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why do players stay in npc corps?

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Author
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#401 - 2015-03-17 03:47:39 UTC  |  Edited by: Scipio Artelius
Eli Stan wrote:
By the way, have CCP ever posted the detailed stats on accounts that weren't renewed? With info on account age and corp history for each? Or is this based on a passing comment in a blog or something along the lines of "most players who've let account subs lapse were in NPC corps at the time" without further detail? I don't recall the actual data being shown, just hearsay.

It's not hearsay. It's directly from CCP.

I'll see if I can drag up the references and add them to this post.

I can't remember off hand of it was CSM minutes, devblogs, o7 or something else; so it might be a little while.

e. thanks Sib
Sibyyl
Garoun Investment Bank
Gallente Federation
#402 - 2015-03-17 04:18:02 UTC
Of new players who are subbed:


  • 50% of them leave (in ~1 month)

  • 40% move into "a very isolated playstyle, mining and/or missioning and they stay pretty much to themselves. They don't trade very much, they don't engage in a very diverse range of activities". These players are involved in "theme park" activities, "sticking to missions and leveling up their raven" (CCP's own words). CCP "can see very clearly" that their NPE directs players in this direction. For "many of them that's not a good fit and they end up leaving"

  • 10% move into a "wide range of experiences", "training with other players, in corps much more often, they're talking on fleet chats more often, they're on PVP kills more often". "These people tend to stick with us, they love the game and stay with the game for a long time". If CCP can "get other players to have the experiences this group is having, the better off we will be because for them it is really rich and meaningful and it sticks with them all the time".



Source: Fanfest 2014 - New Player Experience Vision



Y'all want to keep telling Kaarous and Scip that they're making stuff up?

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

Valkin Mordirc
#403 - 2015-03-17 04:30:22 UTC
Sibyyl wrote:
Of new players who are subbed:


  • 50% of them leave (in ~1 month)

  • 40% move into "a very isolated playstyle, mining and/or missioning and they stay pretty much to themselves. They don't trade very much, they don't engage in a very diverse range of activities". These players are involved in "theme park" activities, "sticking to missions and leveling up their raven" (CCP's own words). CCP "can see very clearly" that their NPE directs players in this direction. For "many of them that's not a good fit and they end up leaving"

  • 10% move into a "wide range of experiences", "training with other players, in corps much more often, they're talking on fleet chats more often, they're on PVP kills more often". "These people tend to stick with us, they love the game and stay with the game for a long time". If CCP can "get other players to have the experiences this group is having, the better off we will be because for them it is really rich and meaningful and it sticks with them all the time".



Source: Fanfest 2014 - New Player Experience Vision



Y'all want to keep telling Kaarous and Scip that they're making stuff up?



^^

Entirely this.

It's not hearsay. So again, if CCP is saying, NPC corps seem to cause problems with play retention. So Arguing the point
that NPC corps and player corp balance is "Working as Intended" Is not true.
#DeleteTheWeak
Nevyn Auscent
Broke Sauce
#404 - 2015-03-17 04:35:33 UTC
Valkin Mordirc wrote:

^^

Entirely this.

It's not hearsay. So again, if CCP is saying, NPC corps seem to cause problems with play retention. So Arguing the point
that NPC corps and player corp balance is "Working as Intended" Is not true.

Except you are utterly misinterpreting the facts by saying that CCP is saying NPC corps cause problems with play retention.
So yes, Kaarous is making it up.

Are there issues with player retention, undoubtedly. But NPC corps are NOT what cause those problems, and NPC corps have just as much opportunity for socialising as any other corp.

What really causes the main issues are the lack of benefits from socialising in almost any PvE activity. You are punished for trying to be social in most forms of PvE by lower income even.
Valkin Mordirc
#405 - 2015-03-17 04:58:26 UTC  |  Edited by: Valkin Mordirc
Quote:


What really causes the main issues are the lack of benefits from socialising in almost any PvE activity. You are punished for trying to be social in most forms of PvE by lower income even.



I can agree with that. It's a fair point, However if misson rewarded equal benefit it make mess with the market so an entirely new reward system is needed.

Quote:
Except you are utterly misinterpreting the facts by saying that CCP is saying NPC corps cause problems with play retention.
So yes, Kaarous is making it up.

Are there issues with player retention, undoubtedly. But NPC corps are NOT what cause those problems, and NPC corps have just as much opportunity for socialising as any other corp.


I feel as if I slightly misinterpreted myself. Let me backpedal a little bit.

NPC corps need tweaked, Highsec Player Corps need buffed.

However. Buffed is not to allow "Wardec Immunity" by buff I mean to allow more long term goals to be reached.

As for NPC corps being a problem, and needing tweak. They don't really give players long term goals. Or goals to reach out side of a personal level. If I stayed in an NPC corp, I would have quit EVE long time ago, I've had three accounts before this one, and quit mainly because I didn't know what I was doing.

NPC corps are an issue for me because for any Newbro it isn't enough to provide a good hook to keep them playing and keeping the game I like fresh and going.

That is just me, so it could be different. However I strongly feel that that, NPC corps do not provide direction. That is what needs to be fixed about NPC corps.
#DeleteTheWeak
Ferni Ka'Nviiou
Doomheim
#406 - 2015-03-17 05:37:01 UTC  |  Edited by: Ferni Ka'Nviiou
Valkin Mordirc wrote:
NPC corps need tweaked, Highsec Player Corps need buffed.

However. Buffed is not to allow "Wardec Immunity" by buff I mean to allow more long term goals to be reached.

As for NPC corps being a problem, and needing tweak. They don't really give players long term goals. Or goals to reach out side of a personal level. If I stayed in an NPC corp, I would have quit EVE long time ago, I've had three accounts before this one, and quit mainly because I didn't know what I was doing.

NPC corps are an issue for me because for any Newbro it isn't enough to provide a good hook to keep them playing and keeping the game I like fresh and going.

That is just me, so it could be different. However I strongly feel that that, NPC corps do not provide direction. That is what needs to be fixed about NPC corps.

That's the new player experience you're wanting a change in.

Player corps don't naturally provide direction either.

The core fault is the new player experience.
Valkin Mordirc
#407 - 2015-03-17 07:03:52 UTC
Ferni Ka'Nviiou wrote:
Valkin Mordirc wrote:
NPC corps need tweaked, Highsec Player Corps need buffed.

However. Buffed is not to allow "Wardec Immunity" by buff I mean to allow more long term goals to be reached.

As for NPC corps being a problem, and needing tweak. They don't really give players long term goals. Or goals to reach out side of a personal level. If I stayed in an NPC corp, I would have quit EVE long time ago, I've had three accounts before this one, and quit mainly because I didn't know what I was doing.

NPC corps are an issue for me because for any Newbro it isn't enough to provide a good hook to keep them playing and keeping the game I like fresh and going.

That is just me, so it could be different. However I strongly feel that that, NPC corps do not provide direction. That is what needs to be fixed about NPC corps.

That's the new player experience you're wanting a change in.

Player corps don't naturally provide direction either.

The core fault is the new player experience.


Aye, However every new player starts in an NPC corp. So NPC corps need to be more New Player open,

NPC corps themselves I still believe are a problem. as listed above.
#DeleteTheWeak
Vincent Athena
Photosynth
#408 - 2015-03-17 07:33:41 UTC  |  Edited by: Vincent Athena
About this part:

"40% move into "a very isolated playstyle, mining and/or missioning and they stay pretty much to themselves. They don't trade very much, they don't engage in a very diverse range of activities". These players are involved in "theme park" activities, "sticking to missions and leveling up their raven" (CCP's own words). CCP "can see very clearly" that their NPE directs players in this direction. For "many of them that's not a good fit and they end up leaving"

How do we know that "for many of them that's not a good fit"? Maybe for that 40%, solo, isolated play is exactly what they want from a game. They do as much of that play style as Eve has to offer, find they have done all they can do, and move on to some other game.

Maybe, given the entire philosophy on which Eve is written, it only appeals to 10% of the people who try it. If we want more people to stay with Eve, changing the NPE, or corps, or NPC corps is not enough. We need to look deeper, into the basic philosophy of Eve. ( Cold, hard universe, actions have consequences, you are never safe, player driven content with some theme park stuff here and there.)

Or we keep the current philosophy, and accept that 10% of new players will be all Eve ever keeps.

Know a Frozen fan? Check this out

Frozen fanfiction

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#409 - 2015-03-17 07:56:41 UTC  |  Edited by: Scipio Artelius
Vincent Athena wrote:
Or we keep the current philosophy, and accept that 10% of new players will be all Eve ever keeps.

Or keep the current philosophy, make changes to the NPE and find ways to make player corps more discoverable and more attractive to move to, so that the players among that 90% that will also be attracted by the play that the 10% find, have ways to find/access it easier.
Niobe Song
Center for Advanced Studies
Gallente Federation
#410 - 2015-03-17 08:29:57 UTC  |  Edited by: Niobe Song
IMO the new player experience has more to do with poor player retention.


ETA: and actually just watched that video clip again and that is EXACTLY what he is talking about. Improving the NPE because they feel that has a lot to do with poor player retention. But I do know there was a comment made by a Dev about NPC corps too. I remember that. I think maybe it was around the same time.

But anyway they are obviously working on the NPE though I haven't tried it out yet. From what little I saw of it in action I am not sure how big a help it would be. What I am hoping they will do next is totally revamp the tutorial missions.

First of all streamline them. Consolidate the Military agents into 1. Consolidate the business and industry agents into 1. There is so much silly overlap. Make the exploration tutorial more detailed. Go into combat sites - this is a whole lucrative playstyle that is similar to missions but I think a bit more interesting and with more exciting rewards (even if the ISK per hour isn't as high as level 3 or 4 blitzting), explain wormholes better (to newbies they are just an annoying and scary thing to uncover)

Encourage player cooperation. Have another epic arc with a boss like Dagan at the end that encourages new players to seek each other out for help because they can't do it alone.

Encourage PvP RIGHT AWAY. One fault in the NPC corps is that if a 2 day old player says they are going into null a chorus of people will warn them they will be doomed. Potentially scaring them off forever. I know that was how it was for me at first and took years to overcome. Have some sort of tutorial where you actually PvP against other newbs. Something where you are given fit frigates and there is some sort of PvP wormhole or zone where you have to complete different PvP objectives. I am sure there are ways it can be abused so it would be need to be implemented carefully but get people right into the action.

Better tutorial on fitting ships. Honestly I found this so confusing when I first started playing that it was actually a pretty serious obstacle. I would lose a ship and rather than try to figure out how to fit a new one I would just log off. The tutorials didn't help at all and in fact taught awful practices (mismatched weapons, mismatched tank, etc.).

There is tons of work to do on the NPE. Hopefully what they are doing now is a good start.
Leannor
State War Academy
Caldari State
#411 - 2015-03-17 09:29:00 UTC  |  Edited by: Leannor
IMO there's just not that many people in the world who have the correct mentality to appreciate EVE and commit to it. Too many quick quid type people.

It should be more about attracting more of the right crowd in the first place, than trying to change the game to retain those who aren't the right fit for EVE.

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Diggle Dirker
Doomheim
#412 - 2015-03-17 09:36:40 UTC
Vincent Athena wrote:
About this part:

"40% move into "a very isolated playstyle, mining and/or missioning and they stay pretty much to themselves. They don't trade very much, they don't engage in a very diverse range of activities". These players are involved in "theme park" activities, "sticking to missions and leveling up their raven" (CCP's own words). CCP "can see very clearly" that their NPE directs players in this direction. For "many of them that's not a good fit and they end up leaving"

How do we know that "for many of them that's not a good fit"? Maybe for that 40%, solo, isolated play is exactly what they want from a game. They do as much of that play style as Eve has to offer, find they have done all they can do, and move on to some other game.


+1

CCP are being disingenuous there. It's not that mining, missioning and leveling up their raven are "not a good fit" for those players, it's that those things are simply not much fun compared to solo PvE activities in other MMOs. The PvPers will naturally gravitate to the sandbox stuff and remain subscribed. The others will get bored staring at rocks/shooting NPCs and leave.

If CCP want those players to remain then they'll have to overhaul PvE. Make solo activities more engaging. Allow players to participate in group PvE combat within hours of character creation, not weeks. "But muh EVE is a PvP game!" So what? That's not an excuse for a subpar PvE experience.

Focusing on the New Player Experience is like putting fresh paint over damp patches. Fix what you're selling before you try to sell it.
Leannor
State War Academy
Caldari State
#413 - 2015-03-17 09:45:27 UTC  |  Edited by: Leannor
Diggle Dirker wrote:
Vincent Athena wrote:
About this part:

"40% move into "a very isolated playstyle, mining and/or missioning and they stay pretty much to themselves. They don't trade very much, they don't engage in a very diverse range of activities". These players are involved in "theme park" activities, "sticking to missions and leveling up their raven" (CCP's own words). CCP "can see very clearly" that their NPE directs players in this direction. For "many of them that's not a good fit and they end up leaving"

How do we know that "for many of them that's not a good fit"? Maybe for that 40%, solo, isolated play is exactly what they want from a game. They do as much of that play style as Eve has to offer, find they have done all they can do, and move on to some other game.


+1

CCP are being disingenuous there. It's not that mining, missioning and leveling up their raven are "not a good fit" for those players, it's that those things are simply not much fun compared to solo PvE activities in other MMOs. The PvPers will naturally gravitate to the sandbox stuff and remain subscribed. The others will get bored staring at rocks/shooting NPCs and leave.

If CCP want those players to remain then they'll have to overhaul PvE. Make solo activities more engaging. Allow players to participate in group PvE combat within hours of character creation, not weeks. "But muh EVE is a PvP game!" So what? That's not an excuse for a subpar PvE experience.

Focusing on the New Player Experience is like putting fresh paint over damp patches. Fix what you're selling before you try to sell it.

The man has a point ... but, don't fix by destroying what is good. Careful fixing is required here.

There must be a way to make group activity (in any part of EVE) noticably more rewarding (isk wise) than solo, 'for the individual'. So many times in a group the higher skilled peeps feel they're loosing out because of lower skilled players. And even when evenyl matched, it's often either just as efficient or not much worse (and less hassle) going solo.

And I mean every angle of eve. Trading, manufacuring, PI, haluing (we have mining bonus, why not fleet haulage bonuss in warp stabs etc) ... jsut a few ideas ...

* I say isk wise, because the social aspect will be more rewarding by definition, though maybe there's some group mechanics that can be improved ...

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Mikael Menethil
Royal Amarr Institute
Amarr Empire
#414 - 2015-03-17 10:26:32 UTC
Vincent Athena wrote:

Maybe for that 40%, solo, isolated play is exactly what they want from a game.

Maybe, given the entire philosophy on which Eve is written, it only appeals to 10% of the people who try it. If we want more people to stay with Eve, changing the NPE, or corps, or NPC corps is not enough.


Spot on.

Many are interested in EVE simply because they have no other options.
They know what kind of "game" this is, but they still give it a try, thinking maybe they can manage to avoid most of the PvP stuff and play it like an average mmorpg.

As soon as they'll get more options, I think they will not bother the EVE community again.
Until then, they isolate and try to do whatever they want to do.
Black Pedro
Mine.
#415 - 2015-03-17 11:41:10 UTC
Diggle Dirker wrote:

CCP are being disingenuous there. It's not that mining, missioning and leveling up their raven are "not a good fit" for those players, it's that those things are simply not much fun compared to solo PvE activities in other MMOs. The PvPers will naturally gravitate to the sandbox stuff and remain subscribed. The others will get bored staring at rocks/shooting NPCs and leave.

If CCP want those players to remain then they'll have to overhaul PvE. Make solo activities more engaging. Allow players to participate in group PvE combat within hours of character creation, not weeks. "But muh EVE is a PvP game!" So what? That's not an excuse for a subpar PvE experience.

Focusing on the New Player Experience is like putting fresh paint over damp patches. Fix what you're selling before you try to sell it.

But that is the point, CCP is not trying to sell a single player mining simulator or missioning game. They have built a single-shard universe where everyone influences everyone else. This player-driven sandbox is suppose to be a place where players interact with each other and make their own stories, not consume pre-written content. CCP wants players to engage with the sandbox and other players, not wall themselves off from the greater universe of New Eden.

CCP Rise recently summed this up nicely:
Quote:

We have tried and tried to validate the myth that griefing has a pronounced affect on new players - we have failed. The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Isolating players away from the actual sandbox seems very contrary to what we would like to accomplish.


Sure, it would be great if there was enough developer resources to completely revamp PvE content, but that is not CCP's primary focus, nor is it an approach that would increase player retention according to their data. Solo PvE players do not add much to the greater universe, and therefore will be a low priority for a company trying to make a sandbox game for players to frollic with each other in. Perhaps we will eventually see some more group-orientated PvE content like Incursions, but don't expect CCP to spend much effort on content that is mostly "walled off" from the rest of the game like more solo missions.

If some players truly understand what kind of game this is and still prefer to play in the sandbox by themselves, more power to them. But really the game should encourage all players, both new and established to leave NPC corps in order to make more rewards. As was said player corps need a good, solid buff to make them a persistent entity that has value, can be improved and that players want to defend. Right now the game does not provide incentives for players to team up (at least in highsec) or defend a corp. The mechanics reward solo, risk-averse play rather than collaborative and risky group play to the detriment of a vibrant sandbox.
Gimme Sake
State War Academy
Caldari State
#416 - 2015-03-17 11:46:12 UTC
Black Pedro wrote:

The mechanics reward solo, risk-averse play rather than collaborative and risky group play to the detriment of a vibrant sandbox.



Have you, Sir, heard about the Blob?

"Never not blob!" ~ Plato

Kaarous Aldurald
Black Hydra Consortium.
#417 - 2015-03-17 11:50:26 UTC
Sibyyl wrote:

Y'all want to keep telling Kaarous and Scip that they're making stuff up?



Of course they want to keep telling me that.

Feels > Reals for these people.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Thora Zhubilai
Bluenose Corporation
#418 - 2015-03-17 12:11:18 UTC
Hardness, harshness, nastiness, villainy, viciousness and more which are usual in that game are the reasons why a lot of us enjoy it.
But there are also the reasons why a lot of newcomers leaves…

That’s Eve’s dilemma!

Hi all!

Kaarous Aldurald
Black Hydra Consortium.
#419 - 2015-03-17 12:20:07 UTC
Thora Zhubilai wrote:

But there are also the reasons why a lot of newcomers leaves…


Nope.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tipa Riot
Federal Navy Academy
Gallente Federation
#420 - 2015-03-17 12:54:52 UTC
Sibyyl wrote:

*the facts*

Thanks a lot for sharing again ... I hope this finally kicks the NPC garbage out of the discussion and we can go back to the core of the problem ... how to make new players experience "This is EvE" with as small barriers as possible, so they can judge if it's the game they want to play (for the rest of their lives Blink).

To speak for myself, what finally got me in, were the NPSI groups and fleets and all the different play styles associated with them, from small scale frigate size, being part of a large battleship fleet to cloaky ops. Everybody can participate from a few weeks in the game, with no politics, (almost) no drama, no obligations (except TS/Mumble), just x-up and have fun (or not).

I think the best you can do is, take newbies out for a PvP op yourself (if you want to FC) or direct them towards the NPSI groups to fly with them a couple of times ... I'm sure, if they get hooked, they will likely stay, if not, at least they can't complain not being able to experience "This is EvE".


I'm my own NPC alt.