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Player Features and Ideas Discussion

 
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NPE feedback Q and A

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TheExtruder
TheExtruder Corporation
#381 - 2015-07-09 02:01:07 UTC  |  Edited by: TheExtruder
in an effort to improve NPE i used these goals and guidelines:
- more intuitive way to learn (narrowing down how many learning opportunities available to pursue, giving rookies a sense of goal in their skill queue by watching higher tier ships in-action, learning the game through engaging conflict/story and constant dialogue from the start of the game)
- more intuitive way to navigate (more mobility and better base of operation, a good story should be accessible to the rookie while traveling)


2 new missions, these can be accepted while in-space:

1. bounty hunter fleet
You are asked to be bait. You can choose to pretend to be a miner, explorer, hauler, scout. most of the fleet will wait offgrid, during fight your fleet might ask you to help contribute dps for an additional reward, you can choose to ignore it. other rookies can join this fleet as bait if they join in time. ships+fits will be suggested to you.

2. corporate fleet
You are asked to contribute with dps. there is a chance you get primaried, if you can tank for long enough you will be able to warp away. other rookies can join this fleet as extra dps or logi or tackle. ships+fits will be suggested to you.

I believe these changes will improve overall sense of awareness of the possibilities in terms of ships, fittings and careers. None of this is written in stone, feedback is more than welcome. my hope is these missions (or some variation of them) make their way into the game by oktober patch.
kitsune Sabre
The Scope
Gallente Federation
#382 - 2015-07-09 07:10:41 UTC
Kalen Pavle wrote:
Attribute enhancers are really quite simple to fix.

Change them to give a percentage increase to all sp gain. Numbers from ass:

+1 implant changes to 1.02x training multiplier
+5 implant cahgnes to 1.1x training multiplier

^ numbers are way too high but you understand. They should be balanced so that with a set of 5, +5 implants your training time is increased the same amount that two +5 implants would have modified the training time on a skill matching the proper primary/secondary stat.

They can't be balanced that two gives you the same bonus because then SP income will increase way too far.


I think all the attributes need to be turned to 23 and get rid of implants I'm saying remove attribute implants not the other ones

the problem is newbies are not rich they cannot afford + 5 implants that's the main reason why this is a problem and they also discourage people from doing PVP

before people make a lame comments that topic about jump clones that's a stupid mechanic

but if they do you remove the attribute implants I would like to have more combat related implants put in their place and support implants to
Rivr Luzade
Coreli Corporation
Pandemic Legion
#383 - 2015-07-09 07:25:28 UTC
*sigh* There is no need to plug in +5 implants. 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.

Tiddle Jr
Brutor Tribe
Minmatar Republic
#384 - 2015-07-09 08:10:43 UTC
Rivr Luzade wrote:
*sigh* There is no need to plug in +5 implants. At all.


Very true, half a billion of implants is only good to show up on a KB. Other than that, not much of benefit.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Lycus Emyr
Doomheim
#385 - 2015-07-09 09:09:49 UTC
Can we sticky this
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#386 - 2015-07-09 09:20:05 UTC
kitsune Sabre wrote:
...
the problem is newbies are not rich they cannot afford + 5 implants that's the main reason why this is a problem and they also discourage people from doing PVP
...


newbies aren't supposed to be able to afford expensive things straight off. Do we complain that newbies can't afford officer mods? As for puttingpeople off PvP that is simply not true. It is risk aversion that puts people off, remove these implants from game and they'll find something else to worry about losing (probably officer mods...)
Rivr Luzade
Coreli Corporation
Pandemic Legion
#387 - 2015-07-09 09:26:18 UTC
Lycus Emyr wrote:
Can we sticky this

Ideally not. It is easier to keep track of this thread when it floats around the non-stickied threads as the blue flag stands out more among them than among the other blue flags.

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.

Joe Risalo
State War Academy
Caldari State
#388 - 2015-07-09 15:21:39 UTC
Tiddle Jr wrote:
Rivr Luzade wrote:
*sigh* There is no need to plug in +5 implants. At all.


Very true, half a billion of implants is only good to show up on a KB. Other than that, not much of benefit.


You also don't have to fit tank on your ship, but that's often times not a good idea.


The younger your are in Eve, the more important learning implants are. Kinda not fair considering those are the same people that are least likely to be able to afford them.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#389 - 2015-07-09 16:49:29 UTC
The younger you are, the more important it is to have an enjoyable experience. You do not need the fastest training time to have an enjoyable experience ... you should not, that is. I didn't need to and I enjoyed myself fantastically with +2s and later +3 and for some time +4s until I noticed that it's kinda expensive to lose them and I settled on +3s. I am still here, playing, and I am still enjoying myself.

All those people advocating for fast, faster, fastest training are in my opinion nourishing a trend from the real life where the world needs to spin faster and faster and a person need to spin even faster to be considered achieved and capable. This is a toxic circle that's only going to ruin the game play experience. Instead, beyond the already agreed upon (and still doubted by me) plus in starter skills, it should be a primary objective to give the players an enjoyable experience and not just all the tools of the game quicker. EVE is long-term oriented, having access to the majority of the game's content after a year or so is not compatible with that, nor is in my opinion taking away the choice on how fast you want to train.

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.

Dominique Vasilkovsky
#390 - 2015-07-09 16:54:14 UTC
Rivr Luzade wrote:
*sigh* There is no need to plug in +5 implants. At all.

True but for the past 8 years since they were plugged in to this head they have produced a nice amount of extra SP.

I'm all for scrapping the entire attribute part of the game. Once the remaps were introduced the attributes just added perceived obstacles. I was perfectly happy back when you had the fixed attributes but with remaps it's a case of always trying to min max everything to the degree where gameplay sometimes is suffering.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#391 - 2015-07-09 17:06:28 UTC
They will most definitely have accumulated more SP over time than a character with lower level implants; however, how often has this influenced your decision to PVP negatively? To go to Low sec and mine/rat/explore/shoot people? To have an enjoyable game? If you place higher SP gain over having a better gameplay experience, who is at fault here? Your impatience or the game's mechanic? The system might be perceived as obstacle (it is most definitely not by me for the mentioned reasons before), but it is the player's decision to actually let this imaginary obstacle harm them. If you make your gameplay suffering just for the sake of min/max'ing something, that's your choice. It is not the fault of the mechanic in itself if you want to put yourself in a less enjoyable position just for a couple more SP.

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.

Joe Risalo
State War Academy
Caldari State
#392 - 2015-07-09 17:06:42 UTC
Rivr Luzade wrote:
The younger you are, the more important it is to have an enjoyable experience. You do not need the fastest training time to have an enjoyable experience ... you should not, that is. I didn't need to and I enjoyed myself fantastically with +2s and later +3 and for some time +4s until I noticed that it's kinda expensive to lose them and I settled on +3s. I am still here, playing, and I am still enjoying myself.

All those people advocating for fast, faster, fastest training are in my opinion nourishing a trend from the real life where the world needs to spin faster and faster and a person need to spin even faster to be considered achieved and capable. This is a toxic circle that's only going to ruin the game play experience. Instead, beyond the already agreed upon (and still doubted by me) plus in starter skills, it should be a primary objective to give the players an enjoyable experience and not just all the tools of the game quicker. EVE is long-term oriented, having access to the majority of the game's content after a year or so is not compatible with that, nor is in my opinion taking away the choice on how fast you want to train.


Refer to what Dominique said.

In a game where min maxing is a huge part of the game, I'm surprised you wouldn't consider that aspect.

To me, it's a bit like flying a logi with Logistics lvl 4... It'll work, but you're losing a whole lot of effectiveness without it.
Aerasia
Republic University
Minmatar Republic
#393 - 2015-07-09 17:56:12 UTC  |  Edited by: Aerasia
Rivr Luzade wrote:
it should be a primary objective to give the players an enjoyable experience and not just all the tools of the game quicker.
And why would it be that giving new players more tools doesn't create a more enjoyable experience? Beyond the 'rush' some people get when they finish Logi V, what purpose does locking all these things off serve?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#394 - 2015-07-09 18:08:55 UTC  |  Edited by: Rivr Luzade
As said, I had considered it to +4s for a time, and settled back to +3s because the downsides of +4s, let alone +5s, are not worth the effort outside very specific circumstances (like in station alt training and even for them, in my particular case, I do not see the benefit of a 20+ day train over +4 implants). I also have never seen the benefits of pirate implant sets and thus never seen the need to train Cybernetics V and thus never really considered +5s.

If you succumb to the pressure of this min/maxing race, it's your decision. This game is rated ESRB Teen. Teens should be able to come to the same conclusion of they weigh the ups and downs. It is actually a lesson for them with RL implications as well to look at all/as many aspects as possible of the matter and find out whether it's worth the risk/effort/time/cut backs/potential set backs. Removing this kind of decision finding and justification process from the game is a negative development in my opinion.

Aerasia wrote:
And why would it be that giving new players more tools doesn't create a more enjoyable experience? Beyond the 'rush' some people get when they finish Logi V, what purpose does locking all these things off serve?

There is nothing locked out. It simply takes a couple of hours longer if you do not go full speed. During these couple of hours, however, you can continue playing and enjoying the game without having to fret every gate for bubbles or smartbombers or insta lockers.

But anyways, what am I saying? The removal is requested and accepted by the masses and decided upon. The only thing holding it back is the how to. So: vOv

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.

Aerasia
Republic University
Minmatar Republic
#395 - 2015-07-09 18:17:14 UTC  |  Edited by: Aerasia
Rivr Luzade wrote:
Teens should be able to come to the same conclusion of they weigh the ups and downs.

Slightly off topic, but teens don't play EVE. Whether the push for a bigger on-ramp for the NPE is driven by 30 year olds desperate for their time back, or 15-25 year olds weighing those ups and downs and deciding to nope the **** out... well I suppose we'll find out the next time CCP releases some graph porn. Big smile

Rivr Luzade wrote:
There is nothing locked out. It simply takes a couple of hours longer if you do not go full speed.
My fault for not being clear, I don't really have a dog in the +5/+3 implant fight. I say get rid of them all. I'm talking about the things that new players just outright can't fly - especially if that ship doesn't have an equivalent in the T1 Frigs.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#396 - 2015-07-09 18:46:43 UTC
EVE is rated Teen by the ESRB, so teens could play it. People in their 30s should be even more capable of coming to the conclusions I reached. If they do not and complain about their self-induced suffering, I have nothing but a Roll for them.

The only thing that has no T1 counter part are dictors and hictors. Logi frigs and cruisers, Ewar frigs, assault ships, assault cruisers, BS, recons, tackle all have T1 versions. Capitals are T1 but should never be in reach of newbie hands.

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.

Aerasia
Republic University
Minmatar Republic
#397 - 2015-07-09 18:58:29 UTC
Right, I'm not saying teens can't make those decisions. What's happening is that they're looking at the decisions that go into prioritizing skill queues, implant boots and ship spinning - and then deciding that getting high on paint fumes is more fun than EVE.

I can't necessarily blame them; it's really, really hard to find something fun about learning to play EVE.
Dominique Vasilkovsky
#398 - 2015-07-09 19:23:55 UTC
Rivr Luzade wrote:
They will most definitely have accumulated more SP over time than a character with lower level implants; however, how often has this influenced your decision to PVP negatively? To go to Low sec and mine/rat/explore/shoot people? To have an enjoyable game? If you place higher SP gain over having a better gameplay experience, who is at fault here? Your impatience or the game's mechanic? The system might be perceived as obstacle (it is most definitely not by me for the mentioned reasons before), but it is the player's decision to actually let this imaginary obstacle harm them. If you make your gameplay suffering just for the sake of min/max'ing something, that's your choice. It is not the fault of the mechanic in itself if you want to put yourself in a less enjoyable position just for a couple more SP.

One of my other characters was a -10 blinkie for two years in lowsec and he was permanently in his +5s. Even after moving to Syndicate did the +5 set remain in. It is only a HG slave set that I didn't want to bring to 0.0 but then again, I'm not keen to lose a 4.5b clone in a random bubble camp.

At the moment I have 201m SP, I thankfully never suffered the min/max pain as a newbie as all you really could do was planning your birth attributes in a reasonably suitable fashion. This character for example had a perfect flat attribute set across the board. My Achura was, well, an Achura with silly good birth stats. She didn't get a remap until a few years after it was made available. My Sebiestor was well researched before I started to play as that gave me some of the best balanced PVP stats before the new bloodlines were introduced.

So personally I think CCP ruined some of the charm of EVE when they introduced the remaps. But as they now are common they may just complete the job and wipe the attributes completely including the learning implants.
FT Diomedes
The Graduates
#399 - 2015-07-10 05:14:08 UTC
Good post, Dominique.

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

Asveron Durr
Vandanian Order
Greater Itamo Mafia
#400 - 2015-07-10 06:13:10 UTC
CCP Rise wrote:
We've seen many posts this week on starting skills and the NPE as a whole (especially on reddit :) so I thought you might like a small status update on these things.

Let's do it as a kind of FAQ format and if I miss something major let me know.

Q: 'Opportunities are bad, they've made the NPE much worse'
A: As you know, we did a lot of testing on this system and would not have pushed it out to 100% of new players if it was doing damage. That said, it isn't doing enormously better than the old tutorial and we think there is still lots of room for improvement. We have an iteration plan already in place which we will begin testing within the next couple weeks.


o/



Ok ive heard of some ideas in the past 2 years CCP Rise, allof them with pros and cons if you think hard on them at all levels.
Here I will post some of them to the best of my ability to remember them before i get into my own thoughts.

1.) adversity to death/pvp oriented....have new players start in a closed system, they can do what ever they want, mine, kill rats, etc within the limits of their starting skills and a few basic gear. Only rookie ships allowed here. Only way to get out is you have to get podded, this means other newbies can kill you. No seeded skillbooks, prints, etc. You want to leave then fly your pod. You want to kill other newbies then go ahead and do so. When you die, thats when you wake up in a fresh clone in the School NPC Corp you selected on character creation....until then every newbie is put into this huge modified system despite race/faction selection to begin with. The only thing they have is the isk they accumulated when they wake up in their new home.

2.) foment socialization, organizational assitance, and getting out of beginner NPC Corp quicker, also pvp oriented, and faction oriented: Make all the beginner NPC School Corps under perma dec by the Opposing NPC Faction WarFare Corp.....ie SAK/SCI/SWA would be under perma dec by the Federal Defense Union, and the Gallente School corps would be under perma dec by the State Protectorate....same between the amarr and minmatar factions.

3.) Start Characters in some seperate section of EvE, have them play a brand new style of tutorial that foments being part of something bigger than themselves. Example I heard went something like this....give them like 20-30 missions they can take on and complete at their leisure, again no seeded skillbooks. They can do anything we can, expect they are not a capsuleer yet and the Faction Tax they pay or select to pay for in full is an insurance program like. Now have them mine or try to create/build things to better thier faction, get involved with skirmishes, etc...all of it leading up to a huge FLEET battle for something important where they DIE. Thats when the insurance kicks in and they join the rest of us in TQ as a capsuleer hopefully knowing how to fit their ships, mine, gank, build, research, set up a structure, etc. (my guess this would not be feasible as it would take time and effort on the Devs to create these settings and places) Create one such tutorial for each of the 4 Factions, give them a taste of getting into Battleships, logi, t2, even Capitals....and when they die....take it all away leaving that feeling of being Powerful fresh in their mind but now they would have to work for it for real with skills reset to starting out. (think without skillbooks, this would mean being awarded skills to get through the tutorial)

ok my piece:
A conjunction between Oppurtunites and using Career agents. Will require work on the Devs.
Make a true tutorial as newbies progess through it that will literally spell things graphically how to do stuff.
Ie: take fitting for example, knowing your guns, the importance between each of the resistance's an what accumluates to your EHP, importance of CPU/PGD/CAP. The fact a red non stable ship with everything running does not mean it is a bad fit.

For missions: Do something about teaching the way again resistances work, instead of vets having to explain it 20,000 times, once for each newbie they encounter like a broken record. Make something like the ISIS that will pop up the first time a particular mission Faction is about to be encountered by a player, show an example ship or two...and literally point out their resistance weakness and strength, preferred wpn type and dmg abilities they usually do if not always. Something like that information would of helped me a lot in my first 7 days.

When they get a new skillbook awarded to them...or have to go prop jam something or use ECM in a tutorial...do the same thing, explain the thing with an interactive graphical display that will list a few avg pros and cons of their common use.

And just maybe...give a mission where they have to gank a miner, and under a different career agent or somethng...give them a mining mission where something comes in and ganks them....havent seen it in a while but i remember a lv1 mission where you go in and some NPC pirate calls your target your suposed to defend a carebear and kills him, then talks smack to you.

Point is mainly Im making....is the tutorial with walls of text and storyline stories attached are often ignored, newbies go crossed eye trying to read them, i know i did....put away the texts and create something better, Aura is supposed to be a Hologram FFS, make her into one.