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why do players stay in npc corps?

First post
Author
Kaarous Aldurald
Black Hydra Consortium.
#1001 - 2015-05-26 11:39:13 UTC
Joe Risalo wrote:

I mean, PVP combat is the most imbalanced RvW aspect of Eve.


Risk vs reward barely touches on PvP combat, and even then it's only the loot fairy. Risk vs reward applies to activities that generate assets or isk into the game world from nothing, it applies primarily to PvE as a result.

In PvP, my risk is pretty much a direct function of the effort put in by the other player. My reward is pretty much a direction function of their stupidity and/or greed. In PvP, that particular metric is left up to the player.

Quote:

Why go to low to get kills when you can bump and gank a freighter for a loot dump?


Well, if I'm just out for money, faction warfare missions are still the most lucrative thing in the game. But I can say much the same thing about highsec, except actually use the risk vs reward metric correctly, since it is generating assets. Why would you go anywhere else, if you can make risk free cash like crazy in highsec incursions?


Quote:

You make all the claims of RvW but refuse to see how the rewards for PVP in high sec are significantly greater than in low.


And that's the fault of the mental deficients who stuff their freighters full of riches, by and large. That said, we gank every freighter now, even the empty ones, just to make a point to you people. And of course, you still never get it, so it continues.



Quote:

See, this entire thread has been about trying to take away my play style and force more of what you want on to me.


There is no playstyle called "I shouldn't have to defend myself".

"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.

Lupe Meza
Hedion University
Amarr Empire
#1002 - 2015-05-26 12:02:01 UTC
The integrity of Elite High Sec PVP must be preserved. Think of the valuable lessons learned by the young'uns. Or more importantly the hilarity of dudes that are the EVE equivalent of:

https://www.youtube.com/watch?v=roSwBPmlAbI
Joe Risalo
State War Academy
Caldari State
#1003 - 2015-05-26 14:38:31 UTC
Kaarous Aldurald wrote:
Joe Risalo wrote:

I mean, PVP combat is the most imbalanced RvW aspect of Eve.


Risk vs reward barely touches on PvP combat, and even then it's only the loot fairy. Risk vs reward applies to activities that generate assets or isk into the game world from nothing, it applies primarily to PvE as a result.

In PvP, my risk is pretty much a direct function of the effort put in by the other player. My reward is pretty much a direction function of their stupidity and/or greed. In PvP, that particular metric is left up to the player.

Quote:

Why go to low to get kills when you can bump and gank a freighter for a loot dump?


Well, if I'm just out for money, faction warfare missions are still the most lucrative thing in the game. But I can say much the same thing about highsec, except actually use the risk vs reward metric correctly, since it is generating assets. Why would you go anywhere else, if you can make risk free cash like crazy in highsec incursions?


Quote:

You make all the claims of RvW but refuse to see how the rewards for PVP in high sec are significantly greater than in low.


And that's the fault of the mental deficients who stuff their freighters full of riches, by and large. That said, we gank every freighter now, even the empty ones, just to make a point to you people. And of course, you still never get it, so it continues.



Quote:

See, this entire thread has been about trying to take away my play style and force more of what you want on to me.


There is no playstyle called "I shouldn't have to defend myself".


Again, this comment seems to agree that high sec PVP is plausible and working and balanced.
No need to change NPC corps, you can still kill those people.

Man, I'm loving this.
Keeps getting replies that suggest high sec is as intended.

Move along.
Nevil Oscillator
#1004 - 2015-05-27 00:45:47 UTC
Joe Risalo wrote:


Man, I'm loving this.
Keeps getting replies that suggest high sec is as intended.

Move along.


Eve has evolved, it is not something that was planned to be this way from the start so I have been told... but the fact remains that whatever you are doing that 'Should be Easier' or other people are doing that 'Isn't Fair' No one told you you have to do what you are doing.

Winge winge my freighter can get destroyed, why isn't it invincible? is not a very good argument for changing the game.
Joe Risalo
State War Academy
Caldari State
#1005 - 2015-05-27 02:21:27 UTC
Nevil Oscillator wrote:
Joe Risalo wrote:


Man, I'm loving this.
Keeps getting replies that suggest high sec is as intended.

Move along.


Eve has evolved, it is not something that was planned to be this way from the start so I have been told... but the fact remains that whatever you are doing that 'Should be Easier' or other people are doing that 'Isn't Fair' No one told you you have to do what you are doing.

Winge winge my freighter can get destroyed, why isn't it invincible? is not a very good argument for changing the game.


Agreed, but neither is

"I can already destroy this guy in his freighter, but I'd like to force him out of NPC corps, so I can war dec him, then destroy him, or make him quit from a perma dec."
Nevil Oscillator
#1006 - 2015-05-27 03:07:52 UTC
Joe Risalo wrote:
Nevil Oscillator wrote:
Joe Risalo wrote:


Man, I'm loving this.
Keeps getting replies that suggest high sec is as intended.

Move along.


Eve has evolved, it is not something that was planned to be this way from the start so I have been told... but the fact remains that whatever you are doing that 'Should be Easier' or other people are doing that 'Isn't Fair' No one told you you have to do what you are doing.

Winge winge my freighter can get destroyed, why isn't it invincible? is not a very good argument for changing the game.


Agreed, but neither is

"I can already destroy this guy in his freighter, but I'd like to force him out of NPC corps, so I can war dec him, then destroy him, or make him quit from a perma dec."



Lol Well why not allow them to wardec the NPC corp ?
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#1007 - 2015-05-27 03:20:12 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
Again, this comment seems to agree that high sec PVP is plausible and working and balanced.
No need to change NPC corps, you can still kill those people.

Man, I'm loving this.
Keeps getting replies that suggest high sec is as intended.

Move along.

This thread isn't about changing NPC Corps.

It's CCP who are trying to encourage more players to move to player-run Corps because they have identified that player-run Corps provide the environment where many of the experiences, that increase player retention, exist.

NPC Corps are fine. New players remaining in them is not bad and for some players it suits their playstyle. Unfortunately many new players also leave the game (90% within the first 30 days) because they don't find the experience that hooks them.

If CCP can change that trend then that's good not only for CCP and the future of the game, but for us as players also.

That was the whole basis for this thread in the first place. Asking, what keeps people in NPC Corps because the addition of the friendly-fire toggle is only one half of the issue (ie. trying to encourage player Corps to recruit more). The other half being trying to have players in NPC Corps look to move to player-run Corps.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1008 - 2015-05-27 04:29:57 UTC
Nevil Oscillator wrote:
Lol Well why not allow them to wardec the NPC corp ?
Because if they do such corps become inherently worthless in every way compared to a one man corp most likely.

They could be replaced by chat channels while not grouping largely unaffiliated players up to defend from the incoming wars.
Joe Risalo
State War Academy
Caldari State
#1009 - 2015-05-27 04:57:27 UTC
Scipio Artelius wrote:
Joe Risalo wrote:
Again, this comment seems to agree that high sec PVP is plausible and working and balanced.
No need to change NPC corps, you can still kill those people.

Man, I'm loving this.
Keeps getting replies that suggest high sec is as intended.

Move along.

This thread isn't about changing NPC Corps.

It's CCP who are trying to encourage more players to move to player-run Corps because they have identified that player-run Corps provide the environment where many of the experiences, that increase player retention, exist.

NPC Corps are fine. New players remaining in them is not bad and for some players it suits their playstyle. Unfortunately many new players also leave the game (90% within the first 30 days) because they don't find the experience that hooks them.

If CCP can change that trend then that's good not only for CCP and the future of the game, but for us as players also.

That was the whole basis for this thread in the first place. Asking, what keeps people in NPC Corps because the addition of the friendly-fire toggle is only one half of the issue (ie. trying to encourage player Corps to recruit more). The other half being trying to have players in NPC Corps look to move to player-run Corps.


So, the issue then becomes, why are players not joining corps, as opposed to why are players staying in NPC corps.

See, 11% tax and boredom are enough of a reason to leave an NPC corp.

However, why don't players leave?
Awoxing is no longer a major concern, so that's not the problem.
War decs aren't all that big a deal, as they don't happen that often. so this makes up for, at most, 20% of the player in NPC.

I would also assume that, at most, newbros only make up about 10%.

Then you can factor the anti-socials and other mental traits makes up maybe 20%.

What about the other 50%?
These are the focus.
Determining which of these are high sec alts, which just aren't having luck with corps, hauler alts, etc. etc.

The problem I see is that, if you do something, such as increase taxes, you're only hurting the people in the upper 50%.
While high sec alts and especially hauler alts, would be unaffected because they're using a player corp alt or main to sell/manifacture goods.

So, you only punish those that shouldn't be punished.
Mayhaw Morgan
State War Academy
Caldari State
#1010 - 2015-05-27 06:09:50 UTC
Scipio Artellius wrote:

CCP . . . are trying to encourage more players to move to player-run Corps because they have identified that player-run Corps provide the environment where many of the experiences, that increase player retention, exist.


Assuming this to be true (which is a HUGE assumpion), the alternative is for them to move the experiences to where the players actually play the game.

What you may not realize is that plenty of those experiences are already there in NPC corporations and that's probably the best answer to the question of why people stay in NPC corporations. It's the same reason that people stay in player corporations. The only "solution" to the "problem" would be to explicitly attempt to ruin the experience those NPC corporation players are having OR to enhance the experiences in players corps in some way and then communicate that potential to the NPC corp players.

There is a danger in ruining NPC corp players experiences, though. They may not view it as ruining their NPC corp experience. They may perceive it as ruining their EVE Online experience.
Alternatively buffing player corps may end up just leaving NPC corp players with the dilemma of having some greater benefit by leaving the NPC corp or having the experiences that kept them playing in the first place by staying put, but not both.

Tyberius Franklin wrote:
Nevil Oscillator wrote:
Lol Well why not allow them to wardec the NPC corp ?
Because if they do such corps become inherently worthless in every way compared to a one man corp most likely.

They could be replaced by chat channels while not grouping largely unaffiliated players up to defend from the incoming wars.


For my part, I couldn't care less if people could war dec the State War Academy. I might even prefer it that way.
I just don't want to live in a dictatorship, which most corporations are. I will not live in a dictatorship, not even if I get to be the dictator.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#1011 - 2015-05-27 06:39:56 UTC
Mayhaw Morgan wrote:
Assuming this to be true (which is a HUGE assumpion), the alternative is for them to move the experiences to where the players actually play the game.

It's not an assumption. CCP have analysed the data they collect and have identified the types of experiences that lead to higher retention among new players.

They haven't just made it up, they've let the data identify the reasons.

As to moving the experiences to where players are, that's up the to players. It's the player driven content that increases retention. If the players in the NPC Corps provided more of the experiences, then the retention would probably improve too, since CCP have identified it's the social experiences that are important, not necessarily where they are.

It just so happens that player-run Corps provide most of those experiences naturally, so CCP doesn't really need to do anything other than allow people to discover them easier; which they are trying to do.

But any vet in an NPC Corp is able to provide those experiences internally too. Most just don't.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#1012 - 2015-05-27 07:30:34 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
So, the issue then becomes, why are players not joining corps, as opposed to why are players staying in NPC corps.

They aren't even staying in NPC Corps.

90% of new players leave within the first 30 days.

They start in the starter Corp and then leave the game.

Anyone who subscribes and stays in an NPC Corp or who has alts in an NPC Corp, great for them. CCP aren't concerned about them.

From what CCP have said in multiple places now, they are trying to make adjustments to the game so that new players have a greater chance to experience something that absorbs them in the game and CCP have a good idea about the kinds of experiences that will do that. At the moment, they seem to be implementing a number of initiatives to get to where they want the retention to be:

1. Friendly-fire toggle: in part supposed to encourage Corps to recruit
2. Opportunities system totally different to old tutorials with potential for greater variation in experiences at the start
3. Trying to encourage new players to find the other social experiences that aren't provided in the starter corp or opportunities

#3 can happen anywhere. It just so happens that player-run Corps are the most likely place to find those experiences.

As to why players aren't joining player Corps, look at the title and OP of this thread. That's what this whole thing is about. That's just 2 ways of saying exactly the same thing.
Mayhaw Morgan
State War Academy
Caldari State
#1013 - 2015-05-27 07:33:33 UTC
Scipio Artellius wrote:

they've let the data identify the reasons . . . It just so happens that player-run Corps provide most of those [player driven, social] experiences


What reasons did the data identify, specifically, for players sticking with the game?
Which of those experiences do player-run corporations provide? Why those? Why not others? How could they be provided in NPC corporations? How could they be improved to advantage player-run corps?

Scipio Artellius wrote:

But any vet in an NPC Corp is able to provide those experiences internally too. Most just don't.


Why not?

I honestly just think you've had a little too much Kool-Aid. You are starting with the premise that player-corps are better than NPC corps, that player-corp players are better than NPC corp players (in some sense). What you don't seem to be accounting for is that every player starts out as an NPC corp player. The lines are blurred.

If I joined a player corp for a month after playing EVE as an NPC corp player for 6 months, then left the player corp (i.e. dropped back to an NPC corp) and quit the game, would I be an NPC corp player or a player corp player?

If I joined a player corp with my main, but played just as much on my NPC corp "alt", would I be a player-corp player or an NPC corp player?

If I was a player corp member with an alt in an NPC corp and I disrupted the functioning of the NPC corp with my alt (and potentially with my main), would that be a bad NPC corp experience for others or, since I was a player-corp player, would that be a bad player corp experience for them, even though they weren't in a player corp?
Nevil Oscillator
#1014 - 2015-05-27 07:50:11 UTC
Tyberius Franklin wrote:
Nevil Oscillator wrote:
Lol Well why not allow them to wardec the NPC corp ?
Because if they do such corps become inherently worthless in every way compared to a one man corp most likely.

They could be replaced by chat channels while not grouping largely unaffiliated players up to defend from the incoming wars.


That's not entirely correct.. if you declare war on an NPC corp you are then a legal target for everyone in that NPC corp.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#1015 - 2015-05-27 08:10:45 UTC  |  Edited by: Scipio Artelius
Mayhaw Morgan wrote:
What reasons did the data identify, specifically, for players sticking with the game?
Which of those experiences do player-run corporations provide? Why those? Why not others? How could they be provided in NPC corporations? How could they be improved to advantage player-run corps?

All the information that CCP has posted is available to go read. You can go and see the reasons just the same as the rest of us.

A lot of them have been reposted in this thread. One of mine listing some of the reasons is just a few pages back:

https://forums.eveonline.com/default.aspx?g=posts&m=5765482#post5765482

As to why? I don't know. It's what the data has shown CCP and they've described it in terms of the level of social engagement.

As to how those things could have been provided in NPC Corps, well more players in NPC Corps could setup TeamSpeak or Mumble servers, run fleet operations both for pve and pvp, start Corp forums, contact new players and take them roaming, use the Corp chat channels more, etc., etc., etc. - all the things that many players in player-run Corp do normally.

There is nothing stopping an NPC Corp player from doing any of that. It's not an issue of NPC Corp v Player Corp. Just about where the experiences most commonly occur that lead to greater retention.

You could be a champion of NPC Corp play any time you want for example. You could at any point turn State War Academy into a Corp that operates very similar to player-run Corps. There wouldn't necessarily be a shared goal or aims to target, but aside from that, nothing is stopping you, or me, or anyone else. There is nothing inherently wrong with NPC Corps.

They just aren't providing those experiences currently and I suspect it's largely based around the lack of shared interests and goals. Players in NPC Corps do their own thing and those Corps tend to be more solo player oriented and/or for alts. The big issue is in the starter Corps, and I suspect it's more difficult there because there is a high percentage of new players who don't even know about those things, let alone how to implement them.

Mayhaw Morgan wrote:
I honestly just think you've had a little too much Kool-Aid. You are starting with the premise that player-corps are better than NPC corps, that player-corp players are better than NPC corp players (in some sense). What you don't seem to be accounting for is that every player starts out as an NPC corp player. The lines are blurred.

Nah. I've just been trying to help fill in some of those gaps because some people have come into the thread recently and weren't aware of the background over the last few months. This isn't my personal mission. It just restating the things that CCP have been saying.

I have nothing against NPC Corps. I use them too.

This is totally not about NPC Corps as such. I've said that as my understanding multiple times in this thread. Three recent ones being:

https://forums.eveonline.com/default.aspx?g=posts&m=5765787#post5765787
https://forums.eveonline.com/default.aspx?g=posts&m=5765482#post5765482
https://forums.eveonline.com/default.aspx?g=posts&m=5765985#post5765985

But I'll just drink some more Kool-Aid now and stop trying to help fill in gaps. It's all available to go read and watch.
Nevil Oscillator
#1016 - 2015-05-27 08:53:41 UTC
Scipio Artelius wrote:

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



Compared to what ?
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#1017 - 2015-05-27 08:56:05 UTC  |  Edited by: Scipio Artelius
Nevil Oscillator wrote:
Scipio Artelius wrote:

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



Compared to what ?

Success.

Less flippantly, I think I was responding to a comment that getting people to have more varied experience won't be successful at increasing retention. I was just commenting that the current approach hasn't been very successful either.
Mayhaw Morgan
State War Academy
Caldari State
#1018 - 2015-05-27 09:34:12 UTC
Scipio Artellius wrote:
All the information that CCP has posted is available to go read. You can go and see the reasons just the same as the rest of us.


Firstly, please feel free to direct me to this data CCP has collected and published. I honestly just don't know where to find it. BUT! There is a more pressing issue. You said:

Scipio Artellius wrote:
90% of new players leave the game in their first 30 days.


Then you said:

Scipio Artellius wrote:
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.


And, I'm left wondering how you are inferring that player corporations are more likely to provide players with the experiences that keep them playing when, according to your own words, 90% of ALL new players leave the game, whether they be in a player or NPC corporation.
Furthermore, are you (or CCP) taking into account the probability that many of those leaving the game within 30 days are:

- alts, with a specific purpose that is fullfilled within those 30 days
- former players just coming to check back on the game or who otherwise never intended to stick with the game
- people who have reasons for not continuing that are unrelated to the game, etc.

It is for good reason that there exists the cliche: "Correlation does not equate to causation." Data is great and useful, but it doesn't necessarily tell us "why" or "how". It may be that, rather than people quitting because they are in an NPC corporation, they stay or join into an NPC corporation because they know they are going to quit. If 90% of ALL new players quit and 100% of all new players start in an NPC corporation, why should we expect NPC corporations NOT to have a higher washout rate? The only quesiton is how much higher should their dropout rate be.
beakerax
Pator Tech School
#1019 - 2015-05-27 09:50:29 UTC  |  Edited by: beakerax
The issue is, as Fozzie (I think?) put it, that the new player experience (tutorial and NPC starter corps included) points players in the direction of the kind of gameplay that is associated with poor retention. The responsiblity of getting newbies more deeply involved with the game is left almost entirely to other players – some of whom are in NPC corps, most of whom are in player corps.

People generally agree that this is the case, the question is what should be done about it.

On the other hand, you might just be a brain in a jar, so why try anything.

(edit: actually I think it was Rise)
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1020 - 2015-05-27 09:53:33 UTC  |  Edited by: Tyberius Franklin
Nevil Oscillator wrote:
Tyberius Franklin wrote:
Nevil Oscillator wrote:
Lol Well why not allow them to wardec the NPC corp ?
Because if they do such corps become inherently worthless in every way compared to a one man corp most likely.

They could be replaced by chat channels while not grouping largely unaffiliated players up to defend from the incoming wars.


That's not entirely correct.. if you declare war on an NPC corp you are then a legal target for everyone in that NPC corp.

Which again, lacks a great deal of meaning when dealing with unaffiliated characters. There is a small chance of organized response while the aggressor gains a large pool of targets if people stayed. Which is exactly why most won't.

If you don't want to defend against a wardec now, why would you make it efficient to be placed in one?