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How to fix eve for new players and increase eve population

First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#101 - 2015-08-30 20:00:15 UTC  |  Edited by: Teckos Pech
Dror wrote:
Teckos Pech wrote:

Quote:
As adoption progresses, the potential market declines and the sales level rises.

There's no "decline" in a game without a competitor. That quote explains consoles, because they're a platform that's being antiquated with every innovation. There being no competitor -- no innovation -- makes this "point" completely underwhelming. There are no other sandbox MMOs.

The whole model with, frankly, the whole argument and set of responses for it, are ham-fisted completely. Noted, there has been no actual definition for the model in this.. neither "imitation" nor "innovation". So, unless there is one, the whole discussion from this relies on making up definitions. So why imply understanding of the statements? Price is what it takes getting to any goal, analogous because the only goal of a console is getting the console and playing games. So it stands, that barrier of entry for any "first" goal (plausibly stats or relevancy in a niche) and the accessibility of goals beyond that are relevant for figuring out the quality of the game.

If an end product of "gameplay" is decent stats, is SP not ludicrous? If the further goal is playing multiple roles and classes well, does that not seem inaccessible? Obviously, recruiting for the game could have that recruit doing very little of their playstyle for as much as they're interested.

Quote:
The benefits of no SP include showing a 1 week sub how to 1v10. I'd like you to find an example where that's plausible with starter-level SP. That 1vAll playstyle is prevalent in videos, and it's a major example (for fresh subs) of a goal, because of the obvious blobbing trends.

Probably the most profound benefit of no SP is the "word-of-mouth" recruitment options. What if a movie star finds the game? What's the likelihood of being interested in a spaceship game that only allows frigates for the majority of beginner action? ..What about for flying anything? The more interesting design is the system with the most chance of being suggested after playing it. Even if the movie star can afford a character, the low chance of that also being plausible or interesting for the relevant "crew", whether acquaintances or social media followers, disincentivizes that chain reaction -- in other words, if there's nothing to talk about, there's nothing to recommend.


Market potential refers to the max numbers of people adopting the product.

If the maximum number is M, then as time goes by, the number of people left who have not adopted declines.

Seriously, read the article not just the parts I quoted or the abstract. You are making yourself look bad, by not understanding what you are quoting.

And, if you are now going to dismiss the entire article and even the Bass diffusion model because that article is for consoles you have to dismiss your earlier point about price based on the quote from that article.

Really, you are coming across very badly here. You googled Bass diffusion model and video games and got a hit, grabbed a quote you thought worked for you, then when I point your quote has a meaning very different than what you thought you want to chuck the baby and the bath water out the window.

All products have a life cycle. Eve is a product. Thus it has a life cycle. The Bass model, which applies just about everywhere, is basically a sigmoid function, an S-curve. Initially people sign up in droves--i.e. new players grow at an increasing rate, then we reach an inflection point and the growth curve becomes concave. Marketing can be done to influence things like the inflection point and maybe the total number of adopters (build who buy the product). But it wont change, in a qualitative sense, the shape of the curve.

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

8 Golden Rules for EVE Online

Dror
Center for Advanced Studies
Gallente Federation
#102 - 2015-08-30 21:17:19 UTC
Teckos Pech wrote:
*Drivel*

Stay on topic? If you can't explain how the model fits, then why reply? Saying that a video game, with no reason for decline (as is shown by any upset that the PCU is low), *should* have reason for decline (just because it's a product) is worthless.

Nothing's saying that the model is worthless, but if that's the draw, there's plenty of reason for saying so:

  • A game without SP, originally having it, is a fresh product (experience).

  • "The coefficient of innovation p is so called because its contribution to new adoptions does not depend on the number of prior adoptions."

  • The potential market ("often determined using marketing research, e.g., surveys") increases with openness and options.

  • "In the Bass Model each adopter is assumed to make one and only one adoption." (It's a subscription game.)

  • These either undermine the model or undermine much of what's listed in this thread as the model's applicability.

    "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.

    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #103 - 2015-08-30 23:06:56 UTC
    Dror wrote:
    Teckos Pech wrote:
    *Drivel*

    Stay on topic? If you can't explain how the model fits, then why reply? Saying that a video game, with no reason for decline (as is shown by any upset that the PCU is low), *should* have reason for decline (just because it's a product) is worthless.

    Nothing's saying that the model is worthless, but if that's the draw, there's plenty of reason for saying so:

  • A game without SP, originally having it, is a fresh product (experience).

  • "The coefficient of innovation p is so called because its contribution to new adoptions does not depend on the number of prior adoptions."

  • The potential market ("often determined using marketing research, e.g., surveys") increases with openness and options.

  • "In the Bass Model each adopter is assumed to make one and only one adoption." (It's a subscription game.)

  • These either undermine the model or undermine much of what's listed in this thread as the model's applicability.


    Point is you did not read the article and didn't know what you were talking about.

    And no, removing SP is not going to make the game a new product. In fact, you might find quite a few long time players bail. Eve is niche in that its player base is very involved in the game...they take it very seriously. When an article about micro transactions leaked to the public the response was hugely negative from the players.

    SP has never been a significant barrier to entry for the game. Also, all games have some sort of process for moving ahead. In games like World of Warcraft, World of Tanks, and War Thunder it is via playing the game and some sort of leveling. You don't start WoT for example and jump right into a tier 10 tank. You have to grind. You can pay RM to speed up that process, but you cannot skirt it entirely. CCP chose a more passive route, with skill training. Nice thing is you keep progressing even when you are not logged in and back in the old days you'd still acquire SP even if your account was inactive, it was called ghost training. CCP didn't like that because some people would set long skills then unsub, and when they got close to finishing that skill would resub.

    In Eve the primary area for grinding was in making ISK. But after a certain point even that becomes trivial for many players.

    The notion that this is going to "save" Eve or boost subscriptions or the like is rather dubious.

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

    8 Golden Rules for EVE Online

    Dror
    Center for Advanced Studies
    Gallente Federation
    #104 - 2015-08-31 00:00:20 UTC
    Teckos Pech wrote:
    Removing SP is not going to make the game a new product.

    So, first the model is practical; then the model is non-practical? Thus this statement is just speculation?

    Teckos Pech wrote:
    All games have some sort of process for moving ahead. In games like World of Warcraft, World of Tanks, and War Thunder it is via playing the game and some sort of leveling.

    Those are sandboxes? Actually, most of their content is leveling. Yet even WoW got a rise in subs after an expansion pack, and the idea of those being completely re-subscriptions is unfounded.

    "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.

    Zan Shiro
    Doomheim
    #105 - 2015-08-31 00:30:32 UTC
    Dror wrote:
    Teckos Pech wrote:
    Removing SP is not going to make the game a new product.

    So, first the model is practical; then the model is non-practical? Thus this statement is just speculation?

    Teckos Pech wrote:
    All games have some sort of process for moving ahead. In games like World of Warcraft, World of Tanks, and War Thunder it is via playing the game and some sort of leveling.

    Those are sandboxes? Actually, most of their content is leveling. Yet even WoW got a rise in subs after an expansion pack, and the idea of those being completely re-subscriptions is unfounded.



    Its not unfounded. Bliizzard knows full well they get re-sub surges on new expansions. then months later....they hemorrhage subs as many players "beat" the expansion, say I have raided till I puked, reached new max level and done it all and leave. You see the WoW is dying threads quite regularly if you look around. Usually on other gaming forums when those zealots are trying to make their game seem better. Always comes in the midtime between expansions.

    Then after new expansions...Wow is alive again. these aren't new subs exclusively. Its game fade effect. I work with quite a few people who do this. Play the crap out of expansions, get bored, leave game and say see you next expansion blizzard.



    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #106 - 2015-08-31 01:16:34 UTC
    Zan Shiro wrote:
    Dror wrote:
    Teckos Pech wrote:
    Removing SP is not going to make the game a new product.

    So, first the model is practical; then the model is non-practical? Thus this statement is just speculation?

    Teckos Pech wrote:
    All games have some sort of process for moving ahead. In games like World of Warcraft, World of Tanks, and War Thunder it is via playing the game and some sort of leveling.

    Those are sandboxes? Actually, most of their content is leveling. Yet even WoW got a rise in subs after an expansion pack, and the idea of those being completely re-subscriptions is unfounded.



    Its not unfounded. Bliizzard knows full well they get re-sub surges on new expansions. then months later....they hemorrhage subs as many players "beat" the expansion, say I have raided till I puked, reached new max level and done it all and leave. You see the WoW is dying threads quite regularly if you look around. Usually on other gaming forums when those zealots are trying to make their game seem better. Always comes in the midtime between expansions.

    Then after new expansions...Wow is alive again. these aren't new subs exclusively. Its game fade effect. I work with quite a few people who do this. Play the crap out of expansions, get bored, leave game and say see you next expansion blizzard.


    New expansions is not the same thing as say removing all leveling. What if there was a new expansion, you came back and found leveling did nothing for you, you got everything right up front that leveling normally gives you. Would you stay for a bit then never, ever come back?

    What about the Eve community. They are very involved in the game, much more so than your typical WoW player. Has the Blizzard CEO ever written anything like this?

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

    8 Golden Rules for EVE Online

    Dror
    Center for Advanced Studies
    Gallente Federation
    #107 - 2015-08-31 01:58:41 UTC
    Zan Shiro wrote:
    Its not unfounded. Bliizzard knows full well they get re-sub surges on new expansions. then months later....they hemorrhage subs as many players "beat" the expansion, say I have raided till I puked, reached new max level and done it all and leave. You see the WoW is dying threads quite regularly if you look around. Usually on other gaming forums when those zealots are trying to make their game seem better. Always comes in the midtime between expansions.

    Then after new expansions...Wow is alive again. these aren't new subs exclusively. Its game fade effect. I work with quite a few people who do this. Play the crap out of expansions, get bored, leave game and say see you next expansion blizzard.

    Yet there are 900 million in the PC gaming demographic.

    http://www.forbes.com/sites/jasonevangelho/2014/04/28/as-global-pc-game-revenue-surpasses-consoles-how-long-should-console-makers-keep-fighting/

    Teckos Pech wrote:
    What if there was a new expansion, you came back and found leveling did nothing for you, you got everything right up front that leveling normally gives you. Would you stay for a bit then never, ever come back?

    For EvE, getting items is still gameplay.

    It's basically asking about the idea that's already posted (and relevant with a diffusion discussion) -- the fresh options for advertising through social media, and how plausibly close this causes communities to come together is refreshing. The game should match that potential.

    "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.

    Duke Morgan-Elite
    State War Academy
    Caldari State
    #108 - 2015-09-09 00:22:33 UTC
    For me the most daunting is to wait for the 20 days skill to finish.
    What about letting people fly any ship with any module, straight away, or with some minor training times and you will then learn skills as you use ships and modules which will take you roughly same or faster and leave old training system for people that can not play game too often so that they can catch up too?
    Zan Shiro
    Doomheim
    #109 - 2015-09-09 02:53:42 UTC
    Duke Morgan-Elite wrote:
    For me the most daunting is to wait for the 20 days skill to finish.
    What about letting people fly any ship with any module, straight away, or with some minor training times and you will then learn skills as you use ships and modules which will take you roughly same or faster and leave old training system for people that can not play game too often so that they can catch up too?



    Because you are penalizing people with lives in that case. This is one of eve's features liked by many players. We aren't penalized because we shaved the neck beard, moved out of the parent's basement and do not have rosey palm and her five sisters as our only source of companionship at night.

    Eve made the decision long ago to not be play for "xp". It was done in beta iirc....and people ran a train on it.

    As has been beat to death....its easily abusable. My dream setup with "sp" for using stuff.

    Wake up alt account I have. they set up POS on 1 char on that account. I dec them with another char....and got to town running a training pos. As in I commence to shoot that POS all day long. then rep it, and do other things all in interest of farming use based xp.

    This is abusing the system. I am technically doing something "active. Fact I'd I'd fire this up before I went to bed, go to work next day and never by the computer is immaterial in this case. I "actively" run this for hours while not even playing....and see what I get when I come home next day. Before you mention it, I am oceanic/asia TZ. DT won't reset me. I see DT come and go 2000 my local. So this fires up real easy for 23 hours straight if needed. No alarm clock needed.


    Logi RR used would ofc be smallest ones that got me cap stable perma-run. POs bash by drones....have a few drones skills that need the love on some chars for sure. In addition to other skills. Like turn on a tank mod, lazily run perma-run prop mod for navi skills.....
    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #110 - 2015-09-09 03:40:01 UTC
    Duke Morgan-Elite wrote:
    For me the most daunting is to wait for the 20 days skill to finish.
    What about letting people fly any ship with any module, straight away, or with some minor training times and you will then learn skills as you use ships and modules which will take you roughly same or faster and leave old training system for people that can not play game too often so that they can catch up too?


    So you have to wait 20 days for the skill to finish or log in every day for 2, 3, 4, or more hours a day for 20 days to get that skill....the latter is awesome, while the former sucks? Okay....Roll

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

    8 Golden Rules for EVE Online

    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #111 - 2015-09-09 03:46:20 UTC
    Dror wrote:


    Teckos Pech wrote:
    What if there was a new expansion, you came back and found leveling did nothing for you, you got everything right up front that leveling normally gives you. Would you stay for a bit then never, ever come back?

    For EvE, getting items is still gameplay.

    It's basically asking about the idea that's already posted (and relevant with a diffusion discussion) -- the fresh options for advertising through social media, and how plausibly close this causes communities to come together is refreshing. The game should match that potential.


    Actually, no. I don't care about super spiffy items. I run whatever my alliance doctrines call for and while they do periodically go for faction items it is nothing horribly expensive (50 million is usually the limit). Why? Because I expect to lose that **** in the first battle, if I don't....gravy.

    Eve is not like WoW or wherever you came from. Getting purple/blue/etc. doesn't mean much to many, many pilots. That is the fine point you need to get your head around. Hell, there was a time people used to play self-destruct games with their blinged out supers, trying to stop it as close as possible to ooops. Eve is different...it is a niche game.

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

    8 Golden Rules for EVE Online

    Dror
    Center for Advanced Studies
    Gallente Federation
    #112 - 2015-09-09 10:30:05 UTC  |  Edited by: Dror
    Teckos Pech wrote:
    Duke Morgan-Elite wrote:
    For me the most daunting is to wait for the 20 days skill to finish.
    What about letting people fly any ship with any module, straight away, or with some minor training times and you will then learn skills as you use ships and modules which will take you roughly same or faster and leave old training system for people that can not play game too often so that they can catch up too?


    So you have to wait 20 days for the skill to finish or log in every day for 2, 3, 4, or more hours a day for 20 days to get that skill....the latter is awesome, while the former sucks? Okay....Roll

    If the point is that the training is ludicrous, why strawman so much? One main point is removing SP completely.

    Teckos Pech wrote:
    faction items

    This is being pulled from nowhere, as the post it's replying on literally just says "items", so..

    --

    Learning is made worthless by gating. Is that not a problem for interest and reward? Is the game seeming shallow and with very little to do not inherently because of the progression? SP is either effecting a fresh sub's choice positively or it is negatively effecting the likelihood of that sub. Golly, it seems like having few options for a sandbox game might seem a deterrant.

    "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.

    ISD Decoy
    ISD Community Communications Liaisons
    ISD Alliance
    #113 - 2015-09-09 16:57:03 UTC
    Reminder:

    Quote:
    15. Bumping outside the EVE Marketplace and Alliance & Corporation Recruitment channels is prohibited.

    The bumping of posts to alter the order of the thread listing on a forum is prohibited outside the EVE Marketplace and Alliance & Corporation Recruitment forum channels. Within the EVE Marketplace section of the forums, each forum category has its own rules regarding acceptable bumping for sales threads clearly listed in the stickies.

    ISD Decoy

    Captain

    Community Communication Liaisons (CCLs)

    Interstellar Services Department

    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #114 - 2015-09-09 18:28:13 UTC
    Dror wrote:
    Teckos Pech wrote:
    Duke Morgan-Elite wrote:
    For me the most daunting is to wait for the 20 days skill to finish.
    What about letting people fly any ship with any module, straight away, or with some minor training times and you will then learn skills as you use ships and modules which will take you roughly same or faster and leave old training system for people that can not play game too often so that they can catch up too?


    So you have to wait 20 days for the skill to finish or log in every day for 2, 3, 4, or more hours a day for 20 days to get that skill....the latter is awesome, while the former sucks? Okay....Roll

    If the point is that the training is ludicrous, why strawman so much? One main point is removing SP completely.

    Teckos Pech wrote:
    faction items

    This is being pulled from nowhere, as the post it's replying on literally just says "items", so..

    --

    Learning is made worthless by gating. Is that not a problem for interest and reward? Is the game seeming shallow and with very little to do not inherently because of the progression? SP is either effecting a fresh sub's choice positively or it is negatively effecting the likelihood of that sub. Golly, it seems like having few options for a sandbox game might seem a deterrant.


    There is only a problem of “very little to do” if you are here to play the game solo. This is a game where having friends is always a benefit in terms of having something to do in the game irrespective of SP. This is not a game that is particularly ideal for the solo player (note by solo I don’t mean solo PvP, but where you play the game as if everyone else was an NPC—i.e. you rarely, if ever, interact with them).

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

    8 Golden Rules for EVE Online

    Dror
    Center for Advanced Studies
    Gallente Federation
    #115 - 2015-09-09 19:02:00 UTC
    Teckos Pech wrote:
    There is only a problem of “very little to do” if you are here to play the game solo. This is a game where having friends is always a benefit in terms of having something to do in the game irrespective of SP. This is not a game that is particularly ideal for the solo player (note by solo I don’t mean solo PvP, but where you play the game as if everyone else was an NPC—i.e. you rarely, if ever, interact with them).

    Except this is a game, and can and should be played as one even if the corp comms are empty.

    Yet there's apparently no rebuttal for the idea that learning and progression being deterred is probably *detrimental* for an experience that is advertised as open and free.

    "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.

    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #116 - 2015-09-10 00:14:36 UTC
    Dror wrote:
    Teckos Pech wrote:
    There is only a problem of “very little to do” if you are here to play the game solo. This is a game where having friends is always a benefit in terms of having something to do in the game irrespective of SP. This is not a game that is particularly ideal for the solo player (note by solo I don’t mean solo PvP, but where you play the game as if everyone else was an NPC—i.e. you rarely, if ever, interact with them).

    Except this is a game, and can and should be played as one even if the corp comms are empty.

    Yet there's apparently no rebuttal for the idea that learning and progression being deterred is probably *detrimental* for an experience that is advertised as open and free.


    You are arguing to change the game in a fundamental way to benefit a very tiny portion of the player base. The lack of SP might be there to foster group play...groups getting together to overcome their deficiencies as individual players and create something greater than the sum of the parts....like build a space empire. Then having those space empires go to war with each other, with politics and economics and all that.

    Did this even occur to you?

    And what about game balance issues? If every player has every ship and module open to them in the blink of an eye you might see things become wildly unbalanced as well. I have 3 accounts, I could put a third pilot into the anomalies ratting away in a maxed out AFKtar fit....heck carriers if I wanted too. For me my ISK creation would go up 33%. Could we see the amount of ISK entering the in game economy going up dramatically? Have you thought about the effects of a substantial increase in ISK creation?

    Seriously, have you thought about the effects of your idea at all beyond, "I want my toys now!" level of thinking?

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

    8 Golden Rules for EVE Online

    Dror
    Center for Advanced Studies
    Gallente Federation
    #117 - 2015-09-10 12:40:25 UTC
    Teckos Pech wrote:
    SP might be there to foster group play...groups getting together to overcome their deficiencies as individual players and create something greater than the sum of the parts....like build a space empire.

    This has been posted somewhere: "Doesn't, plausibly, a large group of fresh characters having powerful ships find that option.. of aggressing sov? Yet barely so if they only have frigates and limited stats?" Hence, "subs are an SP problem, because the game seeming fun is an SP problem."

    Teckos Pech wrote:
    Alts

    There's already a system that limits the amount of clients, but it's for limiting trials.

    Yet, with the amount of risk in the game, rewards balance out -- including through supply and demand. If there's more demand, supply not only has to match that; but supply can also set the cost of the niche. Also, more targets (for whatever playstyle) is more content. Even in this quoted reply, the implication is that there would be more ships in space if any option is open.

    "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.

    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #118 - 2015-09-10 21:40:38 UTC  |  Edited by: Teckos Pech
    Dror wrote:
    Teckos Pech wrote:
    SP might be there to foster group play...groups getting together to overcome their deficiencies as individual players and create something greater than the sum of the parts....like build a space empire.

    This has been posted somewhere: "Doesn't, plausibly, a large group of fresh characters having powerful ships find that option.. of aggressing sov? Yet barely so if they only have frigates and limited stats?" Hence, "subs are an SP problem, because the game seeming fun is an SP problem."

    Teckos Pech wrote:
    Alts

    There's already a system that limits the amount of clients, but it's for limiting trials.

    Yet, with the amount of risk in the game, rewards balance out -- including through supply and demand. If there's more demand, supply not only has to match that; but supply can also set the cost of the niche. Also, more targets (for whatever playstyle) is more content. Even in this quoted reply, the implication is that there would be more ships in space if any option is open.


    Oh FFS....who said anything about guys only in frigates carving out a space empire. Fleets need people in a variety of ships, some require lots of SP, others do not. By bringing in new players to fly the lower SP requirement ships it can free up a higher SP pilot to go into a more beneficial ship for the fleet like logistics or a DPS ship.

    And with the changes in Sov alliances that turn their noses up to new players....look their **** is on fire. They have a whine thread about it as well. And one of the complaints is that it is caused by a bunch of guys in cheap ass frigates.

    The point is, growing and bringing in new people to NS and training them up is much more a thing, even with groups that previously rather insular. Maybe not everybody, but getting more people in each system is a good idea. Even if they can only fly a cheap ass frig with an entosis link.

    Edit:

    As for ISK entering the game it is something CCP watches rather carefully, a sudden surge in ISK creation could lead to widespread inflation like it has in the past and then those new players and even not so new players will find that they have to grind longer and longer to get all those ships they don't have to train for anymore.

    Seriously, we get it. You want your toys now. The answer is grow up.

    And you are a fool if you think supply is going to change. Inflation having real effects are predicated on the following; people having more ISK in their wallets means that demand shifts outwards and the higher prices induce an increase in output--supply shifts out we well. However, this assumes that those players suffer from money illusion. In the end when people wake up and realize it is just inflation you do NOT get more output simply higher prices. This actually happened in the 1970s with stagflation where the policy response to high unemployment was to increase inflation based on the Phillips curve unemployment/inflation trade curve. Problem is it rested on money (aka price) illusion. Once people caught on we had higher prices and higher unemployment. In macroeconomic theory it lead researches to turn to back to microeconomics and build what was known as microfoundations into the macro models--i.e. people will not be fooled by price illusion (at least not for very long) and when they are no longer fooled the Phillips curve goes vertical and increasing inflation does nothing to unemployment. So solve the problem of high inflation and unemployment in the U.S. the Federal Reserve raised interest rates very, very high causing a steep recession.

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

    8 Golden Rules for EVE Online

    Dror
    Center for Advanced Studies
    Gallente Federation
    #119 - 2015-09-11 12:04:37 UTC
    Teckos Pech wrote:
    Oh FFS....who said anything about guys only in frigates carving out a space empire.

    So, there's one limitation. There are plenty more. "Would Freelancer be as acclaimed if it had a ludicrous SP system?" Why is that? Why does it seem like there is no flock of subs for the only sandbox MMO? The most obvious answer is that it plays very little like one.

    Logic would dictate that "subs are an SP problem, because the game seeming fun is an SP problem".

    Source: https://www.reddit.com/r/Eve/comments/3bf0ro/eves_loggedin_player_numbers/

    "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.

    Rivr Luzade
    Coreli Corporation
    Pandemic Legion
    #120 - 2015-09-11 12:45:45 UTC
    The assumptions in this picture are ludicrous. You can fly cruisers and BC well within the first week. You can even sit in a BS after the first week.

    The problem is that "Sitting in a ship" and "Piloting a ship" are 2 fundamentally different things. You can solve the first with less SP requirements, but ultimately make the second all the more grave and discouraging. Herpderping a BS into Low sec and go down in flames at the first gate is one thing, doing what people like suitonia do with the Geddon or similar pilots is a completely different activity. The first thing, you can do after a week or two and it does not require a lot of skill training. If this is what people are after, they can already do it. True pilot mastery of ships, however, require a lot more skill training and personal experience that no SP giveaway can accomplish.

    Comparing EVE to all these casual games is also a huge fallacy. These games are specifically set-up to cater to casual players. They have absolutely no long-term goals beyond ranking up and getting most kills. There is no long-term impact of your actions on the game. EVE has a completely different set-up. EVE is long-term oriented and is more a hobby than a mere game. You cannot just get in, do stuff and get out again (in particular not in Sov Null sec and W-Space). EVE sure has its casual elements (FW plexes, Missions, player-created public fleets (although even they require some preparation as you need to be at their starting place to participate)) but overall EVE is oriented towards long-term commitment and gameplay.

    People in that picture also lament about lack of contact and communication with other new players. If people find this a problem, they need to do something about this. E-Uni, Brave, PH, KF and things like Spectre and Ganked are some first steps, but if people want more, they need to force CCP to think about way how to promote and support this. However, most people are just not interested in new players. It is apparently very rare these days to find a new player coming into the game with an open attitude and expectations that allows them to progress and make teaching them an enjoyable task. Most new players rather seem to be dickheads wanting to fly a BS perfectly after day 2 and get all upset when someone explains them that this is not how things work here and what you can do with smaller ships instead.

    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.