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How would EVE break if we removed skills altogether?

First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#461 - 2015-10-12 18:45:12 UTC
Dror wrote:
Tyberius Franklin wrote:
You explicitly linked the PCU to the skill system. That makes evidence to support that link specifically necessary in the presence of other potential factors. One such piece of evidence might be a concentration of unsubs with lower SP, but you'd be hard pressed to overturn the obvious fact that Eve has had all of the growth it's ever had with the skill system in play.

And yes, there is very much an issue with the exasperation of wealth due to new players not having the resources of older players who themselves would likely be increasing their material demand to meet their higher capabilities, further compounded by multi account holding. Their ability to generate isk doesn't increase radically in their noob ship by having more SP.

Lastly, again, others find new subs effective from day one. That you don't is a personal issue, and not worthy of a game change of this magnitude.

This post set up the idea that accounts subbed is a valid statistic for evidencing the status quo of the SP system and its motivational factors. The simple reply is that if subs, a number that is unavailable, are evidence of the sustaining potential of SP, then every unsub is equal evidence for its negativity. In fact, though, both are logically invalid as Appeal to Extremes. Refute 1. The contrast is made that saying SP is motivating and sustaining is of little obviousness with a declining PCU. If it was so helpful for developing motivational factors, the PCU could remain steady from fresh subs replacing vets, etc.

"Capability without competence is unhelpful"? Prove it. What does that make incapability without competence? How do you prove SP, as an extrinsic reward, is helpful against the completely opposite research results and theories -- and even CCP -- saying that extrinsic reward is detrimental for initiative?

How is productivity effected by non-restrictions? There are still the same free ships and ISK from the tutorial missions, which very simply allow just mining in a Venture until affording something of similar scale (beyond their already-obtained, starter ship set). If that's market investment, that's fine. There's nothing inherently limiting about non-restricted SP. Yet, it would seem the fresh sub's power to generate ISK would increase by a great margin because of the market and margin-trading skill bonuses.. as well as increased processing efficiency (for a very simple, example trend).

That some corps "find fresh subs effective" is neither conclusive evidence of SP's helpfulness, nor a logical response to how effective subs could be without limitations. As stated, their increased performance potential is a direct line to a fleet comp that's more deep than that of a role they have no business as.

Digressing, if "unrestrictions exasperate the economical problems of newbies", there's no logical reason for it -- they have an increased potential for making ISK.. which is literally as simple, of an example, as increased mining efficiency because of those skills now being at V. By your logic of "reduced economic potential leading to less competence and thus less actually capable usage and procurement of specialized tools", their increased (e.g. mining) efficiency leads to more competence and capable usage and procurement of specialized tools. Refutement 2.

If these are refuted, the problem of "qualitative negatives" has disappeared. Again, fresh subs are more effective than they would be, with more options leading to more exploration and more potential for creativity.


Still leaping to conclusions and piling up conjectures.

That post you reference does not say what you are claiming. Tyberius was responding to your statement about frigates being enough to keep people motivated. Apparently the answer was generally yes since lots of people downloaded the game and did exactly that (e.g. me, everyone in my corp, every one currently logged into the game right now). Your attempt to link people unsubbing to the skill system is just speculation. I have known people who have (most likely) unsubbed and oddly enough they had way more SP than I did when they stopped showing up in game. So was it due to SP and limitations SP put on them? I doubt it. So your conclusion that an account that unsubscribes must be evidence of the negative impact of the skill system just does not follow.

"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
#462 - 2015-10-12 18:54:48 UTC
Teckos Pech wrote:
Still leaping to conclusions and piling up conjectures.

That post you reference does not say what you are claiming. Tyberius was responding to your statement about frigates being enough to keep people motivated. Apparently the answer was generally yes since lots of people downloaded the game and did exactly that (e.g. me, everyone in my corp, every one currently logged into the game right now). Your attempt to link people unsubbing to the skill system is just speculation. I have known people who have (most likely) unsubbed and oddly enough they had way more SP than I did when they stopped showing up in game. So was it due to SP and limitations SP put on them? I doubt it. So your conclusion that an account that unsubscribes must be evidence of the negative impact of the skill system just does not follow.

Black. And. White. Fallacies.

There are obviously reasons beyond "frigates are fine" that keep subs playing the game. Corps, buddies, extra dosh, and just indifferent curiosity are some of those. If you have something to refute, please do so. The points stand.. and could until they're evidenced against with something concrete. So, how about actually contributing to the conversation?

"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
#463 - 2015-10-12 19:37:38 UTC
Dror wrote:
Teckos Pech wrote:
Still leaping to conclusions and piling up conjectures.

That post you reference does not say what you are claiming. Tyberius was responding to your statement about frigates being enough to keep people motivated. Apparently the answer was generally yes since lots of people downloaded the game and did exactly that (e.g. me, everyone in my corp, every one currently logged into the game right now). Your attempt to link people unsubbing to the skill system is just speculation. I have known people who have (most likely) unsubbed and oddly enough they had way more SP than I did when they stopped showing up in game. So was it due to SP and limitations SP put on them? I doubt it. So your conclusion that an account that unsubscribes must be evidence of the negative impact of the skill system just does not follow.

Black. And. White. Fallacies.

There are obviously reasons beyond "frigates are fine" that keep subs playing the game. Corps, buddies, extra dosh, and just indifferent curiosity are some of those. If you have something to refute, please do so. The points stand.. and could until they're evidenced against with something concrete. So, how about actually contributing to the conversation?


No. You are assuming the answer.

Hypothesis: Skill points are driving away subscriptions.

Assumption: Skill points are driving away subscriptions.

Proof:

See the assumption.

Q.E.D.

Yes, there are other reasons than "frigates are fine"....but that is true for why people unsub too.

You have, literally, just shot down your attempt to label my post a logical fallacy. Impressive. 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

Aerasia
Republic University
Minmatar Republic
#464 - 2015-10-12 19:50:47 UTC
Teckos Pech wrote:
(e.g. me, everyone in my corp, every one currently logged into the game right now).
Which represents a small portion of the people who sub to EVE. By CCP's own numbers 50% people who pay for a sub leave before they can even 'level a Raven'. 40% of people sit on the SP treadmill until their Raven is leveled and then leave.

"XXX is fine because my vanishingly small minority of corp members are cool with it" isn't very convincing.
Teckos Pech
Hogyoku
Goonswarm Federation
#465 - 2015-10-12 19:52:19 UTC
Aerasia wrote:
Teckos Pech wrote:
(e.g. me, everyone in my corp, every one currently logged into the game right now).
Which represents a small portion of the people who sub to EVE. By CCP's own numbers 50% people who pay for a sub leave before they can even 'level a Raven'. 40% of people sit on the SP treadmill until their Raven is leveled and then leave.

"XXX is fine because my vanishingly small minority of corp members are cool with it" isn't very convincing.


Yes, and it is all because of skill points. Nice post Kreskin. 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

Dror
Center for Advanced Studies
Gallente Federation
#466 - 2015-10-12 19:59:20 UTC
Teckos Pech wrote:
Dror wrote:
Teckos Pech wrote:
Still leaping to conclusions and piling up conjectures.

That post you reference does not say what you are claiming. Tyberius was responding to your statement about frigates being enough to keep people motivated. Apparently the answer was generally yes since lots of people downloaded the game and did exactly that (e.g. me, everyone in my corp, every one currently logged into the game right now). Your attempt to link people unsubbing to the skill system is just speculation. I have known people who have (most likely) unsubbed and oddly enough they had way more SP than I did when they stopped showing up in game. So was it due to SP and limitations SP put on them? I doubt it. So your conclusion that an account that unsubscribes must be evidence of the negative impact of the skill system just does not follow.

Black. And. White. Fallacies.

There are obviously reasons beyond "frigates are fine" that keep subs playing the game. Corps, buddies, extra dosh, and just indifferent curiosity are some of those. If you have something to refute, please do so. The points stand.. and could until they're evidenced against with something concrete. So, how about actually contributing to the conversation?


No. You are assuming the answer.

Hypothesis: Skill points are driving away subscriptions.

Assumption: Skill points are driving away subscriptions.

Proof:

See the assumption.

Q.E.D.

Yes, there are other reasons than "frigates are fine"....but that is true for why people unsub too.

You have, literally, just shot down your attempt to label my post a logical fallacy. Impressive. Roll

There are plenty of statements in posts, backed with research. Feel free to actually negate anything claimed or stated, especially about motivation. "SP is an extrinsic reward", etc., and the correlation is clear.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#467 - 2015-10-12 20:23:15 UTC
Aerasia wrote:
Teckos Pech wrote:
(e.g. me, everyone in my corp, every one currently logged into the game right now).
Which represents a small portion of the people who sub to EVE. By CCP's own numbers 50% people who pay for a sub leave before they can even 'level a Raven'. 40% of people sit on the SP treadmill until their Raven is leveled and then leave.

"XXX is fine because my vanishingly small minority of corp members are cool with it" isn't very convincing.
Every player who subbed, even if they didn't stay beyond the first sub, found enough engagement at that level to pay to continue playing for whatever reason.

Also in personal experience there are plenty of reasons to leave not related to skills as this game isn't everyone's cup of tea.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#468 - 2015-10-12 20:26:55 UTC
Dror wrote:
There are plenty of statements in posts, backed with research. Feel free to actually negate anything claimed or stated, especially about motivation. "SP is an extrinsic reward", etc., and the correlation is clear.
Feel free to point to any specific piece of evidence that hypothesizes Eve having a skill system is a demotivator. Not your interpretation of motivational theory, but actual correlation of evidence related to this game that states what you are claiming.

Or barring that, evidence directly stating character progressions systems are detrimental to engagement.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#469 - 2015-10-12 21:18:21 UTC
Tyberius Franklin wrote:
Dror wrote:
There are plenty of statements in posts, backed with research. Feel free to actually negate anything claimed or stated, especially about motivation. "SP is an extrinsic reward", etc., and the correlation is clear.
Feel free to point to any specific piece of evidence that hypothesizes Eve having a skill system is a demotivator. Not your interpretation of motivational theory, but actual correlation of evidence related to this game that states what you are claiming.

Or barring that, evidence directly stating character progressions systems are detrimental to engagement.


Skill, equipment, or character progression have been a central part of an overwhelming number of games over the years. I personally woild say that is pretty good evidence that the idea works. In EvE we have the luxury of character progression even when we can't log in.

The discussions I've seen about players staying/leaving because they fly frigs, cruisers or caps are clearly false. Many have posted already to that effect based upon their actual experience in game. I have known many players who have stayed, left and come back and rinse/repeat. These players have flown everything from frigates to super-caps. Others like myself have stayed for years on lower SP and yet have never touched anything bigger than a battleship. Yet I've done everything other than moon mining. SP has never stopped me from doing anything, when I wanted to do something I started on basics and worked up.

You will probably try to dismiss this as just my experience but many have posted the same thing here and in many of the othe SP threads. The links you post cannot have more value than the actual players in the game and their experiences.
Dror
Center for Advanced Studies
Gallente Federation
#470 - 2015-10-12 23:20:04 UTC
Tyberius Franklin wrote:
Aerasia wrote:
Teckos Pech wrote:
(e.g. me, everyone in my corp, every one currently logged into the game right now).
Which represents a small portion of the people who sub to EVE. By CCP's own numbers 50% people who pay for a sub leave before they can even 'level a Raven'. 40% of people sit on the SP treadmill until their Raven is leveled and then leave.

"XXX is fine because my vanishingly small minority of corp members are cool with it" isn't very convincing.
Every player who subbed, even if they didn't stay beyond the first sub, found enough engagement at that level to pay to continue playing for whatever reason.

Also in personal experience there are plenty of reasons to leave not related to skills as this game isn't everyone's cup of tea.

So, what's being said is that a relatively small percentage of the PC gaming demographic (some 900M) has found enough engagement to keep a sub?

Tyberius Franklin wrote:
Feel free to point to any specific piece of evidence that hypothesizes Eve having a skill system is a demotivator. Not your interpretation of motivational theory, but actual correlation of evidence related to this game that states what you are claiming.

Or barring that, evidence directly stating character progressions systems are detrimental to engagement.

Could it be admitted that motivation deals with "inherent growth tendencies and innate psychological needs"? Why would CCP suggest such an apparently common topic for their design philosophy if it wasn't an objective set of parameters? "We should switch over motivation types, because X." That's a very clear statement.

The problem with denying this is that there are supposedly hundreds of studies supporting the set of ideas (also hinted at by CCP). The simplicity is, "I can get lost in this activity. I'm unconcerned about gaining something.. but am just enjoying it." That's a small, windowed explanation of "flow state" which is discussed in sports. School sports aren't initially played because there's payment.. but because it's fun. It might be suggested that the benefit of intrinsic motivation is trained as such, through repetition, but it's not as if those freshly learning sports are particularly interested in getting paid.

I could make analogies and correlations, but it seems interesting what the reply is already. Motivation theories state that they deal with objective fulfillment. The obvious ideas really are "choice, socialization, and mastery". They fulfill a reward system that's more permanent than what comes from the extrinsic. Preventing that is preventing lasting stories that would be initially set up by learning (and performance) 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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#471 - 2015-10-12 23:45:53 UTC  |  Edited by: Tyberius Franklin
Dror wrote:
So, what's being said is that a relatively small percentage of the PC gaming demographic (some 900M) has found enough engagement to keep a sub?
Which is to be expected of a niche FFA MMOPRG sandbox (especially of the subscription model which is falling out of favor). Games of that description have never really topped the MMO genre, with eve being the most successful recent example I'm aware of, recent being the last decade.

Edit: Also as stated, you need to prove that the skill system is the actual limiting factor, which cannot be done by looking at raw numbers of subs or PCU alone. No amount of stating the number of people in the game will have any meaning till you can prove the actual reason for it is the skill system.

Dror wrote:
Could it be admitted that motivation deals with "inherent growth tendencies and innate psychological needs"? Why would CCP suggest such an apparently common topic for their design philosophy if it wasn't an objective set of parameters? "We should switch over motivation types, because X." That's a very clear statement.
It's a clear statement, but not one that supports the idea of the removal of SP, thus doesn't satisfy the request. Your goal is to prove that progression was inherently bad for the user experience, not that other motivational factors exist.

Dror wrote:
The problem with denying this is that there are supposedly hundreds of studies supporting the set of ideas (also hinted at by CCP). The simplicity is, "I can get lost in this activity. I'm unconcerned about gaining something.. but am just enjoying it." That's a small, windowed explanation of "flow state" which is discussed in sports. School sports aren't initially played because there's payment.. but because it's fun. It might be suggested that the benefit of intrinsic motivation is trained as such, through repetition, but it's not as if those freshly learning sports are particularly interested in getting paid.
Which again, has no bearing in this discussion. What you are arguing has no parallel with the position you hold. That some intrinsic self satisfaction can be gained from a task does not evidence that progression systems are unengaging. It may evidence that they aren't necessary for some to engage, but doesn't prove them detrimental for that group either.

The best this argument does is create a neutral state for SP from the standpoint of motivation, and certainly not a negative.

Dror wrote:
I could make analogies and correlations, but it seems interesting what the reply is already. Motivation theories state that they deal with objective fulfillment. The obvious ideas really are "choice, socialization, and mastery". They fulfill a reward system that's more permanent than what comes from the extrinsic. Preventing that is preventing lasting stories that would be initially set up by learning (and performance) potential.
No stories are prevented, nor is any intrinsic goal prevented. Thus we have no issue with the skill system for these objections. Players have choice from the moment they get in game and the most important functions of that is what can be done as opposed to what can be used. This is especially true since restrictions on available tools can act as enhancers to a story or accomplishment.
Dror
Center for Advanced Studies
Gallente Federation
#472 - 2015-10-13 00:22:02 UTC  |  Edited by: Dror
Tyberius Franklin wrote:
Dror wrote:
So, what's being said is that a relatively small percentage of the PC gaming demographic (some 900M) has found enough engagement to keep a sub?
Which is to be expected of a niche FFA MMOPRG sandbox (especially of the subscription model which is falling out of favor). Games of that description have never really topped the MMO genre, with eve being the most successful recent example I'm aware of, recent being the last decade.

Edit: Also as stated, you need to prove that the skill system is the actual limiting factor, which cannot be done by looking at raw numbers of subs or PCU alone. No amount of stating the number of people in the game will have any meaning till you can prove the actual reason for it is the skill system.

Dror wrote:
Could it be admitted that motivation deals with "inherent growth tendencies and innate psychological needs"? Why would CCP suggest such an apparently common topic for their design philosophy if it wasn't an objective set of parameters? "We should switch over motivation types, because X." That's a very clear statement.
It's a clear statement, but not one that supports the idea of the removal of SP, thus doesn't satisfy the request. Your goal is to prove that progression was inherently bad for the user experience, not that other motivational factors exist.

Dror wrote:
The problem with denying this is that there are supposedly hundreds of studies supporting the set of ideas (also hinted at by CCP). The simplicity is, "I can get lost in this activity. I'm unconcerned about gaining something.. but am just enjoying it." That's a small, windowed explanation of "flow state" which is discussed in sports. School sports aren't initially played because there's payment.. but because it's fun. It might be suggested that the benefit of intrinsic motivation is trained as such, through repetition, but it's not as if those freshly learning sports are particularly interested in getting paid.
Which again, has no bearing in this discussion. What you are arguing has no parallel with the position you hold. That some intrinsic self satisfaction can be gained from a task does not evidence that progression systems are unengaging. It may evidence that they aren't necessary for some to engage, but doesn't prove them detrimental for that group either.

The best this argument does is create a neutral state for SP from the standpoint of motivation, and certainly not a negative.

Dror wrote:
I could make analogies and correlations, but it seems interesting what the reply is already. Motivation theories state that they deal with objective fulfillment. The obvious ideas really are "choice, socialization, and mastery". They fulfill a reward system that's more permanent than what comes from the extrinsic. Preventing that is preventing lasting stories that would be initially set up by learning (and performance) potential.
No stories are prevented, nor is any intrinsic goal prevented. Thus we have no issue with the skill system for these objections. Players have choice from the moment they get in game and the most important functions of that is what can be done as opposed to what can be used. This is especially true since restrictions on available tools can act as enhancers to a story or accomplishment.

So, it's a fine idea just relegating any plausibility and research to "it's just a niche"? That's unsatisfactory. The only reason for the increase of starter SP is that there is a problem.

Motivation is initiative. It's the beginning of creativity. If you don't get motivation, you can't really state what the goal is. If you don't correlate how motivation effects gameplay and engagement, there are no claims or predictions. You're saying nothing. You dismiss theories on the basic developments of skill and interest.. with no reply.. no research.

How can SP, as an extrinsic motivation, be helpful in contrast of the many claims that this is a negative trait?

"Science shows these ideas lead to better satisfaction." Seems pretty appropriate.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#473 - 2015-10-13 00:34:51 UTC
Dror wrote:
So, it's a fine idea just relegating any plausibility and research to "it's just a niche"? That's unsatisfactory. The only reason for the increase of starter SP is that there is a problem.
And that issue was dealt with. It's not the issue that you are suggesting it is though, else the increase in starting SP wouldn't make sense.

Dror wrote:
Motivation is initiative. It's the beginning of creativity. If you don't get motivation, you can't really state what the goal is. If you don't correlate how motivation effects gameplay and engagement, there are no claims or predictions. You're saying nothing. You dismiss theories on the basic developments of skill and interest.. with no reply.. no research.

How can SP, as an extrinsic motivation, be helpful in contrast of the many claims that this is a negative trait?
You haven't actually linked the skill system to a lack of motivation beyond your personal case and certainly haven't proven any pervasive relationship beyond that. You're also sidestepping the need to prove the SP system is bad by trying to shift to us the justification of why it is good, which we've already done.

Also, there are many people claiming in this thread that SP is a benefit to the game as a limiter preventing abuse and an engagement mechanism for becoming invested in a character. That you individually keep repeating your same circle of flawed logic doesn't give it more weight.

Dror wrote:
"Science shows these ideas lead to better satisfaction." Seems pretty appropriate.
Then show proof.
Dror
Center for Advanced Studies
Gallente Federation
#474 - 2015-10-13 00:55:19 UTC
Tyberius Franklin wrote:
Dror wrote:
So, it's a fine idea just relegating any plausibility and research to "it's just a niche"? That's unsatisfactory. The only reason for the increase of starter SP is that there is a problem.
And that issue was dealt with. It's not the issue that you are suggesting it is though, else the increase in starting SP wouldn't make sense.

Dror wrote:
Motivation is initiative. It's the beginning of creativity. If you don't get motivation, you can't really state what the goal is. If you don't correlate how motivation effects gameplay and engagement, there are no claims or predictions. You're saying nothing. You dismiss theories on the basic developments of skill and interest.. with no reply.. no research.

How can SP, as an extrinsic motivation, be helpful in contrast of the many claims that this is a negative trait?
You haven't actually linked the skill system to a lack of motivation beyond your personal case and certainly haven't proven any pervasive relationship beyond that. You're also sidestepping the need to prove the SP system is bad by trying to shift to us the justification of why it is good, which we've already done.

Also, there are many people claiming in this thread that SP is a benefit to the game as a limiter preventing abuse and an engagement mechanism for becoming invested in a character. That you individually keep repeating your same circle of flawed logic doesn't give it more weight.

Dror wrote:
"Science shows these ideas lead to better satisfaction." Seems pretty appropriate.
Then show proof.

Yet, if you can't provide logic for that SP is a helpful process, neither that it's the reason subs stay at all, what proof or claim are you even making? The whole of that, then, is just trying to hold a status quo you can't explain. Then you also couldn't explain the PCU decline? Then what benefit are these non-statements for the topic?

It's incredibly deflective. SP is no intrinsic motivator. There's no learning potential that comes specifically from it.. no mastery of what subs come for. This is just another way of saying, "Subs aren't getting the challenge for which they come." They don't get dropped in to "a game of depth and diversity", they get dropped in to a game of frigates. These are bold statements, and you can't refute them, that it somehow wouldn't deter interest in a game that seems like its bait-and-switching its feature list.. its news. Does it really affect the fantasy of a sandbox that subs get no "B-R"? Of course, that's no issue. They would just like an emergent experience where they can learn the game and show their crew how powerful they all can become.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#475 - 2015-10-13 01:45:22 UTC
Dror wrote:
Yet, if you can't provide logic for that SP is a helpful process, neither that it's the reason subs stay at all, what proof or claim are you even making? The whole of that, then, is just trying to hold a status quo you can't explain. Then you also couldn't explain the PCU decline? Then what benefit are these non-statements for the topic?

It's incredibly deflective. SP is no intrinsic motivator. There's no learning potential that comes specifically from it.. no mastery of what subs come for. This is just another way of saying, "Subs aren't getting the challenge for which they come." They don't get dropped in to "a game of depth and diversity", they get dropped in to a game of frigates. These are bold statements, and you can't refute them, that it somehow wouldn't deter interest in a game that seems like its bait-and-switching its feature list.. its news. Does it really affect the fantasy of a sandbox that subs get no "B-R"? Of course, that's no issue. They would just like an emergent experience where they can learn the game and show their crew how powerful they all can become.

Actually we did explain benefits of the SP system:

1) Greater ability to take risks with trusting new players, enabled by low SP helping to mitigate harm and early high focused training giving away alts with potentially nefarious purpose
2) Grater character level investment as a new alt with the same abilities as one with years of training is impossible, helping make social reputation and consequence factors that actually matter
3) Prevention of multi-account holders exasperating economic issues by preventing them from rolling multiple perfect multiboxing characters
4) Gaps in specific capabilities or efficiencies promoting socialization and cooperation
5) Shielding new players from catastrophic loss while learning the nature and rules of the game

I'm sure there are likely others, but these have been covered over the course of this thread that I'm aware of.

Also no, none of us can explain the PCU decline. Thus none of us can use it as a justification for our position. That includes you, and your attempts to use ours and your own complete uncertainty as some validation of your assumption that it's due to the skill system is wholly dishonest. If you want to use the PCU as proof YOU need to defend that evidence.

And no, SP isn't an intrinsic motivator, and has no need or obligation to be, thus it not being one is a wholly non-issue as it provides other benefits to the game. Even from the frigate level the game is diverse and emergent, thus there is no need to refute the idea hat new players start in frigates online. Even without SP they would start in frigates online due to starting assets and isk limitations. The continuing fundamental issue with your argument is that any freedom is exclusively defined by a toolset ad not the players creativity or ability with that toolset. I'd think a 1m SP capsuleer who can win a few classes up more "powerful" than a 100m SP capsuleer that whelps BSs, or one that can pull billions from meager resources on the market greater that one that's concerned with mining efficiencies personally.
Teckos Pech
Hogyoku
Goonswarm Federation
#476 - 2015-10-13 04:32:52 UTC
Tyberius Franklin wrote:

Also no, none of us can explain the PCU decline. Thus none of us can use it as a justification for our position. That includes you, and your attempts to use ours and your own complete uncertainty as some validation of your assumption that it's due to the skill system is wholly dishonest. If you want to use the PCU as proof YOU need to defend that evidence.


He needs to do more than some pretty obvious post hoc ergo propter hoc that is immediately obvious when one realizes that PCU was going up when skills for years...when the game had "gating".

"Gating" has been in the game all along, so a change in the trend of players online is probably not due to "gating". This is very basic reasoning. Yet Dror, through bizarre mental gymnastics tries to make this very case and then suggest anyone not swallowing this load of horseshit is somehow anti-logic, anti-evidence, and anti-reason.

"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
#477 - 2015-10-13 12:21:14 UTC
Teckos Pech wrote:
He needs to do more than some pretty obvious post hoc ergo propter hoc that is immediately obvious when one realizes that PCU was going up when skills for years...when the game had "gating".

That's still a black and white fallacy. Any game can have any amount of great or awful mechanics and still get played or not played.

You call out conjecture, but you have no evidence or logic against the statements being made. It's the same for every rebuttal on motivation research: "Nuh uh!"

Tyberius Franklin wrote:
And no, SP isn't an intrinsic motivator, and has no need or obligation to be.

On what grounds? The company says they should move over to intrinsic motivation because X and Y. The analogy is that games like Freelancer wouldn't be popular if their design was as gated as EVE's, and that's because the point of the game is to play it. You apparently didn't watch that video, so here's a specific point.

Spoiler:

Quote:
There are three factors, science shows, that lead to better performance.. and personal satisfaction: autonomy, mastery, and purpose. Autonomy is the desire to be self-directed.. to direct our own lives. Now, in many ways, traditional notions of management run afoul with that. Management is great if you want compliance, but if you want engagement.. self-direction is better.

{Example (5:39)}.. "[A company's] essentially saying, 'You probably want to do something interesting. Let me just get out of your way." [It's effective.]

Let's talk about Mastery. Mastery is our urge to get better at stuff. We like to get better at stuff. This is why.. people play musical instruments on weekends. You have all of these people who are acting in ways that seem irrational economically. They play musical instruments on weekends? Why? It's not going to get them a mate. It's not going to make them any money. Why are they doing it? 'Cos it's fun.. 'cos you get better at it.. and that's satisfying. Why do people do equally, if not more sophisticated work -- not for their employer, but for free (the introduction of Linux, Apache, and Wikipedia)? That's a strange economic behavior. Why are they doing this? It's overwhelmingly clear: challenge and mastery, along with making a contribution.

{Message on how to make something a more entertaining experience and get better talent for your experience.}

"When the profit motive (money philosophy) becomes completely unhitched from the purpose motive (design philosophy), it just -- people don't do great things.

..Steve Jobs: 'I want to put a ding in the universe.' That's the kind of thing that might get you up in the morning, racing to go to work. We are purpose maximizers, not just profit maximizers. The science shows that we care about mastery very very deeply, and the science shows that we want to be self-directed."

"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
#478 - 2015-10-13 16:17:33 UTC
Dror wrote:
Teckos Pech wrote:
He needs to do more than some pretty obvious post hoc ergo propter hoc that is immediately obvious when one realizes that PCU was going up when skills for years...when the game had "gating".

That's still a black and white fallacy. Any game can have any amount of great or awful mechanics and still get played or not played.

You call out conjecture, but you have no evidence or logic against the statements being made. It's the same for every rebuttal on motivation research: "Nuh uh!"


It is not a black and white fallacy. I don’t even think you understand that fallacy. The false dilemma is where an argument is made where there are only two options when there may very well be more than two alternatives. As I and several others have pointed out, people quit for a number of reasons and that number is greater than 2. You on the other hand commit what I’m going to call the monomaniacal fallacy—i.e. you focus exclusively on SP as the only possible explanation for literally everything wrong with the game.

Yes, I have no evidence…but neither do you! You have simply assumed that removing SP will be nothing but an unmitigated good, when people point out potential problems (note, potential problems, we don’t have much data hence there is quite a bit of speculation here) you come back with more speculation and guessing, slutted up as “science, research, and evidence”, and calling anyone who disagrees with you as being anti-science/research/evidence. Which is really a logical fallacy as well. You are attacking the person and attempting to poison the well.

Maybe removing SP is not going to cause any problems and it will lead to a much better game. But there have been enough concerns raised in this thread for me to be skeptical. And any good scientist or scientifically minded person should not be out there pimping their pet theory. They should be out there testing it, looking for flaws, and trying to pick it apart. You can still believe in the theory and like it, but good science is not constantly acting like a cheerleader for your pet theory.

"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
#479 - 2015-10-13 17:16:10 UTC  |  Edited by: Dror
Teckos Pech wrote:
You focus exclusively on SP.

That's the topic of the thread.

Teckos Pech wrote:
Yes, I have no evidence…but neither do you!

I'm discussing the well-established ideas of motivation being undermined by the SP system.

Teckos Pech wrote:
Nothing but an unmitigated good, when people point out potential problems

Except, that's when I take on the unbiased roll of explaining how those potential problems are within implementation design.

Posts get called out as non-scientific because they make empty statements or imply that I should prove an established set of ideas, which are restated by the game's development videos -- but those posts provide no scientific notation in return.

I've made a lot of claims, but saying that SP is the single reason for unsubs is none thereof. There's plenty I have said that's up for a challenge, else I'm probably unmotivated to repost every function of how motivation effects decisions from expectations through amount undocked.

"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
#480 - 2015-10-13 17:41:03 UTC  |  Edited by: Teckos Pech
Dror wrote:
Teckos Pech wrote:
You focus exclusively on SP.

That's the topic of the thread.


Talk about not getting the point. Yes, it is the topic of the thread, but it is not the only issue with the game, nor is it the only reason why people leave the game.

Dror wrote:
Teckos Pech wrote:
Yes, I have no evidence…but neither do you!

I'm discussing the well-established ideas of motivation being undermined by the SP system.


So what? It does not alter the fact that you have no data/evidence about the effect of SP on the game. You have an hypothesis, nothing more.

Ok, so one problem that has been pointed out is that AWOXing could become more of a thing because biomassing characters is now with a much reduced cost. So, here are some questions that need to be answered:

1. How much will AWOXing increase?
2. How much AWOXing can the game tolerate before people start to un-sub?

Instead of even asking these questions you hand-waved the entire issue away with, “Well there will be more subs, so more AWOXing will not be an issue.” For somebody who touts their evidence/scientific based approach to the issue that was the goddamned height of intellectual laziness. And it leads to another question:

How many new subs will removing SP bring in?

Again you have precisely zero, zip, nada, goose egg, zilch, an empty set of data, evidence, etc. It might bring in more subs…it might not.

Here is a related question:

How many of the existing subs will leave by removing SP?

You haven’t even thought about this question.

[continued]

"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