Monday, July 27, 2015

Blog Banter 65 - Attributes and Skills

Welcome to the continuing monthly EVE Blog Banters and our 65th edition! For more details about what the blog banters are visit the Blog Banter page.

This months Banter was suggested by Jakob Anedalle - "I liked the discussion on The Neocom's recent "Tinfoil Factory" on the future of attributes in Eve. Perhaps piggyback on that and invite those folks into the banter as well?

Attributes and Skills
Does Eve need attributes? It's been discussed a lot recently. Unlike other MMO's your characters attributes don't make a difference in day-to-day gameplay. They simply set how fast you train a skill. Is it time to remove attributes from the game or totally revamp their purpose? Do they add a level of complexity to the game that is not needed? If you really need to use a 3rd party application to get the most from it should it be in the game? Should they be repurposed with each attribute adding a modifier to your ship? Are attributes a relic from the past or are they an important part of Eve - You make your decision and deal with the consequences?

Banter on!

The Banters:-

Cloaky Bastard - Useless Attributes
Inner Sanctum of the Ninveah - Attribution
Eveoganda - My Brain Hurts
Notes from New Eden - At Rebukes
The Ancient Gaming Noob - Not for Attribution
Torchwood Archives - Attributes and Skills
Sand, Cider and Spaceships - Useful Attributes
Target Caller: BB65 - Easiest One Ever
Lexx Jonlan Tweets. I don't think he gets the BLOG Banter bit!
Low Sec Lifestyle - Blog Banter #65 - What is Interesting?
Crossing Zebras and also
Jakob's Eve Checklist - Attribution Needed?
Morphisat's Blog - Attributes


  1. Here's my entry:

  2. I think with the removal of med-clone costs, they could probably remove attributes too (or just set them all to 25 and hide them) Implants could simply add a +% training speed on top of the flat amount given by all 25's (2500'ish/hr?) If +5's become +5%, that means someone with a full head of them would train at around 3,125/hr. 4%/3000/hr and so on. Could even change how the implant slots worked to give a bit more room for hardwirings and such. (Using one learning implant instead of 5 of them opens up 4 slots)

    = Math =
    At 2500/hr, it's 16d 15h or so per million skill points. (No implants) (21.9m sps/year)
    At 3000/hr, it's 13d 21h per 1m sps (20% from 5 +4% implants) (26,28m sps/year)
    At 3125/hr, it's 13d 8h per 1m sps (25% from 5 +5% implants) (27,375m sps/year)

    I'm not sure how this compares to current rates of progression, but it does seem to let new players 'catch up' rather quickly overall even if they don't install any implants or just +1's and +2's.


  4. Here is mine:


  6. I wrote about this some time ago: and also:

  7. It's been that kind of week, but my article is now up:

  8. A bit late :(, but here is mine anyway