Skill training queue mk2 (CSM)

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All this data is potentially out of date, and should be taken with a truckload of salt

Stats[edit]

Summary[edit]

Currently, there are a lot of issues with skills finishing at inconvenient times. This is an annoyance to players, as they have to schedule their real life around Eve, to log in at the middle of the night to switch skills, or being unable to train the skill they want because it completes at a time they are unable to log into the game.

CCP has indicated that they are concerned that people will log into the game less when a skill queue is implemented, however in my opinion this is false, because:

  • People will not play Eve at inconvenient times
  • People are forced to train other skills than they’d like, and still log in only at a time that is convenient
  • People would be more eager to log in when their character has new abilities they want
  • The skill queue can be implemented with limitations that still encourage regular log-ins


With the removal of ghost training, character farmers are no longer of concern, so this development has removed an additional barrier on the road of the implementation of a skill queue.

As a side issue, which CCP might want to comment on, people have indicated the desire to split skill point gain across multiple characters on the same account. What is CCPs attitude towards this?

Solution[edit]

There are several ways to introduce a skill queue, as illustrated below:

Continue to train the next level of a skill once the skill completes

  • Pros
    • Can be programmed relatively quickly
    • Not very database intensive
    • Removes problems with the 6-12 hour skills
    • No endless queues, user is still required to log in
  • Cons
    • Level 5 may still end at inconvenient time
    • Players may not want to train the follow-up skill


Allow users to pick one 'next' skill

  • Pros
    • user can allocate a long skill in the secondary slot, where carried-over SP accumulate
    • No endless queues
    • Offers the player a decent amount of control and will only train the skills the player wants
    • Somewhat easy to program
    • Not very database intensive
  • Cons
    • Can a system put a skill in the 'next' slot if the prerequired skill is being trained?


Allow two skills being trained at the same time

  • Pros
    • Avoids inconvenient completion times
    • No endless queues
    • Offers the players a decent amount of control and will only train skills the player wants.
  • Cons
    • More database calls?
    • Player may want short skill to complete quicker
    • Probably requires more programming resources than the above solutions


Allow user to have a queue of 5 or more skills

  • Pros
    • Offers the player complete control, and they will only train the skills the player wants
    • Inconvenient completion times are history
  • Cons
    • Can a system put a skill in the 'next' slot if the prerequired skill is being trained?
    • Too long periods without user interaction?


Allow player to train for a certificate, skills required for certificate will queue up

  • Pros
    • Deals with inconvenient completion times in some way
    • Makes certifications more helpful
    • Helpful to new players
  • Cons
    • Not everything has certificates
    • Some players do not want to train everything on the certificate


Allow players to train for a specific module/ship, required skills will queue up

  • Pros
    • Deals with the inconvenient completion times in some way
    • Helpful to new players
    • Saves searching through the skill and requirement lists
    • Gives players a direct goal to train towards
  • Cons
    • Science/industry skills etc do not have items that require them directly

Relevant Forum Threads[edit]