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EVE would get so many more subs IF...?

First post
Author
James 315
Experimental Fun Times Corp RELOADED
CODE.
#121 - 2012-08-24 00:04:51 UTC
Shizuken wrote:
Read as, "I am a griefer and I enjoy irritating people for my own satisfaction and this is the only game that lets me do it all the time and I dont want that to change because I am a narcissist and an antisocial."

I wish you guys would just admit that you are unrepentant sociopaths in eve and grief for your own satisfaction. Give up the lame justification of "its part if the game" and "highsec mining should have risk for the reward."

I disagree. I think piracy, aggression, etc. is as natural in EVE as shooting other players in an FPS game. Smile
YuuKnow
The Scope
#122 - 2012-08-24 00:07:29 UTC
Eve doesn't need more subs. That's why things get ignored for years at a time. Eve just needs to concentrate on refining what they already have.

yk
Ghost of Truth
Mad Dawg Industries
#123 - 2012-08-24 00:55:42 UTC  |  Edited by: Ghost of Truth
Easy.

1.Make High Sec as easy and safe as possible, but without any serious ISK prizes.Not even what it has now.Not even LVL 4 missions or any serious profitable mining.A character after 3-4 months will have to move on to get on higher Incomes.Add a really epic arc to get people on the game mechanics and UI and story.Use high sec for Story Arc Missions and Industry.

2.Move any profitable thing from High sec to Low sec.Even war decs.This should be the main playing area for the majority.

3.Nullsec switches to massive ,obscene (yes, even bigger) amounts of income in comparison (not idle cash cows like TECH) , but more dangerous and costly to keep sovereignty (example, one timer for all structures, maximum reinforce 24 hours).
Tekniq
Bionic Systems
#124 - 2012-08-24 02:05:17 UTC
YOu could Dog Fight with Fregattes and very small ships. Or some Action. Maybe manually adjust shield energy to left/right /front/rear.. something that gives a little bit action and rewards awareness of the space

also the UI should be made user friendly more. the menu entries adjustable - editable.

Sturmwolke
#125 - 2012-08-24 02:33:00 UTC
Anslo wrote:
Despite my previous trolling, buffing PvE and banning PvP isn't going to get more long run subscribers. But what will? We've seen that the tutorial that's "dumbing down Eve" has been getting a lot of praise from different threads, and that CCP is making a visible motion to reach out to potential subscribers to keep them from being too scared ....


Buffing PVE will gain them a steady flow of subscribers.

A well developed PVE attracts more people whose playstyle isn't PVP (as in ship vs ship) centric. Imo, CCP has always underestimated the PVE importance as a sort of a starter culture for its PVP game. A player who has been subscribing EVE mainly doing PVE activities, may one day decide to to expand into PVP as part of their playstyle. In the meantime, they're fairly integral to the "build" and "harvest" portion of the economic triangle. An example, mission runners forms a consumer market for ammo, mods, ships and faction items. If you're a trader, volume moves much faster near missions hubs.

That said, balance is the key.
Too much PVP, too little PVE = masochism.
Too much PVE, too little PVP = farming MMO.

There's a perpetual tug-of-war between those two.

P.S. I was doing some reading and looking about the Perpetuum forum discussion on their current population issues.
The gist of it, they seem to have overbalanced game towards the masochistic side and is bleeding from the lack of "carebears" P Interesting to note.
Ieldan
Tea Tactics
#126 - 2012-08-24 02:43:10 UTC
Free ships
Free Isk
No Death Penality
No sence of loss


This just trippled subs.
Frying Doom
#127 - 2012-08-24 02:59:20 UTC
Free Russian brides with every account Lol

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Omega Sunset
Black.Omega
#128 - 2012-08-24 04:25:17 UTC
I'd say more epic story arcs.
Players are used to questing before they find EVE, so it gives them something to do as they become more oriented in New Eden. SOE is the only one for new players at this point, maybe adding in a number of smaller ones would be ideal, including some that introduce players to pvp. Others about career epic arcs, like exploration etc, beyond the career tutorials. More about something to do, less about big rewards. Give a listing of them through Aura, so new players don't miss them. Not so hard to implement, existing framework already there.

—Ω—

Virgil Travis
Non Constructive Self Management
#129 - 2012-08-24 08:11:22 UTC
Ieldan wrote:
Free ships
Free Isk
No Death Penality
No sence of loss


This just trippled subs.


And made the game utter garbage.

Unified Church of the Unobligated - madness in the method Mamma didn't raise no victims.

CCP Sisyphus
C C P
C C P Alliance
#130 - 2012-08-24 11:10:31 UTC
just thought I'd say: Some interesting ideas in here - along with the normal flotsam and jetsam that needs to be ignored.

Shocked+Twisted+ Pirate+Bear = Eve

CCP Sisyphus | Team TriLambda | Team Klang | @CCP_Sisyphus

Josef Djugashvilis
#131 - 2012-08-24 11:12:11 UTC  |  Edited by: Josef Djugashvilis
Ghost of Truth wrote:
Easy.

1.Make High Sec as easy and safe as possible, but without any serious ISK prizes.Not even what it has now.Not even LVL 4 missions or any serious profitable mining.A character after 3-4 months will have to move on to get on higher Incomes.Add a really epic arc to get people on the game mechanics and UI and story.Use high sec for Story Arc Missions and Industry.

2.Move any profitable thing from High sec to Low sec.Even war decs.This should be the main playing area for the majority.

3.Nullsec switches to massive ,obscene (yes, even bigger) amounts of income in comparison (not idle cash cows like TECH) , but more dangerous and costly to keep sovereignty (example, one timer for all structures, maximum reinforce 24 hours).


Item 2 - why are you trying to dictate how others play Eve?

This is not a signature.

Conrad Lionhart
#132 - 2012-08-24 11:13:58 UTC
Expand on PvE through better missions.

Someone made a good thread about how the lore of Eve Online is pretty good, but it is never fully explored.

Missions can be one way to explore that lore.
Conrad Lionhart
#133 - 2012-08-24 11:17:36 UTC  |  Edited by: Conrad Lionhart
Ghost of Truth wrote:
Easy.

1.Make High Sec as easy and safe as possible, but without any serious ISK prizes.Not even what it has now.Not even LVL 4 missions or any serious profitable mining.A character after 3-4 months will have to move on to get on higher Incomes.Add a really epic arc to get people on the game mechanics and UI and story.Use high sec for Story Arc Missions and Industry.

2.Move any profitable thing from High sec to Low sec.Even war decs.This should be the main playing area for the majority.

3.Nullsec switches to massive ,obscene (yes, even bigger) amounts of income in comparison (not idle cash cows like TECH) , but more dangerous and costly to keep sovereignty (example, one timer for all structures, maximum reinforce 24 hours).


Forcing people to PvP when they don't want to won't get you new players. It will chase them away.

People PvE to make ISK. PvP is an ISK sink and asking a carebear to go to low sec and get his ship blown up is very contradictory to his nature. PvE and PvP are almost mutually exclusive.

A way to encourage people to go to low sec would be to make a PvE ship able to hold its own against PvPers. But that is not possible because you need a specific fit for PvE and a specific one for PvP.
Zakarumit CZ
Zakarum Industries
Forgers United
#134 - 2012-08-24 11:18:27 UTC
Remove moongoo (Hopefully worked on as ring mining)
Change of souvereignity mechanics-> remove huge powerblocks and let smaller corporations to take their system=system upgrades depend on active players.
Tippia
Sunshine and Lollipops
#135 - 2012-08-24 11:24:10 UTC
Sturmwolke wrote:
A well developed PVE attracts more people whose playstyle isn't PVP (as in ship vs ship) centric. Imo, CCP has always underestimated the PVE importance as a sort of a starter culture for its PVP game. A player who has been subscribing EVE mainly doing PVE activities, may one day decide to to expand into PVP as part of their playstyle.
The problem lies in making them realise that their PvE activities do not, will not, and must not exist in a vacuum and that they have to live with the vagaries of an open and free-for-all-PvP universe. As history has shown, this combination is very very rare and rather attracts soon-gone whiners rather than useful customers. Some might stick around, yes, but will that be any more than those that already do or will it just create a larger volume of whining about how EVE does not behave the way they expect an MMO to behave?

Quote:
In the meantime, they're fairly integral to the "build" and "harvest" portion of the economic triangle. An example, mission runners forms a consumer market for ammo, mods, ships and faction items. If you're a trader, volume moves much faster near missions hubs.
If you're a trader, volume moves faster in the trade hubs, where everyone gathers. Mission runners don't consume nearly enough of anything, except maybe ammo, to be a solid customer base because they only need a handful of anything. The repeat sales are absolutely tiny compared to the volume that continuous ship loss through war creates.

Moreover, PvE people are no more integral to building and harvesting than anyone else because anyone can (and will) take those up if the need arises. Some of it is needed to crate ISK — the grease that makes the war economy run smoothly — but that's about it.
Frying Doom
#136 - 2012-08-24 11:29:49 UTC
CCP Sisyphus wrote:
just thought I'd say: Some interesting ideas in here - along with the normal flotsam and jetsam that needs to be ignored.

Shocked+Twisted+ Pirate+Bear = Eve

Are you possibly suggesting that my idea to give away free Russian brides was in any way shape or form not serious and falls under the category "the normal flotsam and jetsam"

Well I never.


Note: It is rather hard to type when you are barely able to keep a straight face Lol

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Lin-Young Borovskova
Doomheim
#137 - 2012-08-24 13:01:34 UTC
stoicfaux wrote:
What makes Eve subs sticky? The depth? The sense of ownership/accomplishment derived from building a corporation, industry, market, fleet of ships, etc.? The sandbox? The near OCD compulsion to keep your training queue active even if you aren't actively playing?





When you finally realise the "Butterfly Effect" only happens on youtube or just has that effect on your wallet. Your actions don't have much meanings and don't affect much, up to nothing, the sandbox.
In return of that promised land you get far too many downsides related to gaming exploits, grieving has almost no limits but most important, brings low to no consequences you can simply avoid using bad game mechanics.

If something I'd like to see happen on top of the obvious awesome work that has been done around NPE and ships rebalance, is the change or implementation of defining rules where your choices WILL bring you consequences and the benefits for those choices in the whole SANDBOX.

The "long term" playing in Eve hits extreme proportions because of a very specific learning curve, like it or hate it but it's an obvious obstacle that I'd like also to see it changed a little bit.
Maybe by introducing a new skill learning system that keeps the actual skills and learning values would push the player to actually go straight for something precise rather than loose time training different stuff -mining, guns, drones, production and after a couple months that character is just good to pin stuff in rifters as the 2 week new alt you made because you know what you're doing this time- this will give those players the feeling they don't progress, even if they will learn them latter for whatever reason the actual system in not intuitive at all.

brb

Peter Drakon
Luminaire Traders and Builders
#138 - 2012-08-24 13:19:33 UTC
Well...
I'd imagine that new players come to EVE because of space ships . Many MMORPGs are out there, more than enough to fit any ones style, but very few are about space ships (only STO comes to my mind now).

So...
new player jumps in the new rookie ship Big smile, does the new tutorials Big smile, and then... ShockedQuestion

Some players will be able to go along from there... for many more, you have to hold their hands a bit longer; then, for a few, a lot longer.

I'd start focusing on that "the next month after the tutorial" part. Smile


  • A few more epic missions with agents that contact you, letting you know they need your help. The focus should not be on the more missions here, but on great stories and tales to tell, and reward you with above average stuffs. CONCORD missions are a bit like this.
  • New carrier agents that match those on the new web site personalities - that would bring a bit unitedness between the web site and the game.
  • Factional warfare tutorials and missions.


PD
Vincent Athena
Photosynth
#139 - 2012-08-24 13:37:14 UTC  |  Edited by: Vincent Athena
In the issue of PvP vs PvE there needs to be a bit more understanding of why different people enjoy different play styles. I think it has to do with how they experience The Rush. Some call it The PvP shakes, but either way, its caused by adrenaline.

The Rush is a good felling one gets with and after a burst of adrenaline associated with an exciting experience, like PvP combat. Not everyone gets The Rush. Some get no pleasure from adrenaline, and some actually feel bad or sick from it. According to Dr. Drew Pinsky, the difference between these people is genetic. You are born to get The Rush, or you are not. The result is some players will not enjoy PvP and actively seek to avoid it, and no amount of game tweaking will change that, because game tweaking will not change their genes. After all this is a game, people will tend to avoid game activities that make them sick. Instead they do cooperative activities, industry, missions and the like, or just play as solo players.

People who do not get The Rush can also enjoy activities like fishing, a sport that is more popular that any computer game, even WoW. Or puzzle games, or solitaire, or Golf (one of the most popular pastimes on the planet). These players like an activity that occupies the mind, is relaxing, and gives one a gentle feeling of accomplishment as they watch the isk pile up. For them, a certain amount of repetition is not boring, its reassuring and relaxing.

People who avoid PvP space combat are not afraid of losing their stuff, they are trying to avoid exposure to adrenaline. Adrenaline also cases some bad side effects (http://www.ehow.com/about_5038314_effects-adrenaline-rush.htmlf) to the point I'm wondering if games that have non-consensual PvP may need health warnings, or will at some point become regulated.

If part of the game can be made "Adrenaline free" more such people would be retained. (CCP, I'm sure you got statistics on how many people stop playing after their first non-consensual PvP experience.) How can that be done? Well, high sec is already very close.

If you are not in a player corp and stay in high sec all you have to deal with are suicide ganks. An interesting question is if having suicide ganks in the game increase or decrease subs. If they were removed, would it really impact the game as a whole much, or just impact those few players who like to do them?

Also CCP mentioned (at fanfest) the idea of a "Corp lite", a player "corp" that is little more than a chat channel. It cannot join an alliance, or put up a POS, or be in a war, and it pays the NPC corp tax. Players already set these up, maybe we need it formalized into the game for the adrenaline adverse.

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Diesel47
Deep Core Mining Inc.
Caldari State
#140 - 2012-08-24 13:47:06 UTC
Vince Arron wrote:
EVE would get so many more subs if you didnt post anymore.


lmao.