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why do players stay in npc corps?

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Author
Joe Risalo
State War Academy
Caldari State
#1101 - 2015-05-29 13:32:22 UTC
Black Pedro wrote:
Mayhaw Morgan wrote:

There is no data that says more players quit EVE because NPC corporations exist.
Perhaps not, but CCP has data that more new players quit Eve if they remain in NPC corporations.
CCP Rise wrote:
We have tried and tried to validate the myth that griefing has a pronounced affect on new players - we have failed. The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Isolating players away from the actual sandbox seems very contrary to what we would like to accomplish.
Finding out why new players don't leave the NPC corp, and changing the game to encourage them to do so seems a perfectly valid strategy for CCP to increase player retention.



That's kind of a "What came first, the chicken or the egg" conversation.

Is it that Newbros that stay in NPC corps are more likely to quit?
Or is it that newbros, that are likely to quit, stay in NPC corps?


The data is inherently flawed.
If every new player is put into an NPC corp, and all the ones that stay in the NPC corp quit, it doesn't mean the issue is with the NPC corp.
There's no point in joining a player corp if you don't like the skill training time, don't like the learning curve, don't like the difficulty, or don't like the PVP interaction.

Everyone keeps equating the problem as the NPC corp.
Yes, the NPC corp is the common denominator in most cases.
However, that's like saying many people die due to their a$$hole.
Just because we share a common traight, that doesn't make it the cause.
Black Pedro
Mine.
#1102 - 2015-05-29 13:53:55 UTC
Joe Risalo wrote:
The data is inherently flawed.
The data are not inherently flawed - the data are just the data.

It is a fact that new players who leave the NPC corps have a higher rate of subscribing to the game. Looking at this, and the multitude of other data points CCP has in their databases, they have come to the reasonable conclusion that the social interactions afforded by being in a player corporation may have something to do with the higher retention rate of these players.

You are entitled to disagree with this conclusion and stamp your feet shouting "correlation does not equal causation" like a first-year philosophy major if you'd like, but you are not entitled to your own facts. And if you are going to ask me to choose whose hypothesis to believe: CCP Rise and his team who have direct access to the detailed histories of hundreds of thousands of players and whose jobs are to increase player retention, and thus the long-term success of the game, or someone who willing to dismiss data because they don't fit his per-conceived narrative, I know who I am going to stand with.

Certainly it cannot hurt to try to guide players out of the isolating environment of the NPC corp and into the more social one of a player corp can it?
Crest Zah Donartal
Bluenose Corporation
#1103 - 2015-05-29 14:16:07 UTC
What does it mean, "associated with social activity"?

As i know, has, "using market and contract systems", nothing to do with staying in NPC or joining PC.
Self PvP activities are not a monopol of PC.

Eve is more than just a dull shooter and i'm just happy about!
there are so many things to do, so many ways to play it.

To the question why they leave the game, i should respond, they just do not have the patience that is needed in EVE.
They jump from game to game, they want to reach "endgame" in few weeks...
Starting with EVE is as if you are standing in front of a large wall, in this wall is a door, you open it and you see a dark space.
In this space you have no path to follow (and i think alot newbies miss it) and you have to find you way alone.

EVE will ever stay a "niche game"

EVE is not a game you play for short time...thats the problem (Please don't change it)
Joe Risalo
State War Academy
Caldari State
#1104 - 2015-05-29 14:26:10 UTC
Black Pedro wrote:
Joe Risalo wrote:
The data is inherently flawed.
The data are not inherently flawed - the data are just the data.

It is a fact that new players who leave the NPC corps have a higher rate of subscribing to the game. Looking at this, and the multitude of other data points CCP has in their databases, they have come to the reasonable conclusion that the social interactions afforded by being in a player corporation may have something to do with the higher retention rate of these players.

You are entitled to disagree with this conclusion and stamp your feet shouting "correlation does not equal causation" like a first-year philosophy major if you'd like, but you are not entitled to your own facts. And if you are going to ask me to choose whose hypothesis to believe: CCP Rise and his team who have direct access to the detailed histories of hundreds of thousands of players and whose jobs are to increase player retention, and thus the long-term success of the game, or someone who willing to dismiss data because they don't fit his per-conceived narrative, I know who I am going to stand with.

Certainly it cannot hurt to try to guide players out of the isolating environment of the NPC corp and into the more social one of a player corp can it?



I have not given my perceived narrative Nor does it disagree with player interaction being important.

Yes, newbros are more likely to stick around if they experience more player interaction.
This DOES NOT mean they will quit because they stayed in an NPC corp.

And while "correlation Is not causation" may be year one philosophy, the chicken and the egg question is famous because therehas not been correct or wrong answer (though I do know the true answer.)

So, which is correct; newbs in NPC corps quit, or NPC corps cause newbs to quit?
Tipa Riot
Federal Navy Academy
Gallente Federation
#1105 - 2015-05-29 14:47:13 UTC
Joe Risalo wrote:

Everyone keeps equating the problem as the NPC corp.

Not everyone, but those who insist on that follow an agenda ... they want to have more easy prey in highsec to shoot. NPC corp players are always protected by Concord, which disrupts their "business".

I'm my own NPC alt.

Solstice Punk
Sebiestor Tribe
Minmatar Republic
#1106 - 2015-05-29 14:50:04 UTC
Joe Risalo wrote:
Black Pedro wrote:
Joe Risalo wrote:
The data is inherently flawed.
The data are not inherently flawed - the data are just the data.

It is a fact that new players who leave the NPC corps have a higher rate of subscribing to the game. Looking at this, and the multitude of other data points CCP has in their databases, they have come to the reasonable conclusion that the social interactions afforded by being in a player corporation may have something to do with the higher retention rate of these players.

You are entitled to disagree with this conclusion and stamp your feet shouting "correlation does not equal causation" like a first-year philosophy major if you'd like, but you are not entitled to your own facts. And if you are going to ask me to choose whose hypothesis to believe: CCP Rise and his team who have direct access to the detailed histories of hundreds of thousands of players and whose jobs are to increase player retention, and thus the long-term success of the game, or someone who willing to dismiss data because they don't fit his per-conceived narrative, I know who I am going to stand with.

Certainly it cannot hurt to try to guide players out of the isolating environment of the NPC corp and into the more social one of a player corp can it?



I have not given my perceived narrative Nor does it disagree with player interaction being important.

Yes, newbros are more likely to stick around if they experience more player interaction.
This DOES NOT mean they will quit because they stayed in an NPC corp.

And while "correlation Is not causation" may be year one philosophy, the chicken and the egg question is famous because therehas not been correct or wrong answer (though I do know the true answer.)

So, which is correct; newbs in NPC corps quit, or NPC corps cause newbs to quit?
The question is irrelevant.

New Players are mostly isolated in npc corps, unless it's CAS. If that wasn't true, CCP wouldn't want people to leave them for player corps. What came first is irrelevant when looking at what currently is. It's just sidetracking from the fact that too many people play isolated and how the npc corps except CAS do their good part in that.

Your question does not bring progress.

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Joe Risalo
State War Academy
Caldari State
#1107 - 2015-05-29 15:01:08 UTC
Solstice Punk wrote:
The question is irrelevant.

New Players are mostly isolated in npc corps, unless it's CAS. If that wasn't true, CCP wouldn't want people to leave them for player corps. What came first is irrelevant when looking at what currently is. It's just sidetracking from the fact that too many people play isolated and how the npc corps except CAS do their good part in that.

Your question does not bring progress.


The question is not irrelevant.
You can't give an answer when you don't know the question.

determining if players quit specifically due to lack of training and/or social interaction while in NPC corps,'is the issue.
Or, if it's something else, is very important to determining a solution.

You can make NPC corps war targets, you can remove them from game, or whatever else you want to do to them, but if that is not the cause of the issue, you're only making things worse.
Solstice Punk
Sebiestor Tribe
Minmatar Republic
#1108 - 2015-05-29 15:15:48 UTC
I feel like you don't believe in what CCP says and you never went through npc corps to check out the situation for yourself. Your question has no rlevance and is actually answered already.

NPC corps do not provide the environment needed to keep players,
as shown by CCP wanting to get people out of them.

The only exceptions are CAS/Scope.

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They have IRC too!

Black Pedro
Mine.
#1109 - 2015-05-29 15:23:26 UTC
Joe Risalo wrote:
Yes, newbros are more likely to stick around if they experience more player interaction.
This DOES NOT mean they will quit because they stayed in an NPC corp.

And while "correlation Is not causation" may be year one philosophy, the chicken and the egg question is famous because therehas not been correct or wrong answer (though I do know the true answer.)

So, which is correct; newbs in NPC corps quit, or NPC corps cause newbs to quit?

The data says that new players in NPC corps quit at a higher rate than those that leave for a player corp.

That correlation, amongst other data, has lead CCP to postulate that the increased social contacts of a player corp retain players in the game better than the isolation of the NPC corp. That is a perfectly reasonable conclusion so why is that notion so difficult for you to accept that you are jumping through all these mental gymnastics to try to explain that obvious reason away? Sure, that is not absolute proof that joining player corps is the sole cause of that retention, nor does it show that CCP could move a significant number of these players that would quit into player corps even if they tried, but it is strong evidence supporting the view of CCP that social contacts keep people in the game.

Why are you against tweaks to the game that increase social contacts? You can just ignore them and go about your business as usual, but changes designed to get more players to subscribe after the trial are good for everyone and this data suggests one way may be through getting them in player corps. Why shouldn't CCP try to get more new players into player corps as part of an effort to increase player retention? Just because you like playing the game solo in an NPC corp?

Quit being so selfish.
Joe Risalo
State War Academy
Caldari State
#1110 - 2015-05-29 15:41:07 UTC
Solstice Punk wrote:
I feel like you don't believe in what CCP says and you never went through npc corps to check out the situation for yourself. Your question has no rlevance and is actually answered already.

NPC corps do not provide the environment needed to keep players,
as shown by CCP wanting to get people out of them.

The only exceptions are CAS/Scope.


I believe what CCP says, but do not believe the NPC corps are the issue.

Fact is there's several issues that are not the fault of NPC corps.

1) barrier - this essentially combines all newb barriers. Efficiency in piloting, Isk, training, skills. Basically, many new players are used to games that make you feel powerful from the start and require little time and/or investment to reach higher levels of capability/content.
This one is as intended. Catering to these types of players would break the game quite significanltly.
Though, I would argue that training can be addressed and in doing so, it may address other issues.

2) Content - there's not a lot of content that can be done by newbros that isn't gendered by the barriers. More specifically the Isk and skills barriers. This is also a limitation to player interaction. A corp can take on new players all day long, but it doesn't provide the newbros with any activities.
To address this, CCP should add low level, group, content, and can expand on this for higher end group content.
What I mean by this is, perhaps provide fleet missions, or the NPC count increases, the more players you bring.
So, you can take a fleet into lvl 1 missions, with logo frigs, and it would be entertaining for vets and engaging for newbros.

All of barrier challenges can be broken down into sub categories and likely should, as they're all very different and very important.
I simply chose to combine them for the sake of keeping the post as short as possible.

However, I think the introduction of more group content could address many of the barrier issues.
Providing fleet content that doesn't require players to PVP, or travel the galaxy scanning and/or looking for incursions could be quite helpful.
Corps will be more likely to take on newbros and assist them if the content is engaging and supportive of fleet activity.
More so, newbros will be more likely to join player corps if they know and/or are influenced that they will be part of the group.

As it stands now, when a newbro joins a player corp, the only thing he will likely get out of it is contact who potentially have knowledge that can help him. As far as involvement with the corp, the best they can generally get is mining fleets.
Sure, the corp can fleet run missions, but with the current design of missions, this would likely be more of a hinderance than anything. Rewards are less, standing increase is less, and much more.
Dersen Lowery
The Scope
#1111 - 2015-05-29 15:41:08 UTC
Solstice Punk wrote:
I feel like you don't believe in what CCP says and you never went through npc corps to check out the situation for yourself. Your question has no rlevance and is actually answered already.

NPC corps do not provide the environment needed to keep players,
as shown by CCP wanting to get people out of them.

The only exceptions are CAS/Scope.


The retention question is within the first 30 days only. That doesn't mean that NPC corps are the problem. Your exceptions point to the actual problem, which is a lack of engagement combined with a lack of good hooks. There are plenty of essentially AFK/idle corps that are no better than most NPC corps and worse than some. You already know this, so I'm not sure why you're fixated on NPC corps.

So you can turn the question around and say, how can we make the other NPC corps more like The Scope and CAS? When you look at the question that way, then you reveal a second problem, which is: what, exactly, is the point of a high-sec corp? This thread is full of ways to make NPC corps worse, but that doesn't make player corps better, so if implemented they would just make the overall game worse. How can we improve the overall game? Right now, in-game, a corp is no more substantial than the thousands of shell corps spun off by Enron back in the day. For example: how could the ability to end up in a war become a feature, or at least a price that's worth paying?

I'm asking because I just checked, and Dersen's fallback NPC corp is The Scope. Some of the posts in this thread are making me think that dropping back to that corp sounds pretty nice. I don't care about the tax if there are cool people doing fun things.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Mayhaw Morgan
State War Academy
Caldari State
#1112 - 2015-05-29 15:48:29 UTC
Black Pedro wrote:
It is a fact that new players who leave the NPC corps have a higher rate of subscribing to the game.


It is also a fact that over 99% of characters who subscribe to EVE have spent time in an NPC corporation. How much do you want to bet that CCP has data that says that players that have undocked are 99% more likely to subscribe and stick with the game than players who don't? So, should we eliminate stations from the game?

Black Pedro wrote:
. . . [CCP] have come to the reasonable conclusion that . . . being in a player corporation may have something to do with the higher retention rate of these players.

Solstice Punk wrote:
I feel like you don't believe in what CCP says . . . NPC corps do not provide the environment needed to keep players, as shown by CCP wanting to get people out of them.


That is entirely possible, but we're not going to take YOUR word for it. Direct us to where they actually say that or people are just going to think you're making **** up to further your agenda. (Which you probably are.)

Also, I don't know why you are harping on players in NPC corporations being isolated. Obviously a corporation channel with hundreds of people in it isn't an "isolated" experience. There's a person behind each of those characters. If they choose not to communicate, that's their choice, not CCP's. They probably aren't talking in local, either. Should we nerf that, too?
You can't MAKE people interact.
Joe Risalo
State War Academy
Caldari State
#1113 - 2015-05-29 16:04:12 UTC
Black Pedro wrote:
Joe Risalo wrote:
Yes, newbros are more likely to stick around if they experience more player interaction.
This DOES NOT mean they will quit because they stayed in an NPC corp.

And while "correlation Is not causation" may be year one philosophy, the chicken and the egg question is famous because therehas not been correct or wrong answer (though I do know the true answer.)

So, which is correct; newbs in NPC corps quit, or NPC corps cause newbs to quit?

The data says that new players in NPC corps quit at a higher rate than those that leave for a player corp.

That correlation, amongst other data, has lead CCP to postulate that the increased social contacts of a player corp retain players in the game better than the isolation of the NPC corp. That is a perfectly reasonable conclusion so why is that notion so difficult for you to accept that you are jumping through all these mental gymnastics to try to explain that obvious reason away? Sure, that is not absolute proof that joining player corps is the sole cause of that retention, nor does it show that CCP could move a significant number of these players that would quit into player corps even if they tried, but it is strong evidence supporting the view of CCP that social contacts keep people in the game.

Why are you against tweaks to the game that increase social contacts? You can just ignore them and go about your business as usual, but changes designed to get more players to subscribe after the trial are good for everyone and this data suggests one way may be through getting them in player corps. Why shouldn't CCP try to get more new players into player corps as part of an effort to increase player retention? Just because you like playing the game solo in an NPC corp?

Quit being so selfish.


Of course that's what the data shows!!
I'm not arguing that the data is wrong, I'm arguing that the conclusion is wrong.

Let's put this into perspective.
If you try to play a new MMO and don't like it, are you going to join a player corp/alliance?
Probably not....
So why are you using the data to assume that the NPC corp is the issue?

Is it better to assume that player in NPC corps are more likely to quit, or is that players that intend to stick around are more likely to join player corps?

No one bothers to look at the other factors, but instead blame it on the NPC corp itself.

1) many players drop to NPC corps when they intend to quit.
2) lack of activity will get you kicked out of player corps, which makes it looks as though you quit while in an NPC corp, when you actually quit while in a player corp.
3) players who do not like the game are more likely to NOT join a player corp.
4) High sec alts are typically kept in NPC corps. If the player quits or can no longer afford to support that account, it is not considered.
5) Many player create an trial account to use for observation, with no intent to carry the account past the trial stage.

There are likely many other aspects that could effect this data.

However, my main point over all is that you will not be able to increase retention by putting higher taxes on NPC corps or allowing them to be war decced.
The solutions to retention need to handled from outside the NPC corp.
Black Pedro
Mine.
#1114 - 2015-05-29 16:08:52 UTC
Mayhaw Morgan wrote:
It is also a fact that over 99% of characters who subscribe to EVE have spent time in an NPC corporation. How much do you want to bet that CCP has data that says that players that have undocked are 99% more likely to subscribe and stick with the game than players who don't? So, should we eliminate stations from the game?
I bet players that undock are more likely to subscribe to the game. If some new players are unable to find the undock button for some reason, shouldn't CCP change the game so that it is easier for them to actually undock and thus move themselves into "those that undock" cohort which has a higher percent chance of subscribing to the game?

Mayhaw Morgan wrote:
That is entirely possible, but we're not going to take YOUR word for it. Direct us to where they actually say that or people are just going to think you're making **** up to further your agenda. (Which you probably are.)

I just linked a post to this effect earlier today. You can also watch CCP Rise's talk from Fanfest on using science to increase player retention. Why are people on these forums so untrusting?

Mayhaw Morgan wrote:
Also, I don't know why you are harping on players in NPC corporations being isolated. Obviously a corporation channel with hundreds of people in it isn't an "isolated" experience. There's a person behind each of those characters. If they choose not to communicate, that's their choice, not CCP's. They probably aren't talking in local, either. Should we nerf that, too?
Just because you don't feel isolated in a NPC corporation does not mean that it is not an isolating experience for every new player. Certainly, the data say that players who make it into a player corporation and engage in other social activities are more likely to stay with the game. Why is that notion so difficult for you to accept?
Black Pedro
Mine.
#1115 - 2015-05-29 16:15:29 UTC
Joe Risalo wrote:
However, my main point over all is that you will not be able to increase retention by putting higher taxes on NPC corps or allowing them to be war decced.
The solutions to retention need to handled from outside the NPC corp.

The data suggest otherwise. New players that lose a ship to a wardec (or get ganked) during the trial are more likely to subscribe to the game than those that pass the trial uneventfully (AKA in boredom). You can read a colourful summary of that data and CCP Rise's discussion of it here on minerbumping.com .

You gotta love science.
Joe Risalo
State War Academy
Caldari State
#1116 - 2015-05-29 16:28:49 UTC
Black Pedro wrote:
Mayhaw Morgan wrote:
It is also a fact that over 99% of characters who subscribe to EVE have spent time in an NPC corporation. How much do you want to bet that CCP has data that says that players that have undocked are 99% more likely to subscribe and stick with the game than players who don't? So, should we eliminate stations from the game?
I bet players that undock are more likely to subscribe to the game. If some new players are unable to find the undock button for some reason, shouldn't CCP change the game so that it is easier for them to actually undock and thus move themselves into "those that undock" cohort which has a higher percent chance of subscribing to the game?

Mayhaw Morgan wrote:
That is entirely possible, but we're not going to take YOUR word for it. Direct us to where they actually say that or people are just going to think you're making **** up to further your agenda. (Which you probably are.)

I just linked a post to this effect earlier today. You can also watch CCP Rise's talk from Fanfest on using science to increase player retention. Why are people on these forums so untrusting?

Mayhaw Morgan wrote:
Also, I don't know why you are harping on players in NPC corporations being isolated. Obviously a corporation channel with hundreds of people in it isn't an "isolated" experience. There's a person behind each of those characters. If they choose not to communicate, that's their choice, not CCP's. They probably aren't talking in local, either. Should we nerf that, too?
Just because you don't feel isolated in a NPC corporation does not mean that it is not an isolating experience for every new player. Certainly, the data say that players who make it into a player corporation and engage in other social activities are more likely to stay with the game. Why is that notion so difficult for you to accept?


You keep leading back to the comment by CCP Rise, but fail to realize that his comment does not state that NPC corps are the issue.
All his comment does is state what the data shows, but doesn't take any other factors into account.

Of course players that get involved in group activities are more likely stick around.
Those people were more likely to stick around regardless, that's why they joined a player corp.

Sure, player interaction likely has some factor into whether a player sticks around or not, but you're putting is out as if CCP Rise is saying that interaction is the be all end all of retention.

This is not the case.
CCP Rise is solely stating what the data shows, and is taking no other factors into consideration, such as the player that quit just didn't like the game long before social interaction was even considered.
Joe Risalo
State War Academy
Caldari State
#1117 - 2015-05-29 16:36:28 UTC
Black Pedro wrote:
Joe Risalo wrote:
However, my main point over all is that you will not be able to increase retention by putting higher taxes on NPC corps or allowing them to be war decced.
The solutions to retention need to handled from outside the NPC corp.

The data suggest otherwise. New players that lose a ship to a wardec (or get ganked) during the trial are more likely to subscribe to the game than those that pass the trial uneventfully (AKA in boredom). You can read a colourful summary of that data and CCP Rise's discussion of it here on minerbumping.com .

You gotta love science.


Lol, again, coralation not causation.

Quit pandering.

Data does not factor the player directly.
The player themselves is indeterminable factor.

Does the data show the mindset of the player that was ganked?
Does the data show how many of those ganked and/or war decced players were alt accounts and/or players with friends on Eve that we're keeping them going?
Does the data show how many of those that quit after not being war decced or ganked were trial accounts created for the sole purpose of observation, with no intent on subscribing that account?

You keep relying on this data as if it has no flaws.

Eli Stan
Center for Advanced Studies
Gallente Federation
#1118 - 2015-05-29 18:49:56 UTC
Black Pedro wrote:
Joe Risalo wrote:
Yes, newbros are more likely to stick around if they experience more player interaction.
This DOES NOT mean they will quit because they stayed in an NPC corp.

And while "correlation Is not causation" may be year one philosophy, the chicken and the egg question is famous because there has not been correct or wrong answer (though I do know the true answer.)

So, which is correct; newbs in NPC corps quit, or NPC corps cause newbs to quit?

The data says that new players in NPC corps quit at a higher rate than those that leave for a player corp.

That correlation, amongst other data, has lead CCP to postulate that the increased social contacts of a player corp retain players in the game better than the isolation of the NPC corp. That is a perfectly reasonable conclusion


Actually... P I think that's potentially an inaccurate conclusion. My take-away from the data is that starter corp membership is a result of no player engagement, not a cause of it. You must remember, the data as presented by CCP Rise only looked at players who have played for 30 days or fewer. If new players, upon character creation, were put into their own corp, the data would then show that single-player corps had the lowest newbie retention rates. If new players, upon character creation, were put into larger alliances like PL or GSF, the data would then show that PL and GSF had the lowest newbie retention rates.

The data which shows that ganked newbies are more likely to be retained as subscribers even supports this. It's impossible to be ganked while sitting in station, or while not even logged on. The ganked newbies are out doing things in New Eden. That's a level of engagement way beyond the new player who creates an account, downloads the client, then spends five minutes looking at Aurora before logging off and never returning.

Quote:
it is strong evidence supporting the view of CCP that social contacts keep people in the game.

I definitely agree with that. I just totally disagree with the notion that being in an NPC corp implies a lack of social contacts.

Quote:
Why are you against tweaks to the game that increase social contacts?

I know you weren't asking me that question, but I'll answer - I'm not against it. I'm totally for it. I've contributed many posts to the "social corps" thread in the interests of increased social contacts. I'm against, however, forcing players to move into a player corp (or incenting them to do so by placing restrictions on NPC corps.)

Quote:
You can just ignore them and go about your business as usual, but changes designed to get more players to subscribe after the trial are good for everyone and this data suggests one way may be through getting them in player corps.

Why shouldn't CCP try to get more new players into player corps as part of an effort to increase player retention? Just because you like playing the game solo in an NPC corp?

This is speculation of course, but I think that might do nothing at best, and possibly even backfire at worst. #1 Consider the player who signs up for a trial, but then never does anything in the game - doesn't use the market, doesn't undock, doesn't use contracts, doesn't PvP. Anything done to corps has zero effect on such players. Somehow, the NPE needs to draw them in. #2 Next, consider the player who signs up while already knowing people in game - possibly through reddit or SA or IRL friends. Adjustments to corps won't have any effect on them either because they already have established social ties and a group to play with/against. #3 Next, consider the lone new player who doesn't know anybody in the game but is very social naturally. They chat, they interact, they look for groups to connect with. They already are on the road to making social connections, and changes to NPC and player corps won't improve that. #4 Finally, consider the lone player who tries out EVE, doesn't know anybody else who plays it, and is relatively shy. (This is the category I was in.) This person flies around, mines, missions, maybe gets ganked or wonders into low and is blown up - but they don't know anybody, and for some of us, creating new social ties isn't a flippant matter, it's a grave decision that needs contemplation to ease in to. Force me, personally, to choose a player corp to join within 30 days of starting EVE, and I'd just quit instead. But what really happened is I slowly learned of the activities CAS members do, decided to get a jumpclone to move across the map quickly (I had some very naïve notions of what I wanted to do in EVE when I first joined) and as part of the JC session was invited into nullsec. I decided to give it a try as it didn't involve any commitmet, and once in the nullsec base, in fleet, on comms, I was totally hooked and jumped in to it wholeheartedly. Over next week I utilized my ISK from mining to move 30 frigates to the base, and never looked back. CAS is a unique collection of players however, so not everybody beginning EVE in a starter corp is exposed to such a social group - which is why I really like the idea of the social groups being discussed in a different thread, so that less socially inclined players can ease into it and eventually forge those ties that keep us coming back to EVE.

In my mind, forcing/incenting people into player corps will do nothing for three kinds of players, and will actually drive away a fourth kind. Therefore I consider it a bad idea for the health of the game.
Kaarous Aldurald
Black Hydra Consortium.
#1119 - 2015-05-29 19:33:22 UTC
Joe Risalo wrote:

You keep relying on this data as if it has no flaws.


The data is not flawed merely because you don't want to face the truth that it presents.

"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
#1120 - 2015-05-29 20:32:50 UTC
Kaarous Aldurald wrote:
Joe Risalo wrote:

You keep relying on this data as if it has no flaws.


The data is not flawed merely because you don't want to face the truth that it presents.



You are naive...

The data presented by CCP Rise only states a very specific point.

Players who engage in communal actives are more likely to stick around.

You keep quoting me on the parts of my argument that you can best counter, yet that portion is taken out of context.

I'm pretty sure you're doing this intentionally as an attempt to devalue my point, yet anyone can simply scroll to the original comment and find the full context of my point.


You quote me as if I'm denying the data, when in fact I'm stating that the data does not, and cannot, factor all aspects into consideration.

Does it factor alt accounts?
Does it factor temporary obeservation accounts?
Does it factor alt characters?
Does it factor newbros that simply didn't like the game?
Does it factor newbors that had social ties with other players before joining Eve?
Does it factor those turned off by PVP?
Does it factor those who don't like to grind?
Does it factor those that like to grind for XP, but Eve doesn't support that?
Does it factor those that prefer solo activities?

This list of questions goes on and on.
If the answer to any of those question is no, then the data is flawed.
Not flawed in the sense that it's incorrect, but flawed in the sense that it is not a viable argument to the current conversation, as in, it does not confirm nor deny that NPC corps are the cause of low retention.

It only shows one VERY SPECIFIC point that may or may not mean anything.
CCP Rise is simply stating that if they can find a way to increase social activity with new players it MAY HELP with retention.

You can ask CCP Rise himself, and he will likely state (in some manner) that this assumption is purely based on speculation of a very narrow data point, but he will likely also go on to say that any and all increases to social involvement within Eve is always good regardless of whether it increases player retention or not.

If you listen to CCP Rise here...

You can see that he is talking about the same thing I have been...
I.E. - give new players better training and more content is what is likely to keep them in game.

As far as the mention of suicide ganking, he does mention that people who were suicide ganked were more likely to stick around.
People who were legally killed were not as likely. It would also help to note that he doesn't speak of how many of those legal kills were baits and/or an overall general lack of knowledge on game mechanics.

You might also notice that the opportunities system increased conversion WITHOUT the involvement of social activities.
This, again, goes to show that training and content are important to retention.
This is NOT to say that social interaction isn't important, but that it's not the only important factor in retention.