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In your opinion what do you think draws players away,

Author
Sri Nova
Sebiestor Tribe
Minmatar Republic
#41 - 2012-12-11 02:55:51 UTC
Quote:
And old players do their absolute best to exploit, harass and otherwise abuse the new players instead of getting them hooked. Kind of like slaughtering your chickens as soon as they hatch instead of waiting a few months.


disagree with you there ..

while eve my not be a "arms wide open game" it is a game that promotes community .

its just not all cushy and huggy .
Riddick Liddell
Center for Advanced Studies
Gallente Federation
#42 - 2012-12-11 03:00:08 UTC
Sri Nova wrote:
tedium.

its not the learning curve ,

its not the complexity,

its not even how harsh the game is,

it is the tedious nature of having to work to gain your toys in this game that causes people to leave.

not saying this is wrong or bad, its part of the core eve game play experience.

to keep people hooked into this game non stop requires something that keeps them engaged and prevents them from becoming fatigued by what ever system they have placed them selves in .. i.e. mining grind , pve grind, pvp grind, industry grind etc etc etc .

players with less skill points have far fewer options available to them and if they burn out in their targeted career they have lil else left to do.


thus why really excellent corps and corp mates are a key point of this game they keep the player engaged and aid in retarding fatigue.

Eve is by far the most diverse mmo in existence unfortunately players devour/ignore content at such a rate that it is near impossible to provide players with a system that constantly keeps them engaged in new and exciting content .

couple that with the additional overhead that nothing is free in this game, players who do not put forth effort will soon grow tired of doing the same ol thing over and over .

Again not really a problem of eve but more a problem of players not wanting to invest into the game.


The shorter version, EVE is a Grindwhore that puts all Asian Grindwhores to shame.

Run the ratio. Go get a simple Frigate BPO, go mine all the Ores, make the minerals, insert the BPO to make the ship. Now do it for your simple t1 fit.

Now go out and PvP with that ship/

See how long it takes you to make it and how long it takes you to lose it. People living on the forums forget that someone in the game went through all the steps to get that ship and that fit you have. Someone grinded that content to T2 it.

The ratio is 100:1 for simple stuff, grind to use.

All that would be fine, if and that's a monumental IF, everyone wasn't jamming the whole 'EVE is a PvP game" bullshit down your throat. It isn't. It's a grindwhore that is made that much harder because of free for all griefing. Alpha primary, instapop, zerged, I-Win griefing.

Unless you have some sort of 2003-2005 investment you have established in your own mind, you are not going to dedicate to this game. It's not worth it.
Krixtal Icefluxor
INLAND EMPIRE Galactic
#43 - 2012-12-11 03:04:51 UTC
Jame Jarl Retief wrote:
Krixtal Icefluxor wrote:
Aaron Adoulin wrote:


So not a lot of depth ...


I agree with the rest of your post, but are you seriously saying this ? Maybe you mean not a lot of immersion ?

It's deep as all get-out !


It really depends on what you consider to be "depth". For example, combat in EVE is fairly cut and dry. Your setup is locked in the moment you undock. If you show up with scissors, and the other guy shows up with two machineguns, you die. Yes, there's a lot of numbers and equations that explain just how horrible your death will be in the grand scheme of horrible deaths, but the end is still the same.

EVE is "deep", but consider other games. Like a game with line of sight and collision detection. Suddenly, breaking line of sight (LoS) allows you to mitigate all but DoT (damage-over-time) damage. I remember being in a match that ended up in a 2v1 because my buddy disconnected. They had me dead to rights, but they got overconfident, overextended, and one of them broke line of sight to his own healer for a few seconds, which I exploited with a well-timed burst and dropped him. Suddenly a hopeless 2v1 became 1v1, with me nearly dead, and the other guy being a (very) survivable healer. What ensued was lots of kiting, and some cannibalism, until I recovered and took him on and won.

Now, let me ask you, can you do that in "deep" EVE? That is, you are fighting alone against a gank + logi. Can you get the gank ship to LoS his own logi? Well, no, you can't. At best you can perhaps lure the gank ship away, but if logi simply has a "keep at X km" set, he will automatically keep proper distance. How is that "deep"? Similarly, can you hide your ship behind an asteroid when you see a volley of missiles coming? Nope. In most other games, you can. Heck, in one recently released MMO many attacks have a parabolic trajectory, which grows with distance, and that sometimes means the attack can't be completed because the projectile will get blocked along the way. That is, you have clear line of sight to target, but because of the path the projectile must take, the target is protected.

That same game had an active roll mechanic, where your character would execute an evasive roll on command, avoiding all damage and control attacks. ALL of them. You could only do it twice in a short period, and if you got juked into it, you'd waste them on relatively harmless attacks and then the wrecking ball would come down and you'd lose. And it would all be about player skill - if you don't react fast enough and do just the right thing (roll in the right direction), you'd likely lose. Imagine in EVE being able to boost your ship's shields to absorb all in coming damage, but you'd have to do it the second you saw the attack coming, and you could only realistically do this twice per fight, maybe 3 times at most. But imagine what it would do to EVE combat, especially if turret fire wasn't instantaneous. Suddenly, alpha wouldn't be king any more. It would still kill distracted people, but someone paying attention would do an evasive roll or two and live with no damage taken! Suddenly, it's not clear-cut black-and-white.

Then, that same game had other interesting combat mechanic - various effects changed based on surroundings. An arrow, by itself, did damage but no burning. But an arrow passing through a wall of fire left by another class would become a fire arrow, and do more damage AND apply a burning DoT to the victim. Now, imagine in EVE a special ship type projecting a cone in front of itself, within which normal physics would be suspended. That is, if you get shot at, but you move, the projectiles and missiles would miss you, because they would continue flying to where you used to be (lose guidance/self-targeting/etc.) Suddenly, ship formations become very important.

Next, consider another MMO, such as Pirates of the Burning Sea. In many ways, it was similar to EVE. The difference was, different ammo types attacked different parts of the ship with different effects. Bar and chain against sails, grapeshot against crew, ball shot against hull, etc. You did not need to sink the enemy ship to win, if you killed all of the crew, it would be enough. The game also had melee combat. As in, you could board the enemy ship if it was slowed enough (either by forcing it to sail in the wrong direction depending on wind, by destroying its sails, by physically stopping it with another ship (collision detection, etc.), you could board it and duke it out with the enemy captain using swords and fighting techniques (three schools - dirty fighting, Florentine fencing and classical fencing, each with distinct abilities). And if you won that, you didn't even need to do anything else, you could even capture a ship without sinking it. Imagine losing a titan, but not actually having it destroyed, but taken by the enemy and used against you! In PotBS, that happened, a 1st class Ship-of-Line was captured by a pirate and sailed away. Also, the game had numerous other mechanics - weapons had specific arcs of fire, you could hide behind enemy and friendly ships to avoid taking damage from that ship (I once survived by hiding behind an 18 gun ship from a 43 gun ship, something you can't do in EVE). Depending on where you were shot, damage would be different - shots from the rear were most damaging, shots from the front mostly glancing. Again, doesn't exist in EVE.

Bottom line? Depth is in the eye of the beholder. In some ways, EVE is very deep. In other ways, it is childishly simplistic.


Actually, I was of course referring to the immense complexity of Industry stuff, but please continue.

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Lipbite
Express Hauler
#44 - 2012-12-11 03:53:40 UTC
Lack of WiS.

When I've tried EVE for the first time and understood I have to roleplay a ship (which can be blown up) I closed game and didn't return for 5 years. Now it's a jail cell.
Krixtal Icefluxor
INLAND EMPIRE Galactic
#45 - 2012-12-11 04:44:43 UTC
Lipbite wrote:
Lack of WiS.

When I've tried EVE for the first time and understood I have to roleplay a ship (which can be blown up) I closed game and didn't return for 5 years. Now it's a jail cell.



I've heard here and there over the years that this is a big one. 'Being just a ship' is found to be too impersonable for a lot of people. 'Unrelatable" (lol)

Not many solutions to that, if any.

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Ocih
Space Mermaids
#46 - 2012-12-11 04:52:56 UTC
Murphy's Law too.

People who are looking for the grind end up being forced in to PvP
People looking for the PvP end up being forced to grind.
Sentamon
Imperial Academy
Amarr Empire
#47 - 2012-12-11 05:08:46 UTC
xxVastorxx wrote:
Topic title.
in your opinion what do you think draws players that first start out away from subbing their accounts ?


People log in, think they can press a few buttons and own everything, quit disappointed that they can't.

Good riddance, you don't want these try of gamers in an MMO.

~ Professional Forum Alt  ~

Domi Naytrix
The Scope
Gallente Federation
#48 - 2012-12-11 05:46:35 UTC
I am gonna go with, they start the game, get excited about skilling up, and see the seconds slowly tick down in the skill planner. At this point they are like well damn, Im not really accomplishing anything while I wait for this skill, so they decide to logout while they wait. A few days later they get excited about the new skill, and then realize they need another rank, and this time its 30 days. So, they unsub.

This is the only game where to 'level' up requires actual real years to grind away, so they get dismayed about the perceived skill disparity between n00bs and vets as something they will never overcome.
Katran Luftschreck
Royal Ammatar Engineering Corps
#49 - 2012-12-11 05:51:05 UTC
xxVastorxx wrote:
Topic title. in your opinion what do you think draws players that first start out away from subbing their accounts ?


That's easy: Read the patch notes. Blink

http://youtu.be/t0q2F8NsYQ0

Galaxy Pig
New Order Logistics
CODE.
#50 - 2012-12-11 06:05:36 UTC
The majority of gamers simply aren't cut out for EVE.

Highsec is owned by players now. Systems 0.5-1.0 are New Order Territory. All miners and other residents of Highsec must obey The Code. Mining without a permit is dangerous and harmful to the EVE community. See www.MinerBumping.com

Frying Doom
#51 - 2012-12-11 06:10:52 UTC
Mostly I think it is the learning cliff.

I would hate to think how many things I have read over the years and how many spreadsheets I have made.

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

Mr Pragmatic
#52 - 2012-12-11 06:12:15 UTC
Galaxy Pig wrote:
The majority of gamers simply aren't cut out for EVE.


Then leave, and why your at it contract all your stuff to me.



I think a lot of good players leave due to the fact they don't group up with a good corp and get bored.

Its very difficult to play the game solo, but if you do play the game solo you are a Bad Ass.

Super cali hella yolo swaga dopeness.  -Yoloswaggins, in the fellowship of the bling.

Captain Death1
Ministry of War
Amarr Empire
#53 - 2012-12-11 07:32:22 UTC
well they don't stay because it is much too easy to log in many other games and be on even footing the sec you log in pvp right away the hole time you are playing unlike eve witch is 95% grifters talking big about pvp with out much real pvp too much talk not
enough pew pew


25years of pvp real pvp not mmo wannbe pvp lets face it you only play eve pvp because your reflexes are too slow for real pvp


(hunting mining ships) and padding your self on back saying what a great job you did makes any real pvp player fall out chair laughing at the low skill that it takes this is a good game and all but don't call it pvp its not tbh
Aiyshimin
Shiva Furnace
#54 - 2012-12-11 08:40:28 UTC
Most people quit because they are thrown in the desolate loneliness and vanity of hisec, rotting away in wretched NPC corps in the midst of evernoobs and antisocial people who are either new and confused, or old, failed and bitter.

NPC starter corp is the first impression of EVE. Nothing is more important than fixing them to improve NPE.

Valkyrie Vixen
Aliastra
Gallente Federation
#55 - 2012-12-11 09:00:43 UTC  |  Edited by: Valkyrie Vixen
They leave because pve is BORING and not worth the time after last changes. Fortunately pvp is not, but can't have one without the other.
Mallak Azaria
Caldari Provisions
Caldari State
#56 - 2012-12-11 09:06:46 UTC
out of all the people I've invited to play EVE, one person has continued playing. The rest have not because they don't like the idea of having to create their own content. It's really no big loss to the health of the game if that's the reason they don't stay.

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.

Borascus
#57 - 2012-12-11 10:14:59 UTC  |  Edited by: Borascus
a. Losing all of their ISK to a scam as soon as they pay the first sub for "not for trial account skills"
b. Being invited to help in a newbie mission to find out they are the only one entering the mission and it is the mission to take the free ship and let it blow up. - losing their ship to a mission scam.
c. Finding out everything is already owned (like most property irl) and it only takes one scrooge to say "I don't like you, and my friends don't like you now that I've spotted you"
d. Markets are 0.01isk managed to the viability line, undercutting as a newb means you lose ISK in sales tax / production fees - more waiting while skilling
e. Learning the rock paper scissors on EVE's scale does take time, if you can join as a new player and find the insta-jib ship for 1mil-3mil SP Kudos, but you'd also want to solely pvp on free ISK - not many people start out believing that.
f. Expectation of items/activities/ventures that are not as expected.


But that is pretty much all that can steer them away.

At the Vet level:

a. Having to move all their assets (now quite vast) around the map again
b. Alliance A invites Corp B to attack Corp/Alliance C, then reneges leaving hundreds of ships stranded near hi-sec
c. Being the pet below the faceless entity with 1 face on display.
d. 1 of every ship as a killmail and a positive k/d ratio
e. burn-out from chaining the same content for 3hrs a week to get their pvp ships together (which are lost either first roam or not at all)

That's pretty much it for the vets too.


There was a report of a guy setting up a TS server and remote api-ID/TS Identity combination program to secure the TS, he had his server hacked and other files were examined, he traced it back to a corp member.

I'd guess that symptoms of a hacked PC would make anyone question whether or not playing a game with weird pc-literate morally objectionable types is worth it.
Captain Death1
Ministry of War
Amarr Empire
#58 - 2012-12-11 11:01:14 UTC
for the vet players they are going to have to take a active role in getting new players to pvp . the more player made t1 frig pvp events the better what ever 2 are 3 times a week its cheap its fun new players would love it every one get what they want





The (older vet players ) have to take a active role with the new players with player run events
yes i know they help lot all ready with stuff like help chat and eve uni more is needed to get them to try pvp
when they try they will love it = ships will blow up = fun
Kurt Saken
Star Cluster Wanderer
#59 - 2012-12-11 11:49:37 UTC
I've been playing EvE only for two months and a half, and i think that new players are too scared of 3-4-7 years toons because they see them as unreacheable demi-gods, but the fact is that many "veterans" don't even know where the hell is the mouse when the fight starts and usually they make many mistakes.

New players, if you are reading this and you love EvE, don't be afraid of fighting a veteran. They may have the skills but you have the will, so pick your target wisely, or if you are being picked don't panic when the pew starts and you will surprise them.

Don't be afraid of losing a battle, lock those bitternerds and watch their ships exploding in front of you with a smile in your face.
Leave the battlefield with your ship in flames and enjoy your success because there will be more moments like this.

Glorious PvP!
Alienated Joe
Doomheim
#60 - 2012-12-11 13:35:12 UTC
I don't think the mechanics of EVE are the ones to blame. I for one blame its inefficiency in communicating how its mechanics really work.

Leaving aside what defines EVE that other players may dislike (like ffa full loot pvp, sci-fi setting or flying spaceships), what I do think keeps players away is all the missinformation involving EVE, mainly three misperceived aspects of the game: Combat (meme: "Spreadsheet in space"), Passive Skill Training (meme: "You won't be able to catch up veterans") and griefers (meme: "EVE has too many scammers, griefers and unfriendly people"). All three of them are blatantly false, but they're not properly introduced to newcomers.

If they took the time to explain how Combat really is, with all its module micro-management and maneuvering, how you don't really need to catch up veterans in overall skill points, but just in the ones that your ship uses (heck CCP could start a campaign where instead of ship roles they talked about mains and alternative characters), or if they started releasing press news about friendly people in New Eden (instead of news about scammers and gankers), thinks would be slightly different.

However, I do think we have a healthy population.