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why do players stay in npc corps?

First post
Author
Vincent Athena
Photosynth
#421 - 2015-03-17 13:56:22 UTC  |  Edited by: Vincent Athena
Kaarous Aldurald wrote:
Thora Zhubilai wrote:

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


Nope.

Oddly, CCP says they cannot verify that griefing drives away players, then make a change to the game designed to reduce griefing, all in the name of player retention!

I speaking of the friendly fire switch corps now have. CCP's reasoning: New players join a corp, and get shot for their trouble. They go back to an NPC corp. Other new players hear about this, and decide to not join a corp at all. They stay in an NPC corp, and eventually leave the game. CCP decides to add the friendly fire switch to help this situation, to help keep these players.

Then they say players are not leaving due to griefing? Huh? Then what was the reason for the friendly fire switch?

I can see CCPs statement in a very literal way: The players who stayed in an NPC corp, then quit the game, did not get griefed out. After all, they never joined a corp and got shot. The actions they made were to avoid potential griefing. In a literal sense, CCP's statement, that they were not griefed out, is correct. But they still left due to griefing.

Things CCP is doing, and talking about doing:

The friendly fire switch may help. It will be interesting to see.

They are re-doing the new player experience.

Social groups made easy. We already have these. I personally think they should be defined as "A collection of pilots, corps, or alliances that all share a common interest" and be called coalitions. Game mechanics would define them as at least one chat channel, at least one mailing list, and moderators., Under this definition, even the AJ role play group is a coalition.

Corp lite: A corp that cannot participate in war, cannot be part of an alliance, and cannot hold in-space assets, and has a small NPC tax (say half of the NPC corp tax.)

CCP also does need to make finding a corp easier, and make finding a social group easier. The main thing I want to know: Are the other players people to my liking, and do things I like to do? Somehow I need to be able to research that. Sort through all the hundreds of corps, and find the one for me.

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Mikael Menethil
Royal Amarr Institute
Amarr Empire
#422 - 2015-03-17 14:17:19 UTC
It's just a guy that says it's a myth, when Google is full of results that say otherwise.

I could compile a list with all the discussions about quitting EVE and griefers, if they would post some data from the survey given to the player when he quits.

Diggle Dirker
Doomheim
#423 - 2015-03-17 14:24:31 UTC  |  Edited by: Diggle Dirker
Meh.
Black Pedro
Mine.
#424 - 2015-03-17 14:29:10 UTC
Vincent Athena wrote:
Kaarous Aldurald wrote:
Thora Zhubilai wrote:

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


Nope.

Oddly, CCP says they cannot verify that griefing drives away players, then make a change to the game designed to reduce griefing, all in the name of player retention!

I speaking of the friendly fire switch corps now have. CCP's reasoning: New players join a corp, and get shot for their trouble. They go back to an NPC corp. Other new players hear about this, and decide to not join a corp at all. They stay in an NPC corp, and eventually leave the game. CCP decides to add the friendly fire switch to help this situation, to help keep these players.

Then they say players are not leaving due to griefing? Huh? Then what was the reason for the friendly fire switch?

That change was not made to reduce "griefing" of new players. It was made to encourage established players to take new players into their corp by reducing the risk to these established players with assets to awoxers. You can tell this as the switch was made optional meaning I can still set up a corp with the flag off, recruit a bunch of new players, and then blow them up for my entertainment. That wasn't nerfed at all.

CCP is trying their best to get players out of NPC corps and into player corps. The Friendly Fire change was essentially just a bribe to older players to try to get them to interact more with newer players.

Besides, awoxers were never a threat to new players. No one is going to go to the trouble of infiltrating a corp just to blow up a new player in a Venture. Awoxers were only a threat to established players in carebear corps with juicy assets. Probably still are in fact.

Mikael Menethil wrote:
It's just a guy that says it's a myth, when Google is full of results that say otherwise.

I could compile a list with all the discussions about quitting EVE and griefers, if they would post some data from the survey given to the player when he quits.


CCP Rise, one of the lead game designers at CCP is "just a guy"? He has access to this survey data you want, and he is saying quite clearly that there is no correlation between "griefing" and player retention. What more do you want?
Jenn aSide
Soul Machines
The Initiative.
#425 - 2015-03-17 14:41:35 UTC  |  Edited by: Jenn aSide
Kaarous Aldurald wrote:
Thora Zhubilai wrote:

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


Nope.


Kaarous Aldurald, you will now experience THIS, mainly because some people's worldview is tied to the idea that the actions of people they hate (who they call 'griefers' but who are actually playing the game within the rules of the EULA) must be responsible for some negative aspect of something. If the 'bad people' aren't actually making 'bad things' happen, that would call into question their personal judgement, which would cause soul searching, which would reveal the inner flaws that led them to the bad conclusion in the 1st place.

They can't have that under any circumstances, so cling to the myth of 'griefers running off new players' it is. The real truth is that most gamers don't have the stomach or patience for EVE so they quit and go play something more (instant gratification) 'fun'. It gnerally has nothing to do with mean people in spaceships.
Ciel993
Science and Trade Institute
Caldari State
#426 - 2015-03-17 17:29:09 UTC
so... what was this thread about again? I got confused after reading like 10 pages Roll
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#427 - 2015-03-17 17:57:15 UTC
Mostly because I like doing whatever I fee like doing. I might be a bit ADD about things and not want to commit to any particular area of a game at the moment. If I join an industrial corp I may decide I want to do a little FW content and then I'd have to leave my corp to do that and hope I get invited back. I seriously doubt there are industrial faction warfare corps I could join that do both of those things. I also sometimes don't want to be in faction warfare and make myself an easy target when I am just shooting space rocks and collecting ore cause I feel like making some quick easy isk.

If I join a nullsec corp I run the risk of inheriting all of their problems and become a big target as a result. If I join a losec pirate corp I run the risk of loosing security status which means entering high sec locations becomes problematic. I want to keep my options open and I suppose that is why I remain in an NPC Corp. It certainly isn't because I am scared of internet spaceships shooting at me though as I am currently at higher risk of that happening being in FW.

On top of all that, corp's can come with their own political bs I might not want to deal with at all, nor do I want to maintain a role in one and gain someone's trust. Kissing butt is just lame to me unless there is some really cool benefit that comes with it. It's nice to be in a corp that does things, but at the same time it sucks in a way because people have schedules that may or may not work for me as well. Anyway, if you really wanted to know maybe this answer will help fill in some blanks op. Have a great day!
Eli Stan
Center for Advanced Studies
Gallente Federation
#428 - 2015-03-17 18:25:50 UTC
Here's a recent thread written by a quitting newbie that might be interesting to discuss in context of this discussion since it touches on joining a player corp:

https://forums.eveonline.com/default.aspx?g=posts&t=412796

Do you think his experience trying to join a player corp is typical or atypical?
If it's atypical, we can ignore the situation. But if this sort of thing is common, do you think it's a problem? And if so, what do you think can be done to fix it?
Sibyyl
Garoun Investment Bank
Gallente Federation
#429 - 2015-03-17 19:27:34 UTC  |  Edited by: Sibyyl
Eli Stan wrote:
Here's a recent thread written by a quitting newbie that might be interesting to discuss in context of this discussion since it touches on joining a player corp:

https://forums.eveonline.com/default.aspx?g=posts&t=412796

Do you think his experience trying to join a player corp is typical or atypical?
If it's atypical, we can ignore the situation. But if this sort of thing is common, do you think it's a problem? And if so, what do you think can be done to fix it?


The plural of anecdotes isn't fact.

Brave is currently experiencing a high load of applications. Does this overwhelm your single point of data? Does it invalidate it?

Edit: I'm suggesting that cherry picking random rants on this forum (or reddit) are proof of nothing.

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

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#430 - 2015-03-17 19:33:59 UTC  |  Edited by: Scipio Artelius
Vincent Athena wrote:

Oddly, CCP says they cannot verify that griefing drives away players, then make a change to the game designed to reduce griefing, all in the name of player retention!

I speaking of the friendly fire switch corps now have. CCP's reasoning: New players join a corp, and get shot for their trouble. They go back to an NPC corp. Other new players hear about this, and decide to not join a corp at all. They stay in an NPC corp, and eventually leave the game. CCP decides to add the friendly fire switch to help this situation, to help keep these players.

No, that wasn't the reason. From page 78 of the summer summit:

CCP Masterplan - We're looking at changing three things before the end of the year. First is the intracorp
aggression rules - At the moment all members can now freely aggress each other. We are looking
to change this so that being in the same member corp does not give you the right to legally kill your corp
mates. The main goal of this is to make recruitment safer for the recruiter and the recruitee. And it will
remove the fact that you current cannot mitigate the risk of recruiting someone which makes people
not recruit.


Not about griefing (which is not allowed in the game) driving away players, but about removing perceived barriers to player corp recruitment for both the Corp and players that join them. The friendly fire switch was what motivated this thread in the first place.
Sibyyl
Garoun Investment Bank
Gallente Federation
#431 - 2015-03-17 19:53:29 UTC  |  Edited by: Sibyyl
Awox switch: though I think a few people have put a dramatic twist on this I think this change was made to remove ambiguity from Crimewatch rules.

From CSM 9 Winter Summit notes:
Quote:
CCP Masterplan then started talking about the incoming Corporation aggression changes. Switch modes takes 24 hours, and the current state is publicly visible. Swapping between modes also sends a notification to everyone in the corporation.
Sugar Kyle asked whether you would get a notification when you join a corporation with Friendly fire stating that it is enabled for that group. Masterplan showed that the Recruitment window would have a filter window, and that it would show in the application window what the state of Friendly Fire in it.

Masterplan brought up that the name might need to be changed for better clarity as it works differently to how other games handle friendly fire (other games don't penalize you and you can't do damage, opposite on both for EVE).




The change has nothing to with griefing as I'm not aware of any CCP statements in relation to this change that indicate this is their goal. I think too many people (on both sides) are projecting here..



Edit: I suppose the quote below is pretty damning and Vincent Athena may have a point here (though Vincent's interchangeable use of 'Awoxing' and 'griefing' makes no sense to me)..

CCP Bettik wrote:
What sold me on this point was we are teaching people that it's safer in an NPC corporation than a player corporation. We know that it is better for them to join a player corporation, but we want to make sure that people can get into a corporation. We know that there is a social barrier for some and some people have truly bad experiences. However, this is about the person that joins a corp and suddenly they are dead and they don't know what happened.

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

Niobe Song
Center for Advanced Studies
Gallente Federation
#432 - 2015-03-17 20:16:15 UTC
Eli Stan wrote:
Here's a recent thread written by a quitting newbie that might be interesting to discuss in context of this discussion since it touches on joining a player corp:

https://forums.eveonline.com/default.aspx?g=posts&t=412796

Do you think his experience trying to join a player corp is typical or atypical?
If it's atypical, we can ignore the situation. But if this sort of thing is common, do you think it's a problem? And if so, what do you think can be done to fix it?



Interesting thread. Not surprising to me that it might not be NPC corps, it might not be the NPE, it might just be because a lot of the people that play this game are not at all welcoming of new players. Fortunately that has not been my experience with CAS. I was lucky enough to find the right corp for me and I didn't even have an annoying application process. Lol
Eli Stan
Center for Advanced Studies
Gallente Federation
#433 - 2015-03-17 20:49:58 UTC
Sibyyl wrote:
Eli Stan wrote:
Here's a recent thread written by a quitting newbie that might be interesting to discuss in context of this discussion since it touches on joining a player corp:

https://forums.eveonline.com/default.aspx?g=posts&t=412796

Do you think his experience trying to join a player corp is typical or atypical?
If it's atypical, we can ignore the situation. But if this sort of thing is common, do you think it's a problem? And if so, what do you think can be done to fix it?


The plural of anecdotes isn't fact.

Brave is currently experiencing a high load of applications. Does this overwhelm your single point of data? Does it invalidate it?

Edit: I'm suggesting that cherry picking random rants on this forum (or reddit) are proof of nothing.


The data is valid. A newbie left. I was asking whether it had any meaning or any bearing on the current discussion. A thread caught my attention and I was asking whether that player's experience was typical or atypical. Your link indicates it might be atypical. Or maybe, it's typical but he was impatient and he didn't wait long enough to get a response? (Who is /r/outsideinfluence, by the way? Can we take them at their word BNI is the fastest growing alliance? I'm curious how fast that is as well. The whole premise of this thread is predicated on wanting to increase the growth rate of membership.) (By the way, do you really consider the posts by the newbie in the thread I linked to be part of a rant? I thought he was simply asking for some direction in EVE. He got some answers - whether they were good or bad answers is up for iterpretation - decided EVE wasn't to his taste, and made a choice to leave.)

So BNI seems to be doing very well in terms of recruitment... yet CCP says only 10% of people who try EVE end up in any sort of player corp... What's BNI doing that the rest of the corps aren't? Can the rest of EVE take lessons to improve the playerbase? What effect will forcing/incenting new players to leave their NPC corp have on recruitment efforts by a) growing corps like BNI, and b) the non-growing corps?
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#434 - 2015-03-17 21:04:22 UTC
Shailagh wrote:
Im trying to make ccp money here. They have data that shows people that stay in npc corps quit more often. They said corp ceos dont like recruiting noobs cuz of fear of awox, do you believe this is the main reason?

I believe people stay in npc corps (and therefor quit more often) to evade wars.

Are wars the most dangerous aspect to retention (players staying in npc corps) and therefore should be nerfed to increase player corp levels and retention?

Nerf wars to save the noobs and make people join player corps to increase retention and ccps wallet?

NPC corps have a large number of people paying attention to a single chat channel, and no rules in that channel. Seems like a great place for content to me!

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Kaarous Aldurald
Black Hydra Consortium.
#435 - 2015-03-17 22:13:11 UTC
Vincent Athena wrote:

Oddly, CCP says they cannot verify that griefing drives away players, then make a change to the game designed to reduce griefing, all in the name of player retention!


Nope.

I can still reverse awox newbies just as easily, and corp thief just as easily.

It was, in fact, intended to get more people into player corps, which just goes to prove my point that even CCP can't ignore the problem any longer.

Whether it was successful or whether it was the right move, could be contested. But the reason was not "griefing", if you even took a cursory read through their rationale. But I know full well that you and every other carebear didn't, you just saw what you wanted to see.

Feels > Reals, in full display.

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One of ours, ten of theirs.

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KIller Wabbit
MEME Thoughts
#436 - 2015-03-17 22:58:22 UTC  |  Edited by: KIller Wabbit
You look at all the reason trial accounts leave and the NPE stands out like a huge sore thumb. Even the new Opportunities based NPE is causing many potential customers to throw up their hands in frustration. Right now the NPE is a bloody revolving door - client downloaded, play for an hour - NOPE! Outta here! Frankly, I don't even see how CCP retains as many as they do. The NPC (non-)problem is the least of their worries.
Niobe Song
Center for Advanced Studies
Gallente Federation
#437 - 2015-03-17 23:09:01 UTC
That is a good question. I can say that for me it was the strength of their trailers that drew me back time and again. If you play a bit and unsub they are also very good about sending you email updates about new content and changes to the game and several times I came back because of that.

Off the top of my head I remember coming back when the new avatar system went into place. I was not a huge fan of the old ones (even though they had a certain charm) and when I saw some videos of the new avatar system I was intrigued and thought I would come back just to check it out. Once I did I got drawn back in for a while.

Most recently I came back because of the very welcome change to the skill queue system. My reason for unsubbing last year was I just had too many things going on with my RL. My father had just passed away and I had to travel back and forth to deal with packing up the house and deal with the estate. Because of the way the old queue system worked it was very easy to miss out on training time if you just got busy with RL and couldn't log on for stretches. Especially if you have multiple accounts it became a chore keeping track of it all. Since it felt like a bit of a rip off paying for a game that you didn't have time to log into but also were losing training time on I decided to unsub.

But then I saw the recent change to the skill queue system and came back. And now I have to say I am much less likely to unsub because even if RL gets hectic again I know I can have months worth of training time queued up (and not just some random level 5 that I queued as a space saver) with no fear of it dropping. Smart move on their part IMO.

But that initial NPE. Oof. They really need to focus even more resources on that as far as I am concerned.
ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#438 - 2015-03-17 23:14:40 UTC
I have removed some off-topic posts. Please stay on topic and be respectful, along with our other wonderful rules.

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beakerax
Pator Tech School
#439 - 2015-03-17 23:17:44 UTC
Vincent Athena wrote:
I speaking of the friendly fire switch corps now have. CCP's reasoning: New players join a corp, and get shot for their trouble. They go back to an NPC corp. Other new players hear about this, and decide to not join a corp at all. They stay in an NPC corp, and eventually leave the game. CCP decides to add the friendly fire switch to help this situation, to help keep these players.

The other half of the reasoning is that corporations were afraid to recruit because they were afraid newbs would awox them. Which also doesn't make a lot of sense.

My answer to the OP's question, even though the OP is a massive troll:
1) I live in highsec
1a) highsec corps are awful
2) I can do everything I want without joining or forming a corp
3) sometimes interesting people (or new players needing help) show up in NPC corp chat
Basil Pupkin
Republic Military School
#440 - 2015-03-18 01:53:55 UTC
Vincent Athena wrote:
Kaarous Aldurald wrote:
Thora Zhubilai wrote:

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


Nope.

Oddly, CCP says they cannot verify that griefing drives away players, then make a change to the game designed to reduce griefing, all in the name of player retention!

I speaking of the friendly fire switch corps now have. CCP's reasoning: New players join a corp, and get shot for their trouble. They go back to an NPC corp. Other new players hear about this, and decide to not join a corp at all. They stay in an NPC corp, and eventually leave the game. CCP decides to add the friendly fire switch to help this situation, to help keep these players.

Then they say players are not leaving due to griefing? Huh? Then what was the reason for the friendly fire switch?

I can see CCPs statement in a very literal way: The players who stayed in an NPC corp, then quit the game, did not get griefed out. After all, they never joined a corp and got shot. The actions they made were to avoid potential griefing. In a literal sense, CCP's statement, that they were not griefed out, is correct. But they still left due to griefing.

Things CCP is doing, and talking about doing:

The friendly fire switch may help. It will be interesting to see.

They are re-doing the new player experience.

Social groups made easy. We already have these. I personally think they should be defined as "A collection of pilots, corps, or alliances that all share a common interest" and be called coalitions. Game mechanics would define them as at least one chat channel, at least one mailing list, and moderators., Under this definition, even the AJ role play group is a coalition.

Corp lite: A corp that cannot participate in war, cannot be part of an alliance, and cannot hold in-space assets, and has a small NPC tax (say half of the NPC corp tax.)

CCP also does need to make finding a corp easier, and make finding a social group easier. The main thing I want to know: Are the other players people to my liking, and do things I like to do? Somehow I need to be able to research that. Sort through all the hundreds of corps, and find the one for me.

The switch was a bugfix, which removed the old hack, which allowed handful of people do duels when there were no dueling, and web freighters when there were no duels. Once duels arrived, the hack were not needed anymore and the right course of action were to remove it completely.
However, complaints were made. CCP went extra length, and delayed removal of the hack for YEARS until they came up with a solution which allow people who want it to optionally apply that hack to themselves, so all the slobs who wanted their freighter webbing bots to go unmodified, got that opportunity. I mean, even some hardcore pvp corps I know have switched to ff illegal; when you have it as legal, there must be a reason, and most of the rational reasons I can come up with have that exploity odor.

Now to new players retention, the reason switch improves it were not new players being shot at. It's removing reluctance of player corps to recruit people in fear of potential 10 hours heroes, who spam apps and go for a safari just to teach people that they should not accept newbs. This is a very good change, even my corp made a few recruits it would've denied otherwise, and it weren't even actually recruiting. It makes perfect sense from retention side, but as I said before, it was just a hack removal and initially had nothing to do with retention.

Corp lites you are proposing is actually a combination of a fleet and a contact list, and you already have both. Maybe teach new people how to use those instead? Fleet interface is very hard to understand initially, and eve could really benefit from "add a friend" achievement other mmos have to make people understand the contact list.

And NPC corps need to have some kind of intro. I still remember just starting and my first and unanswered-to-date question was "where the hell do I stand?". I mean, there are people with green stars and people without them, what the hell does it means? I seriously thought for at least two weeks that green star is a rookie sign (being "green" kinda made that sense). There is not nearly enough explanation who the hell are those people around you, where is your position in this social ecosystem. Making people more aware of their status is what makes them wonder if it can be improved.

Then, if we can fix the grief decs, eve can be a game I can recommend to people who are not masochistic.
And yes, I have an older character I were griefed out on. Coming back just happened on an impulse a year after that. Grief decs did it.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.