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Player Features and Ideas Discussion

 
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NPE feedback Q and A

First post First post First post
Author
Aerasia
Republic University
Minmatar Republic
#441 - 2015-07-15 14:16:45 UTC
Barrogh Habalu wrote:
I'd say right now NPE should encourage grouping with people willing to guide and teach. I think I'm only here because I was told to join a corp long before I installed the game, heh.

NPE won't fix attitude though. I was following certain community recently and what can I say... Only newbies that aren't ridiculed there are ones that come and display understanding of mech, ability to use EFT / dotlan / other utilities in their first post. In short, people who aren't really those newbies who rely on NPE, whatever it is. That can't be fixed by CCP.
Quite the contradiction. The best way to retain players is to have them play with other people, but if you let them reach out to those people they'll get pushed away. Lol

There are other things about the NPE that can be fixed by CCP though. Iterating on Opportunities, easing down on the power curve, getting rid of the perception of "Oh, that looks like fun! ... in a month after the training queue is done."
Whizzard
#442 - 2015-07-15 15:18:53 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.



- Turn learning implants into skill removal or remap implants.
- The range from +1 to +5 equal skill levels trained.
- Multiple implants to offset skill rank.
- Consumed upon use.



Dominique Vasilkovsky
#443 - 2015-07-23 11:21:49 UTC
Just remove the learning implants and give us more slot 1-5 implant sets like the pirate and genolution ones. Maybe distribute the current hard wires to use all 10 slots 1-5 defensive 6-10 offensive.

Fix the SP/h accumilation to 2700 and be done with it.
Faelune
Tous Pour Un
#444 - 2015-07-23 13:32:26 UTC  |  Edited by: Faelune
Suppress learning implants and all attributes will never grants more players in with us.
if they greed about it it's only to play game like veteran conoisseur and fill their lazyness.

not sorry to badmouthing them, they want to play like expert to fullfill some egomanic behaviour.

I don't need to play with mental ********. Eve Online not mean to become wallmart.

I played inside many game.
Always then a game maker like decided to comply with tearfighters about harshness of the life ingame I watched a leak of players near after.

If you want to make feel some newbies easier and comfy and convey heroism. Improve with fact and act why this game must be hard rash and rug.
Destroy twice the null supremacies and all 4 Empire. MAkes them travellers and pioneers again each day

Best games are those where each can replay without feel old or sclerotics. And when each newstart is a new dawn.

Ask for once and for all:
Where begin to rot a spoiled child?
TheExtruder
TheExtruder Corporation
#445 - 2015-07-23 16:47:05 UTC
like i mentioned in my recent thread https://forums.eveonline.com/default.aspx?g=posts&t=435840&find=unread i think creating a contest with prizes is an awesome way of involving the community to help shape eve in a productive yet entertaining way.
TheExtruder
TheExtruder Corporation
#446 - 2015-07-24 10:20:43 UTC  |  Edited by: TheExtruder
an alternative way of distributing the 1-2 mil SP to new players is by giving this power to corporations. if corporations actively seek to host training events and training programs and tournaments for rookies then both parties can profit from this event. rookies get SP boosts in the right direction (depending on what type of program the corporation is hosting), the corporations get a steady supply of new recruits. and best of all no unnecessary SP needs to be given out, only the rookie decides what SP boost he wants by choosing a training program that is being offered.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#447 - 2015-07-24 10:35:41 UTC
TheExtruder wrote:
an alternative way of distributing the 1-2 mil SP to new players is by giving this power to corporations. if corporations actively seek to host training events and training programs and tournaments for rookies then both parties can profit from this event. rookies get SP boosts in the right direction (depending on what type of program the corporation is hosting), the corporations get a steady supply of new recruits. and best of all no unnecessary SP needs to be given out, only the rookie decides what SP boost he wants by choosing a training program that is being offered.



I am Senior Director of the Corp I founded.
Not completely opposed to the amount of work on a CEO that might entail.
But seriously any idea how such mechanics would work? Give us something to chew on and discuss here please.
TheExtruder
TheExtruder Corporation
#448 - 2015-07-24 10:41:59 UTC
hmm not sure yet, but the best would be if corporations could invite the rookies in-space, perhaps some new beacon rookies can intuitively warp to
TheExtruder
TheExtruder Corporation
#449 - 2015-07-24 11:28:19 UTC
you mentioned CEO, i dont know much about that role, but i would guess its important to delegate workload to the FC's, haulers, miners, explorers, missioners that are at your disposal to create a dynamic communication that is back and fourth.

ability to measure the success you have in your recruitment campaign so you can give regular profit reports, could be a factor to consider.
Ellendras Silver
CrashCat Corporation
#450 - 2015-07-24 12:20:10 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.

1.
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.

2.
Q: 'Can we send new players to career agents since that's what veteran players are recommending anyway'
A: Yes. This is one of the changes on our plan to try and test very shortly. We will probably have an Opportunity to go to career agents somewhere early in the Opportunity path.

3.
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.

4.
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.

Each topic probably deserves more detail but I think waiting until things are slated for release to go deeper probably makes sense.

One last note: even if we aren't actively posting in these discussions on reddit or elsewhere, we are avid readers of community content and it helps us enormously to see your discussions (don't take that as a 'CCP PLS' posts are awesome though :P)

o/


1. definitly

2. Yes, and reward them with unallocated SP after finnishing a career, this option should be a one time reward deal and i see no reason to exclude existing players being bittervet or not

3. I think a few of the most essential fitting skills and a bit in armor and shield would improve early gameplay

4. just remove all learning implants and up all attributes by 5 this wil help all players but new players more as they are learning just as fast as the bitter vets without buying expensive implants which they first need to trrain a skill for.

[u]Carpe noctem[/u]

Rivr Luzade
Coreli Corporation
Pandemic Legion
#451 - 2015-07-24 12:22:57 UTC
afkalt wrote:
They should start people in rookie systems which are low sec, then bar other people joining those systems/limit it to rookie hulls and push them out from there.

So the only people able to shoot you are other rookies.

Would set a much better tone. (source)

This would be something very interesting to spice up the NPE. I would connect that with my previous suggestion and not just let them start but tell newbies who started in a High sec system to find a way to get in there. Give them a couple of hints in the mission/opportunity system, like check killboards for the systems around the destination, check the map for activity, check times when kills happen, find alternative routes if the shortest way does not work and so on. The journey there should not carry any consequences (nothing to bring in or out), should get the newbie definitely killed unless he is very good at what they do and should complete regardless of success after a couple of attempts.

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.

TheExtruder
TheExtruder Corporation
#452 - 2015-07-24 13:08:27 UTC  |  Edited by: TheExtruder
TheExtruder wrote:
hmm not sure yet, but the best would be if corporations could invite the rookies in-space, perhaps some new beacon rookies can intuitively warp to


just to further develop the beacon idea.. one alternative is the beacons can be captured by corporations, they get access to the ships and resources that come with the beacon. it could even be a mysterious jovian tech, corporations only capture and manage these structure complexes for their own profit.

also tournament events held in rookie systems kinda makes sense since we can all just create a new rookie character and participate almost instantly, new to eve players can participate in these tournaments if thats the kind of style of gameplay they are looking for in a game. tournaments in rookie systems would open up a new market because the demand for ships and supplies will be pretty big if veterans come to participate in the tourneys.
TheExtruder
TheExtruder Corporation
#453 - 2015-07-24 14:17:39 UTC
obviously corporations would have to advertise and continuously work on their presentation. tournaments will certainly add another layer to the ways a corporation can advertise.

i think one of the goals for rookie systems should be to bridge the gap between nullsec and highsec. and i think jovian tech might be a good excuse to make that happen. speaking as a highsec carebear i would love to get a glimpse of the beautiful structures or big battles that happen in null
TheExtruder
TheExtruder Corporation
#454 - 2015-07-24 17:18:25 UTC  |  Edited by: TheExtruder
in the OP you mention "the opportunities system isnt doing overwhelmingly well". has it been considered to create a more visual representation of the current opportunity map. or alternatively a more customizable map that is more like a mindmap.

1. the map should be able to zoom in and out like a real mindmap. personally i love my mindmaps on mindmeister.com where i can make several bubbles and i can zoom out to see them all at once, in a structure that i have personally shaped in a way that makes sense for my mind, and also i can zoom in on specific branch of bubbles that i feel like focusing my mind on (which helps block out unnecessary distractions). you could even make a community contest for who comes up with the best mindmap structure, you can have several winners, the 'example mindmaps' will always be available for rookies but ideally they want to create their own unique maps.

2. ask for help from community to come up with the best fitting screenshots/youtube videos to be part of the current opportunities map.
Saisin
Chao3's Rogue Operatives Corp
#455 - 2015-07-24 19:02:31 UTC
regarding 3. I believe the increase of skill points from new players should be an ongoing thing, and that it should rise slowly but steadily as the general tech level of the game increases. By establishing such a correlation now and going forward, you are then going to help create a perception about the natural technology increase that the game offers (like the recent introduction of tactical destroyers skills).
I believe the skills should be given, and not to be distributed by the players themselves, and possibly a portion should come in the form of skill levels rather than skill books given from accomplishing opportunities, which new players are more likely to do that older players needing a new alt.

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TheExtruder
TheExtruder Corporation
#456 - 2015-07-25 10:58:40 UTC
i wonder if eve forums could be buffed to be able to host corporations and their internal talk. and also are the forums a good platform for a CEO to express himself and share his vision to the workers. if the vision of the CEO is to reach certain goal or certain profit numbers then he would need a place where he can reliably and effectively communicate his vision to his staff as well as being able to micro manage them throughout their work process to bring about more accurate profit results.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#457 - 2015-07-25 11:41:08 UTC
The EVE board already has corp specific forums at the top as well as the EVE Corporations, Alliances and Organizations Center and other forums.

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.

TheExtruder
TheExtruder Corporation
#458 - 2015-07-25 22:43:29 UTC  |  Edited by: TheExtruder
just few more thoughts on corporate training events and jovian tech, a quick brainstorming session

* rookies can intuitively warp to a beacon and its an instant recruitment event with a wide range of 'isk making' activities all in one place so that people can get a taster of what its like to be part of their fleets before joining the corp.
* corporations can show off that they made big isk investment into their events in order to be a good host that puts on a good show.

* the jovian tech is a hybrid structure. tournaments is only the secondary function, the primary function is leaving the owner of the structurr vaulnerable to being attack by other corporations, it could potentially have a 3rd function in the future.
* there could be different size structure, some of them higher upkeep price than others. in addition to upkeep there is the maximum amount of people each structure can handle to host during battles.
* the possibility of pirate factions sending waves of npc fleets to try capture these structures. this could simulate what its like to fight in nullsec.
* the jovian tech allows corporations fight eachother (pvp), you fight for control of the jovian structure by fighting in neutral territory where there are no laws. nullsec style fighting.
* each corporation that owns a jovian tech gets access to a neutral space where only a predermined amount of people are allowed to enter (like some sort of bubble or perhaps a wormhole)
* corporations can fight eachother for the ownership of the jovian structure whenever a a neutral space is opened it means hostile fleet intending to capture the structure can enter into that neutral space in order to capture it from there. but only a limited amount of ships can enter same time, reinforcements would have to wait in line to get in, there would be a timer every 5 or 10 minutes a new wave can enter.
Lu Ziffer
Balanced Unity
Goonswarm Federation
#459 - 2015-07-25 23:20:54 UTC
NPE is very difficult

I just want to remind that if you give out free skills or skillpoints you remove a reason for new players to learn the game.
If you get 2mil SP for free you will be annoyed that you have to live 2000SP/h
If you give them free skills it will take more time for them to learn what skills are important and why.
It also means they will need more time to understand the importance of skill levels.

If you want to help new players to understand skills and make it easier for them in the game you have to explain it step by step.

How do I find out what to skill?
Why is it not needed to bring all skills to lvl5?
Where do I get skills?
Is it worth what I'm skilling for? this means they need to understand how fitting and tactics work

It takes time to learn EVE and this can not be made easier with free stuff.
Show them fitting tools and skill planners and how they help to play the game.
Show them the community the good and the bad sides

The problem is nobody likes tutorials so the best you can do is make a video and post it on your Flight Academy Channel
Joe Risalo
State War Academy
Caldari State
#460 - 2015-07-26 01:05:08 UTC  |  Edited by: Joe Risalo
My opinion on this is still the same.

The NPE can be addressed by actually giving them an experience.


Create a 4 system environment where all new players start.
a HS, LS, NS, and WH system.

In these training grounds, new players will get to experience as much as possible.
They never leave their noob ship, but noob ships will be modified throughout the process to give it certain functionality.

They'll be trained on what most of us would be considered the basics, plus some special stuff that will give them experience with other actions. These scenarios would be like dropping bubbles, launching bombs, etc. etc..

It would all culminate in a massive nullsec brawl, including Titans and Supers, in which they are podded, to then be taken to the character creation screen, where they choose their race, based on the training program, create their character, and are then spawned in the rookie area of their selected race.

This training program is an at your own pace system, would have voice over (bring back Aura for this), and would give a visually and verbally guided walk through of just about everything in Eve, all culminating in your death which is the way of Eve.

This allows players to know what they're getting into long before they spend however long training.
IMHO, I think this would greatly increase retention not only by training players on Eve, but also giving them a sense of purpose by allowing them to see all kinds of things. They may not pilot a lot of the ships they will see, but they'll get to fly along side, and against some of the more advanced ships in the game.

Consider it an Epic Arc of sorts.

CCP could Even use this program as their "Try it free" program.
Instead of giving 2 weeks free, they could simply say "Experience the Greatness that is Eve with a free training program."
For one player, it may last 2 days cause they grind it out.. For another player, it may last a month because they just don't have that much free time.



As far as starting players with skills, I don't too much agree with this, but instead suggest the removal of most, if not all, of the 1x skills in order to reduce the gap between new bro and actually be able to fly something.


Now, on the topic of attributes and their implants...
Just remove them... Much like med clones, they're a legacy item that represents the less functional ideas of Eve.
There are people that argue they're a risks vs rewards type system, but if you really stop and think about it, it's more of a "more risks for taking risks" system. The theory is typically that taking more risks gives more rewards. However, that is not how attribute implants work. Someone that never actually undocks is actually getting all the same benefits with none of the risks.
Remaps is also one of the worst mechanics in Eve... It literally locks you in for a year!! Why would CCP want to keep a system that promotes boredom by limiting variation? Most of us that are willing to dedicate to a 1 year training plan are so far deep into the game that it really doesn't matter. Those that aren't that far into the game, are best off not using remaps unless they have 2 available.

Instead, you can take those 1-5 implant slots, and allow the implants for 6-10 to be fitted in.
HOWEVER, you cannot stack them. IE, you can't fit 2 torp damage implants in 1 and 6.
This allow either more specialization with implants (IE. tank and DPS for PVE) or allows for variation (IE. missile bonuses in 1-5 and turrets in 6-10) allowing for more play style variety with a clone.

All this combined not only makes the NPE better, but at the same time, increases retention and improves quality of life.