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NPE feedback Q and A

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Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#241 - 2015-07-04 12:03:07 UTC
You do not need the full potential of a ship in the trial to find out whether you like the game or not. If that was the goal, you'd need to give all newbies Frigs V, Weapons V and so on.

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.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#242 - 2015-07-04 15:01:16 UTC  |  Edited by: Corraidhin Farsaidh
Omnathious Deninard wrote:
Kenrailae wrote:
EDIT: Drones allows additional drones per level. It isn't useless. And it trains quick.

For a vet, for a new player with a 14 day trial and wanting to use a drone ship during that time it is 1/3 of their game time.
Imagine if the gunnery skill was changed to allow the fitting of 1 turret per level, this is also combined with the fact that you will also still have hardpoints on your ship limiting how many you can fit on a particular ship.

It is a legacy skill and needs to be updated, drone control should be an aspect of each hull much like turret or launcher hardpoints.


You mean to train drones to level V I assume? I'm fairly sure I was flying my algos with rails and 4 drones inside my trial period. And the incursus and tristan I flew before that gave me a feel for them prior to that. It wasn't hard to work out what was required and if they can't manage that then they are really going to struggle with anything above basic manufacture/explo/combat.

If CCP want faster access for folks they need to provide Empire backed official training paths for combat, explo and mining. Anything outside this takes a much higher investment in time and player+character skills.

Players should never be able to do everything at first otherwise where's the progression? And dropping 1-2 mil SP on trial players is simply going to lead to instant gank/cyno alts.

Ed: I wouldn't even consider drones to be a primary weapon system due to their unique pro's and con's for the purposes of character generation. They should be a more advanced option that someone has to choose to invest more time into. Perhaps roll drones and light drones together though as you won't really use one without the other.
Omnathious Deninard
University of Caille
Gallente Federation
#243 - 2015-07-04 15:07:09 UTC
Rivr Luzade wrote:
You do not need the full potential of a ship in the trial to find out whether you like the game or not. If that was the goal, you'd need to give all newbies Frigs V, Weapons V and so on.

Not saying full potential, but players should be able to use there frigates for there intended role from the start of the game, not several days to weeks later.

They don't need advanced fitting skills as most ships can be fit using t1 modules with all skills set to 0.

They should get their racial e-war skill to level 1, racial remote assistance skill to level 1, should be able to fit a MWD and AB, racial tanking skills to at least level 1, propulsion jamming to level 1, and be able to use both racial weapon systems.
They should also get some light industry skills, Astrometrics, hacking, archeology, and salvaging skills, a couple levels in Trade to get them started in the market too.

This should give them a good idea of what they can do in the game as well as provide them with some options of making isk.

It would be no where near 2m skill points though which is fine IMO, there are plenty of things to do and ways to play without having tons of skills.

If you don't follow the rules, neither will I.

Omnathious Deninard
University of Caille
Gallente Federation
#244 - 2015-07-04 15:12:20 UTC
Corraidhin Farsaidh wrote:
...

What my main point is, the drone skills is inconsistent with how every other weapon in the game is handled for fitting purposes. Drones have bandwidth which represents hardpoints, but also requires additional skills to use said bandwidth.

Restating my example.
Imagine if the gunnery skill was changed to allow the fitting of 1 turret per level, this is also combined with the fact that you will also still have hardpoints on your ship limiting how many you can fit on a particular ship.

If you don't follow the rules, neither will I.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#245 - 2015-07-04 15:18:05 UTC
Omnathious Deninard wrote:
Corraidhin Farsaidh wrote:
...

What my main point is, the drone skills is inconsistent with how every other weapon in the game is handled for fitting purposes. Drones have bandwidth which represents hardpoints, but also requires additional skills to use said bandwidth.

Restating my example.
Imagine if the gunnery skill was changed to allow the fitting of 1 turret per level, this is also combined with the fact that you will also still have hardpoints on your ship limiting how many you can fit on a particular ship.


That's my meaning regarding the unique nature of drones. They are different to any of the others and as such should be considered as an advanced weapon system and not intended for anything more than support tasks for new players without them specifically choosing to train them above other things.
Joe Risalo
State War Academy
Caldari State
#246 - 2015-07-04 16:28:34 UTC  |  Edited by: Joe Risalo
Kenrailae wrote:
Joe Risalo wrote:
Ya know what... Was in game arranging skills, to focus on training another logi ship, as well as putting a bunch of focus into drone related skills.

What I discovered is a group of skill that I feel are literally nothing but barriers to Newbros and being able to build a competent fit.

Just remove all the Engineering skills. Literally...


There's only a few skills in there that aren't required to train, and are for advanced piloting.


Energy Pulse Weapons
Nanite Interfacing
Nanite Operation
Thermodynamics
Capacitor Emissions
Capital Capacitor Emissions


Those are the only skills that are optional as they focus on piloting tactics that are optional to use.

All the other skills within the Engineering Category are mandatory.
No skill should be mandatory unless it's down your optional training path.



No. Just dropping loads of Free SP and calling it done is NOT the optimal path. There still needs to be emphasis on choice and being responsible for oneself/getting knowledge from other players/guides, etc. Giving some of those skills a few levels would be fine, like moving most those fitting skills to level 3 or 4 to start. That more than allows a reasonable fit without having to stop and train more skills for more skills. The emphasis on choosing to train those last two levels/level to get the most you can out of that ship as opposed to not should not be discarded. It may also be a good idea to create a new skill multiplier grouping, faster than the 1x difficulty for those Core skills so they can be trained more quickly, but still require a conscious decision to train them.


EDIT: Drones allows additional drones per level. It isn't useless. And it trains quick. Starting with drones 2 or something would be a nice balance, but choosing to specialize in drones should still require training drones 4 and 5. Advanced spaceship command, while an annoying book, should remain. Moving into caps is a big step and having those 3/4 books there that are as expensive as a capital ship, again while annoying, helps keep players who aren't ready for caps out of caps.



You misunderstand my point.
That comment wasn't to say removing those mandatory/skill wall skills should be what they do for newbros.

It was to say that removing these skills will allow newbros to start flying and flying competitively much sooner.
This will help to increase retention, as the sooner they can become involved, the more likely they are to stick around.
Not to mention, this reduces the learning curve a bit.



As far as my suggestion for training.

I think that all rookie ships should be able to do everything.
Missiles, all turret systems, mining, shield or armor tanking, etc. etc...
The training system then needs to take them through all of this.
I also think there needs to be a rookie training ground.

Once they've picked their preferred race (through experiencing the training program) they are then sent on one final mission.
An impossible mission in a null sec system (null sec system will also be part of the training program, same with a low system)... They're sent on this un-winnable mission, to which they get caught in a bubble and podded, so that they get the feeling of loss and death that Eve provides. (possibly by a drifter DD, so they know not to F with drifters)
Then, they're given the Character creation screen and are spawned in their racial system.


See, this is the problem with Eve... You start out slow, and it takes so long to get involved with so many things that it's almost tedious to get there... Newbros don't get to experience much within the trial period, thus they have no sense of direction or progression, as unlike other games, the path is not laid out for them in stone and writing.

We need to allow them to experience things in the beginning that will give them that sense...
The training system needs to happen in a small bubble where they can experience everything Eve has to offer, with just a little taste...
Allow them to see a Marauder pounding on NPCs, to see a Carrier launch a full flight of fighters, to see a large battle with Titan DDs going off.
Give them a sense of awe and wonder early on... They don't need to fly these ships, as seeing the size and scope of them from the seat of a rookie boat will be amazing. I remember the first time my rookie boat bumped a battleship... The size of it alone, compared to my ship, was enough to excite me.

So, to recap.
Remove all the mandatory/skill wall skills to reduce learning curve and increase playability.
Create a separate training grounds with a high, low, WH, and null system.
Take Newbros through a training program within these grounds that allows them to do and/or see everything Eve has to offer.
Change rookie boats to allow any fitting style to be achievable and take newbros through all these options, as well as how to fit for what, and show them what ships are in that progression line.
Allow them to PVP (including dropping a bubble and/or Cyno), give them experience with trade, industry, exploration, ect. etc...
Then take them out to a no win situation and kill them.

From there, they pick a race, and are spawned in hub with some starting skills...


Edit... Oh, and of course the training can be skipped by a vet, with an option hidden somewhere that isn't obvious, so true rookies don't try to skip it.


If CCP wishes, they can make this training grounds the new free trial. Once you finish, the game is no longer free.
This will help to cut back on trial account ganks, as well as allow players that don't have a lot of free time to still experience everything, which they likely wouldn't have in a 2 week window.

Edit 2 - This would also mean that when a rookie player shows up in rookie/recruitment chat, you know they're a paying player, which many of us take as a good sign.
Ishtanchuk Fazmarai
#247 - 2015-07-04 22:26:32 UTC
CCP Rise wrote:
(...)

Q: 'Attributes aren't very interesting, you should remove them'
A: Again, we agree. Team Size Matters discussed removing them on the o7 show (or some other public venue) awhile back and it's still something we are very interested in. We need to figure out a good way to handle all the learning implants in the game though, which is actually a difficult problem. If any of you have awesome ideas for how to handle it don't hesitate to make suggestions.

(...)


How to handle learning implants? Players who owe them have an advantage in earning SP. Keep that advantage intact and we'll be friends.

Make them act like other sets. Slots 1 to 4 provide a direct bonus plus a cumulative set bonus, slot 5 gives a flat bonus to all other. Implants come in 5 tiers equivalent to the current +1 to +5, and the skilpoint gain for each complete tier is the same as now.

That would make interesting to hold a "+4" or "+5" clone for use when not using a pirate set with +3 learning.

Need names? I may suggest them too:

alpha / beta / gamma / delta / omega (slot 1 to 5)

minor / low / standard / improved / superior grade (+1 to +5)

Neuronal enhancement (type)

So would range from: NE-A01 (alpha minor neuronal enhancement implant) to NE-O05 (omega superior neuronal enhancement implant)

Roses are red / Violets are blue / I am an Alpha / And so it's you

Kenrailae
Center for Advanced Studies
Gallente Federation
#248 - 2015-07-04 23:05:24 UTC
Joe Risalo wrote:



You misunderstand my point.
That comment wasn't to say removing those mandatory/skill wall skills should be what they do for newbros.

It was to say that removing these skills will allow newbros to start flying and flying competitively much sooner.
This will help to increase retention, as the sooner they can become involved, the more likely they are to stick around.
Not to mention, this reduces the learning curve a bit.






No, I don't miss your point. You've said it twice now. And I still stand by my statement. Some of those skills are not useless as you say, some of them are necessary walls even. And some of them would be okay being granted to new players at level 3 or so, that would allow them more than sufficient of a 'glance' or 'within tolerable fitting limits,' while still leave a window to emphasize specialization, or choice to specialize. What you consider useless here isn't useless to others. I don't think you're wrong in a couple of those, looking at you jury rigging, but I think you are WAY off the mark in a few others, looking specifically at the engineering skills, drones, and advanced spaceship command.

The Law is a point of View

The NPE IS a big deal

Joe Risalo
State War Academy
Caldari State
#249 - 2015-07-04 23:24:50 UTC
Kenrailae wrote:
Joe Risalo wrote:



You misunderstand my point.
That comment wasn't to say removing those mandatory/skill wall skills should be what they do for newbros.

It was to say that removing these skills will allow newbros to start flying and flying competitively much sooner.
This will help to increase retention, as the sooner they can become involved, the more likely they are to stick around.
Not to mention, this reduces the learning curve a bit.






No, I don't miss your point. You've said it twice now. And I still stand by my statement. Some of those skills are not useless as you say, some of them are necessary walls even. And some of them would be okay being granted to new players at level 3 or so, that would allow them more than sufficient of a 'glance' or 'within tolerable fitting limits,' while still leave a window to emphasize specialization, or choice to specialize. What you consider useless here isn't useless to others. I don't think you're wrong in a couple of those, looking at you jury rigging, but I think you are WAY off the mark in a few others, looking specifically at the engineering skills, drones, and advanced spaceship command.


Advanced spaceship command was a questionable one, if you check my original post.
I personally don't care if it stays or goes.

That said, as far as most of the other skills I mentioned, gunnery, as an example, is a bit of a useless skill.
It has a small bonus, and is required just to train other gunnery skills.
As far as the drones skill, that's like having to train gunnery to fit more than 2-3 turrets at a time.
Now, with the engineering skills related to capacitor, CPU, and PG; these are the ones that really bother me.
You suggest them as an emphasis on specialization, but I do not see it that way. The majority of competitive fittings rely heavily on all those skills being to lvl 5. Skills that focus on cap, cpu, and PG usage of certain modules are specialization.
Engineering skills are basic. If I give you a fit that you cannot use due to these skills, I will tell you to train those skills as opposed to building an alternate fit.
Hell, you can't even put a generic fit on a mining barge without those skills, let alone an efficiency fit.

They are generic skills that serve no valid purpose other than to increase the gap between a fit and a good fit.
Kenrailae
Center for Advanced Studies
Gallente Federation
#250 - 2015-07-05 00:11:00 UTC
Joe Risalo wrote:
Kenrailae wrote:
Joe Risalo wrote:



You misunderstand my point.
That comment wasn't to say removing those mandatory/skill wall skills should be what they do for newbros.

It was to say that removing these skills will allow newbros to start flying and flying competitively much sooner.
This will help to increase retention, as the sooner they can become involved, the more likely they are to stick around.
Not to mention, this reduces the learning curve a bit.






No, I don't miss your point. You've said it twice now. And I still stand by my statement. Some of those skills are not useless as you say, some of them are necessary walls even. And some of them would be okay being granted to new players at level 3 or so, that would allow them more than sufficient of a 'glance' or 'within tolerable fitting limits,' while still leave a window to emphasize specialization, or choice to specialize. What you consider useless here isn't useless to others. I don't think you're wrong in a couple of those, looking at you jury rigging, but I think you are WAY off the mark in a few others, looking specifically at the engineering skills, drones, and advanced spaceship command.


Advanced spaceship command was a questionable one, if you check my original post.
I personally don't care if it stays or goes.

That said, as far as most of the other skills I mentioned, gunnery, as an example, is a bit of a useless skill.
It has a small bonus, and is required just to train other gunnery skills.
As far as the drones skill, that's like having to train gunnery to fit more than 2-3 turrets at a time.
Now, with the engineering skills related to capacitor, CPU, and PG; these are the ones that really bother me.
You suggest them as an emphasis on specialization, but I do not see it that way. The majority of competitive fittings rely heavily on all those skills being to lvl 5. Skills that focus on cap, cpu, and PG usage of certain modules are specialization.
Engineering skills are basic. If I give you a fit that you cannot use due to these skills, I will tell you to train those skills as opposed to building an alternate fit.
Hell, you can't even put a generic fit on a mining barge without those skills, let alone an efficiency fit.

They are generic skills that serve no valid purpose other than to increase the gap between a fit and a good fit.


And that is your opinion. Mine differs. I see them at level 3 as generic. I see choosing to train them farther as a choice. Scouts don't really need them, traders don't need them, haulers don't need them.

The Law is a point of View

The NPE IS a big deal

Joe Risalo
State War Academy
Caldari State
#251 - 2015-07-05 01:40:18 UTC
Kenrailae wrote:
Joe Risalo wrote:
Kenrailae wrote:
Joe Risalo wrote:



You misunderstand my point.
That comment wasn't to say removing those mandatory/skill wall skills should be what they do for newbros.

It was to say that removing these skills will allow newbros to start flying and flying competitively much sooner.
This will help to increase retention, as the sooner they can become involved, the more likely they are to stick around.
Not to mention, this reduces the learning curve a bit.






No, I don't miss your point. You've said it twice now. And I still stand by my statement. Some of those skills are not useless as you say, some of them are necessary walls even. And some of them would be okay being granted to new players at level 3 or so, that would allow them more than sufficient of a 'glance' or 'within tolerable fitting limits,' while still leave a window to emphasize specialization, or choice to specialize. What you consider useless here isn't useless to others. I don't think you're wrong in a couple of those, looking at you jury rigging, but I think you are WAY off the mark in a few others, looking specifically at the engineering skills, drones, and advanced spaceship command.


Advanced spaceship command was a questionable one, if you check my original post.
I personally don't care if it stays or goes.

That said, as far as most of the other skills I mentioned, gunnery, as an example, is a bit of a useless skill.
It has a small bonus, and is required just to train other gunnery skills.
As far as the drones skill, that's like having to train gunnery to fit more than 2-3 turrets at a time.
Now, with the engineering skills related to capacitor, CPU, and PG; these are the ones that really bother me.
You suggest them as an emphasis on specialization, but I do not see it that way. The majority of competitive fittings rely heavily on all those skills being to lvl 5. Skills that focus on cap, cpu, and PG usage of certain modules are specialization.
Engineering skills are basic. If I give you a fit that you cannot use due to these skills, I will tell you to train those skills as opposed to building an alternate fit.
Hell, you can't even put a generic fit on a mining barge without those skills, let alone an efficiency fit.

They are generic skills that serve no valid purpose other than to increase the gap between a fit and a good fit.


And that is your opinion. Mine differs. I see them at level 3 as generic. I see choosing to train them farther as a choice. Scouts don't really need them, traders don't need them, haulers don't need them.


Ok, now you're talking about alt characters, which is an unfair connection to use.
You can't factor alts that don't even really need to fit anything.
Aerasia
Republic University
Minmatar Republic
#252 - 2015-07-05 01:55:30 UTC
Corraidhin Farsaidh wrote:
That's my meaning regarding the unique nature of drones. They are different to any of the others and as such should be considered as an advanced weapon system and not intended for anything more than support tasks for new players without them specifically choosing to train them above other things.
Maybe you should go have a talk with the Gallente engineers behind the Tristan and the Algos.
Kenrailae
Center for Advanced Studies
Gallente Federation
#253 - 2015-07-05 02:06:35 UTC
Joe Risalo wrote:
Ok, now you're talking about alt characters, which is an unfair connection to use.
You can't factor alts that don't even really need to fit anything.



.... Now you're assuming and blatantly ignoring details. Alts CAN fill those roles, but they can be done by new players as well. Between Mining and station trading, those two are how alot of new players make their first few millions. Those roleswere the first few things that came to mind. Explorers, low level missioners, entry level Pvp, all of it really, can be done with level 3 fitting skills or a fitting mod. You don't need perfect fitting to fit a perfectly capable PVP tristan. You don't need perfect fitting to fit most frigates or dessies. Those optimal fits you are speaking of shouldn't be possible for a day one toon. Plain and simple. You can use those fits with slightly reduced ability with fitting skills at 3. Or at worst you have to fit a fitting mod. That is what a brand new capsuleer should be at. It is natural for a player to have to accrue some time and experience to fit the 'best fit.' Expecting to log in for your first time and fit a PVP ship 100% ready to go is silly, and does not belong in Eve. Expecting to log in for your first time and be able to get something usable, but still requires learning and time to perfect, does. No, I'm not completely one of those pure HTFU people, but I do believe that the answer quite often. I have spent a large number of hours sitting with my alt in newb systems in an orca providing mining boosts, answering questions, helping with fits or training, the works. I have built many Low SP fits that work more or less fine with mediocre fitting skills. Tossing out Core fitting skills is a horrible idea. Tweaking how they are allocated or how much a new player has in them is certainly a valid avenue for improving the NPE.

The Law is a point of View

The NPE IS a big deal

Rivr Luzade
Coreli Corporation
Pandemic Legion
#254 - 2015-07-05 05:34:40 UTC
Aerasia wrote:
Corraidhin Farsaidh wrote:
That's my meaning regarding the unique nature of drones. They are different to any of the others and as such should be considered as an advanced weapon system and not intended for anything more than support tasks for new players without them specifically choosing to train them above other things.
Maybe you should go have a talk with the Gallente engineers behind the Tristan and the Algos.

These ships also work with 4 drones.

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.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#255 - 2015-07-05 08:04:08 UTC
Aerasia wrote:
Corraidhin Farsaidh wrote:
That's my meaning regarding the unique nature of drones. They are different to any of the others and as such should be considered as an advanced weapon system and not intended for anything more than support tasks for new players without them specifically choosing to train them above other things.
Maybe you should go have a talk with the Gallente engineers behind the Tristan and the Algos.


...both great hulls and Available to new players for very effective combat if they choose to train drones over other things. The Algos always was my favourite hull.
Aerasia
Republic University
Minmatar Republic
#256 - 2015-07-05 08:54:59 UTC  |  Edited by: Aerasia
Rule #1 of Summoner's Rift: Don't feed.
Lexx Devi
Freeport . 7
#257 - 2015-07-05 09:21:00 UTC
Make the Prior skills the multiplier for how fast the next skill will train.

This essentially making the training of specific tree way faster then spreding thin.
This giving the same feeling as redistributing of attributes.

ONE thing i feel is useful especially for WH & Nullsec/Titan pilots, aswell as skill planing.
Ability to inject skill books that dosent have the requirements reached yet, letting them be injected sitting on lvl.0


For ever ever.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#258 - 2015-07-05 10:19:47 UTC
Lexx Devi wrote:
Make the Prior skills the multiplier for how fast the next skill will train.

This essentially making the training of specific tree way faster then spreding thin.
This giving the same feeling as redistributing of attributes.

ONE thing i feel is useful especially for WH & Nullsec/Titan pilots, aswell as skill planing.
Ability to inject skill books that dosent have the requirements reached yet, letting them be injected sitting on lvl.0


For ever ever.


And only allow them to sit in the queue after the pre-req skills. It would be nice to set up a full training path in advance. Pre-defined plans could be written and exported/imported for corp doctrines/new player assistance.
Dr Minx
J A V A
#259 - 2015-07-05 10:48:29 UTC  |  Edited by: Dr Minx
biggest problem is new players dont know what to train, if i started a new toon i would have an optimised training queue. New players realise a few weeks in that they have wasted tons of skill training now they are a little more knowledgeable, get pissed and quit

perhaps allow up to 1 month old characters can swap their skill points about?

and also ccp should stop relying on alliances like eve uni to teach new pilots, have ccp staff in npc corps answering questions and and organising events and lectures

High sec ganking too easy, who normally gets caught in a hauler/freighter with all their belongings in, not usually vets, few month old players who lose everything in their hauler and what do they do, quit
Rivr Luzade
Coreli Corporation
Pandemic Legion
#260 - 2015-07-05 11:08:36 UTC  |  Edited by: Rivr Luzade
Dr Minx wrote:
and also ccp should stop relying on alliances like eve uni to teach new pilots, have ccp staff in npc corps answering questions and and organising events and lectures

What? You want to remove one of the few things that makes this sandbox a livable sandbox, a thing where players can truly shine and shows what they have learned and are capable of? CCP has in comparison far less expertise about the game, let alone teaching capabilities than actual EVE players.

Quite the contrast should be the case: CCP should make Eve University (I cannot think of another independent, not-indoctrinating institution with such a positive reputation and respect) or other institutions of comparable reputation and scope mandatory for newbies to join or participate in lectures. With this, the game does not only show player activity and player involvement to the new players, it also gives them first hand experience of player interaction from players for players. Obviously, if you just create a new alt for your cynos or caps, you can opt out of this program. The fact that CCP seemingly (judging by the response to the question as well as player responses in this thread) mostly think about skill book and skill point subsidies only proves my points.

Furthermore, if newbies do not know what to train for or how to train for what they want to fly, they should ask. Social interaction is the current decade's major mantra, hence I so no reason why people, who write tons of crap on Facebook, Twitter, Snapchat and the likes, should not be forced asked to communicate with other players or look things up on the internet.

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.