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Getting More Players Through Their First Two Months

First post
Author
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#41 - 2012-10-04 15:23:25 UTC
Gorn Arming wrote:
If you don't get new players into PvP quickly, they're going to leave. PvE in EVE just plain sucks.


Quite an ironic post I think.


Plus ça change, plus c'est la même chose

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#42 - 2012-10-04 18:33:56 UTC
Gorn Arming wrote:
If you don't get new players into PvP quickly, they're going to leave. PvE in EVE just plain sucks.


Well I've not been a fan of PvP since early in the game but I know people who thrive on it. And I know people who think the indy side is too boring for words--they'd be bored just saying how bored they are by it. And then there are the people who find neither of these quite right. They are looking for the metagame.

Big smile

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#43 - 2012-10-04 19:15:12 UTC
Hypercake Mix wrote:
It's... complicated. They need to learn to fit their ship without being afraid of losing their ship, and fly that ship without being jealous of other ships. All that without overexposing PvE and the Market window. Too many people let ISK run their game experience.

... Honestly, I think the tutorial should start them in some unreachable space that ends with them getting podded with their clone in one of the current rookie systems. And be exclusive to fresh new characters.



I agree it is complicated. a delicate balance.

And the unreachable startup to rookie system clone would certainly get me interested.

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Damsel in Distress
The Scope
#44 - 2012-10-04 19:22:27 UTC
Idris Helion wrote:
Another problem is that too many corps want their members to already have 5 or 10 million SP before they'll even consider entry. No one wants to train up recruits, or act as mentors. Everybody wants to play their own game their own way -- for being an MMO, EVE is probably the most solo-driven MMO I can think of. Everybody has an alt or two (or three, or ten). Lots of those big fleet battles out in null are actually being fought by about ten people, all told.

For any player under a million skillpoints, PVP simply means dying. A lot. Constantly. Which wouldn't be so bad, but precious little help is offered to teach the noob how to fix what went wrong. Yes, we've all heard the stories about how the magnanimous victors will tutor the defeated noob after the explosion to tell him what he did wrong, but in practice this is pretty rare. What usually happens is that the clueless noob gets popped, podded, and laughed at for flying a s**t-fit ship.

It takes about two months of training in order to get to a place where a new player can be truly useful in most roles, and feel comfortable enough to really go out and play the bigger game. But this is an enormous hill for many players to climb, especially those with families, jobs, and social lives. Telling a new player "Hey, two months from now this game will be awesome!" is a great way to get that player to say "The hell with it, I can have fun with some other game right now!"

It's also a brutal comedown to see those awesome space-battles in CCP's ads and on YouTube, and then find that actual combat in most cases involves shooting little red X's far off in the distance.

EVE UNI, Agony, and a few other corps have done good work in training new players, but then seem at something of a loss as to how to kick the players "out of the nest" so they can join other corps (or start their own).



Im new myself and havent seen this as a big problem.

So your useless under 1 mil Sp? Seriously, how much time will you spend under 1 mill Sp in the game?

So you die a lot? I died a couple of times - so what?

I have tried a few things in eve, like FW, founding my own corp, tried tading in jita, visiting nullsec - none of it was sucessful, but you live and learn.

Never felt that Sp were the cause of my bad luck though. By the time I have decided to join a real corp, i'll have that Sp requirement you mentioned easily.
Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#45 - 2012-10-04 19:31:58 UTC
Idris Helion wrote:
Another problem is that too many corps want their members to already have 5 or 10 million SP before they'll even consider entry. No one wants to train up recruits, or act as mentors. Everybody wants to play their own game their own way -- for being an MMO, EVE is probably the most solo-driven MMO I can think of. Everybody has an alt or two (or three, or ten). Lots of those big fleet battles out in null are actually being fought by about ten people, all told.

For any player under a million skillpoints, PVP simply means dying. A lot. Constantly. Which wouldn't be so bad, but precious little help is offered to teach the noob how to fix what went wrong. Yes, we've all heard the stories about how the magnanimous victors will tutor the defeated noob after the explosion to tell him what he did wrong, but in practice this is pretty rare. What usually happens is that the clueless noob gets popped, podded, and laughed at for flying a s**t-fit ship.

It takes about two months of training in order to get to a place where a new player can be truly useful in most roles, and feel comfortable enough to really go out and play the bigger game. But this is an enormous hill for many players to climb, especially those with families, jobs, and social lives. Telling a new player "Hey, two months from now this game will be awesome!" is a great way to get that player to say "The hell with it, I can have fun with some other game right now!"

It's also a brutal comedown to see those awesome space-battles in CCP's ads and on YouTube, and then find that actual combat in most cases involves shooting little red X's far off in the distance.

EVE UNI, Agony, and a few other corps have done good work in training new players, but then seem at something of a loss as to how to kick the players "out of the nest" so they can join other corps (or start their own).


Wow. Nicely said. Same thing I'm getting at but shorter and more to the point.

Well I think we have to strike a balance for that first two months. Between the potential and the actual. The only thing I have found to be effective for me is the metagame, but that is exactly what most corps seem unwilling to get new players involved in. I'd love it if there were more people competing with us in the newbie systems for these guys.

But it does come down to delayed gratification doesn't it?

And, yeah, I agree, the pvp big battle stuff needs something. A lot of the pvp guys I've talked to don't seem to enjoy how it plays out but I have no answers to that one.

P


Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Idris Helion
Doomheim
#46 - 2012-10-04 19:43:24 UTC  |  Edited by: Idris Helion
John Ratcliffe wrote:
Gorn Arming wrote:
If you don't get new players into PvP quickly, they're going to leave. PvE in EVE just plain sucks.


Quite an ironic post I think.




Particularly in light of the fact that even the e-peen population spends most of their time ratting, plexing, mining, exploring....in other words, doing PVE. They keep insisting that PVP is the whole point of the game, yet spend the bulk of their time doing something else. It's pretty funny.

That being said: PVE in EVE does need a lot of work. It does suck in a lot of ways. Much of it is just a joyless grind. The mission system wasn't exactly cutting-edge when it was introduced almost 10 years ago, and it hasn't changed much since. Incursions and FW were good ideas, but CCP has "improved" them almost to the point of breaking the game. Inferno was supposed to fix FW, but instead made it even worse and more broken than it was before.

PVE is a major, critical part of EVE, and it needs some serious attention from the devs -- especially mission-running. I hope that once we're past the whole DUST/winter release crunch, CCP will devote an entire dev cycle to doing nothing but fixing the broken missioning system. (And the broken FW system, and the broken Incursions system, and.....)
Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#47 - 2012-10-04 19:45:20 UTC
Red Teufel wrote:
I agree with Idris for newby training alliances such as eve uni they sure do like to hold onto their newbs. FW corps should be the ones going for the newby players and giving them a good eve experience. an active community, war, drama, indi back bone and rewards for their efforts.

0.0 alliances it's rather difficult to accept newbie players given the issue of having spies and awoxers.


Difficult but hardly insurmoutable. After all these are the Great Powers of EVE if they can't figure out how to make something like that work who will? I mean, c'mon, any security officer worth his salt knows the fun with spies doesn't even begin until you get them into your carefully prepared mirror maze of brilliant security protocols, which, as nullsec alliances, all of them surely must have.

with not even a hint of irony

P

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#48 - 2012-10-05 09:33:23 UTC
Darth Gustav wrote:
If new players insist upon "living in high-sec" for their first two months, I usually recommend they train up trading and buy and sell faction ammo and modules. My advice is usually to haul them in small batches via destroyer, completing a circuit through all four trade hubs. Without much understanding of Eve's various meta-systems, a competent player can rack up a small fortune in two months doing this (or variations of it).

In my opinion the arbitage is good for Eve's economy as well, though others may debate this. So in this way, rookie players have the option to get rookie-space-rich to the betterment of everyone. Cool


Oh. Sounds like you are onto something here. Which skills and to what level? So if I'm understanding you right, you are telling them to sell faction stuff that they are buying, not mission running for?

I'm always on the lookout for something to recomment to the new players along these lines.

P

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#49 - 2012-10-05 09:40:22 UTC
Idris Helion wrote:
John Ratcliffe wrote:
[quote=Gorn Arming]If you don't get new players into PvP quickly, they're going to leave. PvE in EVE just plain sucks.


Quite an ironic post I think.




Particularly in light of the fact that even the e-peen population spends most of their time ratting, plexing, mining, exploring....in other words, doing PVE. They keep insisting that PVP is the whole point of the game, yet spend the bulk of their time doing something else. It's pretty funny.

Yeah, I've wondered about that myself. The Mighty Military Men who look down on Indy guys because we don't "fight" seem to me to spend most of their time doing everything but . And that includes the Space Warriors in nullsec who will actually complain they can't find anyone to fight while they're docked up and probably watching a movie on pay per view.

winks.

P

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Barrogh Habalu
Imperial Shipment
Amarr Empire
#50 - 2012-10-05 11:03:26 UTC
Darth Gustav wrote:
If new players insist upon "living in high-sec" for their first two months, I usually recommend they train up trading and buy and sell faction ammo and modules. My advice is usually to haul them in small batches via destroyer, completing a circuit through all four trade hubs. Without much understanding of Eve's various meta-systems, a competent player can rack up a small fortune in two months doing this (or variations of it).

In my opinion the arbitage is good for Eve's economy as well, though others may debate this. So in this way, rookie players have the option to get rookie-space-rich to the betterment of everyone. Cool


But imagine doing little but pressing "D" for two months.
That maybe gets you ISK, but it looks like a case of "pursuit for ISK ruining game experience" that is mentioned here from time to time. Well, earning enough is neccessary in new Eden, this must be supplemented with something else to do in the process, and then it's a matter of what OP suggest to discuss in the first place.
Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#51 - 2012-10-05 11:11:24 UTC
Idris Helion wrote:
Tragedy wrote:
Tldr. Stop teaching newbs to pve, get into the real game. They can be fast tackle in the new t1 intys at a day old.


Yeah, because nothing is more fun for a noob than getting killed so some higher-skilled player can get a cheap killmail.

This is stupid advice, and I wish people would stop giving it.



I think you are both right. Learning any martial art, even if it is internet spaceship martial arts requires a getting your butt kicked period. Wish I could figure out a way past that but there it is. And entering the game as a tackler as fodder is good advice it seems to me. On the other hand, the guys who spend their time preying on newbies are just telling us that even in a virtual world the best they can do is bottom feeder, so I could not agree with you more.

with a wink

P

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Sarah Schneider
Native Freshfood
Minmatar Republic
#52 - 2012-10-05 11:24:32 UTC
Praxis Astra wrote:
Particularly in light of the fact that even the e-peen population spends most of their time ratting, plexing, mining, exploring....in other words, doing PVE. They keep insisting that PVP is the whole point of the game, yet spend the bulk of their time doing something else. It's pretty funny.

It's a matter of perspective really. Eve is, by definition a PVP game, solely because the main theme and concept revolves around a sandbox MMO, which implies that everyone should/could do whatever they want; and on most cases "whatever" people want will almost always ends up in conflict. Conflict here has a very broad definition, it can be a direct one (player shooting other player, regardless of whether they actually fight back or not) or just a conflict of interest. So, saying that Eve is in it's core a PVP game is correct, because it actually is, by design.

Whether people choose to delve in a direct player to player confrontation is another matter, those who chose to kick someone else's sandcastle up to their faces as their primary activity or as a goal are free to do so. Those who chose not to and just turtle up and found 'peace' on whatever they're doing (missioning, manufacture, mining, etc.; which tbh, are also a PVP activity, maybe to a lesser extent, but still) are also fine. The point is that the game allows both/any to happen, which means whichever we choose to do or what to be, the game itself were designed as a conflict based environment because it allows and promotes them to happen.

Praxis Astra wrote:
Yeah, I've wondered about that myself. The Mighty Military Men who look down on Indy guys because we don't "fight" seem to me to spend most of their time doing everything but . And that includes the Space Warriors in nullsec who will actually complain they can't find anyone to fight while they're docked up and probably watching a movie on pay per view.

winks.

P

Those are probably some of the most common misconceptions about what "Mighty Military Men" views indy players. In short, nullsec players, especially those who live and a part of 'blocs' can't survive without indy players (or more specifically, indy characters). One of the difference between nullsec and hisec indy 'players' is probably that most nullsec players "accepts" the game as it is, they don't whine just because the sandbox (as in Eve) allows other players to sh*t all over their sandcastle, they learn from it and adapt.

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

Roime
Mea Culpa.
Shadow Cartel
#53 - 2012-10-05 11:26:46 UTC
Revamp the NPC starter corps and we're good.



.

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#54 - 2012-10-07 19:54:02 UTC
Step 2: Recruiters and recruits.

Get your recruiters into the newbie systems. You can do this with alts quite effectively. You drop and drag links to your corp into local chat and start bantering. Invite everyone in local to your public channel. for an example of a public channel see our Vomitorium Emporium. Your public channel should be stocked with all your members possible and make it mandatory for recruiters and officers. Do yourself the favor of having only one public channel. You public channel should have all the necessary links, Skillpoint and other requirements, names of recruiters, voice comm info, etc.

By inviting people into your public channel you are pre selecting for an audience receptive to meeting new people. This is so important its easy to overlook. The people who do not want to chat with new people who are not interested either do not accept the invite or they leave. The people are left are a "captive audience" who have given you the first go ahead to interact without which any efforts are almost certainly waste. Let your members know before you are inviting new people for them to have fun bantering with and they will help you just by being their usual wiseass selves.

You job is to move them from local to the public channel, to your corp, to voice comms, and finally to your roster of people who have assignments or at least are showing up on a semi regular basis to stuff.

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Milton von Friedman
Doomheim
#55 - 2012-10-07 21:10:23 UTC
There is no panacea for curing new players of the "what the hell can I do at this point," problem. EVE is a game for self-motivated and entrepreneurial individuals. There are massive benefits from collective efforts, but the organic process of networking, trust building, and making one's own niche has to be undertaken alone. Some new players have the benefit of good friends who push them into one path or another. They are more swiftly introduced to one potential interest or another, but even these players are going to give the game up once they have wrung that small niche for all it is worth.

Enjoying the game and keeping it interesting over time comes entirely from the ability to adapt, learn, and synthesize many activities. This is simply the polar opposite of most people's approach to gaming, even in other mmo's and that's OK. Those of us who have stuck with the game and kept it going this long have done so for precisely the same reason most players leave. It is open-ended and won't force-feed anyone a play-style.
Creedling
#56 - 2012-10-07 23:22:10 UTC
Milton von Friedman wrote:
There is no panacea for curing new players of the "what the hell can I do at this point," problem. EVE is a game for self-motivated and entrepreneurial individuals. There are massive benefits from collective efforts, but the organic process of networking, trust building, and making one's own niche has to be undertaken alone. Some new players have the benefit of good friends who push them into one path or another. They are more swiftly introduced to one potential interest or another, but even these players are going to give the game up once they have wrung that small niche for all it is worth.

Enjoying the game and keeping it interesting over time comes entirely from the ability to adapt, learn, and synthesize many activities. This is simply the polar opposite of most people's approach to gaming, even in other mmo's and that's OK. Those of us who have stuck with the game and kept it going this long have done so for precisely the same reason most players leave. It is open-ended and won't force-feed anyone a play-style.


This ^ So much.

I think a nudge here and there is great for a newer player, but what's even more valuable is giving them the right tools to begin their own journey of learning, experimentation and adaptation.

What I enjoyed the most when I began playing, and still do, is how deep and complicated the game seems, how much there is to learn, how many options and pathways can be taken. The scope of it all is breathtaking and I think that fostering the same sentiments in newer players is all they need to begin trucking.
Gogela
Epic Ganking Time
CODE.
#57 - 2012-10-07 23:29:43 UTC
I think, given the nature of EvE, it's going to be damn near impossible to get people through in the way we're talking about here. You can't fundamentally change the nature of eve b/c you can't change the players.

That said, it hasn't escaped me that there is an 'asymmetrical' approach. DUST.

Don't try to get people through the first two months of EvE at all. Instill the desire to stick with it and the basic knowledge of the mechanics before they even start by giving them training wheels via DUST: the new EvE tutorial.

Problem solved.

Gogela for CSM.

Signatures should be used responsibly...

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#58 - 2012-10-08 09:59:43 UTC
Roime wrote:
Revamp the NPC starter corps and we're good.





Revamp them how? Or were you being sarcastic?

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#59 - 2012-10-08 10:02:02 UTC
Creedling wrote:
Milton von Friedman wrote:
There is no panacea for curing new players of the "what the hell can I do at this point," problem. EVE is a game for self-motivated and entrepreneurial individuals. There are massive benefits from collective efforts, but the organic process of networking, trust building, and making one's own niche has to be undertaken alone. Some new players have the benefit of good friends who push them into one path or another. They are more swiftly introduced to one potential interest or another, but even these players are going to give the game up once they have wrung that small niche for all it is worth.

Enjoying the game and keeping it interesting over time comes entirely from the ability to adapt, learn, and synthesize many activities. This is simply the polar opposite of most people's approach to gaming, even in other mmo's and that's OK. Those of us who have stuck with the game and kept it going this long have done so for precisely the same reason most players leave. It is open-ended and won't force-feed anyone a play-style.


This ^ So much.

I think a nudge here and there is great for a newer player, but what's even more valuable is giving them the right tools to begin their own journey of learning, experimentation and adaptation.

What I enjoyed the most when I began playing, and still do, is how deep and complicated the game seems, how much there is to learn, how many options and pathways can be taken. The scope of it all is breathtaking and I think that fostering the same sentiments in newer players is all they need to begin trucking.


Pure metagame double espresso!

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org

Praxis Astra
0.0 Axis Fleet
Stealth Syndicate
#60 - 2012-10-08 10:13:35 UTC
Jaison Savrin wrote:
Contrary to what alot of the people in this thread are saying Eve didn't stick for me until I got to a point that I could solo L4s. It wasn't because of the L4s themselves, I do enjoy them, but because at around that level of skill points is when you really start to feel flexible in ship choices and play styles. That is how it felt to me.

I think a lot of keeping new players in a corp or in Eve in general is just to interact with them. Whether you're PvPing, PVEing, Mining, Exploring, etc. You need to make them feel like they have something to contribute. Give them a Dessie to come pop frigates in your L4, give them an Industrial to haul your minerals, give them a fast frigate to tackle or even just distract people in PvP, or any number of other things. These things aren't necessarily vital but when you feel useful it is only natural to want to know how you can be more useful. After they have a taste for something you can help them figure out how to reach their goals. Plus there are some very useful things that don't take much training and will always be useful.


Edit: Also, when it comes to PvP you have to make sure that losing ships is fun on some level; even a good laugh. If you yell and scream and curse and throw hissy fits every time something doesn't go your way you'll probably put off a lot of people very quickly. If I had been put right into PvP with someone like that I would have never stayed with Eve. Honestly, I am not a PvP type anyway but luckily my intro to PvP was with a group of people who just wanted to have fun and kill time. While I still don't PvP voluntarily very often I also do not connect negative emotions to it immediately. That helped me immensely when it came to sticking with Eve.



Well this is so obviously true that I should restate it in my various essays about the subject:

Ignoring these new people the way so many organizations do by policy is a fantastic way to lose out on some of the best members they'll ever have and all you had to do is talk to these people. Oh, don't be dense guys. The people we are talking about will teach themselves almost everything anyway, once you provide them with a social milieu that provides them with the incentives to do so. This isn't a fraternity house on a college campus. We do not need to haze these people. The game will do that. We need to help them up that nearly vertical wall you have to climb just to get inside. Its not like the fun doesn't just begin once you have done that for them.

Praxis Astra Master of Assassins and Punctuality http://heartsandmindsalliance.org