These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Band-aid for the "40% just levels his raven": highsec issue supers

First post
Author
Hakaari Inkuran
State War Academy
Caldari State
#181 - 2014-06-06 17:02:56 UTC  |  Edited by: Hakaari Inkuran
Ved Riru wrote:
Hakaari Inkuran wrote:
Ved Riru wrote:
Yes, I mentioned it previously and it is too expensive. I don't make ISK in Eve. I make USD in real life. I cannot spend USD150-200 on PLEX to get several billions of ISK and get a character with an amount of skill points that can be gathered after a year

Whoa, which character market are you looking at? Lol
edit: or which plex prices

I need several PLEXs right? So that brings the total to USD150-200.

PLEX prices in USD
http://i.imgur.com/wdJ9ZCk.png

EVE Character Scrapper to find chars fast.

An example of the chars I'd go for if I didn't want to raise one on my own. Another example.. Don't mind the skills, heed the amount of skill points.

Isn't that about twice the amount of SP you would expect from one year of training?

Point taken though, $180 for a year
Saul Elsyn
Deep Core Mining Inc.
Caldari State
#182 - 2014-06-06 17:14:55 UTC
The idea of high-sec capital ships is pretty absurd, but we do need a way to keep these guys playing. We need to give them a goal to strive for, even if it's just the ability to get 2-5-10% more out of their character in terms of tank and DPS. I mean where do the players go after the Raven or CNR if they're mission runners?

Maybe we should introduce a line of deadspace grade ships for all T1 classes, something with slight increases over the normal ship. Hell, we could create officer ship designs and give them a set bonus for using officer mods or something. Anything like that would give these mission runners an objective, even if it's just to get a shinier and shinier ship.

Of course, there will be much crying at Jita 4-4 if this happens as an officer battleship fitted with officer mods would be a suicide gankers wet dream.
Ray Kyonhe
Aliastra
Gallente Federation
#183 - 2014-06-06 17:39:19 UTC
Scout Vyvorant wrote:

Yeah, I did.

My idea was to be able to pick between from either multi training or double / triple SP generation at the actual cost of the multi training. If you train one more toon on the same account, you pay 19 euro, if you train two more, 38 euros.

To not make it escalate to crazy level i was thinking of capping to "3" services max per account, at example one multi training, one active sub and one double SP on your main.

Well, then it doesn't make much sense to me, although for someone such scheme could be more convinient, I presume (I would still prefer to have several characters, in Eve you often will find yourself in a situation when your freedom of movement is restricted and you are faced with options either log off/wait at some place safe, or clonjump to some other place - and you won't be able to jump back this evening, so you can't, for example, wait for opening with one alt, while playing with other; and additional alts means not only additional options in such case, but they double your clonjumping coverage too). Well, and there is this purely psychological factor concerning ease of identification with your character in case you have only one (at least for some of new players), of course. But as I said, I'm not able to look at it from their perspective anymore. You proposal has some reason, though.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ved Riru
#184 - 2014-06-06 18:42:56 UTC
Hakaari Inkuran wrote:
Isn't that about twice the amount of SP you would expect from one year of training?
Point taken though, $180 for a year

My calculations are based on the top SP per hour rate that EveMon shows me when proper attributes and +5 implants are used to train that particular skill: 2700 SP/hour 24 hours a day, 365 days a year results in 23.6 million SP if I do things right.

Scout Vyvorant wrote:

My idea was to be able to pick between from either multi training or double / triple SP generation at the actual cost of the multi training. If you train one more toon on the same account, you pay 19 euro, if you train two more, 38 euros.


The game costs enough already. In real life money terms. Remember new players don't have proper ISK revenues in-game yet. Their interest has to last long enough to allow them to get to the interesting part, PvP or something else. Or they need to regularly feel that they achieve progression instead of doing the same things over and over.

And making people feel they are progressing can be done. There is this popular MMORPG that has existed for a long time and had millions of active subscribers. It used subtle tricks to make people feel they are progressing while the progress was in essence miniscule. Still social people (I guess I am social too) felt good about themselves. So new player retention can theoretically be improved.

But maybe I am just poor and don't understand you because you guys are rich whales that can spend a bit of extra money (USD100+) on their favorite game every month.
Scout Vyvorant wrote:

CCP is not losing money, or at least, i don't see the difference between having just multitraining, which I deem to be more damaging for them.

CCP can gain more money if they get more subscribers and CCP gets less money if people just quit. And I guess some people quit because they just cannot wait for years to get what they want. I am new but I've already heard a funny statement about a proper way to play this game: If you log into Eve, you are doing it wrong. And logging just to put another skill in the queue is not fun at all if the time when you think that character is ready is months or years away.

Let me make some assumptions. Maybe even false ones.

Eleven years ago when Eve went online, people had different expectations about MMOs. A number of MMO games had long grinding built in and it made sense to make this grinding (gaining skill points) part and parcel of Eve Online's core experience because everyone (or at least many) game development studios did that.

Now the situation has changed a lot. There are many more options regarding spending money on video games. Yes, Eve Online can always stay a niche game for dedicated players and equally dedicated developers. But it has the potential to catch up with the times (I don't say get better because it will rub every long-time players the wrong way) without ruining your own enjoyment of the game.

There are various options when it comes to tweaking the payment system. PLEX is a very innovative idea. I don't think anything like that still exists in other games. All CCP has to do is tweak payments options. Not pay to win but pay to enjoy the game.

And as part of the transition to the tweaked payment model after accelerating the overall SP accumulation pace (or maybe reducing SP needed for all skills by several times) I would offer long-time players an optional ability to reset their skills like once a year and redo them any way they want.

Back to the band-aid for the 40%. I like the idea of piloting a Rorqual in high-security space. But how much time will I have to spend to be able to pilot it and fit it properly? Not afford officer or faction modules but being able to fit Tier 2 modules without thinking "Damn, I don't have Advanced Spaceship Command V and my attributes are wrong for learning it now. I wanted to get the skill initially but I couldn't just wait. Do I learn it slowly now or do I wait for months to get my next attribute reset? Tough choice". And the choice of attributes punishes players. They wish they could have changed their past choices. Something surely can be done to alleviate the problem.

I may be ranting here and not saying a lot of useful things but I probably say some useful things. At least I thank you all for making thoughtful posts.

There are multiple truths in every fact. I protect my truths with a passion.

Scout Vyvorant
Doomheim
#185 - 2014-06-06 19:59:28 UTC
Quote:
But maybe I am just poor and don't understand you because you guys are rich whales that can spend a bit of extra money (USD100+) on their favorite game every month


Eleven years ago, I was an university student with barely the money to pay the basic sub of one eve online account, and to have some extra money I had to take some part time jobs.

Today I work, I earn money and I feel this game is worth a certain portion of my disposable income. While arguable, one can spend his/her money as she see fit, since they have been earned.

If you'd asked me eleven years ago if I would have paid for more than one account or more than one training queue, I would have said no way.

Today I've an alt account and an extra skill queue active (albeit I'll stop it once that research alt is complete), because I can afford it and because I feel that spending my money in this way will make me happy and will contribute in granting my happiness in the foreseeable future.

Quote:
Back to the band-aid for the 40%. I like the idea of piloting a Rorqual in high-security space. But how much time will I have to spend to be able to pilot it and fit it properly? Not afford officer or faction modules but being able to fit Tier 2 modules without thinking "Damn, I don't have Advanced Spaceship Command V and my attributes are wrong for learning it now. I wanted to get the skill initially but I couldn't just wait. Do I learn it slowly now or do I wait for months to get my next attribute reset? Tough choice". And the choice of attributes punishes players. They wish they could have changed their past choices. Something surely can be done to alleviate the problem.


Beside the training time, I invite you to take in consideration the costs of a simple T2 Fitted Rorqual.

The hull itself cost around 2,5-3 Bil, a standard fit will cost another 1 bil, the skills around 1 bil too, and on my main toon it will take around 80-85 days to just equip the fittings I selected and sit inside the ship itself.

That ship is not really meant for the solo player but for a group of players, it's something a new player corp can see as a goal in their game play. But what if they see proper to buy a triple training time and then sell enough plexes to buy the ship and her fits? You cannot really judge how they wish to spend their money.

Concluding, it's better to give a boost to the training time, where both the veteran and the new player can benefit in the same way, than nerfing the skill training, giving a direct hit to the core subbers of this game, after they are training skills for eleven years.
Ray Kyonhe
Aliastra
Gallente Federation
#186 - 2014-06-06 21:59:43 UTC  |  Edited by: Ray Kyonhe
Ved Riru wrote:

Eleven years ago when Eve went online, people had different expectations about MMOs. A number of MMO games had long grinding built in and it made sense to make this grinding (gaining skill points) part and parcel of Eve Online's core experience because everyone (or at least many) game development studios did that.

Now the situation has changed a lot. There are many more options regarding spending money on video games. Yes, Eve Online can always stay a niche game for dedicated players and equally dedicated developers. But it has the potential to catch up with the times (I don't say get better because it will rub every long-time players the wrong way) without ruining your own enjoyment of the game.

No it didn't. Or lets say not the way you [want to] percieve it. Back then mmorpg was somewhat obscure genre of a few internet geeks and somewhat more significant number of those who was intrested in what going on beyond forum boards and popular chatrooms. Those archetypes didn't disappeare in thin air, their numbers even have increased today, as internet now became ubiquitous all over the world. Such people constitute potential core playerbase of somewhat hardcore mmo's like Eve. They won't trade it for WoW, no matter what.

But there is one change - it is invasion of players of another kind, those who never had a chance to beat Contra or Battle Toads without cheats, those who are accustomed to games which play themselves and never last too long to expose their poor design and lack of gameplay too clearly. Those so called "AAA titles", for example. It's those people you see choosing all these player friendly, annoyingly comfortable projects which will give you all their content in 3 to 6 month and let you free to move to another generic flashy, short-lived world. There are so many of them - and, consequently, so many products designed to suit their tastes - that sometimes they are able to shadow such neglectable niche projects like Eve, or Darkfall, or Wurm. But yet those niche projects have their audience even today, as does Minecraft, Cavestory, Dwarf Fortress and other games which replaced for new generation of gamers those infamous Battle Toads of hardcore games' lovers of the past.
Ved Riru wrote:

I would offer long-time players an optional ability to reset their skills like once a year and redo them any way they want.

No, just no. As a long term player I don't want it myself and I don't want it in this game. You either plan your path good in advance, or face the consequnces, I don't need a game mechanics which nursering me to this extent.

I agree that something could be done to somehow allow people feel they advance each day step by step. But I don't think we need to change game SO much to do it and that it even worth it.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ray Kyonhe
Aliastra
Gallente Federation
#187 - 2014-06-06 23:30:23 UTC  |  Edited by: Ray Kyonhe
tl;dr What I want to say is that people who aren't ready to devote a year or two to this game and want to "beat it" in 6 months are hardly usefull for something other then subscription fees they generate (how player, who treasures collectioning skills and hulls in his hangar more than actual gameplay, can generate something? He won't even try to step out of high security space, he probably won't even engage in FW and similar easly accessible collective forms of gameplay. What exacly he will generate then? Some flood in local chats and trash isks from missions' bounties?)

But we will need to indroduce substantional changes to gameplay just to give them what they want, and then they will probably want even more. "Boo, they are killing me in guard zone, abolish SG!", "Scamming is bad, Bible told me so!", "Please remove those nasty wardecers, they deny me ability to chat with my friends and say nasty things in local!!". Should we yield to these demands too, then? And what next? Eve turning in some generic mmorpg no one aside from players of such type would want to play? Is it the lesser evil as you see it?

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ved Riru
#188 - 2014-06-07 08:29:24 UTC
Ray Kyonhe wrote:
tl;dr What I want to say is that people who aren't ready to devote a year or two to this game and want to "beat it" in 6 months are hardly usefull for something other then subscription fees they generate.

How on old good Earth new people are supposed to be willing to dedicate a year or two to the game right off the bat? Their initial interest in the game must be weak at first because they haven't joined the game already.

Besides, nobody suggests beating the game. Hell no! Only getting to perceivably better parts faster. Not past them.

I decided to give the game a spin and plan to stay here for some time only because Steam had a sale
Weekend Deal - EVE Online, 75% Off
Before that I heard only not so good things about the game: spreadsheets in space, PvP all over the place, your character can die forever there, people are sadistic pricks who love hunting down newbies, scams are allowed all the way, there are pirates, gangs, ransom demands for your ship and stuff like that. Now I can see that the game is not that bad.

Ray Kyonhe wrote:
But we will need to indroduce substantional changes to gameplay just to give them what they want, and then they will probably want even more. "Boo, they are killing me in guard zone, abolish SG!", "Scamming is bad, Bible told me so!", "Please remove those nasty wardecers, they deny me ability to chat with my friends and say nasty things in local!!". Should we yield to these demands too, then? And what next? Eve turning in some generic mmorpg no one aside from players of such type would want to play? Is it the lesser evil as you see it?

All I can hear is the fear of change. "Back in my days we tanked uphill in the snow". Nobody has said yet that the change will go that far once the ball starts rolling.

From my point of view as a cost-conscious customer, who primarily plays as a single player: the cost of reaching a certain amount of skill points and a certain ability to generate ISK in the game are prohibitive for new players like me in terms of real money and real time. The pace of getting better at this game I for one can measure in ISK per hour and the amount of skill points accumulated. And I want it faster. Otherwise, logging in only to add a skill to queue looks like a viable option. For some time. And then attention is shifted to some other game if only because the time I spend in Eve Online is too short.

While Gevlon suggests giving some goal for socials to strive for and keep playing and paying, I believe that is a weak solution at best. Many of the suggestions voiced here are addressed towards those players, who managed to hang on with the game for several months or a year already. I suggest something for even newer players. There is a massive gap that freshly minted characters need to bridge to get engaged with the game.

As a solution I suggest accelerating the acquisition of skill points for 6-12 months for new characters via unlimited attribute remaps for a period of time, buyable attribute remap packs, buyable pretrained characters with a certain amount of skill points that players can distribute at will, better Cerebral Accelerators that last longer than 7 days, 14 days, 35 days and stuff like that.

I believe that skill points represent one of the stumbling blocks for new players on their way to the greatness of your caliber!

Tutorials are another stumbling block. Starting missions are good but not one of them told me that clicking twice on empty space will get my ship moving in that direction. I used to navigate by aligning to celestials. And was that fun? For masochists only.

Then there is the transition from PvE to PvP. People naturally don't have a tendency to kill other people. Armies take years to train rookies to kill total strangers withiout qualms. Shortly after I started playing, I joined Eve University but unfortunately they were and still are in the state of war. I lost some ships and I didn't like it in the end. I can offer no solutions for this feeling. It is the job of psychologists to come up with a solution for that.

There are multiple truths in every fact. I protect my truths with a passion.

Maichin Civire
#189 - 2014-06-07 09:27:16 UTC
Ved Riru wrote:
stuff


So basically... You want to change EVE from PvP to PvE option? And... delete all competing possibilities to get new subscriptions?

In all your posts you don't tell anything about chances. You talk about ISK, SP and other things. It isn't bad, but you put too much attention to that. Me myself, being one month toon with trained Noctis went to null sec, where I was salvaging after other pilots running anomalies. If you want to play, you'll always find a way to do it.
Buzz Dura
S0utherN Comfort
#190 - 2014-06-07 10:03:02 UTC
If we want people not to get stuck in the solo raven in NPC corp end game issue. What about automatic message from CCPevery week after 2 month of sub with link to the corp search tool, the forum : EVE Corporations, Alliances and Organizations Center.

What about real bonus for beeing in player driven corp ? like :
+1% LP
+1% bounty
-1% manufacturing time
+1% skill training rate

!these would not harm the game play at all but with great mind effects !!


Giving high sec supers for mining and PVE , not orth the thread..
Gevlon Goblin
Science and Trade Institute
Caldari State
#191 - 2014-06-08 06:18:17 UTC
All kind of "level the raven higher" have the problem of making highsec missioning more lucrative.
The last thing EVE needs is even more people leaving nullsec for highsec.

The point is to give highsec players highsec goals, not highsec tools!

My blog: greedygoblin.blogspot.com

Pete Butcher
The Scope
Gallente Federation
#192 - 2014-06-08 06:24:40 UTC
Gevlon Goblin wrote:
All kind of "level the raven higher" have the problem of making highsec missioning more lucrative.
The last thing EVE needs is even more people leaving nullsec for highsec.

The point is to give highsec players highsec goals, not highsec tools!


A better way to do it would be some kind of achievement system visible in the medals section, like "serpentis slayer" etc. Something to brag about, based solely on pve. But for crying out loud, not hisec titans!

http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool

Gevlon Goblin
Science and Trade Institute
Caldari State
#193 - 2014-06-08 18:59:31 UTC
Pete Butcher wrote:

A better way to do it would be some kind of achievement system visible in the medals section, like "serpentis slayer" etc. Something to brag about, based solely on pve. But for crying out loud, not hisec titans!

In case of achievements, I agree. But how can they show off? WoW has mounts and pets. Often achievements give mounts and pets. Since a kitten following your ship in space wouldn't fit the lore, we are left with "epic mounts".

Or we can say "HTFU" to each other when the game closes due to lack of subscriptions.

My blog: greedygoblin.blogspot.com

Ray Kyonhe
Aliastra
Gallente Federation
#194 - 2014-06-08 19:30:22 UTC  |  Edited by: Ray Kyonhe
Gevlon Goblin wrote:

In case of achievements, I agree. But how can they show off?

There are easy (and not so effective) and pretty hard (but somewhat more effective) ways to achieve it.

Former is tightly link achivement system's status indicators to local chat and portraits in it - well, it's the only place you will see some other player when you both share one space 80% of the time, so it's pretty straightforward. Like, create some fancy border, paint his nick in chat window in some distinguishing way, place some small icons of medals at the bottom of his userpic, add some popup with his achivements showing when someone hovering his mouse over this userpic.

Later is another, completely new plane of players' interaction, like what WiS strived to achieve. But this time it should be well thought, convinient, full of fun, meaningfull, integrated into the game world content, so people willingly started to use it often enough. Then you will have the place where you can brag about your unique uniforms, accessories and medals as much as you want.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Pete Butcher
The Scope
Gallente Federation
#195 - 2014-06-08 20:08:23 UTC  |  Edited by: Pete Butcher
Gevlon Goblin wrote:
Pete Butcher wrote:

A better way to do it would be some kind of achievement system visible in the medals section, like "serpentis slayer" etc. Something to brag about, based solely on pve. But for crying out loud, not hisec titans!

In case of achievements, I agree. But how can they show off? WoW has mounts and pets. Often achievements give mounts and pets. Since a kitten following your ship in space wouldn't fit the lore, we are left with "epic mounts".

Or we can say "HTFU" to each other when the game closes due to lack of subscriptions.


We have the medal system already in place. It's not pretty, but at least it works. There could be more indicators:

Quote:
Like, create some fancy border, paint his nick in chat window in some distinguishing way, place some small icons of medals at the bottom of his userpic, add some popup with his achivements showing when someone hovering his mouse over this userpic.


As you can see - there ARE possibilities to achieve it without introducing absurdly bad gameplay. Now, I'm not going to follow up on my proposition, since this isn't a topic for it. The point is - you can do it the good way and the bad way. Stop promoting what is bad and think about how to do something good.

http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool

Axe Coldon
#196 - 2014-06-08 21:34:57 UTC
Gevlon Goblin wrote:
We heard in the fanfest presentation that only 10% of the paying players turn to "diverse play", 50% quits soon and 40% are just "leveling up their Raven". Obviously I cannot offer a serious fix for that, as addressing this issue needs complete, strategic level changes.

However I can offer a simple band-aid that will not fix the problem, but slows the bleeding of players. How? It doesn't take that much time to level up that Raven into a faction-fit Golem. After that, the solo player either quits or keeps upgrading the ship stupidly until he gets ganked and quits.

My suggestion is giving him something that takes a year or more to get: a supercarrier or titan.

These supers would be modifications and reskins of the original ones, called "Imperial issue Avatar" for example. Their largest modification would be no jump drive. Since supers can't take gates, this would lock them to the system they are built in. They would lose EWAR immunity, so their PvP value would be zero (an Ibis could tackle and disable one, literally), they would be exclusively a large status symbol for PvE players. While they would have some PvE use, it would be totally cost-ineffective, so the owner couldn't print ISK.

The highsec supercarriers (beside losing their jump ability and EWAR immunity) would be modified to be able to use normal drones, making them an extremely expensive mission boat. Since they can't dock, the user would need an alt to pick up and return the mission, making this a very dumb - but stylish - way of missioning.

The highsec titans would gain the ability to fit strip miners and a 100000 m3 ore bay. Their mining bonuses would be equal to the Mackinaw, so their 6 turrets would let them mine like 3 Macks. As a Leviathan has no turret hardpoints, it would get Rorqual-equal bonuses for mining links. Since they can't dock, they are bound to a second hauler account and they could only mine in one system, so they wouldn't make anyone rich. But hey, look at me, I'm mining in a titan!

These ships would make a solo PvE player busy and happy for a year or more until he gets it. He will probably quit after that, but EVE still won X month of subscription. And hey, some of them might even do something dumb like getting into limited engagement or keep it in a wardeccable corp. Or better: he learns that there is more in EVE than leveling your Raven.

They could be built like outposts. A pilot drops an "egg", a structure launched for himself which can only be attacked in war like POCOs, (you can't wardec an NPC corp) and has multi-million HP. Then he freights the capital components and BPC into its hold and starts building. After a month, the build is complete, he flies there in a pod, clicks "activate ship" and he is in his very new super.


Somehow I don't think giving new players a Super will solve player retention issues.

More and better PVE content. High sec safer. (faster concord response). Expand the Universe. This one is crowded.

No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced.

Ved Riru
#197 - 2014-06-09 17:27:38 UTC
In this thread I may have said that Eve is expensive to play. Somehow I mixed up the cost of PLEX and regular subscription with real money. I've made a slight error. Eve Online is not an expensive game to pay with subscription if I discard the fact that I have three character slots but have to pay to train more than one simultaneously. The subscription cost for one account is the gaming industry's average.

If ever CCP has to choose between allowing free simultaneous multiple character training on one account and selling pretrained characters with a substantial amount of skill points to distribute, I'd choose the latter in a heartbeat as a new player.
Fly safe, sages!

PS: If you want to keep socials in the game and rub the old-timers the right way, it may be a good idea to introduce an achievement system. And popups! Achievements all the way: for minus 8 negative standing, for a number of characters with a certain amount of skill points, for delivering a certain amount of damage within a certain period of time, for killing a certain number of a specific ship name, ship class, ship of a certain race, for spending a certain amount of ISK to fit your ship, for completing an expensive courier contract, for travelling a certain number of null sec systems without dying and stuff like that.

PPS: The last days of Eve by Rixx Javix

There are multiple truths in every fact. I protect my truths with a passion.

Dave stark
#198 - 2014-06-09 17:36:23 UTC
Buzz Dura wrote:
If we want people not to get stuck in the solo raven in NPC corp end game issue. What about automatic message from CCPevery week after 2 month of sub with link to the corp search tool, the forum : EVE Corporations, Alliances and Organizations Center.

What about real bonus for beeing in player driven corp ? like :
+1% LP
+1% bounty
-1% manufacturing time
+1% skill training rate

!these would not harm the game play at all but with great mind effects !!


Giving high sec supers for mining and PVE , not orth the thread..


doesn't really do anything for the 50%, 40%, 10% split in player demographic, it just encourages people to play in 1 man alt corps. we don't need more 1 man alt corps, we need more players interacting with the existing playerbase.
Ray Kyonhe
Aliastra
Gallente Federation
#199 - 2014-06-09 17:48:08 UTC  |  Edited by: Ray Kyonhe
Ved Riru wrote:

If you want to keep socials in the game and rub the old-timers the right way, it may be a good idea to introduce an achievement system. And popups! Achievements all the way: for minus 8 negative standing, for a number of characters with a certain amount of skill points, for delivering a certain amount of damage within a certain period of time, for killing a certain number of a specific ship name, ship class, ship of a certain race, for spending a certain amount of ISK to fit your ship, for completing an expensive courier contract, for travelling a certain number of null sec systems without dying and stuff like that.

Yes, with this I agree. But there is one problem - tell me, where do you assume they should be shown? Thats really hard question taking into account that in Eve's reality more than 80% time we see other capsuleers as a tiny picture in our local (except those who switched it off, of course), or, at best, as some square in overview at these brief moments we are waiting transition at the gate (this all makes me wonder why someone even bothering to paint his ship - standart squares won't differ from painted). How will you decorate those small pictures and squares with achivements' insignias to make them stand out while at the same time not hurting usability and ergonomics?

That means we need some other plane/place where capsuleers can meet and show off with all their fancy stuff... Who said WiS? Get some cover, ragestrike incoming Big smile

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ved Riru
#200 - 2014-06-09 19:11:19 UTC  |  Edited by: Ved Riru
Ray Kyonhe wrote:
Ved Riru wrote:

If you want to keep socials in the game and rub the old-timers the right way, it may be a good idea to introduce an achievement system. And popups! Achievements all the way: for minus 8 negative standing, for a number of characters with a certain amount of skill points, for delivering a certain amount of damage within a certain period of time, for killing a certain number of a specific ship name, ship class, ship of a certain race, for spending a certain amount of ISK to fit your ship, for completing an expensive courier contract, for travelling a certain number of null sec systems without dying and stuff like that.

Yes, with this I agree. But there is one problem - tell me, where do you assume they should be shown? Thats really hard question taking into account that in Eve's reality more than 80% time we see other capsuleers as a tiny picture in our local (except those who switched it off, of course), or, at best, as some square in overview at these brief moments we are waiting transition at the gate (this all makes me wonder why someone even bothering to paint his ship - standart squares won't differ from painted). How will you decorate those small pictures and squares with achivements' insignias to make them stand out while at the same time not hurting usability and ergonomics?

That means we need some other plane/place where capsuleers can meet and show off with all their fancy stuff... Who said WiS? Get some cover, ragestrike incoming Big smile

It is really simple. Give custom ship skins for achievements, for an amount of achievement points, make achievers stand out from the crowd by implementing custom designs. For instance, the ships available from Sisters of Eve look very good thanks to their white skins. All the other ships in the game are kind of too dark for me. Consider adding custom POS skins and maybe unique POS designs.
But really before CCP gets to do it, I hope they will improve new player experience and explore new money-making options.

There are multiple truths in every fact. I protect my truths with a passion.