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To become a capsuleer (an alternate NPE proposal)

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Author
Sustrai Aditua
Intandofisa
#21 - 2016-05-25 19:22:42 UTC
Hoo boy. I'm glad you got your entry in to the Try Not To Think award for 2016.
(I was getting a bit nervous if you'd be a candidate this year.)

If we get chased by zombies, I'm tripping you.

Indahmawar Fazmarai
#22 - 2016-05-25 19:33:40 UTC
Lan Wang wrote:
30 days seems like a long time to be in a tutorial server.


It's a cap, not a tour of duty. If a player wants to become a capsuleer and enter TQ right away, more power to him (but he may have missed a few important things).
Indahmawar Fazmarai
#23 - 2016-05-25 19:38:41 UTC
Pix Severus wrote:
There is no benefit to teaching a new player that their empire choice has meaning, when it really doesn't.

It sounds to me like CCP want to try making the new player feel special, like other MMOs do, which will increase the emotional investment in the character and thus improve retention, but I think that this is a huge mistake. Imagine the "chosen one" heading to his super-secret mission that only HE can hope to complete, only to get caught on a gate in Niarja and exploded instantly by a day-old character, who then tells him he sucks in local.

On the upside, I guess the salt concentration of tears would rise dramatically.


That's my point. Thus my solution of making the player feel enticed because he has become a capsuleer after learning all the basic stuff before first undocking in Tranquility.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#24 - 2016-05-25 19:42:40 UTC
Indahmawar Fazmarai wrote:
Lan Wang wrote:
30 days seems like a long time to be in a tutorial server.


It's a cap, not a tour of duty. If a player wants to become a capsuleer and enter TQ right away, more power to him (but he may have missed a few important things).


even giving someone that sort of notification might indicate that if the tutorial can take 30 days then the game isnt going to be very fun as the tutorial just takes to long till they can get into any engaging content, they may feel that they have to also do the full 30 days in case they miss something out

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Indahmawar Fazmarai
#25 - 2016-05-25 19:49:46 UTC
TigerXtrm wrote:
(...)

TL;DR:


  • Do away with 4 separate newbie zones and create a new constellation on the borders of all 4 empires where all new character spawn after a short background "becoming the capsuleer" cutscene.
  • Move all career agents to this new constellation and have all tutorial missions take place within this constellation.
  • All resources in the training constellation should be spawned from tutorial missions, including rats and ore.
  • The constellation should only have one way out, with a big red warning label on the exit about scamming and PVP.


I was thinking of the tutorial server as a "lore VR environment" for tutorial purposes. As for why a seperate server, it is a reflection of how scholarship goes in the real world. We teach people in special controlled environments before facing the real deal. Those environemtns are optimized for teaching and learning, and in the case of dangerous acitvities, the teaching grounds are notoriously safer than the real deal and allow to practice before taking real risks.

EVE is a very complex virtual world, so maybe tossing people into it before they know how to do the basics is wrong.
Shallanna Yassavi
qwertz corp
#26 - 2016-05-25 20:35:33 UTC
The NPE needs to show the true nature of the game as soon as possible.
Advanced combat could hand newbies a choice of a cheap-fitted combat ship and say "Fleet up, dive this wormhole, and roam! If it's not in your fleet, blow it away!" Or one of several: there's nothing which says everyone has to be DPS or tackle.

A signature :o

Pandora Carrollon
Provi Rapid Response
#27 - 2016-05-25 23:30:34 UTC
Having been recently 'new' myself (got a few dents and dings now, not so shiny) I'm going to disagree with the idea that gamers don't like Sandboxes, because I think the logic is faulty from the start and other Sandboxes like Minecraft have done remarkably well.

The point of issue to me wasn't really the sandbox, I got that from day 1 and wanted to play in it and make my own world. My issue was the darned learning curve was gawdaful and I had no idea what to expect so I created expectations in my head (like any person does) and when the game was RADICALLY different than those expectations, I had a whole gamut of emotions flowing through me. To some players, yes, that would make them quit, to me, I said "Dammit, I gotta rise to the challenge here, change my mindset and figure out this game top to bottom."

I'm not going to let EVE defeat me.

Where I agree with what Jenn and Pix were getting at is that it's not as simple as just training. I think any hands off training NPE is going to fail. You have to have humans and mentors help shape those expectations of the game. If I had known from day 1 what was actually required of me... well, a little of it, I would have known how to behave and what NOT to assume.

I could see Indahmawar's point about separate servers, but I don't think it needs to be that drastic. I'm still advocating rookie systems that do essentially the same thing and still allow free movement of existing players BACK into the rookie systems (with some restrictions) to help the rookies graduate to real space. Part of the attraction of EVE is that there IS no separation of servers or systems once you are in the game. Knowing that just beyond that first gate is every freaking player in the game has an appeal.

If CCP wants to really solve retention, they will have to simplify the game to the point that anyone can play it. Sadly, if you aren't willing to soak some blood sweat and tears into the game, I don't think this is the game for you. This is probably a minority of players out there. I think a good NPE will help keep SOME people in the game but at the end of the day, they have to be the right kind of player. CCP should focus their efforts on recruiting those 'right' kind of players.
Tisiphone Dira
Garoun Investment Bank
Gallente Federation
#28 - 2016-05-25 23:48:23 UTC
Shallanna Yassavi wrote:
The NPE needs to show the true nature of the game as soon as possible.
Advanced combat could hand newbies a choice of a cheap-fitted combat ship and say "Fleet up, dive this wormhole, and roam! If it's not in your fleet, blow it away!" Or one of several: there's nothing which says everyone has to be DPS or tackle.


So much this, if you look at rookie help chat you'll see scores of newbies not long for eve afraid of entering a .7 and spreading the 'one more skill till low, forever, mindset.

Have the tutorial send em to a mock -1.0 system or two, and break that 'my ship is sacred' mindset by blowing their ship up, a lot.

The plot. Aura has gone rogue, joining with the drones, now she suicide ganks them in a catalyst in the middle of a mission, from out of nowhere, then taunts them in local, Then have them follow her for revenge into her low, then null, then finally her wormhole, and evict her.

There once was a ganker named tisi

A stunningly beautiful missy

To gank a gross miner

There is nothing finer, cept when they get all pissy

TackyTachy1
Doomheim
#29 - 2016-05-26 02:48:07 UTC
From my own experience about the only change I'd make for the noobs is somehow fix it so you don't create the avatar and name the character before spending a week or so in game and get more of a feel for who and what you want to be. My first character's name would have been a bit different if I'd had more time to think it over.

In a rare fit of generosity about the only advice I could give the noobs is do all the training tutorials, as much for the ISK and ships as for the actual training.

Yeah, and the lore. Something I've never paid any attention to as I'm writing my story, with no time for theirs. Or yours, really.

Forum Rep for a bunch of characters, couple corps and one seriously Lost In Space multiboxer.

Karina Ivanovich
Republic Military School
Minmatar Republic
#30 - 2016-05-26 03:08:10 UTC
Salah ad-Din al-Jawahiri wrote:
Are you saying someone still cares about EVE's lore?

/me widens his eye.


Why don't you come check out the IGS :)

Some call me insane. If the universe is sane, then I embrace that label.

Mike Adoulin
Happys Happy Hamster Hunting Club
#31 - 2016-05-26 04:29:58 UTC
Bah. Noobs nowadays are wusses.

CCP needs to spawn them into a nullsec system and get rid of all the civilian modules.

Harrumph.

Everything in EVE is a trap.

And if it isn't, it's your job to make it a trap...:)

You want to know what immorality in EVE Online looks like? Look no further than Ripard "Jester" Teg.

Chribba is the Chuck Norris of EVE.

Indahmawar Fazmarai
#32 - 2016-05-26 06:50:41 UTC  |  Edited by: Indahmawar Fazmarai
Pandora Carrollon wrote:
Having been recently 'new' myself (got a few dents and dings now, not so shiny) I'm going to disagree with the idea that gamers don't like Sandboxes, because I think the logic is faulty from the start and other Sandboxes like Minecraft have done remarkably well.

The point of issue to me wasn't really the sandbox, I got that from day 1 and wanted to play in it and make my own world. My issue was the darned learning curve was gawdaful and I had no idea what to expect so I created expectations in my head (like any person does) and when the game was RADICALLY different than those expectations, I had a whole gamut of emotions flowing through me. To some players, yes, that would make them quit, to me, I said "Dammit, I gotta rise to the challenge here, change my mindset and figure out this game top to bottom."

I'm not going to let EVE defeat me.

Where I agree with what Jenn and Pix were getting at is that it's not as simple as just training. I think any hands off training NPE is going to fail. You have to have humans and mentors help shape those expectations of the game. If I had known from day 1 what was actually required of me... well, a little of it, I would have known how to behave and what NOT to assume.

I could see Indahmawar's point about separate servers, but I don't think it needs to be that drastic. I'm still advocating rookie systems that do essentially the same thing and still allow free movement of existing players BACK into the rookie systems (with some restrictions) to help the rookies graduate to real space. Part of the attraction of EVE is that there IS no separation of servers or systems once you are in the game. Knowing that just beyond that first gate is every freaking player in the game has an appeal.

If CCP wants to really solve retention, they will have to simplify the game to the point that anyone can play it. Sadly, if you aren't willing to soak some blood sweat and tears into the game, I don't think this is the game for you. This is probably a minority of players out there. I think a good NPE will help keep SOME people in the game but at the end of the day, they have to be the right kind of player. CCP should focus their efforts on recruiting those 'right' kind of players.


Since EVE is a sandbox, what is the "right" way to play it? The NPE can't and shouldn't answer that. And then in order to learn that you shall not double tank nor mix weapon sizes nor this or that, a player doesn't requires to be in Tranquility.

IMO what is wrong with Tranquility as a training ground is that it punishes being a new player. Some people will be afraid to interact because they know that they don't know and that EVE is unforgiving on ignorance. How can they tell a scammer from a sincere helping hand? How can they tell that someone in Help Channel is an idiot or gives good advice? How can they know when they are still learning the bare essentials?

They need to be detached from Tranquility's unforgiveness until they are confident on knowing the essentials. Maybe until they figure what the sandbox is about for them.

EVE NPE moved from "have a ship, go figure what to do" to "have a ship, press buttons and get bacon, then forget about it" to "have a ship, maybe you should try this and that, then press buttons to get bacon". But after all, a player still starts by making a irrevocable random decission (race, gender, name) and then is tossed into a chat with 2,000 strangers giving a random mix of ignorance, good advice and terrible advice.

Plus, to many new players, all that happens in a foreign language they may not command well and in a format that doesn't allows to print again/copy/paste to Google Translate. (Tutorial videos are absolutely the worst offenders in this aspect).


PS: on the language thing, I'd bet that the strongest correlation between player personal information and retention is for "do they speak English in his country?"
Tipa Riot
Federal Navy Academy
Gallente Federation
#33 - 2016-05-26 08:42:55 UTC
C'mon, we are talking about the generation Internet, facebook, twitter and whatsapp ... how can they be scared of thousands of people and some idiots in chat channels?

I'm my own NPC alt.

Mithandra
B.O.P Supplication For Glorious
Dracarys.
#34 - 2016-05-26 09:06:33 UTC
What keeps me in eve isn't my characters, its the characters I fly with.

What a percentage of new players don't like is the fact that the game isn't centred on them. They are not the hero or heroine of the story; they are at best a supporting actor,at least for the short to middle term. The uncompromising harshness of the game and the attitude of more experienced players also doesn't make them feel all warm and ego stroked.

That's the culture shock they need to overcome.

NPE wont fix that.

Eve is the dark haired, totally hot emo gothchild of the gaming community

Tisiphone Dira
Garoun Investment Bank
Gallente Federation
#35 - 2016-05-26 09:08:49 UTC
Tipa Riot wrote:
C'mon, we are talking about the generation Internet, facebook, twitter and whatsapp ... how can they be scared of thousands of people and some idiots in chat channels?


Have you ever MET a carebear?

There once was a ganker named tisi

A stunningly beautiful missy

To gank a gross miner

There is nothing finer, cept when they get all pissy

Demica Diaz
SE-1
#36 - 2016-05-26 09:47:57 UTC
I often have good fun on Singularity because its more open for trying things out. With everything cost almost no ISK one can lean how modules work or how ship fairs in combat or other task. Five years ago I did some wrong picks in my career and it was mostly because game gave me impression or how things work but actually it wasnt all like that. Nowdays getting on Singularity takes a secound and its great fun to try things out and sometimes you get SPs in advance to try stuff you might be interested invest in future.

Lets say CCP gave 50 million SP's to Singularity character and 100 million ISK. I bet new player would have much more fun to introduce themselves to EVE via that. Players can try all kinds of stuff that EVE can offer without wait ot weeks or months and see if they like it. It would be easier for them to hook up because they will know if this game is for them and what kind of future they would like to chase for their capsuleer avatar.

Like OP said, it would be virtual training space for future capsuleers. Once they feel ready you hit the button and accept to join real EVE.

I never liked that people talk that they need to teach EVE to new players. No, people love to discover stuff themselves. Give newbies Singularity like server and let them play that Kindergarden sandbox until they are mature enough to join real deal. Bear
Tipa Riot
Federal Navy Academy
Gallente Federation
#37 - 2016-05-26 10:06:37 UTC
Mithandra wrote:
What keeps me in eve isn't my characters, its the characters I fly with.

What a percentage of new players don't like is the fact that the game isn't centred on them.

That's an often expressed belief and feeling ... but is this really true? I think this is another misconception and marketing challange, because the game cannot be more centered on the individual char in the sense, that I can shape whatever story I want, I have almost total freedom to do and (role)play what I want. I'm not part of some scripted story in a role I'm forced into.

I'm my own NPC alt.

Pandora Carrollon
Provi Rapid Response
#38 - 2016-05-26 19:29:04 UTC
Indahmawar Fazmarai wrote:
Since EVE is a sandbox, what is the "right" way to play it? The NPE can't and shouldn't answer that. And then in order to learn that you shall not double tank nor mix weapon sizes nor this or that, a player doesn't requires to be in Tranquility.


Sorry, I wasn't implying there was a 'right' way to play, only that there are bunch of 'wrong' ways to play and I had to stumble through a lot of those wrong ways. Oddly, sometimes this concept is very true and it usually applies to life. Not really a 'right' way to live it but there are a bunch of wrong ways to try to live it! LOL!

Indahmawar Fazmarai wrote:
IMO what is wrong with Tranquility as a training ground is that it punishes being a new player. Some people will be afraid to interact because they know that they don't know and that EVE is unforgiving on ignorance. How can they tell a scammer from a sincere helping hand? How can they tell that someone in Help Channel is an idiot or gives good advice? How can they know when they are still learning the bare essentials?

They need to be detached from Tranquility's unforgiveness until they are confident on knowing the essentials. Maybe until they figure what the sandbox is about for them.

EVE NPE moved from "have a ship, go figure what to do" to "have a ship, press buttons and get bacon, then forget about it" to "have a ship, maybe you should try this and that, then press buttons to get bacon". But after all, a player still starts by making a irrevocable random decission (race, gender, name) and then is tossed into a chat with 2,000 strangers giving a random mix of ignorance, good advice and terrible advice.

Plus, to many new players, all that happens in a foreign language they may not command well and in a format that doesn't allows to print again/copy/paste to Google Translate. (Tutorial videos are absolutely the worst offenders in this aspect).


PS: on the language thing, I'd bet that the strongest correlation between player personal information and retention is for "do they speak English in his country?"


This is why I'm all for rookie systems that have even tighter restrictions than what they do now. Like I said in other threads, making a 1.1 Security space system that only lets frigates or smaller in and the markets there are pretty much restricted to newbie items. Maybe a Citadel from "Mentor Corporation" which players can join if they want to help newbies. You zip in with your capsule, get a rookie ship and then fleet up with newbies that want help. You show them the ropes. Your login hours as a mentor are added up and maybe you get ISK, or SP's or something you can either use with that toon or transfer to another. Your job wouldn't be to help them play the game your way, it would be to teach them how to use the game to find out how to play their way.

I do like the 'pre-capusleer' storyline idea but I'm not certain it needs to be on its own server as that sets a precedent that EVE feels like it's been trying to fight its whole life, but that's just an opinion from a perspective, so it's not worth much.

I feel we have been talking about a great 'possible' NPE -BUT- I'm not sure what effect it will actually have on retention. As I stated before, I think it's really about the player type unless you're willing to un-do just about everything about the game and super simplify it. At that point you really have an MMO version of Master of Orion.
Jenn aSide
Soul Machines
The Initiative.
#39 - 2016-05-26 19:45:31 UTC
I've linked this before, but I think it's super relevant here. Yes it's talking about formal "Tutorials" but I think it can be expanded to the entire "get new players to stay" issue.

How Game Tutorials Can Strangle Player Creativity

Quote:
Okay, let’s do one more article on creativity and games, based on this question: Is it better to hand hold new players through a game tutorial to teach them all the mechanics and intricacies of a game, or is it better to let them figure things out on their own?



The most relevant part is :
Quote:


What the researchers found was that relative to those in other conditions, children who were given instructions on how to make the toy squeak played with it for shorter amounts of time, did fewer unique actions with it, and discovered fewer of the toy’s other functions.

Now, I understand that most of you reading this are not toddlers, but I think this has clear implications for video games. Because when we are given a thing and told “here is how it works” that presentation tends to constrain the list of things that we consider doing with it. We explore less and are less creative. Our brains tend to take the paths of least resistance, and heavy handed demonstrations create a nice easy rut for our thoughts to follow.


When EVE threw people into space with a crappy ship and said "F you, now go figure it out on your own and make a friend who can teach you" the game grew year after year and CCP was very open about that growth. Then they started with all the "we want the game to be easy to learn, hard to master" stuff, started streamlining things, started working on the NPE, and very soon after stopped talking about how the game was growing lol. Other factors existed of course, but I don't think it's an accident that when CCP got all well intentioned about helping new players into the game, a the game stalled new player wise.

Likewise, the idea of "1.1 high sec" is well meaning, but it would probably result in even less player retention, because you'd show people how to do basic game things sure, but then they'd leave safety (if they stayed long enough to learn that is, safety is BORING), be dropped into the deep end, and quickly saw screw this as the reality is nothing like the training environment.

The problem is already that people are too comfortable and expect too much when starting a game like this. The fix isn't to take it easier on them, the fix is to roll back some of the comfort and make the experience worthwhile again.

It was like that for me in 2007 when I started playing and i'm still here, but TBH and knowing myself, if I started EVE today instead of them and was met with the coddling state of EVE's new player experience/ I probably would not play past a few days before i went elsewhere looking for an actual challenge.




Pandora Carrollon
Provi Rapid Response
#40 - 2016-05-26 20:02:48 UTC
Jenn aSide wrote:
Likewise, the idea of "1.1 high sec" is well meaning, but it would probably result in even less player retention, because you'd show people how to do basic game things sure, but then they'd leave safety (if they stayed long enough to learn that is, safety is BORING), be dropped into the deep end, and quickly saw screw this as the reality is nothing like the training environment.

The problem is already that people are too comfortable and expect too much when starting a game like this. The fix isn't to take it easier on them, the fix is to roll back some of the comfort and make the experience worthwhile again.

It was like that for me in 2007 when I started playing and i'm still here, but TBH and knowing myself, if I started EVE today instead of them and was met with the coddling state of EVE's new player experience/ I probably would not play past a few days before i went elsewhere looking for an actual challenge.


As with all things, this is from your perspective though. We're talking about thousands of people with thousands of different perspectives. The 1.1 space isn't to protect them, another player can still come in there with a frigate and screw with their day. Vet players could come in, get a rookie ship and start blasting newbies if they wanted to. What it stops is a player bringing in a ship that could suck the resources dry, or insta blast through all the NPC's, or blap the rookies before they even knew they were being targeted, etc. You'd have clueless new players sitting there going 'now what'. Exactly your point. While that kind of abuse isn't common, it's possible. Restricting the space down is really about letting experienced players know they are in rookie space and it's not the place to do your high level high jinx. Rookies wouldn't know any better.

Now, if their mentors have done their jobs right, the rookies should know exactly what is beyond that first gate and be ready to take it on, knowing full well they are going to fall on their faces, get frustrated, and sometimes want to bash their heads against a wall... but the payoff is also equally huge. It's your universe to conquer and fight for your place in it.

This is why I agree with you Jenn that pre-scripted tutorials are not the way to go, it's to have benign mentors help new players out of the cocoon and kick them in the butt as they go out the gate. I don't even mind if the mentors run a scam on them to teach them a lesson, just give the ISK or whatever was gained, back at the end of it to show them it's a cruel world out there.

What you should get is players that are looking forward to leaving that first gate, or those that think the game isn't for them. At that point you've saved the rest of us their whining so it's win-win.

And no, I don't think player retention will increase in large amounts, maybe a tiny bit. However, you're designing what your game start up should be and I think involving good, patient, players that love the game with new ones at the get go is the best idea of all, no matter how it's done.

It's a good discussion though even if it likely won't actually accomplish what CCP wants.
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