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CCP: This is your new player experience talking

Author
Experiment 32423
Doomheim
#21 - 2014-08-06 17:38:43 UTC
The biggest issue with the new player experience is that they are getting into a game that has been out for over ten years and not only are you competing with people who not only have a huge SP advantage, but a huge experience advantage.

There needs to be a bigger incentive and education to bring new players out of highsec and NPC corps. The few that do or try, are often held back by the most basic core skills which essentially waste months of your time.

I always thought that something along the lines of advanced tutorials in lowsec that could grant new accounts a small SP boost on completion would be a great idea if implemented correctly. A simple 2M boost would take a huge burden off any new player and open up so many doors.
mow hawk
Federal Navy Academy
Gallente Federation
#22 - 2014-08-06 17:45:23 UTC  |  Edited by: mow hawk
Experiment 32423 wrote:
The biggest issue with the new player experience is that they are getting into a game that has been out for over ten years and not only are you competing with people who not only have a huge SP advantage, but a huge experience advantage.

There needs to be a bigger incentive and education to bring new players out of highsec and NPC corps. The few that do or try, are often held back by the most basic core skills which essentially waste months of your time.

I always thought that something along the lines of advanced tutorials in lowsec that could grant new accounts a small SP boost on completion would be a great idea if implemented correctly. A simple 2M boost would take a huge burden off any new player and open up so many doors.


SP doesn't mean an advantage and they already give some of them (depending on what package you buy) a booster implant that lasts 14 days I believe?

It comes down to the learning curve actually....

Also, even though PVP is a rather large part of the game (please don't start a "what is real pvp?" discussion), it isn't for everyone. You can happily do industry or market pvp ( Roll ) in highsec, and if you want to do PVP, you can ask the NPC corp to help (The Scope plans roams and such sometimes, for example).

...and really, with every update the game gets easier.

Oh, and I read your post wrong, oops.
Tippia
Sunshine and Lollipops
#23 - 2014-08-06 17:47:52 UTC  |  Edited by: Tippia
Experiment 32423 wrote:
The biggest issue with the new player experience is that they are getting into a game that has been out for over ten years and not only are you competing with people who not only have a huge SP advantage, but a huge experience advantage.

There needs to be a bigger incentive and education to bring new players out of highsec and NPC corps. The few that do or try, are often held back by the most basic core skills which essentially waste months of your time.
Close, but actually other way around.

It's the ones who leave that safe harbour and try things on their own that are not being held back by wasting months of time on non-essential skills. Rather, they learn what they're actually capable of doing with what they've got instead of waiting for some imagined “sufficient” condition to be fulfilled… which will inevitably slip further and further into the future.

Those that manage to hook up with older players and who have to solve problems on the fly without brute-forcing them by just spending more time will quickly acquire a far more useful mix of SP and experience than their held-back and poorly guided contemporaries. They also learn not to wait for that “sufficient” condition, since they've already figured out that they can just go out and try and have fun, so the ability requirement slippage never occurs either.

Quote:
A simple 2M boost would take a huge burden off any new player and open up so many doors.
Unlikely. Most new payers, being new, would waste them on particularly pointless things and would probably be even farther behind — both in ability and understanding — than if they learned how the skill system actually works and how to squeeze utility out of your SP. It would also benefit older players far more than new ones since 2M offers a ton of utility for a single-purpose alt.
Rhivre
TarNec
Invisible Exchequer
#24 - 2014-08-06 17:48:51 UTC
Skipping the tutorial missions and especially the info given in them is what leads to people tanking ALL the things and mixing the guns up all over the place.
This leads to entertaining explosions.
I approve
Sibyyl
Garoun Investment Bank
Gallente Federation
#25 - 2014-08-06 17:57:29 UTC
Soldarius wrote:
I had a vague idea about becoming a smuggler skirting the edges of the law. Many years later I eventually did it. But onyl bcause smuggling is just moving boosters to a hisec market without losing your ship to NPC customs agents that sit static on gates and randomly poke you with a minimal standings hit and threaten uselessly, because I'm in warp tunnel and they literally can't do anything to me. But that's another thread.

EVE is marketed as a game where you can be the villain. The fault of NPE isn't that it doesn't present the opportunity to be the villain.. no PVE experience can substitute for content generated by players.

What I think you're saying is that the NPE is outdated, and largely irrelevant to most of the fun things people can do in the game.

Is the NPE a test? Players that figure out it sucks and goes to find adventure amongst other players will survive. Those who think NPE is an accurate picture of the game get bored to death. Is an NPE like this the *intent* of CCP?



Quote:
And dat overview...

What do I care if that person has a sec status of -3 if the system security status is 0.6? The default overview should present relevant and useful information. Not might-be-relevant-under-certain-circumstances information. If I can shoot that person without CONCORDOKKEN, I want to know it. If they have a kill-right I can activate, I want to know it. If I, my corp, alliance, or faction is at war with that person, I want to know it. If that person is in range of my weapons systems, I want to know it.

One big flaw in NPE, in my opinion, is how the player gets a *better* experience of tutorial or game mechanics lessons outside of EVE than inside it. Why are tutorials on YouTube much better than the ones in EVE? Why do I have to fish through websites to find rules behind basic mechanics?

I'll ask the same question. Is the poor documentation and tutorials a test? The smarter player will know to look stuff up in Eve Uni Wiki, YouTube, etc. instead of inside the game.. is that CCP's way of separating the thresh from the grain? Is the fact that the Explo tutorial really teaches you nothing about Explo some kind of crucible?

I think the Overview is not one of these problems. Yes, better information about it is found *outside* the game, but the setup is relatively simple and newbies successfully do it every day.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Toshiro Hasegawa
Blackwater USA Inc.
Pandemic Horde
#26 - 2014-08-06 18:04:58 UTC
What is wrong with Highsec PvE anyhow ? I dont get why people get all in a tizzy about what other people find fun... if people feel the pull towards low and null sec .. there are plenty of ways for them to find a path to doing so. I dont think the idea of making a way in EvE to "easily" get out to null in the first day ..

(1) that doesnt make a good EvE player .. sounds like a theme park MMO thing .. hold your, show you what do to, BS that we are trying to avoid .. make the player figure things out .. read, ask questions, talk to other players .. cause its a complex game and multiplayer driven.

(2) Why should people want to go to null or low right away anyhow -- its not any more fun .. fun in EvE is wherever the heck you want it to be - it is in the eye of the player .. Makes total sense for some people .. ADHD pvp kidies who need constant action and QQ to be having fun .. well have at 'er head on out .. enjoy the plosions .. But that is not the only type of player or gamestyle.

NPE should show people the basics - set them loose in the EvE universe and the player can sink or swim on their own merits .. holding their hand is only going to create bad habits and bad players. There are plenty of games out there for those that can not think or learn on their own, or who can not handle some social intereaction. EvE is not for everyone, thank goodness, and nor should it be.

Bitter vet time .. back in my day there was no tutorial of much worth .. you just sorta muddled through, right click on everything, ask question, pool knowledge and give things a try. worked for me ..

History is the study of change.

Experiment 32423
Doomheim
#27 - 2014-08-06 18:19:59 UTC  |  Edited by: Experiment 32423
Tippia wrote:
Experiment 32423 wrote:
The biggest issue with the new player experience is that they are getting into a game that has been out for over ten years and not only are you competing with people who not only have a huge SP advantage, but a huge experience advantage.

There needs to be a bigger incentive and education to bring new players out of highsec and NPC corps. The few that do or try, are often held back by the most basic core skills which essentially waste months of your time.
Close, but actually other way around.

It's the ones who leave that safe harbour and try things on their own that are not being held back by wasting months of time on non-essential skills. Rather, they learn what they're actually capable of doing with what they've got instead of waiting for some imagined “sufficient” condition to be fulfilled… which will inevitably slip further and further into the future.

Those that manage to hook up with older players and who have to solve problems on the fly without brute-forcing them by just spending more time will quickly acquire a far more useful mix of SP and experience than their held-back and poorly guided contemporaries. They also learn not to wait for that “sufficient” condition, since they've already figured out that they can just go out and try and have fun, so the ability requirement slippage never occurs either.

Quote:
A simple 2M boost would take a huge burden off any new player and open up so many doors.
Unlikely. Most new payers, being new, would waste them on particularly pointless things and would probably be even farther behind — both in ability and understanding — than if they learned how the skill system actually works and how to squeeze utility out of your SP. It would also benefit older players far more than new ones since 2M offers a ton of utility for a single-purpose alt.


I think you misunderstood what I was trying to say. Let's forget the people who only intend to bear in HS for a moment, I'm referring to the newer players who are actually willing to go out and explore the game; after all, those are the only new players worth keeping anyway.

Obviously not everyone is the same and some may experience an easier time than others in finding corps/people. My suggestion was intended towards those who spent a couple of weeks playing the game and are familiar with the basics and ready to take the dive. I can't help but feel that a lot of newer players want to go and explore, but feel 'held back' from accomplishing anything on their own.

I'm going to use my exploration example because I think it's the best thing for any new player because you learn so many useful skills from it, other than PVP of course. So you have Joe, Joe has played for a couple of weeks and has a basic idea of what he's doing. He can go do an Epic Arc/tutorial/whatever you want to call it in lowsec and collect a small amount of free SPs that he is allowed to invest in certain core skills which is a motivating factor for him to go out and further explore the game, by giving him a small motivating push in the right direction.

I understand that ultimately, the player who does this on his own and immediately finds himself an appropriate corp is the optimal solution, but unfortunately you cannot realistically expect everyone to do just that. While many will quit regardless realizing that this is not for them, others are given the push they needed and a small reward to let them get a few basic skills to pursue their interests while exposing them to what the game really is about.

As for alt-abuse, it would have to be restricted to a few categories such as exploration/tanking/navigation so you don't encounter myriads of new Catalyst alts, as an example. Either way, it's difficult to implement correctly, but I do believe that it would help in retaining some of the quitters.
Tippia
Sunshine and Lollipops
#28 - 2014-08-06 18:56:45 UTC
Sibyyl wrote:
One big flaw in NPE, in my opinion, is how the player gets a *better* experience of tutorial or game mechanics lessons outside of EVE than inside it. Why are tutorials on YouTube much better than the ones in EVE? Why do I have to fish through websites to find rules behind basic mechanics?
Because there are 1000× more players than there are devs, and they have the time and interest to keep those resources up-to-date — often ahead of the actual release — whereas the devs are very busy developing the actual game.

Experiment 32423 wrote:
I think you misunderstood what I was trying to say. Let's forget the people who only intend to bear in HS for a moment, I'm referring to the newer players who are actually willing to go out and explore the game; after all, those are the only new players worth keeping anyway.

Obviously not everyone is the same and some may experience an easier time than others in finding corps/people. My suggestion was intended towards those who spent a couple of weeks playing the game and are familiar with the basics and ready to take the dive. I can't help but feel that a lot of newer players want to go and explore, but feel 'held back' from accomplishing anything on their own.
Ok. That makes a bit more sense. But that's a player education problem (potentially made worse by perma-NPC members who keep perpetuating the myths of newbie inability), not a problem of mechanics.

But sure, giving some really juicy incentive to have more players make the leap could conceivably help them overcome that particular problem. I'm just not sure SP is the right way to go since it feeds right into another one of those myths that just needs to die a horrible and ignoble death.

Quote:
As for alt-abuse, it would have to be restricted to a few categories such as exploration/tanking/navigation so you don't encounter myriads of new Catalyst alts, as an example.
Guess which skills a Catalyst alt would need the most… P
Experiment 32423
Doomheim
#29 - 2014-08-06 19:11:13 UTC
Yeah, there would be a number of issues to work out before implementing such a thing. Even in the worst case, it wouldn't even have to be SP (although that would be a huge motivation to any new player), it could just be a decent sum of ISK that helps them mitigate some losses during their learning experience.

Simply a juicy incentive to lure new players out of their comfort zone and explore the game so less people fall victim to the mission running/mining endgame only to eventually quit out of sheer boredom. If they liked what they saw, they'll return and if not, they can always go back to HS.
Val'Dore
PlanetCorp InterStellar
#30 - 2014-08-06 19:12:47 UTC
CCP tried the shoving SP down the newbie's throat thing. All it really did was give me an edge in character manufacturing.

SP is not the answer.

The answer is in asking the appropriate question: What are the tools to introduce new players to EvE and why or why do they not work as intended?

I'd start with newbie corps and the myth that having vets in them is helpful. Newbie corps, just like newbie space should be outgrown and left behind. If anyone in State War Academy can fly a Tech 2 anything, they've been there far too long already.

I would shift the paradigm from newbie corps to trial corps. Being in the newbie corp gives you all the same restrictions as being on a trial account, this forces you to 'grow up' instead of dipping your big toe into the pool every five seconds or so. If you want to stay a ToysRUs kid forever, you can... you just have to keep playing with little toys. This change is primarily meant to get the silly pseudovets to stop misinforming new players.

When I roll an alt and read newbie corp chat for a few minutes, it doesn't take long before I'm facepalming and resisting the urge to unleash the force through the keyboard against the clown lying to newbies while they gape in awe at his Paladin.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Traiori
Going Critical
#31 - 2014-08-06 19:13:42 UTC
I'm tired and I've been bittervet'ing all day on the wormhole forums, but how about "SP for milestones" type things to help drag new players out of their shells.

Bonus SP for killing something in losec, killing something in nullsec, your first podkill, your first expedition escalation. Your first player corp, your first alliance. Your first wormhole jump, your first radar can hack. Not huge amounts - maybe in the region of a few thousand for each - but enough to give new players who are willing to get out there and diversify some kind of minor benefit.

Naturally any system which offers a flat reward is going to benefit old players over new players (and I'm sure that all current players in the game will enjoy having an extra million SP, if it gets to be as much as that) but forget about that. Malcanis will always apply in EVE because of the non-scaling nature of progression. Focus instead of making it as positive as possible for new players and encouraging the nature of exploration in new players.

I would say that offering these achievements at benchmarks would be counter productive however. "Mine 10000 asteroids" is a grinding task, which should be avoided. "Mine an asteroid to completion" is a stepping stone on the path to mastering EVE, or at least exploring the opportunities that it offers.
Maldiro Selkurk
Radiation Sickness
#32 - 2014-08-06 20:10:17 UTC  |  Edited by: Maldiro Selkurk
Soldarius wrote:

Well I made a trial account in 2009, played for one week, and quit due to boredom. I started again this March and stuck it out. I found just jumping into an Imicus and heading directly into nullsec to be way more interesting than the starter missions I had done last time.

The unwritten assumption is that if we get everyone to nullsec then they would all be happy as clams and the game would grow immensely. I also traveled to nullsec and even to truesec within 3 days of beginning to play EVE, hated them both and have never returned. Using your unwritten assumption we should get rid of nullsec and truesec to get more players to stay in highsec so they would stay and the game would grow immensely.

Firstly, secondhand (?) anecdotal support of some view point couldn't be more useless if you tried to make it so.

Secondly, EVE is a niche game that grows primarily because the number of people playing video games overall grows not because EVE is capturing a larger percentage of the video game playing world; this is not likely to change unless you carebear the game out.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Experiment 32423
Doomheim
#33 - 2014-08-06 20:18:33 UTC
Maldiro Selkurk wrote:
Soldarius wrote:

Well I made a trial account in 2009, played for one week, and quit due to boredom. I started again this March and stuck it out. I found just jumping into an Imicus and heading directly into nullsec to be way more interesting than the starter missions I had done last time.

The unwritten assumption is that if we get everyone to nullsec then they would all be happy as clams and the game would grow immensely. I also traveled to nullsec and even to truesec within 3 days of beginning to play EVE, hated them both and have never returned. Using your unwritten assumption we should get rid of nullsec and truesec to get more players to stay in highsec so they would stay and the game would grow immensely.

Firstly, secondhand (?) anecdotal support of some view point couldn't be more useless if you tried to make it so.

Secondly, EVE is a niche game that grows primarily because the number of people playing video games overall grows not because EVE is capturing a larger percentage of the video game playing world; this is not likely to change unless you carebear the game out.


That's fine, no one is saying every new player will be happy in null or low, but to many people, it offers a more engaging experience so at least showing new players a whole different world even exists in the first place is a good step, even if they hate it and don't return.
Sibyyl
Garoun Investment Bank
Gallente Federation
#34 - 2014-08-06 20:27:43 UTC
Val'Dore wrote:
I'd start with newbie corps and the myth that having vets in them is helpful. Newbie corps, just like newbie space should be outgrown and left behind. If anyone in State War Academy can fly a Tech 2 anything, they've been there far too long already.

Not sure why a mission runner, hauler alt, logi alt, or various other alt usages need to be in a player corp. There are plenty of other alts that should be in a corp but the needs are very subjective.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Pheusia
Vanishing Point.
The Initiative.
#35 - 2014-08-06 20:29:36 UTC
Soldarius wrote:
Excerpt taken from EN24:

Quote:
Is that what attracted you to Eve Online? How did you hear about it in the first place?

I’ve heard about it a lot over the years. But the Eve marketing team will be happy to know the Real Stories of Eve comic piqued my interest more. I also stumbled upon Chessur’s Confessions of a Stealth Bomber Killer blog. Both of those gave me a sense of the atmosphere of the game.

Nice. Was it shortly after that you started playing? How long have you been flying around in New Eden now?

Well I made a trial account in 2009, played for one week, and quit due to boredom. I started again this March and stuck it out. I found just jumping into an Imicus and heading directly into nullsec to be way more interesting than the starter missions I had done last time.


Relevant part bolded.

I know you [CCP] are aware that your new player experience leaves much to be desired. I just wanted to reinforce that awareness.


All lies he joined because he heard that he could endlessly grind missions and mine veld in hi-sec in perfect safety
Pheusia
Vanishing Point.
The Initiative.
#36 - 2014-08-06 20:30:59 UTC
Traiori wrote:
I'm tired and I've been bittervet'ing all day on the wormhole forums, but how about "SP for milestones" type things to help drag new players out of their shells.

Bonus SP for killing something in losec, killing something in nullsec, your first podkill, your first expedition escalation. Your first player corp, your first alliance. Your first wormhole jump, your first radar can hack. Not huge amounts - maybe in the region of a few thousand for each - but enough to give new players who are willing to get out there and diversify some kind of minor benefit.

Naturally any system which offers a flat reward is going to benefit old players over new players (and I'm sure that all current players in the game will enjoy having an extra million SP, if it gets to be as much as that) but forget about that. Malcanis will always apply in EVE because of the non-scaling nature of progression. Focus instead of making it as positive as possible for new players and encouraging the nature of exploration in new players.

I would say that offering these achievements at benchmarks would be counter productive however. "Mine 10000 asteroids" is a grinding task, which should be avoided. "Mine an asteroid to completion" is a stepping stone on the path to mastering EVE, or at least exploring the opportunities that it offers.



Actually Malcanis rather likes your idea as long as the SP awards are token in size (otherwise the ganking community thanks you for your support)
Traiori
Going Critical
#37 - 2014-08-06 20:45:30 UTC
Pheusia wrote:
Actually Malcanis rather likes your idea as long as the SP awards are token in size (otherwise the ganking community thanks you for your support)


My idea was to make them token for the effort and time involved, and to ensure that there were plenty of hoops to jump through.

I can't think that a suicide ganker would want to mine a roid, get podded, get into a cruiser/battlecruiser, etc: it's a lot of time investment for not a huge reward. Yet, at the same time, new players will do it because they're still exploring the game and finding out new things. It's to provide some incentive to discover the sandbox, rather than leaving it up to player initiatives to drive this discovery.

Each milestone to be worth maybe an hour's training. Maybe as much as two hours? Not huge amounts, but enough to be significant to a new player who wants to try out new things. Yes, you can instantly train that frigate 1 skill to see if you like gallente more than caldari, yes you can pick up small blasters 1 because you heard they were better than railguns, and yes you can pick up railguns when you discover that blasters are terrible.

Diversification, rather than being a chore that prevents play, becomes something that they learn early on: they can try out these areas of play without too many problems, and they can discover what kind of weapon systems they like and dislike and what type of ships they should be flying.

It becomes an enabling system, one that encourages the experimentation that succesful sandbox play requires. Use Mio's old infographic with "things to do in EVE" to have some ideas for the kind of things that you could do. Once players start doing things, they're probably going to end up continuing to do things. It's about giving them enough small stepping stones early on to get them hooked, so that the bigger stepping stones that lead up to the mountains of 60 day skills seem less intensive.

Given that Battlecruisers V is now a 120 day train instead of a 30 day train, I think giving these people a leg up could be sensible.
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#38 - 2014-08-07 03:54:33 UTC
Dersen Lowery wrote:
Soldarius wrote:
(Quoting an EN24 interview)
Quote:
Well I made a trial account in 2009, played for one week, and quit due to boredom. I started again this March and stuck it out. I found just jumping into an Imicus and heading directly into nullsec to be way more interesting than the starter missions I had done last time.


Relevant part bolded.


One of the career agents--I think it's the advanced[1] combat agent--actually flat out tells new players that they're better off staying in high sec. Oh, sure, you could argue that it's in character for the agent, but that one never fails to raise an eyebrow.

[1] "advanced," meaning, last time I checked, that one of the later missions, "Weapon of Choice," involves fitting a civilian gun to your ship so that you can get acquainted with the weapons you've already been using, and which have probably already been upgraded to military hardware. LOL.



I remember a new player mission where you are tasked to deal with a pirate. When you meet up with this pirate, he tells you to abandon hi-sec and join him. Basically redirecting you to a pirate L1 agent. Have anyone ever taken the advice and gone? I have. The missions are much the same except players will catch you at gate or scan down your mission.

If your mission is to get an item, another player can take it forcing you to abandon the mission and take a faction hit.
Another player can camp your mission and prevent you from completing it.

There's no market down there.

There's really no point to run missions down there. Want to not get taxed? Form or join a corp in hi-sec that has no tax and run missions there.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Serene Repose
#39 - 2014-08-07 08:26:24 UTC  |  Edited by: Serene Repose
Once again...confused. WTH is he on about? For every person there's a reaction. CCP tailors game to everyone's first impression - pictures at seven? The tutorial not required to play EVE? What's the headline here?

Let me venture an observation. People come here from "other" games, in a hunt for "another game like the one I just left, only better." They find "EVE is like EVE," become disappointed and leave...(they rationalize this as "being bored with the game.") Let me guess. CCP should create some sort of introduction that appeals to people who have no mindset to appeal to in the first place?

You do have this other case, and this one doesn't engender any wall of text on the forum with words like "disappointment" or "boring". Player downloads EVE, gives it an honest shot, winds up playing for years. So....what's CCP supposed to do with THIS emergency? Personally, I'm happy to see CCP makes sense, and puts all these things in perspective, even though the vocal among us can't seem to do the same.

One real question - how many posts do we see that begin with: I downloaded EVE got bored and quit. But...I came back.
Now I'm here to stay.

We must accommodate the idiocracy.

Adrie Atticus
Caldari Provisions
Caldari State
#40 - 2014-08-07 09:06:40 UTC
Unsuccessful At Everything wrote:
Soldarius wrote:
EN24


Stopped reading right about there. Actually, it was exactly right there.

EN24 is about as reliable as the crazy cat lady who lives under the overpass, and about as unbiased as the old guy wearing a black garbage bag and a tinfoil hat and claims that a greek goddess gave him a leatherman multi-tool for his unwaivering faith towards a dead pigeon.


Actually the interview is from a PoV of a guy who genuinely sucks at Eve but is making it fun for himself by being a lovable asshat. You should check one of the torpedo delivery service videos.
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