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why do players stay in npc corps?

First post
Author
Steppa Musana
Doomheim
#561 - 2015-03-20 04:44:26 UTC  |  Edited by: Steppa Musana
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
Actually yes, it is the fault of players if you subscribe to the logic that social interaction drives retention.


Social interaction does drive retention.

And they're being set up for failure because of the way NPC corps work right now, and because the tutorials push people into PvE.

Those two things combined are a death sentence for subscriptions, even CCP acknowledges this.


Quote:

It seems you do agree that existing social groups shouldn't get free members.


I certainly don't think that new players should start in EVE Uni, if that's what you mean. But that does not preclude us from improving upon the deeply flawed current rules of NPC corps.

I want you to very explicitly describe the process you are claiming happens and the attributes of an NPC corp specifically that drive that process.

You stated the NPE pushes people into PvE, which I can agree with, but that says nothing of NPC corps. The NPE could be gutted without touching the NPC corps. So how do they, the corps, specifically feed into this. I need to know how that works, not just what you claim the ends are, to make sense of this.

If you're doing PVE, you're doing it to earn ISK. Yes some players enjoy the gameplay but what they enjoy most is finding ways to max out how much ISK they earn through it. 1 man or NPC corps in highsec are perfect for it.

PVE gaming also comes tied with risk aversion. Its true everywhere, "dock up" is the main strategy outside of highsec.

So now you have a place, NPC or 1 man corps, that offer you the best of both. You dont have to dock up or fight so your ISKing is uninterrupted, which leads to the most profit. And your risk is minimal if you aren't a mutt.

50% NPC corp tax (all income that isnt trading) and wardecs following you when you drop corp would solve it imo.
Valkin Mordirc
#562 - 2015-03-20 04:53:12 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

I want you to very explicitly describe the process you are claiming happens and the attributes of an NPC corp specifically that drive that process.

You stated the NPE pushes people into PvE, which I can agree with, but that says nothing of NPC corps. The NPE could be gutted without touching the NPC corps. So how do they, the corps, specifically feed into this. I need to know how that works, not just what you claim the ends are, to make sense of this.


Are you serious?

Okay, laid out for you:

NPC corps are immune to wars.

Therefore, they attract people who do not want to engage in any PvP or player interaction in general.

These people, whose whole reason for being in an NPC corp is to avoid player interaction, are the first people that newbies see, the first group they get to interact with.

Get it yet?



Thank god Veers and Basil are in Rolling corps aye? =P
#DeleteTheWeak
Niobe Song
Center for Advanced Studies
Gallente Federation
#563 - 2015-03-20 04:55:03 UTC
Considering the HUGE difference in damage players do to NPC ships vs. the damage that players do to each other (or was it damage that the NPC's do to players?) that CCP Quant showed during the keynote I would say there are a lot of people who are ratting or doing missions either because they enjoy that play style or because they need the income to be able to pursue their other interests. I'm not sure making NPC corps susceptible to war decs is going to have any sort of positive effect on player retention.

Sure Eve is a PvP game. But there is an awful lot of PvE going on.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#564 - 2015-03-20 04:57:14 UTC
Kaarous Aldurald wrote:
Are you serious?

Okay, laid out for you:

NPC corps are immune to wars.

Therefore, they attract people who do not want to engage in any PvP or player interaction in general.

These people, whose whole reason for being in an NPC corp is to avoid player interaction, are the first people that newbies see, the first group they get to interact with.

Get it yet?

Thanks for the demonstration that this is again a social issue. Nothing about the corps themselves is the issue, it's people. The resolution is equally social. Without dec immunity you create a fish in a barrel scenario and without the ability for veterans to remain you have a sea of total new players without any social contact from veterans.

This the issue is again social with the best mechanical compromise I can think of. But I'm not that creative, and fully open to the idea of something better. What rules allow for veteran interaction without exposing people to aggression they can't yet understand? And what keeps veterans from creating characters to counter the supposed carebear influence?

All I can think of is consolidating the corps and allowing more vets to join at least in being in the channels.
Valkin Mordirc
#565 - 2015-03-20 04:59:23 UTC
Niobe Song wrote:
Considering the HUGE difference in damage players do to NPC ships vs. the damage that players do to each other (or was it damage that the NPC's do to players?) that CCP Quant showed during the keynote I would say there are a lot of people who are ratting or doing missions either because they enjoy that play style or because they need the income to be able to pursue their other interests. I'm not sure making NPC corps susceptible to war decs is going to have any sort of positive effect on player retention.

Sure Eve is a PvP game. But there is an awful lot of PvE going on.



PVE in EVE happens yes, I don't think anyone here has a problem with PVE. Whats your point? That hence EVE has PVE it's not just a PVP game?

EVE is a PVP game at its core, containing elements of PVE.

I think PVE as a way for PVP to happen via ISK and Mod drops.
#DeleteTheWeak
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#566 - 2015-03-20 05:02:09 UTC
Steppa Musana wrote:
If you're doing PVE, you're doing it to earn ISK. Yes some players enjoy the gameplay but what they enjoy most is finding ways to max out how much ISK they earn through it. 1 man or NPC corps in highsec are perfect for it.

PVE gaming also comes tied with risk aversion. Its true everywhere, "dock up" is the main strategy outside of highsec.

So now you have a place, NPC or 1 man corps, that offer you the best of both. You dont have to dock up or fight so your ISKing is uninterrupted, which leads to the most profit. And your risk is minimal if you aren't a mutt.

50% NPC corp tax (all income that isnt trading) and wardecs following you when you drop corp would solve it imo.

That would also expand the issue of wardec responses of docking up which as I recall was already acknowledged as problematic. If we're willing to disregard this as a possible driver for players leaving the game or of the opinion that we don't care if those people leave then i suppose that is a solution.
Kaarous Aldurald
Black Hydra Consortium.
#567 - 2015-03-20 05:05:36 UTC
Tyberius Franklin wrote:

Thanks for the demonstration that this is again a social issue. Nothing about the corps themselves is the issue, it's people.


Still off base.

We should not be enabling this, and certainly should not be enabling such people being the ones with prime access to new players.

It needs to be addressed, because CCP has already established for us that it's a problem.


Quote:
And what keeps veterans from creating characters to counter the supposed carebear influence?


Because we actually like to play the game. Those of us who enjoy wardecs and PvP cannot do so in an NPC corp barring suicide ganking. We are effectively forbidden from interacting with new players at the basic stage of development.

That needs to change, that's my whole point in all of this. The new player experience needs to stop being exclusively carebear friendly, and that means changing NPC corps.


Quote:

All I can think of is consolidating the corps and allowing more vets to join at least in being in the channels.


Consolidation is one step, yes.

"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.

Eli Stan
Center for Advanced Studies
Gallente Federation
#568 - 2015-03-20 05:06:17 UTC
Kaarous Aldurald wrote:
Okay, laid out for you:

NPC corps are immune to wars.

Therefore, they attract people who do not want to engage in any PvP or player interaction in general.

These people, whose whole reason for being in an NPC corp is to avoid player interaction, are the first people that newbies see, the first group they get to interact with.


Okay, so how does forcing / incenting them to leave their NPC corp drive up retention? You describe them as "people who do not want to engage in any PvP or player interaction in general," so what do you think they'll do once out of their NPC corp? Join CFC and respond to CTAs? Join a small corp and start chatting with a handful of strangers they've never met before? No, I doubt it. I suspect they'll form a one-person corp and continue like they had been. And get bored even more quickly if they're deced and decid to wait out the war in station or not even bother logging on.

And how do these newbies see the interaction-avoiding veterans if the veterans never interact? Presumably those vets are off leveling their Raven in L4 missions, not hanging out in NPC corp chat or starter system local chat...

No, what newbies see when they start is an NPE that shows them how to mine, how to mission, how to build ammo, and how to rat. No change that CCP can make to NPC corps will change that.

What the newbies need is a better NPE and veteran-led fieldtrips. Older Raven-leveling players in danger of getting bored and quitting could stand to be offered the opportunity to go on some fieldtrips as well.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#569 - 2015-03-20 05:08:52 UTC
Valkin Mordirc wrote:
Niobe Song wrote:
Considering the HUGE difference in damage players do to NPC ships vs. the damage that players do to each other (or was it damage that the NPC's do to players?) that CCP Quant showed during the keynote I would say there are a lot of people who are ratting or doing missions either because they enjoy that play style or because they need the income to be able to pursue their other interests. I'm not sure making NPC corps susceptible to war decs is going to have any sort of positive effect on player retention.

Sure Eve is a PvP game. But there is an awful lot of PvE going on.



PVE in EVE happens yes, I don't think anyone here has a problem with PVE. Whats your point? That hence EVE has PVE it's not just a PVP game?

EVE is a PVP game at its core, containing elements of PVE.

I think PVE as a way for PVP to happen via ISK and Mod drops.

The point I'd make from that is that that there are likely PvE focused players who if given the choice aren't going to PvP and will thus engage in evasive tactics. So at what point are you going to mandate they fight? What means should be sufficient to avoid PvP? How onerous or even inactive should it potentially make you? Should it even be possible? Or should those people be in a different game?
Eli Stan
Center for Advanced Studies
Gallente Federation
#570 - 2015-03-20 05:13:22 UTC
Steppa Musana wrote:

50% NPC corp tax (all income that isnt trading) and wardecs following you when you drop corp would solve it imo.


The thing we're trying to solve is the 40% of players who don't socialize, get bored, and quit the game - 50% NPC corp tax will certainly dissuade players from staying in an NPC corp, but I don't see how it'll help player retention at all. Isn't it more likely the 40%ers will simply form single-person corps with 0% taxation, or just quit the game that much sooner?
Kaarous Aldurald
Black Hydra Consortium.
#571 - 2015-03-20 05:13:49 UTC
Eli Stan wrote:

Okay, so how does forcing


And the strawman again. I'm not even going to bother responding to your theoretical rebuttal to points that I didn't make.



Quote:

And how do these newbies see the interaction-avoiding veterans if the veterans never interact?


You ever been in Hedion during primetime, or hell, off time? They don't, that's the whole point.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#572 - 2015-03-20 05:15:35 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

Thanks for the demonstration that this is again a social issue. Nothing about the corps themselves is the issue, it's people.


Still off base.

We should not be enabling this, and certainly should not be enabling such people being the ones with prime access to new players.

It needs to be addressed, because CCP has already established for us that it's a problem.


Quote:
And what keeps veterans from creating characters to counter the supposed carebear influence?


Because we actually like to play the game. Those of us who enjoy wardecs and PvP cannot do so in an NPC corp barring suicide ganking. We are effectively forbidden from interacting with new players at the basic stage of development.

That needs to change, that's my whole point in all of this. The new player experience needs to stop being exclusively carebear friendly, and that means changing NPC corps.


Quote:

All I can think of is consolidating the corps and allowing more vets to join at least in being in the channels.


Consolidation is one step, yes.

The only aspect of this that is an issue, if even that, is the wardec immunity, and even that has a justification. So you can either exclude vets and further isolate new players or remove the immunity and throw new players into a conflict they have no way of understanding. Which of those is a positive?

Actually no, you could use heavy taxing, but that again creates an issue with veteran presence as anytime you are making isk you aren't engaging with new players and still not doing so when wanting wardec PvP. Since you didn't even acknowledge the idea of vets not needing to join to be in the chat channel I'll asume it was either ignored or found undesirable.

On a side note you can PvP without ganking in most of space from an NPC corp. It's only highsec that's limited and then suspects are free targets. As you said, 100% of space is available for PvP.
Kaarous Aldurald
Black Hydra Consortium.
#573 - 2015-03-20 05:19:48 UTC
Tyberius Franklin wrote:

The only aspect of this that is an issue, if even that, is the wardec immunity, and even that has a justification. So you can either exclude vets and further isolate new players or remove the immunity and throw new players into a conflict they have no way of understanding. Which of those is a positive?


Why would they have no way of understanding it?

Oh, that's right, because the thrice damned tutorial is not worth squat for how to actually play the game besides shooting at red crosses and eating rocks.

These are not separate issues, for the very last time. They are inter-related, and changing one necessitates a revision of the other.


Quote:

Actually no, you could use heavy taxing, but that again creates an issue with veteran presence as anytime you are making isk you aren't engaging with new players and still not doing so when wanting wardec PvP.


Personally, I'd make it a tax based on character age. Anyone older than ninety days(or whatever arbitrary timeframe CCP decides on) would receive a heavier tax rate than the rest.

"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.

Eli Stan
Center for Advanced Studies
Gallente Federation
#574 - 2015-03-20 05:20:12 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

And what keeps veterans from creating characters to counter the supposed carebear influence?


Because we actually like to play the game. Those of us who enjoy wardecs and PvP cannot do so in an NPC corp barring suicide ganking. We are effectively forbidden from interacting with new players at the basic stage of development.


We can't? (scratches head in confusion) Then what's all this PvP I and my fleet have been engaging in? While at the same time welcoming newbies who stop by, even chatting in NPC corp chat? Stop by Syndicate a week from Saturday, you'll see a sizeable fleet of NPC corp members, newbies and veterans alike, engaging in a ton of PvP, blowing stuff up and being blown up and having a great time at it.

Quote:
That needs to change, that's my whole point in all of this. The new player experience needs to stop being exclusively carebear friendly


Definitely.

Quote:
and that means changing NPC corps.


Not at all.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#575 - 2015-03-20 05:20:37 UTC
Kaarous Aldurald wrote:
Eli Stan wrote:

Okay, so how does forcing


And the strawman again. I'm not even going to bother responding to your theoretical rebuttal to points that I didn't make.



Quote:

And how do these newbies see the interaction-avoiding veterans if the veterans never interact?


You ever been in Hedion during primetime, or hell, off time? They don't, that's the whole point.

People who don't talk to people are influencing people with their non-words towards their playstyle. That's the logic we have to follow if this post is true as well as your post claiming those same asocials are actually influencing new players.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#576 - 2015-03-20 05:25:19 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

The only aspect of this that is an issue, if even that, is the wardec immunity, and even that has a justification. So you can either exclude vets and further isolate new players or remove the immunity and throw new players into a conflict they have no way of understanding. Which of those is a positive?


Why would they have no way of understanding it?

Oh, that's right, because the thrice damned tutorial is not worth squat for how to actually play the game besides shooting at red crosses and eating rocks.

These are not separate issues, for the very last time. They are inter-related, and changing one necessitates a revision of the other.


Quote:

Actually no, you could use heavy taxing, but that again creates an issue with veteran presence as anytime you are making isk you aren't engaging with new players and still not doing so when wanting wardec PvP.


Personally, I'd make it a tax based on character age. Anyone older than ninety days(or whatever arbitrary timeframe CCP decides on) would receive a heavier tax rate than the rest.

Um, I'm not sure about you but I don't think a dissertation on aggression mechanics before I undock is a good idea, nor do I think undocking to find one guy can shoot me but I can only shoot members of his corp back, not everyone is something I can digest in the first 5 min of play in which the game should DEFINITELY have me in space.

Unless we're throwing out the idea that new players are going to run through that first, which again I think is a failure, they won't know how it works.
Eli Stan
Center for Advanced Studies
Gallente Federation
#577 - 2015-03-20 05:27:51 UTC
Kaarous Aldurald wrote:
Eli Stan wrote:

Okay, so how does forcing


And the strawman again. I'm not even going to bother responding to your theoretical rebuttal to points that I didn't make.


Alright. (shrug) Incenting. Guiding. Advising. Getting. Ending up with. Am I correct in thinking you want people OUT of NPC corps? If so, put in whatever verb you feel is most appropriate. Let me know what it is, and I'll do my best to use only that.

So to start again, "how does ending up with them leaving their NPC corp drive up retention? etc. etc. etc."


Quote:
Quote:

And how do these newbies see the interaction-avoiding veterans if the veterans never interact?


You ever been in Hedion during primetime, or hell, off time? They don't, that's the whole point.


Wait, you're saying the newbies DON'T see the carebear vets? Then why did you write "These people, whose whole reason for being in an NPC corp is to avoid player interaction, are the first people that newbies see, the first group they get to interact with." I thought you were making a point that non-interacting vets influence newbies into non-interaction by the newbies seeing them and trying to emulate them. But you're also saying there's no interaction, and therefore no possibility of influence?
Basil Pupkin
Republic Military School
#578 - 2015-03-20 05:30:07 UTC
Eli Stan wrote:
Basil Pupkin wrote:
I don't think an Atron and Incursus are only good for bait.
I say that anyone below a few years worth of SP in ANY SHIP is only good for a bait. Which is true.
You were a bait, the worm on the hook, who felt like he matters, because the fisherman won't catch the fish without him.
I won't ask if you liked the hook up there, just don't deny the obvious.


Heehee. I'm sorry, I don't mean to be mean, but your concept of the situation is so far removed from reality that I can't help but laugh. :) So here's the deal; those pilots on my first two killmail... I still fly with many of them a year later. I know them, trust them, enjoy flying with them, even know some of their RL tidbits. Despite my excessive lack of understanding of many of the aspects of EVE PvP at the time, I know now I was NOT bait, because I know how this fleet operates. I wouldn't consider myself a veteran at this point, but now I am the (somewhat) experienced player welcoming in the sub-mil newbies into fleet and helping show them the ropes. And they aren't bait either - they are important aspects of our small-gang warfare.



You may call them however you like, my point is, without the "fleet" or other medium carrying them over SP wall as a part of an order-of-magnitude-difference-creating SP blobbing mechanic, they are useless, have been useless, and will remain useless.

They may feel like they matter, like they are important, the bait and feed is important in fishing, the truth is, the medium who carried them over SP wall could operate exactly the same without them (save maybe the fact that new characters make more attractive baits) just as successfully. This brings us to the point - you feel like you participated, like your contribution matters, but the fact is, with or without you, the "fleet" would still operate the same, with nearly the same success rate. So, your weight is net zero, your contribution is net zero, you matter nothing for a "fleet", unless you contribute meaningfully to the SP blob of it, which newbros cannot do.

They are only good as the bait and no amount of wordplay will change that.

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.

Eli Stan
Center for Advanced Studies
Gallente Federation
#579 - 2015-03-20 05:33:30 UTC
Kaarous Aldurald wrote:
Personally, I'd make it a tax based on character age. Anyone older than ninety days(or whatever arbitrary timeframe CCP decides on) would receive a heavier tax rate than the rest.


Take it for what it's worth, but I consider that a form of trying to "force" players out of their NPC corp, despite retaining the ability to remain in said corp. Call my description a straw man argument if you like, but I'm stating my personal interpretation of the process.
Eli Stan
Center for Advanced Studies
Gallente Federation
#580 - 2015-03-20 05:48:05 UTC
Basil Pupkin wrote:
You may call them however you like, my point is, without the "fleet" or other medium carrying them over SP wall as a part of an order-of-magnitude-difference-creating SP blobbing mechanic, they are useless, have been useless, and will remain useless.

They may feel like they matter, like they are important, the bait and feed is important in fishing, the truth is, the medium who carried them over SP wall could operate exactly the same without them (save maybe the fact that new characters make more attractive baits) just as successfully. This brings us to the point - you feel like you participated, like your contribution matters, but the fact is, with or without you, the "fleet" would still operate the same, with nearly the same success rate. So, your weight is net zero, your contribution is net zero, you matter nothing for a "fleet", unless you contribute meaningfully to the SP blob of it, which newbros cannot do.

They are only good as the bait and no amount of wordplay will change that.


Actually, it's our vets in tanky ships that are most often our bait. A newbie in a Atron that gets alphaed by a Thrasher is very poor bait indeed for a fleet looking to get in a fight.

A newbie who can get web and scram on a target first because they're in a Atron can mean, and has meant, all the difference in getting a kill or not. I've been that Atron pilot. Yes, I've lost a lot of Atrons. But I've often been the first one to get tackle on a target, and that's important.

One of the pilots on my first killmail has been playing for nearly 9 years. He's got a silly amount of SP. 150 million or so, probably. You know what? If he wasn't in fleet that day, our fleet STILL would "operate the same, with nearly the same success rate." Does that make 150 million SP pilots "matter nothing?"

I mean, it's not like we drop dreads on TCUs all the time, which yes is the realm of high-SP characters - we're a small-gang NPSI NPC-null PvP org. Where yes, newbros in Atrons do make the difference between a kill and a miss.