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Decline in numbers... starting to turn into RAPID!!!

First post
Author
Market McSelling Alt
Doomheim
#1701 - 2015-09-10 04:47:43 UTC
Jegrey Dozer wrote:
Drop in numbers is a non issue. CCP just needs to reduce skill training time and throw up more adds. Ta da... A bunch of new people with higher retention rate.

In my opinion, bitter vets need to get off the high horse and realize that your training time isn't proportional with retaining higher quality players. It just annoys the hell out of new subs because they have to pay 15 a month for 2 years to not suck in this game.

Now, some of you read that last sentence and already shut down my argument in their head. Before you furiously refute that statement and then suffer a panic attack, wipe the foam from your mouth and understand that every EvE player and their mother knows that you can be effective within a few months and be competitive. BUT NEW PLAYERS DO NOT SEE IT THAT WAY. There's a reason why flash games congratulate you every 5 seconds when you do something mundane. There's a reason why casinos have bells and whistles every time you pull a slot machine handle. There's a reason why CCP added the holding-a-newbs-hand Opportunities notification system. If the psychology behind the carrot on the stick needs to be broken down to you, carry on with your flaming of my post.

We need to stop dissuading players from keeping their subs active because we tell them with excruciating detail the exact length of time they need to train in order to have a fully effective character.

I have experienced this phenomenon of new players quitting time and time again. Only one of my 4 friends that I convinced to make trial accounts actually subbed. He then stopped playing because "there's no point." That in a nutshell explains why EvE has terrible retention rate. There really is no point in playing EvE if you full-heartedly believe that you need to train for endless months in order to be able to do something 100% perfect. You are not going to change this consumer behavior and EvE needs to change in order to adopt a compatible game model.

Bottom line, what I propose is simple. Manipulate the dumb behavior of consumers who enjoy bells and whistles(in this case that means faster training times) to have them believe they are not wasting time and money. Then throw up some adds and let the sandbox free to accommodate the new players.

As a closing note I just want to say this: We have an awesome sandbox, which at a time used to treat everyone fairly. However, now our sandbox punishes you the longer you wait to subscribe and start training. This is a disastrous way to treat consumers. Some people entertain the notion of pulling us all back down to 0 SP and restarting the game. There's no need for something so chaotic. Just help the new players reach the higher tiers of gameplay faster so they feel included in our shenanigans.


In Before The "Eve is a hard, cold, harsh place and everyone has to harden up and train the skills we all had to back in the day derp derp Hardcore Biker Gang Member living in mom's basement" comments.

CCP Quant: Of all those who logon in Eve, 1.5% do Incursions, 13.8% PVP and 19.2% run Missions while 22.4% mine.

40.7% Join a fleet. The idea that Eve is a PVP game is false, the social fabric is in Missions and Mining.

Jegrey Dozer
Aliastra
Gallente Federation
#1702 - 2015-09-10 05:02:39 UTC
Market McSelling Alt wrote:

In Before The "Eve is a hard, cold, harsh place and everyone has to harden up and train the skills we all had to back in the day derp derp Hardcore Biker Gang Member living in mom's basement" comments.


Back in the day when the average SP difference wasn't so pronounced.

It infuriates me that people are so thick headed that they don't realize a game with character progression based on real time becomes disproportionately more and more unfair to new players as it ages over a decade old.

The length of training has to scale with the age of the game.

Other MMO's have already addressed this by gearing all of their content to the end game and speeding up character progression to meet up with the existing player base. We don't even need a million+ players, doubling our current numbers will be enough to revitalize the game.
Keras Authion
Science and Trade Institute
Caldari State
#1703 - 2015-09-10 06:06:46 UTC
Unezka Turigahl wrote:

What did they take from you via changes to standings?


The high standings were useful for miscellaneous services. POS anchoring, corp standing boost, selling mission completion service for characters to access jump clones and that kind of stuff. Not the most common thing ever but it filled a niche.

People still buy standings for the market tax reduction but overall it's less important now.

This post was rated "C" for capsuleer.

Unezka Turigahl
Det Som Engang Var
#1704 - 2015-09-10 06:17:45 UTC
How do you decide how much to speed up training time? Training time has already been sped up you know, when learning skills were removed and baked into our default attributes. The SP required to be decent at probing was also drastically cut. And I think it is now faster to get into mining barges as well? I know for sure that the Orca was made much easier to get into. We also only have to train a ship class to lvl 3 to be able to train the next size up. Didn't the requirement used to be 4? Etc.

CCP has mentioned they may consider starting players out with 1-2mil SP as well. But this will still not appease new players who think that capital ships are an endgame to aspire to. And the people who think they have to "catch up" to vets just don't get it, and never will. Personally I'd be fine letting everyone fly all the ships right off the bat. Fly whatever you can afford to lose, from day 1. But that would probably cause the decline to enter into... Critical Stage TURBO RAPID X!!!1... since people wouldn't be strung along by carrot and stick of the training queue as much.
Hasikan Miallok
Republic University
Minmatar Republic
#1705 - 2015-09-10 06:24:33 UTC
Jegrey Dozer wrote:
Market McSelling Alt wrote:

In Before The "Eve is a hard, cold, harsh place and everyone has to harden up and train the skills we all had to back in the day derp derp Hardcore Biker Gang Member living in mom's basement" comments.


Back in the day when the average SP difference wasn't so pronounced.

It infuriates me that people are so thick headed that they don't realize a game with character progression based on real time becomes disproportionately more and more unfair to new players as it ages over a decade old.

The length of training has to scale with the age of the game.

Other MMO's have already addressed this by gearing all of their content to the end game and speeding up character progression to meet up with the existing player base. We don't even need a million+ players, doubling our current numbers will be enough to revitalize the game.



They do not get it becasue its nonsense.

In those other games you max out your character in a specific role in lets say 3 to 6 months and then its maxed out, if its a min/max priest role for example its maxed out as a priest and that is basically it you cannot then add rogue feats to the same character.

In EVE you can pretty much max out a character in a particular role (Say LOGI the equivalent of a Priest) in a very similar time. The only difference is the same character can then also be trained to do other stuff. Very little of that other training if any will help in that initial maxed out role as a logi.

The idea that someone would ever say "it is unfair ... that guy killed me in his Caldari T1 cruiser because he has all these ranks in trade skills, mining and Amarr Battleships" is when you think about it a bit crazy.
Unezka Turigahl
Det Som Engang Var
#1706 - 2015-09-10 06:35:41 UTC  |  Edited by: Unezka Turigahl
Keras Authion wrote:
Unezka Turigahl wrote:

What did they take from you via changes to standings?


The high standings were useful for miscellaneous services. POS anchoring, corp standing boost, selling mission completion service for characters to access jump clones and that kind of stuff. Not the most common thing ever but it filled a niche.

People still buy standings for the market tax reduction but overall it's less important now.


Yeah, like I mentioned in my post, a bunch of stuff unrelated to being a PvEr and running missions. Players uninterested in running missions were being forced to do so by CCP, in order to access things useful to PVP and industry. So players created a handful of specialty corps to circumvent these requirements and render them irrelevant. Being nonsensical and now irrelevant, CCP removed the requirements. The average PvEer/missioner has lost absolutely nothing. It is not a nerf to PvE.
Jegrey Dozer
Aliastra
Gallente Federation
#1707 - 2015-09-10 07:24:26 UTC
Unezka Turigahl wrote:
How do you decide how much to speed up training time? Training time has already been sped up you know, when learning skills were removed and baked into our default attributes. The SP required to be decent at probing was also drastically cut. And I think it is now faster to get into mining barges as well? I know for sure that the Orca was made much easier to get into. We also only have to train a ship class to lvl 3 to be able to train the next size up. Didn't the requirement used to be 4? Etc.

CCP has mentioned they may consider starting players out with 1-2mil SP as well. But this will still not appease new players who think that capital ships are an endgame to aspire to. And the people who think they have to "catch up" to vets just don't get it, and never will. Personally I'd be fine letting everyone fly all the ships right off the bat. Fly whatever you can afford to lose, from day 1. But that would probably cause the decline to enter into... Critical Stage TURBO RAPID X!!!1... since people wouldn't be strung along by carrot and stick of the training queue as much.


"How do you decide how much to speed up training time?"

I mentioned that training time would be scaled with the age of the game. In other words, I wouldn't be able to give you a concrete example because it would be dynamic and change every year. Also, yes I do know that it has been sped up before, but training up fast is relative to how long the game has been out for.

I can only give a suggested change as of today. I would say at this point training time needs to be cut roughly in half. That would put people at ~1 year before they have a decent footing in SP. Maybe 50% reduction is too much, but I believe definitely it must be reduced by some significant factor.

"Personally I'd be fine letting everyone fly all the ships right off the bat."

That would be the extreme sandbox scenario. I don't think that's a good idea just so you bait people to keep themselves subbed for longer and actually play and appreciate the game(carrot on the stick). If you give someone everything all at once, there's nothing to work towards and you haven't built up intrinsic value for your character.


"And the people who think they have to "catch up" to vets just don't get it, and never will."

I don't agree with this. How many people knew exactly what EvE was as they first started to play? I would venture to say absolutely no one. This game is not learned over night and we shouldn't penalize people who have preconceived notions about every game having an "end game." We should invite people to play the game and see for themselves if they are willing to join us. If not, that's alright because they tried. However, you are definitely going to retain some players who are not given a chance because they are used to different game styles.
Webvan
All Kill No Skill
#1708 - 2015-09-10 07:53:11 UTC
Jegrey Dozer wrote:
Back in the day when the average SP difference wasn't so pronounced.

It infuriates me that people are so thick headed that they don't realize a game with character progression based on real time becomes disproportionately more and more unfair to new players as it ages over a decade old.

The length of training has to scale with the age of the game.

Other MMO's have already addressed this by gearing all of their content to the end game and speeding up character progression to meet up with the existing player base. We don't even need a million+ players, doubling our current numbers will be enough to revitalize the game.
That's nonsense. Other games you are talking about have vertical progression. EVE is a horizontal skill system. Anyone that thinks there is a never ending "catch up", describing it like that, is out of touch with this game. Or they are industrialists that feel it unfair they have no high-end BPO's.

I'm in it for the money

Ctrl+Alt+Shift+F12

Sugar Smacks
Khanid Royal Navy
Khanid.
#1709 - 2015-09-10 08:07:40 UTC  |  Edited by: Sugar Smacks
Unezka Turigahl wrote:
Keras Authion wrote:
Unezka Turigahl wrote:

What did they take from you via changes to standings?


The high standings were useful for miscellaneous services. POS anchoring, corp standing boost, selling mission completion service for characters to access jump clones and that kind of stuff. Not the most common thing ever but it filled a niche.

People still buy standings for the market tax reduction but overall it's less important now.


Yeah, like I mentioned in my post, a bunch of stuff unrelated to being a PvEr and running missions. Players uninterested in running missions were being forced to do so by CCP, in order to access things useful to PVP and industry. So players created a handful of specialty corps to circumvent these requirements and render them irrelevant. Being nonsensical and now irrelevant, CCP removed the requirements. The average PvEer/missioner has lost absolutely nothing. It is not a nerf to PvE.


So CCP didn't want to have to fix the loopholes so they screwed the PVE'rs because they were lazy.

Not a nerf? People can now jump clone everywhere without standing, and the most useful uses for standing are now rendered pointless.

What did CCP do to compensate?
They said "thanks for your years of service"

Are you serious they take and add nothing thats the very definition of a nerf, are the people in charge so stupid not to see things so blatantly obvious? If so its time for a personnel change.

The people in charge openly know who their playerbase is then go about removing benefits they have, then wonder why they quit. Mostly because they are bias in what their view of a player should achieve.

The very problem with EVE of listening to blocs of players is they have been corrupted by their bias and now have become cancerous to the very employer they serve.

I guarantee if you ask a dev what were they planning to adding to standing to replacing all that they took, and they will have no answer, mostly because they didn't even bother to think about giving when they take.
There are better employees available unemployed.
Jegrey Dozer
Aliastra
Gallente Federation
#1710 - 2015-09-10 08:16:28 UTC
Hasikan Miallok wrote:

They do not get it becasue its nonsense.

In those other games you max out your character in a specific role in lets say 3 to 6 months and then its maxed out, if its a min/max priest role for example its maxed out as a priest and that is basically it you cannot then add rogue feats to the same character.

In EVE you can pretty much max out a character in a particular role (Say LOGI the equivalent of a Priest) in a very similar time. The only difference is the same character can then also be trained to do other stuff. Very little of that other training if any will help in that initial maxed out role as a logi.

The idea that someone would ever say "it is unfair ... that guy killed me in his Caldari T1 cruiser because he has all these ranks in trade skills, mining and Amarr Battleships" is when you think about it a bit crazy.


"In those other games you max out your character in a specific role in lets say 3 to 6 months and then its maxed out"

You also max out on content. Something EvE has no shortage of if you are creative. This is why EvE's freedom can be a bad thing with long skill training wait times.

In WoW, for instance, you are spoon fed content at every stage of the game. Then you get to the end and content just ends. No more until the game developers make more. Also, while leveling up and training, you are rewarded for more effort put into character progression. You level up faster the more time you put into the game. Needless to say, EvE does not work this way. I can play 2 hours, 5 hours, or 15 hours of EvE in 1 day and I still gained the same amount of character progression as far as training or "leveling up" if we're going to make equivalent comparisons to other MMO's. EvE just stagnates while you wait to be really good in the one thing you randomly decided you want to be good in.

Also, I was specifically touching on the fact that new players have an incorrect preconceived notion that you must have maxed out skills in order to be good. We need to address the fact that this thought process is not something we are capable of eradicating and we're working against it. I was saying that EvE needs to utilize that mindset and use it to gain subs instead of turning them away with long wait training times. Hence the carrot on a stick point about shortening training times so that people have something to be gratified with. Not instantly, but consistent enough where they don't view EvE as a waste of time and money.

I want to give you an example of how I imagine my opinion playing out: These people first train into mining, for instance, for months and gain absolutely zero training in PvP. Then when they're told to "defend themselves from pirates" or "try faction warefare" and they don't think they have the right skills. So they are torn between what they are being advised to do in order to gain Fun/Hour vs Isk/Hour. I view this as one of the fundamental problems with the New Player Experience. How can you convince someone to feel content with subpar mining skills that they should now focus on PvP skills? They look at the past 3 months, where they trained into mining, and would rather just "max out" their mining than circumvent "maxing out" mining just top pick up some PvP skills inbetween. Remember, these people do not come from games where they understand that perfect skills are not needed to do something. They think max level, #1 DPS, #1 heals/second, best gear in the game are needed in order to do "end game content."

We are dealing with people who do not understand the fundamental idea of skill training in EvE. This leads to frustration over long training periods to get "max level" and ultimately they stop their sub.
Jegrey Dozer
Aliastra
Gallente Federation
#1711 - 2015-09-10 08:21:40 UTC  |  Edited by: Jegrey Dozer
Webvan wrote:

That's nonsense. Other games you are talking about have vertical progression. EVE is a horizontal skill system. Anyone that thinks there is a never ending "catch up", describing it like that, is out of touch with this game. Or they are industrialists that feel it unfair they have no high-end BPO's.


I'm not disagreeing with you. Except we're not talking about an EvE player's understanding of how skill training works. We are talking about new players who do not understand what horizontal skill training entails.

They have preconceived notions of "maxing out" skills in order to be good. I am saying that it's this incorrect way of thinking that makes new players leave because they do not balance their skill training well enough.

However, I also believe that the skill training necessary to be effective in the game in all things needs to be reduced in order to accommodate for the game's age.

The combination of reducing skill training to consumer agreeable levels and being sensitive to the idea that new players do not understand that "maxing out" is unnecessary to be effective is what will drive our sub numbers higher.

Edit: Also ads. CCP needs to throw out more ads damn it.
Ishtanchuk Fazmarai
#1712 - 2015-09-10 08:59:44 UTC
Unezka Turigahl wrote:
Keras Authion wrote:
Unezka Turigahl wrote:

What did they take from you via changes to standings?


The high standings were useful for miscellaneous services. POS anchoring, corp standing boost, selling mission completion service for characters to access jump clones and that kind of stuff. Not the most common thing ever but it filled a niche.

People still buy standings for the market tax reduction but overall it's less important now.


Yeah, like I mentioned in my post, a bunch of stuff unrelated to being a PvEr and running missions. Players uninterested in running missions were being forced to do so by CCP, in order to access things useful to PVP and industry. So players created a handful of specialty corps to circumvent these requirements and render them irrelevant. Being nonsensical and now irrelevant, CCP removed the requirements. The average PvEer/missioner has lost absolutely nothing. It is not a nerf to PvE.


Joe had a toy. It had costed him effort to get it.
Jack wanted the toy, but couldn't be arsed to *effort* for it so figured ways of gaming the system to use the toy without earning it.
Then Mommy decided that since Jack's fraud was prevalent, it made no sense to ask *effort* and thus gave the toy for free.

Joe then lost nothing else than feeling stupid to have put effort to earn the toy, but that didn't mattered since Mommy always had loved Jack better... Roll

Roses are red / Violets are blue / I am an Alpha / And so it's you

Tippia
Sunshine and Lollipops
#1713 - 2015-09-10 09:00:51 UTC
Jegrey Dozer wrote:
Back in the day when the average SP difference wasn't so pronounced.

It infuriates me that people are so thick headed that they don't realize a game with character progression based on real time becomes disproportionately more and more unfair to new players as it ages over a decade old.
So really, it's the new players that infuriate you since they're the only ones who suffer from that misapprehension about how the game works?

EVE's skill system is (accidentally?) ingeniously designed to completely remove exactly that problem: not only is catching up very easy — it is unavoidable, to the point where it almost becomes an inapplicable concept. Instead, the exact opposite happens: it becomes disproportionately more fair to new gamers as the old ones age. The old ones have long since passed the threshold where their additional provide any tangible advantage, in part due to the exponential cost for increasingly marginal benefits that the skill system is built around, and in part due to how there's a hard cap on how much SP can actually be used at any given time.

Quote:
They have preconceived notions of "maxing out" skills in order to be good. I am saying that it's this incorrect way of thinking that makes new players leave because they do not balance their skill training well enough.

However, I also believe that the skill training necessary to be effective in the game in all things needs to be reduced in order to accommodate for the game's age.
This is already the case. The only problem is that those new players need to be taught the skill system. It is a knowledge problem, not a game-mechanical one. It is easier to be effective with less training than it has ever been before. Reducing it further will not actually do anything other than reducing it for the sake of reducing it, and that's not a good or sensible reason. The knowledge problem will still remain and the threshold for what the player see as “agreeable levels” (or, more accurately, disagreeable times) will just increase to match the new times.
Webvan
All Kill No Skill
#1714 - 2015-09-10 09:06:05 UTC
Jegrey Dozer wrote:

They have preconceived notions of "maxing out" skills in order to be good. I am saying that it's this incorrect way of thinking that makes new players leave because they do not balance their skill training well enough.

However, I also believe that the skill training necessary to be effective in the game in all things needs to be reduced in order to accommodate for the game's age.

The combination of reducing skill training to consumer agreeable levels and being sensitive to the idea that new players do not understand that "maxing out" is unnecessary to be effective is what will drive our sub numbers higher.

And then what, that will somehow teach newbies that EVE is in fact not a vertical progression game?
And when they don't understand at that point, more/faster SP?
And at some point, we get them into expensive ships right away, but sacrifice the players learning curve and they lose so bad they ragequit? Or do we open up the ISK faucet at that point, compensate newbies for losing 60m ISK ships just trying to figure out how to use targeting and get around?

Sounds more like something that would mainly benefit seasoned vets looking to generate new alts for play and/or sale, not something for newbies... unless newbies then felt pressured to buy those plentiful well rounded alts just to compete in EVE.

Don't underestimate the quality of low SP training while players learn to survive. Or do we just make EVE really-really safe? Because newbies...

I'm in it for the money

Ctrl+Alt+Shift+F12

Unezka Turigahl
Det Som Engang Var
#1715 - 2015-09-10 10:45:38 UTC  |  Edited by: Unezka Turigahl
Ishtanchuk Fazmarai wrote:


Joe had a toy. It had costed him effort to get it.
Jack wanted the toy, but couldn't be arsed to *effort* for it so figured ways of gaming the system to use the toy without earning it.
Then Mommy decided that since Jack's fraud was prevalent, it made no sense to ask *effort* and thus gave the toy for free.

Joe then lost nothing else than feeling stupid to have put effort to earn the toy, but that didn't mattered since Mommy always had loved Jack better... Roll


This is like complaining that CCP added warp to zero. I set up all those bookmarks at zero on gates and stations for nothing! CCP should maintain stupid mechanics and force everyone to make multiple bookmarks for every system because I had to do it back in the day! No.

If you are a mission runner, then presumably you enjoy running missions. So it wasn't a waste of time for you anyway. Not to mention the ISK and LP made.

If you were running missions solely for jumpclones, then you only needed to run them for one corp anyway. Then never run missions again once at 8.0. So no big loss. You got to use jumpclones all the while back then for your efforts anyway.

Maybe CCP should return slowboating to everything. Force ships to drop out of warp 15km from gates and stations no matter what. Give PVPers easy pickings on haulers again. Give credence to the claims that PVPers are favored and nothing has ever been taken away from them. And maybe require a certain ISK value worth of PVP kills in order to unlock each mission agent. Because apparently PVErs like unrelated stuff tied into mission running. /sarcasm
Jenn aSide
Soul Machines
The Initiative.
#1716 - 2015-09-10 12:43:26 UTC
Jegrey Dozer wrote:
Market McSelling Alt wrote:

In Before The "Eve is a hard, cold, harsh place and everyone has to harden up and train the skills we all had to back in the day derp derp Hardcore Biker Gang Member living in mom's basement" comments.


Back in the day when the average SP difference wasn't so pronounced.

It infuriates me that people are so thick headed that they don't realize a game with character progression based on real time becomes disproportionately more and more unfair to new players as it ages over a decade old.

The length of training has to scale with the age of the game.

Other MMO's have already addressed this by gearing all of their content to the end game and speeding up character progression to meet up with the existing player base. We don't even need a million+ players, doubling our current numbers will be enough to revitalize the game.


Translation: The way to save EVE is to make it like other MMOs, you know those massive success stories that mostly have a life span of less than half the 12 years EVE has existed!!

Brilliant.
Jegrey Dozer
Aliastra
Gallente Federation
#1717 - 2015-09-10 13:14:09 UTC
Tippia wrote:
Jegrey Dozer wrote:
Back in the day when the average SP difference wasn't so pronounced.

It infuriates me that people are so thick headed that they don't realize a game with character progression based on real time becomes disproportionately more and more unfair to new players as it ages over a decade old.
So really, it's the new players that infuriate you since they're the only ones who suffer from that misapprehension about how the game works?

EVE's skill system is (accidentally?) ingeniously designed to completely remove exactly that problem: not only is catching up very easy — it is unavoidable, to the point where it almost becomes an inapplicable concept. Instead, the exact opposite happens: it becomes disproportionately more fair to new gamers as the old ones age. The old ones have long since passed the threshold where their additional provide any tangible advantage, in part due to the exponential cost for increasingly marginal benefits that the skill system is built around, and in part due to how there's a hard cap on how much SP can actually be used at any given time.

Quote:
They have preconceived notions of "maxing out" skills in order to be good. I am saying that it's this incorrect way of thinking that makes new players leave because they do not balance their skill training well enough.

However, I also believe that the skill training necessary to be effective in the game in all things needs to be reduced in order to accommodate for the game's age.
This is already the case. The only problem is that those new players need to be taught the skill system. It is a knowledge problem, not a game-mechanical one. It is easier to be effective with less training than it has ever been before. Reducing it further will not actually do anything other than reducing it for the sake of reducing it, and that's not a good or sensible reason. The knowledge problem will still remain and the threshold for what the player see as “agreeable levels” (or, more accurately, disagreeable times) will just increase to match the new times.


"exponential cost for increasingly marginal benefits that the skill system is built around"

Except the curve of the benefit vs time graph is quite linear for a good couple of years before it begins to flatten out. I am not saying that the skill system hasn't been set up for new players to be able to catch up, I am saying the rate of change needs to be greater within the linear portion of the benefit vs time graph.

This is hardly controversial. CCP has already reduced training times.

"It is a knowledge problem, not a game-mechanical one"

I agree that it is a knowledge problem. However, I believe you solve the problem by manipulating player behavior in your favor by changing the game mechanic. Like it has already been done before.

"The knowledge problem will still remain and the threshold for what the player see as “agreeable levels” (or, more accurately, disagreeable times) will just increase to match the new times."

We have a way of testing this theory. By looking into the past and seeing if there was any noticeable change in retention rate when skill training time was reduced.
Jegrey Dozer
Aliastra
Gallente Federation
#1718 - 2015-09-10 13:26:09 UTC
Webvan wrote:
Jegrey Dozer wrote:

They have preconceived notions of "maxing out" skills in order to be good. I am saying that it's this incorrect way of thinking that makes new players leave because they do not balance their skill training well enough.

However, I also believe that the skill training necessary to be effective in the game in all things needs to be reduced in order to accommodate for the game's age.

The combination of reducing skill training to consumer agreeable levels and being sensitive to the idea that new players do not understand that "maxing out" is unnecessary to be effective is what will drive our sub numbers higher.

And then what, that will somehow teach newbies that EVE is in fact not a vertical progression game?
And when they don't understand at that point, more/faster SP?
And at some point, we get them into expensive ships right away, but sacrifice the players learning curve and they lose so bad they ragequit? Or do we open up the ISK faucet at that point, compensate newbies for losing 60m ISK ships just trying to figure out how to use targeting and get around?

Sounds more like something that would mainly benefit seasoned vets looking to generate new alts for play and/or sale, not something for newbies... unless newbies then felt pressured to buy those plentiful well rounded alts just to compete in EVE.

Don't underestimate the quality of low SP training while players learn to survive. Or do we just make EVE really-really safe? Because newbies...


"And then what, that will somehow teach newbies that EVE is in fact not a vertical progression game?"

More like we will statistically retain more people before they quit due to exasperating skill training times set to "max out."

"And when they don't understand at that point, more/faster SP?"

We have done it before. Why is it so controversial to you? The game hasn't stopped netting positive subs until just recently. That would indicate to me that reducing skill training time has worked in the past. I am not advocating a free 200mil SP character out of the box, just more reasonable training times for people who dont want to spend 300+ dollars and 2 years to get a well rounded SP character.

"And at some point, we get them into expensive ships right away, but sacrifice the players learning curve and they lose so bad they ragequit?"

Are you saying it's easy to generate ISK right now? I see ISK generation as a larger challenge(rightfully so) than loading up a skill queue and waiting.

"Or do we open up the ISK faucet at that point, compensate newbies for losing 60m ISK ships just trying to figure out how to use targeting and get around?"

When did I ever talk about ISK being handed out? I am not advocating an ISK welfare system, I am talking about making training time less of a drag and deterrent.

"Don't underestimate the quality of low SP training while players learn to survive. Or do we just make EVE really-really safe? Because newbies..."

Like I mentioned before, it's not the current player base that is underestimating low SP players, it's new people coming into the game.

And I said nothing about making EvE more safe. Your imagination is running wild.

Anize Oramara
WarpTooZero
#1719 - 2015-09-10 14:52:13 UTC
The skill system is such that you can get 80% as effective as a vet in most ships or areas of the game (sometimes more than 80%) for 20% of the time or, heck even less. It also only takes a few months (dependingon ship) then you are on the EXACT same footing as a vet 10y old. Then it's only personal experience and skill that differentiates them. Unless that's not 'fair' either. I know we should have characters be less effective the older they get so vets don't get too far ahead of newbros. Roll

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Salvos Rhoska
#1720 - 2015-09-10 15:17:19 UTC
Is there anyone here who thinks that PvE should not include more player based competition, conflict and interaction?

If so, raise your hand.
I have questions to ask you.

If nobody does so, I will assume nobody is against it.