearly in the original post, and you’ve all been tripping over yourselves trying to prove it “wrong” ever since.

From pretending Mastery is padded with nonsense useless skills (not the case here), or moving the goalposts (using basic “get flying fast” builds when full build with support skills was specified), to Altara somehow deciding that using Omega accounts to cut the time in half made for a valid comparison.

Let’s face it - to today’s proficient gamer, who follows gaming websites and regularly checks “best in class” builds and how to go about getting them, EVE’s artificially slow “just pay us money, fill your training queue and wait for months for the timers to count down” can be a turnoff.

That’s the only point here… an antiquated system that was CCP’s idea on how to keep players subbed for years (because it sure wasn’t gonna be the content doing it) isn’t holding up so well in today’s gaming world.

I’m not even talking about adding systems to the game… “earn more SP for doing things” has been in the game for years now. CCP is just a decade late with a half-assed implementation of it, as usual.

Earning SP by engaging more in the game and doing more active play in the game would be good for EVE. Despite the nonsense arguments of all the “change is bad!” naysayers.

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I think you’re missing the purpose of the skill queue in EVE.

While EVE does it different than many MMOs on the market, every single MMO out there has a form of progression for players, a way to stop players from instantly accessing the end-game (and becoming bored), a way to gradually introduce the game mechanics piece-wise by slowing down player progression.

Progression, unlocking new things, new things to look out for, it keeps players engaged. The opposite happens when you have a game where you have unlocked everything. Playing with cheats in a single player RPG to unlock everything is fun for a moment, but then kind of spoils the game as there’s nothing else to strive for.

While most other games stop players from getting ‘the best build’ at the start by making them grind repetitive tasks to ‘gain experience’ and ‘get to max level’ to unlock their new skills, EVE has a unique system that also gives players a form of progression, but does not require players to spend time grinding. In EVE, progression happens automatically over time.

You say that this system in EVE is bad and ‘antiquated’ because it ‘artificially slows down progression’ for new players, but what would you propose as alternative?

Let players do repetitive tasks to ‘level their skills’, like most other MMOs on the market? :joy:

Or do you want to get rid of progression at all for EVE?

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You’re more out of your mind than we thought, it also disqualifies any sort of reasoned debate.

Progress in all MMO’s is a thing, is why people play. Most MMO’s get progress through active grinding, they also change the goal posts ever so often so that all progress thus far is now meaningless and the first quest you do in the new expansion gets you better gear that you could have dreamt off before. It’s quite literally carrot on a stick and most of those MMO’s haven’t lasted 20 years. EVE has its own goal posts and goals but at least they don’t move ever so often and don’t make your previous progress meaningless.

It’s completely fine to not like EVE’s system (I would assume that most people don’t) but that doesn’t mean it needs changing. That’s like telling Dali that if he just would paint more mainstream stuff, and perhaps also mass produce it, he would appeal to so many more potential customers. No!

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Sorry, already covered your points and answered your question in earlier posts. Not my fault if you can’t keep up with the convo you’re in.

Don’t worry, a lot of people fall back on ad hominems once they’ve been shot down. Guess you also missed all the earlier posts that talked about adding progression to EVE’s systems, not taking it away. Or that these systems are already in EVE, just poorly implemented.

But hey, when it comes to the “post ad hominems without understanding the argument”, at least you’ve got lots of company.

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Well… for the most part the game doesn’t move the goal posts.

The player sure as hell will. :slight_smile:

–Gadget gets bored sometimes

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It’s almost as if EVE is a player driven game with player created content, instead of a carrot on a stick content&goals grind MMO :stuck_out_tongue:

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No I read that: XP for grinding. I already stated it to be “not EVE”.

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Grinding repetitive tasks to level up, or in other words,

Sounds like any generic non-EVE MMO out there, right?

I’m so glad EVE is a true sandbox that does not tell us how to play and what to do to progress.

I can explore, I can shoot ships in my bomber, I can spin my ship for hours and still I will progress towards unlocking new skills. I really don’t understand why people want to replace that system, which requires 0 grinding, with a system that makes people waste time completing game-defined tasks in order to progress.

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Sigh. You’ve forgotten your own posts, in which you were the one who claimed that you pointed out to the guy that Omega halved the time.

That’s about as arbitrary a definition as it gets…and I love how you’ve just plucked that out of the air when it was nowhere mentioned in your original account of what the alleged noob wanted.

What’s more, most people join Eve knowing full well they are not going to fly a Paladin on day 1. Or a T2 Gila. It’s not like your noob had some potential wait that nobody else who is up and running in the game has not had to endure. So it is rather ironic to see longer term people arguing that this puts people off the game…as it clearly didn’t in their case.

It will take my new Omega noob the best part of a year to get to where Altara is now. But that doesn’t mean they are going to wait a whole year to undock.

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Indeed I do.
@Minin_alnigh_Lon I have no excuse, I apologize.

I don’t like change either so I can understand. I just thought they wouldn’t want to play in a half-empty mmo but I’m starting to understand that a half-empty mmo is a great advantage for long-time players as they have so much SP they don’t know where to spend it anymore while all saying that SP isn’t an advantage.
Anyway, I’m cool with a half-empty mmo too. New Eden isn’t so big where 5000 players would be too little a number to still have fun.

PS: I’m starting to change my mind about that player retention stuff. First of all I don’t see why I should care that CCP loses players and can’t attract more of them and second I’m starting to see the appeal of a mmo with 5 to 10k players only.

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People don’t generally realize it, but there’s a lot of motivational psychology study in an industry where encouraging a player to drop a few more quarters or another month’s sub can add up to millions of dollars per year.

I don’t get into this much because if you’re not already aware of it, people rarely believe it. But here’s the gist of it: people typically don’t know “why” they enjoy something, they just know this feels rewarding, that feels meh. This feels progressive, that feels like a drag.

Some people will point out “those ‘grind to progress’ games don’t all last 20 years like EVE has”, but in fact there’s a lot more “grind to progress” games that have lasted longer than EVE, than there are EVE-style games at all. “Grind” is their loaded term, because it’s actually “take positive action to improve your relative standing” in motivational terms - a beneficial attribute.

Turns out people are very good at calculating their “position of relative advantage” with regards to other people, and they maneuver to improve their relative standing at a practically subconscious level.

Design-wise, EVE’s progression scheme is actually a Ponzi-style setup, where everyone who’s been in less time than you is lower on the ladder, and everyone who’s been in longer is higher (in general terms).

This attracts a certain specific type of player who figures if they just keep paying and hanging in long enough, they’ll be “ahead of the pack” in some fashion. And it leads to exactly what you see on the EVE forums… an insane amount of “go away, EVE isn’t for you” responses in a steadily declining game, as well as outright rejection of any method or change that would allow anyone else to “pull ahead” of their relative standing.

It doesn’t even matter if the “gain SP” suggestion applies equally to everybody - if someone else might take more advantage of it than you, then it’s bad and must be rejected.

New players who can put 2 and 2 together and get the correct answer, come fairly quickly to the conclusion that they’re far behind, they’ll always be far behind, and they pass. Better games with better outlooks elsewhere.

Sure, any new player can succeed if they put in about 3 times as much effort for half the reward as in other games, but only an extremely small niche of them stick around for that.

All these vets pretending having 120 million more SP than new players “really doesn’t make a difference” and saying “Hey why should anyone new have it better than I did?” are basically just aging dinosaurs hoping to leech a little more advantage from their Ponzi scheme before it collapses.

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Yeah, the niche that plays eve. That’s the group we want here. That’s the group that builds the amazing story arcs and flys across the world to meetups in Iceland.

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