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Starting skills levels should increase for new players

Author
Maldiro Selkurk
Radiation Sickness
#141 - 2015-07-23 17:03:58 UTC
Jonah Gravenstein wrote:
Maldiro Selkurk wrote:
Banana1x wrote:
Maldiro Selkurk wrote:

You do know that EVERY player in the game is currently being, "subjected to a rite of passage [for] extended periods of [time]


I'm well aware. But we're talking about NEW players and that rite of passage does not need to be there from day 1. I believe we would have higher player retention if that barrier was lowered. And the fact that this thread exists means so do CCP.

its going to be there their entire game playing experience. CCP has been wrong about a lot of things and this is one of them. EVE fosters d-bags and it is that which hurts player retention and no amount of free SP is going to change that.
It's not that Eve fosters douchebags, it's that it allows a freedom of action that simply isn't present in 99% of other MMO's.

People often come to Eve loaded with preconceptions and ideas that other MMOs teach them are the norm, what drives many of them away is finding out that those preconceptions and ideas aren't valid here because Eve, by its very nature, is way outside of the comfort zone that their previous experiences instilled in them.

Eve is not a standard cookie cutter MMO, it's a very different game, with a very different ruleset and has been since some mad Icelandic dudes decided that they wanted to make an internet spaceships game.


I stand by my statement if have been video gaming since pong was the hot game of the day and i can assure you for precisely the reasons you outline EVE fosters d- bags.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Teckos Pech
Hogyoku
Goonswarm Federation
#142 - 2015-07-23 17:10:11 UTC  |  Edited by: Teckos Pech
Maldiro Selkurk wrote:
I think the fumdimental flaw with some of the thinking is that new players will even notice if you give them more SP to start, since the premise here is that having more SP at start us going to influence them staying with the game and for that to happen the must 'feel' the difference and they will not.


This is a good point. We all know this, but a guy brand new to the game will not know that he has more SP than many players initially started out with.

Look at how many here are ignorant of the fact that this mythical "barrier" has actually shrunk over the years. And those changes were to the betterment of EVERYONE in the game.

Neural remapping allowed for faster training times...for everyone. The removal of learning skills meant new players did not have to train skills that literally did not help with anything in game other than getting more SP...it was an indirect boost and boring as Hell to train. We all did it because of the edge it gave in training, but I don't think very many liked training those skills. Good for new players. Those who trained them got those SP back...good for "veterans". Everybody, in the end was if not happy, no worse off. Many of you didn't know at all about these changes at all....until a "veteran" came in and told you.

Here with these proposed changes we may be creating a subset of players who ARE worse off. Those players who are still too "new" to "compete effectively" in the eyes of the New Player Champions, but are getting thrown under the bus by guys like bannabrainx or whatever his name is. Any policy that deliberately makes a group of players decidedly worse off is...blindingly stupid, IMO.

Quote:
I have changed my mind concerning this matter, no amouny of reasonable SP gift is going to effect player retention in the least.


Yep, IMO, it is a pipe dream. And even worse, if this is something CCP thinks is a good idea, it will divert scarce resources away from working on other parts of the game that may very well be the root of the problem....like ship and module tiericide.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Maldiro Selkurk
Radiation Sickness
#143 - 2015-07-23 17:17:48 UTC
I regret that the time i spent in noob ships went by so fast. i hardly had begun L1s before they were done, same with L2s and L3s are only vaguely remembered not because of playing the game so long but because i flew them for about 3 weeks and then they were gone. I struggled for hours against L4s when i should have stayed longer in L3s but knew no better.

So, what i needed wasnt more SP but someone to tell me to spend more time in L3s and enjoy it because down the line i would regret rushing through L3s.

I regret it so much i run L1 - L3s now just because i never got to know or enjoy them when i was a noob.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Jonah Gravenstein
Machiavellian Space Bastards
#144 - 2015-07-23 17:31:14 UTC  |  Edited by: Jonah Gravenstein
Maldiro Selkurk wrote:
Jonah Gravenstein wrote:
Maldiro Selkurk wrote:
Banana1x wrote:
Maldiro Selkurk wrote:

You do know that EVERY player in the game is currently being, "subjected to a rite of passage [for] extended periods of [time]


I'm well aware. But we're talking about NEW players and that rite of passage does not need to be there from day 1. I believe we would have higher player retention if that barrier was lowered. And the fact that this thread exists means so do CCP.

its going to be there their entire game playing experience. CCP has been wrong about a lot of things and this is one of them. EVE fosters d-bags and it is that which hurts player retention and no amount of free SP is going to change that.
It's not that Eve fosters douchebags, it's that it allows a freedom of action that simply isn't present in 99% of other MMO's.

People often come to Eve loaded with preconceptions and ideas that other MMOs teach them are the norm, what drives many of them away is finding out that those preconceptions and ideas aren't valid here because Eve, by its very nature, is way outside of the comfort zone that their previous experiences instilled in them.

Eve is not a standard cookie cutter MMO, it's a very different game, with a very different ruleset and has been since some mad Icelandic dudes decided that they wanted to make an internet spaceships game.


I stand by my statement if have been video gaming since pong was the hot game of the day and i can assure you for precisely the reasons you outline EVE fosters d- bags.
I too have been video gaming since the Atari 2600 and Pong were king, I can assure you that the majority of Eve players are downright civilised when compared to some of the people that populate other games, if only for the reason that we get to be arseholes ingame if we choose to be.

Most of the people you label as douchebags will be more than happy to help others if approached in the right way ingame, even more telling is that they'll bend over backwards to help people who are genuinely in need of help out of game; hardly the acts of douchebags.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Tippia
Sunshine and Lollipops
#145 - 2015-07-23 18:31:13 UTC  |  Edited by: Tippia
Maldiro Selkurk wrote:
I stand by my statement if have been video gaming since pong was the hot game of the day and i can assure you for precisely the reasons you outline EVE fosters d- bags.

Sure, they come flocking, but they're fostered elsewhere. And due to how the game works, those d-bags soon come to realise that they can't play EVE the way they do other games because there are consequences for that kind of attitude. Then they leave, red-faced and trembling with feigned indignantion, the mocking laughter ringing in their ears.

Yes, it hurts player retention, but that's a good thing — let the lesser games keep those kinds of players around.
Maldiro Selkurk
Radiation Sickness
#146 - 2015-07-23 18:56:55 UTC
Tippia wrote:
Maldiro Selkurk wrote:
I stand by my statement if have been video gaming since pong was the hot game of the day and i can assure you for precisely the reasons you outline EVE fosters d- bags.

Sure, they come flocking, but they're fostered elsewhere. And due to how the game works, those d-bags soon come to realise that they can't play EVE the way they do other games because there are consequences for that kind of attitude. Then they leave, red-faced and trembling with feigned indignantion, the mocking laughter ringing in their ears.

Yes, it hurts player retention, but that's a good thing — let the lesser games keep those kinds of players around.

i disagree they leave. you are entitled to your viewpoint.

Agree there is nothing wrong wiyh dbags scaring off noobs

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Tippia
Sunshine and Lollipops
#147 - 2015-07-23 19:08:39 UTC  |  Edited by: Tippia
Maldiro Selkurk wrote:
i disagree they leave. you are entitled to your viewpoint.

It's not a viewpoint — it's a matter of historical fact. The forum is shock full of rage-quit posts from the people who, too late, realised that their regular attitude would not cut it in this environment.

Quote:
Agree there is nothing wrong wiyh dbags scaring off noobs
Why would anyone agree with that? That's just another reason why it's a good thing that the d-bags in question all eventually leave. Too bad that they can't take the SP-elitist newbie griefers with them, because if there's anything scaring off newbies, it's those fucktards.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#148 - 2015-07-23 19:09:44 UTC
Teckos Pech wrote:
Maldiro Selkurk wrote:
I think the fumdimental flaw with some of the thinking is that new players will even notice if you give them more SP to start, since the premise here is that having more SP at start us going to influence them staying with the game and for that to happen the must 'feel' the difference and they will not.


This is a good point. We all know this, but a guy brand new to the game will not know that he has more SP than many players initially started out with.

Look at how many here are ignorant of the fact that this mythical "barrier" has actually shrunk over the years. And those changes were to the betterment of EVERYONE in the game.

Neural remapping allowed for faster training times...for everyone. The removal of learning skills meant new players did not have to train skills that literally did not help with anything in game other than getting more SP...it was an indirect boost and boring as Hell to train. We all did it because of the edge it gave in training, but I don't think very many liked training those skills. Good for new players. Those who trained them got those SP back...good for "veterans". Everybody, in the end was if not happy, no worse off. Many of you didn't know at all about these changes at all....until a "veteran" came in and told you.

Here with these proposed changes we may be creating a subset of players who ARE worse off. Those players who are still too "new" to "compete effectively" in the eyes of the New Player Champions, but are getting thrown under the bus by guys like bannabrainx or whatever his name is. Any policy that deliberately makes a group of players decidedly worse off is...blindingly stupid, IMO.

Quote:
I have changed my mind concerning this matter, no amouny of reasonable SP gift is going to effect player retention in the least.


Yep, IMO, it is a pipe dream. And even worse, if this is something CCP thinks is a good idea, it will divert scarce resources away from working on other parts of the game that may very well be the root of the problem....like ship and module tiericide.

The point of the change seems lost with this reasoning. It's not about having more SP, but rather having commonly used modules which would currently not be accessible to a fresh character available for their use.

A new player will not know they have more SP that someone who started prior, but what they will notice is that when trying to fit T1 MWD or tackle, either at the request of a more senior player or from their own discovery of the module, they will actually be able to do so rather than have that skill be a barrier.

Even in the case on new players falling prior to the change, they could easily have the skills they lack added at the point the change is made and anything trained from that gifted in equivalent free SP. Either way the argument that some would be worse off assumes the choice is made to leave them that way.

And while there is no benefit for older characters, do they need it? At the player level it becomes somewhat faster creating alts, but we've gone so far enabling that anyways that the behavioral difference is likely negligible.
Teckos Pech
Hogyoku
Goonswarm Federation
#149 - 2015-07-23 20:12:41 UTC
Tyberius Franklin wrote:

The point of the change seems lost with this reasoning. It's not about having more SP, but rather having commonly used modules which would currently not be accessible to a fresh character available for their use.

A new player will not know they have more SP that someone who started prior, but what they will notice is that when trying to fit T1 MWD or tackle, either at the request of a more senior player or from their own discovery of the module, they will actually be able to do so rather than have that skill be a barrier.

Even in the case on new players falling prior to the change, they could easily have the skills they lack added at the point the change is made and anything trained from that gifted in equivalent free SP. Either way the argument that some would be worse off assumes the choice is made to leave them that way.

And while there is no benefit for older characters, do they need it? At the player level it becomes somewhat faster creating alts, but we've gone so far enabling that anyways that the behavioral difference is likely negligible.


The points are:

1. New players are not going to know they've had a boost. So if they still feel dissatisfied they'll still quite. That is, this is not really a solution unless it is made explicitly clear that they have been given a boost. And even then it is not something we know for sure will make a damn bit of difference.

2. You assume that these players all want to fly the same things--i.e. they should all be able to fly a frig with a point and some guns on it. But not everyone starts the game intent on flying a combat ship.

And again, this kind of thing has been done before, and interestingly the game was growing when this "training barrier" was far, far larger. Nobody seems to pay any attention to this, you are all standing around with your heads up your rectums, IMO, chanting this will help with player retention.

Maybe the idea should be to find out why logins and declined and if new player retention is a problem...why. For the longest time it was argued it was ganking...then CCP releases data saying, "No, interesting when people leave the game for good they don't cite that as a reason by and large."

The notion that this will help player retention is based on nothing other than speculation without the slightest bit of data behind it, and the date we do have shows that when this "barrier to fun" or "SP barrier" was higher, wider, whatever...the game was growing.

Here...explain why the game was growing in terms of logged in players, subscriptions, etc. back when we had learning skills and no neural remaps?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Avvy
Doomheim
#150 - 2015-07-23 20:34:34 UTC  |  Edited by: Avvy
Teckos Pech wrote:

1. New players are not going to know they've had a boost. So if they still feel dissatisfied they'll still quite. That is, this is not really a solution unless it is made explicitly clear that they have been given a boost. And even then it is not something we know for sure will make a damn bit of difference.



New players won't know they've had a boost if they start after a boost has been given. Unless they read the patch notes or someone tells them.

Making it clear to new players serves no purpose as they simply will not care as it'll be past history. All they'll get is seasoned players saying something like, back in my day it was such and such.

We don't know if it will make a difference as individuals are as individual as finger prints.

But I think it would be helpful, but sp isn't the only way to be helpful. Also depending on how they use the sp will determine how useful it is.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#151 - 2015-07-23 20:45:30 UTC  |  Edited by: Tyberius Franklin
Teckos Pech wrote:
Tyberius Franklin wrote:

The point of the change seems lost with this reasoning. It's not about having more SP, but rather having commonly used modules which would currently not be accessible to a fresh character available for their use.

A new player will not know they have more SP that someone who started prior, but what they will notice is that when trying to fit T1 MWD or tackle, either at the request of a more senior player or from their own discovery of the module, they will actually be able to do so rather than have that skill be a barrier.

Even in the case on new players falling prior to the change, they could easily have the skills they lack added at the point the change is made and anything trained from that gifted in equivalent free SP. Either way the argument that some would be worse off assumes the choice is made to leave them that way.

And while there is no benefit for older characters, do they need it? At the player level it becomes somewhat faster creating alts, but we've gone so far enabling that anyways that the behavioral difference is likely negligible.


The points are:

1. New players are not going to know they've had a boost. So if they still feel dissatisfied they'll still quite. That is, this is not really a solution unless it is made explicitly clear that they have been given a boost. And even then it is not something we know for sure will make a damn bit of difference.

2. You assume that these players all want to fly the same things--i.e. they should all be able to fly a frig with a point and some guns on it. But not everyone starts the game intent on flying a combat ship.

And again, this kind of thing has been done before, and interestingly the game was growing when this "training barrier" was far, far larger. Nobody seems to pay any attention to this, you are all standing around with your heads up your rectums, IMO, chanting this will help with player retention.

Maybe the idea should be to find out why logins and declined and if new player retention is a problem...why. For the longest time it was argued it was ganking...then CCP releases data saying, "No, interesting when people leave the game for good they don't cite that as a reason by and large."

The notion that this will help player retention is based on nothing other than speculation without the slightest bit of data behind it, and the date we do have shows that when this "barrier to fun" or "SP barrier" was higher, wider, whatever...the game was growing.

Here...explain why the game was growing in terms of logged in players, subscriptions, etc. back when we had learning skills and no neural remaps?

1. This isn't about new players knowing they've had a boost. Rather this is about the initial sequence of: Player wants to use basic mod > player obtains mod > player finds they cannot use mod > player obtains skill and can only wait while that skill and prereqs train.

The idea here is to change that to: Player wants to use basic mod > player obtains mod > player fits and uses mod. This is a decidedly more positive experience not reliant on knowing that people didn't have that luxury in the past. And the only way that doesn't encompass every new player is if the don't fit mods.

2. No, I'm not making that assumption, but rather demonstrating a principle with a pair of specific examples. The principle logically extends to basic mods involved in any in space profession.

Beyond that, I'm not claiming that this is a magic bullet that will resolve retention woes, just one of many possible suggestions to improve, even if only slightly, new player experience at some level which should impact retention at the same magnitude. There is no certainty there. But at the same time your argument boils down to you can't be certain it will do anything. That's not even really a counter argument.

So before answering your question, answer this: Why is past growth relevant here if you concede removal of the learning skills was positive despite a greater growth trend beforehand? Further, explain how this idea is actually a negative worth fighting rather than at worse a zero sum effort at no real expense. How is it not worth trying?

Edit: Please note I'm arguing along the lines of what CCP Rise posted regarding revising starting skills rather than the ops vision of giving away character progression. I may have failed my reading check and agree if the objection is to that vision.
flakeys
Doomheim
#152 - 2015-07-23 21:00:16 UTC
Avvy wrote:
Teckos Pech wrote:

1. New players are not going to know they've had a boost. So if they still feel dissatisfied they'll still quite. That is, this is not really a solution unless it is made explicitly clear that they have been given a boost. And even then it is not something we know for sure will make a damn bit of difference.



New players won't know they've had a boost if they start after a boost has been given. Unless they read the patch notes or someone tells them.

Making it clear to new players serves no purpose as they simply will not care as it'll be past history. All they'll get is seasoned players saying something like back in my day it was such and such.

We don't know if it will make a difference as individuals are as individual as finger prints.

But I think it would be helpful, but sp isn't the only way to be helpful. also depending how you use the sp will determine how useful it is.



The OP asked for more SP for new players claiming that there was none given since eve started.A few posts after his i mentioned that there HAS been more SP given then when i/we started over 10 years ago.Yet here we are , asking for the same thing wich allready has been tried.


Look SP can give you more flexibility regarding to wich ship to take , it does NOT and never will make a ''better pilot'' out of you.I have lost countless of fights against players wich a LOT less SP in frig and cruiser fights because they where more ''úsed to these ships''.Yes , having more SP does give an advantage but allow me to be frank and say ''**** that i am entitled to having a slight advantage after having spend over 10 years in this game compared to a newb who is flying that T1 rifter''.

If you really think SP is all , then go down to FW space and see how many older players get their T2 frig kicked into the ground by a 3 month old tristan pilot.I've killed countless of T2 and faction frigs from pilots as old as me using my cheap ass breacher , no implants and no boosteralt , just knowledge of the ship i fly and how to handle it.I learned this in my last years playing eve and also learnd that SP means jack **** and it is allmost all about knowing how to properly fly your ship.Now give those new players the ability to ''skip a few classes'' and they'll get curbstomped because they lack the experience in flying these ships.

For nullsec it doesn't even matter as it's mostly just blobbing or following FC orders so neither SP nor skill are much involved for those followng orders.And yes you won't be able to join PL and fly a T3 from the start but you will be able to join BRAVE , pandemic horde or karmafleet to name a few.



We are all born ignorant, but one must work hard to remain stupid.

Avvy
Doomheim
#153 - 2015-07-23 21:05:55 UTC
flakeys wrote:


Look SP can give you more flexibility regarding to wich ship to take ,



Isn't that the point, more options.
Baaldor
School of Applied Knowledge
Caldari State
#154 - 2015-07-23 21:23:42 UTC  |  Edited by: Baaldor
Maldiro Selkurk wrote:
Jonah Gravenstein wrote:
Maldiro Selkurk wrote:
Banana1x wrote:
Maldiro Selkurk wrote:

You do know that EVERY player in the game is currently being, "subjected to a rite of passage [for] extended periods of [time]


I'm well aware. But we're talking about NEW players and that rite of passage does not need to be there from day 1. I believe we would have higher player retention if that barrier was lowered. And the fact that this thread exists means so do CCP.

its going to be there their entire game playing experience. CCP has been wrong about a lot of things and this is one of them. EVE fosters d-bags and it is that which hurts player retention and no amount of free SP is going to change that.
It's not that Eve fosters douchebags, it's that it allows a freedom of action that simply isn't present in 99% of other MMO's.

People often come to Eve loaded with preconceptions and ideas that other MMOs teach them are the norm, what drives many of them away is finding out that those preconceptions and ideas aren't valid here because Eve, by its very nature, is way outside of the comfort zone that their previous experiences instilled in them.

Eve is not a standard cookie cutter MMO, it's a very different game, with a very different ruleset and has been since some mad Icelandic dudes decided that they wanted to make an internet spaceships game.


I stand by my statement if have been video gaming since pong was the hot game of the day and i can assure you for precisely the reasons you outline EVE fosters d- bags.


So pong guy, do you remember when the barrier was lowered for new players many years ago and everyone was given like 900k SP's free goodies, lvl 4 frigate right out the gate, half step away from t2 guns oh and double the training speed for the first 30 days?

Yeah? No? yeah fell flat on its face complete disaster and did not help but made sht worse.

NOTE: I was born in the 60's, you can stow the going to the arcade at the tasty freeze in the snow, without shoes, in the dark being chased by a giant grue up hills both ways.
Saisin
Chao3's Rogue Operatives Corp
#155 - 2015-07-23 21:44:28 UTC
I feel the gist of my point is mostly lost because this subject also touches on a broader discussion about the skill's barrier for new players.

I do not contest in any ways the benefits of how-to-fly (as well as how-to-fit) and metagame knowldge over skills development. We are all equal in these areas on learning those.

My point is that as the game grows older, the skill tree increases. As an example, CCP introduced recently the new tactical destroyers. This is tied to a new skill added,requiring destroyers V, and most older players can jump in right away, as they will likely have those already trained.

I believe the time for a new player to get to start learning tactical destroyers today should not be as long as the time older players have spent. I am not talking about making it instantaneous for new players, of course, but if they start with a higher level skill on T1 frigs, say level 4 instead of level 3, they get the perception of a slight leg up toward the shiniest latest technologies.

lets imagine Eve in 10 years, and say a T4 destroyer has been added with 2 new related skills both requiring tactical destroyers 5 and may be a new racial skill too. At that point, it could make sense that new players start with Destroyers level 3 and the related frig tech 1 skill requisite.

My belief is that there should be a slow and steady progression of starting skills, as the general tech level of the game increases with time.

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Dersen Lowery
The Scope
#156 - 2015-07-23 21:49:28 UTC
I really, firmly believe that anything related to SP will completely miss the point. SPs are abstract. They would best be applied to skills that new players have no idea exist, and which they might not even be able to afford for a while.

New players want to know what they can do. Anything that says "these are the things you can do!" is going to help new players. Anything that says "here's a big pool of some abstract stuff that you have to know the game to use well" is going to help alts.



Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Saisin
Chao3's Rogue Operatives Corp
#157 - 2015-07-23 21:51:39 UTC
Delt0r Garsk wrote:
If they can fly a almost fully t2 mod AF out of the box...


This is a wild exageration today.
But I could see that in XX years if/when most ships are tech 4 or tech 5, then why not?

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Kojohn
Doomheim
#158 - 2015-07-23 22:22:54 UTC
Avvy wrote:
flakeys wrote:


Look SP can give you more flexibility regarding to wich ship to take ,



Isn't that the point, more options.


Yes, that is the point and the proposed change from Rise is a good one. I'm one of the few vets looking forward to it. There's nothing good about the number of core and fitting skills newbies need to churn through and the vets who view this hazing as some kind of merit badge of patience and higher gaming fibre can bite their pillow when CCP implements this. It's popular among the CCP employees who have mentioned it here and on reddit. It's popular on the CSM. It's going to happen.
Teckos Pech
Hogyoku
Goonswarm Federation
#159 - 2015-07-23 22:50:49 UTC
Tyberius Franklin wrote:

1. This isn't about new players knowing they've had a boost. Rather this is about the initial sequence of: Player wants to use basic mod > player obtains mod > player finds they cannot use mod > player obtains skill and can only wait while that skill and prereqs train.

The idea here is to change that to: Player wants to use basic mod > player obtains mod > player fits and uses mod. This is a decidedly more positive experience not reliant on knowing that people didn't have that luxury in the past. And the only way that doesn't encompass every new player is if the don't fit mods.

2. No, I'm not making that assumption, but rather demonstrating a principle with a pair of specific examples. The principle logically extends to basic mods involved in any in space profession.


I suggest you re-read your response to 1.

Quote:
The idea here is to change that to: Player wants to use basic mod > player obtains mod > player fits and uses mod.


The only way for this to happen and not limiting them in other ways is to pre-load every new player with the skills for every "basic" mod. All of them. And any prerequisites. And how far does this go? And what is a "basic module" I mean looking at many basic modules we are not talking lots of training time depending on how this is defined.

Quote:
Beyond that, I'm not claiming that this is a magic bullet that will resolve retention woes, just one of many possible suggestions to improve, even if only slightly, new player experience at some level which should impact retention at the same magnitude. There is no certainty there. But at the same time your argument boils down to you can't be certain it will do anything. That's not even really a counter argument.


Well that was the oblique thrust of the OP, and many other people outright making that statement supporting this position.

Quote:
So before answering your question, answer this: Why is past growth relevant here if you concede removal of the learning skills was positive despite a greater growth trend beforehand? Further, explain how this idea is actually a negative worth fighting rather than at worse a zero sum effort at no real expense. How is it not worth trying?


IDK. Neither does the OP nor does any other poster here. Any poster saying they do know is, IMO, and outright lying knave (or they'd better have something other than, "I think...." or "I feel..."). My guess is it is something else and taking shots in the dark is not only unlikely to help, but might make things worse by directing resources (i.e. Dev time and knowledge) into areas that wont address the reason for the decline.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#160 - 2015-07-23 23:25:30 UTC
What is the basis for suggesting I reread number one? Your claim appears to be that a player needs to know they've had something changed for that to make a difference. That suggests that those not already familiar with eve cannot have their experience improved. That doesn't make sense to me. Not when we have a specific change that has an effect regardless of knowing the past NPE. What's missing here?

And really, for what I'd define as basic you are right, it's not much training time, but the idea isn't about training time as far as I'd propose it. I'm not anywhere near the op in terms of practically giving away early progression, but off the top of my head: minimum skills for T1 prop mods, some form of resistance, Hull upgrades 1 for armor races, Tac shield manip 1 for shield races, prop jamming 1, light drone op 1, not much really (off the top of my head, may be others if I sat and thought longer).

To the rest, I think the investment towards a broader set of minimum skills rather than the ops proposed on the doorstep of advanced tools makes sense. We're not talking about the addition of a new feature so the full time spent on it isn't much more than the time spent deciding where to draw the line. It seems there is a group of devs devoted to that kind of thinking right now so why not let them have at it? Again, I don't know how this could end, but the basic idea seems sound and worth an experiment.