Posts Tagged ‘bittervet’

Attribute Optimisation

neuralRemap

I am ashamed to admit that I have never really put much effort into my skill queue before. I still put more effort into it than most of the Dirties group (generally I have a month’s skill queue racked up in eveMon), but still the dark arts of Attribute Optimising has always scared me off.

For readers who are unaware of this particular practice. Let me summarise: All skills have primary and secondary attributes. Your characters level in each of these attributes directly effects how fast you gain skill points in them. For example a character with base attributes (17 across the board) will train Battleship V in 39 days and 3 hours. Where a character remapped to 27 Perception (primary) and 24 Willpower (secondary) will train it on 27 days 21 hours.  Quite a difference, and that’s only within a month. Once per year CCP allows players to remap their skill points to new values. So here is how it works: You commit to training only skills which have the same Primary and Secondary attributes, once the year is up, you can remap to another set of attributes, and train only their skills. Doing this a capsular Doing this a player can save hundreds of days training per year. That’s a lot.

Before you all go running off to eve mon to set a 365 day skill queue, you need to understand the downsides to this practice. Eve skills tend to come in miss matched. For example as a new player I could optimise my skill points to Perc/Will for a solid year to train T1 Ships, Gunnery and Missiles. However in order to get the maximum out of my training, I would have to avoid training Drones, Shields, Armour and Fitting skills until I could remap to a new configuration. All in all it would take 3-4 Remaps (or years) before you had a character balanced in all the key skill areas. In the long run, this is quicker, but in the short term it means you’re going to be shit at flying and fitting ships until years down the line.

Attribute optimisation is also very inflexible. For a Nullsec pilot such as myself following FOTM is a must. If you can’t fly ships complimentary to the Doctrine, you shouldn’t be flying at all. This means that if you are missing skills that a fleet fitting requires, you have to quickly flip push your skill queue aside in order to fit in with the new ship of the month.

All in all, my opinion has been that attribute optimisation is another good example of Malcanis’s Law. So why am I suddenly looking at using it? Well the fact of the matter is that I am one of the “Older players” mentioned in Malcanis’s Law, and in just 80 days I will be “Un nerfable”. With my current skill queue in 80 days I will be able to fly every T1 ship in the game (saving mining ships, including capitals), every T2 ship in the game (again excluding Mining ships, Command ships and T2 industrials) and use 90% of their modules to T2. I believe that this means that no matter what becomes the Flavour of the month in the next 12 months, I will be ready to fly it without changing my skill queue. It’s a bold claim, and one which could be foiled by a few things; New ships/Modues, exhumer fleets, Command Ship fleets etc. But that’s a gamble I feel is worth taking.

This new found inflexibility coupled with the bare fact that I am running out of non Lvl V skills to train means that attribute optimisation has suddenly become a very attractive prospect. So for the next 80 days I am training for the last few modules and ships, before I start training and optimised skill queue. For other older players, looking at perhaps doing this as well, or newer player who are think they might benefit from doing similar, I will loosely go over how I have planned mine.

First of all eveMon is a must for this exercise. It has a wonderful set of tools precisely for the purpose of optimising you skill queue. Not least of which is the ability to filter skills by their attributes. For reference here are the different remap sets:

All the Skills

P.s. I did this on purpose to make you think you had a hair on your screen…

PercWill – Gunnery, Missiles, T1 & T3 ship command, Offensive and Propulsion T3 Subsystems

CharInt – Planet Management (command centre upgrades & Planetary consolidation), Social Skills

CharMem – Trade Skills

CharWill – Leadership Skills, Jump clones, Contract skills

IntMem – Electronics, Engineering, Mechanics, Planetology, Science, T3 Subsystems (defence, Electronic & Engineering)

IntPer – Navigation

MemChar – Corporation Management, Research Project Management

MemInt – Industry

MemPerc – Drones

PercMem – Weapon Upgrades (though not advanced)

WillChar – Trade Skills

WillInt – Doomsday Devices

WillPerc – T2 Ship command

Now for me, as a combat pilot, the key areas which I want to improve first are; Tank, Spank (gunnery, missiles and Drones), Ship skills and navigation. Now Drones and Navigation don’t have a full years’ worth of training in them for me (200d and 78d respectively) I also have them trained to a level with which I am pretty happy. That leaves Tank (IntMem) and Gunnery, ships and Missiles (PercWill). Armed with this, I created a skill plan which gave me my un-nerfable status, then remapped to IntMem for perfect tanking and some Electronic warfare skills. Once this is completed (400 days), I will be planning out another years’ worth of skills, likely using Perc/Will to perfect Gunnery and Missiles. The result of all this? With a balance remap (23 in all except Charisma at 19) and +3 implants this queue takes 592 days, Optimised it takes 509 days. Giving me three months of additional training for a year and a half of skill queue.

Do I lament not doing this before? Not really, until recently the nature of my game has mean that I needed the flexibility of a balanced attribute mapping. I always tried to take a years’ worth of training and optimise my attributes to that particular mix (which means I’ve never had much Charisma, no surprise there). But now my skill plans are featuring more and level V skills it really does seem like it’s worth it.

Fly optimal,

Hark

The Skill Dilemma

Seeing as there have been a lot of people looking longingly at their skill queue these last 18 or so hours, I figure it’s a good time to post some thoughts on the training system. For a note to all of those talking about re-imbursements, Poetic does make a very good point about what to expect. Besides, you should all stop complaining, I was on a gate, engaged in a fight when the servers went offline… I doubt CCP is going to reimburse me for my soon to be inevitable loss! Because these downtime is not due to errors, I do wonder if CCP might take advantage and release Odyssey early, after all downtime is downtime right? Anyway, on with the original post.

 

The skill system, is harsh mistress to us capsulars. I can remember as a new player, how over whelming the skill sheet can be; so many skills which you don’t understand, so many ships you want to fly, and so many things your friends say you should train for. When you first start eve the skill queue is like a wall to climb, a barrier between you and the ship of your dreams. So you pick a target, set a straight line, and run for it. Forgetting all the nice to haves, and even some of what people tell you is essential, all go sit your ship quicker.

Rokh

A stack of Rokhs waiting to go on the market

 
For me it was the Rokh. Even though back then, it was only able to field 4 missiles (I was a missile only Caldari like so many before me), I loved a tanky ship, and it doesn’t get much tankier than a Rokh. I didn’t care that with my skills it would have the DPS of a limp slap. I wanted to get one fast, and the skill queue set a strait path towards it. That’s what the skill queue is to a new player, something to rush up. And as you zoom towards your chosen role, you, as I did, miss things. T2 weapons aren’t essential are they? Who needs tech II drones of every race? Level 4 shield resists are high enough right? I can fit what I need with only minor fittings skills so sod em’.

Then you get the big things you want and the skill tree changes its nature a bit. You’ve hit the mid game and you start to look back, and you realise that the wall you have scaled isn’t actually complete. There are some pretty huge holes in it. But there are still goals upwards, still things on the horizon you want so bad. Capitals look amazing, and the other races would be cool, so you could fly  in fleets with your alliance. So you keep climbing onwards towards the bigger goals, but now you take more care, and you don’t rush for ships like you used to. During this period, you might even go back and fill in some of the glaring holes in your wall, just because you have to justify some of the bigger more expensive ships you have or want.

Then, at last, you hit the big time, everything you really wanted is trained, all the races, all the T2’s and a few capitals of course. The skill queue changes its nature once more, it’s not a wall to be climbed, it’s a wall to be painted and patched. So far your rapid accent has left only a few upward strips, so it’s time to go back and fill the rest in. You double down and go back to getting the basics you guiltily knew you should have gotten during the first accent.

DSCN2842

Totaly my skill tree

 
The final stage is what I am looking at crossing into now. All the holes are plugged, and the wall is looking pretty damn solid. All that I have left in front of me is decorating it will a little splash here and there. Sure there are a few ships left to unlock, but none which I can see me flying anytime soon. I’m having to start to think about capping off to level 5’s because there is just no new goals to train towards any more. I suspect I am going to have to set my own goals now, looking at ascertaining “perfect” tanking, or “perfect” gunnery, that’s going to be a long project though.

That’s not to say I am losing interest in the skill queue any more. Far from it, I have enjoyed every stage of the skill game so far, and I expect I will enjoy this next stage just as much. It’s just a sad passing for me now that nothing has that fresh ship feel any more. At this stage in the game the furthest I am from a ship (excluding titans, in which I have 0 interest) is around 60d and that’s just because I would need to train a lot of leadership skills prior to embarking. I’m missing BLOPs, but that’s 7d, I’m missing Marauders, but that’s 6d… even The last carrier I can’t fly is only 38d away (but that will reduce to 9d as of the 4th).

It’s kind of sad that there is no new ship class on the horizon for me, but really I wouldn’t trade my position for anything. There are still plenty of ships I have skilled and never flown, so I am content just enjoying the freedom of having the SP to do whatever I want.

But here is what this whole post comes down to. A message to newer players: I won’t give you the same advice that no doubt everyone around you has given since day one. I won’t tell you to train T2 before you go up a ship class, or to train fitting/core skills before rushing to battleships. I never followed it, and I suspect, nor will you. Here is what I will advise though. Enjoy the progression. Enjoy the rush of finally getting in a new ship, because that will dry up one day. Make sure you make the most of whatever part of the skill game you are in at the moment.

 

Fly like a bitter vet,

 

Hark