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Decline in numbers... starting to turn into RAPID!!!

First post
Author
La Rynx
School of Applied Knowledge
Caldari State
#1361 - 2015-09-05 07:04:56 UTC  |  Edited by: La Rynx
Jenn aSide wrote:
But more seriously, talking directly to you, does it never cross your mind that there may be a problem with how you think about things (or what your motives behind those thoughts are) when you are in the middle of this mindless circle jerk bullshit?


You hever heard about this plane shiny thingy?
Its called a mirror.
I recommend looking into it.
How about your effect on others?
Your motives?
Your part in this circle stuff?


Jenn aSide wrote:
You're a smart (if misguided) fellow, and it would do all of us here in this little community (mainly you) a great deal of good if you could put the breaks on that 'nit-picky contrarian' crap a little bit.


"You and what army?"
Oh the fabulous "community", preverably the silently big part behind you, together with some other aggresive forum trolls.
Other ppl in EvE beg to differ.
Many are just deeply bored with those over angry hate posters,.Ugh

Atomic Virulent : "You can't spell DOUCHE. without CODE."

Lucas Kell
Solitude Trading
S.N.O.T.
#1362 - 2015-09-05 07:16:30 UTC  |  Edited by: Lucas Kell
Tippia wrote:
Kinete Jenius wrote:
What are you even referring to in specific?

Incursions. They created a very commonplace “new raids expansion”-bump and drop-off in the server activity. Everyone was excited for the new content, but after two months, when everything had been figure out, the server activity started to drop sharply and only stopped dropped even sharper once the next expansion — Incarna — was released.

Before that, we had often seen a bit of a lull at the end of winter and through spring; this wasn't a lull but a definite decline. Given the similarity of the actual content, it can probably be compared to Apocrypha, where there was an absolutely huge spike in activity, and then the average numbers kept going up.
I'd hardly call that definitive.

Following incursions, the numbers of players didn't really drop off that much. Incarna caused a bit of a drop (though less than recent days) but that was nothing to do with PvE. Seems to me that you're just graspings at straws, trying to find a way to blame PVE when really the problems with EVE have nothing to do with any given type of content.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tippia
Sunshine and Lollipops
#1363 - 2015-09-05 07:23:28 UTC  |  Edited by: Tippia
Lucas Kell wrote:
Following incursions, the numbers of players didn't really drop off that much.
It really did. And it did so in a way that the game had not seen up until that point. The year before certainly saw a drop during the spring, as was the norm, but it was nowhere near as pronounced as what Incursions brought.

Quote:
Seems to me that you're just graspings at straws
No. I'm just looking at what happened in relation to when it happened. Incursions did something we hadn't seen before. It did so in connection with a type of content we hadn't seen before. Or, more accurately, we hadn't seen those two before in EVE — the pattern was and remains commonplace in the themepark MMO world.

Also, claiming that Incarna did not cause a huge drop-off is outright ludicrous. In the five months up until the next expansion, PCUs dropped by 20%. Just because we saw a similar pattern in 2013 does not mean that Incarna was not disastrous in terms of how many we lost and how quickly.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#1364 - 2015-09-05 08:11:09 UTC
Tippia wrote:
Lucas Kell wrote:
Following incursions, the numbers of players didn't really drop off that much.
It really did. And it did so in a way that the game had not seen up until that point. The year before certainly saw a drop during the spring, as was the norm, but it was nowhere near as pronounced as what Incursions brought.

Quote:
Seems to me that you're just graspings at straws
No. I'm just looking at what happened in relation to when it happened. Incursions did something we hadn't seen before. It did so in connection with a type of content we hadn't seen before. Or, more accurately, we hadn't seen those two before in EVE — the pattern was and remains commonplace in the themepark MMO world.

Also, claiming that Incarna did not cause a huge drop-off is outright ludicrous. In the five months up until the next expansion, PCUs dropped by 20%. Just because we saw a similar pattern in 2013 does not mean that Incarna was not disastrous in terms of how many we lost and how quickly.


Are you sure it didn't have more to do with the creation and solidification of the blue doughnut? Tha'ts about the same time that nullsec got really boring as the n+1 factor hit extreme levels and caused a lot of people to get really tired of nullsec. I would argue that was probably the biggest reason numbers dropped so much. I for one almost wanted to quit when I moved back out to nullsec, joined Gentlemen's Aggreement and by extension the CFC, and proceeded to claw my eyes out in boredom due to the number of blues, lack of freedom to roam, etc.

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Tippia
Sunshine and Lollipops
#1365 - 2015-09-05 08:23:14 UTC  |  Edited by: Tippia
Yun Kuai wrote:
Are you sure it didn't have more to do with the creation and solidification of the blue doughnut?
Yes, because that one started in, oh, 2003 or so and failed to have any impact in the 7 intervening years. The winter 2010-2011 was no more or less active than usual, with a lot of movement in the south-east, and leading into a complete upset of all of the south-west in spring of 2011.
La Rynx
School of Applied Knowledge
Caldari State
#1366 - 2015-09-05 09:18:03 UTC
Lucas Kell wrote:
Incarna caused a bit of a drop (though less than recent days) but that was nothing to do with PvE. Seems to me that you're just graspings at straws, trying to find a way to blame PVE when really the problems with EVE have nothing to do with any given type of content.

Just right now EvE is not the only big spacegame anymore.

EvE is not as shiny as mentioned ones and somewhat it is a little bit like beer.
You do not like it as a kid, cause it is bitter, but after a while one develops a taste for it.

So yes, i think too, that the problem is not PvP vs PvE. EvE had both for a long time and grew.

Without brownnosing:
Maybe citadel stuff and actual amarr lore go hand in hand to give more new content for every one. As in more lore and more fights in hisec.

And there is always on thing:
Every PvE opportunity, is a PvP opportunity too.

Atomic Virulent : "You can't spell DOUCHE. without CODE."

Lucas Kell
Solitude Trading
S.N.O.T.
#1367 - 2015-09-05 09:29:45 UTC
Tippia wrote:
It really did. And it did so in a way that the game had not seen up until that point. The year before certainly saw a drop during the spring, as was the norm, but it was nowhere near as pronounced as what Incursions brought.
Looks more to me like a peak, which naturally happens to all MMOs. At some point the exhaust their core recruitment and the playerbase tapers off. Look like when incursions were added they brought in a short term spike which dropped back off (as nearly every expansion) then it hit the Incarna decline.

Tippia wrote:
No. I'm just looking at what happened in relation to when it happened. Incursions did something we hadn't seen before. It did so in connection with a type of content we hadn't seen before. Or, more accurately, we hadn't seen those two before in EVE — the pattern was and remains commonplace in the themepark MMO world.
Well no, you're looking at a single metric and implying causation, even though other PvE changes have been made and not caused a drop.

Tippia wrote:
Also, claiming that Incarna did not cause a huge drop-off is outright ludicrous. In the five months up until the next expansion, PCUs dropped by 20%. Just because we saw a similar pattern in 2013 does not mean that Incarna was not disastrous in terms of how many we lost and how quickly.
I'm not saying it didn't cause a big drop, I'm simply saying that the drop we've seen this year, while they are focussing on fixing sov mechanics, we've seen a much bigger drop than Incarna (which also wasn't a PvE expansion).

Honestly, with the amount of people that engage in PvE, I don't think an improvement to PvE mechanics would be a bad thing.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1368 - 2015-09-05 09:36:02 UTC
La Rynx wrote:
Without brownnosing:
Maybe citadel stuff and actual amarr lore go hand in hand to give more new content for every one. As in more lore and more fights in hisec.
Hopefully. It has to be done right. One downside is that they are clinging to the entosis link, and it's absolutely dire. It's like if you had a brainstorming session to come up with the most boring mechanic, that one would win in an instant. Also, without other changes in highsec, it just means that a wardec group only needs one person to be a threat to a pos, whereas now with a little preparation it would take at least a small group to assault one.

I think one thing they need to work out is that you can't force someone into content they don't like, so jamming in mechanics that mean you have to actively defend and fight for everything sounds great on paper, but in practice it leads to one side min-maxing the mechanic to roflstomp everyone and the other side opting out of the content.

La Rynx wrote:
And there is always on thing:
Every PvE opportunity, is a PvP opportunity too.
True enough.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tippia
Sunshine and Lollipops
#1369 - 2015-09-05 09:42:47 UTC  |  Edited by: Tippia
Lucas Kell wrote:
Looks more to me like a peak, which naturally happens to all MMOs.
Yes, but ignoring the fact that it is a peak that coincides with the introduction of a very particular type of content, and that this pattern matches what we know from other games, seems pretty sloppy.

Quote:
Well no, you're looking at a single metric and implying causation, even though other PvE changes have been made and not caused a drop.
…and you'll note that I'm not linking it to PvE. Or did you just skip that part while grasping for straws?

Quote:
I'm not saying it didn't cause a big drop, I'm simply saying that the drop we've seen this year, while they are focussing on fixing sov mechanics, we've seen a much bigger drop than Incarna (which also wasn't a PvE expansion).
Only in terms of absolute numbers. While we've seen a pretty large drop in PCUs over the last few years, it is nowhere near the scope of what Incarna caused. Again, it was 20% over 5 months (and ye olde “unnamed inside sources” have suggested that actual subs increased at the same rate). Not even the drop following Odyssey — and it was significant — was that much, that quickly. Sure, overall since the (comparative) heyday of Crucible–Inferno–Retribution, we're down more, but it has also happened over a period of two years.

Quote:
Honestly, with the amount of people that engage in PvE, I don't think an improvement to PvE mechanics would be a bad thing.
Again, no-one is saying that it would be. I'm simply saying that it's not the panacea it is often described as — Incursion demonstrates this amply and horribly. In particular, we can compare this addition to what Apocrypha did: very similar in terms of what kind of ratting mechanics were added, but vastly different in how these mechanics were slotted into the larger EVE ecosystem.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#1370 - 2015-09-05 09:57:59 UTC
Lucas Kell wrote:
Tippia wrote:
It really did. And it did so in a way that the game had not seen up until that point. The year before certainly saw a drop during the spring, as was the norm, but it was nowhere near as pronounced as what Incursions brought.
Looks more to me like a peak, which naturally happens to all MMOs. At some point the exhaust their core recruitment and the playerbase tapers off. Look like when incursions were added they brought in a short term spike which dropped back off (as nearly every expansion) then it hit the Incarna decline.

Tippia wrote:
No. I'm just looking at what happened in relation to when it happened. Incursions did something we hadn't seen before. It did so in connection with a type of content we hadn't seen before. Or, more accurately, we hadn't seen those two before in EVE — the pattern was and remains commonplace in the themepark MMO world.
Well no, you're looking at a single metric and implying causation, even though other PvE changes have been made and not caused a drop.

Tippia wrote:
Also, claiming that Incarna did not cause a huge drop-off is outright ludicrous. In the five months up until the next expansion, PCUs dropped by 20%. Just because we saw a similar pattern in 2013 does not mean that Incarna was not disastrous in terms of how many we lost and how quickly.
I'm not saying it didn't cause a big drop, I'm simply saying that the drop we've seen this year, while they are focussing on fixing sov mechanics, we've seen a much bigger drop than Incarna (which also wasn't a PvE expansion).

Honestly, with the amount of people that engage in PvE, I don't think an improvement to PvE mechanics would be a bad thing.


I actually agree as well. We all have to make isk in some way to provide for the other activities. Doing random generator missions that follow a core: x pirate type + y number of waves + z level of difficulties + alpha random events (neuts, webs, scramming frigs, ghost site timer, remote repping logistics[T1 and T2 versions]) + beta random events (allied faction spawns [amarr mission spawns caldari NPC to help], 3rd party spawn [amarr mission spawns Serpentis NPC], elite faction spawn [drops faction loot but is very challenging, like 6/10-8/10 DED site boss], NPC triage carrier hotdrop [makes people have to bail and then come back with friends to finish the mission], etc = 1 very challenging, always new, completely engaging, can't be min/maxed easily mission.

Doing overhauls on all of the missions so that you have the current missions and a whole new set of the "same" mission. Giving both options would allow the casuals to still semi-AFK run missions and the people who get bored of the same old, same old an engaging experience, plus it will require group play in some instances.

--------------------------------------------------------::::::::::::--:::-----:::---::::::::::::--------------:::----------:::----:::---:::----------------------:::::::-------:::---:::----::::::-------------------:::-----------:::--:::----:::---------------------::::::::::::----:::::::----:::::::::::::-------

Lucas Kell
Solitude Trading
S.N.O.T.
#1371 - 2015-09-05 10:12:40 UTC
Tippia wrote:
Yes, but ignoring the fact that it is a peak that coincides with the introduction of a very particular type of content, and that this pattern matches what we know from other games, seems pretty sloppy.
I dunno, suggesting that the introduction of a single mechanic (which itself while a little unbalanced isn't too bad) is the reason that the game peaked after 8 years is a little sloppy, if not outright misdirection.

Tippia wrote:
…and you'll note that I'm not linking it to PvE. Or did you just skip that part while grasping for straws?
But you're saying it like Incusions are the only thing to do that, Almost every expansion on the old release cycle brought in a wave of new players which quickly dropped back off. It has nothing to do with the type of content, it's to do with fresh marketing campaigns.

Tippia wrote:
Only in terms of absolute numbers. While we've seen a pretty large drop in PCUs over the last few years, it is nowhere near the scope of what Incarna caused. Again, it was 20% over 5 months (and ye olde “unnamed inside sources” have suggested that actual subs increased at the same rate). Not even the drop following Odyssey — and it was significant — was that much, that quickly. Sure, overall since the (comparative) heyday of Crucible–Inferno–Retribution, we're down more, but it has also happened over a period of two years.
Incarna was one and done. It was a big burst of ragey people quitting and that was it. The problem with the current drop is that it's sustained, because people are genuinely losing interest. And it's not even done yet.

Tippia wrote:
Again, no-one is saying that it would be. I'm simply saying that it's not the panacea it is often described as — Incursion demonstrates this amply and horribly. In particular, we can compare this addition to what Apocrypha did: very similar in terms of what kind of ratting mechanics were added, but vastly different in how these mechanics were slotted into the larger EVE ecosystem.
Oh absolutely, and it has to be done right. Just jamming in any old change won't fix a thing. Hopefully they'll do all the drifter stuff right when they finally get it all out.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1372 - 2015-09-05 10:19:56 UTC
Yun Kuai wrote:
I actually agree as well. We all have to make isk in some way to provide for the other activities. Doing random generator missions that follow a core: x pirate type + y number of waves + z level of difficulties + alpha random events (neuts, webs, scramming frigs, ghost site timer, remote repping logistics[T1 and T2 versions]) + beta random events (allied faction spawns [amarr mission spawns caldari NPC to help], 3rd party spawn [amarr mission spawns Serpentis NPC], elite faction spawn [drops faction loot but is very challenging, like 6/10-8/10 DED site boss], NPC triage carrier hotdrop [makes people have to bail and then come back with friends to finish the mission], etc = 1 very challenging, always new, completely engaging, can't be min/maxed easily mission.

Doing overhauls on all of the missions so that you have the current missions and a whole new set of the "same" mission. Giving both options would allow the casuals to still semi-AFK run missions and the people who get bored of the same old, same old an engaging experience, plus it will require group play in some instances.
Personally I think thee main things are needed for missions.

First off, like you say, yeah, randomness. Every mission of the same name is the same, and that gets stale fast. Missions should vary in themselves, and even be made of random components, so you might have a mix of parts from different missions in it.

Secondly, mission escalations. Not like a normal escalation where you get faction spawns and whatnot, but like a second mission given to you in space when you finish the first. Like you have to blow up a structure, and sometimes a ship come out as it blows up and warps off, with your agent like "Hey! If you go after him I'll give you the following rewards (standard mission rewards, accept/decline)" which adds a second mission that you immediately warp to. Once done you go back and hand them both in.

Finally, failure states. It's possible for someone to rob you of your mission item, but that's it. There's no real way to fail a mission, only a way to have to cancel it. You should actually be able to fail, like have time limits or something you have to protect while fighting, and if you don't do it the mission actually fails. In some cases there could even be collateral you lose.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tippia
Sunshine and Lollipops
#1373 - 2015-09-05 10:51:17 UTC  |  Edited by: Tippia
Lucas Kell wrote:
I dunno, suggesting that the introduction of a single mechanic (which itself while a little unbalanced isn't too bad) is the reason that the game peaked after 8 years is a little sloppy, if not outright misdirection.
How is it sloppy, much less any kind of misdirection, when it is a distinct departure from what has happened up until that point; when it coincides with a new type of content that has not existed up until that point; when there is nothing else going on at the time to offer an alternate explanation; when it fits a pattern seen in other MMOs where this content and this behaviour is commonplace; and when it isn't actually the peak of the game?

Quote:
But you're saying it like Incusions are the only thing to do that, Almost every expansion on the old release cycle brought in a wave of new players which quickly dropped back off.
No, almost every expansion increased the number of players, which then settled at a new, higher level of activity — not as high as the peak during patch week, sure, but higher none the less. Incursion was the only expansion that had the standard patch hype rise, followed by a complete crash in activity to far lower levels than before. Arguably, not even Incarna did this, since it was already on the downward trend after Incursion.

Quote:
Oh absolutely, and it has to be done right. Just jamming in any old change won't fix a thing. Hopefully they'll do all the drifter stuff right when they finally get it all out.

And that's why the comparison between Incursion and Apocrypha is so telling: the same PvE mechanic, introduced in two radically different ways, in radically different environments, with radically different tie-ins to existing mechanics and social structures. One caused a boom; the other caused a bust.

If you get over your “onoz, don't blame PvE” knee-jerk reaction and study what Incursion actually did, nothing of what ensued actually becomes all that revolutionary or provocative. Now, arguably, Apocrypha caused a whole slew of other issues that had to be dealt with over a long period of time, but in the context of generating game activity, it is hard to beat to this day. Crucible comes close, but more due to the symbolism than to the actual content.
babyblue
Ascendance
Goonswarm Federation
#1374 - 2015-09-05 10:56:05 UTC
Lucas Kell wrote:

First off, like you say, yeah, randomness. Every mission of the same name is the same, and that gets stale fast. Missions should vary in themselves, and even be made of random components, so you might have a mix of parts from different missions in it.


Computer algorithms would create a large number of unique missions that to a first approximation were all exactly the same. The real solution to this problem is for CCP to produce an endless stream of new content using experts - artists, animators, designers. This is very time consuming and expensive for a studio and I expect that's why they don't do it.

At the moment the sandbox allows players to create their own missions. Unfortunately this mostly involves trying to gank or scam other players (in high sec - where new players enjoy their "content") and in null the idea seems to be to kiss butt on the undock with some jumped up little pinhead who wants you to sign a contract of employment before you warp. Even the reward of becoming an expert in some aspect of the game has been diluted and watered down over recent years.

I don't know what the solution is but I do know it probably involves playing another, completely different game.

Salvos Rhoska
#1375 - 2015-09-05 11:23:30 UTC  |  Edited by: Salvos Rhoska
Whats the purpose of changing how missions currently are, except as to make them more risky and competitive?
Increasing reward is out of the question.

I dont see how mission changes would improve player retention, both new and old.
Except perhaps if they were to involve more competetive interaction from other players.

As to HS Incursions, its become farmville.
Aside from removing them from HS altogether, I suggest greatly increasing CONCORD reaction times in HS Incursion systems, or some other limited engagement levity, so as to spur more PvP and competition for the spawns.

I used to advocate for removing CONCORD intervention in HS Incursion systems altogether, but that would be a bit unfair towards players trying to escape the system (as all denizens will, since their native activities are nerfed by the systemwide modifiers), as well as unwitting capsuleers transitting throughnit.

HS exploration is ok. I resisted the loot spew change, but nevermind. HS exploration income was nerfed so far that the activity doesnt need further changes, and adjusting the loot was the better optiin, as though exploration got marginally easier in other sectors, they atleast donso under perpetual risk anyways, and rewards are commensurate to that. HS combat exploration, however, could perhaps still use a loot drop rate nerf. I say this against my own interests, as I earn quite well (to my own standards) doing exactly this as well. Im ambivalent to the 5/10 escalations occassionally happening in HS. The rate of both the escalation, and its occurance in HS compounded, is reasonably low.

Static clockwork Ice fields irk me to no end in HS (though I too exploit this). I very much think these should be randomized spawn and/or require probing. Probably randomisation is sufficient.
Lucas Kell
Solitude Trading
S.N.O.T.
#1376 - 2015-09-05 11:39:52 UTC
Tippia wrote:
How is it sloppy, much less any kind of misdirection, when it is a distinct departure from what has happened up until that point; when it coincides with a new type of content that has not existed up until that point; when there is nothing else going on at the time to offer an alternate explanation; when it fits a pattern seen in other MMOs where this content and this behaviour is commonplace; and when it isn't actually the peak of the game?
There are other explanations though, like it's an 8 year old game and it's exhausted it's primary market, or that the mistakes of Incarna wee already taking an effect. Without concrete proof, I'm not going to accept that adding incursions was the cause of the dropoff. And like I said, spikes around expansions were not uncommon, regardless of their content.

Honestly though, I'm not sure what point you are trying to make here. Other than "grr themepark". What exactly is it you propose CCP do?

Tippia wrote:
No, almost every expansion increased the number of players, which then settled at a new, higher level of activity — not as high as the peak during patch week, sure, but higher none the less. Incursion was the only expansion that had the standard patch hype rise, followed by a complete crash in activity to far lower levels than before. Arguably, not even Incarna did this, since it was already on the downward trend after Incursion.
Uhhh, no. You're mixing two sets of behaviour. One is a natural increase in players that occurred even outside of expansion releases. This was already slowing down to a halt before Incursions. Then once the expansion hit there's a spike before it falls back to it's natural progression, which was down. You're simply seeing that at the time there was an expansion and blaming that for what is a natural decline of players in an old game which was then accelerated by the Incarna rage.

Tippia wrote:
And that's why the comparison between Incursion and Apocrypha is so telling: the same PvE mechanic, introduced in two radically different ways, in radically different environments, with radically different tie-ins to existing mechanics and social structures. One caused a boom; the other caused a bust.
By your own graph, Apocrypha caused the population growth to stall. Sure there was a single spike, but the averages are flat and that's mirrored by eve-offline.

Tippia wrote:
If you get over your “onoz, don't blame PvE” knee-jerk reaction and study what Incursion actually did, nothing of what ensued actually becomes all that revolutionary or provocative. Now, arguably, Apocrypha caused a whole slew of other issues that had to be dealt with over a long period of time, but in the context of generating game activity, it is hard to beat to this day. Crucible comes close, but more due to the symbolism than to the actual content.
There's no knee-jerk, I'm just looking at the wider picture rather than going "well that happened at about the same time so it must be the cause".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

babyblue
Ascendance
Goonswarm Federation
#1377 - 2015-09-05 11:40:09 UTC
Salvos Rhoska wrote:

I used to advocate for removing CONCORD intervention in HS Incursion systems altogether, but that would be a bit unfair towards players trying to escape the system (as all denizens will, since their native activities are nerfed by the systemwide modifiers), as well as unwitting capsuleers transitting throughnit.


I think the idea is to get more players, not lose the ones you have.
Lucas Kell
Solitude Trading
S.N.O.T.
#1378 - 2015-09-05 11:46:21 UTC
Salvos Rhoska wrote:
Whats the purpose of changing how missions currently are, except as to make them more risky and competitive?
Increasing reward is out of the question.

I dont see how mission changes would improve player retention, both new and old.
Except perhaps if they were to involve more competetive interaction from other players.
To make them more entertaining in themselves. We know a lot of people come here seeking PvE content and we know a lot of them get bored. That's not surprising because there's like 20 missions in total. If the mechanics were more varied, they would be a lot more entertaining and so help keep the attention of people who like that type of content. Rewards would likely need to change, some up some down. Rewards for actually doing missions rather than blitzing should be better, and incursions should be reduced. Risk in missions through both risk of loss and risk of failure should be increased too. Agents shoulldn't be so static either, people should have to move about from time to time rather than just having a static missioning system that they always deploy from.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Black Pedro
Mine.
#1379 - 2015-09-05 11:47:17 UTC
Salvos Rhoska wrote:
Whats the purpose of changing how missions currently are, except as to make them more risky and competitive?
Increasing reward is out of the question.

I dont see how mission changes would improve player retention, both new and old.
Except perhaps if they were to involve more competetive interaction from other players.

Yes, fixing missions has CCP between a rock and a hard place. If they make them "better" by being more dynamic, interesting and varied, then they will also be harder than the current crop of min/maxed static missions. There is no room to increase mission rewards, and even if they keep the reward the same, it will be an income nerf because the new missions will take longer to complete, and may also be riskier. There will be a flood of teeth gnashing from mission runners complaining how CCP has "ruined their game" and "nerfed their income" by upgrading the mission content.

You are about to see this phenomenon in regards to the Drifter Incursions. There is no way that the much harder Drifter Incursions can live along side the easier Sansha ones, or no one will ever run the new content. Thus CCP is going to have to remove the Sansha one from highsec, or nerf the Sansha income drastically, or no one will run the Drifters beyond the first few weeks for the novelty factor. Players are going to wail like babies having their candy taken away when CCP announces the end of the Sansha incursion even though they are getting new, shiney PvE content like they have been asking for.
Tippia
Sunshine and Lollipops
#1380 - 2015-09-05 11:57:14 UTC  |  Edited by: Tippia
Lucas Kell wrote:
There are other explanations though, like it's an 8 year old game and it's exhausted it's primary market, or that the mistakes of Incarna wee already taking an effect.
The first is disproven by the fact that it experienced growth after that. The second is put hugely into question by how it was still growing up until the expansion hit. The only difference is the expansion itself. Dismissing it as a cause is irrational.

The point I'm making is the one I've explained three times now: that Incursion is hard proof against the vague notion that “improved PvE” will help the game. Incursion was “improved PvE”; it hurt the game.

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Uhhh, no. You're mixing two sets of behaviour.
No. I'm comparing how Incursion was received compared to every other expansion up until that point. Incursion was unique in that it made the numbers go down — during an extended period — as opposed to continue trending upwards. They were trending upwards riiiiight up until the point Incursion hit, and then they headed downhill at an unprecedented rate.

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By your own graph, Apocrypha caused the population growth to stall.
Look again. There was a huge peak, yes, but then they went up pretty consistently up until the winter patch.

e: Ah, I see what you're missing. You're forgetting Unholy Rage and seeing this as a drop in general activity. No. Apocrypha was all growth. Even with Unholy rage, the rolling averages go up — you're just wrong about this one; accept it and move on.

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There's no knee-jerk
Yes there is. I'm pointing to a single PvE-focus expansion as a clear example of why “improved PvE” is not the ultimate answer, as some would suggest. You immediately took this as meaning I was blaming PvE. You are still doing so. It is as knee-jerk as can be, because you seem to be utterly incapable of separating one instance from a whole. That fallacy of composition that you were accused of earlier? You're still doing it. You then take this refusal and expand it to not wanting to look at what was actually going on, dismissing very clear patters and inventing nonsensical or factually incorrect ones just to make it all fit with the singular vision you want.