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Skill Discussions

 
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EVE's greatest strength - is also it's greatest weakness. The SP grind for new players.

First post
Author
Marcus Walkuris
Aww yeahhh
#121 - 2013-07-11 16:26:34 UTC
New players see level 5 skills as insurmountable barriers.
With everything at lvl 3 and 4 that first lvl 5/4 skill is a long time to commit, granted that with lvl 4 skills you can do a lot.
But that is what in the end makes newer players rush for BS, so that when they do commit to lvl 4s and 5s they get the awesome boat.

Giving people maxed out small weapons of choice and corresponding frigate skills would in my opinion give people a small island to operate from in an ocean of SP.
That would remedy a lot, when people are first introduced to the game they are so overwhelmed that when I introduce them to EvEmon they see it as too complicated to get into on a regular basis because they mentally anticipate the same complication they are already dealing with.
So they kind of go for "let me deal with this hot mess first before I use EvEmon" which usually means a decent amount of fail.

What is 10/9 days worth of training on the grand total when you give people a small skillset that really makes them shine, and give them an actual idea of what lvl 5 skills do and some reluctance to train away from what they already shine with.
That said EvE really needs a COMPREHENSIVE skill-point tutorial.
This is not an EZ-mode suggestion but more a reference to the fact there are so MANY skills at first you are struggling to remember skill names or to keep electronics, mechanic and engineering skills apart as to which boosts grid or cpu and which modules the secondary skills affect.... Did I even buy all the relevant skills and what are their names?? 5/8 some different skill names with "shield", read through all and remember their bonuses at some point.....
That is what being a new guy is; deciding what skill to take to 4-5 while you are feeling one hell of an inadequate to make a decision for any skills which effects you don't recall 100%.
So you go for ship skills since their effect is very comprehensible, ill say it again people get lost in the support skills and don't see their importance due to the complexity of their nature and the memory game that keeps them from said comprehension.

Give them maxed frig and small weapon skills of one empire so they feel like they take a step down changing weapons, or when they start dumping SP into cruisers and feel like they made a mistake they can fall back on their basic skillset removing insecurity over SP choices and incentivizing building onto what they feel comfortable about already: their basic skillset.
RavenPaine
RaVeN Alliance
#122 - 2013-07-11 16:36:48 UTC
Marcus Walkuris wrote:
New players see level 5 skills as insurmountable barriers.
With everything at lvl 3 and 4 that first lvl 5/4 skill is a long time to commit, granted that with lvl 4 skills you can do a lot.
But that is what in the end makes newer players rush for BS, so that when they do commit to lvl 4s and 5s they get the awesome boat.

Giving people maxed out small weapons of choice and corresponding frigate skills would in my opinion give people a small island to operate from in an ocean of SP.
That would remedy a lot, when people are first introduced to the game they are so overwhelmed that when I introduce them to EvEmon they see it as too complicated to get into on a regular basis because they mentally anticipate the same complication they are already dealing with.
So they kind of go for "let me deal with this hot mess first before I use EvEmon" which usually means a decent amount of fail.

What is 10/9 days worth of training on the grand total when you give people a small skillset that really makes them shine, and give them an actual idea of what lvl 5 skills do and some reluctance to train away from what they already shine with.
That said EvE really needs a COMPREHENSIVE skill-point tutorial.
This is not an EZ-mode suggestion but more a reference to the fact there are so MANY skills at first you are struggling to remember skill names or to keep electronics, mechanic and engineering skills apart as to which boosts grid or cpu and which modules the secondary skills affect.... Did I even buy all the relevant skills and what are their names?? 5/8 some different skill names with "shield", read through all and remember their bonuses at some point.....
That is what being a new guy is; deciding what skill to take to 4-5 while you are feeling one hell of an inadequate to make a decision for any skills which effects you don't recall 100%.
So you go for ship skills since their effect is very comprehensible, ill say it again people get lost in the support skills and don't see their importance due to the complexity of their nature and the memory game that keeps them from said comprehension.

Give them maxed frig and small weapon skills of one empire so they feel like they take a step down changing weapons, or when they start dumping SP into cruisers and feel like they made a mistake they can fall back on their basic skillset removing insecurity over SP choices and incentivizing building onto what they feel comfortable about already: their basic skillset.



I would point out that, If you give them 'anything', it will not give them any advantage to comprehending what you gave them. They still will not know what they need or what they have. It is only by trial and error that they truly learn to comprehend their choices.
And if you give everyone 'anything', then it makes the value of that gift worthless. They all would start at the same point, which is what they do now anyway.
Training the first and easiest skills, seeing and feeling the effects, these are key to the learning process of EVE.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#123 - 2013-07-11 17:50:41 UTC
Marcus Walkuris wrote:
New players see level 5 skills as insurmountable barriers.
With everything at lvl 3 and 4 that first lvl 5/4 skill is a long time to commit, granted that with lvl 4 skills you can do a lot.
But that is what in the end makes newer players rush for BS, so that when they do commit to lvl 4s and 5s they get the awesome boat.

Giving people maxed out small weapons of choice and corresponding frigate skills would in my opinion give people a small island to operate from in an ocean of SP.
That would remedy a lot, when people are first introduced to the game they are so overwhelmed that when I introduce them to EvEmon they see it as too complicated to get into on a regular basis because they mentally anticipate the same complication they are already dealing with.
So they kind of go for "let me deal with this hot mess first before I use EvEmon" which usually means a decent amount of fail.

What is 10/9 days worth of training on the grand total when you give people a small skillset that really makes them shine, and give them an actual idea of what lvl 5 skills do and some reluctance to train away from what they already shine with.
That said EvE really needs a COMPREHENSIVE skill-point tutorial.
This is not an EZ-mode suggestion but more a reference to the fact there are so MANY skills at first you are struggling to remember skill names or to keep electronics, mechanic and engineering skills apart as to which boosts grid or cpu and which modules the secondary skills affect.... Did I even buy all the relevant skills and what are their names?? 5/8 some different skill names with "shield", read through all and remember their bonuses at some point.....
That is what being a new guy is; deciding what skill to take to 4-5 while you are feeling one hell of an inadequate to make a decision for any skills which effects you don't recall 100%.
So you go for ship skills since their effect is very comprehensible, ill say it again people get lost in the support skills and don't see their importance due to the complexity of their nature and the memory game that keeps them from said comprehension.

Give them maxed frig and small weapon skills of one empire so they feel like they take a step down changing weapons, or when they start dumping SP into cruisers and feel like they made a mistake they can fall back on their basic skillset removing insecurity over SP choices and incentivizing building onto what they feel comfortable about already: their basic skillset.


They don't NEED Frig V and t2 Frig weapons to shine... That's the POINT. And if you give it to them, when do they learn this? Let's give all new players essentially the prereqs to get into an AF's by day 3, won't they just compain vets have AF 5? Suddenly, they hop into a wolf or enyo or retribution, only to complain and moan how I ganked them in an atron, or merlin, or helios, resulting in an even bigger loss. Instead, the new player needs to get this pounded in their head: Hey, that blaster enyo has really short range, or that omen has poor tracking, or ship x has weakness y that I can exploit by... That's how you really win when soloing!
Karak Bol
Low-Sec Survival Ltd.
#124 - 2013-07-11 19:07:39 UTC
Chi'Nane T'Kal wrote:

How do those questions miss the mark?

That's what a huge chunk of SP difference boils down to.
You're sitting in a Drake and find yourself against a Tengu, or a Hurricane and meet a Sleipnir (yeah i know, CS not T3, but same principle).

Yes, good recon can mitigate that somewhat. But only insofar as it helps you AVOID those matchups.

I.e. your veteran slepinir gang could consider to risk roaming that WH with a similar amount of canes on dscan. Your newbro cane gang would leave silently.


Evading a fight you cannot win, is a fight won. You can quote me if you want to. It doesn´t matter "what if", they went in, had fun, made money, went out. This is not Battlefield you know? The first lesson I teach my newbros is how to avoid fights they do not want. Its the most important lesson in Eve pvp.

To be truthful, if those Elite-PvPers would exchange their chars with "all III" characters, and the newbies would have "all V" I would still bet on the veterans.

Chi'Nane T'Kal wrote:
Again supporting my point, cos 100M is surely not a lot of money for a veteran who can breeze through lvl4s or incursions.

(Nor for a new-ish trader, admittedly)


For some Veterans 100 mil is a lot of money, those veterans that never bothered with much else next to pvp, you know those guys that will "own" all newbies.The reality is that many players have alt to make money, or do it on their main. And this is skilltime that went into non-combat skills. Lvl 4s are **** money btw. and you cannot do incursions or higher sleeper stuff solo, which means you cannot do it whenever you want.

I am quiet sure you will get it... in a few years ;) And then you will see a thread like this and think "not those kiddos again..." thats the way eve rolls, and most players play it because of that.
Tibo Paralian
Task Force 641
Empyrean Edict
#125 - 2013-07-11 20:14:12 UTC
Karak Bol wrote:


For some Veterans 100 mil is a lot of money...

Lvl 4s are **** money btw...



You contradict yourself, according to the following link lvl4 missions generate about 50mil+ an hour. So a veteran who considers 100mil to be a lot, 2 hours of level 4 should be enough to fund w/e pvp activity they desire.

I do agree with OP however in some of his/her ideas, but as s/he said s/he's just throwing ideas out there for discussion. As for those who say, newbies do not want this, that may be so for some but not for all, at least not for me. I've been playing for a month and what got me to play was reading so many great war stories, streams and what not. Once I started playing I soon realized that it would be at least a year to get to that level of endgame, and not because of ISK, actual skills or experience, but rather how long I keep my subscription.

Regarding missions and incursions, there is an entry wall which is based on how well one can fit their ship. Which again comes down to how long their subscription been running.
Marcus Walkuris
Aww yeahhh
#126 - 2013-07-11 20:46:31 UTC
Gizznitt Malikite wrote:


They don't NEED Frig V and t2 Frig weapons to shine... That's the POINT. And if you give it to them, when do they learn this? Let's give all new players essentially the prereqs to get into an AF's by day 3, won't they just compain vets have AF 5? Suddenly, they hop into a wolf or enyo or retribution, only to complain and moan how I ganked them in an atron, or merlin, or helios, resulting in an even bigger loss. Instead, the new player needs to get this pounded in their head: Hey, that blaster enyo has really short range, or that omen has poor tracking, or ship x has weakness y that I can exploit by... That's how you really win when soloing!



Ohh no absolutely on the same page on the last part.
But the scenarios you paint make no sense, cruisers and assault frigates hover in the same price ranges so I dotn see the horrible loss of ISK and a larger failing for newbies happening there, in fact if people enjoy frigates so much that they move onto AF that sounds like a positive thing to me but ohh well.
Secondly, assault frigates by day 3?? I mean I appreciate the input but try to stay at least serious.
They could just complain vets have AF 5 but that is not what the point Is about at all.
It is about perceived and real inability to jump into the game at first.
With said 2 skills at 5 and the amount of tech1 frigates in pvp it should just give an idea of what ships are capable of.
When people just get into the game and I mean JUST, the first couple of days/weeks are incredibly important.
How excited do you get with a new game still in the wrapper or just downloaded, people need a little bit of "GO juice" just rolling into the game and waiting 20 days or having inappropriate skill maps really steals someone's thunder.
What I am saying is having the maxed skills in the very first ships will give them something to fall back on, or removes the need to pick (read hesitate about) a weapon-system after character creation.
They fall back to what they're good at when they get blown up as they inevitably will, without pondering maybe I should have gone lasers instead of hybrids because it will take a while to get lasers up to the same standards the training time is not a deterrent but a motivator to take it slow.
Sooner or later they will fall back on pve to make their isk back, having those 2 skills at 5 will make them "feel" like there isn't such a huge gap and it incentivizes building support skills for the skillset instead of having small lasers small hybrids small missiles and small projectiles at 3-4.
Its a simple matter of giving something to start with, for example at the moment EvE is like coming onto a skyscraper construction site and all you are told is "do whatever".
In real life you would usually at least give someone a job/tool, or in this case a job/tool to pick from.
Yes we all hate analogies but it is that simple i.m.h.o.
Mag's
Azn Empire
#127 - 2013-07-11 20:52:17 UTC
Malcanis wrote:
Sweeet wrote:
I see you deleted your post Malcanis? But I wanted to respond with this:


I haven't deleted anything. Maybe you're thinking of someone else.

Sweeet wrote:
The very nature of the game means that the SP wall will continue to grow ad infinitum for existing players, ever increasing the gap between them and the new players. That is not a sustainable business model. Sooner or later a mechanism will have to be put into place to help bridge that gap, surely even you can see that? Maybe my solution is not even close to being the right solution, but that doesn’t mean a solution is not needed. If my experience and the experience of others in my corp are anything to go by, it sorely is.


This confirms my suspeicious that you fundamentally understand the nature of skilltraining in EVE. Whether or not you realise it, you're thinking in the "skillpoints = levels" mode, as if 1 million SP = Level 1, 2 million SP = Level 2... 85 million SP = Level 85, and so on. And if skillpoints did work like this, you'd be correct: passive skillpoint gain would be a bad model.

But.

Skillpoints aren't analagous to character class levels. You get absolutely nothing, not a single extra hitpoint, not so much as a 0.01% increase on your chance to crit from having 10M or 100M or even a billion SP. You only get to fly more ships, and no matter how many SP you have you can only fly one ship at a time.

After 10 years, it takes exactly as many SP to take Gallente Cruiser 5 now as it did in 2003. And more importantly, Gallente Cruisers are still viable, useful ships just as they were in 2003. Indeed, perhaps now more than ever: the CFC are joyously deploying low skillpoint (or low ISK) pilots in Celestis fleets to support their battleships with devastating effect.

There's no "unclimbable wall" now; there won't be next year; there won't be in 10 years when there are characters with 300M SP.

The analogy I like to draw is with WoW; a 6 month player might have just got his Paladin to level cap (what is it, 90 now?) And assuming he's chosen the right talents and whatever, his Level 90 Paladin is as good as anyone else's. But a 6 year player might have a stable of a dozen or fifteen different characters in different classes and specialisations. If the raid needs a pally, then the 6 month guy is operating on the same level. But if the raid needs a healer or a hunter, then the 6 year guy is going to have an advantage, because he can chose a character that's perfectly optimised, while the 6 month guy will have to try and force his paladin into a role for which it is less optimised. That's how EVE skills work; you hit a "level cap" when your skills for a given ship are perfect, and after that all you can do is level cap in more types of ships. But no matter how many new ships you train for, it won't make you even 0.1% better in the ships you've already trained. All you're doing is widening the number of roles you can bring an optimised "Level 90" ship for.
This. Not much more to say tbh.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Karak Bol
Low-Sec Survival Ltd.
#128 - 2013-07-11 21:26:00 UTC
Tibo Paralian wrote:

You contradict yourself, according to the following link lvl4 missions generate about 50mil+ an hour. So a veteran who considers 100mil to be a lot, 2 hours of level 4 should be enough to fund w/e pvp activity they desire.


I cant see a contradiction there.

Tibo Paralian wrote:

I do agree with OP however in some of his/her ideas, but as s/he said s/he's just throwing ideas out there for discussion. As for those who say, newbies do not want this, that may be so for some but not for all, at least not for me. I've been playing for a month and what got me to play was reading so many great war stories, streams and what not. Once I started playing I soon realized that it would be at least a year to get to that level of endgame, and not because of ISK, actual skills or experience, but rather how long I keep my subscription.


1. There is no endgame 2. Skilling for a Dictor doesnt take long and is always in demand. (You dont even need near perfect skills for them) and often, Dictors are often reimbursed so you can ignore the ISK problem. Whats left is actual skill and maybe 2 months of training.

The problem is, that newbies often do not see those vital low SP support jobs. They only see those shiny laserbeams.



Sweeet
Homeworld Defense Collective
#129 - 2013-07-11 22:01:47 UTC  |  Edited by: Sweeet
Karak Bol wrote:
Tibo Paralian wrote:

You contradict yourself, according to the following link lvl4 missions generate about 50mil+ an hour. So a veteran who considers 100mil to be a lot, 2 hours of level 4 should be enough to fund w/e pvp activity they desire.


I cant see a contradiction there.

Tibo Paralian wrote:

I do agree with OP however in some of his/her ideas, but as s/he said s/he's just throwing ideas out there for discussion. As for those who say, newbies do not want this, that may be so for some but not for all, at least not for me. I've been playing for a month and what got me to play was reading so many great war stories, streams and what not. Once I started playing I soon realized that it would be at least a year to get to that level of endgame, and not because of ISK, actual skills or experience, but rather how long I keep my subscription.


1. There is no endgame 2. Skilling for a Dictor doesnt take long and is always in demand. (You dont even need near perfect skills for them) and often, Dictors are often reimbursed so you can ignore the ISK problem. Whats left is actual skill and maybe 2 months of training.

The problem is, that newbies often do not see those vital low SP support jobs. They only see those shiny laserbeams.


If it really was as simple as that, more new players would be out flying Dictors. But it's not as simple as that, not by a long shot. A massive part of EVE's charm is its freedom of choice. So forcing new players into ships for months on end until they can fly the ships they actually want to fly is in-turn a massive turn off. Even if it is largely a matter of perception, it is a perception not nearly enough is being done to address.

As a new player, I feel constricted by the sheer volume of skills out there. At the same time, I feel overwhelmed by the sheer volume of choice over what to fly. I have ship skills, weapon skills, support skill, EW skills, drone skills, ect, ect... All that need to levelled to a somewhat competent level - which on it's own can take months, all whilst not being able to train for what they actually want to fly. It's daunting and puts people off before they're even able to give the game a fitting chance (pun intended Blink).

So, if it only takes a couple of months, literally only a couple of months to train all the basic ship, weapon, support, EW, drone, ect skills to a competent level...then in the bigger picture of say 5 years, what is the big deal with giving all those extremely basic skills to new players from the get go? So they can actually get into the thick of it all at the beginning and start training towards what they really want.

A couple of months worth of basic skills in the big picture is a drop in the ocean at this stage in the game, it's nothing. Yet at the same time it would solve EVE's biggest player retention issue - new players feeling highly restrained because there's so many god damn basic skills out there to level. Not to mention hunting all over the Universe for them whilst not being able to afford most of them.

A couple of months worth of basic skills means nothing to a Veteran player, absolutely nothing. It certainly won't put new players at an advantage or make them rush out and do anything majorly stupid, these are only basic skills remember.

Well that's how I'd help a new players passage into EVE, and it would go a hell of a long way to stopping new players from feeling so ridiculously overwhelmed.

Stop being afraid, fly cheap and dangerous.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#130 - 2013-07-11 22:12:47 UTC

When I first started, I loved training a new skill ever hour or three. I didn't even HAVE a skill queue for "overnight" or weekend training (those periods were for the "long" training skills). And now, in your first week you have like 50 skill levels you achieve in the supports, and each one is making your ship more potent, more viable, etc.

Your first several times logging in should be greated by gajillions of skills being trained, while you learn to fly in space. By the end of the first week, I would expect you to be done with the tutorials, and going out and exploring various career paths. By the end of the second week, I'd expect you to probably have your eyes set on some future goal, and setup a skill plan to get there. If you have a reasonable goal, you'll skill into the goal, or you'll at least be able to "taste" the end product by the end of a month. You don't need full skills to fly a BS, you don't need a full skillset to start PvPing. You can get into almost any career path within the first week, and if you have the goal of flying a t2 BS into combat, that's alright. But quit acting like you're stuck in a boring hole in the ground unable to do anything until you get there... because there are many things you can do long before you achieve that goal.
Sweeet
Homeworld Defense Collective
#131 - 2013-07-11 22:25:59 UTC  |  Edited by: Sweeet
Gizznitt Malikite wrote:

When I first started, I loved training a new skill ever hour or three. I didn't even HAVE a skill queue for "overnight" or weekend training (those periods were for the "long" training skills). And now, in your first week you have like 50 skill levels you achieve in the supports, and each one is making your ship more potent, more viable, etc.

Your first several times logging in should be greeted by gajillions of skills being trained, while you learn to fly in space. By the end of the first week, I would expect you to be done with the tutorials, and going out and exploring various career paths. By the end of the second week, I'd expect you to probably have your eyes set on some future goal, and setup a skill plan to get there. If you have a reasonable goal, you'll skill into the goal, or you'll at least be able to "taste" the end product by the end of a month. You don't need full skills to fly a BS, you don't need a full skillset to start PvPing. You can get into almost any career path within the first week, and if you have the goal of flying a t2 BS into combat, that's alright. But quit acting like you're stuck in a boring hole in the ground unable to do anything until you get there... because there are many things you can do long before you achieve that goal.


According to you, obviously. But not to the copious amount of new players that quit because it is literally too overwhelming for them.

There is nothing, nothing at all from stopping new players from doing all you've just listed , all whilst having a boost in the starting skills they get. For one they could leave the tutorial exactly how it is, except whilst teaching new players about skills, weapons, ships ect, they could have it unlock batches of pre-levelled basic skills as mission rewards instead. Not necessarily fully levelled skills, level 3/4 maybe. All whilst giving new players an incentive to fully complete the tutorial.

There are so many ways CCP could lessen the blow to new players feeling overwhelmed, ways that really wouldn't impact the game in the bigger picture at all.

Stop being afraid, fly cheap and dangerous.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#132 - 2013-07-11 22:37:13 UTC  |  Edited by: Gizznitt Malikite
There are many things they could do to make EvE's learning curve less steep... but I think we vets take some pride in overcoming the learning curve
Sweeet
Homeworld Defense Collective
#133 - 2013-07-11 22:50:53 UTC  |  Edited by: Sweeet
Gizznitt Malikite wrote:
There are many things they could do to make EvE's learning curve less steep... but I think we vets take some pride in overcoming the learning curve


This is another part of the problem... It has nothing to do with a learning curve in terms of physical game difficulty. Giving new players better starting skills isn't going to make the game physically easier - it will just make it more forgiving. It will allow new players to experiment and start getting their hands dirty straight away without feeling so apprehensive about it when they see all the skills they are "supposed" to have. Getting all these basic skills is not difficult, it does not have a high learning curve - it is just a pain in the butt and can be very overwhelming. It's not fun, plain and simple.

That picture is absolutely right, it makes people want to kill themselves, i.e. quit. That is not a learning curve, it is an obstacle, an obstacle that honestly has no place in the game anymore.

The game will still be difficult and require a shed ton of learning, but at least they will be able to get on with it without the unnecessary obstacle.

Stop being afraid, fly cheap and dangerous.

ZAKURELL0 LINDA
KarmaFleet
Goonswarm Federation
#134 - 2013-07-12 04:29:12 UTC
people keep saying "EVE is real" for a reason. for example, would u hire a u grad with no experience to be the dept head? he/she will ruin the whole thing for sure.

the same applies to internet spaceship, if one does hop-into a 200M BS haul on day 1 (lets assume it is possible), a reasonable guess is the player prob purchased a plex or 2 and sold them for isk to buy it, and it got wrecked within a few days in a lv3 mission. will the noob not rage quit for that? prob not. (plus, a bs can't even do lv1 and 2 very well, u r running against frigs and dessies for god sake)

ps. o yea ship size and tracking is another thing that noobie has to learn, the famous cliff in EVE learning curve kicks in

in addition, if indeed the skills were made available to newbs, wt do CCP have to deal with the others? reimburse sp? or just do nth? sadly there's no work arund for this issue.

RIP Iron Lady

Frank Millar
The Scope
Gallente Federation
#135 - 2013-07-12 10:31:31 UTC
So now we have 2 threads "debating" the infamous "SP Issue".

Will this thread reach 36 pages like the other one?

Which thread will reach the page count limit first (I sincerely hope there's a page count limit; ISD, CCP, anyone)?

Will anything be "resolved" during those dozens of pages of ever repeating posts?

Stay tuned and find out! (Hopefully before the sun sets for the final time in a few aeons).

Bear
Sweeet
Homeworld Defense Collective
#136 - 2013-07-12 11:59:01 UTC  |  Edited by: Sweeet
ZAKURELL0 LINDA wrote:
people keep saying "EVE is real" for a reason. for example, would u hire a u grad with no experience to be the dept head? he/she will ruin the whole thing for sure.

the same applies to internet spaceship, if one does hop-into a 200M BS haul on day 1 (lets assume it is possible), a reasonable guess is the player prob purchased a plex or 2 and sold them for isk to buy it, and it got wrecked within a few days in a lv3 mission. will the noob not rage quit for that? prob not. (plus, a bs can't even do lv1 and 2 very well, u r running against frigs and dessies for god sake)

ps. o yea ship size and tracking is another thing that noobie has to learn, the famous cliff in EVE learning curve kicks in

in addition, if indeed the skills were made available to newbs, wt do CCP have to deal with the others? reimburse sp? or just do nth? sadly there's no work arund for this issue.


EVE isn't real, it is realistic. It's just a realistic game, a game people pay money for yes, but it is still just a game.

No-one wants new players jumping in BS's from day one, even I know how silly that is. And if a new player REALLY wanted a BS from the get-go they could do so within a week anyway, and nothing is currently stopping them from doing that.

CCP wouldn't have to do anything for their existing players. They would just have to give everyone notice that they will be changing how they distribute skills to new players. That's it, job done. Then if anyone was planning on creating a new character, they can either do so without the changes or wait until the changes have been implemented. Again it wouldn't affect Veteran players in the slightest. Just a month or two's worth of basic skills that will make the game less frustrating for new players, nothing that will break the game.

ZAKURELL0 LINDA wrote:
ps. o yea ship size and tracking is another thing that noobie has to learn, the famous cliff in EVE learning curve kicks in


On this point I can't stress enough that giving new players more basic skills from the get-go will not change this learning curve in the slightest. The famous learning curve will still exist - they will still have to learn all of it. Except they will be able to do so from the beginning instead of feeling like they can't get out and experiment for a month or 2 whilst they wait for the plethora of basic skills to level that everyone and their mum keeps on telling them they are supposed to have. Obtaining said skills is not a learning curve, it is an obstacle. The learning curve as you say, is learning about the different ship sizes, tracking, tanking, weapon types, play styles, ect ect. Yet new players don't get to concentrate on these things from the get-go because they are so busy chasing their tails trying to level all the poxy basic skills out there, and thus turns them off of the game. It’s a very real issue and yes there are workarounds. It’s up to CCP to implement them though in a way that can appease both sides of the fence.

Stop being afraid, fly cheap and dangerous.

Zor'katar
Matari Recreation
#137 - 2013-07-12 12:51:03 UTC
Oy, I thought we resolved this.

You've mentioned yourself several times how overwhelming the game is for a new player. That's really what a limited skillset is aimed to address. When you're already overwhelmed, the last thing you need is lots of options. New players start with basic skills so that they can spend their first week or two learning the mechanics of the game... how to fly a ship, how turrets work, how missiles work, big ships vs. small ships, tackling, ewar, the various sensors/scanners available to them. Consider it "driver's education". New players need to take some time to practice these core player skills before they branch out and start trying the various careers available. If you were to give them skillsets to immediately launch into an advanced career, you'd end up with a bunch of frustrated people either not understanding why they're failing or thinking that their poor performance (due to simply not knowing how to do things properly) is simply what to expect from the game.

Eve is not really a game for the impatient or those requiring instant gratification. I usually cringe when people say "then you shouldn't play Eve anyway" and such, but honestly... anyone who's not willing to put up with some time up front learning the basics is probably not going to last long anyway.

Sweeet
Homeworld Defense Collective
#138 - 2013-07-12 13:17:20 UTC
I know I know, I had a couple of days to compose myself and I'm back I'm afraid P

The game is overwhelming on two fronts, which is the point me and others are trying to address. You say they limit skills to address the overwhelming difficulty of the game, which is sound logic, but when the sheer volume of skills a new player is supposed to learn is also overwhelming, it creates the problem we have here.

I can only tell you from experience that I felt restricted by the sheer volume of basic skills to learn, to the point it actually stopped me going out and learning how to play the actual game. As a new player it literally feels like you are at the mercy of all these basic skills you have to learn. There is no learning curve involved, there is no difficultly, just a whole lot of time feeling like you should be doing something better.

It has nothing to do with instant gratification - giving more basic skills to new players won’t make them feel instantly gratified as they still have LOTS to learn about the game. It will just make new players feel somewhat competent and actually encourage them to start experimenting and learning the ropes from the get-go. In turn hopefully keeping them interested enough in the game to keep on playing.

Players that are only interested in instant gratification will quit regardless of whether they get a few more basic skills or not, I think we all know that.

Not wanting to wait for basic skills maybe be somewhat impatient yes, but when the process is so damn tedious, it really is no wonder so many people quit.

Stop being afraid, fly cheap and dangerous.

Marcus Walkuris
Aww yeahhh
#139 - 2013-07-12 14:22:53 UTC  |  Edited by: Marcus Walkuris
Sweeet wrote:
I know I know, I had a couple of days to compose myself and I'm back I'm afraid P

The game is overwhelming on two fronts, which is the point me and others are trying to address. You say they limit skills to address the overwhelming difficulty of the game, which is sound logic, but when the sheer volume of skills a new player is supposed to learn is also overwhelming, it creates the problem we have here.

I can only tell you from experience that I felt restricted by the sheer volume of basic skills to learn, to the point it actually stopped me going out and learning how to play the actual game. As a new player it literally feels like you are at the mercy of all these basic skills you have to learn. There is no learning curve involved, there is no difficultly, just a whole lot of time feeling like you should be doing something better.

It has nothing to do with instant gratification - giving more basic skills to new players won’t make them feel instantly gratified as they still have LOTS to learn about the game. It will just make new players feel somewhat competent and actually encourage them to start experimenting and learning the ropes from the get-go. In turn hopefully keeping them interested enough in the game to keep on playing.

Players that are only interested in instant gratification will quit regardless of whether they get a few more basic skills or not, I think we all know that.

Not wanting to wait for basic skills maybe be somewhat impatient yes, but when the process is so damn tedious, it really is no wonder so many people quit.


I wouldn't say a few months worth of training though, I think a large part of the SP problem needs solved through a tutorial when it comes to things like: Tracking, ship size, support skills, drones, missiles, turrets and the often overlooked navigation skills.
Tossing SP at it not so much, if you start off with too high a support skills that is stuff you cant do again.
If you level ship skills the effect is so obvious and linear, designing your fitting and energy management skillset is an intricate part of getting a good feel of how much capacitor your ship uses and which items are heavy on cpu/grid.
Which is why I suggested small turrets and ship skills, they are skills you can sort of do over with other weapon/ship types giving you plenty comparison by just flying something else.
Support skills are universal though and you wont get this opportunity.
So say if you don't deal with a glaring deficiency of capacitor output on an Amarr ship you will have to look up what is going on, if you start with said skills at 3-4 you will miss it for the longest time and not understand priorities and weaknesses.
Again a better tutorial would be awesome for this.
Frig skills and small weapons don't really have that effect since it commonly has nothing to do with spaceship management as they are straight up defense and damage bonuses, not things that keep the ship running.
Sweeet
Homeworld Defense Collective
#140 - 2013-07-12 15:33:07 UTC  |  Edited by: Sweeet
Marcus Walkuris wrote:
I wouldn't say a few months worth of training though, I think a large part of the SP problem needs solved through a tutorial when it comes to things like: Tracking, ship size, support skills, drones, missiles, turrets and the often overlooked navigation skills.
Tossing SP at it not so much, if you start off with too high a support skills that is stuff you cant do again.
If you level ship skills the effect is so obvious and linear, designing your fitting and energy management skillset is an intricate part of getting a good feel of how much capacitor your ship uses and which items are heavy on cpu/grid.
Which is why I suggested small turrets and ship skills, they are skills you can sort of do over with other weapon/ship types giving you plenty comparison by just flying something else.
Support skills are universal though and you wont get this opportunity.
So say if you don't deal with a glaring deficiency of capacitor output on an Amarr ship you will have to look up what is going on, if you start with said skills at 3-4 you will miss it for the longest time and not understand priorities and weaknesses.
Again a better tutorial would be awesome for this.
Frig skills and small weapons don't really have that effect since it commonly has nothing to do with spaceship management as they are straight up defense and damage bonuses, not things that keep the ship running.


I don't disagree, better tutorials would be great. But even then I think players would be able to assimilate the tutorials far quicker than they could ever learn the skills, which puts the skills straight back at being an obstacle rather than a learning curve.

It's a tricky one and not something CCP should be making rash decisions on I know. Sadly I can already see the furor that would come from the vets if CCP were to implement even the slightest of changes, heh.

Stop being afraid, fly cheap and dangerous.