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How to fix eve for new players and increase eve population

First post
Author
Donnachadh
United Allegiance of Undesirables
#61 - 2015-08-17 14:30:59 UTC
No to anything that links character SP gained to how many hours you play. Bad idea and the fact that it does not exist in EvE is a major draw for those of us that have lives and responsibilities outside the computer gaming arena.

Now back to this and apologies for the delay, some of those other things I mentioned above.

Dror wrote:
Why not 35M?

Fair enough here is a part of the answer.

Since I started this character he has had one 3 week period where the skill que emptied out while I was on a trip out of country.
He has always had and still does have an even attribute mapping, I use him as a baseline for training times.
During his first week in game he got a set of +4 implants courtesy of a kind sole that I wandered across in my EvE travels.
This character is nearly 5 years old.
Total skill points as I write this 94,108,215.
That's 18,821,643 SP per year.

So now you tell me how and why we should start new characters with nearly 2 years worth of SP?
And I want a real answer not your trite "because fun" crap.
And while you are at it, if they were to start new characters with 35 million SP what bonus do we vets get since it took us nearly 2 years to wait out that 35 million SP gain?

We agree that new characters especially those that belong to true new players could use a boost skills wise.
But even then I am against simply handing out a bank of SP that can be put towards what ever they want, I favor an equal amount of SP given out in the form os a pre-trained set of basic skills. How much well we would have to look seriously at what we considered an basic skills list and work from that. If they are going to give out a bank of SP that they can use for whatever then 5 mil max and probably better around the 2-3 mil range.
Valkin Mordirc
#62 - 2015-08-17 14:50:57 UTC
Giving newbro's 35mil SP is redonculous.


With 35 Mil you can be comfortably skilled your entire racial line of ships, With 35mil in SP invested in just Ship command alone You could literally fly just about all Sub-caps.

With 35mil SP Levels, One, Two, and Three would be even more boring then they are now. Hell you could easily do Level four missions right off the bat with that amount of SP but you would have tediously grind standings.

With 35mil SP no newbro is going to understand a thing about his ship. Newbro fits would extend out to a ridiculous amount.

I've been playing for like almost three years and I have around 40mil ish SP I think, I don't check it regularly so I have no idea of the actually number but your going to destroy three years of SP for anyone who started playing in 2013.


Newbro imho, need more starting SP, but they do not need 35mil of it. I would say maybe starting out at a cozy 5-6mil with some of the core fitting skills and a racial frigate to IV along with T2 small racial weaponry and spec up to II.


But 35 is a silly.
#DeleteTheWeak
Eli Apol
Definitely a nullsec alt
#63 - 2015-08-17 14:56:35 UTC
including prereqs:

Small + Large Blaster Spec V
Small + Large Arty Spec V
Gallente + Minmatar Destroyer V
Gallente + Minmatar Battlecruiser V

14m SP....

pls no.

but what would I know, I'm just a salvager

Dror
Center for Advanced Studies
Gallente Federation
#64 - 2015-08-17 15:04:06 UTC  |  Edited by: Dror
Daichi Yamato wrote:
Progression has worked so well for making players stick with a game for longer that even instant gratification games like COD and BF have adopted level systems.

Is there literally any evidence for this? CoD doesn't promote staying with one game, but each iteration has some 300-700k concurrent on one platform.

Quote:
So eve is a game that can keep all players with skill and socialization, but also keeps players with progression.

This is sort of a non-statement. That's not what's being challenged, as that's a pretty low bar.. unless it's literally implying the game can keep "all" players, of which there's a fanfest keynote showing that some 50% quit after the first month or so.

So here's for defining "all types" of reasons for play:

  • Arousal
  • The game stimulates emotions well, though many types of action are underwhelming (mining is an example of such a playstyle).

  • Challenge ("Many enjoy playing video games to push themselves to a higher level of skill or personal accomplishment.")
  • This is what SP and many of the mentioned "types of action that are underwhelming" reduce by limiting effectiveness and availability (more on this later).

  • Competition ("One of the most frequently cited reasons for playing video games was to prove the best skill and reactions. Typically, the idea of competition came form male respondents who spoke of competing for something, like money or a sense of accomplishment.")
  • Feeling non-competitive thus negatively effects the experience of those valuing competition (and also devalues any initial sub) by undermining learning and emergent gameplay.

  • Diversion ("Video games are 'something to do'.")
  • The correlates with the other points, that the value of diversion hinges on the amount and quality of play.

  • Fantasy ("The allowance of doing things that are extraordinary, like racing, flying, etc.")
  • There's mention of an example in another post, that finding an empty Nyx in space is nothing for gameplay if the pilot can't get in it and hit the autopilot button, at least. It's pretty inherent with a spaceship game that the fantasy is flying great ships.

  • Social Interaction ("Social interaction is the main reason many individuals get involved in playing video games initially.")
  • SP limits the value of fresh characters, which limits their social interaction (getting in a corporation); but it could make the whole game seem like that.

    Corps and playstyles are an SP problem, because what's probably a whole week of dedicated training might seem an awful option in play ("undermines learning and emergent gameplay"). Yet fewer subs, and less overall SP, reduces content -- including station markets and sov challenges (n + [1 * SP]) and the very plausibility of "action everywhere" (https://www.reddit.com/r/Eve/comments/3h3ylh/ccp_has_a_great_plan_for_reinvigorating_eve_that/).

    --

    Source:
    http://www.researchgate.net/profile/John_Sherry/publication/259583577_Video_game_uses_and_gratifications_as_predictors_of_use_and_game_preference/links/54dc196b0cf28d3de65e9fed.pdf

    Further reading:
    http://www.forbes.com/sites/jordanshapiro/2013/11/27/4-reasons-video-games-are-good-for-your-health-according-to-american-psychological-association/ (also sourced)

    --

    "SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

    Xackattack Avianson
    Hold The Pod
    Not Purple Shoot It.
    #65 - 2015-08-17 15:20:43 UTC  |  Edited by: Xackattack Avianson
    Dror wrote:


    So here's for defining "all types" of reasons for play:

  • Arousal
  • The game stimulates emotions well, though many types of action are underwhelming (mining is an example of such a playstyle).

  • Challenge ("Many enjoy playing video games to push themselves to a higher level of skill or personal accomplishment.")
  • This is what SP and many of the mentioned "types of action that are underwhelming" reduce by limiting effectiveness and availability (more on this later).

  • Competition ("One of the most frequently cited reasons for playing video games was to prove the best skill and reactions. Typically, the idea of competition came form male respondents who spoke of competing for something, like money or a sense of accomplishment.")
  • Feeling non-competitive thus negatively effects the experience of those valuing competition (and also devalues any initial sub) by undermining learning and emergent gameplay.

  • Diversion ("Video games are 'something to do'.")
  • The correlates with the other points, that the value of diversion hinges on the amount and quality of play.

  • Fantasy ("The allowance of doing things that are extraordinary, like racing, flying, etc.")
  • There's mention of an example in another post, that finding an empty Nyx in space is nothing for gameplay if the pilot can't get in it and hit the autopilot button, at least. It's pretty inherent with a spaceship game that the fantasy is flying great ships.

  • Social Interaction ("Social interaction is the main reason many individuals get involved in playing video games initially.")
  • SP limits the value of fresh characters, which limits their social interaction (getting in a corporation); but it could make the whole game seem like that.

    Corps and playstyles are an SP problem, because what's probably a whole week of dedicated training might seem an awful option in play ("undermines learning and emergent gameplay"). Yet fewer subs, and less overall SP, reduces content -- including station markets and sov challenges (n + [1 * SP]) and the very plausibility of "action everywhere" (https://www.reddit.com/r/Eve/comments/3h3ylh/ccp_has_a_great_plan_for_reinvigorating_eve_that/).

    --


    I agree completely with everything said here.

    As for new player experience, I wouldn't mind if you give them around 1-2mil unallocated skillpoints, and allow them to spend only 100,000 daily. This would ensure that they don't go crazy and train into something they will regret a few minutes later. Veteran players would deserve the same amount of unallocated SP new players get just to keep everything in order and not close the gap between new players SP and veteran players SP.
    Zan Shiro
    Doomheim
    #66 - 2015-08-17 15:25:22 UTC  |  Edited by: Zan Shiro
    Dror wrote:
    Delt0r Garsk wrote:
    Did you deliberately misquote me? FPS have servers the size of 16-100 players max. And nobody plays the same one for much more than a year. Not the same as a MMO at all. Not even in the same galaxy.

    CS:GO release date: August 21, 2012..

    Is there any rebuttal that SP undermines competence and relatedness? It's an MMO, and one that can thrive solely on skill and socialization; so it's pretty awful design that the main form of progression is non-progression -- non-interactivity -- that also negatively effects industry availability, causes an N+1 and SP+1 problem from limited corp progression, and thus reduces veteran content completely.


    CS: go.....runs on potatoes. Runs on laptops decent too. Games that do this tend to get good followings. They don't make you upgrade the system every 2 years lol. Or makes laptop owners feel like they have a "beefy" system.

    Hell its why I love the hell out of TF2 (surprised you didn't mention that as well,its got some age to it as well). Its one of the few games I can say max power scotty to on a laptop (live off a mac book pro since games a diversion these days and more focused on real use of a computer). Most games I go to video and turn it down not even bothering to get initial FPS readings. Know it will be bad...jsut skip the foreplay and bump down the usual suspects on instinct.

    Valve games (lets clump TF2 and CS together now) also has a decent mod following who keep it fresh. And well its valve. when they release games they tend to shatter the gaming industry. Keyword when....cough half life release cycles cough.

    Flipside to AAA...and we can predict without fail x-mas time releases of the old standby's. EA says hi here....very loudly in fact. They come out, the old game loses populations, new games get surges. Eventually they release SDK's to let modders go to town...and give the game a longer lease on life. Or there is the one official final cash grab....zombie mod. Since geeks like zombies...gets a few sales. Just once I'd like to see something new here. Anime chick pirate ninjya zombies..geek overload there I predict. Zombies part I'd like to see dropped but well...geeks like em.


    MY son for example saw the e3 stuff on plants versus zombies garden warfare 2 (he likes that franchise). Has he unlocked most of the current one? Nope. Is he looking forward to the sequel. Yep. Will he half ass that too? Probably. Will pVZ 1 servers fade after release? I would not be surprised if so.
    Dror
    Center for Advanced Studies
    Gallente Federation
    #67 - 2015-08-17 23:41:01 UTC
    bump

    "SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

    Aerasia
    Republic University
    Minmatar Republic
    #68 - 2015-08-18 05:16:52 UTC
    Valkin Mordirc wrote:
    With 35mil SP no newbro is going to understand a thing about his ship. Newbro fits would extend out to a ridiculous amount.
    It's the same reason why in chess your first few hundred games are played with just the pawns and rooks.
    Dror wrote:
    Delt0r Garsk wrote:
    Did you deliberately misquote me? FPS have servers the size of 16-100 players max. And nobody plays the same one for much more than a year. Not the same as a MMO at all. Not even in the same galaxy.

    CS:GO release date: August 21, 2012..
    If you want to get big with FPS, there's always Planetside. 1,300 people "on grid" with no TIDI, and it's been around in one form or another since 2003.

    If you just want venerable FPS, you could point out that Battlefield and COD have been essentially the same game since 2003 as well. When Valve put "2" on 1996's Team Fortress, the biggest change people noticed was that they took away offhand grenades.

    Shooters have long histories; they just put numbers after their name instead of releasing updates with hard to pronounce names.

    Allysa Nar wrote:
    When a new pilot joins eve they should be given way more skill points.. by way more I mean starting around 35 million skill points or so.
    I'll do you one better:

    The skill system is a waste of time, and should be outright removed.
    Delt0r Garsk
    Shits N Giggles
    #69 - 2015-08-19 15:28:20 UTC
    Aerasia wrote:


    The skill system is a waste of time, and should be outright removed.

    And replaced with what? You mean i can just get a new toon straight into a titan? Why would i ever even bother playing, since now its pay to win (PLEX buys as many ships as i want, i can just start new characters when i need more pilots).

    The skill system gives meaningful choice. What i train has an opportunity cost. Just being able to do everything RIGHT NOW CUS I WANT TO is a facebook game. You will need your credit card for these free games.

    AKA the scientist.

    Death and Glory!

    Well fun is also good.

    Karash Amerius
    The Seven Shadows
    Scotch And Tea.
    #70 - 2015-08-19 15:54:11 UTC
    Sounds like the OP is a min/max player. This game is certainly not for you if so.

    Karash Amerius Operative, Sutoka

    Dror
    Center for Advanced Studies
    Gallente Federation
    #71 - 2015-08-19 18:51:46 UTC  |  Edited by: Dror
    Delt0r Garsk wrote:
    Aerasia wrote:


    The skill system is a waste of time, and should be outright removed.

    And replaced with what? You mean i can just get a new toon straight into a titan? Why would i ever even bother playing, since now its pay to win (PLEX buys as many ships as i want, i can just start new characters when i need more pilots).

    The skill system gives meaningful choice. What i train has an opportunity cost. Just being able to do everything RIGHT NOW CUS I WANT TO is a facebook game. You will need your credit card for these free games.


    So getting a titan is winning EvE, is it? Actually, mining shows that playstyles are voluntary and niche, not one-size-fits-all. It is also not that PLEXing for titans is within sustain -- in-game or beyond.

    Plausibly, the one-client-open limitation that happens with trials is a simple fix, and this also improves the overall state of the game by reducing the alt meta. Inb4 "but subs", as the motivating factor of *actually flying great ships* is there, as is the freedom of learning the game enthusiastically, socially, and efficiently.

    SP is the Farmville of MMOs. Games can exist without time gating; and it's because risk is a factor, and with increased risk is increased reward. Calling SP criticisms casual? ..Non-SP gameplay allows freedom of playstyles and action.

    Star Citizen won't have time gating on markets and piloting skill, and the reward of play is the possibility of getting greater gear and fleets. Yet where there is no comparison, there is respect. Then how can a mechanic contrasting one skill from the next be respected? Mercy.

    "SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

    Aerasia
    Republic University
    Minmatar Republic
    #72 - 2015-08-19 22:57:38 UTC
    Responses in bold, because that's a lot of rhetorical questions.
    Delt0r Garsk wrote:
    And replaced with what? Nothing.
    You mean i can just get a new toon straight into a titan? Yes.
    Why would i ever even bother playing, Fun?
    since now its pay to win ISK = WIN?
    (PLEX buys as many ships as i want, i can just start new characters when i need more pilots). Go fund a Mach-a-day habit on PLEX. I want to see the reddit post on that one.

    The skill system gives meaningful choice. No it doesn't.
    What i train has an opportunity cost. Not exactly. Most skills are "train them, or you're an idiot."
    Just being able to do everything RIGHT NOW CUS I WANT TO is a facebook game. The hell are you talking about? The entire model of cow clickers is preventing you from doing things.
    You will need your credit card for these free games. As opposed to EVE which doesn't require one?

    Maldiro Selkurk
    Radiation Sickness
    #73 - 2015-08-20 06:11:06 UTC
    all this talk about giving noobs more SPs. For the first three years i played the game it never really felt like was SP gimped.

    Now, though that i have pretty much every skill relevant to missile boat piloting maxed, it is only now that im for the first time looking at the road ahead at learning three turret systems that i truly feel the weight of the the years i would have to play before im as good a turret pilot as missile pilot.

    It isnt noobs that need help it is, i'll call them, "second stretchers", people that have reached their first major EVE pinnacle and stops to finally see what other pinnacles there are to climb and the number of years it will take to even reach fairly competent SP wise at some other pinnacle. As a second stretcher you know a lot about what you do and do not want from EVE and are in a vastly better position to make good use of either faster training or an SP gift as big as you suggest.

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

    Donnachadh
    United Allegiance of Undesirables
    #74 - 2015-08-20 13:09:02 UTC
    Maldiro Selkurk wrote:
    It isnt noobs that need help it is, i'll call them, "second stretchers", people that have reached their first major EVE pinnacle and stops to finally see what other pinnacles there are to climb and the number of years it will take to even reach fairly competent SP wise at some other pinnacle. As a second stretcher you know a lot about what you do and do not want from EVE and are in a vastly better position to make good use of either faster training or an SP gift as big as you suggest.

    Why?
    How about those of us that you might call third stretchers then, do we get a boost?
    How about players like my son that have all level 5 skills for every sub-cap ship in the game and now wants to train cap ships, do they get a boost?

    Leto Aramaus
    Frog Team Four
    Of Essence
    #75 - 2015-08-20 14:10:10 UTC
    Aerasia wrote:
    Responses in bold, because that's a lot of rhetorical questions.
    Delt0r Garsk wrote:
    And replaced with what? Nothing.
    You mean i can just get a new toon straight into a titan? Yes.
    Why would i ever even bother playing, Fun?
    since now its pay to win ISK = WIN?
    (PLEX buys as many ships as i want, i can just start new characters when i need more pilots). Go fund a Mach-a-day habit on PLEX. I want to see the reddit post on that one.

    The skill system gives meaningful choice. No it doesn't.
    What i train has an opportunity cost. Not exactly. Most skills are "train them, or you're an idiot."
    Just being able to do everything RIGHT NOW CUS I WANT TO is a facebook game. The hell are you talking about? The entire model of cow clickers is preventing you from doing things.
    You will need your credit card for these free games. As opposed to EVE which doesn't require one?



    Holy ****. I lol'd
    DrysonBennington
    Eagle's Talon's
    #76 - 2015-08-20 14:33:33 UTC
    Shiloh Templeton wrote:
    Allysa Nar wrote:
    Eve character development needs to be faster. When a new pilot joins eve they should be given way more skill points.. by way more I mean starting around 35 million skill points or so.

    At first I thought this post was a plant from the faction that wants new players to start off with 1 million skill points and no attributes -- but 35 Million SP??!

    That's like saying marriage should start off with the 7 year itch.

    You'd miss the wide eye'd honeymoon period, the first big fight where she goes back to mama, the first big make up where you realize you really want to be in this for keeps, the discussions about whether you are ready for a family (alts), the panic rushing to the hospital, the realization that the fragile little thing looking back at you is the best thing you ever did in your life, being surprised at how little sleep you can function on (CTA's), etc. etc.

    If you're really in that big of a hurry you could always just buy a character (escort service).





    Hey you married her with that itch buddy. You should have checked under the hood first.
    Daichi Yamato
    Jabbersnarks and Wonderglass
    #77 - 2015-08-21 18:13:17 UTC
    Dror wrote:
    Daichi Yamato wrote:
    Progression has worked so well for making players stick with a game for longer that even instant gratification games like COD and BF have adopted level systems.

    Is there literally any evidence for this? CoD doesn't promote staying with one game, but each iteration has some 300-700k concurrent on one platform.


    Are you being deliberately ignorant?
    Progression mechanics have become widespread across just about every genre of game there is. FPS, Strategy, Racing, fighting games etc etc. Which iteration of CoD or BF4 players play is irrelevant. They play games with progression mechanics, and CoD itself, the most played FPS of all time, was relatively unfamous until it adopted a leveling system.

    The progression is the challenge that you refer to and the fantasy of big ships you also refer to, becomes quickly unspectacular when you can fly them out the box (40% of players leave once they have 'leveled up their raven'). Taking something basic and permeable enough to consider your own, like a new character, and growing with it during a game is challenging, immersive and rewarding. You've taken someones work, and applied it with a narrow mind.

    The way EVE works does not mean you are hopelessly out matched when you are new. Having loads of SP does not make you excellent at PvP and having little SP does not make you poor at PvP. The sandbox maintains that friends give you more power than SP and the fact that every skill is capped at level 5 means that new players can become just as powerful as 10 year vets in certain ships quick enough.

    EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

    Daichi Yamato's version of structure based decs

    Dror
    Center for Advanced Studies
    Gallente Federation
    #78 - 2015-08-21 19:52:28 UTC
    Daichi Yamato wrote:
    Dror wrote:
    Daichi Yamato wrote:
    Progression has worked so well for making players stick with a game for longer that even instant gratification games like COD and BF have adopted level systems.

    Is there literally any evidence for this? CoD doesn't promote staying with one game, but each iteration has some 300-700k concurrent on one platform.


    Are you being deliberately ignorant?
    Progression mechanics have become widespread across just about every genre of game there is. FPS, Strategy, Racing, fighting games etc etc. Which iteration of CoD or BF4 players play is irrelevant. They play games with progression mechanics, and CoD itself, the most played FPS of all time, was relatively unfamous until it adopted a leveling system.

    The progression is the challenge that you refer to and the fantasy of big ships you also refer to, becomes quickly unspectacular when you can fly them out the box (40% of players leave once they have 'leveled up their raven'). Taking something basic and permeable enough to consider your own, like a new character, and growing with it during a game is challenging, immersive and rewarding. You've taken someones work, and applied it with a narrow mind.

    The way EVE works does not mean you are hopelessly out matched when you are new. Having loads of SP does not make you excellent at PvP and having little SP does not make you poor at PvP. The sandbox maintains that friends give you more power than SP and the fact that every skill is capped at level 5 means that new players can become just as powerful as 10 year vets in certain ships quick enough.

    The challenge is how EvE's progression relates with sub trends of EvE, not that progression is interesting.

    Yet SP-less gameplay is still about progression, as much as items or characters through PLEX-trading are. The draw is that SP-less progression is positive reinforcement (playing the game rewards stuff), and SP progression is negative reinforcement ("playing" the game gets out of awfulness/nothingness).

    "SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

    Aerasia
    Republic University
    Minmatar Republic
    #79 - 2015-08-26 03:39:05 UTC
    Daichi Yamato wrote:
    They play games with progression mechanics, and CoD itself, the most played FPS of all time, was relatively unfamous until it adopted a leveling system.
    I'm on board with the argument CoD implemented a grind in order to keep people playing that instead of Battlefield... but nothing in that sentence is true.

    Quote:
    The way EVE works does not mean you are hopelessly out matched when you are new. Having loads of SP does not make you excellent at PvP and having little SP does not make you poor at PvP.
    Yes it does. You are fantastically, insurmountably, unbelievably outmatched when you've got low SP. Don't make the mistake of confusing "hanging out with people who have SP" for having SP yourself.
    Astral Azizora
    Doomheim
    #80 - 2015-08-26 09:22:11 UTC
    Sonya Corvinus wrote:
    17 day old solo rifter PvP disagrees with you

    https://www.youtube.com/watch?v=de1hwoFYA_k

    20 day old solo executioner PvP disagrees with you

    https://www.youtube.com/watch?v=BvOB4KXYk-o

    Less than 35 mil SP Sonya Corvinus who has lived in HS, LS, null (null less than a month into the game) and WHs so far disagrees with you.


    Learn how to play. Don't blame the game for you not learning how to EVE.


    Those videos demonstrate that it takes at least two weeks before even a highly skilled vet player is ready to pew in the lowest-tier ships in the game, therefore making the OP's point for them.