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Alphas and F2P Have Failed

Author
Vigirr
#561 - 2017-03-25 11:25:44 UTC  |  Edited by: Vigirr
Louise Verger wrote:

There is something about PvP in EVE which is actually unique - victim is almost always helpless.


No, not at all. The reason people look at it this way is because they look at PVP (in EVE) the wrong way, they see a kill mail and go "see, stood no chance". Understanding EVE PVP comes from understanding the following: the kill itself is an end result of a chain of choices and (in)actions: a lot of stuff had to happen, or not happen.

The steps leading up to that kill is what really matters, where both sides need to take the correct steps while avoiding the incorrect ones. Things like location, ship, fit, intel, knowledge, effort, planning, timing and a zillion other variables before they ended up in that very specific situation where the target is indeed helpless, which thus results in a kill.

Dying in EVE is a choice (not counting out of game silliness like DCs or the likes). The kill mail is just tangible evidence of one side making the right choices while the other side made the wrong choices, nothing more.
Salvos Rhoska
#562 - 2017-03-25 14:17:44 UTC
Vigirr wrote:
Dying in EVE is a choice (not counting out of game silliness like DCs or the likes). The kill mail is just tangible evidence of one side making the right choices while the other side made the wrong choices, nothing more.


This.
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#563 - 2017-03-25 14:32:15 UTC
Vigirr wrote:
Louise Verger wrote:

There is something about PvP in EVE which is actually unique - victim is almost always helpless.


No, not at all. The reason people look at it this way is because they look at PVP (in EVE) the wrong way, they see a kill mail and go "see, stood no chance". Understanding EVE PVP comes from understanding the following: the kill itself is an end result of a chain of choices and (in)actions: a lot of stuff had to happen, or not happen.

The steps leading up to that kill is what really matters, where both sides need to take the correct steps while avoiding the incorrect ones. Things like location, ship, fit, intel, knowledge, effort, planning, timing and a zillion other variables before they ended up in that very specific situation where the target is indeed helpless, which thus results in a kill.

Dying in EVE is a choice (not counting out of game silliness like DCs or the likes). The kill mail is just tangible evidence of one side making the right choices while the other side made the wrong choices, nothing more.


This, right here.
the most common activities that often result in "ganks" and cause the most tears, are ones that I engage in regularly, HS mining, I watch local and watch d-scan and stay aligned, the second someone shows up on d-scan in a gank ship I hit warp. haven't lost a barge in years.

low-sec and wh shenanigans, same deal.

hauling with a freighter, I fly tanked and don't carry an inordinate amount of stuff in a single go, and have the known ganking systems on my avoidance list. Haven't lost a freighter in years.

HS mission and anom running, I don't fly a billion+ isk blinged out battleship, I spam d-scan and the second I see combat probes away I go.

LS and Null mission running, same deal only I also pvp fit, yes its a slight drop in my mission efficiency, but if I ever do get caught at least I'll be able to put up some semblance of a fight. last mission ship I lost was last night, but that was due to being stupidly sleep deprived and not paying enough attention. so 100% my fault, and sure the half billion hit hurt my pocket book a little, but it was replaced and the mission was finished within 15 minutes. (at which point I promptly went to sleep because I was obviously too far gone to keep flying)

if you loose a ship, its because of the choices you made or didn't make, just like in real life, you have zero control over the actions of others, and so the only person you are responsible for, and who is responsible for your success or failure. is you.
Salvos Rhoska
#564 - 2017-03-25 14:36:16 UTC
Bjorn Tyrson wrote:
if you loose a ship, its because of the choices you made or didn't make, just like in real life, you have zero control over the actions of others, and so the only person you are responsible for, and who is responsible for your success or failure. is you.


This.
Teckos Pech
Hogyoku
Goonswarm Federation
#565 - 2017-03-25 18:18:29 UTC
Vigirr wrote:
Louise Verger wrote:

There is something about PvP in EVE which is actually unique - victim is almost always helpless.


No, not at all. The reason people look at it this way is because they look at PVP (in EVE) the wrong way, they see a kill mail and go "see, stood no chance". Understanding EVE PVP comes from understanding the following: the kill itself is an end result of a chain of choices and (in)actions: a lot of stuff had to happen, or not happen.

The steps leading up to that kill is what really matters, where both sides need to take the correct steps while avoiding the incorrect ones. Things like location, ship, fit, intel, knowledge, effort, planning, timing and a zillion other variables before they ended up in that very specific situation where the target is indeed helpless, which thus results in a kill.

Dying in EVE is a choice (not counting out of game silliness like DCs or the likes). The kill mail is just tangible evidence of one side making the right choices while the other side made the wrong choices, nothing more.


Correct. It is like a game in game theory. At each point choices are made, players are making what they may think are the best choices at the time, but uncertainty about the other players moves mean the outcome is in flux until the kill mail is produced.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Rain6637
GoonWaffe
Goonswarm Federation
#566 - 2017-03-25 18:27:40 UTC
Rroff wrote:
Rain6637 wrote:

I like these suggestions.


Problem is you can't force people into low sec - if they aren't going of their own accord now measures designed to push them towards it will result in most of them quitting the game. Moving L4s will just result in a lot of people who only log in to run those missions for the 1000th time in their in faction BS/marauder finding other games to play.

Highsec ISK is what kept me there for so long actually. Moving out of starting areas is a standard MMO convention.
Rroff
Antagonistic Tendencies
#567 - 2017-03-25 21:20:52 UTC  |  Edited by: Rroff
Rain6637 wrote:
Rroff wrote:
Rain6637 wrote:

I like these suggestions.


Problem is you can't force people into low sec - if they aren't going of their own accord now measures designed to push them towards it will result in most of them quitting the game. Moving L4s will just result in a lot of people who only log in to run those missions for the 1000th time in their in faction BS/marauder finding other games to play.

Highsec ISK is what kept me there for so long actually. Moving out of starting areas is a standard MMO convention.


Trite - but the reality is you can't just force that on people - they will quit, in droves.

Also Eve isn't your standard MMO and there isn't a defined starting area as such other than vaguely the "starter" systems.

PPS you haven't moved out of the "starter" bit of the game until you've lived in wormholes for awhile.
Terminal Insanity
KarmaFleet
Goonswarm Federation
#568 - 2017-03-25 21:42:02 UTC  |  Edited by: Terminal Insanity
Random Events: while a new player is traveling, npc ship could send a distress signal to all newbies in the system asking for backup. Is it a trap!? can you blow up the stranded npc's ship and loot him? do you save him instead?! Try to make them similar to dev-run events, except script them and spawn tons of them all throughout the day, fully automated.

Egg hunts: fragmented message from concord was intercepted! a pirate blew up a hauler somewhere in the system!

Pirate Tips: intercepted transmission from Caldari Provisions of a hauler about to jump into lowsec!

Newbie Tourneys: New Player Experience shouldn't just be about missions. maybe there needs to be tournaments for new players only. brackets based on SP 1m, 1-5m, 5-15m, 15-30, 30+
The tournaments should be hourly, or daily. There should be leader boards for each tier to give a "goal" that is attainable by new pilots. a goal that cant be taken by higher SP characters. This would be a great way for corporations to recruit new players as well. Rewards for winning streaks, etc
Allow us to observe and bet on fights.
Maybe use free & pre-fit ships so they dont feel like they're wasting their money or losing anything.


NPC-organized mining ops: Have an NPC act as fleet booster for new players, and recruit miners in the constellation into their fleet. This will bring solo players together, create communities, friends, etc. One of the major reasons people keep playing eve is the other players in eve. They'll ask eachother questions, and learn together.
Every tick, count how many fleetless newbie miners in the constelation. if you have 5+ then Caldari Provisions should send them a foreman
Let pirates kill the foreman!

NPC wingman. Have an NPC fly along with the newbies, and guide them through their rookie missions. If you don't arrive at the gate with him, he gives you better instructions. He will instruct you each step of the way.

"We need to take this cargo to station is XXX. We are a few stars away from there, so we need to set our ship's autopilot destination to make travel easier, rightclick this link and set destination."
//wait for player to set desto, repeat instructions if he doesnt//
"Follow me to the gate which should now be highlighted in yellow"
//wait for player to land on gate//
"select the gate and activate it"
//npc jumps and waits on other side//
"ill race you to the destination!"
//if player wins, gets a bonus reward//




Wingman instead of Help Channel: Need to give alpha players the sense that they can enjoy the game as an alpha, without ever becoming omega. They'll switch to omega once they are addicted to the game and want better ships etc. Right now, alphas feel limited. They're always asking in help chat: "what can i do as an alpha", "whats a good alpha ship for pvp?", etc
They should never need to ask this. Their NPC wingman should tell them what ships are good for mining, pvp, or ratting. basic suggested fittings for these ships should also be given to the new players.
When the player asks his wingman for ship suggestions, you should get a window with all the alpha ships available to you, a short description of what each are good for, advantages/disadvantages, and at least 1 fitting preset for each of them.

Ask the wingman questions: how do i join a corp? wheres a good place to pvp? how do i mine an asteroid!? Do i refine or sell ore? and of course give the option of killing the wingman and stealing his stuff. This is eve after all.



Force them into the mindset that nothing is sacred and nothing lives forever. Encourage them to lose ships in lowsec. "You're not a real pilot until you've had your mind thrown through the cheese grater a couple hundred times."



Walking in Stations: Right now, new players feel dumped into the madness. And for some this is awesome, for many, they are lost.
I really think WiS would massivly help Alpha/new players. It would get them out of the ship. They can walk around, see their character. ask their wingman questions about what he can do. Right now you're a metal ball that jumps into mysterious spaceships that you dont know how to fly. You dont feel connected to your character. In fact, it doesnt feel like you have a character at all. You have a picture and a spaceship. Let us get out and interact.
Eventually as you play, you discover your character, but as a newbie, you basically have no character. you may as well be playing as pacman or some amorphous generic thing. Not much different than the cube you get in a default Blender scene.



OOG Notifications: Out-of-game way to notify new players of ingame events. You have the eve app for iphone/android now, which would be perfect for this.
Large alliances use things like jabber so people know to login and join fleet.
Alpha players should get notifications using the eveonline app. Notify them of time-sensitive missions, random events, tournament results/starts. notify when their "nemesis" has joined the tournament queue (someone who has beat you 3x in a row or something) Find ways to pull players back into the game.
Most things in eve you really need to dedicate an hour or two of your time to really make a dent in. You wanna mine you're not going to mine 2 or 3 cycles and call it a day. you're gonna sit there for an hour or two mining.
Give us quick action that takes less than 20 minutes to beat. Now that i've logged in maybe ill mine too, or wait till next notification.


A large barrier to new players is finding things to do. Its not that eve has nothing to do, but rather theres just so much to do, you dont really know where to start. Further, everything you can do, only gets better with time/SP, so its important to give new players goals they can obtain early/easily, so they can enjoy themselves without the feeling of "if only i had 50mil sp and an ishtar"

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

Jonah Gravenstein
Machiavellian Space Bastards
#569 - 2017-03-25 21:42:22 UTC
Rroff wrote:
PPS you haven't moved out of the "starter" bit of the game until you've lived in wormholes for awhile.
Local is scary after living in wormholes.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Rroff
Antagonistic Tendencies
#570 - 2017-03-25 21:59:09 UTC
Jonah Gravenstein wrote:
Rroff wrote:
PPS you haven't moved out of the "starter" bit of the game until you've lived in wormholes for awhile.
Local is scary after living in wormholes.


The dscan jitters are the worst.
Rroff
Antagonistic Tendencies
#571 - 2017-03-25 22:00:54 UTC
Terminal Insanity wrote:
has anyone considered a "pre-sear" (guildwars) type of area? Where new players are created, and can live up until a certain SP threshold? At any time they can cross through the new eden wormhole and join the main server.


That kind of idea has been floated a few times but generally isn't popular. IMO it would be better to equip new players with the tools to better understand what they are facing (easier said than done) than wall them off.
Rain6637
GoonWaffe
Goonswarm Federation
#572 - 2017-03-26 07:32:42 UTC
Rroff wrote:


PPS you haven't moved out of the "starter" bit of the game until you've lived in wormholes for awhile.

Agreed on the wormholes thing. I wasn't just being trite though. The goal is to entice players to find gameplay elsewhere. More rewarding or interesting. Somehow better. If there's nothing to leave high sec for then yeah they'll quit, and that's the basic problem.

In other games players leave starting systems for advancement, better items, more XP. EVE has those things like ISK rewards and the SP it can buy now.

In my opinion the biggest problem is still the gameplay interaction per minute aspect of EVE. While you might run through a forest in other MMOs and run into critters that reward you with money, XP, and item drops, EVE's pace is molasses.

This is a new one for me, but I would try removing the wait of lock times and finding another way to balance ships. It seems kind of redundant anyway, now that I think about it. Damage is calculated based on sigs and resolutions anyway.

A lot of popular games reward players for quick reactions. I think it's worth exploring parries. It would require very recognizable attack animations, and with server ticks operating at 1 hz it's a pretty good window to give players for a blocking move. Increased resistance to one damage type, for example. If you get the parry activated on the same server tick as the attacker's volley, you reduce incoming dps.

You could make it double blind to save server load and avoid a 4 second delay. Say the defender gets the rhythm of the attacker's guns and is able to activate the parry just before the damage notifications. Attacker has the option of delaying a volley to get through the parry. Make the parry duration 1 tick, keep it finnicky.

In fleet fights you'd still get murdered and that seems appropriate. Unless you could parry a whole fleet's alpha which would be sick too.

EVE's movement is also very uncomfortable. WASD movement is in the game and I think it needs to become a viable ship control method. It's not as strong a reason as the previous ideas, but it's a familiar control scheme for visiting gamers. It also lets the player make meaningful inputs to help address the interaction-per-minute problem.

Awareness is very weak. There is a lot of information already being sent to the client that isn't represented in a recognizable way. Weapon type is one. If your client didn't know what weapon type was on someone else's ship, you wouldn't be able to see the appropriate weapon models with "look at." The weapon type info should be fed to your overview in a column or something.

Lastly is the HUD. A spaceship game should have a sick HUD instead of data tables. EVE needs a meaningful graphical display. Elite does it, SC does it. Flat icons in orthographic view is the exact opposite. Square, opaque icons rolling around the screen like a snow globe is just frantic and confusing.
Rain6637
GoonWaffe
Goonswarm Federation
#573 - 2017-03-26 07:49:41 UTC
I could list some more examples of meaningful information. In addition to distance and speed, calculate a closing time prediction. So between you and an object, the client tells you how long until you will reach each other.

In conjunction with this, let players set a custom radius for this calculation. You could set it to 15 km or such to cover most scrams, whether it's yours or the enemy's. You could also switch it to something longer like 35 km based on the enemy's weapon system to tell you when you'll be in range.

There should also be an indicator in your client matching any graphical effects you would see on the enemy's ship. You can see whether a ship has activated hardeners or a shield booster without even being locked. That should be fed to you if you want to see it.

In other games you have this benefit because you aren't zoomed out 50 km or whatever. It's information for the player to make meaningful decisions. Graphic effects are pretty but you simply miss out on the information. If you can see an effect, you should receive the info directly, and without a lock.

Microwarp drive or afterburner activation is another one.

Drones released by an attacker could also result in small dots around their target lock icon so you can easily select and target them.

Static target lock icons could be replaced with 3d wireframe models that move within the target lock icon area. Your client has that ship's velocity information and while historically players have asked for a picture-in-picture type of view (which is very technically demanding), a 3d wireframe would probably be much easier. Have it do exactly what the targeted ship is doing in terms of heading. So if you spin your viewport, the 3d model will turn and do its thing relative to the viewport. This assumes you are aware what your ship is doing.

Come to think of it, you could get one for your own ship too. Right above the capacitor or something.
Danko1978
Perkone
Caldari State
#574 - 2017-03-29 22:19:38 UTC
Rroff wrote:


On a related note when alphas went live I along with some other veteran players who like myself had been away from the game for a long time found our ships had been moved back to one of the starter stations and we spent quite a bit of time in local chat trying to help newer players but one thing that really stuck out and was commented on by a few was the lack of ways to really engage with a new player in the game (other than ganking them) i.e. there was no easy way to fleet up and start a mission arc or something that offered something to both the new player and a way for the veteran player to get involved.


This is completely true of all the things people have wrote in this discussion, this one of the things CCP should pay attention and work into.
Soleiyu
Soleiyu Corporation
#575 - 2017-03-31 12:27:12 UTC  |  Edited by: Soleiyu
I looked at eve offline and saw the PCU is below average even though the game is now kinda F2P, which is not what CCP wanted to see (and the fact alphas last about 2 seconds against us bittervets), and cements that EvE really is, infact, dying.

My worthless opinion is that the game needs to get back to it's more hardcore roots, it needs to provide easily available pvp, alliances need to be removed, any methods of clumping huge numbers of players together needs to go but getting into small groups needs to be fluid and easy. Gates need to be changed so that they land you randomly within a few AU of the gate, not a few KM. Level 4 missions...missions in general, just remove the lot and replace them with 'epic arc' type missions, PvE that supports PvP baseline game play without grind or the point to even grind. Make it so if someone is logged in, the chances of them interacting with players meaningfully is high.

A player locked into a PvE grind might as well not exist. Players huddled up into NAPs might as well not exist. Gatecampers might as well not exist.

Everyone vs Everyone, log in, undock, boom!

Right now I cba to even log in, the PCU might suggest a few 10ks of players are online, but most of them, might as well not exist.
Scialt
Corporate Navy Police Force
Sleep Reapers
#576 - 2017-03-31 12:37:15 UTC
Soleiyu wrote:
I looked at eve offline and saw the PCU is below average even though the game is now kinda F2P, which is not what CCP wanted to see (and the fact alphas last about 2 seconds against us bittervets), and cements that EvE really is, infact, dying.

My worthless opinion is that the game needs to get back to it's more hardcore roots, it needs to provide easily available pvp, alliances need to be removed, any methods of clumping huge numbers of players together needs to go but getting into small groups needs to be fluid and easy. Gates need to be changed so that they land you randomly within a few AU of the gate, not a few KM. Level 4 missions...missions in general, just remove the lot and replace them with 'epic arc' type missions, PvE that supports PvP baseline game play without grind or the point to even grind. Make it so if someone is logged in, the chances of them interacting with players meaningfully is high.

A player locked into a PvE grind might as well not exist. Players huddled up into NAPs might as well not exist. Gatecampers might as well not exist.

Everyone vs Everyone, log in, undock, boom!

Right now I cba to even log in, the PCU might suggest a few 10ks of players are online, but most of them, might as well not exist.


The high PCU for March this year was around 44K.
Last year the high for March was around 38K.

That's about a 16% increase from last year.

Keep in mind the record is only 65K... so a 6,000 PCU increase is a pretty sizeable increase.... especially for a game nearly 15 years old.
Teckos Pech
Hogyoku
Goonswarm Federation
#577 - 2017-03-31 17:29:09 UTC
Soleiyu wrote:
I looked at eve offline and saw the PCU is below average even though the game is now kinda F2P, which is not what CCP wanted to see (and the fact alphas last about 2 seconds against us bittervets), and cements that EvE really is, infact, dying.

My worthless opinion is that the game needs to get back to it's more hardcore roots, it needs to provide easily available pvp, alliances need to be removed, any methods of clumping huge numbers of players together needs to go but getting into small groups needs to be fluid and easy. Gates need to be changed so that they land you randomly within a few AU of the gate, not a few KM. Level 4 missions...missions in general, just remove the lot and replace them with 'epic arc' type missions, PvE that supports PvP baseline game play without grind or the point to even grind. Make it so if someone is logged in, the chances of them interacting with players meaningfully is high.

A player locked into a PvE grind might as well not exist. Players huddled up into NAPs might as well not exist. Gatecampers might as well not exist.

Everyone vs Everyone, log in, undock, boom!

Right now I cba to even log in, the PCU might suggest a few 10ks of players are online, but most of them, might as well not exist.


Yes on the return to the roots concept, but removing alliances will not stop players from "clumping" together. People tend to do that for a variety of reasons. Safety in numbers, ease of accomplishing certain goals (if you help me, I'll help you), social reasons, etc.. For example, coalitions. The mechanics for that are very thin relative to those for alliances and corporations. OTEC was another example of players "clumping" together.

Also, you can't force player interactions via a top down approach, IMO. If you try this you'll turn off lots of players. IMO, players should be allowed to interact however they end up interacting. I'm not saying there should not be non-consensual PvP, but that trying to impose it via a top down approach from CCP will likely be detrimental. Right now players decide how they want to interact with others. Some prefer to avoid PvP (in the narrow sense--i.e. shooting each other) and that is totally fine...so long as they realize and accept that others might try and engage in PvP with them. This allows for a much more forms of interaction. Players log in and just as often as they shoot each other in the face they help each other out....often without even knowing about it.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Radamant Nemess
Fusion Enterprises Ltd
#578 - 2017-03-31 17:29:15 UTC
Cut the training time in half. It is super slow and tedious as it is. And this is what always bothered me the most about EVE - abysmal skill training times. This game mechanic was intended to prolong the time spent in game, so that more money could be generated through subs. Totally opposite to positive player experience.

i can fail at any speed you like

Teckos Pech
Hogyoku
Goonswarm Federation
#579 - 2017-03-31 17:32:46 UTC
Radamant Nemess wrote:
Cut the training time in half. It is super slow and tedious as it is. And this is what always bothered me the most about EVE - abysmal skill training times. This game mechanic was intended to prolong the time spent in game, so that more money could be generated through subs. Totally opposite to positive player experience.


Or it could be for balance reasons.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Jax Bederen
Dark Horse RM
#580 - 2017-03-31 17:55:17 UTC  |  Edited by: Jax Bederen
Scialt wrote:
Soleiyu wrote:
I looked at eve offline and saw the PCU is below average even though the game is now kinda F2P, which is not what CCP wanted to see (and the fact alphas last about 2 seconds against us bittervets), and cements that EvE really is, infact, dying.

My worthless opinion is that the game needs to get back to it's more hardcore roots, it needs to provide easily available pvp, alliances need to be removed, any methods of clumping huge numbers of players together needs to go but getting into small groups needs to be fluid and easy. Gates need to be changed so that they land you randomly within a few AU of the gate, not a few KM. Level 4 missions...missions in general, just remove the lot and replace them with 'epic arc' type missions, PvE that supports PvP baseline game play without grind or the point to even grind. Make it so if someone is logged in, the chances of them interacting with players meaningfully is high.

A player locked into a PvE grind might as well not exist. Players huddled up into NAPs might as well not exist. Gatecampers might as well not exist.

Everyone vs Everyone, log in, undock, boom!

Right now I cba to even log in, the PCU might suggest a few 10ks of players are online, but most of them, might as well not exist.


The high PCU for March this year was around 44K.
Last year the high for March was around 38K.

That's about a 16% increase from last year.

Keep in mind the record is only 65K... so a 6,000 PCU increase is a pretty sizeable increase.... especially for a game nearly 15 years old.


Yea it's not about the highs, especially with all the alpha accounts around, I came back last year after taking a break in 2012 and the average logged player numbers are about halved of what they were then. You can see this even more logged in where once thriving areas feel empty and quiet. Even the help you used to get in game is gone, replaced by a website and longer wait time. The company shrunk it's employee pool as well and finally introduced a ftp in demo mode. If you are seeing some sort of a Renaissance you are not being realistic. Game wont drop of a cliff or anything, well unless Star Citizen finally comes out, but even with 10k players it will likely function and follow the same path it has since the beginning,