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Getting More Players Through Their First Two Months

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Author
Abominare
The Hatchery
RAZOR Alliance
#161 - 2012-11-16 16:58:13 UTC  |  Edited by: Abominare
I'm glad we aren't the only corp thats run into the 8/10 newbie loss problem. We only recruit off our website community at teamliquid.net so it definitely stings when we only get a chance at really keeping maybe a new pilot once a month despite having several trialees.

We've always had it in our focus that you should be able to be in our fleet on your first day in eve. By the time you've finished the tutorial to learn whar is buttan and a quick 30-45 minute crash course in how to act in our nano fleet you're ready to be our tackle, or at least the guy who is going to get yelled at by the FC.

I've always laughed pretty hardily at the Eve is Real videos because I know exactly that guy's feelings. I have had time and again fresh day old pilots go on their introduction training op, have me and my trainee get called to join in fleet where they may be the only or one of two tackle frigs and be the "hero" that lets our fleet get the kill. They almost always tell me how bad their heart was pounding afterwards. Hell, we usually have them so pumped up I just tell the new guys to forget about even worrying about turning on the guns just focus one pushing a single button, the scram button.

We have a game that can give you an adrenaline rush with a handful of mouse clicks and pushing 2 buttons, mwd and scram. Which is a phenomenal selling point. Then as a corp we try to make it even easier to like the game. 21 day trial and an assigned mentor who will generally pay for most of your first plex and in some cases based on community involvement we'll just automatically 51 day you. Mentor pays for your basic implants and your skill books, the corp hangar is full of free tackle ships for you. We always have guides and plans available to get you plexing from the start and rarely do our new members even have to whip out the CC to play the game. Our vets will often to their own detriment to their isk/hour engage in activities that our newer guys to make some isk too.

Ironically as a pvp corp, our biggest hurdle is pve. We can't offer 24/7 fleets. Our vets can't be a source of constant user generated content and a couple day old pilot can't feasibly generate his own meaningful pvp content by himself just yet. So the only place he has to turn to is pve.

And it sucks. Its not necessarily the worst pve in the world but when we've just tried hooking you with actual adrenaline pumping pvp, being handed snoozefest pve is jarring. It simply comes down to luck for us, if the new guy doesn't miraculously find himself on at the exact right times we're going to lose them. To make matters worse, the best places for us to be in order to provide pvp content for our pilots will all have the absolute smallest available pve content for week old pilots. Even to a day old pilot the novelty of belt ratting solo because you didn't have anything else to do wears off in 5 mins.
Commander Ted
Caldari Provisions
Caldari State
#162 - 2012-11-16 18:23:51 UTC
I learned to pvp doing can flipping in hisec. I can't believe CCP is nerfing can flipping. It was so much fun as a noob! I can't imagine dragging one of my friends into lowsec and trying to tell them to listen to everything I say, it sucks if your new. It was low entry level griefing and great fun.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Aprudena Gist
Deep Core Mining Inc.
Caldari State
#163 - 2012-11-16 20:06:52 UTC
unless you have a people feeding you everything you want skill books, isk, ships and content 95% of players wont even make it 1 month
Merouk Baas
#164 - 2012-11-17 00:16:11 UTC
From a newbie's point of view, the skill system offers two things:

1. Access to new ships. Ships in EVE grant different roles, and progressing in the ship lineups is what advancing your character is all about, for newbies. This is what's exciting.

2. Access to modules, and increased performance for the ships via bonuses. This, if you think about it, is similar to the Talent Trees in other MMO's - oh now you can spec for ECM, or you can remote repair, or you can go faster, tank more, shoot better. While this is the meat of the game, in terms of how to get the best performance out of your ship and win fights, training for these minutiae is what bores and frustrates a new player.

There are a million support skills, for every little tiny thing, and honestly you need ALL of them. Who doesn't train all of Navigation, all of the armor or shield skills, all of the weapons support skills for their weapon, and so on? There are so many skills, it's confusing, and it takes forever.

What to do?

Suggestions (some of these may already be implemented; I haven't played in a while):

1. Adjust the global SP/minute rate to keep it proportional to tech level progression and/or ship rebalances, so that EVE is closer to other MMO's where it takes 4-6, 9 months tops to get to the ships that the majority of the playerbase considers "average" (battleships? T2 cruisers? whatever).

2a. Adjust the ranks of skills so that support takes less time to train and the ship skills are the only things that limit a newbie's progression in terms of time.

2b. Or, have ships offer bonuses to specific support skills training time: if you're flying around in an ECM frigate then you get double training speed for electronic warfare skills, navigation skills, small turret skills, what have you. That way the newbie is enticed to try various ships to see how they work, while training faster for the support skills for them. And if they train Caldari Cruiser and buy a Caracal, then discover that they don't have the support skills to fit it worth a damn, well, the training bonuses will help them rectify that issue, while also educating them about what skills they should get.

3. Set up a system so newbies can buy and train skillpacks. For example, we should be able to advise a newbie to "go buy the probing package and train it" or "go buy and train the small projectiles package" and each package should deliver all the necessary skills for being able to probe people or to use small autocannons with good support skills for said autocannons. You already have certifications, this would be similar, but focused on roles rather than the current skill groupings.

4. Let people respec their skills (perhaps limited to the support skills). I would be willing to take a 10% loss of total skillpoints to reallocate; it's like a few uncloned deaths, not a huge deal for newbies. But if they make a mistake, an advisor can tell them to respec and tell them how, and they won't have to start over (which is a huge frustration).

5. Create support for charity escrows, where veterans can donate ISK and true newbies can take out ISK in the small quantities that they need 10mil 50mil whatever. We have no way of detecting alts vs. really newbies, but CCP you have automated ways of checking the accounts; tie that into a charity system.

6. People love story arcs, as evidenced by the plethora of recent, extremely popular, story RPG's (single player, multiplayer) released in the last few years. CCP should hire some writers and code themselves a mission generator tool. They don't even have to change the NPCs or ratting mechanics - if there's a reason why Lai Dai recruits initially to do a mission, and then the story progresses and there's betrayal and whatnot, and there's a story arc associated with that particular corporation as you progress from agent to agent, and the player defeats increasingly evil and increasingly powerful enemies for a reason, PVE'ers will eat that stuff up like it's icecream. Not even voice-acted, text in the mission journal and at the gates is sufficient. It would be, IMO, a good improvement to PVE to attract many new players. Give titles as rewards, medals, ranks, exotic dancers, etc, and it would be pretty good.

7. Consider doing module tiericide when you're done with the ship tiericide. We have have how many meta levels? And how many are useless, or too close in performance to lower levels? A few, IMO. People use T2 modules as soon as they can; I'm not sure if there's need for so many T1 meta levels.
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#165 - 2012-11-17 03:51:08 UTC
A storyline that leads new players into EVE.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Lord Rixus
Caldari Provisions
Caldari State
#166 - 2012-11-17 06:33:08 UTC
Yeah... I only played my first few days, then I just set skills for month or two before I ever really played.

I wish I had gotten into FW right away... its noob pvp friendly or whatever. My first low/nullsec attempts werent really fun at all.
SmilingVagrant
Doomheim
#167 - 2012-11-17 07:43:21 UTC
Lord Rixus wrote:
Yeah... I only played my first few days, then I just set skills for month or two before I ever really played.

I wish I had gotten into FW right away... its noob pvp friendly or whatever. My first low/nullsec attempts werent really fun at all.


At least you didn't have to train learning skills. Skills you had to train so you could train other skills faster. It was terrible.
Borascus
#168 - 2012-11-17 09:06:13 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


Bowling alleys? you serious?
Darth Gustav
Sith Interstellar Tech Harvesting
#169 - 2012-11-17 09:19:20 UTC
Borascus wrote:
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


Bowling alleys? you serious?

Bumpercars dude.

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

SmilingVagrant
Doomheim
#170 - 2012-11-17 09:43:29 UTC
Unfulfilling PVE and it's basic necessity to inject cash into the average players wallet is always going to be one of Eve's biggest banes.

I don't know who told them that PVE rats have to behave exactly like crappy versions of PVP ships but it's stupid as hell. I'm sure someone's going to say something dumb like "The rat abilities in PVE prepare you for the PVP arena" and I'm going to respond "Only in the same way putting on a pair of shoes prepares you for learning how to ice skate, they both involve feet afterall!"

Incursions were a well meaning attempt to fix this but ultimately you still run into the issue of making Red +'s blow up. Not to mention they were formulaic and boring. I know they were attempting to "Mimic" what players do to eachother, but I suppose they have just never played the game.

And mining should be an active mini game. Not "Hit button go watch oprah". Honestly I could see several ways to make mining more fun than ratting and running missions are right now and that's just sad as hell.
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#171 - 2012-11-17 15:13:05 UTC
Soldarius wrote:
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.)


I sometimes feel that the keyword for EVE is "unnecessary complexity". That is, complexity where there shouldn't be any, and severe lack of data where there has to be usable information.

For example, when you select a sentry drone, what does the description say? "Sentry drone". Yes, yes? And? How is that useful?! Meanwhile, you have to figure out that stealing from a wreck is a shooting offense, but salvaging from the wreck is not. Huh? You go to do a scanning tutorial and learn all about different signatures. Gravimetric, magnetometric, radar, ladar? Who gives a flying squirrel?! I mean, I get that they want the game to sound "brainy", but your average player doesn't need or want an Astrometrics 101 class. So, you say? The heck with these players? Sure, if you're happy with 450k subs and 50k peak concurrent users, while other games have 400k-1000k concurrent users.

Though I still maintain that the skill system is the main culprit. People often like to say that you are ready for combat immediately in EVE. Not really true, is it? Your fitting skills are nonexistent, you can't come even close to fittings that older players can squeeze into the same hull. Your nav skills are nonexistent, so you can't outmaneuver them, which is something you CAN do quite easily in MMOs with skill-based combat (and by skill I mean player skill, like AoC, GW2, etc.) Your targeting skills are nonexistent - by the time you get a lock, the other guy got a lock and took your shields down. Your capacitor is weak. Your tank is weak. Your weapons are weak. Etc., etc. Simply put, you are not combat-effective until months and months and months into the game. That is just too long of a commitment for most people, especially when they're unsure the game is for them to begin with.
Johan Civire
Caldari Provisions
Caldari State
#172 - 2012-11-17 15:59:13 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.


yah fors people to pvp thats good one many fail. If the want pvp go to red vs blue if not stay at high sec or if you got balls go to low sec/zero sec let them choice what path the want not you.
Holy One
Privat Party
#173 - 2012-11-17 16:25:48 UTC  |  Edited by: Holy One
Its ok guys, CCP have finally solved the problem. After tens of hours of development they came up with .. a 90 minute wall of text.

:)

psycho freak
Sebiestor Tribe
Minmatar Republic
#174 - 2012-11-17 17:42:30 UTC
I think ccp droped the ball with WIS it would have given the new player so much to do while waiting for some skill points also most ppl come to eve are used to avatar game styles WIS would have made a nice transition period provideing there was enough content

i think voice coms also if new player joins corp try get them on coms asap have laugh

my spelling sux brb find phone number for someone who gives a fu*k

nop cant find it

Mallak Azaria
Caldari Provisions
Caldari State
#175 - 2012-11-17 17:44:43 UTC
SmilingVagrant wrote:
Unfulfilling PVE and it's basic necessity to inject cash into the average players wallet is always going to be one of Eve's biggest banes.

I don't know who told them that PVE rats have to behave exactly like crappy versions of PVP ships but it's stupid as hell. I'm sure someone's going to say something dumb like "The rat abilities in PVE prepare you for the PVP arena" and I'm going to respond "Only in the same way putting on a pair of shoes prepares you for learning how to ice skate, they both involve feet afterall!"

Incursions were a well meaning attempt to fix this but ultimately you still run into the issue of making Red +'s blow up. Not to mention they were formulaic and boring. I know they were attempting to "Mimic" what players do to eachother, but I suppose they have just never played the game.

And mining should be an active mini game. Not "Hit button go watch oprah". Honestly I could see several ways to make mining more fun than ratting and running missions are right now and that's just sad as hell.


Well you know they don't pay people to come up with good ideas Blink

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#176 - 2012-11-17 17:58:33 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.


I'm just going to leave this here.
Executus Primus
Tyrannis Enterprises
#177 - 2012-11-17 18:34:42 UTC  |  Edited by: Executus Primus
Making it too easy on new players is the wrong way to go IMHO. Making something easy/dumb for players is never a good substitute for making something interesting. That is especially true for eve players, which arguably like challenge, otherwise they would have choosen one of the 123124124123 easy mmorpgs with instant gratification.

A good new player experience is an experience, in which a player can enjoy the game with the toolset that is supplied at the start but at the same time has something to look forward to (longterm). If you just spoonfeed every skill to a new player, EVE will become one of those MMORPGs which people join for 6 month and than get bored/burn through. For this reason a new player should NOT be able to fly a t2 hac in 3 month with perfection. He should fly a stabber in 3 month, enjoy that, be usefull and effective. At that point he should look forward to the vagabond.

I do believe that one reason why so many players stay with the game so long and have so many alts is the skill system that takes time. People are forced to focus and plan. Complexity in this regard is good, because the question "what if i train this and do that" never can be instantly done. There is always something to look forward to. A good character feels like an investment into the game, much like the time someone invests into other games to get "epic items" feels. If you just equalize all that, the people who already have invested will be very very pissed off without really doing anything for the new players.

The buff to T1 hulls is in my opinion a HUGE step in the right direction. You dont need skillspoints for a basilisk if you can join a fleet in an osprey effectively. The general rule of thumb should be that more skills should provide a diminishing return of being better. That was true for modules for the most part, but not for ships, but that seems to be changed now. The UI probably needs some overhaul, but i don't think you can fool yourself here. Eve IS a complex game, you won't be able to explain all the finer points of the game through a tutorial. Removing the finer points on the other hand would be a bad idea. Instead of dumbing down the game, the goal should be to get a new player interested in figuring out these finer points, since they are a major part of the attractiveness of the game in the first place.
Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#178 - 2012-11-25 14:37:35 UTC
Happy holiday season! Hm. Not sure what the New Eden holidays are but I want to be ecumenical in my greetings!

Big smile

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

Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#179 - 2012-11-25 15:55:03 UTC  |  Edited by: Jame Jarl Retief
Merouk Baas wrote:
There are a million support skills, for every little tiny thing, and honestly you need ALL of them. Who doesn't train all of Navigation, all of the armor or shield skills, all of the weapons support skills for their weapon, and so on? There are so many skills, it's confusing, and it takes forever.

What to do?


Before I even say this, I know it sounds completely insane, but hear me out.

How about, instead of forcing people to train for months and months (very good tight fits require AWU V, which even with a proper neural mapping still takes about 50 days?), how about scrapping the whole skill system? Make the game about PLAYER skill, not character skill? How insane is that?

Imagine a game where you don't need Large Hybrid Turret V, and a specialization skill to V, to equip best blasters? All you would need is ISK to buy them! And of course the aim to use them. If your aim sucks, YOUR aim, not your character's, you won't make as good a use out of it as someone with good aim. And improvement will rely on YOU improving, which can only happen from PLAYING MORE (and thus being in-game and a viable target), not the time you spend while playing other games while your character trains.

Is that, like, totally nuts or what? Shocked

But imagine what it would do for player retention. Where a new player does NOT need to wait weeks before getting into a battleship if he already has the money for it? (which he'll get from selling PLEX, more money for CCP). Would he be more or less likely to stay in the game, you think?
CCP Eterne
C C P
C C P Alliance
#180 - 2012-11-26 09:25:00 UTC
The content of this thread is being posted multiple times over numerous other posts. I am locking this thread and all others because they are essentially being spammed everywhere and spamming the same thing, no matter what, is a violation of the forum rules.

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