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Dev blog: Opportunities in New Eden ... or how I learned to play EVE

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Author
H3llHound
Center for Advanced Studies
Gallente Federation
#41 - 2015-04-24 20:58:07 UTC
is there a Ship Spinning Opportunity? if not, will there be?

what about a pod express one? requirement is to get podded in lowsec

"The Masochist" ... open the POS management window Smile
Zappity
New Eden Tank Testing Services
#42 - 2015-04-24 21:21:08 UTC  |  Edited by: Zappity
CCP Rise wrote:
There is also obvious potential to move Opportunities from being a new player experience feature to being a feature that even vets would appreciate. Kill a Titan Opportunity? Own a trillion ISK? Deliver 10,000 torpedoes? We’ve kept this possibility in the back of our minds while staying focused primarily on improving the NPE. Soon we may have the chance to explore difficult and long term Opportunities in more depth.
Yes please. Also, 'Bringing back Solo: 1000 solo kills'.

What about PvP opportunities more generally? Are there basic ones like 'Explode another ship', or 'Pop a pod', or 'Suicide gank another player' (or for bonus points, 'Kill a Catalyst')?

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

Iroquoiss Pliskin
9B30FF Labs
#43 - 2015-04-24 21:59:55 UTC  |  Edited by: Iroquoiss Pliskin
Excellent data in the comparison between the old vs. new systems.

Is there a cut off age for the NPE? I'd like to complete every "Opportunity" at least once on this char. Big smile The further expansion into Achievements is also greatly welcome.

Also, loving the Art associated with each activity/concept - Moar visuals for new players! (╯°□°)╯︵ ┻━┻

Idea Idea Idea

Reward some unallocated SP amount for each completed New Player Opportunity!

Big smile
Nariya Kentaya
Ministry of War
Amarr Empire
#44 - 2015-04-24 23:51:11 UTC
Sven Viko VIkolander wrote:
Nariya Kentaya wrote:
Yeah well, the SECOND I hear someone say "cant come on that op" or "cant help out" or "sorry no time for a roam" because they are working on an ACHIEVEMENT, we got a problem, and unfortuneately, the ONLY players that this will cater to are the ones who will ONLY care about the achievement, so they will NOT work well with the community and will burn out or leave the second they get close or do get all the current achievements.

Your starting to cater to transient players with alot of these recent changes CCP, watch yourself.


I mean comeon EVE is a game of consequence, of profit, of endgoals, and working for results, doing something "for profit" makes sense, "so my enemy cant" makes sense, "because my corp/alliance needs it" makes sense. But "so i can get achievement points" doesnt fit, it will lead to arbitrary behaviour, and the expectation in new players that these are what they SHOULD be chasing, rather than making their own path and interacting with the community.

This caters to players that want to be led on quests, not ones that want to be part of a community.


This is a terrible line of reasoning, though to call it reasoning is a compliment. Because CCP has added what are little more than notifications telling players how to do certain actions in game, with feedback when they complete that that action, CCP is now catering "to players that want to be led on quests"? Also, you give absolutely no evidence that " the ONLY players that this will cater to are the ones who will ONLY care about the achievement." (Sorry, putting "only" in caps does not make it any more plausible.) Giving new players feedback , for instance, about the ability to manually control ships in space, and then informing them that they've done so, is only of interest only to players that want the "achievement" itself? That's like saying the skills mastery system is a bad system in game because it leads players to only train skills to get the mastery levels.

Also, you contradict yourself. You first complain that players might not come on an op or roam because they are completing achievements, but then you complain that players should be "making their own path" in game. If some players would rather complete achievements than go on a roam, isn't that their own way of "making their own path"?

The thing that amazes me about bad posters is that they are somehow still intelligent enough to operate a computer and keyboard.

chasing achievements is no more "making your own path" than chasing achievements, or doing raids, in WoW, you rely on the developers to set your direction and goals for you. That design philosophy for new players, will have them expecting the rest of the game to cater to that, and when it doesnt theyll either quit anyways, or whine until CCP decides enough of them are whining the game is better off changed to suit them.

And no, this isnt me talking out my goddamn ass, Its the exact same pattern that happened to star wars galaxies, first with the Combat Upgrade putting in levels and skillpoint caps so new players could "catch up" even though the environment worked identically to EVE as far as "catching up" in skills, and then putting in restrictive and defined classes with the NGE so new players "wouldnt be confused by too complex of a system".
Zappity
New Eden Tank Testing Services
#45 - 2015-04-25 00:14:03 UTC
Nariya Kentaya wrote:
chasing achievements is no more "making your own path" than chasing achievements, or doing raids, in WoW, you rely on the developers to set your direction and goals for you. That design philosophy for new players, will have them expecting the rest of the game to cater to that, and when it doesnt theyll either quit anyways, or whine until CCP decides enough of them are whining the game is better off changed to suit them.

I disagree. Every noob reaches the point where they realise it is a sandbox and needs to find a direction. It can be useful for that. These can also be useful for bridging the gap where you are bored with your current game but not sure what to do next.

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

Rain6637
GoonWaffe
Goonswarm Federation
#46 - 2015-04-25 06:00:12 UTC
I've already expressed my disagreement with the non-linear layout of the items, but I suppose it's not the biggest detail.
Sabriz Adoudel
Move along there is nothing here
#47 - 2015-04-25 11:18:08 UTC
I have no issues with EVE taking 'achievement' systems from other games and modifying them. They are optional goals. EVE has lots of these now, they just aren't in the client, players set them themselves.

Lots of people have goals like 'acquire one trillion ISK' or 'FC a hotdrop that kills a capital ship' or 'Participate in a battle where a Titan is killed' or 'Win ten 1v3 fights where you are the solo player' or 'Get 9.5 faction standing with the Caldari State'.

The opportunity system just gives optional guidance to newbies looking for inspiration for their own goals.

I think the system should include some 'career goals' - things that might take a year or more to achieve, as long as it is very clear that this is just something you might choose to work toward but that you are free to ignore these options altogether.


Opportunities aimed at rookies (<7 day old new players) should have rewards that help those players. Opportunities aimed at people over 7 days old should not.

I support the New Order and CODE. alliance. www.minerbumping.com

Solecist Project
#48 - 2015-04-25 11:22:16 UTC  |  Edited by: Solecist Project
Zappity wrote:
Nariya Kentaya wrote:
chasing achievements is no more "making your own path" than chasing achievements, or doing raids, in WoW, you rely on the developers to set your direction and goals for you. That design philosophy for new players, will have them expecting the rest of the game to cater to that, and when it doesnt theyll either quit anyways, or whine until CCP decides enough of them are whining the game is better off changed to suit them.

I disagree. Every noob reaches the point where they realise it is a sandbox and needs to find a direction. It can be useful for that. These can also be useful for bridging the gap where you are bored with your current game but not sure what to do next.

No, they don't. You mix things as if it made sense.
Not everyone *realises* it's a sandbox and many people do *not* find any direction.

Reality is that most people just *know* it's a sandbox,
without actually *realising* it.

Most people absolutely *not* **find** a direction and instead
go a path that someone showed them. Worse, the absolute least amount of
people actually are thoughtfull enough to come up with something of their own,
thus not *realising* the sandbox at all!

She is absolutely right in what she fears,
especially because players nowadays don't really have much skill or creativity anyway.

People *will* chase achievements, because it feeds their ego.
"LOOK AT WHAT I ACHIEVED" ... and it's a nightmare!

And anyone who proposes skillpoints for achievements should be KOS.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Tipa Riot
Federal Navy Academy
Gallente Federation
#49 - 2015-04-25 13:30:40 UTC  |  Edited by: Tipa Riot
I like the opportunities in general though I don't like the point of game-defined achievements with numbers (that can scale). What I mean, "mine an asteriod", "get a solo kill in high/low/null" and an associated reward for first time completion is fine, "mine 10000 asteroids", "get 1000 solo kills" is not ok IMO, cause it drives people to mechanically hunt those achievements and ask for more, higher numbers instead of thinking about the mechanic and how to use it for own goals. Also opportunities should whenever possible refrain from setting the tools, hence "kill a pod" is fine where "kill a pod in a thrasher" is to restrictive in my opinion.

I'm my own NPC alt.

Iroquoiss Pliskin
9B30FF Labs
#50 - 2015-04-25 14:51:29 UTC  |  Edited by: Iroquoiss Pliskin
Iroquoiss Pliskin wrote:

Idea Idea Idea

Reward some unallocated SP amount for each completed New Player Opportunity!

Big smile


Does anyone have any thoughts on the above idea?

I know for a fact that the Chinese Eve server Serenity awards SP - for what, I do not recall though. Could become a one-time reward with a fixed unallocated SP count - something beyond trivial, but not game breaking.

Having even a Rank 1 skill go from Level 3 to 4, or half-way to level 5 *for free* feels warm inside. P
Tipa Riot
Federal Navy Academy
Gallente Federation
#51 - 2015-04-25 15:29:32 UTC
Iroquoiss Pliskin wrote:
Iroquoiss Pliskin wrote:

Idea Idea Idea

Reward some unallocated SP amount for each completed New Player Opportunity!

Big smile


Does anyone have any thoughts on the above idea?

I know for a fact that the Chinese Eve server Serenity awards SP - for what, I do not recall though. Could become a one-time reward with a fixed unallocated SP count - something beyond trivial, but not game breaking.

Having even a Rank 1 skill go from Level 3 to 4, or half-way to level 5 *for free* feels warm inside. P

Don't like it, as it would become a must to get the achievement and rewards (as learning imps are today). Skillpoints are the single most valuable thing in EvE.

I'm my own NPC alt.

Iroquoiss Pliskin
9B30FF Labs
#52 - 2015-04-25 15:39:42 UTC
Completely against the concept? Not even 100,000 extra unallocated SP? Sad

You're sad. Sad
Zappity
New Eden Tank Testing Services
#53 - 2015-04-25 16:28:33 UTC
Tipa Riot wrote:
I like the opportunities in general though I don't like the point of game-defined achievements with numbers (that can scale). What I mean, "mine an asteriod", "get a solo kill in high/low/null" and an associated reward for first time completion is fine, "mine 10000 asteroids", "get 1000 solo kills" is not ok IMO, cause it drives people to mechanically hunt those achievements and ask for more, higher numbers instead of thinking about the mechanic and how to use it for own goals. Also opportunities should whenever possible refrain from setting the tools, hence "kill a pod" is fine where "kill a pod in a thrasher" is to restrictive in my opinion.

Very good - avoids completion problems while retaining new skill acquisition.

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

Tipa Riot
Federal Navy Academy
Gallente Federation
#54 - 2015-04-25 19:45:48 UTC
Iroquoiss Pliskin wrote:
Completely against the concept? Not even 100,000 extra unallocated SP? Sad

You're sad. Sad

Well, new players already get an accelerated skill training for free ... I think, skillpoint rewards are a too strong incentive to still call the associated opportunity optional.

I'm my own NPC alt.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#55 - 2015-04-25 20:06:07 UTC
Tipa Riot wrote:
Iroquoiss Pliskin wrote:
Completely against the concept? Not even 100,000 extra unallocated SP? Sad

You're sad. Sad

Well, new players already get an accelerated skill training for free ... I think, skillpoint rewards are a too strong incentive to still call the associated opportunity optional.



The concern I have over it is that it doesn't match anything else in Eve.

Training people to expect SP bonuses, then cutting them off, isn't exactly a good policy

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Altrue
Exploration Frontier inc
Tactical-Retreat
#56 - 2015-04-26 00:24:22 UTC  |  Edited by: Altrue
Seriously, why can't we hide the opportunities pannel?

I know SOME veterans (that are too lazy to just create a new character like everyone with such needs should do) MAY eventually benefit from having Opportunities available for one hour or two...
But that doesn't justify forcing it present for everyone, all the time.

And before you say, I don't care if I can minimize the pannel, I just want this line gone. I have windows on my UI in this place. Plus, it reopens itself all the time on Sisi currently.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Natya Mebelle
Center for Advanced Studies
Gallente Federation
#57 - 2015-04-26 13:19:01 UTC
I will not dive into those mind-science things or the love or hate for "achievements" or anything like that because the problems are much more fundamental, and I would like to keep this short because I could rant on about this for pages and pages.

I've been making trial accounts every now and then over many years now to test the changes on new player experience and was also helping out a little in the related starter corp chat, and afterwards sending my feedback to CCP. Now I have a permanent place for helping new players on a second account amidst the wonderful veterans of CAS, and based from what I see there and the questions answered, I see opportunities are more damaging than the other NPE. Your three statistics in that devblog are EXTREMELY vague.
  1. More likely to have killed an NPC? This is super vague. One of the the things you ever do in the regular NPE is actually killing a pirate ship. Are you claiming that people drop out of the game BEFORE they even get there with the "old" NPE?

  2. More likely to have used the market? I have two counter statistics for you: 100% of people asking for reimbursement for a skillbook they bought which they didn't need have done so because of opportunities. Why? Because the "old" NPE does not ASK to use the market. Players learn that with career agents. So this is a flawed statistic. And it's actually a pretty bad example, because it means that 25% of people using the opportunities did not even GET to use the market.
  3. 100% more likely to have mined? Are you kidding me? The "old" NPE does not even FEATURE mining until you get to career agents. What does that statistic have to do with anything?
You are really pushing vague numbers here to make your opportunity system look good. But hey, I can ignore that, let me get to less assumptions but more useful things:

My opinion is you should not expand the opportunities beyond ANYTHING than the first look into the game, before you do the career agents. The moment you bring in opportunities OUTSIDE the first look and learning the ropes, you open the entire can of worms for mindless achievement hunting which makes people burn out more often than not. If you need to rely on achievement hunting to keep players in the game, then you are automatically agreeing the content of your game and it's availability is not up to par.

There should be NO rewards for opportunities. The actual reward is dipping your toe into the water and going to somewhere else to learn more: Career agents, helpful corporations, or just going straight into space and learn all the things yourself.

Some of your opportunities are flat out STUPID forceful handholding devices. "Add a contact". Why are you forcing socialization upon players? I see nothing but confusion and annoyance from people who are "target" of such a mindless task. Allow people to make contacts when THEY want. Not because they feel compelled to complete achievements.

The biggest problem with your New Player Experience never was the up-front Tutorial.

I actually rank that one as the least of 3 problems. Problem number 2 was the time-waste factor and redundancy of career agent missions which repeated the same parts for no reason while still lacking on other very important topics and mechanics.
But the BIGGEST problem is that you don't have anything that grabs the immediate attention, immersion and "WANT" of a player to keep going.
You HAD this, a long time ago. You HAD this awesome attention grab.

Her name was Aura
Evelopia wrote:
Early trials with AIs specifically designed to deal with pod pilots were resounding failures.
Capsuleers responded much better to the voice.

Whenever I tell new players about the old tutorial, where Aura was talking to you, and was telling the story how Aura was funny, hilarious and even wicked at times, they unanimously agree to want to have something like that.
Do you remember how Aura was talking about Implants and mentioned how a player has 10 implant slots and casually dropping how she had about three million (or something) implant slots?
Do you remember how Aura pondered to become a musician when her needs as complementary AI are no longer needed?
Do you remember how Aura laughs at the player as they get pod killed?
I do. And I miss it every time.

Aura had personality, was fun and useful. Now she is nothing but an icon with text. People do not even CONNECT Aura to the voice every time they hear "warp drive active". Isn't that sad? To me, it's like Aura is the guide that is always around, the watchful sentinel that is always there when space is cold and lonely. But I only know that because I've been long enough in the game to have EXPERIENCED it.

If you want your new player experience to be more interactive, intuitive, immersing AND useful, you need to play your top card again.
I understand how the voice-over lines have been cut down and not been replaced due to the huge amount of changes you did and how you continually scrapped and rebuild text. But guess what? That should not have stopped you from re-recording the lines.

Oh and;
Evelopia wrote:
Though additional voice and personality skins have since been developed, Aura remains popular almost beyond measure, being found in nearly ever capsuleer ship active today. Every so often, Excena needs to record new lines as the AI is updated, giving her a steady source of pay and powerful fans.

Except this is not true. Instead of expanding, we're losing her voice and nothing to mention of any voice SKINS. (see what I did there?).

Bringing content is not enough. You need to bring the connection between the player and the world. Just one other example for this; your nice youtube scope news are wasted to a large number of players because they do not see or access them ingame. Scope news on billboards. Imagine that.
Magnus Roden
Center for the Advancement of Human Endeavour
#58 - 2015-04-28 00:33:11 UTC
It seems to me that a lot of people are playing the wrong game, it's as if they want EVE to become a game driven goal oriented rollercoaster ride. "you logged in", DING, " congratulations on this mediocre achievement, remember that at 50 achievements you get your free flying mount! Enjoy this now mediocre game".

And then, of course, there's the ones who will grasp at any excuse to get free stuff, so they'll try their luck with this one.



The opportunity system should be a checklist for new players to have an idea of what is expected of them in this tutorial, to show and explain different things and to allow said newbie to move back and forth between all the options and subjects. Nothing more.

Excellence is the gradual result of always striving to do better.

Iroquoiss Pliskin
9B30FF Labs
#59 - 2015-04-28 00:35:28 UTC  |  Edited by: Iroquoiss Pliskin
Magnus Roden wrote:
It seems to me that a lot of people are playing the wrong game, it's as if they want EVE to become a game driven goal oriented rollercoaster ride. "you logged in", DING, " congratulations on this mediocre achievement, remember that at 50 achievements you get your free flying mount! Enjoy this now mediocre game".

And then, of course, there's the ones who will grasp at any excuse to get free stuff, so they'll try their luck with this one.



The opportunity system should be a checklist for new players to have an idea of what is expected of them in this tutorial, to show and explain different things and to allow said newbie to move back and forth between all the options and subjects. Nothing more.


Why can't we have everything at once? It's better than ship spinning. Blink

The achievs would be more suited to the Traditionalist and Social player types, which is entirely fine. They are a large part of the overall playerbase in Eve.

I see no ground for discontent.
Magnus Roden
Center for the Advancement of Human Endeavour
#60 - 2015-04-28 00:37:42 UTC
Achievements are NOT traditional and have nothing to do with the game being social or not.

Excellence is the gradual result of always striving to do better.