15/05/11 08:39 AM
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Capsuleers Hate Learning [or How Change Gets People All Whiney]

Among all the recent changes that have been announced coming to the galaxy, I’ve tried to hold my tongue and just let others discuss the to death. I’d like to think I had learned from experience after crying foul for the Quantum Rise Apathy Patch [personal code name QRAP!] that really did nothing more than introduce 1 new ship, a couple new ways to build it and some rear-end servicing [oh, wait, I mean "back-end, database and hardware upgrades]. The combined effect was not only under-whelming, it was quite frankly disappointing in that a supposed ‘industrial’ upgrade for EVE was little more than a collection of little patches and a mini-Rorqual. Thanks for the ship but don’t try to… Gah, have to stop going there.

So, coming back to the Apocrypha changes, I’m trying to remain more detached and aloof. I know I’ll continue to fly my ships, mine/mission/manufacture my way to dominance and generally let any changes wash over me like Trinity, Empyrean Age and QRAP have done before. I look forward to new things becoming available in the form of exploration [never mind that a Sisters' Launcher now seems like an over-investment] and wormholes [Sleeper NPCs will severely hurt me] and adding a RAM disk that just makes my mouth water. I am even excited that they are revamping the character creation process and experience. Hopefully gone will be the crazy decisions about locking yourself into something that you have no idea what it entails. New players will have a greater freedom to really explore what is possible in the galaxy before committing to a given career.

But what about the over-all experience? My burning question relates not to how well a new capsuleer can find his way out of the loading bay and into a microwarpdrive fitted Rifter, but more along the lines of, “Mistakes made early on help define all of us as pilots and who we are.” If we just let things float and allow everyone to flip around at whim, there goes some part of our ships’ souls so to speak. Don’t you want to learn as you go? The arguments against the New Player Experience [NPE] changes so far have come down to two basic points however, that completely miss the experience as I’ve defined it.

The GoonFleet, ah, goons, are upset/worried/troubled that reducing the starting pilots to 50,000 skill points will result in capsuleers being unwilling to train for 2 days to get into the aforementioned MWD Rifter for 0.0-sec PvP ops. I’m more inclined to think that people are just shocked by the appearance of the change from 800,000 average skill points to 50k. Nevermind that a new pilot will learn skills at an accelerated rate until they reach 1,600,000 skill points, it must be just plain wrong to reduce the amount of skill points you start with.

The second discussion surrounding the NPE is strangely not about the NPE at all, but about the efficacy of the Learning skills themselves. There are two distinct camps that either want them abolished/banned/nuked/removed/plastered all over the asteroid belts OR they like them and think they are a positive aspect of the game. The first crowd views them as a unholy time sink that are only trained because they are forced to do so if they want to be competitive. They are angry that they train for something that doesn’t make their ship fly faster, guns track faster, missiles fly farther, manufacturing go smoother or mining more lucrative. They just want them gone because they are a, “kick in the balls to players” who want to train real skills. The second, somewhat less vehement group either acknowledge that the learning skills, “aren’t fun” but want to keep them, or they whole-heartedly love them as one of the things that make EVE great.

I have to admit my own personal bias here, and state that I think the choice to train your learning skills or not is part of that fundamental ethos that helps the galaxy of New Eden be what it is. Pilots that fit a shield booster on a Vexor or autocannons and artillery on a Typhoon are generally laughed at for making poor decisions, but there isn’t a cry to change the system so there is one tank system, one weapon or one propulsion option.

TL/DR; The Learning skills are about choices and reward. Grow-up, make a choice and live with it. Don’t demand that something be removed because it doesn’t fit your specific style.

Making Plans [and Shooting Plans Down]

With the plethora of skills, ships, modules, options, directions, et cetra available in the galaxy, I am constantly torn between heading off one direction and then another. I’m sure you’ve all face similar decisions: choosing to train for a little bit more missile damage; ship agility; drone speed; construction efficiency; mining yield; scanning speed [eek]; better tank. The list goes on and on forever! An acquaintance of mine has focused on frigates and frigate related combat skills since he started playing three years ago. He estimates that in another year, he’ll have all Tech 1 and Tech 2 frigates and their associated skills trained. He is looking to possibly move into cruiser level skills then for the next 3-4 years. His comment, “What other option in the galaxy even allows for a 5 year plan?”

This got me to thinking about what I wanted to do for the rest of this year. I began by looking back and taking stock of how far I have come since first hardwiring into the capsule as well as where I am currently. Corporately I’ve managed to be part of a dead and dying corp, a new alliance and finally a solid industrial corp as part of a silent, unspoken alliance. Job-wise I’ve transitioned from a mainly mining pilot to one that also does a fair amount of research and manufacturing, scanning and hauling, missioning and mining. I love the jack-of-all-trades mentality I’ve developed and really want to pursue that.

So in reflection, I’ve come across a goal of sorts: Everything. I like being utilitarian and having efficacy. I wonder what that will look like. In looking ahead, I have some more general goals like keeping my training rate high [another 20,000,000 skill points], earning money, having fun and flying ships. Given that it looks like you will be able to change your skill point specifications for the new update, a whole world of possible career options open themselves up to exploration. The more specific goals about which I might have are proving a bit more elusive. So, I wrap this up with a quick question about your goals for the year?

The Future Is Bright

As a carebear industrialista, I am extremely excited about the flood of production communiques that are coming out of major research and development corps all over New Eden. New industrial command ships and reactions for moon materials are coming as are changes to some of the blueprint manufacturing amounts. One thing that has caught my eye and caused me to nearly get goosebumps was the seemingly innocuous announcement that ship equipment that have activation times would soon also have little countdown gauges to tell you how far along in the cycle said equipment has gone.

Oh wonder of wonders! Now we will be able to see how long until the next activation of any repeating module takes place. On one off, non-repeating equipment, the change is only mildly useful. But on the equipment that is set to auto-repeat, the change is monumental. Finally, modules can be planned around and taken into account. For us, the way this plays out is with the mining lasers and strip miners. No longer will it be necessary to overspend time whittling away at a roid that can easily be half-cycled or less. It will be easy to see how much ore you pull in a full cycle and then cut off the beam at a fraction of the cycle close to it’s final amount.

For example: Say your Hulk can strip a modest 1400 m3 per cycle. There is a Dense Veldspar rock floating 12 km off your port stern that scanners indicate has 9000 units left. At roughly 2/3 of the cycle you can cut if off, finish the roid and be ready to move on to roid number 2. While is isn’t new functionality in and of itself, it will now be so much easier to see. Miners, watch your timers. Keep them close to the final cycle you need. Any miner worth her morphite will be able to tell you how much ore they are able to pull from any given roid in a cycle.

Industrials, Transports and Freighters. Oh My!

I’ve finally wrapped up several skill sets that I have been wanting for some time. I can finally fly the whole range of Caldari industrial, transports and freighters. I can’t afford my Bustard, Crane or Charon yet, but I can fly them.

I also saw the devblog about the coming changes to the transports and I think they are good changes. I’m not so sure they were ‘broken’ per se, but they sure weren’t fully utilized. This may encourage more players to get into them and train beyond Transport level 1.

Also tucked into this blog is some ninja posting about the buff to the Mackinaw that allows it to finally fit two Ice Harvester Upgrades II and an increase in cargo hold that will let you hold 2 full cycles.