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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
#461 - 2015-07-26 10:59:03 UTC  |  Edited by: TheExtruder
more thoughts on jovian tech for those interested

* the investment of corporations into holding events need to be great, and so does the rewards.
* each time a neutral space is opened there are valuables inside it which can be collected by a crew of miners or explorers.
* for example the bigger the crew of miners that enter the less pvp ships will be able to enter after the crew.
* so if a corporation wants to maximize profits it has to have less pvp ships in its fleet to protect the jovian structure from invaders.
* rookie ships can enter neutral space without effecting the maximum capacity of people, but with a limit so it cant be abused)
Solairen
Matsuko Holding
#462 - 2015-07-26 12:37:04 UTC
CCP Rise wrote:


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

o/



I was thinking about this the other day, and I think this would be a good opportunity to add some flavor to the empire choice as well.

I would place most of the chosen skills at 3, with maybe a few strategic 4's so that the 1-2 mil SP isn't eaten up too quick.

Could start them with 4 in Spaceship Command, then 3 in their racial frigs and mining frig.

Weapon - you could have some empire flavor by giving them the same level (Lvl4) in Gunnery or Missile Launcher Ops, based on race, and then 3 in some select support skills of the same branch (maybe just 2 or 3 support skills, but definitely not all of them). Not sure on whether to add drones to this mix or do them on their own.

Fitting - if you want to be generous, lvl 4 in CPU, PG and Cap - then leave them to figure the rest out.

Tank - Like weapons you can give them 4 in Mechanics or SHield Ops based on the race chosen. 3 in Hull Upgrades for everyone. Then maybe 3 in repair or shield management based on empire as well.

Other: Mining to 3, Trade to 3, Drone (if not used as the Gall weapon system).


Anyways that's my 2 cents. I'm sure people will disagree and have better ideas - my overall point is just use this to add flavor back to the empire race choice.
TheExtruder
TheExtruder Corporation
#463 - 2015-07-26 12:56:43 UTC  |  Edited by: TheExtruder
more on jovian tech

* tournaments could be the first function that is unlocked for the jovian structure.
* for tournaments to be beneficial to rookies it could be able to include miners, explorers, missioners into the neutral space that is generated by the structure.
* the winner of a tournament could potentially be determined by the amount mined, the amount explored, the amount npc's killed. it doesnt always have to be about last man standing type of tournament.
* for example the more protection you bring into your mining op the more you sacrifice your yield. fair play is of course always the priority in a tourney.
Solairen
Matsuko Holding
#464 - 2015-07-26 23:44:48 UTC
TheExtruder wrote:
more on jovian tech

* tournaments could be the first function that is unlocked for the jovian structure.
* for tournaments to be beneficial to rookies it could be able to include miners, explorers, missioners into the neutral space that is generated by the structure.
* the winner of a tournament could potentially be determined by the amount mined, the amount explored, the amount npc's killed. it doesnt always have to be about last man standing type of tournament.
* for example the more protection you bring into your mining op the more you sacrifice your yield. fair play is of course always the priority in a tourney.



Your Tournament thing made me think of the space race episode from Stargate SG-1.

For a NPE on navigation, you could get a bunch of new player, or players with npcs. give them beacons to hit in any order spread across a few systems in the noob constellation. Then let them race each other to get the beacons the fastest. Reward them with a T1 meta prop mod, or nav skill book.

Don't let them use auto pilot, and make a "opportunity" that intros them to the map and zoom in zoom out first so they can do some basic route planning if they want.
TheExtruder
TheExtruder Corporation
#465 - 2015-07-27 07:33:30 UTC  |  Edited by: TheExtruder
Solairen wrote:
TheExtruder wrote:
more on jovian tech

* tournaments could be the first function that is unlocked for the jovian structure.
* for tournaments to be beneficial to rookies it could be able to include miners, explorers, missioners into the neutral space that is generated by the structure.
* the winner of a tournament could potentially be determined by the amount mined, the amount explored, the amount npc's killed. it doesnt always have to be about last man standing type of tournament.
* for example the more protection you bring into your mining op the more you sacrifice your yield. fair play is of course always the priority in a tourney.



Your Tournament thing made me think of the space race episode from Stargate SG-1.

For a NPE on navigation, you could get a bunch of new player, or players with npcs. give them beacons to hit in any order spread across a few systems in the noob constellation. Then let them race each other to get the beacons the fastest. Reward them with a T1 meta prop mod, or nav skill book.

Don't let them use auto pilot, and make a "opportunity" that intros them to the map and zoom in zoom out first so they can do some basic route planning if they want.


i like the basic concept, but the idea needs to be developed from a simple race to something more complex in my opinion
TheExtruder
TheExtruder Corporation
#466 - 2015-07-28 01:32:19 UTC
Solairen
Matsuko Holding
#467 - 2015-07-29 21:29:54 UTC
TheExtruder wrote:
Solairen wrote:
TheExtruder wrote:
more on jovian tech

* tournaments could be the first function that is unlocked for the jovian structure.
* for tournaments to be beneficial to rookies it could be able to include miners, explorers, missioners into the neutral space that is generated by the structure.
* the winner of a tournament could potentially be determined by the amount mined, the amount explored, the amount npc's killed. it doesnt always have to be about last man standing type of tournament.
* for example the more protection you bring into your mining op the more you sacrifice your yield. fair play is of course always the priority in a tourney.



Your Tournament thing made me think of the space race episode from Stargate SG-1.

For a NPE on navigation, you could get a bunch of new player, or players with npcs. give them beacons to hit in any order spread across a few systems in the noob constellation. Then let them race each other to get the beacons the fastest. Reward them with a T1 meta prop mod, or nav skill book.

Don't let them use auto pilot, and make a "opportunity" that intros them to the map and zoom in zoom out first so they can do some basic route planning if they want.


i like the basic concept, but the idea needs to be developed from a simple race to something more complex in my opinion


I can get behind that, i'd love it to get down to the 3 sub sections. (I.e. Galls, maybe 1 is rails, 1 blaster, 1 drones) I have no issue with it being fleshed, out and it needs to, I just wanted to explain the concept I was looking at.
Dr Cedric
Science and Trade Institute
Caldari State
#468 - 2015-07-30 13:29:37 UTC
So, haven't been in this particular thread in a while, and I haven't read the whole thing, so apologies if I'm saying something already said.

In regards to the learning skills, learning implants, the skill point "barrier" for newbro's and the NPE:

The draw for some people in this game is the permanent effect that skill training has. If you waste a day training something you don't need/want, you will never get that day back (or week... or month in my case...) This means that the choices you make have a real effect on the character, and inevitably, the game as a whole. On the other hand... it was definitely frustrating when I was new to want to try a thing and not be able to do it well, or sometimes at all, until the skill was trained.

Since I'm almost 10 years old (in game!) I haven't dealt with the NPE in quite a while. The only experience I've had with the new opportunity system is to shut it off the first time I logged in! My idea, though, could possibly make the NPE a bit more immersive and possibly keep people in the game longer.

So, here it is:

For the NPE, the opportunities should offer skill points in certain specific skills based on the tasks completed. If a new player completes, for example, a mining opportunity, one of the rewards is a set number of skill points allotted to a specific skill (or set of skills) that moves the new player past the "skill point barrier." If a new player completes all the "core" opportunities (I just made that up..thinking about core skills) then the NPE will be given those skill points. If that player decides to skip those opportunities, he or she will still be able to purchase the skills and train them in the normal way while doing some other thing.

In this way, the new player learns about the game, and is "training" skills that support the new thing they've learned. This can quickly get them into the part of the game they are most interested in without arbitrarily starting characters with all the skill points without them getting a frame of reference for what they do and why they should be trained.

In this way, the NPE give the New Player a reason to do the opportunities (free SP!), learn about the game, break down the skill point barrier and get right into whatever part of the game they want to get into.

As for the learning implants, I do think that the +1-5 implants should remain. If a player wants to invest ISK in faster training, let them. I've had this character for quite a while, been training all but 6 months of the time and have never used anything higher than a +3.

Cedric

Aerasia
Republic University
Minmatar Republic
#469 - 2015-07-30 14:14:15 UTC
Dr Cedric wrote:
that moves the new player past the "skill point barrier."
You'll probably need to qualify what the "skill point barrier" is. A lot of people in here think it's 0.

Dr Cedric wrote:
I've had this character for quite a while, been training all but 6 months of the time and have never used anything higher than a +3.
Which may fit with your playstyle (though I'm sure somebody will be along shortly to explain how much training time you've missed on a 10 year old character by not having +5s), but should anybody ever have to make the choice between training time and undocking? There are reasons to equip Snakes instead of Crystal. Or to go for +3% PG instead of +3% CPU hardwiring. Is there ever a reason to not have the biggest attribute implants plugged in?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#470 - 2015-07-30 14:20:29 UTC  |  Edited by: Rivr Luzade
Money? Your personal risk-aversion that keeps you from undocking a +5 clone while you don't care for a clone with +3s? Reason? You do not need to have +5s to advance quick and orderly in the skill tree, neither at the beginning nor in the end game.

The reasons to go for +3s instead or +5s, or the other way around, are not exactly explicable with ingame-mechanics (like the CPU/PG choice), but rather personal decisions about whether you want to have fun and do not go bankrupt at the same time or want to sit in station and get a bit quicker to your skill goal, or don't give a damn about either and just want to get your capital holder alt faster to the required skill level.

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
#471 - 2015-07-30 15:01:50 UTC
Rivr Luzade wrote:
You do not need to have +5s to advance quick and orderly in the skill tree, neither at the beginning nor in the end game.
Tell that to the good Dr. who's out 7+ months of training time because of sticking with +3s.

Not doing something because you can't afford it isn't a choice. I don't run L4s in a Marauder. It's not because I think doing it in a T1 BS is a better choice - I just can't use Mauraders yet. I don't put officer modules on my FW plexing frigate, not because Meta 3 is a better choice - I just can't afford it. These aren't gameplay choices, they're restrictions.

The restriction on attribute implants is particularly egregious because it's the consequence of going broke vs. the consequence of missing out on skill queue time. Pick your poison, because there's no good option here.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#472 - 2015-07-30 15:14:27 UTC
Your opinion. I live happy with my +3 poisoning for +4 years now. I can do a whole lot of stuff from flying caps, scaps, dreads, logi, frigs, BC, BS, Marauder, hacs, T3 to pursue a lot of activities from ratting, missions, camping, hunting, scanning, exploration, market, PI, all on one character. And I am in this state for well over a year now as I have been doing nothing but moving skills to V since 2014. I do not feel like I have been missing out on anything and have ever done. That is because I have proper expectations towards the game.

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
#473 - 2015-07-30 15:20:18 UTC
Rivr Luzade wrote:
Money? Your personal risk-aversion that keeps you from undocking a +5 clone while you don't care for a clone with +3s? Reason? You do not need to have +5s to advance quick and orderly in the skill tree, neither at the beginning nor in the end game.

The reasons to go for +3s instead or +5s, or the other way around, are not exactly explicable with ingame-mechanics (like the CPU/PG choice), but rather personal decisions about whether you want to have fun and do not go bankrupt at the same time or want to sit in station and get a bit quicker to your skill goal, or don't give a damn about either and just want to get your capital holder alt faster to the required skill level.


It might also be noted that the risks are increased without an increase on returns, which everyone would agree is counter-intuitive to the ways of Eve.

HS is supposed to have lower returns than low, low less than null, null less than WH.

However, in the case of attribute implants, you gain no more returns while taking more risks.

There's almost no chance of losing a pod in HS which means you can run +5s with almost no risk. In low you don't have to worry about bubbles so the risk to +5s is low, in null the risks are high especially in smaller fleets which have less return than large fleets, and you're almost guaranteed to lose a pod in WH space if you're unwittingly attacked.

So, the more risks you take by going into lower secs, the more chance you have to lose that isk while at the same time not getting anymore return than someone in HS.

Just remove attributes and remove implants. Then, you can give all players a base SP/hr so that we're all even.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#474 - 2015-07-30 15:25:45 UTC  |  Edited by: Rivr Luzade
You get faster skill training and quicker skill completion for the higher risk of losing more money. How is that against the EVE principles? Talk to people like Aaaaargh or other pod poppers, they will tell you a thing or two about pod safety and risk in High sec.

I do not want people to be equal. That is counter intuitive.

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
#475 - 2015-07-30 16:24:01 UTC
Rivr Luzade wrote:
You get faster skill training and quicker skill completion for the higher risk of losing more money. How is that against the EVE principles? Talk to people like Aaaaargh or other pod poppers, they will tell you a thing or two about pod safety and risk in High sec.

I do not want people to be equal. That is counter intuitive.


Yes, getting quicker skill completion for the cost of isk does follow Eve principle.
However, when you then take those same implants into lower secs, you're putting more risks on them without any further returns.
THAT is against Eve principles. More risks is supposed to equal greater rewards.
As they are, it's more risks for the same rewards.

People would not be equal. Training times would be equal.

So, if you're ahead now on SP, you're always going to be ahead, and there will be no implants to allow someone sitting in HS to catch up on SP without worrying near as much about losing that isk.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#476 - 2015-07-30 16:32:34 UTC
How can you catch up to someone if everyone is training with the same speed?

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
#477 - 2015-07-30 16:34:39 UTC
Joe Risalo wrote:
...

So, if you're ahead now on SP, you're always going to be ahead, and there will be no implants to allow someone sitting in HS to catch up on SP without worrying near as much about losing that isk.


Why should I at 2.5 years playing be able to catch up to someone who's been playing since the beginning of EvE?

Another point: You can always catch up to another player in *any given hull* as each hull only makes use of a finite list of skills and all of those skills are capped at V. Invest the same amount of training time as the older player in that subset of skills and you actually will catch up to the older player for that hull. Total SP is irrelevant.
FT Diomedes
The Graduates
#478 - 2015-07-30 16:35:16 UTC
Rivr Luzade wrote:
How can you catch up to someone if everyone is training with the same speed?


By fitting Snake implants, flying after them, catching them, and killing them?

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

Amarisen Gream
The.Kin.of.Jupiter
#479 - 2015-07-30 16:47:33 UTC
TL:DR
Merge like manor skill groups into broader yet similar groups. 
Merge basic skills that do nearly the same thing but may effect different weapon/industrial aspects into a new broader skill that takes longer over all then a single merged skill to max out, but not as long as the collective whole. 
Maintain current Advanced/specialized skills as is (may need minor adjustments for balance). These advanced skills need to be what define what a character is used for, and I feel that they should be what takes time. These are what take a character form a Jack/Jane of all trades to a Journeyman/Master of that Trade.

I have come to love EVE. Through all the smiles, tears, and every other hard core emotion a person can have, I have learned to love it. But, where do we make change? Where do we look at an aged system/mechanic of EVE and go, how do we change this so it is easier for the NPE but still maintains benefits for our long-term players. 

I have read that CCP does not want to make changes skills, though discussion has been on increasing SP for new players and attributes removal. 

It is my fair opinion that to make any of the above changes (or to close the gap), to appease the newer players all while keeping the senior players happy, skills have to by default be changed and shaken up. 

A restructuring of their grouping, of their benefits, merger and SP required to gain new levels would all need to be looked at and decided if Skill A and B are close enough to go New Skill C.
Below is an example of ideas for how things could go.
The examples are from the look of the T1 skill (not skills that allow T2 use)
The point of any merger of skills is to reduce the “overhead” in the starting skills and allows players (new and old) to get into specialized professions.

1: Skill Group Armaments - would merge the current group of gunnery, missile, and combat drones. The basic individual turret skills could be merged into one skill (which takes longer to max out compared to just a single turret’s current requirements). Currently small torrents when specialized attribute mapped take about 7-8 days to train. If the new one (combining the 3 small turrets) took say a 16 days, it would reduce some of the overhead, but still take time. The specializing skills would still be as they are. The medium and large torrents would take 24-30 days and 50-60 days respectively. Similar treatment to missile skills. This would mean, that I would train Small Missile Hardpoints - which would allow/give me use/bonuses to T1 Light Missiles and Rockets.

2: Defensive - Merged Armor Shield sub categories. I didn't see any skills right off that needed any change. Maybe merge the Remote Armor/Hull skills.

3: Industrialization- Merges production, science and (possibly) resource reprocessing. The basic skills that give +1 to production/research slots could be merged. 

4: Leadership - Merges corporation management and leadership into one group. Just to clean up the two groups, as they both are really leadership skills.

5: Maybe merge trade and social categories into a Faction Interaction. Because both skill groups really effect how the player can be effected by the NPC system. Taxes, margins, income, standing/security increase/decrease. (This point was just a side thought, not really super happy with it but it follows the other themes)

SP reallocation? Any merged skills SP pools would be added together within their subgroup. The SP would be automatically redistributed with in the subgroup. If all skills are maxed or become maxed the left over SP would be redistributed slowly to which ever skill the player is training on.

Why pick this over the other options?
1: Increasing the starting SP for new players helps, but doesn't solve the problem. 
There will always be, no matter what choice is used to address the problem, a gap between new characters and old. The redoing of skills shrinks the gap at a higher % than increasing the starting SP.
2: Characters like mine, who are two years old loose out on the higher SP start if that choice is picked. A higher start up of SP is a kick in the teeth to players who have been paying in one form or another.
3. New gamers these days are used to being able to get in and get to doing things. When it takes maybe a few days to do a basic thing, but 3-6 months to do it decent? Would new players or any player really wanna wait that long if what they choose to do took months. And to master out the skills for a profession take years. (The players personal human skills are taken out of the equation)
4. New Players need to be able to log in - get to training and start making ISK or whatever they want with in the first few days. That first million is should take maybe a week in which every basic profession they picked. That first billion should come 5-7 months down the road.

I think and believe I covered everything.

also... p.s. CCP. I saw a new player the other day on a trial account. I couldn't p-chat with him. I couldn't mail him. I couldn't do **** with him. That to me is you all having a system that doesn't want people to stay. I would have loved to p-chat with him and help him with what he was doing... I could have been what kept the guy in game for months and years. All i know, when he changed systems, he was enjoying what he was doing. . . but for how long.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Joe Risalo
State War Academy
Caldari State
#480 - 2015-07-30 18:07:24 UTC
Rivr Luzade wrote:
How can you catch up to someone if everyone is training with the same speed?


EXACTLY...

As the system is now, a newer player can catch up on SP with an older player by using +5 implants, while sitting significantly safer in HS, while the older player is using +3 or no implants to reduce losses in lower secs.

Quote:

Why should I at 2.5 years playing be able to catch up to someone who's been playing since the beginning of EvE?

Another point: You can always catch up to another player in *any given hull* as each hull only makes use of a finite list of skills and all of those skills are capped at V. Invest the same amount of training time as the older player in that subset of skills and you actually will catch up to the older player for that hull. Total SP is irrelevant.



This is the point. a Player in HS puts less risk on +5 implants.
A person in lower sec puts significant risk on those implants by comparison, so they typically use no or lower cost implants.

This allows that HS player more isk/hr with less risks.
Even if the lower sec player is using +5s, he's still at a much higher risk of losing them and doesn't gain any more benefit.

It's usually an agreement of all players that more risks deserves more rewards.
Why then do they argue that the attribute implant system is fair for those putting more risks on them?