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CCP Rise newbie stats

First post
Author
Pohbis
Neo T.E.C.H.
#261 - 2015-03-31 15:42:17 UTC
Can only recommend watching CCP Quant go a bit more in depth with the numbers.

Data Science behind EVE
Jenshae Chiroptera
#262 - 2015-03-31 22:24:34 UTC
Vincent Athena wrote:
Don't think it will happen? It already does. When a high sec corp gets a war dec, they also quickly get offers of assistance. A little research ( for those corps that actually do research) point to the potential allies being alts of the war deccers.
Done right the really good ones would float to the top, like how Red Frog is known for their industrial work.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Dots
State Protectorate
Caldari State
#263 - 2015-03-31 22:29:48 UTC  |  Edited by: Dots
Red Frog uses NPC Corp alts for hauling, so I'm not sure wardeccing really applies to them.

Edit: Grr, autocorrect

everything is better with ᵈᵒᵗˢ on it

New Player Opportunities: a gallery

Jenshae Chiroptera
#264 - 2015-03-31 22:36:04 UTC
Dots wrote:
Red Frog uses NPC Corp alts for hauling, so I'm not sure wardeccing really applies to them.

Edit: Grr, autocorrect
Spies and suicide gankers do apply

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Veers Belvar
Swordmasters of New Eden
#265 - 2015-04-01 03:56:34 UTC
until its safe to be in a highsec PvE corps because wars have been nerfbatted, new players will continue to shrug and quit in droves.
Lienzo
Amanuensis
#266 - 2015-04-01 04:23:12 UTC
Players leave the game because no one plays with them. Lots of people are just reticent to tug on anyone's shirt sleeve.

Make eve voice an auto-on feature so that other players can automatically hear people, especially local traffic, like people on grid. Give them an Opportunity achievement the first time they mic up. Disable it to "listen only" if grid numbers go above twenty people. I wouldn't mind hearing some chatter from npcs, concord and billboards.

The results will either be successful, or silly, or probably both. Honestly, what is there to lose.. other than a bit of innocence that's probably holding you back anyway.Twisted This is a themepark. It can only distract solo players for so long.

Perhaps we could throw in a some co-op content in starter systems. Some kind of mini-incursion maybe? Cage match? Perhaps it could have dungeon mechanics where people had to be in a fleet in order to get inside. Perhaps we could start players in fleets when they join, or have an npc managed standing fleet in starting corps with no fleet roles. Perhaps the fleet boss could give people co-op missions while they are in space.

Dots
State Protectorate
Caldari State
#267 - 2015-04-01 04:29:00 UTC

Veers Belvar wrote:
until its safe to be in a highsec PvE corps because wars have been nerfbatted, new players will continue to shrug and quit in droves.


Players who don't engage in PVP with other players are most likely to leave the game. This trend is consistent with data from both 2014 and 2015 Fanfest presentations.

Your statement is the opposite of what is known for a sample set of tens of thousands of unique individuals.

everything is better with ᵈᵒᵗˢ on it

New Player Opportunities: a gallery

Veers Belvar
Swordmasters of New Eden
#268 - 2015-04-01 04:35:30 UTC
Dots wrote:

Veers Belvar wrote:
until its safe to be in a highsec PvE corps because wars have been nerfbatted, new players will continue to shrug and quit in droves.


Players who don't engage in PVP with other players are most likely to leave the game. This trend is consistent with data from both 2014 and 2015 Fanfest presentations.

Your statement is the opposite of what is known for a sample set of tens of thousands of unique individuals.



Sure, because the current game environment is awful for them. Highsec PvE players have no way to band together in a player corp without being forced into wars. Result - quitting.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#269 - 2015-04-01 04:36:19 UTC
Dots wrote:

Veers Belvar wrote:
until its safe to be in a highsec PvE corps because wars have been nerfbatted, new players will continue to shrug and quit in droves.


Players who don't engage in PVP with other players are most likely to leave the game. This trend is consistent with data from both 2014 and 2015 Fanfest presentations.

Your statement is the opposite of what is known for a sample set of tens of thousands of unique individuals.
Source? I recall it said that those least likely to quit were those who engaged in a variety of activities, not PvP in particular. In contrast PvP only players were NOT amongst the longest lasting generally.
Dots
State Protectorate
Caldari State
#270 - 2015-04-01 04:43:48 UTC  |  Edited by: Dots
Veers Belvar wrote:
Dots wrote:

Veers Belvar wrote:
until its safe to be in a highsec PvE corps because wars have been nerfbatted, new players will continue to shrug and quit in droves.


Players who don't engage in PVP with other players are most likely to leave the game. This trend is consistent with data from both 2014 and 2015 Fanfest presentations.

Your statement is the opposite of what is known for a sample set of tens of thousands of unique individuals.



Sure, because the current game environment is awful for them. Highsec PvE players have no way to band together in a player corp without being forced into wars. Result - quitting.


How does someone get forced into a war (by definition, a PVP activity) if they have not engaged in a fight?



Edit: Response to Tybe.

Tyberius Franklin wrote:
Source? I recall it said that those least likely to quit were those who engaged in a variety of activities, not PvP in particular. In contrast PvP only players were NOT amongst the longest lasting generally.


Source 2014**
Source 2015

**All 3 of the activities Rise verbally notes under "Diverse" in 2014 are PVP activities.

everything is better with ᵈᵒᵗˢ on it

New Player Opportunities: a gallery

Zappity
New Eden Tank Testing Services
#271 - 2015-04-01 04:58:09 UTC  |  Edited by: Zappity
I'm disturbed that more don't die tbh. My only enduring memory of my noobish days was dying after warping my Probe into a C5 Sleeper site. Then I realised I hadn't bookmarked the hole and had to self destruct.

That's when I was hooked. Totally hooked by the countdown and knowing my poor implants were about to be scrapped.

Zappity's Adventures for a taste of lowsec and nullsec.

Veers Belvar
Swordmasters of New Eden
#272 - 2015-04-01 05:02:14 UTC
Dots wrote:
Veers Belvar wrote:
Dots wrote:

Veers Belvar wrote:
until its safe to be in a highsec PvE corps because wars have been nerfbatted, new players will continue to shrug and quit in droves.


Players who don't engage in PVP with other players are most likely to leave the game. This trend is consistent with data from both 2014 and 2015 Fanfest presentations.

Your statement is the opposite of what is known for a sample set of tens of thousands of unique individuals.



Sure, because the current game environment is awful for them. Highsec PvE players have no way to band together in a player corp without being forced into wars. Result - quitting.


How does someone get forced into a war (by definition, a PVP activity) if they have not engaged in a fight?


Because their PvE corp, along with 700 others, gets massdeced by marmite.

Jenn aSide
Soul Machines
The Initiative.
#273 - 2015-04-01 05:05:13 UTC
Zappity wrote:
I'm disturbed that more don't die tbh. My only enduring memory of my noobish days was dying after warping my Probe into a C5 Sleeper site. Then I realised I hadn't bookmarked the hole and had to self destruct.

That's when I was hooked. Totally hooked by the countdown and knowing my poor implants were about to be scrapped.


That's when most people were hooked. some folks will never understand that, even when they themselves got hooked in a similar way (as seen by the fact that they are still here lol).
Jenn aSide
Soul Machines
The Initiative.
#274 - 2015-04-01 05:08:56 UTC
Veers Belvar wrote:
Dots wrote:

Veers Belvar wrote:
until its safe to be in a highsec PvE corps because wars have been nerfbatted, new players will continue to shrug and quit in droves.


Players who don't engage in PVP with other players are most likely to leave the game. This trend is consistent with data from both 2014 and 2015 Fanfest presentations.

Your statement is the opposite of what is known for a sample set of tens of thousands of unique individuals.



Sure, because the current game environment is awful for them. Highsec PvE players have no way to band together in a player corp without being forced into wars. Result - quitting.


Good. It means they didn't have what it takes. This game's PVE community doesn't need people like that, it needs "haw, take your best shot, Marmite" types. Most of us are like that (you'll never hear from most of them because they are too busy playing the game rather than complaining)

Why you defend weakness and fecklessness (as if those are admirable personal attributes) in a videogame, I will never understand. Good players deal with the environment that exists.
Nevyn Auscent
Broke Sauce
#275 - 2015-04-01 05:11:57 UTC
Dots wrote:

Veers Belvar wrote:
until its safe to be in a highsec PvE corps because wars have been nerfbatted, new players will continue to shrug and quit in droves.


Players who don't engage in PVP with other players are most likely to leave the game. This trend is consistent with data from both 2014 and 2015 Fanfest presentations.

Your statement is the opposite of what is known for a sample set of tens of thousands of unique individuals.


Except you are using a biased sample set without isolating PvP factors from increased social factors. It is not PvP that causes people to stay in EVE, it is socialisation.
The lack of socialisation in most of PvE is because of CCP's archaic PvE design that penalises co-operation and rewards solo play for incomes.

You can produce 'CCP data sets' till the cows come home, but they are quick snaps with no in depth study on them, like you all are so fond of arguing yourselves when the CCP data doesn't match your views.
But we all know it's the social aspect that keeps us here, and therefore that is where the focus should be. Not on 'Forcing everyone into PvP' more but on increasing social aspects in all area's of the game, which requires a significant overhaul of PvE in EVE on the same scale and level Sov is getting currently.

And Jenn, attitudes like yours are exactly why a lot of people quit, especially newbies. 'Toughen up or wimp out' went out of being cool years ago, now that's harassment and bullying and is well recognised as negative social influence since it aims to stigmatise someone having problems and labels them as 'lesser' or 'bad'. It's not cool, it's not ok 'because it's the internet'. It's bullying, plain and simple.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#276 - 2015-04-01 05:58:23 UTC
Dots wrote:
Tyberius Franklin wrote:
Source? I recall it said that those least likely to quit were those who engaged in a variety of activities, not PvP in particular. In contrast PvP only players were NOT amongst the longest lasting generally.


Source 2014**
Source 2015

**All 3 of the activities Rise verbally notes under "Diverse" in 2014 are PVP activities.

Only one of the 4 activities mentioned was PvP in the 2014 presentation. 2 if you include fleet involvement, but that doesn't explicitly mean PvP, but likely constitutes the bulk of it so we could count it as such. Considering you responded to a comment about wardecs trade needn't be counted and the last mention, chat involvement, was purely social. All "3" seems like a false statement concerning the subject at hand.

The 2015 data works better assuming being a victim counts as "engaging" in PvP. That's a semantic argument I'd rather leave out but for the fact that there is still no proof of voluntary PvP activity and actually engaging being the stronger catalyst.
Black Pedro
Mine.
#277 - 2015-04-01 06:28:45 UTC
Tyberius Franklin wrote:
Dots wrote:
Tyberius Franklin wrote:
Source? I recall it said that those least likely to quit were those who engaged in a variety of activities, not PvP in particular. In contrast PvP only players were NOT amongst the longest lasting generally.


Source 2014**
Source 2015

**All 3 of the activities Rise verbally notes under "Diverse" in 2014 are PVP activities.

Only one of the 4 activities mentioned was PvP in the 2014 presentation. 2 if you include fleet involvement, but that doesn't explicitly mean PvP, but likely constitutes the bulk of it so we could count it as such. Considering you responded to a comment about wardecs trade needn't be counted and the last mention, chat involvement, was purely social. All "3" seems like a false statement concerning the subject at hand.

The 2015 data works better assuming being a victim counts as "engaging" in PvP. That's a semantic argument I'd rather leave out but for the fact that there is still no proof of voluntary PvP activity and actually engaging being the stronger catalyst.

Are you referring to new players or players in general? The slides you seem to remember were characterizing the overall retention rates for players of various types, while the OP here is referring to Rise's presentation on the NPE and how what new players experience in the 15 days influences whether they stay with the game. For that, CCP Rise is absolutely clear that having your ship blown up by another player, either legally or illegally, makes it more likely that you will stay with the game.

As for more general stats, CCP Quant broke down player behaviour and showed that players who stay the longest are "professional" players who engage in both PvE and PvP and "aggressors" who primarily PvP, while "traditional" players who engage with the game as a solo PvE game stay the least by far. You can argue up-and-down as to why this is the case, but all the data suggest that players who engage in social, PvP play have higher initial retention rates, and stay with the game the longest. In particular, the solo "leveling my Raven" PvE playstyle is particularly bad for player retention, and thus the game, so CCP really needs to (and is trying to) steer people away from this playstyle and get them to engage in the sandbox with other players.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#278 - 2015-04-01 07:01:06 UTC
Black Pedro wrote:
Tyberius Franklin wrote:
Dots wrote:
Tyberius Franklin wrote:
Source? I recall it said that those least likely to quit were those who engaged in a variety of activities, not PvP in particular. In contrast PvP only players were NOT amongst the longest lasting generally.


Source 2014**
Source 2015

**All 3 of the activities Rise verbally notes under "Diverse" in 2014 are PVP activities.

Only one of the 4 activities mentioned was PvP in the 2014 presentation. 2 if you include fleet involvement, but that doesn't explicitly mean PvP, but likely constitutes the bulk of it so we could count it as such. Considering you responded to a comment about wardecs trade needn't be counted and the last mention, chat involvement, was purely social. All "3" seems like a false statement concerning the subject at hand.

The 2015 data works better assuming being a victim counts as "engaging" in PvP. That's a semantic argument I'd rather leave out but for the fact that there is still no proof of voluntary PvP activity and actually engaging being the stronger catalyst.

Are you referring to new players or players in general? The slides you seem to remember were characterizing the overall retention rates for players of various types, while the OP here is referring to Rise's presentation on the NPE and how what new players experience in the 15 days influences whether they stay with the game. For that, CCP Rise is absolutely clear that having your ship blown up by another player, either legally or illegally, makes it more likely that you will stay with the game.

As for more general stats, CCP Quant broke down player behaviour and showed that players who stay the longest are "professional" players who engage in both PvE and PvP and "aggressors" who primarily PvP, while "traditional" players who engage with the game as a solo PvE game stay the least by far. You can argue up-and-down as to why this is the case, but all the data suggest that players who engage in social, PvP play have higher initial retention rates, and stay with the game the longest. In particular, the solo "leveling my Raven" PvE playstyle is particularly bad for player retention, and thus the game, so CCP really needs to (and is trying to) steer people away from this playstyle and get them to engage in the sandbox with other players.

I never stated that being aggressed wasn't a contributor, so my position is in no way at odds with CCP's presentations on the matter from either a new player or long term player in that regard. To the initial question the resources you provided do shed considerably more light on the actual nature of my question, what was the source for PvP "aggressors" specifically being singled out as the type that stays. I realize it's not what the op was saying, but seemed to be what the person I replied to was insinuating.

That said the analysis you gave leaves out the entrepreneurs who have notably less of a PvP presence while beating out aggressors in activity. The do it all's are unquestionably the most active, but the PvP focused are 3rd, not second. They are social, but not as aggressive. This isn't a plea for the soloist, as the 2 are not the same, but rather intended to be a point of contention with the idea that pvp activity alone is proportional to longevity among types of players. The data says that is NOT the case.
Black Pedro
Mine.
#279 - 2015-04-01 07:33:23 UTC
Tyberius Franklin wrote:

That said the analysis you gave leaves out the entrepreneurs who have notably less of a PvP presence while beating out aggressors in activity. The do it all's are unquestionably the most active, but the PvP focused are 3rd, not second. They are social, but not as aggressive. This isn't a plea for the soloist, as the 2 are not the same, but rather intended to be a point of contention with the idea that pvp activity alone is proportional to longevity among types of players. The data says that is NOT the case.

It is proportional. Putting aside the "social" category which doesn't do much of anything but chat, the two categories that stay the shortest time with the game are the "traditional" and the "entrepreneur" categories (~24m) engage in the least amount of PvP, while the "professional" and "aggressor" categories stay the longest (>36m) engage in the most.

That data doesn't say why that is the case, and I am dubious CCP has that much control over how people play (especially how much they play) except for perhaps during the NPE, but it is clear that players that seek out and engage in PvP stay 50% longer with the game then those that avoid it. Changing the tutorials from ones that funnel players into solo missioning and mining careers, to ones that helps get them into competent social PvP organizations is clearly now a priority for CCP.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#280 - 2015-04-01 07:52:41 UTC
Black Pedro wrote:
Tyberius Franklin wrote:

That said the analysis you gave leaves out the entrepreneurs who have notably less of a PvP presence while beating out aggressors in activity. The do it all's are unquestionably the most active, but the PvP focused are 3rd, not second. They are social, but not as aggressive. This isn't a plea for the soloist, as the 2 are not the same, but rather intended to be a point of contention with the idea that pvp activity alone is proportional to longevity among types of players. The data says that is NOT the case.

It is proportional. Putting aside the "social" category which doesn't do much of anything but chat, the two categories that stay the shortest time with the game are the "traditional" and the "entrepreneur" categories (~24m) engage in the least amount of PvP, while the "professional" and "aggressor" categories stay the longest (>36m) engage in the most.

That data doesn't say why that is the case, and I am dubious CCP has that much control over how people play (especially how much they play) except for perhaps during the NPE, but it is clear that players that seek out and engage in PvP stay 50% longer with the game then those that avoid it. Changing the tutorials from ones that funnel players into solo missioning and mining careers, to ones that helps get them into competent social PvP organizations is clearly now a priority for CCP.

I don't think the socials bear being disregarded, nor should entrepreneurs. Keeping in mind they are still more populous and further tend to engage longer per session says something. Particularly it says there is something there people find to be worth doing, but isn't as inherently social.

The more social activities tend to drive longevity, that we all agree on, but I'm not sold that the solution to retention woes lies in driving people towards one area of the game vs socializing the currently less social aspects. I'd actually be inclined to think the reason for the shorter retention in non-combat areas is the fact that socialization isn't pushed or further developed.