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Getting More Players Through Their First Two Months

First post
Author
Roime
Mea Culpa.
Shadow Cartel
#101 - 2012-10-30 14:13:23 UTC
Remove all old characters from starter corps, and replace them with trained employees that guide newbies and arrange activities for them.

You can biomass the foreveralone-mission runners and send a bill to them for denying CCP millions in income- 99% of lost customers leave because NPC starter corps are terrible failures filled with detrimental advice from clueless people.

.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#102 - 2012-10-30 14:17:45 UTC  |  Edited by: Riot Girl
CCP Sisyphus wrote:
Thanks for the feedback - all this is VERY interesting for me :)

Keep the experiences with new players flowing. I especially want to hear from less experienced players (few months) as to what were the bits that caused greatest frustration..


Level 4 frigate skills to train cruisers. New players who are running missions will be ready to start level 2 missions on about their second or third day of playing. It takes roughly 40 hours of training to fly a cruiser. 40 hours is a hell of a long time for a 2-3 day old player to have to wait to continue playing the game, especially when they still need to train up basic tanking, navigation and electronics skills.

Armour tanking is completely unsatisfactory for new players. 12 days of training just to use tech 2 hardeners with very few rewards in the meantime (I think you get a minor boost to armour HP and nothing else). Armour tanking as a whole offers very few rewards compared with shield tanking.

Tech 2 shield hardeners can be trained in 4 days. After 12 days of training shield tanking skills, you will have collected a whole plethora of rewarding boosts to active and passive tanking. Every single day a player will see their abilities grow while training shields. Armour tank training is miserable in comparison and not encouraging for new players.
Holy One
Privat Party
#103 - 2012-10-30 14:36:45 UTC  |  Edited by: Holy One
Riot Girl wrote:
CCP Sisyphus wrote:
Thanks for the feedback - all this is VERY interesting for me :)

Keep the experiences with new players flowing. I especially want to hear from less experienced players (few months) as to what were the bits that caused greatest frustration..


Level 4 frigate skills to train cruisers. New players who are running missions will be ready to start level 2 missions on about their second or third day of playing.


"Hi! Welcome to Eve Online, here's what you want to do, here's what we're going to let you do in 27 days 6 hrs and 10 mins. Go **** yourself!"

Every new player should spend their first month in eve worrying about social aspects and exploring the niches instead of worrying about fittings, isk and replacement rifters. Thats one of the reasons why SA is so successful with retention. They remove all that hassle and let players get out to null on day 2 and start participating.

My advice to CCP? Consolidate all racial t1 frigates in to one skill. Consolidate all racial t1 turrets in to 1 skill. Consolidate all racial cruisers in to one skill. Consolidate navigation and drone skills. Go back to giving players basic drone and fitting skills from day one. Provide say 250-500k sp already allocated in core areas pertaining to common frigate fittings and applications. Give the 100% skill boost back. Have tutorial agents provide free and t1 fitted replacement frigates to those who choose war academy career paths. Along with suggestions on tackling, understanding transversal and angular velocity, sig blooms and fall off. Give them missions that show how effective combined fire is, tutor them in the basics of swarming and alpha and the real threat posed by ECM. Give them the idea they can band together in a wolf pack and bring down stuff.

Stop punishing people for pvping in low sec ie get rid of the sec status system that forces people to grind horrible pve to pvp. Sort out jump clone timers. Get rid of the punitive and stupid clone upgrading system. And now the biggie: get an official kill board, EveMon and EFT integrated in to your game or officially support and push these essential 3rd party applications.

Provide a reason for new players to co-operate in a safe environment: make level 1 and 2 missions intelligent enough to know when groups have entered and adapt accordingly the rewards and the risk. The relationships casually formed on day 1 in eve can last forever and thats the whole IDEA of this mmo right? Make high sec safe and reduce it in size.

So much could be done. Personally I would remove all skills training requirements for t1 frigates and industrials. Entirely. T2 modules and weapons systems obv would remain the same.

The first thing I did when I joined Eve in hour one day one was realize I couldn't fly anything and nobody was interested in talking to me or working with me, and there was no reason to even want to do so. There was literally nothing happening I could participate in and nobody to form a bond with. Thats your fatal flaw right there. Its not like you need to be a genius to know that this game is a sum total of the social ties you build and is literally horribly boring and empty without them. Address this and you'll start to attract more normally adjusted people that want to generate content and be sociable and less isolationist pve grinding spergers.

:)

Riot Girl
You'll Cowards Don't Even Smoke Crack
#104 - 2012-10-30 14:47:27 UTC
Holy One wrote:
There was literally nothing happening I could participate in and nobody to form a bond with. Thats your fatal flaw right there

There are some very good training corps in high-sec who recruit new players and teach them a lot about the game. Perhaps new players should be placed into these corps instead of NPC corps from the moment they start playing.
Sarlot
Doomheim
#105 - 2012-10-30 14:50:52 UTC

Quote:
So much could be done. Personally I would remove all skills training requirements for t1 frigates and industrials.

Why stop there? Why not just get rid of all skill points entirely and turn Eve into a FPS which, though not explicit, seems to be what you are saying in all your posts.
Holy One
Privat Party
#106 - 2012-10-30 14:52:10 UTC
Riot Girl wrote:
Holy One wrote:
There was literally nothing happening I could participate in and nobody to form a bond with. Thats your fatal flaw right there

There are some very good training corps in high-sec who recruit new players and teach them a lot about the game. Perhaps new players should be placed into these corps instead of NPC corps from the moment they start playing.


Well player run organizations can't have that much power, but essentially yes. The idea is:

1. Remove the avalanche that CCP dumps on new players heads
2. Provide enough SP and as little skill micro managing and training overhead as possible to facilitate fun pve and pvp play from second 1 day 1.
3. Facilitate the formation of social bonds and ties and ensure a smooth transition from overwhelmed but stimulated in to sure and certain active subscrption.

Less pertinent from my pov, but clearly from ccp's, get them to start a second account ASAP. Big smile

:)

Holy One
Privat Party
#107 - 2012-10-30 14:56:34 UTC  |  Edited by: Holy One
Sarlot wrote:

Quote:
So much could be done. Personally I would remove all skills training requirements for t1 frigates and industrials.

Why stop there? Why not just get rid of all skill points entirely and turn Eve into a FPS which, though not explicit, seems to be what you are saying in all your posts.


The real time skill training system has a very valid and fun role to play in Eve long term. Short term it is nothing but a hinderance to their business model. Also, quite frankly, advocating something as obvious as removing the insane block on active participation at the onset of a new player experience is not only sound business sense its essential for real growth. Not just more alts.

Hysterical over-reactions such as yours on this point just smack of 'I've hoarded my sp! My precious!' and aren't really fair comment on what I am advocating.

Eve needs skill training. It doesn't need literally months of waiting to access core content like interceptors and t2 frigs and the amazing new op t1 cruisers. The 'character focussing and career progression' stuff shouldn't even be something you have to worry about below 3m sp imho. Provide as few dead ends (lol armor tanking) as possible and maximise the amount of content new players can access. Its just like top loading interest on a loan - you need to get people hooked before you clobber them with the grind.

Also, lets be very clear on this, providing new players with the tools to generate a lot more content much faster does not by any stretch of the imagination mean they will. Its not giving them an advantage, because experience and knowledge are way more valuable. All you are doing is making sure they have enough to keep them hooked and dont hit a wall of boredom prematurely.

:)

Sarlot
Doomheim
#108 - 2012-10-30 15:18:11 UTC  |  Edited by: Sarlot
Quote:
Hysterical over-reactions such as yours on this point just smack of 'I've hoarded my sp! My precious!' and aren't really fair comment on what I am advocating.

I've read most of your posts and your argument is remarkably similar to the old tirade against learning skills several years ago. Removing learning skills was supposed to be the magic wand that allowed new players to begin playing the 'real' game sooner. Always when it comes to new player rentention the old trope of, "it takes too long to get to do the fun stuff" is bandied about and skill training is always made the culprit. Removing learning skills didn't change anything and reducing skill training time even further than they already have will not change anything either.
Some players,myself included, enjoy the slow progression the skill system provides. What is the real problem for the instant gratification crowd, that every game maker wants so badly to retain, is the lack of a sense of advancement primarily in PvE. This has nothing to do with skill points and everything to do with the fact that Eve has never really had PvE. Mining, manufacturing et all. is really crafting in any other mmo and Eve does it the best.
A progressive PvE background (which does not mean less skill training time) akin to what original mmo's had is what will retain new players. Add the sandbox element to that and you've got a combo that is simply not available from any other mmo out there.
Holy One
Privat Party
#109 - 2012-10-30 15:27:15 UTC  |  Edited by: Holy One
Sarlot wrote:
Quote:
Hysterical over-reactions such as yours on this point just smack of 'I've hoarded my sp! My precious!' and aren't really fair comment on what I am advocating.

I've read most of your posts and your argument is remarkably similar to the old tirade against learning skills several years ago. Removing learning skills was supposed to be the magic wand that allowed new players to begin playing the 'real' game sooner. Always when it comes to new player rentention the old trope of, "it takes too long to get to do the fun stuff" is bandied about and skill training is always made the culprit. Removing learning skills didn't change anything and reducing skill training time even further than they already have will not change anything either.
Some players,myself included, enjoy the slow progression the skill system provides. What is the real problem for the instant gratification crowd, that every game maker wants so badly to retain, is the lack of a sense of advancement primarily in PvE. This has nothing to do with skill points and everything to do with the fact that Eve has never really had PvE. Mining, manufacturing et all. is really crafting in any other mmo and Eve does it the best.
A progressive PvE background (which does not mean less skill training time) akin to what original mmo's had is what will retain new players. Add the sandbox element to that and you've got a combo that is simply not available from any other mmo out there.


Eve is not the skill training system tho. I agree the sense of progression is great long term and its really nerdy gratification to have. But. I don't buy the argument that removing skills from eve would have any effect other than to promote rapid growth in subscribers. I've played the precursor mmos to eve, notably Diaspora which placed limits solely on your wealth not on arbitrary standards. Thats a sandbox imho. The idea being you are not designing a pretty spreadsheet, but defining a legend based on personality and wealth.

Right now new players have two actual choices and one sensible one: they can grind for months and not play the game much at all beyond low level pve. Or they can buy a character and get stuck in to what they actually want to do. I would like to see a stronger argument for actually creating and training a character yourself. If you take most null sec corp requirements for new recruits to heart - 10m sp - you can see the obvious problem. You aren't useful to anyone with less than 10m sp. You are only useful within a tightly defined framework of new player support which only pre-established communities can and by and large are able to provide. Thats bad and entirely uneccessary.

I don't want to turn this thread in to an argument for or against skill training anyway. Its not something I would like to see removed from Eve! I would just like to see it become something you take on board at a later stage of your new player experience. I remember running out of content in about 12 hrs when I started in 2004. I quit. I came back out of pure boredom (broken foot) and was able to start a character with pre-allocated skill points. That was great. I think CCP needs to decide if they want 20k more subs or they want to carry on stacking a house of cards around multiple subscriptions per user. Which, personally speaking, I think is folly and makes the game far too sterile, fragile and hostile to change long term.

:)

Michal Jita
Lords Of The Universe
#110 - 2012-10-30 15:46:51 UTC
Can we have new players (new account) first character first lets say 3 million skill points grow with twice as fast basic rate, ie when added implants even quicker? That would mean that new players would learn most important basic skills in some reasonable time.
Sven Viko VIkolander
In space we are briefly free
#111 - 2012-10-30 16:15:57 UTC  |  Edited by: Sven Viko VIkolander
I agree with quite a few of the points made here already, but there are a few things I'd highlight for what I'd like to see improved in the NPE. Originally I played EVE for a month and quite for a long while (I'm still pretty new but more of a permanent player now), and I think if the following things were different I would have remained after that first month I think:

1. I love the skill system in EVE, but it does make being a new player difficult. Like many players, when I first started I spent 3 weeks training mining skills, only to realize mining sucks but dreaded the thought of starting from scratch on new skill sets.

What EVE could use is a (very) limited skill reimbursement system, much like the neural remapping system already in game. New players would start with, say, 3 individual skill resets (resetting just one rank of one skill) and would get another reset every anniversary, much like remapping works. Having 3 skill resets would have allowed players like me to transfer 3 of my longer mining skills (e.g., mining V, industry V, and astrogeology V) and use those points to get a huge head start on other (better) skills, like gunnery and ship skills etc.

2. The whole jump clone / medical clone system needs revision. Jump clone mechanics are needlessly complex and inaccessible to new players. One idea I've had is to collapse the current system into a "memory bank" type system that functions essentially like (until manually removed, permanent) save spots and allowing more control over where you end up once you die (say, by allowing you to change your default memory bank station at any station with medical facilities). Further, the memory bank would stay at that station even after you jump there and fly around. Also, remove or lessen the stupid standing requirements for the "jump clones" and add a better tutorial (say, one that guides the new player to the nearest market hub and walks them through adding a clone/memory bank there).

3. Remove the skill loss penalties for forgetting to update your clone (something that needlessly punishes new players for making new player mistakes).

4. This is a big one, and has no easy solution (besides joining RVB which every new player should automatically do) but finding ways to ease new players into pvp (with players with similar SPs) is the single best way to promote EVE. Perhaps a sort of FFA arena in new player systems which is limited to people under certain skill points and only allows T1 frigs, maybe with a cool points system or ranking. In fact, just provide new players infinite free, pre-fitted T1 frigs to shoot each other with in a new player only area and I guarantee far more people will try out and remain in this game.
Saxifrage Bizzaroclan
Perkone
Caldari State
#112 - 2012-10-30 16:35:05 UTC
Sarlot wrote:
Quote:
Hysterical over-reactions such as yours on this point just smack of 'I've hoarded my sp! My precious!' and aren't really fair comment on what I am advocating.

I've read most of your posts and your argument is remarkably similar to the old tirade against learning skills several years ago. Removing learning skills was supposed to be the magic wand that allowed new players to begin playing the 'real' game sooner. Always when it comes to new player rentention the old trope of, "it takes too long to get to do the fun stuff" is bandied about and skill training is always made the culprit. Removing learning skills didn't change anything and reducing skill training time even further than they already have will not change anything either.
Some players,myself included, enjoy the slow progression the skill system provides. What is the real problem for the instant gratification crowd, that every game maker wants so badly to retain, is the lack of a sense of advancement primarily in PvE. This has nothing to do with skill points and everything to do with the fact that Eve has never really had PvE. Mining, manufacturing et all. is really crafting in any other mmo and Eve does it the best.
A progressive PvE background (which does not mean less skill training time) akin to what original mmo's had is what will retain new players. Add the sandbox element to that and you've got a combo that is simply not available from any other mmo out there.


So you think learning skills should be put back? Or that it was a bad idea to remove them? That they added anything to the depth of the game?

I'm finally getting into EVE, but there was a rough patch there when i was like "WTF, I want to fly a spaceship, not sit and wait for a week for no good reason." The skill queue isn't "hard," it's arbitrary, and I'm pretty sure (thinking back) that if I'd have had to spend a chunk of time training the skills that HELP ME TRAIN I would have chuckled and uninstalled.

And don't get me wrong, I like the training queue, and I'm sure most people do. It plays towards the OCD/Completionist/Long Range vs. Short Range/Tradeoff mindset that many MMO players have. I'm 3 mo. into my int/mem remap, and have to convince myself on nearly a daily basis to keep filling out support skills for shield/armor tanking, EWAR and scanning before remapping for a pure weapon/ship type skill plan. I like deciding if I really need T2 armor mods now, or if I should say screw it and start training battleships.
Viktor Fel
Imperial Academy
Amarr Empire
#113 - 2012-10-30 17:01:59 UTC
You can play the 'real' game within a week. It takes making a few of the right contacts and being willing to take some risk. I took a month old pilot and made him a pirate. You can too!
EI Digin
irc.zulusquad.org
#114 - 2012-10-30 19:11:56 UTC
There is nothing wrong with SP at the moment, as T1 frigates and cruisers are becoming more and more effective with the balancing patches. It takes very little time to train into these ships, and ships like the new T1 logistics cruisers are effective in any gang.

A person who enjoys industrial processes and mining loves this game, and ships such as the new mining frigate helps that type person succeed in highsec. There is a lot of isk to be made in the market as well, no matter how much capital you have.

But lets face it, shooting NPCs (highsec's premier activity), or mining, is not very exciting for most people and causes them to quit the game when they realize that one of their only options is an endless grind to get more money/more sp/next month's plex. Most new players want something entertaining to do after they have achieved their isk goals, or most importantly, a way to earn isk while having fun.

Faction Warfare is a good example of doing things right to get people to do something exciting (fun and more fair fights) while still being able to earn enough isk to continue to do things. You can also participate in FW no matter what ship type you fly, making t1 frigates and destroyers effective in gangs, provided you have enough of them. It is important to continue to maintain faction warfare, and to ensure that it does not turn into an "abandoned" feature like Incursions as it is an important stepping stone in the grand scheme of things.

Unfortunately, it is rather difficult to move beyond faction warfare (to 0.0, sov or no-sov) as a distinct entity with lower-sp/skilled characters, without a sugar daddy to give them isk/experience/leadership. It's difficult to hold moons, one of the major isk generators for low/null alliances, and players like staking out their own claims instead of joining a large coalition for sov benefits. The sov that is uncontested (or rarely contested) by other blocs is most likely not worth living in at all because it is not worth the isk/time effort.

Pirates who live in null/low who roam around often depend on less experienced players to provide them with content (fights) as well. Players of all skill levels and all ship classes can participate in these roams, and can get decent money if you kill the right targets. However, as space becomes emptier (because people quit the game, or don't bother coming out), it becomes difficult to maintain this lifestyle, unless you have a large isk pool to draw from or static income sources like renters or moons.

I think the next step in addressing new players concerns is to give them an additional plank on the ladder between faction warfare and deep null power blocs, by making pirate 0.0 and "shallow" nullsec more sustainable, providing the new player with a goal to achieve, and the means to achieve it.

As we see different types of playstyles become more sustainable for players of all skill point levels, new players will sign up, veteran players will resubscribe, and the game will be in a much better position.
Shizuken
Venerated Stars
#115 - 2012-10-30 19:25:25 UTC  |  Edited by: Shizuken
Roime wrote:
Remove all old characters from starter corps, and replace them with trained employees that guide newbies and arrange activities for them.


MMOs in general need to start having their employees take a more active role in creating and forwarding content. They need to stop thinking their job is done when a patch is released and start employing people to manage NPC organizations, issuing missions, monitoring gameplay, among other things. Missions would be much more dynamic and fun if you have something like the following, 4 employees that represent each faction whos sole purpose is to wage war on the others. Give them dev tools to set bounties, war targets, which installations to attack, what ships their faction is building for NPC rats, buying/mining minerals for the ships, and developing new weapons to counter each other. This would far supercede the experience in any other MMO without having the same 50 cookie cutter missions that can be googled for exact information on difficulty, composition, rewards etc.

Rather than just standing by to "unstuck" people, they need to act more like D&D GMs from those dorktastic pen and paper games.
Serf of Hurlbat
Duckfleet
#116 - 2012-10-30 19:28:05 UTC
Shizuken wrote:
Roime wrote:
Remove all old characters from starter corps, and replace them with trained employees that guide newbies and arrange activities for them.


MMOs in general need to start having their employees take a more active role in creating and forwarding content. They need to stop thinking their job is done when a patch is released and start employing people to manage NPC organizations, issuing missions, monitoring gameplay, among other things. Missions would be much more dynamic and fun if you have something like the following, 4 employees that represent each faction whos sole purpose is to wage war on the others. Give them dev tools to set bounties, war targets, which installations to attack, what ships their faction is building for NPC rats, buying/mining minerals for the ships, and developing new weapons to counter each other. This would far supercede the experience in any other MMO without having the same 50 cookie cutter missions that can be googled for exact information on difficulty, composition, rewards etc.


Couldn't agree more. When I first began EVE, a GM invited to me a private conversation and then introduced me to EVE and answered the questions I had. This experience was unprecedented for me in any MMO - its one of the main reasons why I stuck with EVE. There's absolutely no reason why CCP couldn't launch an ISD-like team responsible for running dynamic content - running classes, seminars (this is done already on a smaller scale), mini-incursions in newbie systems - the possibilities are literally endless.

Waddle on in.

Tau Cabalander
Retirement Retreat
Working Stiffs
#117 - 2012-10-30 23:21:51 UTC  |  Edited by: Tau Cabalander
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.

I remember my first day on a lowsec roam. The FC made me a forward scout because I was in a frigate. I'd never done that before.

The FC would tell me to do X. I'd say, "Roger... how exactly do I do that?" The FC would then in very few words explain; that's all it took. He didn't throw a tantrum and berate me, nor kick me from the fleet. I learned a lot that day, as I suspect other fleet members did.

With instructions, I scouted out two groups of lowsec reds. The first group was on a station. That didn't end well, as they had a Dramiel that we just couldn't pin down. The second group was on a gate, and they called in a lot of Logistics (we had none). That also didn't end well, but a great time was had by all.

All losses were reimbursed by the alliance coffers, primarily from weekly mining ops, where happy miners donated all their ore to the alliance.

Whenever we had a war, the same FC would respond to the question, "can I join fleet with ship X, I'm just a noob", with "I don't give a damn if you are in a rookie ship, as long as you participate!"

So I'd have to say, it is less about your skill points, and more about the people you associate with.
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#118 - 2012-10-30 23:30:36 UTC  |  Edited by: Jame Jarl Retief
I'm afraid the only way to really add and keep new players is an overhaul of the skill system.

It is simply far too soul-crushing to open up a skill plan for a ship you want, and seeing numbers like 120 days, 180 days, 210 days. You have to realize most MMO players today will give the game a month. If you don't hook them, they're gone. And you can't hook them with a handful of weak ships.

That's really how EVE majorly differs from every other MMO today. In any other MMO, you can "max out" your character usually in under 3 months. That is, your character will be as strong as it is possible to get. Maybe not best geared, but close enough to let player skill do the rest. In EVE, the first 3 months you're basically a kitten. Your character doesn't have the skills, and player skill is largely irrelevant. Heck, even at 6 month mark you barely get to the point where you can start throwing your weight around in any serious way.

Until this changes, I don't see new player retention increasing. No matter how great the tutorial is, or how easy it is to find a corp. It is not a good game mechanic. Though of course old hands will fight tooth and nail to keep the advantage, no matter what it costs the game.

EDIT: To the "it's not how much SP you have, it's what you do with it" folks, there's a limit to what you can do with it. And it is very easily mathematically determined. Create a new character, and use EFT and see how much DPS, under ideal conditions, he is capable of, what his EHP is, etc. Can that new character compare with someone who played for 3 years? Nope. And this is no different from any other MMO, a level 1 will not take down a level 60. Closest I've seen was level 20s taking out level 50s in Pirates of the Burning Sea. BUT, in those other MMOs, in 1-3 months, depending on your playing habits, you would have a max level character capable of everything a 3 year old character is capable of. Not so in EVE. At 3 months you're barely combat effective in a handful of ships. And no matter who you play with or how good your intentions are. He shows in a frig, you show in a frig. He reships to cruiser, you reship to cruiser. He reships to battleship, and you choke because you don't have the SP for it. The end. He wins. Not because he's a better player, but because he's been pay...err...playing longer than you.
Soldarius
Dreddit
Test Alliance Please Ignore
#119 - 2012-10-31 02:59:14 UTC
I'm reminded of the first time I went through the tutorials when I first started Eve over 3 years ago. At the end of the combat tutorial, the pirate corp npc stated that I would have the opportunity to work for them and that I should keep an eye out.

I never heard from them. Was very disappointed.

Instead, I got stuck into the missioning grind and quickly grew bored. So I started stealing from cans and getting killed for it. I never realized that I was allowing those players to shoot me with no repurcusions.

I used modules like ECM bursts with no idea what they actually did, and got CONCORDed without even knowing that I had been killed by the NPC police.

CCP, your game has never and still does not show new players the basic game mechanics, most especially aggression mechanics or basic fitting knowledge. (ie why we generally fit a ship to match the hull bonuses.)

http://youtu.be/YVkUvmDQ3HY

Herr Hammer Draken
#120 - 2012-10-31 06:11:04 UTC
Serf of Hurlbat wrote:
Shizuken wrote:
Roime wrote:
Remove all old characters from starter corps, and replace them with trained employees that guide newbies and arrange activities for them.


MMOs in general need to start having their employees take a more active role in creating and forwarding content. They need to stop thinking their job is done when a patch is released and start employing people to manage NPC organizations, issuing missions, monitoring gameplay, among other things. Missions would be much more dynamic and fun if you have something like the following, 4 employees that represent each faction whos sole purpose is to wage war on the others. Give them dev tools to set bounties, war targets, which installations to attack, what ships their faction is building for NPC rats, buying/mining minerals for the ships, and developing new weapons to counter each other. This would far supercede the experience in any other MMO without having the same 50 cookie cutter missions that can be googled for exact information on difficulty, composition, rewards etc.


Couldn't agree more. When I first began EVE, a GM invited to me a private conversation and then introduced me to EVE and answered the questions I had. This experience was unprecedented for me in any MMO - its one of the main reasons why I stuck with EVE. There's absolutely no reason why CCP couldn't launch an ISD-like team responsible for running dynamic content - running classes, seminars (this is done already on a smaller scale), mini-incursions in newbie systems - the possibilities are literally endless.


This is pretty much what CAS already does for newbies in eve. But that only covers 1/4 of the new players in eve. The ones that pick gallente as their race. If you choose one of the other races you start in a cold unforgiving eve.

Herr Hammer Draken "The Amarr Prophet"