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why do players stay in npc corps?

First post
Author
GetSirrus
Imperial Academy
Amarr Empire
#1041 - 2015-05-28 08:30:59 UTC
Kaarous Aldurald wrote:
If, for example, wars could not be dodged, and people were forced to use the surrender mechanic as it was intended.

Within half a year, the highsec corps that were left would be ones that you know have passed the test, and could be counted on to be worthwhile to their members.

Pointing people towards good corps is all well and good as an idea, but enabling the removal of the oh-so-many bad corps from the pool is far more important.


Do you mean like James315 dropping when corp when war-decced in the early days of CODE? His excuse at the time was "I am using carebears own methods against them". Pause the narration. So carebears declare war? I thought that a preferred objective? Being more engaged.

*===========

If there were decent tools for locating a corp. I still have not found a corp for mid-life crisis, shift working, Zen-Buddhists. But I am hopeful.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1042 - 2015-05-28 09:35:42 UTC
Nevil Oscillator wrote:
I don't need to justify the price difference, it's a completely invented number in the first place.

So your contention is that the formula for wardec costs is completely arbitrarty and devoid of game play goals? That's really the only reason to conclude pricing doesn't matter.

I'm not even sure what you mean by asking what it's for though. Mechanically speaking it's for declaring a war, nothing more. It exists because CCP decided there should be an associated cost and exist as it does currently due to their re-evaluation of what those costs should be.

It seems like you are saying their numbers are wrong while at the same time acknowledging you don't know what they were intended to achieve and somehow using that to assume they weren't intended to achieve anything. Sure, you aren't obligated to any justification, but I can't see this conversation going any further if you just handwave existing mechanics as "invented."
Kaarous Aldurald
Black Hydra Consortium.
#1043 - 2015-05-28 10:18:26 UTC
GetSirrus wrote:
So carebears declare war?


Half a dozen times or so, I suppose. But statistically, I think that is referred to as an "outlier".

Quote:

I still have not found a corp for mid-life crisis, shift working, Zen-Buddhists. But I am hopeful.


Your standards are too high.

"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.

Nevil Oscillator
#1044 - 2015-05-28 11:45:46 UTC
Tyberius Franklin wrote:
Sure, you aren't obligated to any justification, but I can't see this conversation going any further if you just handwave existing mechanics as "invented."


You could have an opt in as well as an opt out.
Omar Alharazaad
New Eden Tech Support
#1045 - 2015-05-28 11:58:25 UTC
I like this wardec npc corps idea... unfortunately people who are far more voracious than I would put it to task.
It doesn't matter what the price is, as raising it will not discourage larger entities from paying the fee. A larger fee would only keep smaller entities, who ironically the NPC corps would have a much easier time dealing with, from being able to declare.
Meanwhile large groups who specialize in war will have their own little space orgy of violence because they CAN afford it.
So, ISK argument in this situation is actually a bad one.

Come hell or high water, this sick world will know I was here.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#1046 - 2015-05-28 12:03:50 UTC  |  Edited by: Scipio Artelius
Mayhaw Morgan wrote:
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.

That's a complete load of bullshit. I've never said such a thing.

Quite the opposite. Get off the NPC Corporations are the source of the probelm and open your mind. NPC Corporations are not the issue (can't believe I had to right that again).

The reason you haven't seen the data that 90% of new players leave the game within their first 30 days is because you've done nothing but whinge for it to be given to you here. Stop being lazy and go read/watch the information from CCP like the rest of us have.
Nevil Oscillator
#1047 - 2015-05-28 12:24:02 UTC
Omar Alharazaad wrote:
I like this wardec npc corps idea... unfortunately people who are far more voracious than I would put it to task.
It doesn't matter what the price is, as raising it will not discourage larger entities from paying the fee. A larger fee would only keep smaller entities, who ironically the NPC corps would have a much easier time dealing with, from being able to declare.
Meanwhile large groups who specialize in war will have their own little space orgy of violence because they CAN afford it.
So, ISK argument in this situation is actually a bad one.


I was suggesting that each NPC corporation could have it's own militia who can be at war
Omar Alharazaad
New Eden Tech Support
#1048 - 2015-05-28 12:41:44 UTC
Ah. so many posts, I admit freely to having skimmed the last 30 pages or so.
That would be interesting, but I have a feeling that those militias would be largely empty, with perhaps the exception of CAS.

Come hell or high water, this sick world will know I was here.

Eli Stan
Center for Advanced Studies
Gallente Federation
#1049 - 2015-05-28 13:51:33 UTC
There are various different aspects to EVE that I see being talked about in this thread, and from my perspective they all require different approaches:

- New player retention. "New player" being a person new to EVE for 30 days or less. These are the people who were mentioned by CCP Rise during Fanfest. They are all almost exclusively in NPC corps.

- Veteran player retention. I haven't seen any data on this subject presented by anybody. Some are in player corps, some in NPC corps, some still in their starter corp after 10 or more years.

- Highsec PvP combat opportunities. This revolves around the mechanics of suicide ganking, wardecs, and crimewatch; wardecs are impacted by NPC corp membership and player corp size.

My thoughts on each topic:

- In-game social groups, as discussed in a different thread, are extremely important here. IMO social engagement is what draws people into Eve, and unless a new player already has contacts within the game, it is unreasonable to expect a new player to generate significant social ties on their own, in the current player-corp environment, in such a short time, while also trying to figure out the game mechanics. Existing starter corps (except CAS of course) are not set up to generate such ties. A concerted effort by the rest of the player base, though in-game advocating of social groups, which require no commitment and are therefore easy for new players to investigate, discard if it doesn't meet their needs, try another, and ultimately can be a gateway to the rest of Eve's opportunities for interaction if they like it.

- These people have been playing for a long time already. No changes are needed to corp structure, for either player or NPC corp players, to ensure their continued play. They know the game, they play the way they play, and trying to get them to play differently likely will, I think, actually hurt retention of this group.

- Wardecs... Wardecs, wardecs, wardecs... There's a gazillion ideas on what to do about highsec in general, including wardecs, and I won't re-list them all here. Cool
Nevil Oscillator
#1050 - 2015-05-28 13:54:28 UTC
Omar Alharazaad wrote:
Ah. so many posts, I admit freely to having skimmed the last 30 pages or so.
That would be interesting, but I have a feeling that those militias would be largely empty, with perhaps the exception of CAS.


It seems a bit pointless wardecing NPC Corps if their carebears are not in any danger, it has to appeal to pirates not just people looking for a fight. Tempting players out of the safety zone but with what ? I like the idea of NPC corps dealing with their enemies through players but how do they get enemies when they are immune to anything but a suicide attack ?
Mayhaw Morgan
State War Academy
Caldari State
#1051 - 2015-05-28 15:38:21 UTC
Scipio Artellius wrote:
That's a complete load of bullshit. I've never said such a thing.

Quite the opposite. Get off the NPC Corporations are the source of the probelm and open your mind. NPC Corporations are not the issue (can't believe I had to right that again).

The reason you haven't seen the data that 90% of new players leave the game within their first 30 days is because you've done nothing but whinge for it to be given to you here. Stop being lazy and go read/watch the information from CCP like the rest of us have.


If you are having trouble keeping your own story straight, just imagine how confused I must be about what it is you are trying to say. In one post you're claiming player corps are better and that's why CCP needs to push players into them. In the next, you're denying having said that. You are telling us about supposed data that says NPC corp players quit more, then you are back tracking and pointing to a 90% attrition rate for new players as if that somehow has to do with NPC corp membership. I can't figure it out, either. But, I am not going on a wild goose chase looking for phantom data that makes your case for you. Find it yourself and provide a link to it or STFU about it.
Demerius Xenocratus
The Scope
Gallente Federation
#1052 - 2015-05-28 19:36:15 UTC
Scipio Artelius wrote:


NPC Corps are fine.


I don't really have an argument with you then. NPC corps are a side issue within the greater problem of player retention and mostly a red herring thrown out by highsec pvp all stars that want more things to shoot.

Terrible, terrible people forming player corps in highsec, recruiting newbies and then giving them absolutely no guidance on how to not to get violenced by wardeccers and gankers are a much bigger issue. That's player corps and the people who start them. A new player experience which leaves people completely unprepared for the dark side of EVE (scamming, wardecs, the prevalence and utility of alts for griefing, ganking) is another problem.

But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.
Joe Risalo
State War Academy
Caldari State
#1053 - 2015-05-28 20:35:02 UTC
Demerius Xenocratus wrote:
Scipio Artelius wrote:


NPC Corps are fine.


I don't really have an argument with you then. NPC corps are a side issue within the greater problem of player retention and mostly a red herring thrown out by highsec pvp all stars that want more things to shoot.

Terrible, terrible people forming player corps in highsec, recruiting newbies and then giving them absolutely no guidance on how to not to get violenced by wardeccers and gankers are a much bigger issue. That's player corps and the people who start them. A new player experience which leaves people completely unprepared for the dark side of EVE (scamming, wardecs, the prevalence and utility of alts for griefing, ganking) is another problem.

But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.



It's really a case of casualism and/or min/max.
Many of the people that test Eve, likely have come from another MMO.
Their experience, prior to Eve, revolved around games with zones that are dedicated to non-PVP without consent.
They are also familiar with level grinding, which in many games, can get you from newb to end game content in a month.
As we are all aware, this is not the case in Eve.
There is no end game content and there is no option for pure safety.

That said,'I am NOT suggesting a change for the formula in order to support this.
The market would fall apart as most players, including those with alts in high, would gravitate their characters towards this area.

However, I do not support the alternative of taking away safety, as it is. This would not only deter new players, but would likely cause the dropping of many so to say "carebears" as well as cause alt accounts to drop, due to lack of safer gameplay.

As far as retention of players, both new and old, I think this is an issue of two cases.
1) community - There's got to be social interaction. This is not an issue of corps(player or NPC), but instead the fault of the players.
We have essentially built a barrier inhibiting player interaction. Remember the Eve Moto of "Trust no one"? Well, this has the alternate effect of inhibiting the social interaction with new players. Not very many people want to help a new bro, as you can't trust them.

2) Content - we're all aware that it takes a bit of time to become efficient at combat. This leaves mining as the most effective activity a newbro can involve themselves in for at least the first two weeks. Even after that, their combat efficiency is extremely limit. However, once you've developed efficient combat skills, you still likely have developed funding, so PVP involvement is extremely limited, unless you manage to get into an alliance with a ship hand out program.
If you do manage to get interest from an alliance, there's about a 50-50 chance that you're being baited.

Content can be corrected by providing more low level and high level content in all security areas.

As far as community, well... Eve players are a$$holes...
Naga Elohim
Aeras Krekan Syndicate
#1054 - 2015-05-28 20:55:48 UTC
When I first played Eve, there was nothing like it. I never permanently lost virtual assets in a game before. It brought a level of risk vs reward to games previously unseen (in my eyes) Knowing you can lose everything ina few moments of blood-lust was exhilarating. In reality not everyone wants to lose things. It takes a special person to accept and recover from loss, and frankly some humans just don't have it. So they unsubscribe.

New players don't quite know what they are getting themselves into when they subscribe. They play the game for a while then eventually get ganked, flipped, awoxed, hyperdunked etc and realize that the ship they just grinded 25 hours to get, is now space dust. Its a new concept for most casual games to get used to.

This game doesn't appeal to the masses. The game is full of risk, but the problem is people don't like taking risks. That's why they stay in NPC corps. They simply just don't have that aggressive/competitive personality trait required for player vs. player scenarios..

Not everyone can handle or stomach losing ships etc in Eve. Especially when said possessions had so much time poured into them. Imagine going from (insert generic MMO here) to Eve Online. Its a world apart. You have to MENTALLY prepare to permanently lose things. Most cant handle that....so they unsubscribe.

It's all psychology.


Demerius Xenocratus
The Scope
Gallente Federation
#1055 - 2015-05-28 20:57:01 UTC
Joe Risalo wrote:
Demerius Xenocratus wrote:
Scipio Artelius wrote:


NPC Corps are fine.


I don't really have an argument with you then. NPC corps are a side issue within the greater problem of player retention and mostly a red herring thrown out by highsec pvp all stars that want more things to shoot.

Terrible, terrible people forming player corps in highsec, recruiting newbies and then giving them absolutely no guidance on how to not to get violenced by wardeccers and gankers are a much bigger issue. That's player corps and the people who start them. A new player experience which leaves people completely unprepared for the dark side of EVE (scamming, wardecs, the prevalence and utility of alts for griefing, ganking) is another problem.

But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.



It's really a case of casualism and/or min/max.
Many of the people that test Eve, likely have come from another MMO.
Their experience, prior to Eve, revolved around games with zones that are dedicated to non-PVP without consent.
They are also familiar with level grinding, which in many games, can get you from newb to end game content in a month.
As we are all aware, this is not the case in Eve.
There is no end game content and there is no option for pure safety.

That said,'I am NOT suggesting a change for the formula in order to support this.
The market would fall apart as most players, including those with alts in high, would gravitate their characters towards this area.

However, I do not support the alternative of taking away safety, as it is. This would not only deter new players, but would likely cause the dropping of many so to say "carebears" as well as cause alt accounts to drop, due to lack of safer gameplay.

As far as retention of players, both new and old, I think this is an issue of two cases.
1) community - There's got to be social interaction. This is not an issue of corps(player or NPC), but instead the fault of the players.
We have essentially built a barrier inhibiting player interaction. Remember the Eve Moto of "Trust no one"? Well, this has the alternate effect of inhibiting the social interaction with new players. Not very many people want to help a new bro, as you can't trust them.

2) Content - we're all aware that it takes a bit of time to become efficient at combat. This leaves mining as the most effective activity a newbro can involve themselves in for at least the first two weeks. Even after that, their combat efficiency is extremely limit. However, once you've developed efficient combat skills, you still likely have developed funding, so PVP involvement is extremely limited, unless you manage to get into an alliance with a ship hand out program.
If you do manage to get interest from an alliance, there's about a 50-50 chance that you're being baited.

Content can be corrected by providing more low level and high level content in all security areas.

As far as community, well... Eve players are a$$holes...


Mining is not the most efficient ISK generation method for a newbie it's just the most obvious.

You are correct that the burden falls largely on existing players. You can't slaughter/scam people relentlessly and then come to the forums spouting off about the retention problem. It's all well and good to say "it's their responsibility to learn the game" but frankly that is a shortsighted and stupid mindset that will result eventually in nothing left of EVE but a few thousand bittervets chasing each other's alts around.

And with all the talk about how many people leave in the first month I'm surprised no one has stated the obvious -

This is a very complex game with a famously vicious learning curve and the skill training system is quite daunting for a day one player. I was there, not terribly long ago. I remind mousing over various ships and modules and then looking at the training time under "requirements" and just being crushed. And then I realized I would need a legion of support skills even once those requirements were met. So it's fair to say you are going to have a significant percentage of the people that try this game promptly fleeing for their lives and sanity. With this thought in mind, 90% doesn't sound nearly as unreasonable.

Beyond that, if you want new players, act like it. You guys with a dozen alts could consider rolling another one and leaving him in a rookie corp to actually do something about the problem. There's a thought.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#1056 - 2015-05-28 22:02:55 UTC  |  Edited by: Scipio Artelius
Mayhaw Morgan wrote:
If you are having trouble keeping your own story straight, just imagine how confused I must be about what it is you are trying to say. In one post you're claiming player corps are better and that's why CCP needs to push players into them. In the next, you're denying having said that. You are telling us about supposed data that says NPC corp players quit more, then you are back tracking and pointing to a 90% attrition rate for new players as if that somehow has to do with NPC corp membership. I can't figure it out, either. But, I am not going on a wild goose chase looking for phantom data that makes your case for you. Find it yourself and provide a link to it or STFU about it.

At this point it doesn't surprise me you can't figure it out. It seems plainly clear why and I now understand why Kaarous was surprised earlier that you could even read.

I haven't backtracked on a single point or had any difficulty keeping my posts straight. They're all consistent in the message. As for the data, I don't need to find it. I have the links to CCPs statements both here in the forum and the relevant presentations at Fanfest both in 2014 and this year.

Here is just the first relevant piece of data that begins to highlight the types of experiences that they are aiming for: https://youtu.be/sbHqFgn4SOw?list=PLldrBIEnJ5hMIXwk_e8-VZb0EldJqXmg_&t=967

There is more in that video about CCPs Vision for the new player experience, with a key vision being that players always want to engage with others more than do things on their own ( https://youtu.be/sbHqFgn4SOw?list=PLldrBIEnJ5hMIXwk_e8-VZb0EldJqXmg_&t=967 ) and that a good indicator of the types of things CCP are hoping for is the type of things that players are doing for each other (mentioned just after that last link).

That was just the start of the information CCP have released/mentioned in the last 18 months and yes, a desire to see more players move to player-run Corps has been amongst that.

So you can think it's phantom all you like and it'll make no difference. CCP will continue to try to empower new players through broader experiences irrespective of your head being buried in the sand.
Kaarous Aldurald
Black Hydra Consortium.
#1057 - 2015-05-28 22:58:23 UTC
Demerius Xenocratus wrote:

But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.


You solve a player created problem with other players. Specifically, those gankers and wardeccers you so despise.

Bad corps should die on the vine, but in the ridiculous safety that is highsec, that's far too difficult to do. Incentivize conflict, make it more accessible and more widespread, and watch these bad corps die.

"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.

Joe Risalo
State War Academy
Caldari State
#1058 - 2015-05-28 23:29:26 UTC
Kaarous Aldurald wrote:
Demerius Xenocratus wrote:

But I don't see a way to solve the first problem beyond some kind of intricate barrier to corp creation.


You solve a player created problem with other players. Specifically, those gankers and wardeccers you so despise.

Bad corps should die on the vine, but in the ridiculous safety that is highsec, that's far too difficult to do. Incentivize conflict, make it more accessible and more widespread, and watch these bad corps die.


Again spewing what you want, which is to make high sec less safe.

Go ahead... Make high sec less safe and all casuals targets.

Shouldn't be too long before you regret that...
Maybe 4 weeks before the market falls apart and the price of everything doubles.

That's if the major alliances don't take control.
If that happens, which is proven they can already do through war decs and ganks, there will be no where for even you to go to earn Isk.....
Kaarous Aldurald
Black Hydra Consortium.
#1059 - 2015-05-28 23:43:13 UTC
Joe Risalo wrote:

Shouldn't be too long before you regret that...
Maybe 4 weeks before the market falls apart and the price of everything doubles.


If your best argument involves publicly demonstrating that you have zero clue how the economy works, you should have just stayed out of the discussion.

"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.

Sibyyl
Garoun Investment Bank
Gallente Federation
#1060 - 2015-05-29 00:15:20 UTC

This thread is about wardec immunity and only wardec immunity. Everything else is window dressing (like Ferni says.. a pretty logo and a name).

Feeling antisocial? Don't want to take orders? Make a one-man corp.

Want to collaborate with other players without having to take orders from a Player Corp boss? Sure. But why would you want wardec immunity as a bonus for that? One has nothing to do with the other. Justify your "get off my NPC porch" rant all you want, but what you are really clinging onto is that sweet, sweet wardec immunity.



There is no justification for any corp in EVE to have wardec immunity. I'm sure a system of payment and immunity for players <30 days in age can be worked out with no problems whatsoever.


And if haulers blow up and prices skyrocket in the market, so what? Content is content.

Blink

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