Crimsoneer, over at Pods And Pills has let fly with a recent article following up on some forum posting about the efficacy of the learning skills in EVE. I had started initially to comment on it, but decided that given the sheer length of the comment and the thoughts I had, it was worth of a post in and of itself in response.
tl; dr; The game is full of choices. Everyone thinks their choices are right. Everyone else is wrong.
To begin with, full disclosure – I have all of my learning skills maxed. It was and is something I chose to do, fully cognizant of the the time, effort and results of such a decision. I have another character that doesn’t have the learning skills to find his way out of a wet paper destroyer. Both of them are more fun than a Minmatar in a leotard in a traveling Gallente circus. Ok, on with the show…
There is a lot of posting and controversy and heated words flying around about the status of carebears, game changes, felt/perceived needs and I really have to sit back and chuckle. The same people who routinely say, “It’s just a game, lighten up.” also seem to want everyone to “HFTU” at the same time. This is not directed at Crimsoneers article, but applies in the sense that we all have preferences about how we want thing to be.
In response to Crimsoneer, it seems a bit of fallacious to say on one hand,
No matter which tough choices you make, who pops you, who you get scammed by, where you get your PLEX from, every choice is designed to promote you having fun.
and then turn around and say:
Forcing you to make the choice between training your learning skills now, and thus boring yourself to death now, or training your skills later and getting bored then, isn’t a choice between option A and option B: it’s a choice between sucking now or sucking later.
It seems then you want there to be hard choices in EVE, but you don’t want there to be hard choices. I realize you said hard choices and ‘suck(y)’ choices, but ultimately isn’t that a matter of perspective? To play the advocate for a moment, how exactly does choosing someone to pop me or scam me promote me having fun? Isn’t boredom a relative concept as well? To me it seems like the learning skills fall squarely into that hard choice category. Thus you end up asking yourself the difficult question, “Am I willing to do this? Is it worth it for that extra skill point I earn?” If the answer is no, move along, nothing to see here. However, some people might actually think it’s fun to train the learning skills. Sure, they’d take them free if you were giving them away, but the same could be said about Heavy Assault Cruiser level V.
There is nothing to force you into training those skills. No guns against your head. If you wanted to just ignore them, you are certainly able to. Heck, it will even save you money so that you can buy another cruiser or four.
I can understand that it might seem/feel/be boring to train something that doesn’t seem to/feel like/be able to give you another ship or module or combat edge in space. I am worried where reasoning that such-and-such skill is boring will lead to. What about Science skills, will they be next? Many of them only let you earn datacores more quickly from agents and are a legacy to a former time. Is it really worth it to have them in the game? What about social skills? They only increase the rate at which you increase your standings or loyalty points with a corporation. Surely they should be eliminated too.
How about we replace it with two skills that are mutually exclusive [if you train one the others are blocked]:
- Ships
- Other
Then we still have a really hard choice and you don’t have to mess with anything that doesn’t make the game fun for you.
How do you know if a given system in Wspace creates static exits to other systems? Is there something about it’s specs, the classification numbers of the WH? How do you know if a new class 4 system will constantly produce a exits to class 3s?
Often it’s only via trial and error at first. The process starts and looks a little bit like this:
Empirically:
You visit a w’hole system and scan it down. If you find any w’holes with the ID K162, they represent the terminal end of that w’hole. It’s true ID is at the other end. Any other w’holes you encounter with other ID’s are possible ‘static’ wormholes. With the possibilities narrowed down it is only a matter of confirming them the next time when they appear [16-24 hours later]. Each type of w’hole ID only connects to a specific class level of w’hole system.
Theoretically
Any non-K162 w’hole that you scan down inside a w’hole system is a static w’hole to where ever that ID type connects to.
Either way, it usually takes 24 hours to confirm their “static” nature.