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why do players stay in npc corps?

First post
Author
Nevil Oscillator
#821 - 2015-05-22 20:19:39 UTC
It's not fun until I reach my climax, is what she said.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#822 - 2015-05-22 20:23:56 UTC
baltec1 wrote:
Tyberius Franklin wrote:
These arguments apply differently to 2 different groups so I'd like clarification on which we are talking about. If new players the preconceived notions of continual decs don't apply, and if actual dec dodgers the idea of social isolation similarly is something the player has accounted for.

And for many experienced players many corp services are useless. I don't need explanations of basic mechanics or SRP on disposable PvP ships I'm not flying. Group ops are nice but nothing obligates corp membership there. What most groups offer many of us don't need.

War dec dodging isn't an issue to do with NPC corps themselves and more to do with the broken wardec mechanics.

Player corps offer more than just SRP. A small group of miners for example can support eachother, pool resources for industrial activities, protect each other, simplify things such as mass transport and most importantly they can trust each other in these activities.

The key question is which of these necessitates being in a corp. Revisions to crimewatch made it possible to attempt mutual defense against any eligible aggressor without being in their corp. Support in the form of boosts is fleet based rather than corp. In pooling resources cans can be abandoned and trade or contacts created to transfer assets. All of this still requiring the same level of trust as being in a corp and doing the same.

So again we don't have a reason to join a corp vs being in independent single corps and just working together anyways. Also the activities involved there are non taxable. So we still have a useless function in that 10% tax.
Demerius Xenocratus
The Scope
Gallente Federation
#823 - 2015-05-22 21:03:12 UTC
baltec1 wrote:
Tyberius Franklin wrote:

Playing in a 1 man corp and playing alone are not equivalent as you yourself stated.


I didn't state that. NPC corps are still social, a newish player in a one man corp is a very lonely way to play EVE.

Tyberius Franklin wrote:
If tax is the issue then going to a corp with similar taxes isn't a solution. If all a corp has to offer is taxes there is no reason to join even without npc corps as part of the decision.


We might know that player corps offer more than that but to a huge number of highsec players all they see the risk of wardecs and no reward for facing that risk. In reality the chances of being wardeced is slim to non but these people belive that it will happen on a bi-weekly basis. To them they see the 1% less tax as simply not worth it. If NPC corps had 20% tax then the reward is more clear to them.


Nonsense.
Yuri Ostrovskoy
Doomheim
#824 - 2015-05-22 21:07:05 UTC
Plus, even if we're forced out of npc corps, and into player corps, what makes people actually think we'll do what they say to begin with? The entire corps warring somewhere over in null, screaming at all available bodies to get in there, and I'd be way out in highsec, twiddling my thumbs and ignoring every cry/command. Rather be floating alone in the dark than dealing with some corp I wanted nothing to do with in the first place.
Celise Katelo
State War Academy
Caldari State
#825 - 2015-05-22 21:34:53 UTC
Being in a npc corp:

I'm able to interact with just about anyone. Since my threat status is kinda neutral party.
I'm not going to get kicked from this corp, if i spend a couple of months being inactive.
I can ignore & block everyone i choose from this npc corp with no repercussions.
I can do anything i choose without being hassled, shouted at.
No restrictions on who i choose to group up with, chat with, I can give items away to anyone.

I can ignore the corp chat screen, never have to check a forum or update my API.
I don't have to worry about being Wardecked
My skill training / skill queue, doesn't get analysed or scrutinized, laughed at behind my back, then get told to change it.
My ship fittings, doesn't get analysed or scrutinized, laughed at behind my back, then get told to change it.

Never have to put up with "he or she said this or that" & general antics... of Corp life drama.
I don't have to put up with relationships & the drama of offending ones companion. (This one truly gets on my Blink )

Yes i could add more to the list.. but i think you get the general picture. Yes many Corps will never have all of the above, at a given time. But when it does happen... The door is soon looking like a good option.

I love to chill out & switch off when i'm not at work... So a Corp life isn't for me. Unless its with players that can relax 90% of the time.

EVEBoard ...Just over 60million skill points, each skill was chosen for a reason. I closed my eyes & clicked another skill to train... "BINGO...!!!" ... "This time i got something usefull"

Yuri Ostrovskoy
Doomheim
#826 - 2015-05-22 21:39:57 UTC
Celise Katelo wrote:
Being in a npc corp:

I'm able to interact with just about anyone. Since my threat status is kinda neutral party.
I'm not going to get kicked from this corp, if i spend a couple of months being inactive.
I can ignore & block everyone i choose from this npc corp with no repercussions.
I can do anything i choose without being hassled, shouted at.
No restrictions on who i choose to group up with, chat with, I can give items away to anyone.

I can ignore the corp chat screen, never have to check a forum or update my API.
I don't have to worry about being Wardecked
My skill training / skill queue, doesn't get analysed or scrutinized, laughed at behind my back, then get told to change it.
My ship fittings, doesn't get analysed or scrutinized, laughed at behind my back, then get told to change it.

Never have to put up with "he or she said this or that" & general antics... of Corp life drama.
I don't have to put up with relationships & the drama of offending ones companion. (This one truly gets on my Blink )

Yes i could add more to the list.. but i think you get the general picture. Yes many Corps will never have all of the above, at a given time. But when it does happen... The door is soon looking like a good option.

I love to chill out & switch off when i'm not at work... So a Corp life isn't for me. Unless its with players that can relax 90% of the time.


A thousand times this. The auto response to "herp derp, you belong in a player corp" needs to be this.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#827 - 2015-05-22 22:37:49 UTC  |  Edited by: Scipio Artelius
Shimoto wrote:
The two groups are quite different and I don't think encouraging one group to cross over to the other will be particularly successful.

90% of new players leave the game in their first 30 days. The status quo isn't very successful.

What's wrong with CCP aiming, not to force anyone into a player corp, but to create an environment where that group is able to more easily find the type of content that the other 10% move into?

That is not only player corp focused. That's just one thing that correlates with higher retention. CCP have stated several times the types of activities that correlate with players subscribing beyond 30 days including a higher use of chat channels, trading on the market, taking part in fleets, being involved in combat pvp, using voice comms, using contracts. It's not that these things aren't done within npc starter corps, it's more that the nature of starter corps doesn't provide an environment where these things are part of being in the corp for all players. Many of these things are more likely to occur naturally in player Corps.

CCP isn't out to limit your individual choice. That you subscribed and are happy in an NPC Corp is great. However there's nothing wrong with CCP also trying to retain the part of that 90% that would stay if they can more easily find the type of content that correlates with higher retention.

This whole thing isn't about any of us that subscribe and become long term players. There's no need to encourage us to cross over or do anything different. It's about trying to get a slice of that 90% for whom that initial experience isn't engaging enough.
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#828 - 2015-05-22 23:11:23 UTC
Removed some off topic posts. Keep it civil and on topic please. Thank you.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Demerius Xenocratus
The Scope
Gallente Federation
#829 - 2015-05-22 23:31:34 UTC
Scipio Artelius wrote:
Shimoto wrote:
The two groups are quite different and I don't think encouraging one group to cross over to the other will be particularly successful.

90% of new players leave the game in their first 30 days. The status quo isn't very successful.

What's wrong with CCP aiming, not to force anyone into a player corp, but to create an environment where that group is able to more easily find the type of content that the other 10% move into?

That is not only player corp focused. That's just one thing that correlates with higher retention. CCP have stated several times the types of activities that correlate with players subscribing beyond 30 days including a higher use of chat channels, trading on the market, taking part in fleets, being involved in combat pvp, using voice comms, using contracts. It's not that these things aren't done within npc starter corps, it's more that the nature of starter corps doesn't provide an environment where these things are part of being in the corp for all players. Many of these things are more likely to occur naturally in player Corps.

CCP isn't out to limit your individual choice. That you subscribed and are happy in an NPC Corp is great. However there's nothing wrong with CCP also trying to retain the part of that 90% that would stay if they can more easily find the type of content that correlates with higher retention.

This whole thing isn't about any of us that subscribe and become long term players. There's no need to encourage us to cross over or do anything different. It's about trying to get a slice of that 90% for whom that initial experience isn't engaging enough.


I think the notion that involvement with player corps leads to greater retention is erroneous.

Involvement with any number of engaged, knowledgeable players offering a constructive experience (not just blowing up newbie's first retriever or mission running brutix) is what will cut through the seemingly insurmountable challenges facing a new player.

For example when I first started there was a guy in my rookie corp that would take newbies into lvl 4 missions in mobs of T1 frigates. That was a real, constructive learning experience. Most player corps in highsec are frankly less educational than that single experience.

Unfortunately, I can't shake the sneaking suspicion that all the attempts to force PvE into player corps via oppressive tax rates are just a thinly veiled demand that CCP provide more easy targets for highsec pvp.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#830 - 2015-05-22 23:55:23 UTC  |  Edited by: Scipio Artelius
Demerius Xenocratus wrote:
I think the notion that involvement with player corps leads to greater retention is erroneous.

Involvement with any number of engaged, knowledgeable players offering a constructive experience (not just blowing up newbie's first retriever or mission running brutix) is what will cut through the seemingly insurmountable challenges facing a new player.

On the first part, CCP's data suggests otherwise and even if it didn't, it doesn't matter.

CCP have said that players who take part in more social aspects early have higher retention. That was the correlation they have referred to. That includes many aspects other than pvp. Market trading, using chat channels, taking part in fleets, combat pvp, manufacturing and selling, using voice comms have all been stated by CCP as types of activities that retained players take part in early and CCP are interested in trying to expose that 90% of unretained players to those kinds of experiences.

There is nothing about a new player Corp or the old tutorials that exposed players to that. New players try the game and end up playing solo without structures around them that actively encourage trying those more social activities that some of them might like.

That's where the move to player Corps is one way that CCP have also stated, provides greater exposure to those things. Being in a player Corp isn't itself a cause for higher retention. Player corps however do have much higher rates of use of voice comms, use of chat channels, fleet operations, pvp activities, industry activities, etc., especially when compared to starter corps.

Some starter Corps also have many of those things (eg. CAS), but it's not part of what the structure of a starter corp is in comparison to what is acheived in the organisation of player Corps many of which also go way beyond that with irc servers, slack teams, forums, wikis, new player starter kits, skill plans, training sessions, teamspeak, mumble, buyback programs, fitted ship contracts, 1-on-1 mentors, instructional videos, ship replacement programs for new players and specific targets they aim for.

Starter Corps provide minimal input to helping people find that sort of content, where player Corps often include all of that content.

So it's not about player corps as such. If starter corps provided that environment as part of what they did, then the idea of encouraging people to move to player corps wouldn't need to be considered. But they don't, where player corps provide that opportunity that CCP are trying to encourage (as stated by CCP).

On the second part, I totally agree. Kind of what this is all about.
Kaarous Aldurald
Black Hydra Consortium.
#831 - 2015-05-22 23:58:12 UTC
Demerius Xenocratus wrote:

I think the notion that involvement with player corps leads to greater retention is erroneous.


Data isn't invalid just because it contradicts what you want to be true.


Quote:

Unfortunately, I can't shake the sneaking suspicion that all the attempts to force PvE into player corps via oppressive tax rates are just a thinly veiled demand that CCP provide more easy targets for highsec pvp.


Of course you do. Without that silly strawman, you apologists have no real argument.

"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.

Kaarous Aldurald
Black Hydra Consortium.
#832 - 2015-05-23 00:02:26 UTC
Hells bells, even if it were true that people just want to make highsec pvp more accessible and more widespread by giving NPC corps the nerf they have deserved for half a decade...

How is that a bad thing? PvP activity is undeniably the best path to better player retention anyways. If your interests are in the way of that, sucks to be you for standing in the way of improving the game.

"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.

Solecist Punk
Brutor Tribe
Minmatar Republic
#833 - 2015-05-23 00:11:09 UTC
Kaarous Aldurald wrote:
Hells bells, even if it were true that people just want to make highsec pvp more accessible and more widespread by giving NPC corps the nerf they have deserved for half a decade...

How is that a bad thing? PvP activity is undeniably the best path to better player retention anyways. If your interests are in the way of that, sucks to be you for standing in the way of improving the game.

This is an angle worth keeping.
Yuri Ostrovskoy
Doomheim
#834 - 2015-05-23 00:12:11 UTC
The pvp aspect isn't the one on trial here. It's the part of some omni brain trust telling us who and who we can't pvp against.
beakerax
Pator Tech School
#835 - 2015-05-23 00:12:23 UTC
Scipio Artelius wrote:
Some starter Corps also have many of those things (eg. CAS), but it's not part of what the structure of a starter corp is in comparison to what is acheived in the organisation of player Corps many of which also go way beyond that with [things]

None of those things are inherently part of the structure of player corps, either. They're part of the meta.

Demerius Xenocratus wrote:
Unfortunately, I can't shake the sneaking suspicion that all the attempts to force PvE into player corps via oppressive tax rates are just a thinly veiled demand that CCP provide more easy targets for highsec pvp.

how can you even suggest that, surely the good people of this game would not stoop to such things
Joe Risalo
State War Academy
Caldari State
#836 - 2015-05-23 00:23:40 UTC
I'll give you a list of reasons why people stay in NPC corps.


They're and alt of a null/low/worm player... (safe isk) also... this is not me.


Here are the reasons why non-alts stay in NPC corps


1) Awoxing
2) Reverse awoxing
3) Non-consensual wars that favor the aggressor
4) We don't like null/wh/low
5) We're casual players that don't like being forced to do something
6) We can't trust other players... because of other players...
7) Bad corp leaders
8) The casual corps we want to be in are surprisingly not active enough to merit being in a corp
9) There's not much positive outcome from being in a player corp
10) Most of the people in a player corp that will fleet up, have crap ships. So, you're essentially carrying the load.
11) If you're joining a player corp to learn stuff, they typically know less than you do.
12) Stupid arguments of stupid things.
13) Did I mention Non-consensual wars that favor the aggressor?


I'm sure I could think of more if I really dug into it, but why?
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#837 - 2015-05-23 00:26:22 UTC  |  Edited by: Scipio Artelius
beakerax wrote:
None of those things are inherently part of the structure of player corps, either. They're part of the meta.

In part, of course.

Just because it's player driven as part of the meta, doesn't mean it's untrue.

Many player Corps are possibly worse than starter Corps, but that's an issue about discovery of the good Corps that the game currently handles very poorly.

But player Corps as an aggregate provide all of those structures and many of them are inherently part of what the player Corp does because many Corps need them to achieve the goals they have.

It's possible to continue to analyse to the nth degree to find route causes of player retention. In the end, it's almost irrelevant though because the causes of subscribing are very individual. So looking at it at a higher level, CCP are looking for where the experiences occur that lead to higher retention.

Irrespective of cause and where the driver is for it (within mechanics or the meta) those experiences exist more commonly in player Corps than they do in starter Corps.
Kaarous Aldurald
Black Hydra Consortium.
#838 - 2015-05-23 00:33:09 UTC
Scipio Artelius wrote:

Many player Corps are possibly worse than starter Corps, but that's an issue about discovery of the good Corps that the game currently handles very poorly.


I would instead argue that is an issue with a lack of attrition being enforceable against bad player corps.

"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.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#839 - 2015-05-23 00:36:25 UTC  |  Edited by: Scipio Artelius
Kaarous Aldurald wrote:
Scipio Artelius wrote:

Many player Corps are possibly worse than starter Corps, but that's an issue about discovery of the good Corps that the game currently handles very poorly.


I would instead argue that is an issue with a lack of attrition being enforceable against bad player corps.

Yes, I agree to some extent.

I was against the friendly-fire toggle for that specific reason.

Awoxing can be as much a good for the game by exposing the weak CEOs as it can be a negative and I'd argue (personal judgement, not evidence driven) that the friendly-fire toggle has done nothing to increase Corp recruitment, but has helped facilitate the operation of poor corporations. I'd like to see some data on Corp recruitment before and after its introduction to see whether the flood gates of recruitment opened.

Aside from that, the in game Corp discovery tools are very poor.

Many good Corps don't even have a searchable advertisement in game because there's a monthly charge for it. That seems so backwards. CCP want new players to be able to find social experiences, but they charge Corporations who offer that in order to be found. That's just one example of how poor the Corp discovery system is. There are many other weaknesses too.
Joe Risalo
State War Academy
Caldari State
#840 - 2015-05-23 00:40:31 UTC
Scipio Artelius wrote:
Kaarous Aldurald wrote:
Scipio Artelius wrote:

Many player Corps are possibly worse than starter Corps, but that's an issue about discovery of the good Corps that the game currently handles very poorly.


I would instead argue that is an issue with a lack of attrition being enforceable against bad player corps.

Yes, I agree to some extent.

I was against the friendly-fire toggle for that specific reason.

Awoxing can be as much a good for the game by exposing the weak CEOs as it can be a negative and I'd argue (personal judgement, not evidence driven) that the friendly-fire toggle has done nothing to increase Corp recruitment, but has helped facilitate the operation of poor corporations. I'd like to see some data on Corp recruitment before and after its introduction to see whether the flood gates of recruitment opened.



I would argue this has increased recruitment for ALL corps.
Most players aren't worried about reverse awoxing in obviously casual corps.

Most are worried about joining a corp in a major alliance, just so they can blow up your ship and take all your hard earned goodies.