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Getting More Players Through Their First Two Months

First post
Author
AlleyKat
The Unwanted.
#141 - 2012-11-09 13:28:58 UTC
Archdaimon wrote:
Best way to keep players in EVE is to get them out of Hi-Sec.


The game should drop you in null with no docking privileges on day one.

If you survive after 14 days, you're allowed to have an account.

If you attempt to enter high sec space within the first 14 days, you get concorded.

Harsh? perhaps; but at least there would be no confusion as to what this game is.

Too many people on the forums acting like the fuckin' game owes them something - it doesn't; the game gives you the right to take it from someone else and then sleep with their sister.

CCP do not care if you have been playing for ten minutes or ten years, you have the same right to kill as anyone else; avail yourself of this fact.

That's EVE.

AK

This space for rent.

Sir John Halsey
#142 - 2012-11-09 15:04:31 UTC
Gorn Arming wrote:
If you don't get new players into PvP quickly, they're going to leave. PvE in EVE just plain sucks.


Yes and now :)

I didn't kill anyone in PvP until now... i tried.... believe me.
2 or 3 times i went on myself looking for PvP and every time was boring as hell.
I couldn't find anyone to fight.
Only 3+ pilots squads i had to run away from because my Kestrel would have died terribly.
Finding somebody to fight with (solo) it is a pain in the a***.

On the other hand, i find myself dying in PvP when i'm not looking for it lol.

With all this, i'm still here doing mostly PvE months after i subscribed.

I'm pretty sure if it will be easier to find solo PvP more people will stay around doing it.

Bodega Cat
Expedition Spartica
#143 - 2012-11-11 16:46:26 UTC  |  Edited by: Bodega Cat
Keen Fallsword wrote:
Ppl don't want to play eve coz skill points its that easy.. They don't want to be rookies. That's why eve is freaking boring. Waiting 3 weeks for bs 5 ?? Are you joking ? Eve will pay for that soon (tm) .

And I think that the only chance for eve is avatar game. Space is over.. You will see ..


Yea but thats a misconception insecure players all too easily fall into...

You can learn so much in a battleship, flying around with skill only to IV or even III that by the time V finishes, you'll be an ace in the thing and can actually leverage it to its full capacity all the more effectively.

Experience really often trumps what on paper skill points suggest, and forum mongering all too often discourages anyone actually going out there and trying things out that others have already learned the hard way, without appreciating the values of real time experience.

Its too easy to slip into a cycle where you are sitting back and waiting for your skill points, and some a-holes on the forums say you can effectively do something, rather than just going for it yourself!

While I am certainly not suggesting, theirs never going to be hard lines that new players encounter where skill training (or isk flow, for that matter) is a cold hard wall in the face of a brilliant plan, and those barriers are often very real... All i'm saying is, you can usually set a goal, and plan it out so even while you may be stuck getting over one of those barriers, theirs bound to be practical ways that you can be out flying, and actually playing and learning and experiencing relevant things towards those goals while you wait for your skills to tick.

Never forget, this game rewards the pro-active first and foremost, and that goes for any of the arena's that one might play in.
Fractal Muse
Sebiestor Tribe
Minmatar Republic
#144 - 2012-11-11 18:42:12 UTC
I tend to spend a lot of time thinking about user experience and retention percentages - not just about EVE online but in general.

I have recently come back to EVE after a long period of non-playing - I got scared off with the whole Noble Exchange thing plus Walking in Stations 'expansion.'

The new player experience in EVE isn't a bad one as such. The "new" tutorials are pretty decent at guiding a player through their first brush with the game. The tutorials fall down in explaining skill paths and how important these decisions are for a character but, at the same time, picking the wrong skill and training it to level 3 isn't really significant overall.

As such, I do not agree that the skill system unto itself is a problem for new players. I do think that greater emphasis should be given to specialization and how a new player can get to a point of flying a ship 'perfectly' (in terms of skills) so that they do not feel like they can't ever catch up to older players.

Where EVE Online lacks is how it manages the transition from guided gameplay (tutorials / missions) to user directed gameplay. Once you finish the tutorials you are left with being overwhelmed with the 'what's next' question. There is little to no guidance at this stage in the game. There needs to be an intermediary phase introduced to the game that gives broad objectives but only hints as to possible ways to obtain it. In other words, there isn't one specific or right way to accomplish the objective so the burden of figuring out how to do it shifts to the player but they still have a goal to accomplish and work towards.

For example, an objective with multiple paths to accomplishing it would be to make 10,000,000 ISK. The first ten million. Make it into a milestone and reward it with something cool (maybe a skill reset? a neural remap? something that would allow a player to correct mistakes at this point? make them think about what they are going to do in EVE)

EVE needs to have something like EFT and EVEMon integrated into the game itself. The lack of these two tools makes life unnecessarily difficult for new players. The fact that most, if not all, players use one or the other of these tools (or a variation thereof) screams to a lack of something critical and fundamental in EVE's game design. Please incorporate this kind of tool into the game and introduce players to it early.

The way I figure it, if someone is interested enough to give EVE Online a try, then they are interested enough to keep on playing. This means that CCP is dropping the ball when it comes to new players. Somewhere along the line the game becomes either too frustrating for a new player or boring. The new user experience needs to reduce barriers (frustration) and make things interesting without creating reliance on 'quests' for all the interest. Players need to be taught and shown how to make their own fun. Right now, that element isn't well done since it is a tough one to encapsulate and codify.
Sunglasses At Midnight
Brutor Tribe
Minmatar Republic
#145 - 2012-11-11 18:53:01 UTC
I'm a very new player myself. You might be surprised to know that I'm not an alt, and that I'm actually posting on the forums without the help of someone else ("He found his ass without using both hands? Impressive, for a new guy.")

I've watched videos of the game before, which is great because EVE is such a cool game whether you watch it or not. Finally, after seeing some video explaining the Retribution mechanics, I decided to play and got a 21 day trial. The first day of playing, I only did missions: I didn't talk to anyone, I didn't trade with anyone, I didn't look for friends, I just did missions. Sure, the first few missions of shooting things was fun, but it got kind of boring after awhile (also, I forgot to use the Slasher I got, so I did the first 6 combat missions in a Rookie ship...)

I decided that missions or mining wasn't my thing, which probably was too hasty a decision, but found this great thing called a "Nullsec PvP Corporation" and joined up. I talked to the guys and got registered on their various fora and chat programs, and a few days in, got comfortable.

You know why I'm still here?
Because when I, a barely 3- day- old newbie, said in corporation chat, "I wanna fly a Stabber!" they didn't say, "No, you're gonna fly light tackle until you can fly a battleship and then you'll just be part of a blob." They told me what a Stabber is and isn't good for, what I might want to fit it with, and what skills would be beneficial.

Because when I ask, "Can I watch?" the people I'm with don't say, "No, we're ratting, **** off" or "Eh, I'm not really doing anything interesting right now" or, most often, "You'll probably die". They said, "Grab a shuttle and warp to us!" I get experience from watching people rat, or PvP, or bash POS's.

Because when I was moping in Jita Local that the cost of skills for a Stabber was out of my reach, some nice patron gave me a 5m ISK stipend and a Stabber cruisers! Think of it like this: for us noobs, a 10m cruiser is hideously expensive, but for a 10m SP character with 1bil in the wallet, it's throwaway money. If you give a noob a 10m cruiser he's probably going to lose it, but it's still amazing to look up at all the people in the game and realize that 90% of them regard the ships you're aiming for as toys, and to know that one day, with enough effort, you can make it to that point.

Really, what newbies want is to see spaceships exploding, and want to participate in the things that made them join EVE in the first place: the economy, industry, exploration, PvE and PvP. Don't tell a newbie to **** off until he can tackle, don't shoot a newbie in a shuttle that pops into your gatecamp because he's exploring and says "hello!" in local, don't hunt down newbies in hisec because they joined a corp that somehow attracted a wardec. If you're a **** to a noob, we're most likely going to quit: being alpha'd into pods mercilessly isn't fun when you're not trying to fight. I'm not saying to baby them, just don't purposefully single them out to screw them over.

Corporations that support newbies are important. Having people that are willing to help, rather than hurt, newbies is important. Let a noob explore what he wants to do, if you're a PvP corp and he wants to hop up to Hisec to do some missions, don't say, "No, missions suck." Give him advice on not getting killed by other people, or fitting ships, or really any help at all. Noobs are a resource, and running a game like EVE is expensive especially when more and more super- rich players stop paying and just get PLEX's.

What I'm trying to say is to show noobs EVE as they picture it. Ask them what they want to do, help them find out how to do it, and don't single them out to be killed repeatedly because you want a better K/D ratio and their shiny little ships pop in two volleys.
Kalin Trose
Aliastra
Gallente Federation
#146 - 2012-11-11 19:17:35 UTC
I personally feel that for new players there should be alot more information.

New players have no idea about armor tanks / shield tanks. To make matters worse they have no idea about sig size and using that with speed to there advantage.

I think a GREAT reward would be a skillpoint injector module won from a faction storyline. As others have said getting to lvl2 missions is nothing short of boring and tedious. This would be ideal to speed that up.

Missions only become "fun" at lvl4s and even then missions do nothing more than mess up your standings toward other factions.

This is another thing that needs explaining properly in bold letters to new people. If you mission for Gallente and one day you wanna go down to Jita to go shopping for your very first deadspace large armor repairer well you cant because the Navy will chase you because your in Caldari bad books. This is not explained at all....It should as it has consequence.

To be absolutely truthful.....for a beginner this game is rubbish. It looks amazing....but a new player has so little information that thats all eve is about......wow this looks pretty.

You cant do decent missions for like 40-60-80 hours
You cant mine....well you can but your that bad that 1, you hardly mine anything worth selling and 2. wasn't that 1 hour boring?.....you shot 3 rats? oooh and u got 15,000 isk bounty? pfffft

CCP you gotta spice things up to keep these new players. Period!
Zero Audier
Garoun Investment Bank
Gallente Federation
#147 - 2012-11-13 02:19:07 UTC
Hypercake Mix wrote:
It's... complicated. They need to learn to fit their ship without being afraid of losing their ship, and fly that ship without being jealous of other ships. All that without overexposing PvE and the Market window. Too many people let ISK run their game experience.

... Honestly, I think the tutorial should start them in some unreachable space that ends with them getting podded with their clone in one of the current rookie systems. And be exclusive to fresh new characters.


Demon's Souls Tutorial, but with space ships. Brilliant!

The thing that made me stick with eve is the simple amount of things there are to learn. When I just started, I had no idea what you could do, where to go, or what the hell to train. I lucked out and got accepted to a good corp, but that moment of loss is what almost pushed me away. What I would do is change the tutorials to a series of short videos, made in the style of https://www.youtube.com/watch?v=uGplrpWvz0I trailer. Fun to watch, informative, and shows you what you could eventually become. Dangling the carrot on a stick is a tried and true business method, right now, the noobs just can't see the carrot.
Val'Dore
PlanetCorp InterStellar
#148 - 2012-11-13 02:59:09 UTC
Mara Rinn wrote:
Val'Dore wrote:
The only thing we would really lose are the thousands of farmer, botter, and lazy high sec alts.


… and the people who weren't born to PvP, and the people who just want to play "shoot the red crosses" while chatting with friends, and the people who take a bit longer to figure out the silly controls, and the people who take longer to find friends, and …


Newbie systems are enough for that. If you want to leave it, then you subscribe to the need to survive in a hostile environment. If you want to play Hello Kitty Spaceships, then stay in the newbie systems and farm those Veld pebbles and Level 1 missions.

The rest of high sec should be free of CONCORDOKKEN.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#149 - 2012-11-13 04:55:39 UTC
I really like the idea of starting players at a random null station with their first clone at their tutorial station. Explain what's going on, tell them how to set destination and how to warp to gates. Then reward them with 5 mil or something when they get podded.
Mars Theran
Foreign Interloper
#150 - 2012-11-13 07:05:55 UTC
Gilbaron wrote:
i actually think the highest frustration comes from having so few skillpoints

the old system where you started with much more points but slower skilling was much better i think

how about the tutorial and player orientation missions giving skillpoints ? so that a new player could end up with having about 2-3 million SP after doing them ? paired with a massively increased skillpoint gain from passive skilling up to maybe 10 million SP (tied to the clone grade ?)


Actually, I thought the mission issue was the skillbook drops in your cargo that you suddenly had to train. Some of them took a bit of time and you usually had something else training which made it inconvenient.

Maybe, the answer would be to have these skills introduced with a pop-up container and once accepted they would automatically be trained to the required level, (usually 1 iirc), with injection as the only option, rather than putting them in cargo hold.

That would boost skillpoints, encourage running the tutorials, and give a reward in skillpoints for new players so they could more quickly proceed through their first steps in the game.

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Wotec De'Nar
24th Imperial Crusade
Amarr Empire
#151 - 2012-11-13 07:17:35 UTC
Honestly alot of the problem is it takes alot to get started. Alot of beginners wont join a corp, I'm one of them I'm a loner, wether EVE is a loner game or not is moot. I've been podded about 5 times already and I expected to be. Thank god they were cheap frigates. However its going to take months before I can go to low sec and even defend myself reasonably.

The amount of time to takes to skill up is just crazy. I can understand why the ship skills are so high. Fair enough, but why are other basic ship running skill so long? Why cant I find info on what appears to be basic ship information like the ship stats. I cant even mouse over them for info to see what exactly its supposed to do. ex: Ship sensor strength, Inertia, etc. Its not easy to learn the ins and outs of the game without really wanting to go to outside sources.

Anyways, its not a new player friendly game over all, and thats without going to low-sec to be podded by pirates/FW/joeblow who decides your cheap frigate should get out the way cause he's passing by.
Mars Theran
Foreign Interloper
#152 - 2012-11-13 07:22:03 UTC
Nicen Jehr wrote:
I really like the idea of starting players at a random null station with their first clone at their tutorial station. Explain what's going on, tell them how to set destination and how to warp to gates. Then reward them with 5 mil or something when they get podded.


I like the option of starting in Null too. I do think it should be selectable though, with the option to become and Empire Citizen or a NPC Nullsec Citizen available before Race Selection, with some clear explanation of consequences.

Players could then gain Automatic Standing with their chosen Faction, and begin play in a place of their choosing. Race could be decided by the Faction they choose, with NPC Factions offering the appropriate races for those Factions as detailed elsewhere. I'm fairly certain the various Races common to each NPC Faction like the Guristas and Sanshas are covered.

New Shuttles and Rookie Ships for those various Factions could also be introduced, even were they simply Faction skinned variations of the current ones. These would be available in Nullsec NPC Stations, just as the others are available in Hiscec stations. Of course, standing requirements for purchase of Shuttles might be appropriate, and Rookie Ships would only be available to Players of those Factions, just as with Empire players.

So you could then Start the client, choose hard mode, and start as a Sansha Agent. This would give you access to a Sansha Rookie ship, and Pirate modules, (as opposed to civilian, but basically the same), for that ship, and you would be listed as a Sansha while also having an Automatic 0.5 Faction Standing towards them.

This would require seeding some skillbooks in NPC Null of course, possibly with the addition of NPC Training Stations, or changes to some Stations to make this possible.

I'd start a Character for this in a heartbeat.

You may also consider including immunity to attack for certain Rats for those individuals, (provided they don't attack first), and making them more like Faction Navies in that regard. Attacking Rats of other Navies might well result in Faction Standings gains or Corporate Standings gains.

Bounties could also come from your affiliated Faction as well as Concord. Not necessarily the introduction of excess bounties, but balancing them between. Faction Standings with Empire Factions would be penalized slightly, but not so much that Empire Navies would automatically threaten you, or you would be incapable of traveling in Hisec.

This would open up a lot of alternative play styles, both for new players and for veterans. Somewhat superficial perhaps, but nevertheless cool, and a very different form of alternative NPE.
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Mars Theran
Foreign Interloper
#153 - 2012-11-13 07:37:28 UTC
Wotec De'Nar wrote:
Honestly alot of the problem is it takes alot to get started. Alot of beginners wont join a corp, I'm one of them I'm a loner, wether EVE is a loner game or not is moot. I've been podded about 5 times already and I expected to be. Thank god they were cheap frigates. However its going to take months before I can go to low sec and even defend myself reasonably.

The amount of time to takes to skill up is just crazy. I can understand why the ship skills are so high. Fair enough, but why are other basic ship running skill so long? Why cant I find info on what appears to be basic ship information like the ship stats. I cant even mouse over them for info to see what exactly its supposed to do. ex: Ship sensor strength, Inertia, etc. Its not easy to learn the ins and outs of the game without really wanting to go to outside sources.

Anyways, its not a new player friendly game over all, and thats without going to low-sec to be podded by pirates/FW/joeblow who decides your cheap frigate should get out the way cause he's passing by.


Sensor Strength is essentially intended to be your ships ability to defeat EWAR or disrupt scans looking for your ship, (specifically combat probes), although information on it is limited.

Inertia is how your ship reacts to changes in speed or direction, and it affects your alignment time. That means a low Inertia multiplier combined with a specific mass will determine the time it takes to turn your ship around from a stationary position, or how long it takes your ship to reach max velocity.

It wouldn't hurt to have a proper ship view that had descriptive mouseovers either in the NPE, or better, available at any time. Also, including calculated effects might not be a bad idea, possibly with Sliders so you could change the velocity with respect to a calculation for alignment time. Maybe a bit over the top, but some of these features would probably help both new players and old.

Add to that a fitting calculator and you're gold.

Skills have perfectly reasonable training times within the scope of the game. Just remember that training them to 5 or even 4, isn't always necessary, particularly early on. Head for 3, and broaden the scope of your skills so you can cover what you need to fly a decent ship early on. Improving your ability to fly it by extending those skills to 4 or 5 can come later.

You should be able to train and fly a ship, (Frigate or Destroyer), reasonable well, with a majority of necessary support skills, within a period of 1-2 weeks I think. It's been awhile since I trained at that level, but the idea is to select skills to improve the various aspects of your ship and its weapons systems. EWAR, and various other skills can come later.

Buff armor, capacitor, shields, capacitor and shield regen, passive resistance, weapons and there range and effectiveness, etc.. and of course, acquire and train your skill for the ship you will fly early on. The same can apply to mining and related skills.

They all take time, but the lower levels offer faster returns on your time investment. More of those skills is more important than more in one of those skills.
zubzubzubzubzubzubzubzub
Kirluin
#154 - 2012-11-13 22:26:47 UTC
(returning player after a long hiatus here. still consider myself "new")

when i started eve it seemed pretty complicated and directionless, and not fun after a while because i couldn't really do anything.

what turned the corner for me was getting evemon and eft going. That turned my thinking from "i cant do anything" despair to "here's exactly what i will be doing, and how to get there, and how to remap to get there faster" hope. playing with evemon skill plans / ship browser let me take a good look at my future self, and helped me see that it was worth getting to.

i'd recommend buying out evemon/eft code, and make those programs available in game. maybe even replace the game training queue with evemon, and the fit tool with eft (so i can pre-fit stuff before buying or training to see dps and other details). They're so much better than the in game stuff, and if i hadn't hit the forums on a lark I probably would not have found them and left the game.

Ocih
Space Mermaids
#155 - 2012-11-13 23:07:49 UTC
CCP Legion wrote:
This is a topic which we have extensively discussed within CCP and we are well aware of the problems new players face when coming in. Unfortunately there is no simple and easy fix for this. It is a long term project which has received some more love recently. We just improved the tutorial over the summer and Retribution will improve a lot of the in space UI to make it more intuitive for new players and there will also be changes to the corporation search window. We are still going to do some improvements to the tutorial and its content beyond Retribution. We will continue to make everything easier for new players to understand and via that reduce the need for extensive tutorials. As many of you have pointed out, the tutorial is only a part of the new player experience and we are not only looking at that. What exactly will happen is yet to be determined, but a lot of the topics covered in this thread have been discussed internally and your opinions are definitely heard, so keep them coming :)


It's coincidence that I actually had a buddy at work come up to me 3 days ago and mention that he had started playing EVE.

I was kind of having a hard time deciding what to do. I didn't want to throw him in at my level of the game. I know from my own experience it's a cliff. I had played for 2 years solo, in low sec. I was what even I would now call 'bad' at EVE. I wasn't rich, my fits were not streamed to the ships they were on but I was happy. I enjoyed EVE. After I got in to the whole social side of EVE I was miserable. I felt so fucken small. EVE really lost its magic for me when I started "playing with the big boys".

I ended up giving this guy 50 mill and so far I leave him alone. I don't want to take away the exploratory aspects of learning EVE from him. If he asks me a pointed question, I answer the best I can but if he doesn't ask, I don't tell him. I also told him my 4 mains and I told him, if Ocih is on overview he has 50/50 chance. I might blow him up. The other 3 will just help him.

The only advice I can offer to you guys is, keep doing what you are doing with T1. This gives newer people ships they can afford to lose but ships they might actually make a dent with.

- T3 BC: Fittings requirement role bonus. It helps new and old players alike determine the role of that hull when you see obvious requirement boons in the role bonus. 50% reduced PG on a certain gun or armor repair unit is huge incentive to fit a certain way.

- New Logi cruiser. Augoror hull won't replace or kill Guardian as Logi king but the fleet doctrine on both is clear indication of what you should be expecting if you want to be in either. Exeq and Oneiros are morre about autonomous armor logi. They do their job quite well but they both have distinct doctrines.

Those kinds of balances and connections make EVE easier to navigate. It makes it easier for the new player to figure it out on their own.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#156 - 2012-11-13 23:43:00 UTC
Fascinating that so many feel the best way to get someone into the game is to place them in the harshest part of it while they are least equipped to deal with that. Given the idea that most games start relatively easy and get harder I'd imagine we'd see more departures than now as people are simply being killed left and right after entering the game for what would seem to them as being no reason.

Or is decreasing the number of trials that become subs the point in those proposals?
Proletariat Tingtango
Viziam
Amarr Empire
#157 - 2012-11-14 01:12:23 UTC
You know, the one thing that's kept me subscribed this time is the opportunity to pvp.

I've tried to play this game a lot. Before goonswarm existed on several trial accounts, after goonswarm existed but without them, and I got a little further into the game each time, but here's my experience.

Around the time the first trial program came out, I gave the game a shot. I made it about three days. I think I finally figured out how to move my ship and mine a rock once I found someone nice enough to show me how. I don't think I ever figured out how to train that first time.

The second trial was a little better. I was able to run a few missions, but I was alone and every player corp that would even think about taking me had a recruiter who seemed like a moron and I'm no strangers to MMOs and the kinds of guilds/corps that usually take newbies are actually the worst place for newbies to be.

The third time I finally actually bought an account. I joined up with an old friend who had been skilling up industrial skills and wanted to build an industrial-centric corporation. He got me going, showed me how to train and got me into a caracal and effectively killing rats in missions in such a way that I could pay my own bills. The sad fact is though, for all of our dreams of eventually building up something big, two guys trying to build a pve empire was boring as hell for both of us.

After it fell apart I joined a syndicate corp (it was GROON), and I have nothing bad to say about GROON but it's not the place for a newbie who has pve-oriented skills and knowledge.

Then one day I was drunk and had more money than sense, created a new account, and joined goonswarm. Immediately I was shoved into 0.0 and told how to train so I could go on fleet operations within a day. The helpfulness of GSF towards its newbies with ISK, ships, and information was unprecedented in almost any MMO experience I've had.

And that's why this character is still active, and will have more than 10m SP by Jan 2013.

Getting through the months where you can a) fly in a rifter in any fleet or b) fly a noctis someone gave you while they graciously let you hoover up wrecks and sell the salvage was the hard part, and most newbies don't even have that to fall back on. They have to rely on flying missions that don't pay well, in a ship they don't fully understand how to use, using modules they don't understand, and it's a ******* awful experience because I've been there.

I can trash talk a lot of hi-sec corps and ~*Elite PVP*~ nullsec corps, but anyone who helps a newbie, goon or not, is awesome in my book. The more of you guys there are, the better this game can be.
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#158 - 2012-11-16 14:13:20 UTC
Tyberius Franklin wrote:
Fascinating that so many feel the best way to get someone into the game is to place them in the harshest part of it while they are least equipped to deal with that. Given the idea that most games start relatively easy and get harder I'd imagine we'd see more departures than now as people are simply being killed left and right after entering the game for what would seem to them as being no reason.

Or is decreasing the number of trials that become subs the point in those proposals?


Well, to me it's partly weeding out the riffraff (if they quit after their first pod death, they probably would have quit later) and partly showing them that New Eden is a dangerous and brutal place.

Some would never go back to null, some would.

Couple more ideas:
Spawn the noobs in an unused system, Jove or somewhere, to teach them the rudimentary basics of skills, overview, warping.
Give them a unique item, basically "Nicen Jehr's Pilots License."
Create a one time use wormhole that dumps them into null.
Reward them if they - against all odds - manage to get that item back to Empire. Maybe offer an item exchange contract to trade the license for a snowball launcher or a (useless) faction mod or something. Or better, give successful players a character sheet decoration.

And, Mars Theran's ideas on pirate faction affiliations / nullsec hard mode are awesome. o7
Abu Tarynnia
Kings-Guard
Sigma Grindset
#159 - 2012-11-16 16:14:28 UTC
First of all .. the easiest way, as any other game tries to do in its own way, is to create success. If I have success I will stay. If the game just frustrates me (pvp-psychos in starter-area ...) I will quit. I have just simple better ways to spend my hard earnd money.

Nicen Jehr wrote:
Tyberius Franklin wrote:
Fascinating that so many feel the best way to get someone into the game is to place them in the harshest part of it while they are least equipped to deal with that. Given the idea that most games start relatively easy and get harder I'd imagine we'd see more departures than now as people are simply being killed left and right after entering the game for what would seem to them as being no reason.

Or is decreasing the number of trials that become subs the point in those proposals?


Well, to me it's partly weeding out the riffraff (if they quit after their first pod death, they probably would have quit later) and partly showing them that New Eden is a dangerous and brutal place.

Some would never go back to null, some would.

Couple more ideas:
Spawn the noobs in an unused system, Jove or somewhere, to teach them the rudimentary basics of skills, overview, warping.
Give them a unique item, basically "Nicen Jehr's Pilots License."
Create a one time use wormhole that dumps them into null.
Reward them if they - against all odds - manage to get that item back to Empire. Maybe offer an item exchange contract to trade the license for a snowball launcher or a (useless) faction mod or something. Or better, give successful players a character sheet decoration.

And, Mars Theran's ideas on pirate faction affiliations / nullsec hard mode are awesome. o7


Though I like the idea I think this won't work on the majority of new players. In order to get better in skill as well as equipment, you have to have the possibility to buy/sell things. Without that the whole concept is null and nothing.
Then ... where to place this part ? In a wormhole? In real 0.0 ? With starter ships you would just die. What if a corp wants to settle there ? What about pvp-psychos killing noobs there ? Actually I don't think that you will exite just one real new player. Perhaps this might be for expierienced players.
Just my 2 cents

YOU CANNOT HAVE MY STUFF!!!!

aTom Triste
School of Applied Knowledge
Caldari State
#160 - 2012-11-16 16:16:49 UTC
I'm a noob. I have less than 300k Skill points.

Most people do a little homework before popping into any MMO. The word is this game has a pretty steep learning curve, and a decent player will know this before they join.

I like Plex, I like being able to train skills while doing other things IRL. And I believe I get a skill remap once I figure out what the hell i'm doing. That's all i need.