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Getting More Players Through Their First Two Months

First post
Author
Idris Helion
Doomheim
#21 - 2012-10-03 22:57:26 UTC
Another problem is that too many corps want their members to already have 5 or 10 million SP before they'll even consider entry. No one wants to train up recruits, or act as mentors. Everybody wants to play their own game their own way -- for being an MMO, EVE is probably the most solo-driven MMO I can think of. Everybody has an alt or two (or three, or ten). Lots of those big fleet battles out in null are actually being fought by about ten people, all told.

For any player under a million skillpoints, PVP simply means dying. A lot. Constantly. Which wouldn't be so bad, but precious little help is offered to teach the noob how to fix what went wrong. Yes, we've all heard the stories about how the magnanimous victors will tutor the defeated noob after the explosion to tell him what he did wrong, but in practice this is pretty rare. What usually happens is that the clueless noob gets popped, podded, and laughed at for flying a s**t-fit ship.

It takes about two months of training in order to get to a place where a new player can be truly useful in most roles, and feel comfortable enough to really go out and play the bigger game. But this is an enormous hill for many players to climb, especially those with families, jobs, and social lives. Telling a new player "Hey, two months from now this game will be awesome!" is a great way to get that player to say "The hell with it, I can have fun with some other game right now!"

It's also a brutal comedown to see those awesome space-battles in CCP's ads and on YouTube, and then find that actual combat in most cases involves shooting little red X's far off in the distance.

EVE UNI, Agony, and a few other corps have done good work in training new players, but then seem at something of a loss as to how to kick the players "out of the nest" so they can join other corps (or start their own).
Red Teufel
Calamitous-Intent
#22 - 2012-10-03 23:45:00 UTC
I agree with Idris for newby training alliances such as eve uni they sure do like to hold onto their newbs. FW corps should be the ones going for the newby players and giving them a good eve experience. an active community, war, drama, indi back bone and rewards for their efforts.

0.0 alliances it's rather difficult to accept newbie players given the issue of having spies and awoxers.
Frostys Virpio
State War Academy
Caldari State
#23 - 2012-10-03 23:50:17 UTC
Idris Helion wrote:
Another problem is that too many corps want their members to already have 5 or 10 million SP before they'll even consider entry. No one wants to train up recruits, or act as mentors. Everybody wants to play their own game their own way -- for being an MMO, EVE is probably the most solo-driven MMO I can think of. Everybody has an alt or two (or three, or ten). Lots of those big fleet battles out in null are actually being fought by about ten people, all told.



The same recruitement apply in other MMO. Anyone can get in a fail guild in WoW for example but you won't accomplish anythign there just as you won't learn anything in the hundreds of freely recruiting EvE corps. It's not an EvE problem it's how people are. They mostly don't want to drag around people who can't perform to thier level as it slow them down.

They also can't look long terms it seems.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#24 - 2012-10-04 01:00:51 UTC
Tragedy wrote:
Tldr. Stop teaching newbs to pve, get into the real game. They can be fast tackle in the new t1 intys at a day old.



Eve has made me paranoid & suspicious.


I have often seen this statement and thought .... hmm someone just wants a steady stream of easy noob kills to pad thier killboard with.




SmilingVagrant
Doomheim
#25 - 2012-10-04 03:02:52 UTC
Tragedy wrote:
Tldr. Stop teaching newbs to pve, get into the real game. They can be fast tackle in the new t1 intys at a day old.


A lot of this could be solved by making PVE interesting and engaging. But within the current mechanics of the game I just don't see how that could happen.
SmilingVagrant
Doomheim
#26 - 2012-10-04 03:04:09 UTC
Kitty Bear wrote:
Tragedy wrote:
Tldr. Stop teaching newbs to pve, get into the real game. They can be fast tackle in the new t1 intys at a day old.



Eve has made me paranoid & suspicious.


I have often seen this statement and thought .... hmm someone just wants a steady stream of easy noob kills to pad thier killboard with.






Goonswarm was built around the concept that if you pack enough people into crappy T1 frigates they can take down just about anything. We still hold to that doctrine to this day even though most of us have grown up and are driving "The good stuff" now.

Every ship counts.
Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#27 - 2012-10-04 05:29:48 UTC
Tragedy wrote:
Tldr. Stop teaching newbs to pve, get into the real game. They can be fast tackle in the new t1 intys at a day old.



Sounds good to me. I still think PvE has a place as basic drills like an army does. At least for the people who don't love mission running for itself.

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#28 - 2012-10-04 05:30:17 UTC
James 315 wrote:
Yeah, PvE will put off any new player. I try to help new players get into other, more interesting areas of the game. Smile



Care to tell us more?

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Darth Gustav
Sith Interstellar Tech Harvesting
#29 - 2012-10-04 05:34:28 UTC
If new players insist upon "living in high-sec" for their first two months, I usually recommend they train up trading and buy and sell faction ammo and modules. My advice is usually to haul them in small batches via destroyer, completing a circuit through all four trade hubs. Without much understanding of Eve's various meta-systems, a competent player can rack up a small fortune in two months doing this (or variations of it).

In my opinion the arbitage is good for Eve's economy as well, though others may debate this. So in this way, rookie players have the option to get rookie-space-rich to the betterment of everyone. Cool

He who trolls trolls best when he who is trolled trolls the troller. -Darth Gustav's Axiom

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#30 - 2012-10-04 05:35:36 UTC
Aless Benetek wrote:
Good topic - I think having more players is good, but I have heard folks say 30-50k players online is enough, if we had 10 times that amount (World of Tanks has >500k on a single shard), then it would be chaos, too crowded, etc.

For me, and I hear many players - Eve is a game that takes several attempts before it sticks. You REALLY want to enjoy the game but....

I think I tried and quit 4 times over 2 year period before this last time.

One key I believe to making someone's probability of staying is getting them on voice chat ASAP!

Also make an effort to get them to talk - take em in private room during training, ops, etc.

The old "my mic is broke" usually means they feel akward.

Now, this is hard in majority of Corps as there are only 1-5 active players on voice chat.

Sucks when you log in and no one is in TeamSpeak AND you are doing boring missions/mining.

If you develop a sense of community on Voice, folks will log into Voice to chat/listen even if they are playing other games.

Speaking of other games, second piece of advice - if you can....get a second monitor (worst case use alt-tab) and find you a second game that you like (Minecraft, WoT, LoL, etc.) and play that to supplement Eve. Run 5 missions, take a break and do a few battlegrounds, then back to Eve.

Another piece of advice - give newbs FREE T1 Tackle Frigates and take em on roams/ganks. They have fun, learn pvp mechanics, die, get new FREE ship, rinse and repeat.

Anyway...just some thoughts...good luck!





You are spot on with every point.

Its my pet peeve, how few people get into voicecomms. The folks who don't almost always wind up as mediocre players, and if you are not in TS you are not part of the team.

In our training corp, we tell everyone very clearly that to train with us they need to get into voicecomms. You can gently nudge them but if they won't, they don't want to be part of the team, so we leave them alone.

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Holy One
Privat Party
#31 - 2012-10-04 05:59:57 UTC
Allow people to buy characters pre-trained with core skills for plex or isk. Most serious new players do this anyway cos lol18 months of training and effectively not playing the game appeals only to spergers. CCP should just man up and provide a way for hundreds of thousands more people to enjoy and grow this game instead of playing the another-alt-vicar bs game.

:)

Coco Shimayaya
Doomheim
#32 - 2012-10-04 10:39:03 UTC
Aless Benetek wrote:


For me, and I hear many players - Eve is a game that takes several attempts before it sticks. You REALLY want to enjoy the game but....

I think I tried and quit 4 times over 2 year period before this last time.

One key I believe to making someone's probability of staying is getting them on voice chat ASAP!






I tried eve 2 times before, first time it lasted around 15 minutes, 2nd time a little longer and finally the 3rd time (2009.08.12) i learned to move my ship and shoot at thingsCool (all 3 happened in a few years period.)
Christ Illusion
Atrocity Vendors
#33 - 2012-10-04 11:02:46 UTC
Holy One wrote:
Allow people to buy characters pre-trained with core skills for plex or isk. Most serious new players do this anyway cos lol18 months of training and effectively not playing the game appeals only to spergers. CCP should just man up and provide a way for hundreds of thousands more people to enjoy and grow this game instead of playing the another-alt-vicar bs game.



yep, thats what i wondering about while i waiting my stupid 10+ day skills to be trained. I rather payed + 20 EUR to get a starter 2 million SP pack or something like that.
Mike Adoulin
Happys Happy Hamster Hunting Club
#34 - 2012-10-04 12:19:20 UTC
I've always wondered why CCP simply didn't sell 'Skill Boosters', make it like PLEX.

Skill Boosters would basically either double, triple, or quadruple the rate of SP gain while active, and the better types would cost more $$$, of course.

Duration could be as short as one day, and as long as one month, for example.

Bought, handled, and used exactly as PLEX is.

Players on trial accounts couldn't use them, but they could gain SP at double the normal rate while they are on the trial account. Lets them get into the game faster, after all.

I know, I'm insane.

Everything in EVE is a trap.

And if it isn't, it's your job to make it a trap...:)

You want to know what immorality in EVE Online looks like? Look no further than Ripard "Jester" Teg.

Chribba is the Chuck Norris of EVE.

Cannibal Kane
Viziam
Amarr Empire
#35 - 2012-10-04 13:31:49 UTC
Mike Adoulin wrote:
I've always wondered why CCP simply didn't sell 'Skill Boosters', make it like PLEX.

Skill Boosters would basically either double, triple, or quadruple the rate of SP gain while active, and the better types would cost more $$$, of course.

Duration could be as short as one day, and as long as one month, for example.

Bought, handled, and used exactly as PLEX is.

Players on trial accounts couldn't use them, but they could gain SP at double the normal rate while they are on the trial account. Lets them get into the game faster, after all.

I know, I'm insane.


Agreed.... Insane.

Added to my list.

"Kane is the End Boss of Highsec." -Psychotic Monk

Tragedy
The Scope
Gallente Federation
#36 - 2012-10-04 14:58:53 UTC
Idris Helion wrote:
Tragedy wrote:
Tldr. Stop teaching newbs to pve, get into the real game. They can be fast tackle in the new t1 intys at a day old.


Yeah, because nothing is more fun for a noob than getting killed so some higher-skilled player can get a cheap killmail.

This is stupid advice, and I wish people would stop giving it.

The fun part is being in a group, a part of something. Corp mates to back you up and kill the person who shoots u down. You have to get used to losing ships, that's part of eve. T1 fit t1 frogs are cheap as ****. Most corps will pay a newb to learn in one of those.

I suppose you suggest they fly more missions to get a feel for combat, and that they should mine asteroids sing kumbaya and talk about feelings as a group activity? Get the **** over your insecurities and go lose some ships yourself before you say what is good or bad advice.
Tragedy
The Scope
Gallente Federation
#37 - 2012-10-04 15:01:24 UTC
SmilingVagrant wrote:
Tragedy wrote:
Tldr. Stop teaching newbs to pve, get into the real game. They can be fast tackle in the new t1 intys at a day old.


A lot of this could be solved by making PVE interesting and engaging. But within the current mechanics of the game I just don't see how that could happen.

Agreed. Also don't see how it could be done.
Alpheias
Tactical Farmers.
Pandemic Horde
#38 - 2012-10-04 15:07:11 UTC
Wanna start helping newer players? Blow them, pod them and teach the meaning of loss in EVE.

If they can't accept that they are sooner or later gonna lose ****, EVE is not for them. Magical adventures in Pandaland is.

Agent of Chaos, Sower of Discord.

Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.

OT Smithers
A Farewell To Kings...
Dock Workers
#39 - 2012-10-04 15:08:56 UTC
I think it is entirely possible to get new players involved with PvP, but it requires a deliberate corp mindset that is somewhat counter to how most PvP corporations operate.

The biggest hurdle in my mind, is that Eve is a complicated game. There is a lot to learn on ANY subject, and few players (including veterans) actuallty know it all. This is what makes Eve what it is, it's what helps keep us playing, but it can be a huge obstacle to new-player retention.

To overcome this a new PvP player must be mentored. He needs someone there to talk him through setting up his overview, someone to practice flying against, someone to create fleet roles and fittings that take into account not only his current skills, but his future plans for his character. And few people are interested in filling this role. Beyond this, a corporation requires little more than a newb-friendly atmosphere and a team rather than individual focus. But what, exactly, is a newb-friendly attmosphere, and why is it so difficult to accomplish?

In such a corporation, winning and losing is not measured by a killboard or what ships anyone can fly, but by the enjoyment of the members and the outcome of the overall plan. In such a corporation, losing a ship is irrelevant, losing a fight is irrelevant, fun and participation are the measure of success. This is critical. The members of such a corporation must feel that their organization exists as a group of friends, of people, rather than a collection of characters. In such an environment a player is not measured and valued based upon his characters ever-improving skills or his killboard, but for his mind and committment as a person to the team.

In such an environment, losing a ship is irrelevant. Screwing up a tackle is irrelevant. The player and their enjoyment of the game are what determines success or failure. This is not new-age psychobabble or feel-good nonsense. The joke in Eve is that the best ship is friendship, but in the best corporations this is actually more true than not. An excellent example of this is Goonswarm -- there is perhaps no better "newb friendly" alliance in the game, provided you meet their S.A. prerequisites. And while they have an advantage in that they exist as an out-of-game entity, it is my belief that this same principle can apply to any corporation that adopts a similar philosophy.

A new player welcomed with careful instruction, who never need worry about money, who never need concern himself with his killboard, who has a job he has been trained to do as a part of a team, and who sees himself as an important part of that team -- valued as an person rather than a character with certain skills -- is a player that is highly likely to commit to the game.

In my opinion of course.
Malcanis
Vanishing Point.
The Initiative.
#40 - 2012-10-04 15:16:09 UTC
Aless Benetek wrote:
Good topic - I think having more players is good, but I have heard folks say 30-50k players online is enough, if we had 10 times that amount (World of Tanks has >500k on a single shard), then it would be chaos, too crowded, etc....




Rubbish. Players interacting with players = content for EVE. The more players, the more content, the more fun, the more game.

If there is one good thing I could think of to happen to EVE tomorrow, it would be for another online community to start up a large scale EVE presence like Dreddit did a couple of years ago when they created TEST.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016