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Newbros in Eve - The SP Wall

Author
Frank Padecain
Federal Navy Academy
Gallente Federation
#1 - 2015-05-26 16:13:47 UTC
First off, I want to state that SP is not necessarily needed to be effective in certain parts of Eve, such as fleet PvP. Newbros in Atrons is what Brave was built on, and it's not uncommon to see newbies tackle big kills and play an integral part in some of the most fun kills in Eve. However, there are many things in Eve that become much more fun when there is some SP invested.

I recently had a friend start playing Eve, and he went through all the tutorials and joined a small corp and he learned a lot about the game, but he claimed he wasn't able to do a whole lot after the tutorials. He wanted to try out all the playstyles in Eve, but because of his lack of SP, he couldn't just get up and go do them. He had to wait a couple hours to train for it, and then was able to go out, but most of his early eve experience has been waiting so he can go do what he wants to do, and for a new player, that may be off putting.

While waiting and planning are a large reality of Eve, the first two weeks shouldn't be waiting for stuff to train so a newbie can play Eve for the last half of his remaining trial period.

I propose that for the first character on each new account, the tutorials should give a small amount of unallocated SP that the newbro can place into whatever skills he wants. It wouldn't be a huge amount, I originally was thinking about 500k SP across the 5 tutorial concentrations.

The delivery system for the SP is already somewhat in place, as CCP has been able to gift unallocated SP to all players on occasion before. Although I'm no developer, I don't believe it would be too much work to implement this.

I don't believe that this small gift of SP at the very beginning of someone's Eve career will take away from the harsh universe of New Eden, but I do believe it could make it more fun for some of our newest players and help keep them from being turned off by the wait.

Thanks for reading guys, I appreciate any feedback/suggestions.
Christopher Mabata
Northern Accounts and Systems
#2 - 2015-05-26 16:22:12 UTC
One problem i see with this is if you start giving free SP out at the beginning of the trial period ( as good an idea as it may be ) you may run into the other wall which is older players. We didn't get that free 500K SP, so then you have to give it to all of us too. Which could be a turn off for CCP because they don't want to just give away SP its only ever been awarded when something went terribly wrong with the servers or for events outside their sphere of control.


I would propose instead that new characters spawn with more skills than they do now such as industry I or whatever. This way they begin with a stronger base of skills, and it takes less time to specialize ( marginally less at least ) and they now can do more than they could before throughout the trial period and into their EvE Careers

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

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James Baboli
Warp to Pharmacy
#3 - 2015-05-26 16:23:32 UTC
too abusable if it is significant enough to matter as there are 12 sets of tutorial agents, and too little to matter to a newbie for the SP if you balance it around someone not being too good if you run all 12 sets of tutorial agents.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Dr Cedric
Science and Trade Institute
Caldari State
#4 - 2015-05-26 17:24:25 UTC
As an older player, my two cents on this are as follows:

A trial player shouldn't be able to do "a little of everything" as a trial player... the point is to whet their appetite and turn them into Plex'ers or Payers.

I can remember a time when a new player literally started with like 100k skill points. My first 3 days was spent trying to figure out how to train a skill (way before the skill queue or "injecting" skills), the tutorials sucked and the nearly infinite learning curve was fully in place.

As far as I know now, a player starts with close to 2 million s/p, and is less than a week away from several Tech 2 options.

New players (trials) don't need more skill points, they need to see what they don't have and start paying (or plexing) like the rest of us to get access to the good stuff

Cedric

James Baboli
Warp to Pharmacy
#5 - 2015-05-26 17:51:05 UTC
Dr Cedric wrote:
As an older player, my two cents on this are as follows:

A trial player shouldn't be able to do "a little of everything" as a trial player... the point is to whet their appetite and turn them into Plex'ers or Payers.

I can remember a time when a new player literally started with like 100k skill points. My first 3 days was spent trying to figure out how to train a skill (way before the skill queue or "injecting" skills), the tutorials sucked and the nearly infinite learning curve was fully in place.

As far as I know now, a player starts with close to 2 million s/p, and is less than a week away from several Tech 2 options.

New players (trials) don't need more skill points, they need to see what they don't have and start paying (or plexing) like the rest of us to get access to the good stuff

Less than 1m sp, but far more than they used to back in the day, and about 14 days from sitting in an assault frigate if one assumes a very unlikely perfect remap and then focused train.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Azda Ja
Native Freshfood
Minmatar Republic
#6 - 2015-05-26 18:46:44 UTC
James Baboli wrote:
Dr Cedric wrote:
As an older player, my two cents on this are as follows:

A trial player shouldn't be able to do "a little of everything" as a trial player... the point is to whet their appetite and turn them into Plex'ers or Payers.

I can remember a time when a new player literally started with like 100k skill points. My first 3 days was spent trying to figure out how to train a skill (way before the skill queue or "injecting" skills), the tutorials sucked and the nearly infinite learning curve was fully in place.

As far as I know now, a player starts with close to 2 million s/p, and is less than a week away from several Tech 2 options.

New players (trials) don't need more skill points, they need to see what they don't have and start paying (or plexing) like the rest of us to get access to the good stuff

Less than 1m sp, but far more than they used to back in the day, and about 14 days from sitting in an assault frigate if one assumes a very unlikely perfect remap and then focused train.

Far less than 1 mil, 55k or so if I remember right. Still, training as a newbie is pretty quick.

To OP, your friend CAN try almost anything SP wise in some shape or form pretty quickly. What he can't do, is do that thing very well, yet.

Grrr.

Iain Cariaba
#7 - 2015-05-26 19:02:34 UTC
There's a sticky on the front page of F&I to discuss this topic.

Reported for redundancy.
Sean Parisi
Blackrise Vanguard
#8 - 2015-05-26 20:03:32 UTC
To be honest i dont think the 'sp wall' is that extravagent. However, I wouldnt mind if new characters started with more SP or even if they increased the rate in which everyone accrues SP.

Then of course there is the possibility of hard core characters that ccp was talking about. (Instant sp characters) That do not accrue sp but have a static amount bought. If they die they are dead
FireFrenzy
Cynosural Samurai
#9 - 2015-05-26 20:08:12 UTC
Also CCP specifically SPECIFICALLY stated this is NOT what they want.

They do NOT want a "do a thing get a reward" setup for the newbros since even doesnt do that anywhere else
McChicken Combo HalfMayo
The Happy Meal
#10 - 2015-05-26 23:08:13 UTC
How about more ships with bonuses built into the hull? Ships like the Gnosis. They give new players the chance to fly something competitive while still being measurably worse than normal hulls with good skills.

Sean Parisi wrote:
However, I wouldnt mind if new characters started with more SP

Yeah, really. You have to train to fit a warp disruptor or Meta 1 shield extender. Basics should be included in the starting skills.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Alexis Nightwish
#11 - 2015-05-27 00:31:25 UTC
While I don't really agree with the OP's idea of free SP as I can think of how it can be abused already (sm hybrid's and Gal destroyer anyone?) I do think new players need more "something" in the beginning.

Starting with more skills, covering a wider range of activities possible in EVE would be a better option IMO. They should be able to do pretty much everything at the beginning from mining or and gas, to tackling, to scanning, to PI, to small ship construction, so they can get a feel for the largest number of experiences possible in EVE. This will help them with the most critical part of acquiring SP: knowing what to train for by knowing what you like doing.

CCP approaches problems in one of two ways: nudge or cludge

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Fixing bombs, not the bombers

Mag's
Azn Empire
#12 - 2015-05-27 01:18:21 UTC
Eve is not and never has been, an instant gratification game. The so called SP wall, is designed with learning the game as well and training your character.

As I have said before, while I can see that current attribute system can hamper new players in a quest for specialisation, the system is still leaps and bounds better than it ever was. But that said I'm not averse to improvements, I'm just not sure the OP is one.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Tusker Crazinski
Native Freshfood
Minmatar Republic
#13 - 2015-05-27 01:21:10 UTC
Honestly the real Issue I see is that you need to invest months of training time to fit an actual ship, not to mention I have actually been in destroyer fleets what half the guys in it could actually couldn't overheat.
Traejun DiSanctis
Caldari Provisions
Caldari State
#14 - 2015-05-27 06:34:43 UTC
Dr Cedric wrote:
As an older player, my two cents on this are as follows:

A trial player shouldn't be able to do "a little of everything" as a trial player... the point is to whet their appetite and turn them into Plex'ers or Payers.

I can remember a time when a new player literally started with like 100k skill points. My first 3 days was spent trying to figure out how to train a skill (way before the skill queue or "injecting" skills), the tutorials sucked and the nearly infinite learning curve was fully in place.

As far as I know now, a player starts with close to 2 million s/p, and is less than a week away from several Tech 2 options.

New players (trials) don't need more skill points, they need to see what they don't have and start paying (or plexing) like the rest of us to get access to the good stuff


That's a bit hardline. Newbros should be able to train anything up to and including T1 medium ship hulls and weapon systems. All the base fitting skills should be available as well. Basic indy, trading and explo skills should also be available to them. While I agree that the trial is meant to wet the appetite enough to induce a subscription, it shouldn't feel like you reach the trial-wall too quickly. That will only turn players off.

Essentially, the trial should be such that a new player can try out a few things without feeling gimped. Whether that be missions (L1 and 2), explo or even light industry/trading, the trial player cannot be so restricted that they simply cannot do these things - or can't do them successfully, that is. They'll be in hi sec, who gives a good god damn whether they can probe down some crappy relic site or blast through a few L2 missions.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#15 - 2015-05-27 09:56:39 UTC
I have to say that when I started playing (not too long ago, by no means could I be considered a bittervet) there was absolutely no SP wall, It took me longer to learn what the skills did in game terms than it did to train most combat skills needed up to level III. I was in level IV missions alongside a corpmate in an incursus within 3 days of starting (great fun even though I didn't do much in the missions in reality!).

Most important to my mind is introducing new players to corps who will actually help them develop their character and game style. You really can't try things like manufacture, invention, PI etc at a level that will show you what each career is really about without a reasonable skill investment. However when you've trained the relevant PI skills (for instance) to level IV and you gather enough stuff to make your first tower from scratch you get a great sense of achievement.

It really comes down to getting new players involved with other players early. SP is rarely an issue in my mind.
afkalt
Republic Military School
Minmatar Republic
#16 - 2015-05-27 12:00:27 UTC  |  Edited by: afkalt
Corraidhin Farsaidh wrote:
SP is rarely an issue in my mind.


Generally no, however it is in the first...let's say three days. Plus or minus depending on play time.

This is not to say that one couldn't make a plan to cover that, however newbros aren't capable of this because....you know...they're new.


Currently what happens is:

Dumped into space. Tutorial rewards things you can't use (implant, for one). They give skill books you can't inject yet and so on...

So you start training them, only LATER to discover now you need skill X to use item Y (which you didn't know you needed at the time) so that's a half hour before you can do that thing.

The problem is the haphazard way the tutorial offers items and like it or not at THIS point in a newbros life, EvE acts like every other game so newbies see this as guided progression so train to these items....when this is pretty much the exact opposite of what they should be doing.

The first (~)three days are the most formative...they need to be a lot smoother and a lot easier to jump into things. At the moment it sets a tone of "you're waiting for everything, all the time"...which I guess is TECHNICALLY accurate, but even after a month, that's a wildly different "wait" experience than the first hours.


Personally I think all newbros should be spawned with skills to fit and fly a T1 racial frigate with meta weapons and appropriate tank, at lowest levels possible - because then they can go off and enjoy eve and progression is progression - it is not an entry barrier instead.

I don't buy into the idea that giving newbies the ability to sit in, say, an AC rifter with prop jamming 1 and a shield extender or repper and prop mod from birth without training somehow devalues the game or its experiences. I think a lot of people confuse "immediately accessible" with "dumbing down" to be honest.

I'm aware there are civilian items but tbh they just cause more confusion.


I post this having kicked a new alt off and seeing the carnage that is rookie help (bless those ISDs).
Tykonderoga
Pandemic Horde Inc.
Pandemic Horde
#17 - 2015-05-27 15:46:19 UTC  |  Edited by: Tykonderoga
Grind the isk or buy plex. There you go. Or, go play WoW and leave this game. Do the latter, please.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#18 - 2015-05-27 16:46:11 UTC  |  Edited by: Rivr Luzade
@afkalt

Free SP don't solve any of these problems. New players see free SP, dump them into something, only to discover shortly after that it would have been a lot wiser to spend in that other skill that you need for the weapon or ship you want to fly instead of that miner which works with lower skill levels. Without knowledge, nothing will change and in my opinion, unique free stuff (you won't get these SP back or ever again regularly in your game play) applied wrongly just causes more or a different kind of frustration.

I just checked with a blank character in EVE Mon: I takes a mere 15 hours for an Amarr char to train into a Tormentor with point, web, mwd, drones, lasers, heat sinks, EANMs, 23 hrs for a rep and 1D 9H for basic armor rigs. This char is useless to put it mildly, though, without cap skills, PG skills, CPU skills, navigation skills, and so on. People really enjoy being cannon fodder that much? Ugh

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

James Baboli
Warp to Pharmacy
#19 - 2015-05-27 16:53:28 UTC
Even adding suggested training qeues to the start of each of the tutorials would be quite useful, or directing them to the mastery system so they can see what it takes to get that 2-3 mastery level, which is what CCP thinks it takes to use a ship well in most situations.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

afkalt
Republic Military School
Minmatar Republic
#20 - 2015-05-27 17:52:55 UTC
Rivr Luzade wrote:
@afkalt

Free SP don't solve any of these problems. New players see free SP, dump them into something, only to discover shortly after that it would have been a lot wiser to spend in that other skill that you need for the weapon or ship you want to fly instead of that miner which works with lower skill levels. Without knowledge, nothing will change and in my opinion, unique free stuff (you won't get these SP back or ever again regularly in your game play) applied wrongly just causes more or a different kind of frustration.

I just checked with a blank character in EVE Mon: I takes a mere 15 hours for an Amarr char to train into a Tormentor with point, web, mwd, drones, lasers, heat sinks, EANMs, 23 hrs for a rep and 1D 9H for basic armor rigs. This char is useless to put it mildly, though, without cap skills, PG skills, CPU skills, navigation skills, and so on. People really enjoy being cannon fodder that much? Ugh


Even cannon fodder feels like it's doing something. It's not logged off playing something else in the first few hours of the game because you can't even fit an MWD!

I don't want SP offered and unallocated, that's crap - just the skills there, ready to rock and roll at minimum level.

You're right, they'll be crap HOWEVER they're playing, they see what they're improving because they're using the mods etc etc.
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