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why do players stay in npc corps?

First post
Author
Mayhaw Morgan
State War Academy
Caldari State
#1021 - 2015-05-27 10:41:53 UTC
beakerax wrote:
The responsiblity of getting newbies more deeply involved with the game is left almost entirely to other players . . . the question is what should be done about it.


The responsibility of getting newbies more deeply involved with the game is primarily the responsibiliy of the newbies themselves. Why should the focus be on other people pushing new players to play? Why shouldn't the focus be on empowering new players to take matters into their own hands?

This idea of subordinating new players to more entrenched participants of the game might even be the problem.

beakerax wrote:
– some of whom are in NPC corps, most of whom are in player corps.

People generally agree that this is the case


i can haz data point?
beakerax
Pator Tech School
#1022 - 2015-05-27 11:36:21 UTC
Mayhaw Morgan wrote:
Why should the focus be on other people pushing new players to play? Why shouldn't the focus be on empowering new players to take matters into their own hands?

Perhaps it should. It isn't.

Quote:
i can haz data point?

The fanfest videos and CSM minutes are available. I'm empowering you to go dig them up yourself.
Sibyyl
Garoun Investment Bank
Gallente Federation
#1023 - 2015-05-27 11:48:24 UTC  |  Edited by: Sibyyl
All the NPC Corps, with the sole exception of CAS, are quiet, barren, and antisocial. If all of them except CAS were dissolved tomorrow, the players who love to play alone could continue living life in one-person Player Corps. The players who like social environments would have to go find Player Corporations (which happen to be how people get together in EVE).

Explain to me again why anyone is arguing any of the non-CAS NPC Corps should stay?




Oh, right. Wardecs. Wardecs has been what this entire discussion has been about from the start. Wardec immunity and how even 100% tax would not be enough for someone to relinquish that immunity.

Edit: ^_^

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Mayhaw Morgan
State War Academy
Caldari State
#1024 - 2015-05-27 12:06:56 UTC
Is this what you meant to say?

beakerax wrote:

Mayhaw Morgan wrote:
Why should the focus be on other people pushing new players to play? Why shouldn't the focus be on empowering new players to take matters into their own hands?


I'm so ******* angry right now I can't even formulate a coherent response. AHHHHHHHH!!!!

Mayhaw Morgan wrote:
i can haz data point?


I saw it one time, on the internet or maybe it was at the library. It's there. I promise. Google it "data pointz". #whereiswaldo #truestories


I sincerely hope I am interpreting your response correctly.
Nevil Oscillator
#1025 - 2015-05-27 12:10:26 UTC
Tyberius Franklin wrote:


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?



You've lost me there , not sure what it has to do with being efficient.
Correct me if I am wrong, NPC corps do nothing other than tax you.
beakerax
Pator Tech School
#1026 - 2015-05-27 12:18:35 UTC
Mayhaw Morgan wrote:
I sincerely hope I am interpreting your response correctly.

I find it difficult to believe that this claimed sincerity is genuine! Shocked
Ferni Ka'Nviiou
Doomheim
#1027 - 2015-05-27 12:33:02 UTC
I stay in the Republic University corp because I like the name.
And the icon.
And because I want to stay in the same corporation.

That's pretty much it.


I use an alt corp for doing missions when I want to play solely for ISK.
Thorav put to words my thoughts beyond that.

In regards to the NPC corp wardec immunity, I don't really think much of it. There's no benefit outside of highsec. And ironically it's the alt-corp I keep in highsec.

But not that it all really matters at this stage, I'm sure it's been all well discussed.
I just wanted to throw my opinion at the OP title.
Nevil Oscillator
#1028 - 2015-05-27 14:56:50 UTC
Ferni Ka'Nviiou wrote:
I

But not that it all really matters at this stage, I'm sure it's been all well discussed.
I just wanted to throw my opinion at the OP title.

This may look like a long thread but it is mostly ranting and quoting the same very long paragraph over and over adding a few sentences with each person that replies to it. That's why I shorten the quotes to the part I am replying to. Some believe it is some kind of trick to win the argument but really it is as simple as that.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1029 - 2015-05-27 20:15:41 UTC  |  Edited by: Tyberius Franklin
Nevil Oscillator wrote:
Tyberius Franklin wrote:


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?



You've lost me there , not sure what it has to do with being efficient.
Correct me if I am wrong, NPC corps do nothing other than tax you.

NPC corps prevent prevent you from being wardec'd. You proposed removing that, at which point a single wardec efficiently places all of those players who were avoiding wars into a war.

Conversely by forming one man corps each has to be wardec'd individually which increases costs for chasing the characters down in numbers and greatly decreases the chances of any lesser known or targeted characters from receiving wardecs.

It's demonstrably far less isk efficient to chase the individual targets than having a single entity to wardec, and with any luck you won't be chased at all.
Nevil Oscillator
#1030 - 2015-05-28 02:38:31 UTC
Tyberius Franklin wrote:


NPC corps prevent prevent you from being wardec'd. You proposed removing that, at which point a single wardec efficiently places all of those players who were avoiding wars into a war.

Conversely by forming one man corps each has to be wardec'd individually which increases costs for chasing the characters down in numbers and greatly decreases the chances of any lesser known or targeted characters from receiving wardecs.

It's demonstrably far less isk efficient to chase the individual targets than having a single entity to wardec, and with any luck you won't be chased at all.


Depends how much it costs to war deck an NPC Corp
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1031 - 2015-05-28 02:45:07 UTC
Nevil Oscillator wrote:
Tyberius Franklin wrote:


NPC corps prevent prevent you from being wardec'd. You proposed removing that, at which point a single wardec efficiently places all of those players who were avoiding wars into a war.

Conversely by forming one man corps each has to be wardec'd individually which increases costs for chasing the characters down in numbers and greatly decreases the chances of any lesser known or targeted characters from receiving wardecs.

It's demonstrably far less isk efficient to chase the individual targets than having a single entity to wardec, and with any luck you won't be chased at all.


Depends how much it costs to war deck an NPC Corp

Why would it have a cost calculated any differently than for any other corp?
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#1032 - 2015-05-28 02:51:43 UTC  |  Edited by: Scipio Artelius
Mayhaw Morgan wrote:
The responsibility of getting newbies more deeply involved with the game is primarily the responsibiliy of the newbies themselves. Why should the focus be on other people pushing new players to play? Why shouldn't the focus be on empowering new players to take matters into their own hands?

This idea of subordinating new players to more entrenched participants of the game might even be the problem.

Who is trying to subordinate anyone?

If you were CCP and had an issue with new player retention, wouldn't you try to do something to change that?

That's all CCP are doing. They aren't forcing people to do anything, nor subordinating anyone. The only thing they are trying to do is provide conditions where new players discover the content that hooks them and they are doing it based on the data they have showing the types of experiences that the 10% of retained players get into early. Empowering is exactly the right word for what they are trying to do.

Of course it's ideal if new players take responsibility for getting into the game. At the same time, CCP is trying to address the huge difference that exists between the expectations of players before they join and then the reality of the experience they find when they do. All of those other experiences that attracted them are there. The old approach to the new player experience just didn't help them find it.
Nevil Oscillator
#1033 - 2015-05-28 03:35:16 UTC
Tyberius Franklin wrote:


Why would it have a cost calculated any differently than for any other corp?


Because they are different
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1034 - 2015-05-28 03:53:53 UTC
That's not a justification for price differentiation. Alliances are different from individual corps yet have the same cost scaling.

An NPC corp of 10 people would need to cost more than an alliance/corp of 2000 for them to cost more to dec as a group than individually, so you would have a strong, relevant justification to make.
Naga Elohim
Aeras Krekan Syndicate
#1035 - 2015-05-28 04:28:12 UTC  |  Edited by: Naga Elohim
Ill say this,

After being in numerous corporations in Eve, and forging a few friendships (and enemies), I can honestly say the game is much much better when played with others. Content is key in any game and Eve players are my favorite to go to for such things.

However, I think a lot of player are like me.. I generally don't liked being told what to do with my time, especially if it sounds boring (personality trait). Why should I go orbit a hostile POS at full speed for hours when I can go mine Kernite in my Tormentor? (I DO NOT recommend this) The point of a game like Eve is to play it the way YOU want to, and that's why I love it.

You should not be forced to do something that you don't want to do. Being ganked or flipped is one thing (because...mechanics), forcing Players to lose their possessions in non-consensual, true PVP combat is not something CCP intended, which is why I believe they implemented Crimewatch/Weapon safeties etc.

I created my own one man corp for those reasons. I have unlimited freedom. I still socialize with other corps in my home system and abroad. I can war dec corps that rustle my jimmies. I sneak into low-sec when I want for some thrills (or dank roids). I'll hit the occasional worm hole and hit sleeper sites while tapping the d-scan button every 3 seconds. Hell I might find a null-sec exit and check out the locale. Maybe even steal a gas cloud or two. Otherwise, it's high/low sec anomalies with some juicy PI to finance it all.

Maybe I'll join an Alliance one day. Which brings me to my point....

Eve is impossible to enjoy alone. No matter where you go, NPC corp or Lone Wolf, there will be a ganker, flipper, war target, or a confused player who hasn't quite grasped the rules and engages your ship without provocation. These things in and of itself create the best content I've experienced to date. They are unintended consequences of game mechanics, but when it crosses the line in to non-consensual combat that results in the loss of prized virtual possessions, it turns most people off.

So to answer your question, I think people stay in NPC corps because they're not informed enough, don't like the extreme risk, and/or they're generally anti-social even in RL.

Eve is like an orgy. It's best enjoyed with others.
Naga Elohim
Aeras Krekan Syndicate
#1036 - 2015-05-28 04:51:30 UTC  |  Edited by: Naga Elohim
double poast...
Naga Elohim
Aeras Krekan Syndicate
#1037 - 2015-05-28 04:57:01 UTC  |  Edited by: Naga Elohim
triple poast....
Black Pedro
Mine.
#1038 - 2015-05-28 06:19:53 UTC
Naga Elohim wrote:
So to answer your question, I think people stay in NPC corps because they're not informed enough, don't like the extreme risk, and/or they're generally anti-social even in RL...and it should be no one else's business as long as subscriptions are being paid and the time is being enjoyed.

It literally is CCP's business if the poor retention rates of new players is influenced by the fact they never leave NPC corps and engage with the greater Eve universe as their data says.

Do what you want - the player freedom offered in this game is to be relished - but there is a very real reason people are concerned over this behaviour. Don't confuse efforts to get new players socially and otherwise engaged with the sandbox as an attack on how you choose to play the game.
Mayhaw Morgan
State War Academy
Caldari State
#1039 - 2015-05-28 07:00:44 UTC
Scipio Artellius wrote:

Mayhaw Morgan wrote:
The responsibility of getting newbies more deeply involved with the game is primarily the responsibiliy of the newbies themselves. Why should the focus be on other people pushing new players to play? Why shouldn't the focus be on empowering new players to take matters into their own hands?

This idea of subordinating new players to more entrenched participants of the game might even be the problem.


Who is trying to subordinate anyone?

If you were CCP and had an issue with new player retention, wouldn't you try to do something to change that?

That's all CCP are doing. They aren't forcing people to do anything, nor subordinating anyone. The only thing they are trying to do is provide conditions where new players discover the content that hooks them and they are doing it based on the data they have showing the types of experiences that the 10% of retained players get into early. Empowering is exactly the right word for what they are trying to do.

Of course it's ideal if new players take responsibility for getting into the game. At the same time, CCP is trying to address the huge difference that exists between the expectations of players before they join and then the reality of the experience they find when they do. All of those other experiences that attracted them are there. The old approach to the new player experience just didn't help them find it.


Anyone arguing for a de facto penalty on NPC corp membership is, in deed, trying to subordinate new players to the leadership of any player corporation they might join in response to that penalization. Taking away or penalizing an option or enhancing the rewards of an alternative steers the chooser toward the "better" choice. The "better" choice, in this case, is player corp participation. Especially for new players, that means subjecting themselves more directly to the will and judgement of an established corp's CEO/leadership and to war dec'ing corporations/alliances. Well, the CEO/leadership isn't called that because they do what YOU tell THEM. Either you do what THEY tell YOU or you GTFO of their corporation, typically. War dec' corporations/alliances don't even pretend to care what you want. They just force their will upon you by space violence. Both of these are, in fact, examples of subordination.
And, please spare us the dogma about how noobs can do x, y, or z to remedy this subordination, because we all know they probably don't know how to do x, y, OR z, letalone have the skillpoints to do them effectively.

You keep begging the question by saying that penalizing NPC corporation players or buffing player corp players is an attempt to fix a problem with player retention. Until you can prove that NPC corporations are the source of the problem, you can't prove that disrupting their function is a solution to that problem. I have yet to see a compelling piece of data that says that players are more likely to leave the game because staying in an NPC corporation is an option. I don't think there is such a piece of data and, unlike you, I don't think CCP thinks there is such a piece of data.
Nevil Oscillator
#1040 - 2015-05-28 07:48:51 UTC
Tyberius Franklin wrote:
That's not a justification for price differentiation. Alliances are different from individual corps yet have the same cost scaling.

An NPC corp of 10 people would need to cost more than an alliance/corp of 2000 for them to cost more to dec as a group than individually, so you would have a strong, relevant justification to make.



I don't need to justify the price difference, it's a completely invented number in the first place. What's if for ? administration costs ?