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Player Features and Ideas Discussion

 
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New Player Retention

Author
Zich Masor
The Tuskers
The Tuskers Co.
#1 - 2016-04-28 14:34:40 UTC  |  Edited by: Zich Masor
Hey guys, gals, spaceships and internet cyborgs


One keynote topic that i saw from CCP lately was their 'plan' on new player retention and grabbing (though unfortunately no details were actually shared). Also sadly there are no discussions on the forums currently about this, so here is an idea.


SInce EVE's very first conception and presence on the Online market, it has been marketed under the description of a 'Very Social Game'. Now over the past few years, changes have been made to the way being born into EVE works. These include:

-New tutorials
-Simplified interface
-Reduced clutter and mission agent jargon
-more newbro support

But clearly this is not enough, as these changes are what any MMO 'should' have in the first place for player satisfaction. So moving onwards from this, what methods of play can we introduce that enable New players a more friendly environment to learn in, but also most importantly to have fun in. Lets start at the top....

Player Creation and Location~

So far, the player character creation is doing a fantastic job we know that people spend ages creating these beautiful characters that they dream of exploring, killing and trading with...But immediately afterwards things get B.I.G fast. Not only are you forced to chose your starting region before actually getting in game, but your also confronted with a VERY hostile HUD.

Upon entering the game, you have no idea what any buttons do what the 'overview' is or what all the weird symbols around space are. Perhaps you might even get the camera stuck as you frustratingly swivel it around in an attempt to find something that gives you a measure of guidance. It is as this point, in my humble opinion that Aura should appear via video tutorial and physically show you where everything is because reading where something is, and SEEING where something is are two entirely different things. Not to mention its not very personal if your 'guide' sends you text messages instead of contacting you in person



Warping-

When showing the warping tutorial, it should also include a clip of how your warp is shown on the solar map, so that the new play can learn cosmic positioning. This helps them understand WHERE they are. There should also be a clear and well organised overview that has appropriately labelled and written tags to show players what tab they need to find warp able objects. Messing around with overview settings is not a new player friendly feature.


Asteroids- It might not be readily apparent, but alot of new players struggle to discover why their tiny 10km range mining laser isnt working on the asteroids they have targeted at 40km away... To counter this, asteroid belts should have lots of tiny rocks scattered close to the warp in on all sides this prevents any "It isn't working" frustrations.

Stargates- One of the biggest problems i've found among new players is that. They have left system by accident before they are ready, become lost and then died. Subsequently they feel disheartened, defeated and ultimately lost. There should be a very VERY clear and concise warning to new pilots leaving Rookie systems for the first time (with a help button included, in case they need to talk to a GM for support and assistance) This brings me to the next point.

There should be a new ranking of GM dedicated to the support and assistance of new players (yes even joining them in a fleet in their own rookie ships if necessary) EVE is a big place with lots to learn, and CCP's own studies show that players who have someone supporting them as they get into the game brings a higher retention rate. There should be a dedicated channel that helps socialise new players with one another on a small scale. The new rookie sites help alot with this, but more needs to be done imo.


Mini-Pirate incursions- These are incursions that run exclusively to rookie systems, they will encourage rookie players to fleet up and fight low level npc's together, helping them make new friends and develop their own corporations in some cases.

EDIT

Newbro Dictionary- Could do with a more visible presence to new players with a reference link to in the end of general tutorials
Lugh Crow-Slave
#2 - 2016-04-28 14:52:40 UTC
Zich Masor wrote:


Newbro Dictionary- A concise and detailed dictionary of different items by type, including what they do how to use them and a list of their variations



isn't most of this already covered in game?
Zich Masor
The Tuskers
The Tuskers Co.
#3 - 2016-04-28 15:00:28 UTC  |  Edited by: Zich Masor
Lugh Crow-Slave wrote:
Zich Masor wrote:


Newbro Dictionary- A concise and detailed dictionary of different items by type, including what they do how to use them and a list of their variations



isn't most of this already covered in game?



Yes, it is indeed. But on the flip side its not very accessible, not all players read through the tutorial slides properly and theres nothing to remind them of the names or pupose of modules once those tutorials have concluded. Remember there are literally thousands of modules in EVE, and a new player will allready be learning alot. Does not necessarily have to be a dictionary as such, but something to help new players actually find the modules they seek somehow would be of great benefit in my opinion.

Alternately, perhaps a window with reccomended rookie ship fittings would help them learn how the modules work (provided it is explained)


I do suppose in some ways, that the 'rookie help' channel fills this role but theres alot of chatter in there and its very easy to feel ignored.
Lugh Crow-Slave
#4 - 2016-04-28 15:08:20 UTC
i was talking about alt+R
Zich Masor
The Tuskers
The Tuskers Co.
#5 - 2016-04-28 15:11:52 UTC
Lugh Crow-Slave wrote:
i was talking about alt+R



Fair point, had actually completely forgotten about that.......(hawkward)
Even so, theres no link to it from the tutorials, or a mention of how to access it. So even with that covered, its accessibility could do with a little work.
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2016-04-28 16:45:41 UTC
More than that is already covered in game.

- There is already video tutorials
- There are notifications for mining laser range and jumping into low sec (jumping into hi-sec is not a problem. It is in fact part of the tutorials to visit other systems)
- There are already groups in the game dedicated to taking new players under their wing and taking them on fleets.
- There is already a channel for new players to get support from other players AND ISD volunteers.
- CCP dropped their own encyclopedia because players make better ones

When it comes to mini-incursions, who do you expect to take the initiative and form fleets in a system of noobs? How would this be better than directing these new players to an existing and experienced group who can take them on a PvE roam AND teach them about the HUD and overview?


What CCP Ghost seemed to be hinting at was that a part of the NPE will attempt to get new players engaged in the story line of EVE and use that to teach them about parts of the game. I'm expecting a 'campaign' where players take on the role of a faction navy pilot and follow a plot. Since most players seem to expect a themepark, a themepark is what CCP are going to give them at first. At least long enough to be picked up by a corp.

Some of the best ideas ive seen for nooby retention are still: separating NPC corps by career (to put like minded individuals together), social corps (to let players group together without making themselves more vulnerable) and just anything to get them out of the NPC corps that are full of social retards that tell new players to isolate themselves because the eve player base are 'bullies'.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs