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Player Features and Ideas Discussion

 
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NPE feedback Q and A

First post First post First post
Author
Aerasia
Republic University
Minmatar Republic
#101 - 2015-07-02 16:37:49 UTC
SilentAsTheGrave wrote:
I make a post expressing the need for attributes and learning implants to go away. Explain how it is harmful to new players. Everyone goes ballistic. CCP makes the same post and everyone nods in agreement.

I don't even. Ugh

I posted on how to try and deal with core skill SP without having to wait for CCP to change something and it got locked for trolling.
Seven Koskanaiken wrote:
Welcome to fanboi HQ.

Skia Aumer
Planetary Harvesting and Processing LLC
#102 - 2015-07-02 16:39:23 UTC
CCP Rise wrote:
Q: 'Attributes aren't very interesting, you should remove them'
A: Again, we agree.

WTF is this BS?
No, they are interesting.
Leave them.
If you ran out of job tasks - go and find a new role for capital ships.

In general, you've been improving NPE (or in other words, dumbing down the game) since you removed learning skills. Judging by daily activity, it did not work any good. Are there any other evidences that can prove me wrong?
Somos
Caldari Provisions
Caldari State
#103 - 2015-07-02 16:50:03 UTC
Skia Aumer wrote:
CCP Rise wrote:
Q: 'Attributes aren't very interesting, you should remove them'
A: Again, we agree.

WTF is this BS?
No, they are interesting.
Leave them.
If you ran out of job tasks - go and find a new role for capital ships.

In general, you've been improving NPE (or in other words, dumbing down the game) since you removed learning skills. Judging by daily activity, it did not work any good. Are there any other evidences that can prove me wrong?



How are they interesting? You have no choice in them. You either inject them to learn skills faster or you don't. There's no choice in learning implants or attributes. It's black and white.

The daily activity is a mix of things. ISBoxer changes, botting bans, incoming SOV changes, no wars between large coalitions, jump changes. There are a ton of things that are contributing to lower daily activity numbers, fixing the NPE isn't one of them.
Skia Aumer
Planetary Harvesting and Processing LLC
#104 - 2015-07-02 16:55:32 UTC
Somos wrote:
How are they interesting?

Building my skill plans in EveMon was a mini-game that I played A LOT.
If you dont like/understand it doesnt mean no-one will.
Tyrendian Biohazard
The Bastards
Sedition.
#105 - 2015-07-02 16:56:50 UTC  |  Edited by: Tyrendian Biohazard
It has been a long time since I've gone through career agents, and only touched on the opportunities, but I have dealt a lot with new players, so hopefully these thoughts may be productive.


Q: 'Opportunities are bad, they've made the NPE much worse'
Well obviously I don't have the data, but I don't think this is the case. I think the opportunities system is great and simplify systems that were overly complicated for new players to learn. That being said, I haven't gone through the opportunity system since it first made its way onto SISI, there may be some things I'm missing.

Q: 'Can we send new players to career agents since that's what veteran players are recommending anyway'
I would agree with this, but I would love to see a mix of the career agents and opportunities. I would also like to see it broken down more along the lines of the "What to do in EVE" graphic. http://swiftandbitter.com/eve/wtd/eve-wtd.jpg

Example: Instead of Industry being a ten part mission progression or linear Mine > Build > Haul > Sell. Let the opportunities dictate how they go about it.

Industry (Opportunities)
- Haul something to another station in your cargo hold. Pickup from item hanger, to drop off in item hanger.
- Sell something on the market
- Mine and refine resources
- Build something

This will give people the freedom to decide if they want mine their own materials to build something. Buy it off the market. Sell the item they just made. Etc, etc. I specifically remember repetitive parts of the career agents when I was new, where I would buy an item off the market cheap and just complete the mission rather than go through all the steps to manufacture something that I had already made before, but was using on my ship at the time.

Combat could be broken down into PvE and PvP:

PvP
- Join a militia
- Engage another player ship
- First killmail

PvE
- Scan down and enter a combat signature
- Complete a mission
- Enter an incursion

I'm not saying they all have to be exactly that, but it shows that while people mention to new players "Hey, you can do industry, combat, exploration, etc" it shows them that there is a lot of sub-categories (Faction warfare, Alliance battles, solo PvP) to focus on and specialize in.

Q: 'Starting skills are a huge barrier, can we give a lot more to new players'
Something I've said for a while, and I'm sure the horse is a bloody pulp now. There are a lot of little annoyances that some new players don't realize they are encountering, or if they do, become incredibly frustrated at. Maximizing PGU/CPU, simple modules that add up over time, it can be a pain. Moving on.


Q: 'Attributes aren't very interesting, you should remove them'
I've had long discussions on this. I'm not exactly a fan of it, but I can see why. I don't like seeing removal of player planning and choice. My biggest concern is that the current system has a risk/reward factor to it, and I don't think that should be removed. Your reward is training certain things up at a faster rate, but risk falling behind in other areas. While not externally player influenced like a lot of risk/reward factors in EVE, it is there. (Note: I am not saying its a great system, it just follows the tenets of EVE) I also like the fact that remaps can help you focus on a couple different areas based on attributes (gunnery and ships coming to mind). Additionally, the current system takes in account both planning and ISK for helping speed up your skill time. New players coming in (IF they grasp the attribute system) can train faster by remaps, while veterans can drop ISK on implants.

That being said, I would like to see something similar, even if only influenced by destructible implants. A couple thoughts I had a while back, two are terrible, but I feel the need to post them regardless just to start discussion. They are all primarily thought up with focused training in mind, which is the reason people typically remap the existing attributes.

The Mountain System
- Flat training time
- Training into skillgroups unlocks bonuses (time?) in other groups
- Example: Training into resource processing will give small bonuses to production skills, or hauling, or other industry related activities

The Hobby System
- Allows players to train a "hobby" alongside a primary "career"
- Hobby skills train at reduced rate
- Hobby skills being trained cannot be in the same skill group as career skills

The Levelheaded System
- Flat training time
- Implants and slots remain, but the implants affect skill groups as a whole, and multiple skill groups at once
- Implants bonus multiple skill group training, but at varies speeds (slow, medium, fast)
- Would allow for investment by players with risk of destruction and keeps "training clones"
- Example how a pod could be with implants:
- Slot 1 - Scanning slow bonus, Engineering medium bonus, Resource processing fast bonus
- Slot 2 - Gunnery processing slow bonus, Armor medium bonus, Engineering fast bonus
- Slot 3 - Missiles slow bonus, Leadership medium bonus, Navigation fast bonus


To sum up, I like the way things have been going, but still a long road ahead. /end the longwinded posts. Flame away!

Twitch streamer and EVE NT tournament broadcaster.

Friggz
Caldari Provisions
Caldari State
#106 - 2015-07-02 17:06:17 UTC  |  Edited by: Friggz
I think work certainly needs to be done on the NPE side of things and it's good to see CCP finally realize that.

If there is one huge problem with the NPE in EvE it's that it encourages waiting, not playing. This creates a disconnect between player knowledge and character knowledge. The new player can go out and fly around and learn things, but it doesn't help his character. Or he can sit and wait for his character to gain skill points, but that doesn't teach him anything. This is a jarring disconnect not seen in other MMOs, and while EvE in unique and can't really follow the mold of traditional Theme Park MMOs too closely, the general idea of intertwining character progression with player knowledge is certainly something CCP should look into.

New players want to play, and if you tell them "Hey, you can go out and do X and earn skill points/skills." They will do it. If you give them a bunch of SPs at the start they'll spent it all, make mistakes, and then be stuck right back where they were before, waiting to play the game.

Or you can pre-assign everything but then they have no idea why core skills are so important in the first place, and they'll still need to train up the specific skills for the specific things they want to do.

For example, lets assume we just start every player with CPU Management V. It's better than now because we don't saddle new players with a skill basically everyone needs to train anyway, but at the same time there is no experience for a new player, they haven't learned anything.

Now instead imagine there is a mission that tells you "Hey, here's a t1 frigate of your race, and here is how you fit it. Oh wait, you are just under the CPU you need to fit it. See how important CPU is? Well, here is an alternate fit for now, go do some chores for me and I'll grant you CPU management V."

What that does is actually educate the new player and keep them engaged. It gives them information about the game and how fitting works and why it's not just about jumping into a hull, but being able to fit and fly it right.

You can do similar scenarios like a mission where the NPC says "Hey, you are going to encounter a lot of neuting enemies in this mission, lets talk about your capacitor, neuts, cap warfare, all of that stuff. Okay, now do some chores and I'll grant you Capacitor Systems Operation IV and Capacitor Management IV. Now you have more cap, and ready to handle those neuts!"

Granted, this a lot more work on CCP's part, but new players are important and worth the effort. We need an NPE that keeps players engaged and rewards them from playing. It needs to allow the player to learn as their character does. This gives them guidance and a sense of progression as they become deeper and deeper evolved, so that once they finish all these tutorials they have hours of actual experience and knowledge and are ready to put it to use in the wider Eve Universe.
Alexander McKeon
Perkone
Caldari State
#107 - 2015-07-02 17:23:33 UTC
Some thoughts on the matter in no particular order:

1. Giving players a tangible reward for completing opportunities by giving them SP in a skill related to what they did (navigation, mining, etc) gives them a sense of progression and power to accomplish something with meaningful benefit for themselves.

2. The opportunities system should, given sufficient completion, put players over the initial 'skill barrier' which everyone talks around 4-5m SP. Now, that is quite a few skillpoints, but if new players have done a bit of everything (markets, mining, pvp, found a wormhole, seen a titan, etc) then by that point they're probably well invested into the game, which is a good thing for us as a community. It also helps with the type of person who thinks that mission running is the only thing to do because it incentivizes a variety of experiences. I have every reason to believe CCP could craft such a system that it takes long enough to do to prevent alt abuse while still keeping newbies engaged.

3. Any sort of SP reward to the opportunity system should reward depth of play in an are as well as dabbling in a bit of everything, but not as much; after all the point of the opportunities system is to show how many different cool things one can do in the game.

4. The attribute system gives new players a very unsavory choice: I've known many who want to try out low or null, but can't access jump clones to do so without risking implants they can barely afford but feel are necessary to catch up on skill points. Figuring out a way to decouple learning bonuses from destructible implants would help many, including old players 'behind' on SP compared to their hisec peers because they live in null. Perhaps make them persist through death with a % reduction to some minimum value each time you get podded?

5. Opportunities are a great start, but need further iteration.
Aerasia
Republic University
Minmatar Republic
#108 - 2015-07-02 17:28:01 UTC
Friggz wrote:
See how important CPU is? Well, here is an alternate fit for now, go do some chores for me and I'll grant you CPU management V.
If you're basically going to remove CPU fitting skills by just giving them away during a tutorial, it might work better to focus that on the idea of fitting modules instead - but I heartily endorse the overall idea.

CCP has gone on record that violencing other players is great for retention. A tutorial system that gets players thinking about "Fit A to counter X, fit B to control range, fit C to allow fitting Z" with live combat examples would work be great. It'd be tempting to cap it off with "Go to lowsec, pull somebody's body out of their pod and bring it back here."
Lycus Emyr
Doomheim
#109 - 2015-07-02 17:39:15 UTC
Dear CCP

I agree completely with the direction of these changes, especially giving new players the SP boost to be able to use basic modules, keep up the great work!
McChicken Combo HalfMayo
The Happy Meal
#110 - 2015-07-02 17:42:15 UTC  |  Edited by: McChicken Combo HalfMayo
1-2 million SP is a bit high for new characters. I've trained up many fresh characters. The skills lacking that are essential add up to about 300,000 SP.

Also, if the plan is to remove attributes the new system should allow for the same amount of SP/hour. Newer players are already behind on the SP grind. Don't make it worse by making that grind slower moving forward.

There are all our dominion

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

afkalt
Republic Military School
Minmatar Republic
#111 - 2015-07-02 18:04:39 UTC
McChicken Combo HalfMayo wrote:
1-2 million SP is a bit high for new characters. I've trained up many fresh characters. The skills lacking that are essential add up to about 300,000 SP.

Also, if the plan is to remove attributes the new system should allow for the same amount of SP/hour. Newer players are already behind on the SP grind. Don't make it worse by making that grind slower moving forward.



Keep in mind "essential" skills for say, manufacturing are radically different from combat.

If we want players to be able to try their hand at most professions at an entry level to see what floats their boat, the number isnt going to be a million miles away from 1-2m.
Baron Wikkheiser
Infinite Density
#112 - 2015-07-02 18:08:08 UTC
Rivr Luzade wrote:
So, basically what people need are these 1D 8H worth of SP in order to have fun? (However, only race specific: Amarr/Gallente get them for armor tanking, and Caldari/Minmatar for Shield tanking.)

This definition of "fun" is way to limited in my opinion, but then again the mental scope of many players in the age of Angry Bird and Farmville is as well.

Faeth Akachi wrote:
That's exactly how I felt when I first started EVE. Everything I wanted to do, took at least 3 or 4 hours of sitting at the dock, waiting for me to be able to fit the modules. I didn't like it, and so I quit.

Instead of sitting in the dock, you should have read/listened to/watched something about the activity you want to pursue. Or you should have talked to people to find out more about the game. Time flies (at least it did for me when I started the game) very quickly if you do that.


Rather than making references to Angry Bird and limited mental capacity, a normal human being with a basic level of social awareness would be able to process that people have different priorities. Sometimes a video game which requires a level of delayed gratification that you would normally apply to real life activities like training for a job, is not one of those priorities.

At some point, this person will also realize that there's plenty of people who are interested in a persistent space combat game, but they may not have the time or the inclination to play because of other things in their life. But we both know these basic realizations are beyond you. Anyone who can't or won't play because of the long wait to feel effective, obviously needs a drool cup and crash safety helmet. They couldn't possibly be involved in non-fast food related careers, or have social lives. That'd be crazy.
Xe'Cara'eos
A Big Enough Lever
#113 - 2015-07-02 18:17:39 UTC
attributes are what make skill-training interesting, take away attributes, and you might as well start decommissioning the whole skill training, I agree that they can be a barrier, but it's also a VERY MEANINGFUL CHOICE. that said, implants (at least the purely learning ones) do little more than inhibit risky behaviour, I know they're an isk sink, but get rid of/repurpose them before you fiddle with attributes.

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Gevlon Goblin
Science and Trade Institute
Caldari State
#114 - 2015-07-02 18:37:57 UTC
Adding starting skill points doesn't just effect new players. If a new pilot would have more skill points, it would help the veterans more by easier creation of throwaway alts. This isn't what CCP wants and this makes the task pretty hard for devs.

Attributes and remaps reward veterans who plan their skills and punish newbies who make silly remaps and then locked in Cha/Mem for a year. While I'm using every bit from attributes, the game would probably be better off without them.

One thing I'd consider about the NPE is changing the newbie ships (both rookie ships and the first frig they get) to missiles for Caldari and Minmatar and drones for Amarr and Gallente. Missile and drone damage projection is much simpler (they hit or they don't) than gun with tracking, optimal and fallout. Not hitting anything is pretty frustrating and its reason is unknown to a new player.

My blog: greedygoblin.blogspot.com

elitatwo
Zansha Expansion
#115 - 2015-07-02 18:40:12 UTC
Xe'Cara'eos wrote:
attributes are what make skill-training interesting, take away attributes, and you might as well start decommissioning the whole skill training, I agree that they can be a barrier, but it's also a VERY MEANINGFUL CHOICE. that said, implants (at least the purely learning ones) do little more than inhibit risky behaviour, I know they're an isk sink, but get rid of/repurpose them before you fiddle with attributes.


Don't forget that most noobs do not even know that we have implants. And I was perfectly fine without any implants for the first three years.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Mane Frehm
Immortalis Inc.
Shadow Cartel
#116 - 2015-07-02 18:40:20 UTC
Interesting discussion - but as is often the case multiple issues are being blurred together, which makes it difficult if not impossible to understand and fix. Lets give this a quick go, shall we?


Issue 1 - new players aren't having enough "fun", because they don't have enough skills to fly and do fun stuff. This leads to...
Issue 2 - new player retention remains poor, despite the switch to the opportunities system.

and lets not forget:

Issue 3 - attributes are bad (don't believe everyone agrees - I don't)

Assumption - if Issue 1 is addressed, it will help with Issue 2.


A few options - focussing on things that I think CCP could do with minimal investment of time/resources:

Option 1 - give new players additional SPs to allocate themselves, either immediately or when they complete opportunities. Concern - new players don't know where to put those SPs to get a decent benefit out of them.

Option 2 - start new players off with a higher number of SPs. Give them skills that unlock basic capabilities that are needed to start mining, missions, pvp.

Option 3 - increase training speed for new players. Could be combined with option 2. Don't forget that the cerebral accelerator already exists that bumps skill training for the first 14 days only so that could be given out to new players instead of having to adjust training speeds.

Option 4 - give new players additional skill remaps so when they get it wrong, its not that painful. Can be combined with options 2 and 3.

Option 5 - adjust skill requirements/unlocking for certain modules/ships so that new players can use them. Should there be a gnosis type frigate and cruiser that anyone could fly immediately (that would take time/energy to create)?

And so on...


As to attributes - EVE is a game that requires you to make choices and rewards planning. Attributes as they currently exist fit with that approach, and it does reward those who forego short term gratification (oooh - shiny) for long term goals. Lets help the new players out without losing track of what this game is all about.



BTW - I am available and my consulting rates are very reasonable.......










Matt Faithbringer
YOLO so no taxes please
#117 - 2015-07-02 18:51:11 UTC
Britilio Sandaris wrote:
Well I just want to chime in that this is really good stuff that CCP is considering. Making newbies waste time on stuff they just "need" is a barrier to entry, and... well you've already heard all this.


Removal of attributes so everything trains at 2500 sp/h would be great. How about "+10 sp/h" per implant level? (so you have 5 +3 implants? that's +150 sp/h, so 2650 sp/h)... just an idea.

Anyway, good stuff ccp. Really good stuff.


I thing this is really good idea. Clear, simple, easy to understand.
Grezh
Hextrix Enterprise
#118 - 2015-07-02 18:54:49 UTC
I personally believe that if that with the removal of attributes learning implants should become like the genolution set, a small but overall boost to your ship and industrial performance. With that no matter who has them plugged in it will be beneficial.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#119 - 2015-07-02 19:03:09 UTC  |  Edited by: Rivr Luzade
Mane Frehm wrote:

Option 1 - give new players additional SPs to allocate themselves, either immediately or when they complete opportunities. Concern - new players don't know where to put those SPs to get a decent benefit out of them.

Unallocated skill points are useless without proper counsellings on how to apply them properly. There is literally no difference between the current system of attributes and remaps and freely allocatable skill points if there is no advice and counseling available to the newbies. And that is the part where large parts of the community and CCP fail big time.

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.

Arrendis
TK Corp
#120 - 2015-07-02 19:17:47 UTC
Gevlon Goblin wrote:
One thing I'd consider about the NPE is changing the newbie ships (both rookie ships and the first frig they get) to missiles for Caldari and Minmatar and drones for Amarr and Gallente. Missile and drone damage projection is much simpler (they hit or they don't) than gun with tracking, optimal and fallout. Not hitting anything is pretty frustrating and its reason is unknown to a new player.


Except, of course, for the new modules being put in for missiles, and the complimentary skills for missile explosion velocity, flight time, launch time, flight speed. It also ignores the 'he's in range, why didn't I hit?' that new players will run into when firing at long range at a target that's running away from them, so the missile actually had to travel past its range.

Missiles only seem simpler.