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Non-terrible role specific new player ships

Author
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#1 - 2015-07-01 16:51:24 UTC
This concept is for new player ships that:

1. Have fixed stats that are not linked to skills
2. Have a fixed, non-changeable fitting
3. Provide a reduced but non-terrible amount of utility at their roles

The reasons for a concept like this would be:

1. Easy for a player to join the game, jump in a ship, and get going.
2. Is an alternative approach to radically modifying Skill Training
3. Lets players experience different roles in the game without having to commit to a major train

Some of the obvious hurdles:

1. Plenty of ways to abuse such a system
2. Pricing of this type of ship


The concept is intentionally left vague so that it can be refined. It's purpose is to let a player start experiencing the game right away without having to learn how to fit a ship, train skills, wait for implants and the other hundreds of things a player has to do. It imagine that the concept may even be useful to more experienced players who have never tried a segment of the game but could experiment with it. It may also be useful to smaller groups who are hurting to fill in roles when they don't have their one logi or scanner logged in.

These ships could really look like anything, and could be restricted to a handful of trainer ships, or many different flavors. An example would be a 'light tackle'. The ships power should probably fall somewhere below that of a solid T1 fit, but still be useable. Another example could be a 'brawler' which again would be worse than it's T1 counterpart.

This concept lets the player eventually learn to train their skills in the direction they want to go, and buys them time to either learn about fitting or be taught about it.

So is this concept worth refining further? Do you all have any ideas of how it would be abused and how they might be avoided?

P.S. I think an obvious hiccup would be designing new models. I think a simple alternative is to just keep the newbie ship models, place a single slot in the fitting menu, and have those be filled with (training module: tackler) which could vary in cost and only be changed out in stations.



Iain Cariaba
#2 - 2015-07-01 16:59:41 UTC
Someone please copy/paste the multilingual no list in this thread. I'm on the wrong computer to do so myself.

EvE already has non-terrible, role specific entry level ships. They're called t1 frigates.
James Baboli
Warp to Pharmacy
#3 - 2015-07-01 17:04:26 UTC
I think this is a concept which needs to be dismissed. Doing such a thing simplifies the game to the point where it just, well, isn't eve. It would also seem to require a lot of dev time, and lots of work from the balance team.

Eve is a game which is largely about preparation and overcoming the coase cost of most things, and once you overcome the coase cost, the game is mostly just showing up and pressing f1. This removes much of the coase cost of doing little things like figuring out how to fit your ship (or finding a good fit from an experience player if a smart newbie) and picking out the tank, prop and similar for cost benefit analysis and ability to use.

As for hurdles, it would take a moderate-severe rework of the existing module and UI system if I have grasped enough of what they said about how it handles being object oriented (all the modules are objects in the code, independent of the ship, with inter-relations etc) and the long delay with brain in a box shows how tricky it can be to do a rework at that level. If this is the case, it would personally sink the entire concept from my point of view.

As for the balance team's involvement, while these ships would be strictly fixed in base stats, we have several other force multipliers which are likely to make this sort of project a special kind of hell, because if the ship ends up out performing any conventional t1 ship which isn't shiftit then people will complain about it with the sort of rage usually reserved for ishtars and supers.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2015-07-01 17:11:21 UTC
As an example: A Dampener specific ship like a Maulus, but without the training for damps and the ship bonuses and with not terrible stats? Why would one fly a Maulus then to begin with? If the other ship was sufficiently effective, numbers can overcome shortcomings. And it'd be for free or cost even less than a Maulus.

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.

Throwaway Sam Atild
Republic Military School
Minmatar Republic
#5 - 2015-07-01 17:24:28 UTC
This idea is based in the assumption is so high, particularly at the beginning, that it discourages people from playing. The idea is not about reducing the complexity of the game for those of us who have been here for years and years. It's about flattening out the left half of the curve to make it climbable.

In the long run, to be become more effective a player still has to learn the complicated concepts. However in the beginning, someone with zero knowledge and potentially no friends has to figure out which of the 6 variations of the 4 non-faction T1 frigates they should fly. As long as I've been playing most people bee-line for mining or for battleships; both of which are actually niche ships and take forever to train up. For the few of them that stick around for a year or two, you get to eventually blow up their faction fit messes and laugh your ass of for the rest of the day.

I would much rather give the newbies a leg up so that I have someone to fight, at the risk of allowing 'dumb F1 monkeys' into the game. Making eve more digestible in the early days isn't going to make Eve -> not eve. It's just going to mean more people for you to play with.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#6 - 2015-07-01 17:29:16 UTC
Rivr Luzade wrote:
As an example: A Dampener specific ship like a Maulus, but without the training for damps and the ship bonuses and with not terrible stats? Why would one fly a Maulus then to begin with? If the other ship was sufficiently effective, numbers can overcome shortcomings. And it'd be for free or cost even less than a Maulus.


I don't think it would necessarily have to cost less than a Maulus. Perhaps part of the disadvantage is cost. If you were to offer a reduced capability Maulus (but not useless) at a higher price than a Maulus, you would allow someone to play pew-pew with you that previously could not. Just spit-balling but another idea would be to SP limit the ships in some manner, which would eventually force a player to specialize. Or getting really bizarre, tie the cost of the ship to SP.

I appreciate that it may feel unfair for someone who hasn't put in the training time everyone else has to be able to fly a ship with some capability. If the alternative is for them to fly no ship at all, or a completely useless ship, i'd prefer to have that opponent on the field against me.
Iain Cariaba
#7 - 2015-07-01 17:32:13 UTC
Relevant

Your misconception that you cannot get into PvP early in your career does not validate your suggestion.
Valkin Mordirc
#8 - 2015-07-01 17:32:35 UTC
There is already a ship out there that kinda/sorta fit your idea

It's the Gnosis. How rather it is a versatile ship, It can be a 1000 DPS Shield brawler, an Insta-Locker, A Dual Armor Repping Laser/Auto Boat. The Six Mids allow Armor Gnosis to fit a large amount of Ewar compared to other CBC's in it's class.


Honestly his Ship which gets the flat bonuses you want. Is arguably one of the best CBC out there.

#DeleteTheWeak
Leto Aramaus
Frog Team Four
Of Essence
#9 - 2015-07-01 17:37:10 UTC
Throwaway Sam Atild wrote:
This idea is based in the assumption is so high, particularly at the beginning, that it discourages people from playing. The idea is not about reducing the complexity of the game for those of us who have been here for years and years. It's about flattening out the left half of the curve to make it climbable.

In the long run, to be become more effective a player still has to learn the complicated concepts. However in the beginning, someone with zero knowledge and potentially no friends has to figure out which of the 6 variations of the 4 non-faction T1 frigates they should fly. As long as I've been playing most people bee-line for mining or for battleships; both of which are actually niche ships and take forever to train up. For the few of them that stick around for a year or two, you get to eventually blow up their faction fit messes and laugh your ass of for the rest of the day.

I would much rather give the newbies a leg up so that I have someone to fight, at the risk of allowing 'dumb F1 monkeys' into the game. Making eve more digestible in the early days isn't going to make Eve -> not eve. It's just going to mean more people for you to play with.


No dude, just no.

The "curve" is perfectly "climbable" already.

We ALL started at day 0, we ALL had to learn to train skills, learn how to fit ships, learn how to use those ships, etc.

If a new player looks at the SAME THINGS WE ALL SAW and goes "oh man this game is too complicated for me"... then EVE is not for them. Simple.

More, or just better new player tutorials on how to fit ships and generally learn to play... that's fine. I totally support that.

But new ships that don't require fitting? Just get out.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#10 - 2015-07-01 17:45:59 UTC
It is very possible for someone to get into PVP early in their career, or many other fields of Eve early in their career. However it usually requires a player to link up with competent players to teach them how, or utilize a resource. The game should be designed to teach players how to play it. It's not 1980 anymore, and games no longer come with 200 page manuals.

The diagram you linked, I believe related to Dwarf Fortress before it was copied over to Eve. A similar game to Dwarf Fortress is Minecraft. Minecraft has a gentle learning curve, and though I'm not a player myself, appears to become quite complex especially when one incorporates Mods. Dwarf Fortress has a suicidal learning curve. I'm a huge fan of dwarf fortress and love to play it. That doesn't mean it does a good job of retaining new players. Just take a look at how many people play Dwarf Fortress compared to Minecraft.



Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#11 - 2015-07-01 17:50:32 UTC
I fail to see how fixed fit ships would improve anything.
How are you supposed to learn how to fit if you can't fit? Furthermore, some roles are already group oriented roles anyways.
For instance, tackle exists to catch and hold a ship so the rest of the GROUP can catch up and kill them. if you're already flying with a group, then it's easy to ask for a fit from them.

On the other hand, suggested fittings may not be a bad idea, nor would suggested trains be a bad idea if handled well.
Good newbie friendly corps already handle much of that already though, and targeted advice is generally better than a cookie cutter template.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#12 - 2015-07-01 17:55:27 UTC
Xindi Kraid wrote:


On the other hand, suggested fittings may not be a bad idea, nor would suggested trains be a bad idea if handled well.
Good newbie friendly corps already handle much of that already though, and targeted advice is generally better than a cookie cutter template.


^ This is more along the lines of what I would hope and expect from the feature and ideas discussion thread. Constructive criticism pivoting into an alternative idea that may be superior to the original.

A template fit of some sort could definitely help folks get started. It's important that it be in-game, as many folks don't know where to go for the out-of-game resources. However I feel that the training time to experiment with the various directions in eve is still somewhat restrictive.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#13 - 2015-07-01 17:58:46 UTC
Heck, I bet that idea could probably be implemented just by adding 'suggested fits' to the NPC corps corporate fittings. The key would be getting it implemented in some sort of common sense approach, unlike how the mastery system was done for skills.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#14 - 2015-07-01 18:07:37 UTC
Throwaway Sam Atild wrote:
It is very possible for someone to get into PVP early in their career, or many other fields of Eve early in their career. However it usually requires a player to link up with competent players to teach them how, or utilize a resource. The game should be designed to teach players how to play it. It's not 1980 anymore, and games no longer come with 200 page manuals.

No, it should not. EVE is a player driven sandbox with a (as much as I dislike it) focus on social, player-player interaction. That other players are forced to teach new players and new players are forced to get in touch with more experienced (older != more experienced) is part of what makes EVE great. EVE original Tutorials and Opportunities teach new players already all they need to know in terms of basic information (how to fly a ship, how to maneuver the cluster, how to make money, how to get in trouble (and partially how to get out of it)). Everything else is available in player created tutorials, wiki entries, videos, blogs, websites, tools and so on. That EVE forcefully teaches new players this feat of EVE is more necessary these days than ever before, in days where players expect everything to be given to them without having to do something for them. How these players negatively impact the game is already more than apparent in Null and Low sec, where players leave for High sec because there's nothing to do, nothing going on, no one dropping by, no people to play with or against. These reactions are regularly expressed in this forum, for instance, in form of demands for 1vs1 arenas, dojos for fair fights, regions for nothing but fights, travel shorcuts, curbing the curb to power projection, etc. Fostering this in new players is not going to help the game at all.

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
#15 - 2015-07-01 18:30:06 UTC
Throwaway Sam Atild wrote:
Rivr Luzade wrote:
As an example: A Dampener specific ship like a Maulus, but without the training for damps and the ship bonuses and with not terrible stats? Why would one fly a Maulus then to begin with? If the other ship was sufficiently effective, numbers can overcome shortcomings. And it'd be for free or cost even less than a Maulus.


I don't think it would necessarily have to cost less than a Maulus. Perhaps part of the disadvantage is cost. If you were to offer a reduced capability Maulus (but not useless) at a higher price than a Maulus, you would allow someone to play pew-pew with you that previously could not. Just spit-balling but another idea would be to SP limit the ships in some manner, which would eventually force a player to specialize. Or getting really bizarre, tie the cost of the ship to SP.

I appreciate that it may feel unfair for someone who hasn't put in the training time everyone else has to be able to fly a ship with some capability. If the alternative is for them to fly no ship at all, or a completely useless ship, i'd prefer to have that opponent on the field against me.

Part of your post deserves a special star for really bad unintended consequences. I have bolded it for emphasis


How it would play out in most cases, seen by a newb, rather than a newbie:*
Newb gets into eve, is bewildered by choices and tries a few fits with the stuff out of NPE.
Newb hears about ship pre-fitted, and sees that right now, it is much better for them.
Newb exceeds the SP cap for the pre-fitted newb frigate.
Then newb falls off a sudden learning cliff and leaves the game, with an even worse review than "I just couldn't get with it" or "It's really complex" because of the false sense of simplicity.

*Newbies are those people who come into eve eyes open, knowing that it is complex as all get out and still want to play, and are willing to learn and exert *effort* to get good. Newbs are those who come in lured by a silly meme or a post on reddit who don't know the flavor of eve and don't want to have to learn, and are thus without climbing equipment for the game's notorious learning cliff.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Riot Girl
You'll Cowards Don't Even Smoke Crack
#16 - 2015-07-01 18:33:41 UTC
You're asking for rookie ships.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#17 - 2015-07-01 19:04:28 UTC
Rivr Luzade wrote:

That EVE forcefully teaches new players this feat of EVE is more necessary these days than ever before, in days where players expect everything to be given to them without having to do something for them. How these players negatively impact the game is already more than apparent in Null and Low sec...



James Baboli wrote:

*Newbies are those people who come into eve eyes open, knowing that it is complex as all get out and still want to play, and are willing to learn and exert *effort* to get good. Newbs are those who come in lured by a silly meme or a post on reddit who don't know the flavor of eve and don't want to have to learn, and are thus without climbing equipment for the game's notorious learning cliff.


The idea that the only players who deserve to play Eve are those who can overcome its dismal new player experience is a senseless argument. The ability to overcome a learning curve is a measure of how much someone values their free time, not a measure of someones ability or whether they're a newb or not. A lower curve still ends up at the same level of knowledge and ability, its just is less painful to get there.



Cidanel Afuran
Grant Village
#18 - 2015-07-01 19:22:00 UTC
James Baboli wrote:

Part of your post deserves a special star for really bad unintended consequences. I have bolded it for emphasis


How it would play out in most cases, seen by a newb, rather than a newbie:*
Newb gets into eve, is bewildered by choices and tries a few fits with the stuff out of NPE.
Newb hears about ship pre-fitted, and sees that right now, it is much better for them.
Newb exceeds the SP cap for the pre-fitted newb frigate.
Then newb falls off a sudden learning cliff and leaves the game, with an even worse review than "I just couldn't get with it" or "It's really complex" because of the false sense of simplicity.

*Newbies are those people who come into eve eyes open, knowing that it is complex as all get out and still want to play, and are willing to learn and exert *effort* to get good. Newbs are those who come in lured by a silly meme or a post on reddit who don't know the flavor of eve and don't want to have to learn, and are thus without climbing equipment for the game's notorious learning cliff.


Additionally, now I can create a trial account that is able to fly an ewar/logi ship practically out of the box?

Here's to dozens of trial account alts joining fleet fights.

Throwaway Sam Atild
Republic Military School
Minmatar Republic
#19 - 2015-07-01 19:30:56 UTC
Cidanel Afuran wrote:
[quote=James Baboli]

Additionally, now I can create a trial account that is able to fly an ewar/logi ship practically out of the box?

Here's to dozens of trial account alts joining fleet fights.



Extremely valid criticism. The only ideas I can think of here would be perhaps making these ships available to full accounts only? Use them as bait to push people into a full subscription... I honestly think that's a half-assed solution however. The other idea is to price them in a manner that makes them affordable but not expendable. Sort of like a really dumbed down T3 ship or Gnosis.

Do you have any thoughts on a solution?
Cidanel Afuran
Grant Village
#20 - 2015-07-01 19:36:00 UTC
Throwaway Sam Atild wrote:

Extremely valid criticism. The only ideas I can think of here would be perhaps making these ships available to full accounts only? Use them as bait to push people into a full subscription... I honestly think that's a half-assed solution however. The other idea is to price them in a manner that makes them affordable but not expendable. Sort of like a really dumbed down T3 ship or Gnosis.

Do you have any thoughts on a solution?


Yes, that completely defeats your point then. By the time a trial account is up, if you last that long as a true newbie, you can just use the existing T1 frigs.

Hell, you can tackle in a fleet today with nothing but what the career missions give you.

If you really want pre-fit ships for newbies, start a new player friendly corp, fit up some ships and start handing them out. EVE is a sandbox. Take the initiative and do it yourself.
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