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Providing the 'New Player Experience' Ourselves

Author
Herzog Wolfhammer
Sigma Special Tactics Group
#61 - 2014-01-16 19:20:57 UTC
dexington wrote:
Jessica Danikov wrote:
Let's be brutally honest here- there are two 'New Player Experiences'. There's the canned CCP provided NPE that lands players in the no-mans zone of mission running and hisec mining. Then there's the rebirth when you discover player organisations, PVP and the whole social element.


What about getting stumped repeatedly in the nuts until you quit the game, by people who play eve only to pray on the weak?

The biggest problem with eve and the new player experience, is the chance of getting griefed to the point of quitting before you ever really get into the game. Unless you know someone already playing eve, who can hold you hand the first couple of months, it's very random how your new player experience will be.

If you are struggling with the learning curve, and someone comes along and blows up your mining barge you just used all your isk to buy, it's just might be what makes you quit the game. We all know how eve players love sweet sweet tears, and griefing some noob to the point of quitting is not frowned upon, it's an achievement respected and admired by most eve players.

People wonder why the player base is not rapidly growing, well who the **** really wants to play a ****** game like eve with a bunch of sociopaths like us?




In 2006 nobody would pop a noob unless it was necessary or the noob was doing something to really deserve it.

If you want to see a spectrum of decline in the quality of people (and therefore players), look at the long pirate story threads in C&P. The posts from long ago (from the old forums anyway) have details of great capers and exploits perpetrated on players who were in a position to know better, who should have known better, but got greedy or complacent. The threads degenerate into "so we got this noob to join our corp, then we led him out to lowsec and blew his ship up, then scrammed his pod - oh the tears were delicious!!!1!! Once we popped him we kicked him from corp and took what little stuff he had".

Now, if anybody thinks that's "helpful", I would wonder if they post from a basement bedroom, walls adorned with "Saw 1 - 5" posters, and having some arrested development issues.

People who have to deal with griefers don't leave because "they can't handle it". They leave because they are made to feel like they just got stuck babysitting someone's alpha aspie they don't log into a game (something people CHOSE do to) to "put up with " certain kinds of people.

Nothing will change that. Though the game mechanics and knowledge cuts off the greifers very well. How can we know? Simple. Every time some new means of informing or traning noobs is proposed, or new failsafes from "aggro fu" deployed, the griefers will scream and cry all over the forums about the game being "WoW-ized". They will hide behind every tenet of what a sandbox this game is supposed to be, all the while gleefully making it their litterbox every chance they get. That is their game, ultimately, to drive others from it.

But that game is still legitimate, to "drive people away from playing the game". The only problem is, when the "sandbox" becomes all about bonking kids on the head with the pail and shovel and then pointing and laughing, it ends up being more about that than about sand. A sandbox that's not about sand loses it's purpose. So what happens? Mommy has to show up and take away the pail and shovel. The same kids causing the problem will scream and cry the loudest, knowing what the real truth is, and then figure out way to make kids eat sand, or throw it in their eyes, or dig pits, or whatever.

The only upside to all this is that the players, if they are ever ready, are capable of handling this, but that day has not yet come. But this is just a reflection of the way people are elsewhere.

Bring back DEEEEP Space!

Kaarous Aldurald
Black Hydra Consortium.
#62 - 2014-01-16 20:23:55 UTC
TL;DR to Herzog's post:

Everyone who annoys anyone should be kicked out because they might make people quit.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Anslo
Scope Works
#63 - 2014-01-16 20:47:00 UTC
That's not what it says at all. Don't twist the words of a good post.

[center]-_For the Proveldtariat_/-[/center]

Notorious Fellon
#64 - 2014-01-16 20:52:09 UTC
Excellent post Herzog. Way more articulate than my comments about pooping in our own sandbox.

Crime, it is not a "career", it is a lifestyle.

Doji Okakura
#65 - 2014-01-16 20:55:43 UTC
Lady Areola Fappington wrote:
The best way to improve the new player experience is to explode the newbie.

How about taking the newbie out to go explode someone? Death is an inevitable consequence of doing almost anything, so why not lay the foundation for them by satiating their blood lust as a precursor to understanding the relative fragility of our possessions? If they die thereafter, all the better; two birds, one stone.
Herzog Wolfhammer
Sigma Special Tactics Group
#66 - 2014-01-16 20:58:16 UTC
Doji Okakura wrote:
Lady Areola Fappington wrote:
The best way to improve the new player experience is to explode the newbie.

How about taking the newbie out to go explode someone? Death is an inevitable consequence of doing almost anything, so why not lay the foundation for them by satiating their blood lust as a precursor to understanding the relative fragility of our possessions? If they die thereafter, all the better; two birds, one stone.



That's not a bad idea - I always tell the noobs to never forget that this is a PVP game first and foremost, and your suggestion would drive that point well.

Bring back DEEEEP Space!

Kaarous Aldurald
Black Hydra Consortium.
#67 - 2014-01-16 20:59:43 UTC
Doji Okakura wrote:
Lady Areola Fappington wrote:
The best way to improve the new player experience is to explode the newbie.

How about taking the newbie out to go explode someone? Death is an inevitable consequence of doing almost anything, so why not lay the foundation for them by satiating their blood lust as a precursor to understanding the relative fragility of our possessions? If they die thereafter, all the better; two birds, one stone.


I killed and podded my wife the first time I taught her how to play the game. She's still not much of a PvP player, but she got used to the concept of dying first, before she got used to the concept of killing.

I found teaching them how to gracefully lose is a good first start.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Herzog Wolfhammer
Sigma Special Tactics Group
#68 - 2014-01-16 21:00:28 UTC
Kaarous Aldurald wrote:
TL;DR to Herzog's post:

Everyone who annoys anyone should be kicked out because they might make people quit.



"Annoys".

Who on what end of what I describe is getting a bigger jolly? I've seen the blog posts.

The people who leave are not annoyed, they are handling things like adults and moving on.

In your propagandist splurge, did you notice I never said anybody should be kicked out? Go back and read it again. It appears you missed something.

Bring back DEEEEP Space!

Mr Blah Blahson
Doomheim
#69 - 2014-01-16 21:19:48 UTC  |  Edited by: Mr Blah Blahson
Lady Areola Fappington wrote:
The best way to improve the new player experience is to explode the newbie.

I know that sounds brutal, but think it out. A person who can't handle an "unfair" fight like that will quit. There's nothing wrong with quitting, EVE isn't for everyone. They save some sub money, and it's less an impact than if they hung around for 6 months and lost a really expensive ship. It'll also help filter the terribad "change EVE to make it safer for me" forum posts.

Now, the person who hangs in there after an "unfair" fight, that's the person we want in EVE. The early experience losing a cheap ship starts to immunize them to worse losses in the future. It'll be that sort of person who doesn't fear PVP, and will help generate new content in their own ways.


So, do your part. Go pop a newbie. Just, when you do, explain what they did wrong, teach them how to fit a ship, and encourage them to go have fun.

Sounds like you're just trying to justify something you feel bad about doing deep down inside. No need to go after newbies, and I'll explain why it's bad.

The problem with EVE and new players is that such mentioned playstyles and attitudes are not very accessible out of the box. There are very few games that offer this kind of freedom, even less where the community takes advantage of it to an almost sociopathic extent (not saying that as an insult).
You'e expecting new players to know this, to accept this, and to push through it when they really had no proper indication that this is what they were in for. Consider what you're saying here.
Person A goes out attempting to mine ores and meet new friends
Person A gets blown up when they thought they were safe, followed by being told rude, sarcastic disrespectful things by the people involved.

Why is it surprising that someone like this would quit? They came in expecting a fun interesting space sandbox and they ended up being the laughing material of petty adults acting childish online. I would quit. You would quit. Your mother would quit. Your uncle Dale would quit. My uncle Dale, he would quit too.

The reason why you and I don't quit when this happens is because we know this is what the game is. We expected it and therefore accept it when it happens. When griefers come for me, I joke around with them and laugh it off. That would not have been the case in my first month or two. I likely would have quit entirely if I experienced one of the typical grief experiences.

CCP needs to properly relay this information to players at the start. They essentially ignore the darker aspects of the game in their advertising platforms because they know a large amount of people will be instantly turned away from the game because of it. That is WRONG. If they want to keep this dark, borderline sociopath stuff in your game that's fine and well. The onus is on them to make sure that new players fully understand this the moment they launch the game. Hell, before downloading would be even better.

What you and so many griefers are doing here is taking advantage of the fact that CCP does not relay this information to new players as a means of getting them to signup for a month or two before they realize it and quit. CCP is wrong to do it. Griefers are wrong to take advantage of it.

If CCP ever wonders why their subscription numbers are pathetic compared to the quality of game they've created, they need not look further than this post.
Etria Issen
Imperial Varista
#70 - 2014-01-16 22:13:51 UTC
Herzog Wolfhammer wrote:
Doji Okakura wrote:
Lady Areola Fappington wrote:
The best way to improve the new player experience is to explode the newbie.

How about taking the newbie out to go explode someone? Death is an inevitable consequence of doing almost anything, so why not lay the foundation for them by satiating their blood lust as a precursor to understanding the relative fragility of our possessions? If they die thereafter, all the better; two birds, one stone.



That's not a bad idea - I always tell the noobs to never forget that this is a PVP game first and foremost, and your suggestion would drive that point well.


I would disagree here.

EVE is, first and foremost, a player driven game. This doesn't really mean it's a PvP-game first and foremost. The game is directed and guided by players, but it doesn't mean the soul of the game is about PvP.

There's plenty of PvE to do, and there's a lot of non-PvE and PvP things to do. But it still revolves around a player-driven experience: almost everything you buy, was in someway, contributed by a player.
Yosef Brinalle
University of Caille
Gallente Federation
#71 - 2014-01-16 23:54:11 UTC  |  Edited by: Yosef Brinalle
Zappity wrote:
Yosef Brinalle wrote:
Ramona McCandless wrote:
dexington wrote:


People wonder why the player base is not rapidly growing, well who the **** really wants to play a ****** game like eve with a bunch of sociopaths like us?



No we dont, we are glad that the unwashed masses stay away because theres no Push-Butan-A mentality, that theres no pets, no constant "Buy Upgrade Or Dont Get To Level 99", no custom furry faced avatars, no arguments about which is better X-*******-Factor or Strictly in local, no nerf-the-**** out of market forces AH, no reference to ******* Warhammer, no Force Powers, no emo cunts choking our paths with their bloated, stinking disgustingly whiny corpses and no sparkly vampires.



This pretty much says it. While more/new players might be good for CCP, it is unpleasant for the hard-core of the player base. Soon there will be other space games available to hopefully suck up anyone interested in a space game and the hard-core EVEers won't have to deal with the riff-raff anymore.

And hopefully EVE will stay alive so that hard-core EVE players won't feel compelled to pollute any other games.

This doesn't make sense. Remember there is a difference between changing the game to accommodate noobs and RETAINING noobs. Lots of people who might be 'good' EVE players don't hang around long enough to get invested. These are the people we want to encourage to stay by helping out.


I said nothing about changing the game to accomodate new players. And if you can find new players who fit in then by all means retain them, they belong here. I was just saying that Zappity is right, EVE is in many ways socially engineered to appeal to sociopathic tendencies. A very large % of the population of the world wll be more interested in playing something else rather than staying in EVE to exercise their inner demons or be the target of someone else doing the same. Those other games will hopefully appeal to those people and the closet sociopaths can have their own private sandbox here. Everything could be fine all around if those new games in the pipe turn out all right.

I am not saying all EVE players are even remotely sociopathic! I am saying that because of CCPs social engineering agenda EVE probably does have a higher than average incidence of that kind of people in its player base. And it does not take that many to change the entire tone of either a civilization or a game.
psycho freak
Sebiestor Tribe
Minmatar Republic
#72 - 2014-01-17 01:28:28 UTC
Op

i did this many years ago not intentianly tho

Me and m8 andy made a null renter corp and recruted a load of new players so we could farm them we had them doing mineing ops in null dronelands for us

there was one dude kin he was clueless but he was a good laugh so i decided to take him under my wing told him what skills to train so he could kill sh1t instead hitting roids while he skill trained i had him as my personal cyno alt and sent him all over the place poping cynos for me

i used to send him places just to get him killed with no intention of doing a cap jump to teach him that dieing in eve happens to everyone except it

afta we closed the farming corp i got him into a null pvp corp then into losec pirateing on the side he became a good trader to fund his many many many losses but he had a blast as did i and i still consider him a good m8


had some great laughs with kin

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

nop cant find it

Ritual Union
Sebiestor Tribe
Minmatar Republic
#73 - 2014-01-17 02:14:31 UTC
Mr Blah Blahson wrote:

Sounds like you're just trying to justify something you feel bad about doing deep down inside. No need to go after newbies, and I'll explain why it's bad.

The problem with EVE and new players is that such mentioned playstyles and attitudes are not very accessible out of the box. There are very few games that offer this kind of freedom, even less where the community takes advantage of it to an almost sociopathic extent (not saying that as an insult).
You'e expecting new players to know this, to accept this, and to push through it when they really had no proper indication that this is what they were in for. Consider what you're saying here.
Person A goes out attempting to mine ores and meet new friends
Person A gets blown up when they thought they were safe, followed by being told rude, sarcastic disrespectful things by the people involved.

Why is it surprising that someone like this would quit? They came in expecting a fun interesting space sandbox and they ended up being the laughing material of petty adults acting childish online. I would quit. You would quit. Your mother would quit. Your uncle Dale would quit. My uncle Dale, he would quit too.

The reason why you and I don't quit when this happens is because we know this is what the game is. We expected it and therefore accept it when it happens. When griefers come for me, I joke around with them and laugh it off. That would not have been the case in my first month or two. I likely would have quit entirely if I experienced one of the typical grief experiences.

CCP needs to properly relay this information to players at the start. They essentially ignore the darker aspects of the game in their advertising platforms because they know a large amount of people will be instantly turned away from the game because of it. That is WRONG. If they want to keep this dark, borderline sociopath stuff in your game that's fine and well. The onus is on them to make sure that new players fully understand this the moment they launch the game. Hell, before downloading would be even better.

What you and so many griefers are doing here is taking advantage of the fact that CCP does not relay this information to new players as a means of getting them to signup for a month or two before they realize it and quit. CCP is wrong to do it. Griefers are wrong to take advantage of it.

If CCP ever wonders why their subscription numbers are pathetic compared to the quality of game they've created, they need not look further than this post.

+1 great post. :)

...

dexington
Caldari Provisions
Caldari State
#74 - 2014-01-17 12:17:37 UTC
Mr Blah Blahson wrote:
The reason why you and I don't quit when this happens is because we know this is what the game is. We expected it and therefore accept it when it happens. When griefers come for me, I joke around with them and laugh it off. That would not have been the case in my first month or two. I likely would have quit entirely if I experienced one of the typical grief experiences.


There is a huge difference between trying to grief a player with years of experience, and some new player who has been playing for a couple of months.

If i was to lose all my assets today, i would be able to get back on my feet in no time, i would know exactly what i needed to do to get isk. If you grief a noob, you can literately destroy weeks or months of work, and that person may not have any easy options to recover what was lost.

It's only as a new player, you truly experience the cold harsh universe.

I'm a relatively respectable citizen. Multiple felon perhaps, but certainly not dangerous.

Rain6637
GoonWaffe
Goonswarm Federation
#75 - 2014-01-17 18:39:06 UTC
Anslo
Scope Works
#76 - 2014-01-17 18:46:13 UTC
Here's an idea. Find a highsec/lowsec gate and see if it has locals who camp it. Offer newbros the opportunity to help remove these campers, learn eve essential skills for both pvp and pve, and an opportunity to experience first hand just how their actions shape the world around them in Eve. Show them the fruits of their labor.

[center]-_For the Proveldtariat_/-[/center]

Etria Issen
Imperial Varista
#77 - 2014-01-17 19:03:20 UTC
Anslo wrote:
Here's an idea. Find a highsec/lowsec gate and see if it has locals who camp it. Offer newbros the opportunity to help remove these campers, learn eve essential skills for both pvp and pve, and an opportunity to experience first hand just how their actions shape the world around them in Eve. Show them the fruits of their labor.


Actually this reminded me of a thought I had.

Thinking of world PvP in general in MMOs, there is usually two sides to the coin. The side you are on, and the side you are against. In these games, you know anyone on your side is a friend - they can't kill you. So you only worry about the other side. If someone griefs you, ganks you, or is being a jerk, you could always reach out to your side to help out.

But this kind of thing doesn't exist in EVE really. When you go into low, literally everyone you see is a potential enemy. The only help you could call in, are actual friends. And even friends in EVE might not be actual friends.

Going to a gatecamp scenario. In a camping scenario in a more traditional game, you could probably ask "your side" to come help clear it out.

In EVE, what do you do? Unless you're in a corp or connections, what can you do to get a gatecamp cleared up? Nothing, really. Just wait for it to go away.

Kind of rambling, I guess. But it was just a thought that struck me.
Herzog Wolfhammer
Sigma Special Tactics Group
#78 - 2014-01-17 19:05:38 UTC
Anslo wrote:
Here's an idea. Find a highsec/lowsec gate and see if it has locals who camp it. Offer newbros the opportunity to help remove these campers, learn eve essential skills for both pvp and pve, and an opportunity to experience first hand just how their actions shape the world around them in Eve. Show them the fruits of their labor.



This is possible. I remember when in NPC corp, two noobs got ganked in lowsec and I talked them into forming up in cruisers and attacking the guy who killed them.

Of course it turned out that the guy we attacked happens to have youtuve videos of him winning against multiple players with a Megathron, and he was in a mega when we attacked him.

The outcome is predictable but we did have him in 20 percent armor. A good time was had by all.

The noobs, one of whom was on the verge of a ragequit, had a good time and later contacted the "pirate" and got good tips and some ISK from him to get into more PVP.



Bring back DEEEEP Space!

Doji Okakura
#79 - 2014-01-17 19:06:08 UTC
Jessica Danikov wrote:
Providing the 'New Player Experience Ourselves'

I still think this should be handed out to every new pilot created.

Funneling noobs into the Ivy League and directing people to the Uni Wiki would also be a fairly good way to help new players find the right new player experience for themselves. Sometimes we want to be "hands on", so to speak, and take ownership of the responsibility. On the other hand, all birds learn to fly the hard way. There's a lesson there somewhere.
Anslo
Scope Works
#80 - 2014-01-17 21:06:28 UTC
Herzog Wolfhammer wrote:
Anslo wrote:
Here's an idea. Find a highsec/lowsec gate and see if it has locals who camp it. Offer newbros the opportunity to help remove these campers, learn eve essential skills for both pvp and pve, and an opportunity to experience first hand just how their actions shape the world around them in Eve. Show them the fruits of their labor.



This is possible. I remember when in NPC corp, two noobs got ganked in lowsec and I talked them into forming up in cruisers and attacking the guy who killed them.

Of course it turned out that the guy we attacked happens to have youtuve videos of him winning against multiple players with a Megathron, and he was in a mega when we attacked him.

The outcome is predictable but we did have him in 20 percent armor. A good time was had by all.

The noobs, one of whom was on the verge of a ragequit, had a good time and later contacted the "pirate" and got good tips and some ISK from him to get into more PVP.




We're doing the same. Except we're winning. CAN'T COPE WITH THE SCOPE \o/

[center]-_For the Proveldtariat_/-[/center]