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EVE's greatest strength - is also it's greatest weakness. The SP grind for new players.

First post
Author
Jamwara DelCalicoe Ashley
New Eden Tech Support
#201 - 2013-08-06 17:36:09 UTC
Sweeet wrote:
JJ Logan wrote:
Sweeet wrote:
The issue I have for the most part with the SP wall, is that a T2 fit can have as much as a 50% advantage over a T1 fit. And given how long it can take to specialise for a T2 fit, it makes the game prohibitive for new players.


You only think it makes the game prohibitive to new players due to your own biased perspective. Don't presume to speak for all newbies. Just because you cannot grasp the concepts already explained doesn't mean I or other newbs can't. Skill points do count, no one is saying it doesn't, but it's not as much as you think it does. No need to divert development resources that cost time and money from other areas of Eve to change a system that is already good for the majority of the existing player base and for those who will come after us that can appreciate Eve for what it is. We all start out at the bottom. We all have to earn our stripes.


So the dozens new players from my corp who have quit because they find the game too unforgiving means nothing? Just because some new players are happy to live with the restrictions doesn't mean an issue doesn't exist.

This has nothing to do with existing players and won't affect them in the slightest.
You mean all those players who come after us and quit because the game is unable to retain a meaningful amount of new players?
Nothing about giving new players a slight head start will stop them from appreciating the game for the long haul. If anything it will make them appreciate the game even more as they will be able to experience more of it and in turn will be less likely to quit.

You people really aren't winning any arguments here. I'm sorry if that makes me sound arrogant, but I really am at a loss to see what all the fuss is about. Most of you can't even comprehend that this change will not affect you in the slightest, yet you defend the current system that is clearly turning new players away like it's the best thing since sliced bread.


.... do yourself a favor and check out Castle Crashers on 360 - Lvl40 in a week tops. Boom.
Jamwara DelCalicoe Ashley
New Eden Tech Support
#202 - 2013-08-06 17:45:03 UTC
Gizznitt Malikite wrote:
OP, I'm a 100+m SP character, and have gone through the growing pains of being a new character:

When I first started, I trained training skills for 2 MONTHS. These skills didn't unlock weapons or ships, they simply increased my attributes, and took a long time to do that. Learning skills are gone, and now there are even 1-Month increased learning speeds for new players ... !


round of applause for THIS guy :D

Thanks for breaking it down Gizznitt!!
Capt Shippo
Shippo Corporation
#203 - 2013-08-06 19:23:40 UTC
My question to all the veteran players is:

If a 50% reduction of learning all skills would result in an online population of several 100,000 vs 40,000 to 50,000 would it result in a better level of play in the game?
Kyt Thrace
Lightspeed Enterprises
Goonswarm Federation
#204 - 2013-08-06 19:28:12 UTC
Capt Shippo wrote:
My question to all the veteran players is:

If a 50% reduction of learning all skills would result in an online population of several 100,000 vs 40,000 to 50,000 would it result in a better level of play in the game?


It would just result in more whiners, more people to scam, more stupid posting, more carebear tears, etc.....


Yes do it, us veterans need moar laughter & trololololing.

R.I.P. Vile Rat

Shizu Eisenkreuz
Tribal Liberation Force
Minmatar Republic
#205 - 2013-08-06 19:30:27 UTC
Capt Shippo wrote:
My question to all the veteran players is:

If a 50% reduction of learning all skills would result in an online population of several 100,000 vs 40,000 to 50,000 would it result in a better level of play in the game?




I'm not a veteran but I think crowded regions would be even more crowded and empty regions would still be empty.

Also, people who quite Eve over the training times would quit it anyway. Maybe a bit later.
March rabbit
Aliastra
Gallente Federation
#206 - 2013-08-07 13:39:55 UTC
Sweeet wrote:
And the belittling continues... Who are you to tell me I'm going too fast? I'm a pretty fast learner I'll have you know, and now the only choice I have is to buy a character if I'd like to knock a chip out this SP wall CCP have erected over 10 years.

great words!

I too want to fly titans from day 1 in Eve Online and do it in high-sec! Why the hell i need to grind SPs, ISK, whatever?

JUST GIVE ME ALL THE THINGS GAME OFFERS RIGHT NOW

The Mittani: "the inappropriate drunked joke"

Destination SkillQueue
Doomheim
#207 - 2013-08-08 08:33:57 UTC
Capt Shippo wrote:
My question to all the veteran players is:

If a 50% reduction of learning all skills would result in an online population of several 100,000 vs 40,000 to 50,000 would it result in a better level of play in the game?

If you'd done it from the start, I don't think it would make a huge difference one way or another. It would be the accepted norm and people who like the game would play the game as normal and people who don't wouldn't. There might be more early adopters, but at the same time the game might not have as much longevity, since people would hit the training cap in all the areas they care, so they might also quit sooner. Having more people try out the game longer also doesn't mean you keep them. Most of the people you're trying to attract with such change aren't the type to stick with any game for long. They're the MMO locust swarm who try a game in millions and a few months later are nowhere to be seen, since the next thing is about the be released.

The larger problem is though, that you can't do it now without causing problems and people who don't want to play the game still wouldn't. That makes it a lose/lose situation for CCP. For a person who doesn't care for the game the training speeds aren't the real problem. It's the game itself and that wouldn't be changing. Many older players would naturally be pissed about it and leave the game in protest, because CCP would be catering to an outside demographic and devaluing their paying playerbase's achievements to do it. Treating the people who pay your wage now as trash, while going after a potential customerbase, that might never even materialize, is not a sound business practice.
Malcanis
Vanishing Point.
The Initiative.
#208 - 2013-08-08 10:28:38 UTC
Capt Shippo wrote:
My question to all the veteran players is:

If a 50% reduction of learning all skills would result in an online population of several 100,000 vs 40,000 to 50,000 would it result in a better level of play in the game?


If it resulted in an online population of 15-20000 would you accept that it was a bad idea?

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

Grath Telkin, 11.10.2016

Omar Alharazaad
New Eden Tech Support
#209 - 2013-08-08 12:43:22 UTC  |  Edited by: Omar Alharazaad
I blame Gary Gygax for this issue. Seriously. I've played tabletop rpgs for 30 years now, and over 90% of those games are based on a class/level structure that has been transcribed onto their internet counterparts. As gamers it's been imprinted into our psyches to think in these terms automatically. We expect a linear progression, a journey to the top with little lateral movement except limited side branching as we reach the endgame. EVE turns this notion on it's side. I've been fortunate to have been involved in a few games that didn't follow this pattern, IE: Shadowrun, Amber, the WoD games, and that's actually been somewhat helpful for me in adapting to EVE.

As a new player EVE can be quite daunting with all the skills you need to reach different goals. It feels like you're walled in on every side, with a nearly incomprehensible maze of skills you need to train to reach that golden prize on the horizon. This is an illusion reinforced by our preconceptions that have been fostered upon us by all the other games we're played. What you perceive as the wall is in fact the floor. You stand upon a road that extends in every direction, with each step opening up new possibilities and opportunities. This is the root of what the sandbox means.

Instead of focusing on how long it's going to take to reach your destination it's far better to enjoy to the fullest every step of the way there. Set short term and long term goals, test your limits, fail, learn, try again, succeed. I still remember the excitement of finally being able to fit the last launcher on my kestrel, it was awesome. Every time I trained my skills up to the point where I could fly a new ship, or fit a new type of module it was like Christmas all over again. When I finally could afford and fly my first battleship I promptly raced out to try it out... and got it toasted with no insurance nor the money to replace it. I was devastated, but I also wasn't ready either. I broke rule #1. I learned, I came back and tried again... (and that one sank into the swamp too). But the third castle stood!

My point is that EVE is a journey, and you can take whatever path you want, hell you can always take another one if you feel like it. You have as much time as you care to spend on it. Some things take a long time to reach, but that's the case in any journey. Don't be discouraged, it would be a shame to race to the mountaintop without bothering to explore some of the sidepaths on the way up... you might miss something cool.

"Down is where your feet are!" - Orson Scott Card

Come hell or high water, this sick world will know I was here.

Caesarion Prime
Viziam
Amarr Empire
#210 - 2013-08-12 20:19:49 UTC  |  Edited by: Caesarion Prime
Tsukino Stareine wrote:
New player

wants to fly battleship immediately

skips most of the game

finds out battleships not his style

goes back to wow

instant gratification achieved there

gets bored

comes back to eve

makes another thread in 5 months with 98.6% same content.


Oh you mean like the charakter bazaar? So as long as someone pays money you don't have a problem with instant gradiffication ? Do you sell those charakters maybe? Also gradification for doing nothing at all is worse than instant gradification.
Well i guess its just me but i prefer games where you have to actually "play the game" to progress. This is more like a browsergame for very lazy people.
Torrema Sinclair
Deep Core Mining Inc.
Caldari State
#211 - 2013-08-13 11:29:17 UTC
Sweeet wrote:
I was going to post this in that “other” thread, but I don’t want the OP’s attitude to sully what I believe to be a very important issue for new players.

Being a new player let me add my point of view. This will be the third time I’ve come back to EVE, but the first time I’ve lasted longer than a month. I’m actually going on 3 months now, but here’s the catch – I’ve barely played at all these past 3 months, why? Because the sheer volume of SP needed to put oneself in a Battleship with Tech II weapons is overwhelming to say the least. Also yes, I joined a corp with a veteran player, he showed me all the ropes, gave me a taste of the good life, even if I couldn’t do it all myself – which makes this entire debacle even worse... New players read about all the awesome things going on within the game or see them, sign up to get a taste of it, then promptly cancel because they realise just how long it will take to do all those awesome things, they realise just how long it will take to actually fly what they really want to fly.

And yes, Tech II weapons, not Tech I. Tech II weapons with Tech II Ammo and the appropriate skills can have as much as a 50% advantage over Tech I, and that is not something to be taken lightly (I googled many forum posts about the difference between Tech I & Tech II with appropriate skills levelled, up to 50% was the general consensus). The advantage may not always be as much as 50% I know, but this brings me to my second point.

Most people who play MMO’s are of a particular breed, they want to be the best they can be in the physical sense, i.e. be wearing the best gear possible regardless of player skill. EVE is the only MMO out there, that has such a punishing “gear grind” for new players. I’d say it’s a fairly safe bet to assume the majority of people who try EVE and then give up within the first month, do so because the difference in SP between new and veteran players is simply far too overwhelming. The length of time it takes to fly a decent ship with Tech II weapons can take 2-3months if not longer, and that’s doing nothing but skill up for the Battleship you want to fly. If you want to skill up other core skills it is going to take you even longer... That, to new players, is THE proverbial brick wall.

This finally brings me onto the title of this thread – EVE’s greatest strength, the ability to skill-up whilst off-line, has ironically become the game’s greatest weakness. Now I love the fact I can skill-up off-line, the feeling of progressing whilst not playing is absolutely glorious. However, in the ten years this game has been out, not a lot has been done to bridge the SP gap between new and veteran players. The fact the game literally forces you to have more than one character/account if you want to specialise speaks for itself.

Don’t get me wrong, I really enjoy EVE, I enjoy everything it stands for. But, I also can’t see any logical reason, any at all, for not putting better measures in place to really help bridge the gap between new and veteran players. Here is a simple fix that I would propose:

Now that the game has been out for 10 bloody years, give all Tech I requirements, ergo the appropriate skills and level, to new players, but ONLY in the field they choose to specialise in when creating their character, be it in Combat, Trade, ect. This would leave in the requirement to have a second character if you want to specialise into something else, whilst helping to break down that seemingly unbreakable wall for new players. Allow the new players to use all the Tech I goodies from the get go, so they can actually try the game out properly and decide what Tech II fits they want to specialise into. This would go a long long way into retaining A LOT of players. Hell I’m only still here because I’ve grown stubborn over the years P

What harm will it do? Veteran players will still woop all the newbies bottoms, so no problem there. What good will it do? It will keep the new players that want to play the game seriously, well playing, by making the game feel more accessible. You know those players that currently quit because they feel the game is insurmountable.

10 years... 10 bloody years worth of SP and skills, yet the game is pretty much using the same model for new players now, that is was 10 years ago! Now if that doesn’t scare away new players, well it certainly should do and it does. I should know. CCP should know.


Lol, you should have been here when there were Learning skills:) Once they were removed, everything brightened up for new players.
Aldyn
Microhard Corporation
#212 - 2013-08-13 18:49:38 UTC  |  Edited by: Aldyn
I'm not going to address every thing you stated in your original post, and I didn't read the 11 other pages of stuff other people have written. But your idea that a new players first concern should be "Damn I can't fly a Battleship with Tech II guns yet! When can I start playing this game and having fun at it!", is absurd.

The idea that your first goal as a pilot was a Battleship with Tech II weapons is just overreaching.

And the ideas you propose to help rocket new players into your goal of Tech II fitted Battleships counter-acts a core part of this game, and that's learning how to make money and survive in it. New players should NOT be able to fit every Tech I item in their field, they won't even know what 90% of the items even do. Which you learn when looking at your skills and asking yourself, "Why should I train this?".

It takes about 180 days to get into a Rohk and be able to fit Tech II railguns.

That's 6 months to learn this game and save up about $1 billion ISK (to be able to afford to fit the ship and replace it with some money left over)

Take those 6 months and learn the game, figure out what is fun to do and what you'd rather never do again.

I've been in this game since it first started. And I flew a battleship once, and hated it so much I've never flown one since.

But any idea that shortens the time before players begin making large ISK purchases, increases the likelihood they will lose those large ISK purchases, because they don't know the game. And they will be more likely to be in a situation where replacing that large ISK investment will seem like a much larger mountain to climb than this "insurmountable SP wall" you believe exists, and that is only there to prevent you from playing the game.
Khoda Khan
Vatlaa Corporation
#213 - 2013-08-13 21:26:34 UTC  |  Edited by: Khoda Khan
Sweeet wrote:

I'd love to see all the naysayers here relinquish their accounts for a couple of months for new ones whilst forgoing all their contacts within game at the same time, so they can see how bad it has gotten for new players. That would soon change their tunes.
nt,

I do this ALL the time. This character is around the 120 million SP mark, flies all T1 subcaps at 5, all T2 weapon specializations at 5 (minus cruise missiles, which only recently became worth spending time training), and most T2 subcaps at level 4. For all that, I rarely log in this character aside from switching skills. I have several other characters that prefer to use instead, all with considerably fewer SP, ranging from 60 something million all the way down to my current favorites, a 5 million SP Minmatar FW character and a 3.8 million SP Gallente FW character.

I haven't read through the entire thread but it seems that you automatically assume that anyone disagreeing with your desire to be given more skills to new players is a veteran with too much "pride" or a veteran who wants to maintain the status quo of power (albeit an entirely imaginary status quo) over new players. While this may be the case for some, I don't believe that represents the majority of "veterans". I also don't believe that more SP for new pilots (and I've got several of those myself) is a good direction for EVE to go.

You haven't been around that long, it sounds like, and you may not believe this, but starting a new character today is far, far, FAR easier than it was at any time in the past. There are no longer any learning skills that simply HAVE to be trained for a month or more in order to not "gimp" all your future skill training. Attributes are no longer set in stone. You can now maximize your SP/hour for your preferred skill plan, and new players start with either two or three remaps right out of character creation to help them maximize their early skill training. Cerebral Accelerators can vastly improve your skill progression for your first month. There are numerous tools now to make your skill plan as efficient as possible. There's a skill queue that allows you to make sure that you always have a skill training without having to set your alarm for 4 am to switch out a skill as I used to routinely do.

EVE is a game that requires an infinite amount of patience when it comes to it's method of "leveling up", compared to the mechanics found in other games. This is not something I'd never like to see changed, even though it would benefit me immensely with my next new character. Just as I'd like to see the skill queue removed, not expanded, though it's presence does benefit me, and I'd like to see attribute remaps removed as well, despite the fact that I've benefited immensely from the ability to maximize my SP/hour over the years.

You can claim that not being able to fly a T2 fit battleship right out of character creation "gimps" a new player. You could claim that not even being able to fly a T2 fit frigate right out of character creation "gimps" a new player. Yet, every one of us "veterans" started at that point at some time, and most started at that point at a time when the skill progression was much slower than what is possible today. You can also claim that SP is a barrier to entry when it comes to competing with other players, but the truth of the matter is is that skill points don't matter as much as most people believe they do. I distinctly recall tackling a Tempest with another corpmate within a couple months of starting to play, us both in Rifters. A new player could do the same today, simply by concentrating on exploiting the target's weaknesses (something that no amount of SP will teach you to do).

Unlike most games where a Level 60 character can absolutely trash a low level character, new pilots in EVE routinely find ways of removing shiny ships from characters with far greater SP, simply because they rely on personal skill and knowledge rather than the mirage that SP is truly important. There's very few things that a new player cannot be competitive at within a very reasonable amount of time by specializing. The difference between my nearly 40 million SP in gunnery skills and a player with 5 million SP in gunnery are rather VERY small, in practice. Yes, there is a difference -- a few percentage points worth of damage here and there -- but nothing that can not be overcome with a good fitting, and solid player skills.

The idea that veterans have some magical unbeatable advantage over lower-SP characters is a fallacy. My own PVP experience in the early days of this character (wardec'd my first corp within a week of creating this character, lose a fight -- but just barely -- to a 2004 character in a T2 ship simply because I fit a tracking disruptor) undermines your argument in my opinion. The success I have with my two current low-skilled pilots undermines the argument that the barrier to play today is different than it was when I started THIS character.

Perhaps it's not that "veterans" who disagree with you are prideful or afraid of losing their (imaginary) power advantage, but that they've been around long enough to see the "big picture" and know that their age really doesn't give them all that great of an advantage over younger players, aside from personal experience and knowledge. Maybe they feel that instead of arguing for a dramatic change to the skill training system you should do what we've all done -- develop your personal skills while your SP accumulates.

Ultimately, the only barrier to entry in EVE is the barrier of entry you set for yourself by believing that you're unable to compete with others.
Orlacc
#214 - 2013-08-13 22:49:44 UTC
Caesarion Prime wrote:
Tsukino Stareine wrote:
New player

wants to fly battleship immediately

skips most of the game

finds out battleships not his style

goes back to wow

instant gratification achieved there

gets bored

comes back to eve

makes another thread in 5 months with 98.6% same content.


Oh you mean like the charakter bazaar? So as long as someone pays money you don't have a problem with instant gradiffication ? Do you sell those charakters maybe? Also gradification for doing nothing at all is worse than instant gradification.
Well i guess its just me but i prefer games where you have to actually "play the game" to progress. This is more like a browsergame for very lazy people.


Having read many of your posts, if the current system can keep folks like you away I am all for it!

"Measure Twice, Cut Once."

Jeffrey Asher
The Scope
Gallente Federation
#215 - 2013-08-13 23:05:21 UTC  |  Edited by: Jeffrey Asher
Omar Alharazaad wrote:
I blame Gary Gygax for this issue. Seriously. I've played tabletop rpgs for 30 years now, and over 90% of those games are based on a class/level structure that has been transcribed onto their internet counterparts. As gamers it's been imprinted into our psyches to think in these terms automatically. We expect a linear progression, a journey to the top with little lateral movement except limited side branching as we reach the endgame. EVE turns this notion on it's side. I've been fortunate to have been involved in a few games that didn't follow this pattern, IE: Shadowrun, Amber, the WoD games, and that's actually been somewhat helpful for me in adapting to EVE.

As a new player EVE can be quite daunting with all the skills you need to reach different goals. It feels like you're walled in on every side, with a nearly incomprehensible maze of skills you need to train to reach that golden prize on the horizon. This is an illusion reinforced by our preconceptions that have been fostered upon us by all the other games we're played. What you perceive as the wall is in fact the floor. You stand upon a road that extends in every direction, with each step opening up new possibilities and opportunities. This is the root of what the sandbox means.

Instead of focusing on how long it's going to take to reach your destination it's far better to enjoy to the fullest every step of the way there. Set short term and long term goals, test your limits, fail, learn, try again, succeed. I still remember the excitement of finally being able to fit the last launcher on my kestrel, it was awesome. Every time I trained my skills up to the point where I could fly a new ship, or fit a new type of module it was like Christmas all over again. When I finally could afford and fly my first battleship I promptly raced out to try it out... and got it toasted with no insurance nor the money to replace it. I was devastated, but I also wasn't ready either. I broke rule #1. I learned, I came back and tried again... (and that one sank into the swamp too). But the third castle stood!

My point is that EVE is a journey, and you can take whatever path you want, hell you can always take another one if you feel like it. You have as much time as you care to spend on it. Some things take a long time to reach, but that's the case in any journey. Don't be discouraged, it would be a shame to race to the mountaintop without bothering to explore some of the sidepaths on the way up... you might miss something cool.

"Down is where your feet are!" - Orson Scott Card


Wow, wow and wow, I'd like that twice if I could.

That pretty much sums up how I have come to see EVE in a few months of playing - I think you are right in that tabletop RPG's have set the bar in how most PC games have been made as far as skill progression, and I was expecting that from EVE (been playing them since AD&D). But it is not linear, it is mostly all sideways. Now as I train something to the point I want, instead of feeling walled in as far as how far I have to go, there is always a new module I can use that is maybe only a couple of days training away, a new skillbook that is only a couple of days training away, something extra that I can use now that I have just trained a skill, a new pathway that I have just discovered that I did not previously know about. It feels at times like an infinite branching of paths extending out from me, and I am glad I am taking a branching at a time and learning each one, rather than having them all thrown at me and getting lost. I don't want it all now, I want to savour each bit as I get it.

I still enjoy a good old-fashioned romp in Neverwinter (with it's linear progression) now and again, but EVE will call me back every time.

The power to cause pain is the only power that matters, the power to kill and destroy, because if you can't kill then you are always subject to those who can, and nothing and no one will ever save you.

Silver Getsuga
Liber Primus
#216 - 2013-08-18 22:05:22 UTC
Hello. I'm new player and I find current skill mechanics is great.

No, I can't have all weapon systems and all t2+ hulls in my first yeah of playing. Neither I need to. Choosing and planning is part of the game for me. What if I got all stuff in one year? I would probably quit after 2.

And if I specialize I can be 80% as effective as 7 years player full of level 5 skills. Because: 1. you can't fly all you trained at the same moment 2. skill benefits are linear, well technically they aren't, but it's reasonable estimation because: 2. skill training time blows up exponentially, meaning that while my enemy trained for couple optional level 5s I did them to 4 and trained to 4 bunch of other skills.

Also, there's plenty of action in t1 hulls, even in lower ones. Cruisers are excellent at pvp. You can do level 3 missions in 1-2 month in battlecruisers, 1-4/10 plexes in cruisers/battlecruisers. Exploration: T1 frigs work. You can trade with next to none skills. Etc.

As for T2+ hulls. AFs and bombers are pretty easy to train. Prerequisites of them are basically must to train anyway. Same goes for HACs (logi should be easy to train for too, go check for yourself). Only diffrence is ~20 days of Racial Cruiser V. Hell, you can fly Strategic Cruiser with T2 weapon in like 6 month of the game (maybe less, go check for yourself!). Decent Navy Battleship will be flyable in not much longer time frame.

Basically only special snowflakes are Command Ships and Black Ops. Huge prereqs which is not useful for general (non-FC/cap) character.

Recruiters of PVP (including WH) corps will try to recruit you even if you're 2 month old. Meaning you can be useful for them even in your low SP.

Game should be diverse, game should have hard to reach "goals". Blaming diversity and deepness is like asking for all science branches to disappear because you can't study them all. Or different kind of sports. Pick one and just touch the others. You'll find this kind of world more interesting and deep.

And if you disagree you can start alts and/or buy characters from Character Bazaar.

Thanks for reading.

Skill mechanics of EVE is unique and proved itself to be great. For me.
Demica Diaz
SE-1
#217 - 2013-08-19 00:57:53 UTC
Hm, ship prerequisites might confuse new players. I mean doesnt it show like 9 days to fly battleship. So newbie thinks thats not bad and goes for it. Not realizing that it takes good 2 months and more to properly fly battleship. Straight
Ellon JTC
Quadralien
#218 - 2013-08-19 13:02:14 UTC
I really don't understand whats wrong with the current system?

You want to mine? well instead of flying a hulk fly a retriever

you want to run missions? instead of the tech II battles ship with tech II guns fly tech I stuff

you want to manufacture? make tech I ****



you can do all the activities you want from the start.


BUT if you consider yourself better than the rest, think you deserve the tech II battle ships and tech II guns NOW, make the isk and buy the character off the bazar. ( I know many players that have made big chunks of money from the very start)

Alexander Eisenhower
The Scope
Gallente Federation
#219 - 2013-08-22 16:25:27 UTC  |  Edited by: Alexander Eisenhower
You said it yourself, 10 years. How many MMOs have lasted 10 years? Not many. Thats not to say it cant still be better but eve is unique and ccp has done a good job at keeping it that way. This game will teach you patience or it will break you. I hope that part of it never changes. I got sick of games that could be mastered in a long double xp weekend. Than what? grind the same old maps for the next three months! In eve, just when you think you have it figured out and the monotony might kill you, you get hot dropped and loose sov and have to move and loose all you stuff. Its great fun!
RavenPaine
RaVeN Alliance
#220 - 2013-08-22 16:36:23 UTC
Capt Shippo wrote:
My question to all the veteran players is:

If a 50% reduction of learning all skills would result in an online population of several 100,000 vs 40,000 to 50,000 would it result in a better level of play in the game?



MORE is usually not BETTER.
Who it would hurt the most is carebears struggling to find an income source.
These new carebears would suck at PvP, and have no reasonable income to support their failure.
Talk about crying...the tears would seriously flow at that point.