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[Idea] for new players to eve

First post
Author
Samuel Caldara
Caldari Provisions
Caldari State
#41 - 2014-01-16 00:12:21 UTC
Part of the lore of Eve is that we have all graduated from a University to become capsuleers. Maybe it can be our final exam.
Shantetha
Brutor Tribe
Minmatar Republic
#42 - 2014-01-16 02:21:34 UTC
Samuel Caldara wrote:
Part of the lore of Eve is that we have all graduated from a University to become capsuleers. Maybe it can be our final exam.


It would be eves' Kobayashi Maru.
Mr Beardsley
Royal Amarr Institute
Amarr Empire
#43 - 2014-01-16 03:45:34 UTC
Yes, more good ideas from other games plz. EVE shouldn't exist in a bubble.
Leafar Nightfall
Silent Owls
#44 - 2014-01-16 15:59:03 UTC  |  Edited by: Leafar Nightfall
That sounds great, +1 from me

What I would probably like to see when going through this:

-Start undocking a battleship and heading to battle
-Short battle start, get players through logi shield repping, local armor repping and structural damage. That way people get clear views on the different types of "life bars", tanks, and how only shield regenerates by itself slowly
-Have the player escape the battlefield
-Boom: player is trapped in a bubble or tackled. Followed by a small gang of frigates and subjected to different types of EW.
-Fight goes on for a little bit more, introducing drones, tracking and so on
-Drones get killed, player is defeated and podded by frigates. Suddenly realizes "Bigger is not better" concept
-SP loss, clones and so on

I also think that a battleship may be too much of a long term goal and get players frustrated and biased towards that size of ship, but mayber getting them killed by the smaller ships in the game may have the opposite effect and make them realize what they can achieve with cooperation and more accessible equipment
Phoenix Jones
Small-Arms Fire
#45 - 2014-01-16 16:03:02 UTC
Le Petite More wrote:
Starting them off in a battleship is a terrible idea because then they will want to race for one and will lose it because they lack the skills.


We want to start off big because you get to showcase big ship combat, and when it does (as it should) you can showcase smaller ship combat.

Will it give people an expectation that battleships are what you should do? Probably, but most people have that expectation that bigger is better. This introduction does not have to teach a person about economics in Eve, just what a battle could look like.

So start them in a battleship, then tweak it down as the fight goes on.

As this is mostly a simulation, there is no real need to say "yes these are good but you should not touch them for a year, so were going to give you this ship and this is what you do", and have to ram it down their throat. As this suggestion is a method to hook players... lets hook the player.

Yaay!!!!

Siro Darin
What Could Go Wrong
Shadow Cartel
#46 - 2014-01-17 03:25:16 UTC
Who cares about the new players, this should be how all missions are built.
Zan Callira
Sebiestor Tribe
#47 - 2014-01-17 03:59:54 UTC
Not precisely. Not all missions should have a big battle culminating on what skills you know, although (Light Bulb) a battle to show off your skills before you gradumate to the next level of missions would be an idea for the novice players to start looking into grouped missions, or how to correctly fit your ship....

Oderint, dum metuant. Let them hate, so long as they fear. -Accius

Lina Theist
Running out of Space
ExoGenesis Consortium
#48 - 2014-01-17 12:59:20 UTC
Make it an optional introduction to Eve online, because I don't see myself or anyone else wanting to play it more than once. You'd probably want it in a 'dead-space' system or something, so you don't stumble upon real nullbears and get hotdropped by half a dozen supers.
Omega Tron
Edge Dancers
Pan-Intergalatic Business Community
#49 - 2014-01-18 04:24:46 UTC
I would like to endorse this suggestion. I still remember the first few minutes in EVE when I undocked and tried to shoot the gate guards. CONCORD Kill record +1 (stupid noob)

CCP's sand box is EVE Online.  The sand is owned by CCP.  We pay them a monthly fee to throw the sand at each other.  That is all that is here, so move along. Nothing more to be seen.

Susan Black
Ice Fire Warriors
#50 - 2014-01-19 21:45:54 UTC
I like the idea of getting into action quickly, but not giving skills only to take them away through forced podding.

A lot of people like to feel like they're moving forward with things. Starting things off by making them 'go backwards' would discourage a lot of people.

www.gamerchick.net @gamerchick42

Phoenix Jones
Small-Arms Fire
#51 - 2014-01-21 16:15:04 UTC
Susan Black wrote:
I like the idea of getting into action quickly, but not giving skills only to take them away through forced podding.

A lot of people like to feel like they're moving forward with things. Starting things off by making them 'go backwards' would discourage a lot of people.


Actually you have an excellent method to introduce lore into the game.

Start off the capsuleer as a real person, full skills in their races ships and weapons (essentially make the person "uber" and capable of fielding excellent ships, weapons, etc). So skillwise, they would be an excellent battleship pilot, battlecruiser pilot, etc.

At the end of this tutorial, once they are podded or "Killed" in real life, the person becomes reanimated as a capsuleer, but due to the transition, they lost all their skill, so now they must begin to train up. This also bridges the whole concept of their damn immortality, how capsuleer's never die, how skillpoints can be lost, how pods work, etc.

There have been a few games that start off with the player being literally some supreme god (or in this case, an Excellent Pilot), who gets reduced to a scrub and must climb their way back up to being amazing.

Oddly enough this can be done... easily in Eve.

I like the concept, as it gives you a birthright, a beginning, a reason for being a capsuleer.

Same thing just giving a purpose to the player.

Yaay!!!!

Charles RunningHawk
Caldari Provisions
Caldari State
#52 - 2014-01-23 20:20:44 UTC
Phoenix Jones wrote:
[quote=Susan Black]

Start off the capsuleer as a real person, full skills in their races ships and weapons (essentially make the person "uber" and capable of fielding excellent ships, weapons, etc). So skillwise, they would be an excellent battleship pilot, battlecruiser pilot, etc.

At the end of this tutorial, once they are podded or "Killed" in real life, the person becomes reanimated as a capsuleer, but due to the transition, they lost all their skill, so now they must begin to train up. This also bridges the whole concept of their damn immortality, how capsuleer's never die, how skillpoints can be lost, how pods work, etc.




Start the player as a skilled member of their races military or militia, they are involved in a battle that goes horribly wrong, resulting in their pod death and the pod deaths of thousands. As a result of the financial cost of their "failure" the military forcibly retires them, strips them of their military training and sends the person out as a capsuleer. That way an individual gets a chance of tasting the big fight, but there is a valid reason for their sudden loss of skills.
Thirtythousand
#53 - 2014-02-20 17:49:29 UTC  |  Edited by: Thirtythousand
Well, I love the idea, but with. Being scripted, and removing everything after, is there a reason it needs to be the character you just made? Is there no reason it could be a small demo/stand alone teaser where you just fly a lore non capsuleer pilot that suggestively dies at the end or fades to black mid fight with the current expansion slogan.

Remember how homewolrds demo hooked you? If not, go to youtube.
I'm not saying it needs to be big, but a small download/demo that is designed entirely around the experience. While staying mostly true to eve and people are more likely to try something they dont have to sign up for 1st.

The biggest hook line is not allowing someone to finish something. Zeigarnik Effect is a theory that says the brain is better at remembering unfinished tasks. Why do you think people keep coming back to MMOs or that model you never finished. Basically by escalating the teaser fight (like a dread/cap fleet hot drop and the overview going mad with reds, then the fade to black. Something that shows you scale but leaving a cliff hangar. And using lore makes it easier on resources.

It's used very well in stories. , e.g. Bad guy got away. "finishing the fight" in Halo 2s ending.

But yes to anything that gets more new people in eve. And trains them to want to stick around.

Support the updating of rookie ships! Join the discussion https://forums.eveonline.com/default.aspx?g=posts&m=4222786#post4222786

Q Aa
Native Freshfood
Minmatar Republic
#54 - 2014-02-22 00:49:35 UTC
great idea +1
Sephira Galamore
Inner Beard Society
Kvitravn.
#55 - 2014-03-31 09:27:00 UTC
Additional idea I just had:

If you put the player into Battlecruiser or Battleship for that intro - make sure somewhere during the battle there is a smaller ship (Frigate?) involved fullfilling a vital role, like getting tackle or such.
So the new player knows, while he is now 'forced' to wait til he can fly the big ship, the small ships are as essential in a good fleet.
Zan Callira
Sebiestor Tribe
#56 - 2014-06-22 04:40:05 UTC
So, the previous CSM has come and went, Looking for feedback from the new CSM.

With new CSM comes new players.

With New Players, comes times that one cringes at the KM's generated on a daily basis.

With new reasons to cringe at fittings, we need more instructions.

I urge the most recent winners of the CSM elections to review what's been seen and written so far.

Oderint, dum metuant. Let them hate, so long as they fear. -Accius

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