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Player Features and Ideas Discussion

 
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NPE feedback Q and A

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Author
Arya Regnar
Darwins Right Hand
#161 - 2015-07-03 02:39:36 UTC
You want good NPE? How about letting them experience some actual aggressive player interaction?
You bar rookie systems entry to anyone who wants to kill making some people hide in these protected systems, meanwhile the rookies are under the impression that nobody is supposed to shoot them so as soon as they leave these systems someone often ganks them and then they cry rivers of tears.

Not really sure how to fix this without opening them up for too much abuse but they should definitely experience some of the chaos.

EvE-Mail me if you need anything.

Ohh Yeah
Jerkasaurus Wrecks Inc.
Sedition.
#162 - 2015-07-03 02:45:33 UTC
Arya Regnar wrote:
You want good NPE? How about letting them experience some actual aggressive player interaction?
You bar rookie systems entry to anyone who wants to kill making some people hide in these protected systems, meanwhile the rookies are under the impression that nobody is supposed to shoot them so as soon as they leave these systems someone often ganks them and then they cry rivers of tears.

Not really sure how to fix this without opening them up for too much abuse but they should definitely experience some of the chaos.


Let's be honest with ourselves here, letting CODE into the starter systems kills the game
Forum Posts
Doomheim
#163 - 2015-07-03 03:56:42 UTC
Remove attributes completely and set skill gain to 2400/hr.

Move nearly every tech 2 requirement that is level 5 down to level 4. Let 5 represent true mastery and an edge, This would lower the bar to participate substantially while allowing older players a 20% edge with their 80% more time invested.

Rework implants completely. Do not remove old ones, but give them an npc buy order value. Roll the implants into 5 or 6 slots.

Make pirate implant components drop in data exploration sites. Sell BPCs at LP stores. Or something along those lines. Sleeper implant technology anyone?

Perhaps, give a starting SP total that can be spent at character creation, with templates available, but not race restricted. Allow a custom mode.

I have zero problem with fitting skills. I don't think they are ideal, but I don't think they are worth a huge amount of development time.
SandKid
Sunset Logistics Company
#164 - 2015-07-03 05:24:01 UTC  |  Edited by: SandKid
Getting rid of attributes sounds like a GREAT idea...here are my thoughts on replacements...

I like that Slots 1 thru 5 are 'dedicated' to a part of the mind (due to the current system and lore) and I think keeping a remnant of that lore would be neat. After all, bittervets need a reason to story-tell about the colors of those implants years from now when EvE is still dying.

Anyways...I'd keep the 'naming' convention as well as the icons for these implants so that their new 'attributes' are tied to these original names. For posterity and all that.


Slot 1: Perception
-Three varieties:
+Weapon Systems
--Implants that bonus optimal/missile velocity of all weapons
+Spatial Awareness
--Implants that bonus top speed or agility or all ships
+Targeting Systems
--Implants that improve scan resolution

Slot 2: Memory
-Three Varieties
+Drone Systems
--Implants that increase Drone Hit Points
+Complex Formulae
--Implants that improve ME/PE research speed
+Organization
--Implants that increase Cargo Capacity

Slot 3: Willpower
-Three Varieties
+Damage Control
--Implants that Improve Repair Modules repair amount
+Navigation Systems
--Implants that improve Navigation Modules capacitor usage
+Projection
--Implants that improve the strength of all EWAR modules

Slot 4: Intelligence
-Three Varieties
+Artificial Intelligence
--Drone Bandwidth (Increments of 5, with max being 25 - Does not allow additional drones beyond limit imposed by skills/ship)
+Industrial Systems
--Mining Modules: Mining Amount
+Scientific Studies
--Implant that increases Copy Speed of blueprints

Slot 5: Charisma
-Three Varieties
+Leadership
--Implants that improve Gang-Link modules effectiveness
+Marketing
--Implants that reduce taxes associated with buy/sell orders
+Exploration
--Implants that improve Virus Strength


So the idea here is that players have the ability to 'specialize' their clone for a couple of tasks. Since these are the 'base' slots (1 thru 5), they won't provide substantial bonuses but every little bit helps. I think the implants within a given group should compete 'a little' - i.e. it shouldn't be obvious "I'm a combat pilot, so I will use X implant for Slot 1." Each slot should have implants relatively similar in utility such that choosing implants is a meaningful and impactful choice. I know my above list doesn't always show that, it's late so I thought what I could...lol. Slot 1 sort of shows this best. Notice no skill training modifiers - if we're gonna kill attributes, kill 'em right.

I also don't think each Slot should have implants for each of the primary play-styles (Market, Industry, Science, Combat, Exploration). Instead, the available implants should result in players feeling like they can build a clone good at several (not many) tasks such as Combat and Exploration, or Science and Market, or even Industry and Combat (Ore to pay the bills). Again, emphasis on 'customizing' the clone with meaningful, opportunity-cost choices.

Finally...IMPLANTS SHOULD BE MANUFACTURED!!! Seriously, it's a huge market to add to EvE for industry/science/market and could even be dependent on gas (boosters lore and such to justify). Personally, I'd make the base implants have high-security materials for noob player purposes.

For the 'implant sets' that exist, they are basically along these ideas and I would recommend that the number of implant sets be increased slightly (i.e. the types, not the drop rate). I'd also like to see one or two 'advanced' implant sets that could be manufactured that would require WH/Null materials...but that's neither here nor there.

Final Note: Some of these implants already exist you might say. Slots 1 through 5 should bonus entire categories - not specific weapon systems (like medium railguns or large pulse lasers). Implants that do such 'total' improvements would be moved into these slots to help thin out and clarify their 'general use' from the more specialized implants in Slots 6 thru 10.

In total, each Slot would gain several 'varieties' that then follow the classic tier system of improvement and value. So with three varieties, that sees each slot with 15 implants (5 each for 3 categories, not including sets/faction). I'd recommend the removal of current slot 1 thru 5 implants from LP stores (they'll be manufactured instead) and instead incorporate new 'faction' implants to the LP stores divided across three variations of stores (right now there are two variations), each store type selling one of the variations of faction implants.

EX:
-Caldari Navy Sells Slot 1 Implants with Weapon Systems Variation
-Hyasdoda Sells Slot 1 Implants with Spatial Awareness Variation
-Ishukone Sells Slot 1 Implants with Targeting Systems Variation

This encourages experienced players to focus on specific corporations within their chosen faction for missions. As the implants use 'total' bonus strategies, the actual 'faction' won't matter. i.e. Amarr Navy, Caldari Navy, Republic Navy, and Federation Navy would all sell the same Weapon Systems Variation implants since the implants themselves aren't 'faction oriented' by design. This allows the Slot 6 thru 10 implants to be further useful as many of them are faction specific (weapon system specific anyways).
TheExtruder
TheExtruder Corporation
#165 - 2015-07-03 05:24:47 UTC  |  Edited by: TheExtruder
another rookie ship idea: (rookie ships are one of the faster ways of fixing NPE)

a new rookie ship that all new military personel use for training purposes, a simulator. it can simulate other ships in the game in terms of stats, when it does damage to other ships it only shows you a simulated version of how much damage you have caused to the ship. depending on what your opponent has fitted you will receive simulated damage. you can fit items you dont yet have sufficient skills for (they will be red on the fitting window).
SandKid
Sunset Logistics Company
#166 - 2015-07-03 06:07:07 UTC
Relative to Opportunity System...

After the basic 'tutorial' for flight and camera, the next step should be Career Agents.

I was DC'd right after character creation...which meant I had no noob rats to target when that opportunity came up. Oops. The system needs to be built around these sorts of potential problems a new player might face.

Recommended Path...
1) Welcome to EvE. Click "Opportunities (Highlight in Neocom) to get started"
-Now Select "Camera Control"
-To Close the Opportunities system, clich the X
-Notice the opportunity listed and what it asks you to do
-To try other opportunities, simply enter the system again and select a different opportunity. Everytime you complete an opportunity, the next one will automatically load. I recommend you follow the path until you're comfortable exploring New Eden. Good luck!

2) Camera Control
3) Ship Control
4) Warping to an object
5) Finding a Career Agent
6) Docking
7) Career Agents and what they are about. Recommend Combat Career agent to get started.
8) Skill Training (Every Career Agent should grant a skillbook on first mission to assist with this opportunity)
9) Combat
10) Chat
11) Corporations
12) ISIS

After that, So on and so forth...

The main problem I saw with the Opportunities system is that it didn't steer NPs to the career agents early enough to where they got more direction and a good sense of what they should be doing. Career Agents also give the best sense of what to immediately be training until a player encounters veterans.

I hate to say it, but a huge problem with the NPE is we the players - vets specifically. Information overload is a huge issue (this IS EvE after all) and vets all too often spew out career agents, EVEMON and god knows what else...all of which severely intimidates new players that might very well love eve's hardcore system once they understand it. I personally think a player should engage with career agents ALONE before they are encouraged to chat. We're talking the space of an hour here, so it isn't like they are being abandoned. Most games allow new players to sort out the basics before encouraging them to interact with others. Players experienced with MMOs will naturally seek chat and that's ok. People who are brand new should be left alone to their own devices for a bit.

I recommend the combat career agent to start because it is the most complete in terms of helping new players better understand ship control and the central focal point of EvE...the ship itself and the myriad capabilities it has. I have ISIS at the end of that list for a reason. New players don't realize how big EvE is for awhile. You built ISIS to be a tool in this...so put it out there! Wow them with how many ships they can fly in their own faction!

As for the remainder of the Opportunities system:
-Opportunity for killing player ship
-Opportunity for creating corporation
-Opportunity for killing player pod
-Opportunity for Cloaking
-Opportunity for Remote Repping Types
-Opportunity for Ewar Types
-Opportunity for Opening Skill Certificates
-Opportunity for injecting Implants
-Opportunity for Clone Jumping
-Opportunity for Warping to Incursion Site
-Opportunity for DED Agent
-Opportunity for DED Site
-Opportunity for Gas Mining
-Opportunity for entering Low Security Space
-Opportunity for entering Null Security Space
Opportunity for Crime: Theft
-Opportunity for Crime: Trafficing
-Opportunity for Crime: Ganking
-Opportunity for CONCORD: Because of the previous one... >:)
-Opportunity for Dueling

-Opportunities for Planetary Interaction (Seriously, PI needs a NPE opportunity explaining the basics)
+Build CC > Place Extractor > Place Links > Setup flow to CC > Run 5 Minute program > Transfer to CC > Launch to Space > Retrieve PI container > Recommend hyperlink for PI in-depth information at EVE Wiki or some such.

-Opportunities for completing level 1,2,3,4,5 missions
(Seriously, so many players don't know about lvl 5s...and many NPs don't know to start at lvl 1s after career agents)
+Opportunity for each would explain the recommended ships for completing those levels and remind players they can check ISIS/Skill Certificates to get a sense of whether or not they are ready to fly those missions.

-Opportunity for Research Agents
-Opportunity for Contracts
-Opportunity for Anchoring (Use a small container)
-Opportunity for Jet-Cans


That's what I can think of for now...Opportunities shouldn't spell out how to do everything in EvE (like fleets, FCs, tactics, Moon Mining) but there is an awful lot it could put out there to help new players find their interest in EvE and improve their subbing rate. Especially the crime, missions, and PI. All three of those are poorly (or not at all) explained and all three are really neat systems that are unique in EvE. PvP related opportunities need to reference strength in numbers and always encourage players to find a corporation.

FT Diomedes
The Graduates
#167 - 2015-07-03 06:49:44 UTC
SandKid wrote:
Getting rid of attributes sounds like a GREAT idea...here are my thoughts on replacements...

I like that Slots 1 thru 5 are 'dedicated' to a part of the mind (due to the current system and lore) and I think keeping a remnant of that lore would be neat. After all, bittervets need a reason to story-tell about the colors of those implants years from now when EvE is still dying.
...

Finally...IMPLANTS SHOULD BE MANUFACTURED!!! Seriously, it's a huge market to add to EvE for industry/science/market

...



I like some of your ideas, with one or two caveats.

1. All implants should only confer benefits to ships and pilots who are out in space doing things. No benefits from any implants for pilots who are conducting activities which primarily involve being docked (e.g. manufacturing, market trading, refining, research).

2. CCP should have LP stores provide BPC's for implants (instead of the complete implant). Faction spawns could drop BPC's for implants (instead of the complete implant). And so on and so forth... The materials to produce implants should come from data sites. Data sites can be found in all parts of space and are in major need of a boost. They are relatively accessible to everyone.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Anthar Thebess
#168 - 2015-07-03 07:15:39 UTC
For all people saying " just remove the implants".
They are obstacle but at the same time very important part of the eve market.

They fuel dozen of thousands of players in terms of income , as they are very viable thing that can be pulled from LP store.
When you propose the replacement , you need to also think what needs to be changed in lp store that the need of the LP consumption level would stay on the same level without affecting to much LP value.

There is also tons of implants in the marked, player "cans" and truing them into raw isk made from air by CCP is very , very bad thing.

Stuff you are proposing in the LP stores should consume both LP and ISK.

Making it consume ( sink ) other things like faction tags, materials , items is also very good thing.
What is also important it needs to be as desired as current implants , and as easy to be removed from the game economy as them.
Kestral Anneto
State War Academy
Caldari State
#169 - 2015-07-03 08:19:44 UTC  |  Edited by: Kestral Anneto
Under advisement from the ISD, I'm posting this here:-
All numbers used are for the sake of an example.

OK, so after reading the NPE feedback Q&A that CCP Rise did, I had an idea around what could possibly be done regarding attributes that I would like to throw out there.

OK, so firstly, get rid of attributes entirely, gone, out the window,
Then, give the Player a set number of SP an hour, say for the sake of example, 2000.
Now heres the interesting bit, introduce skill tree implant sets.
So, you come up with a plan that is heavy on the missile side of things? Plug in the "Missile" implant set. Mining? "Mining" implant set, leadership, ship command, navigation etc etc.
These implants would be of different grades, like we have now, low, mid and high.
A single low grade implant would give a 20SP per hour boost to a given skill tree, a single mid grade would give 40SP per hour, and a single high would give 60SP per hour.
This would be so you could mix and match the implants, say 2 gunnary and 3 missile or something similar.
So a full set of lows would be 100, mids 200, highs would be 300 extra SP per hour on top of the flat rate, which is 2000 (in this example).
So a full set of highs would be 2300SP per hour in any given skill tree, to the detriment of the other skills, which would be running at 2000 if being trained.
So if a new player really like guns? he would be able to specilise into guns quicker, due to being able to plug in a set of gunnery implants. It also gives the added flexibility of the new player be able to destroy the implants and put in a new set if they decide they get fed up. It gets rid of the stupid once a year change mechanic.
This allows a new player to get a feeling of getting good at something in a reasonable length of time. When i was new, the length of some of the trains to get into things was disheartening. Add the finite number of remaps, plus chopping and changing when new, kind of leaves new players in a pickle.

This idea could have been suggested before, but I thought it was wworth throwing out there, with the Q&A being released.
Let me know what you think, suggestions etc etc.
afkalt
Republic Military School
Minmatar Republic
#170 - 2015-07-03 08:21:09 UTC
Anthar Thebess wrote:
For all people saying " just remove the implants".
They are obstacle but at the same time very important part of the eve market.

They fuel dozen of thousands of players in terms of income , as they are very viable thing that can be pulled from LP store.
When you propose the replacement , you need to also think what needs to be changed in lp store that the need of the LP consumption level would stay on the same level without affecting to much LP value.


So leave them alone.

Add new "boosters" that have a limited duration (weeks or more), which persist through podding. Put these in the same place as implant sources. Pirate ones can be left as is to keep risk associated with their power.

Then you let the market sort itself out. LP stores are maintained, income levels/isk sinks are maintined (actually you'd probably see an isk sink increase since most people in bubble space use limited implants)

It's a fairly unobtrusive way to handle it - I admit the people sitting on huge implant stockpiles might lose out a little, but...well....market forces and all that.
FT Diomedes
The Graduates
#171 - 2015-07-03 08:34:39 UTC
Anthar Thebess wrote:
For all people saying " just remove the implants".
They are obstacle but at the same time very important part of the eve market.

They fuel dozen of thousands of players in terms of income , as they are very viable thing that can be pulled from LP store.
When you propose the replacement , you need to also think what needs to be changed in lp store that the need of the LP consumption level would stay on the same level without affecting to much LP value.

There is also tons of implants in the marked, player "cans" and truing them into raw isk made from air by CCP is very , very bad thing.

Stuff you are proposing in the LP stores should consume both LP and ISK.

Making it consume ( sink ) other things like faction tags, materials , items is also very good thing.
What is also important it needs to be as desired as current implants , and as easy to be removed from the game economy as them.


Completely agree. The LP stores need work. As do the mission rewards and some loot drops.

Implants should no longer give learning attributes. They should give bonuses which only affect your ship when it is out in space.

All existing implants need to turn into a pile of raw materials. A +5 implant turns into 5x more raw materials than a +1 implant.

Each LP store should have an implant set for which they offer the BPC's. The BPC's cost ISK and LP. Players purchase those BPC's from the LP store, then use materials from data sites to build the implants.

The tricky thing is to add new, unique, useful implant sets, which are desirable enough to make people want to use them, but do not totally power creep the game.

Current Implants slot 1-5 (non-learning):

Ascendancy, SOE, warp speed
Centurion: Mordus Legion, E-War range
Crystal: Guristas, Shield Boost Amount
Edge: Syndicate, Booster Side Effect
Grail: Amarr FW, radar sensor strength
Halo: Angels, signature radius
Harvest: ORE, mining laser range
Jackal: Minmatar FW, ladar sensor strength
Nomad: Thukker, agility
Slave: Sanshas, armor amount
Snake: Serpentis, velocity
Spur: Gallente FW, magnetometric sensor strength
Talisman: Blood Raiders, cap emission duration
Talon: Caldari FW, gravimetric sensor strength
Virtue: SOE, scan strength

Genolution set

I would recommend adding at least 4 new sets. In the process, we could also adjust the current implant sets as needed.

I will add some more ideas as I think of them. I want to try to get my thoughts straight before I start throwing out ideas.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#172 - 2015-07-03 08:45:24 UTC
Montgomery Black wrote:


Alot of people need to be handheld at the start and told what to do.. you dont become a eve veteren who knows all the posiblilites and how to get there overnight... it take 6 months - 12 months atleast. Cause just giving them 'the tools' ala opportunites to find content on their own hasnt worked. They need a direction and a goal at the start. And that goal should be to get them into the social game as soon as possible.


I agree that a lot of people need to be handheld at the start. Eve is a big world and they need some place to begin. There is a fine balance between coddling, handholding, and railroading. Making it so that there are useful and interesting tutorial missions is a good thing. Making those missions guide you towards more interesting parts of Eve is a good thing. Making the benefits so good they become basically mandatory is not a good thing.

Making it so that there is an optimal path or too many "roads not taken" is not a good thing. For instance, when I joined, they had the racial bloodline make a difference in your starting attributes. I chose Gallente - Gallente, because I liked the story line associated with it. I didn't realize at the time that I was consigning myself to having high charisma for a long time. Most new characters at that time were Caldari - Achura or Minmatar - Sebiestor, because they got a better set of starting attributes. A lot of min-maxers said, "Dude, you are screwed right from the start. 26 Charisma, OMG!" Fortunately, CCP corrected that poor game design (so nice not seeing EVERY new player as a frickin' Achura).

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Lucy Lopez
Republic University
Minmatar Republic
#173 - 2015-07-03 09:24:08 UTC  |  Edited by: Lucy Lopez
,
Rivr Luzade
Coreli Corporation
Pandemic Legion
#174 - 2015-07-03 09:24:59 UTC
Kestral Anneto wrote:
So if a new player really like guns? he would be able to specilise into guns quicker, due to being able to plug in a set of gunnery implants. It also gives the added flexibility of the new player be able to destroy the implants and put in a new set if they decide they get fed up. It gets rid of the stupid once a year change mechanic.

That is a horrible idea. Especially in the early days, players train a extremely wide variety of things, not only 1 category. Locking them into 1 category where they can train faster and then coercing them into installing another expensive implant set to train another category is a worse system than the current implants. I currently have Starship Command, Trade, Gunnery, Missiles, Drones, Shield and Armor in my queue. This would require me to change implant sets 6x to have an adequate training speed (current +3 level). This offers absolutely no benefits over the current system and your choice is all but a fake.

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.

Kestral Anneto
State War Academy
Caldari State
#175 - 2015-07-03 09:41:16 UTC
Rivr Luzade wrote:
Kestral Anneto wrote:
So if a new player really like guns? he would be able to specilise into guns quicker, due to being able to plug in a set of gunnery implants. It also gives the added flexibility of the new player be able to destroy the implants and put in a new set if they decide they get fed up. It gets rid of the stupid once a year change mechanic.

That is a horrible idea. Especially in the early days, players train a extremely wide variety of things, not only 1 category. Locking them into 1 category where they can train faster and then coercing them into installing another expensive implant set to train another category is a worse system than the current implants. I currently have Starship Command, Trade, Gunnery, Missiles, Drones, Shield and Armor in my queue. This would require me to change implant sets 6x to have an adequate training speed (current +3 level). This offers absolutely no benefits over the current system and your choice is all but a fake.


the number were hypothetical, you could have each implant giving you 20 mil per hour each /joke.

How is it any different from being set into a particular skill set with the remaps? that you can only do once every 12 months?
under my suggestion, you would be able to do the equiviant of a remap as and when needed, it gives people options and flexibility to do what they like.
I also suggested that you can mix up the implants, so if you have a skill plan that is a mix of navigation and spaceship command say. you could have 3x spaceship command implants and 2x navigation, or whatever mix you'd like. It wouldn't be as good as putting a full set in, but flexibility should come at a cost.
On a wider basis, it would also provide an isk sink, which CCP are all for.
GankYou
9B30FF Labs
#176 - 2015-07-03 09:52:05 UTC  |  Edited by: GankYou
CCP Rise wrote:

Q: 'Starting skills are a huge barrier, can we give a lot more to new players'
A: Yes. But this is not a simple change. You guys seem fairly agreed that the small amount of starting skills, combined with a high amount of 'must have' support and requirement skills, leads to some really icky barriers to participation for new players. We are inclined to agree and we are in the process of laying out a plan to address the problem. Nothing is set in stone yet but it seems likely that we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million. It also seems likely that we will probably avoid any major skill reworks or skill removals. As this plan solidifies you will hear more from us.


Glad you see reason. Smile

We used to be able to create chars with around 900k SP, but then again, the Learning Skills were still in place at that time.

Perhaps, Unallocated SP Rewards for completing NPE Opportunities? Blink

-GY
FT Diomedes
The Graduates
#177 - 2015-07-03 09:55:52 UTC
Kestral Anneto wrote:
So if a new player really like guns? he would be able to specilise into guns quicker, due to being able to plug in a set of gunnery implants. It also gives the added flexibility of the new player be able to destroy the implants and put in a new set if they decide they get fed up. It gets rid of the stupid once a year change mechanic.


This is just about the worst possible thing you can do.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#178 - 2015-07-03 10:06:32 UTC
Kestral Anneto wrote:
How is it any different from being set into a particular skill set with the remaps? that you can only do once every 12 months?
under my suggestion, you would be able to do the equiviant of a remap as and when needed, it gives people options and flexibility to do what they like.
I also suggested that you can mix up the implants, so if you have a skill plan that is a mix of navigation and spaceship command say. you could have 3x spaceship command implants and 2x navigation, or whatever mix you'd like. It wouldn't be as good as putting a full set in, but flexibility should come at a cost.
On a wider basis, it would also provide an isk sink, which CCP are all for.

How is it different?

  • For starters: I am not locked into a single category for training. Even with a sub-par remapping, chances are high that one of them is at least a secondary attribute to some skills. With Perc/Mem or Perc/Int, these chances are extremely high even.
  • It is for free, as another point.
  • I do not need to buy a new implant set for every skill I train. It is just once per year, but once you take the right choice for a remap, there is no need to remap at all in years.
  • I also do not need to adjust my skill training according to the implant set I have installed. I remember as a newbie, I was training things from Gunnery, Starship Command, Engeneering, Electronics, Armor, Navigation, Neural Enhancement, Targetting, Shields, all in random orders as I needed them at the moment (as my rudimentary skill plan on page 1 indicates). With the current system, attributes complement each other, are "reusable" in several categories or at least 1 can be found in one of the categories, giving you at least some bonuses to the training of a variety of skills. With your system, I would need to train everything I can from one category, buy a new set and train everything I can from another category, and so on. And if I then notice "Oh, I need this from the other category I just switched out... Fantastic!", I am screwed. After reading through some of the posts here on previous pages, newbies are daft enough that they will run into this situation with frustrating regularity.
This is not going to improve anything for newbies.

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.

FT Diomedes
The Graduates
#179 - 2015-07-03 10:31:43 UTC  |  Edited by: FT Diomedes
So, if I was to design an ideal brand new character, this would be how I would start her off:

Hull Upgrades III
Mechanics III
Repair Systems III

Drones III
Light Drone Operation III

Propulsion Jamming III

Capacitor Management IV
Capacitor Systems Operation IV
CPU Management V
Electronics Upgrades IV
Energy Grid Upgrades IV
Powergrid Management V
Thermodynamics III
Weapon Upgrades III

Gunnery III
Small Energy Turret III
Small Hybrid Turret III
Small Projectile Turret III

Missile Launcher Operation III
Rockets III
Light Missiles III

Acceleration Control III
Afterburner III
Evasive Maneuvering III
Fuel Conservation III
High Speed Maneuvering III
Warp Drive Operation III

Cybernetics I

Mining III

Jury Rigging I

Astrometrics III
Survey III

Science IV

Shield Compensation III
Shield Management III
Shield Operation IV
Shield Upgrades III
Tactical Shield Manipulation III

Amarr Frigate III
Caldari Frigate III
Gallente Frigate III
Minmatar Frigate III

Long Range Targeting III
Signature Analysis III
Target Management III

By my calculations, that is about 1,584,833 SP.

This character is ready to go in whatever direction she wants to fly. She has plenty of room for improvement, but she could contribute to any fleet right now. Or go have some fun with RvB. Or whatever floats her boat (or sinks it!). With some specialization, she can branch towards different professions, without being pushed in one direction or another.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#180 - 2015-07-03 10:47:15 UTC
Arya Regnar wrote:
You want good NPE? How about letting them experience some actual aggressive player interaction?
You bar rookie systems entry to anyone who wants to kill making some people hide in these protected systems, meanwhile the rookies are under the impression that nobody is supposed to shoot them so as soon as they leave these systems someone often ganks them and then they cry rivers of tears.

Not really sure how to fix this without opening them up for too much abuse but they should definitely experience some of the chaos.


I don't think opening them up to griefing in the starter systems is the answer, but I agree that they need to experience ship loss, at the hands of another player, early on in the game.

I'm inclined to suggest a mission that sends them to a nearby low sec FW-style complex in a rookie ship. Other rookies would also be directed to the same complex. The mission would warn them to "only fly what you can afford to lose, i.e. your rookie ship." It would warn them that they might get killed on the way there. The gate on the outside would only allow rookie ships into the complex. The gate to the complex would be unique to that player's mission, but it would direct everyone to the same complex (to stop people camping outside of the only entrance). Sure, some bored bittervets might sit inside and slaughter noobies in their off-grid boosted, Snake-set, faction-fitted, rookie ships of doom, but that's not necessarily a bad thing. The point is to give them a place to lose ships in a carefree manner.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.