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Player Features and Ideas Discussion

 
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Incentivized PVE progression for newer players

Author
Garen Lemmont
Outdated Host Productions
#1 - 2013-10-21 00:53:46 UTC  |  Edited by: Garen Lemmont
I was just bee-bopping around the forums and various eve-related sites/videos when I came across two threads
concerning the new-player experience and player run corporations when I hit upon an epihany.



Problem 1: Find a way to encourage new players to interact with more players and to spur eventual application/
admission to player run corporations vs. staying in NPC corporations, growing idle and leaving EVE.

What is important to address for this problem statement is that any notion of "forcing" players to forego their "solo"
playstyle and remain bound and shackled to the 11% NPC corp tax rate be utterly unacceptable. This is an MMO
after-all and everyone's playstyle should be fully supported, whether they elect to stay solo in an NPC corp, go
about and create a solo tax shelter corp, or join up with five of your closest friends to run missions together. There's
plenty of room in EVE for all of them.

https://forums.eveonline.com/default.aspx?g=posts&m=3758639#post3758639

Problem 2: Find a way to encourage more non-FW lowsec/NPC 0.0 activity for those non-risk averse players that
have no problem losing assets through PVP, but that feel constrained by the nature of backing themselves into a
corner simply to enjoy PVE activity (e.g. station x has the only level 4 or 5 agent within seven jumps of lowsec
system y).

great example of an idea along these lines: https://forums.eveonline.com/default.aspx?g=posts&m=3406904#post3406904



Potential Solution: What I propose would be a multi-tiered re-organizational shuffle of the way PVE is handled
in EVE, using the COSMOS agents-in-space coupled with a couple of new anchorable agent structures as a broad
model.

1) Highsec:

Retain Level 1-3 agents in high-sec stations. This permits newer players to experience EVE from the safety that only
stations can provide and permits easy access to refitting/retooling as skills and experience permit. Additionally, if
you are a solo-player only, this provides a readily accessible income source.

Remove Level 4 agents from STATIONS! This is important! As the premiere solo PVE activity in the most risk-less
area of the game their should be a tiered advancement from less advanced PVE to more advanced PVE (wading a little
deeper into the pool if you will). Instead, level four missions would only be dispensed from agent's in space that are
placed there by corp-owned modules. This would require standings to both be able to access the agent via the module
as well as to anchor it.

If progression is incentivized, I think there is a far higher probability that newer players will forego the NPC corp
shackles in search of greater rewards through teamplay.

In-space agent modules provide several benefits. First off, the "solo" playstyle can continue uninterrupted. Simply form
up a 0% tax corp, drop the module and voila, personal level 4 agent. What about refitting for specific mission hardeners?
Simply warp to a station, 30 seconds certainly won't crimp your income stream if your skills necessitate this. Heck
allow the agent module to provide a limited refitting service (e.g. low/mid slots only)!

For newer players however, this can provide the much needed impetus to gang up and tackle the higher level PVE
content that highsec offers instead of staying in the NPC corp. Joining a player-run corporation provides a means to
this access since the modules, as envisioned, could only be anchored by corporations.

To ensure our true sandbox remains in the fray, I would propose that these new agent modules be scannable and
attacking them would only result in incurring a suspect timer for those so inclined to destroy them. Module access
should only be permitted by those in the owning corporation and could deliver a single L4 of each type (security, dist,
mining), if desired. Add in a reinforcement timer and now mission running corps have the option to defend their turf.

I'm unsure of the server effects of having thousands upon thousands of these agent modules lying about. Perhaps a
restriction should be placed whereby corp size determines how many of these can be anchored by said corporation?
The larger the corporation, more access to Lvl4 mission content becomes available.
Garen Lemmont
Outdated Host Productions
#2 - 2013-10-21 00:54:21 UTC  |  Edited by: Garen Lemmont
2) Lowsec/NPC 0.0:

The problem in these areas of the game are that as new players progress pass level 4's and begin to gaze
further afield, the barriers to entry are somewhat higher (wading even deeper into the pool). Lowsec has a terrible
reputation among the greater highsec population as being constantly gate-camped and that to go there means
certain death. Nothing could be further from the truth (with the appropriate amount of diligence), but the reputation
persists nonetheless. Add to that the fact that PVE mission content can only be accessed via specific pirate
stongholds... err stations and the prevailing assumption is that PVE content is simply "too-hard" or "too-costly" in
hostile space.

For these areas, I would instead propose that agents (L1-L5) be accessible from space... i.e. preventing the need to
station up in order to gain access to PVE mission content. The specific mechanics to bring about this kind of change
could be implementation of "cosmos"-esque mission agents, accessible while on grid at the various landmarks
available in game.

I can imagine the flames erupting, for either of the cases above.. mission runner ganking is severely curtailed by
removing the station from the equation. To fix that specifically, I would propose removal of acceleration gates from
missions (pipe dream I know). But more along the lines of what I'm proposing, gate camps remain available for
PVPers, using the scanning mechanics are still an option, and of course camping the landmark (D-scan much?).

PVE content should be immediately accessible for anyone interested but there should always be the possibility of
someone coming along to ruin your day (acceleration gate removal would fill that niche nicely but is a seperate
discussion point).



There you have it, L1-3 agents remain the same, L4 agents become the sole domain of the player corp deployable
yet destructible agent module. PVE mission content in hostile space becomes available through in-space agents at
landmarks. Together these changes would provide a tiered approach to PVE that provides a gateway for newer
players to step up into more advanced PVE options through teamplay and helps to alleviate preconceptions with
operations in hostile space for more advanced PVE-types, all the while supporting gameplay for those that choose to
prey on them.

Opinions?
Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2013-10-21 01:46:43 UTC
I'm almost completely sure that your idea hands the lion's share of highsec income over to.. well.. griefers.
Weasel Leblanc
Center for Advanced Studies
Gallente Federation
#4 - 2013-10-21 04:22:28 UTC
This isn't incentivizing people to leave NPC corps, it's punishing them for staying there. There is a significant difference.

Oh, it's also a big ol' "YOU'RE PLAYING IN THE SANDBOX WRONG DO IT MY WAY", and those are pretty much unequivocally bad unless they're fixes to a blatant exploit.
Zan Shiro
Doomheim
#5 - 2013-10-21 09:10:27 UTC
so your incentive to a new player is join a corp they may even hate...or suffer? Not really an incentive, well incentive to unsub maybe.

Corp membership is a 2 part thing, player has to like the corp, corp has to like the player. These don't' always mesh well.

Lets say a noob likes system xyz. He does not want to leave it atm. And he has talked with all the corps in the area but nothing is clicking. If not able to put up structures due to faction standing in a 1 man he has 3 choices. Grind level 3 till he can. Join a corp he hates the least. Or leave eve.


Last one would be best one. I have done my time on one char in a corp that was not me. Makes the game not fun when you are hoping its the asshat's in corp or alliance night off from eve so you don't have to deal with their ****. If the asshat is a director or even ceo there goes your hopes of seeing them kicked.....they are not going anywhere.


We could say well he'll have to pack up and try a new area. Kind of defeats the idea of sandbox. Make your home where you want for as long as you want.
Velicitia
XS Tech
#6 - 2013-10-21 10:14:29 UTC
It does sound more of stick than of carrot ... but I can see what you're getting at.

I had a similar idea, but focused on it from a mining and exploration-site angle (I hate missions, didn't think of them) ... but it's fallen to the third page with ~100 views and no responses (well except for one "wait, you want instances? no." post, which I replied to) ... so I'm going to assume there's silent agreement (or, I suppose it could be bad, but not so terrible that everyone is telling me to get out of EVE ... which is weird for F&I).


What if it worked like this:

1. Corp sets up the "Mission Agent Hub"
2. Fuel it with something - let's say Enriched Uranium.
3. For the duration of the E.U. it will pull a number of agents based on the "Agent Rating" of the hub (Faction/corp selectable, or "random"). Anyone can then talk to an agent
4. "Agent Rating" goes up as missions are completed.


Now, the kicker is that you can have one (1) per system, and when it's first set up will only attract L1 agents (then L2,3,4 as the rating goes up).

I'd even go so far as to say this thing "needs" to be setup on a small POS (outside the shields), just for the ability of smaller entities to challenge whoever has set up this agent thing (even if it's just to incap it). I mean, yeah, larger entities will be better able to field it and keep the POS alive than smaller ... but so goes EVE.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Maldiro Selkurk
Radiation Sickness
#7 - 2013-10-21 20:47:31 UTC
1. You are fixing a problem that doesnt exist. If a new player wants to join a corp it is easy to do so and plenty of trash-cans around space advertizing corps looking for members as well as an in-game tool to find corps.

2. Screwing over highsec missioning when it isnt broken is a waste of development time.

Yawn,  I'm right as usual. The predictability kinda gets boring really.