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

First post
Author
Jenn aSide
Soul Machines
The Initiative.
#3561 - 2016-01-08 14:30:35 UTC  |  Edited by: Jenn aSide
Vaerah Vahrokha wrote:


I'd love to see a sort of "campaign" that takes the new player by the hand (they arrive in EvE with WoW canned progress mentality) and slowly the campaign makes the new player explore key EvE features and slowly "departs" from the canned progress and gradually teaches to adapt to a sandbox gameplay.
By doing so, EvE could "convert" modern era players to its model with an higher retention rate.


I don't think EVE or anything can convert new players. Players are responding to internal needs (for example, "what do you find fun"), not external influences. It's like if you are a stamp collector, you can't make someone else like stamp collecting, they have different internal entertainment needs, different attention span, different levels of susceptibility to the affects of (and need for) things like adrenaline and dopamine etc etc.

Modern gamers are instant gratification excitement junkies, literally addicted to how the games they play make them feel, and most games are designed to make them feel that way (which is why i like EVE, it doesn't feel like it's trying to manipulate me, it's addictiveness for me comes from the fact of it's extreme focus on freedom). You can't just sit them down and say "here you go, here is a game where the big pay offs are years down the road, but don't worry, you'll learn to enjoy afk mining rocks by then".

The other problem is "taking the new player by the hand". EVE is a game of experimentation and creativity. Tutorials and hand holding kill the very creativity one needs to enjoy EVE.. I have no doubt that people who advocate hand holding have the best intentions, but it's really the worse thing you can do.

From then linked article:

Quote:
Okay, let’s do one more article on creativity and games, based on this question: Is it better to hand hold new players through a game tutorial to teach them all the mechanics and intricacies of a game, or is it better to let them figure things out on their own?

-snip-

What the researchers found was that relative to those in other conditions, children who were given instructions on how to make the toy squeak played with it for shorter amounts of time, did fewer unique actions with it, and discovered fewer of the toy’s other functions.


EDIT: The above is why EVE's NPE has created failure, it funnels people into mining and mission running, they do little else (because that's what they were taught to do) and end up quitting.
embrel
BamBam Inc.
#3562 - 2016-01-08 14:48:46 UTC
Solecist Project wrote:



I'd be a horrible leader IRL, I'd force education onto people,

I'd outlaw *interest*, punishable with death by hanging in public.......


can't resist... to continue this off-topic...

there just might be a bit of a contradiction in the two sentences I snipped.
Adeline Rais
Rais Industries and Research Incorporated
#3563 - 2016-01-08 14:54:30 UTC
I've been playing Eve on and off for the best part of five years now. To this day if I am bored at work (as now) or at home I will ask myself "I wonder how you do 'that' in Eve" before going on a Google quest of epic proportions (coupled with inevitable spreadsheets of course, but that's part of the fun).

That's what I love about this game, its complexity, intricacies and nuances are unrivaled and have been for years.

We don't need to 'Panda' to the masses (get it?)
Arya Ikahrus
#3564 - 2016-01-08 15:13:15 UTC
It's a Mists of Pandaria reference! I get it!
Fa Xian
Garoun Investment Bank
Gallente Federation
#3565 - 2016-01-08 16:12:12 UTC
Jenn aSide wrote:
I have no doubt that people who advocate hand holding have the best intentions, but it's really the worse thing you can do.


Then you are limited to the hardcore player, the one whose entertainment comes from suffering through.

I'm reminded of the design priorities of Everquest. "Make it hard; they love hard." What happened there?

WoW destroyed it.

A tiny minority of people find suffering a form of entertainment. It's not a good plan. It's niche.

What you need is a way to lead people into deeper game play. A good sandbox - say, Minecraft - does this be pressuring you, not punishing. Night comes... zombies. Run, fight. Build a house to be safe at night. Find odd bits; experiment with them. Look for other odd bits; explore to find them. Build a better nicer house, armor, weapons.

Here, you're not really given much of anything to lead into it. You're shown an amazing video of fleet actions with comms and... log in to no one to talk to, no one to fleet with - actively hostile players looking to kill or exploit. Find odd things and experiment? Nope - canned, non-variable parts you can't even build without blueprints you can't even get. Fight other players? Nope - you've got a tiny ship with no skills and the system incentivizes fights that aren't interesting or fair due to loss paranoia, real costs.

The story of EVE could have been cool fights. Instead, you get gate camps and ganks.
sero Hita
Science and Trade Institute
Caldari State
#3566 - 2016-01-08 16:15:46 UTC
Vaerah Vahrokha wrote:

I had the pleausure of dealing with CODE squads on my terms (I hire PvP corps and they wipe them away), but I think their true purpose to exist is, to "strongly entice" players to move to null sec.

A little nuisance with this is, as times goes on there are less and less players who follow the "advice" and more who just switch to another game. Here's a possible explanation:

One of the weakest spots I have ever experienced with EvE, is how incredibly weak is its "grip" on new players. The starter missions have been an improvement to involve new players a bit (much better than the 2011 motto: "Welcome to EVE Online, here's a rubik's cube, go fck yourself"). But they are still too little, too weak imo, to overcome the ever increasing appeal better "packaged" newer games propose to perspective new players.



This is just so very opinionated, and excelling by the lack of data to support your statement. Where do you see that players leave to other games, because Code?

If the new players can get the experience they want in these "packaged" newer games, should they not be there and be happy then?

What I don´t get is why EVE should compete on stats were it will loose to the newer games? It should IMO compete on its strengths. Single shard, sandbox, ability to affect other people, multitude of different experiences, a complex mixture of different people demographics. I dived into EVE, and could freely decide what to do, without being influenced by hand holding. This has made the experience of EVE much stronger for me personally. Changing EVE to a product that caters to a saturated market(This is based on the pure observation, that most Themepark MMOs seem to also struggle to retain players. I have not looked for data to support this), does not seem like a clever market model.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

sero Hita
Science and Trade Institute
Caldari State
#3567 - 2016-01-08 16:27:17 UTC
Fa Xian wrote:
Jenn aSide wrote:
I have no doubt that people who advocate hand holding have the best intentions, but it's really the worse thing you can do.


Then you are limited to the hardcore player, the one whose entertainment comes from suffering through.

I'm reminded of the design priorities of Everquest. "Make it hard; they love hard." What happened there?

WoW destroyed it.

A tiny minority of people find suffering a form of entertainment. It's not a good plan. It's niche.

What you need is a way to lead people into deeper game play. A good sandbox - say, Minecraft - does this be pressuring you, not punishing. Night comes... zombies. Run, fight. Build a house to be safe at night. Find odd bits; experiment with them. Look for other odd bits; explore to find them. Build a better nicer house, armor, weapons.

Here, you're not really given much of anything to lead into it. You're shown an amazing video of fleet actions with comms and... log in to no one to talk to, no one to fleet with - actively hostile players looking to kill or exploit. Find odd things and experiment? Nope - canned, non-variable parts you can't even build without blueprints you can't even get. Fight other players? Nope - you've got a tiny ship with no skills and the system incentivizes fights that aren't interesting or fair due to loss paranoia, real costs.

The story of EVE could have been cool fights. Instead, you get gate camps and ganks.


Wow did not destroy EVE though. So they must have done something right. I have said more times the videos of big fleet fights are very bad for EVE. They just lead to dissapointment, when newbies realizes they happen rarely and that they will most likely not be involved.

There are plenty of good fights in new eden(that you have not found them, does not mean others don´t find them). Gatecamps and ganks can be avoided pretty easily. I am not saying you did not experience this, but you are yourself to blame. All your points are things people do everyday in EVE, so why is it not working for you? And why are you not doing anything about it?

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Jenn aSide
Soul Machines
The Initiative.
#3568 - 2016-01-08 16:41:17 UTC
Fa Xian wrote:
Jenn aSide wrote:
I have no doubt that people who advocate hand holding have the best intentions, but it's really the worse thing you can do.


Then you are limited to the hardcore player, the one whose entertainment comes from suffering through.


What you describe is a HOBBYIST, and yes, perseverance is a required trait. Most gamers don't have the ability to persevere beyond 23 hours (ie the time most FPS gamers say "the game is getting grindy and stale).

So the choice is not hardcore vs casual, it's "do we make an mmo for mmo players, or do we try to cater to the low attention span Mayflies of the world that won't stay EVEN if you make the gamer specifically for them)

Quote:

I'm reminded of the design priorities of Everquest. "Make it hard; they love hard." What happened there?

WoW destroyed it.


This is an example of surviorship bias. WoW destroyed EVERYTHING relatively speaking. EVERY WoW clone failed. Every game that took a page from WoW failed or faltered.

People who demand the dumbing down of complex games "because of WoW" never acknowledge that WoW was the king of the Outliers, and that's all.

I don't understand the compunction some people have to see everything turned into stale sameness. Why not let EVE be EVE and let these other games cater to those who don't like EVE?

Arya Ikahrus
#3569 - 2016-01-08 17:01:20 UTC
I know someone who quit because of CODE, or an organized high-sec gank at least.

I wouldn't change the game to prevent it, well, maybe a bit I suppose. High-secs false sense of security is pretty misleading. HS is safer, it isn't safe. It could do with hammering in a bit more at the start.
Anyway, yeah... he exploded, lost most of his stuff and despite my offer to help him rebuild his collection of misc. junk he never logged in again.

Shame, he was pretty boring from a gameplay point of view (mine, refine, repeat) but his tendency to share weird music videos in corp chat was pretty amusing.

I hope you all enjoyed my rambling mostly pointless story.
Fa Xian
Garoun Investment Bank
Gallente Federation
#3570 - 2016-01-08 17:27:50 UTC
sero Hita wrote:
All your points are things people do everyday in EVE, so why is it not working for you? And why are you not doing anything about it?


This isn't about me. I'm enjoying the game as is and find it fine. My complaints - suggestions, really - aren't at all related to new player experiences.

The observations I make above are about how I believe the game alienates new players. It is, fundamentally, a dull game. You start off very slow, with nothing and no one. You can do little and are shown less.

A revised NPE would do more to show someone with 0-1M sp what life is like at 20M sp. It's not hand holding. It's advertising.

Imagine starting off as a pilot-in-training aboard a battlecruiser. Suppose your empire of choice is training you. This ship is capable, durable and freely replaced in total an unlimited number of times in your characters first 30 days of life. It does things you cannot do - cloaks, hacks, fights. Your quests show you missions, wormholes, faction war, null - even manufacturing.

It lets the new player see what the medium future holds. It entices.

That's an NPE that sells. Not lonely frigates just doing missions in high sec.
Fa Xian
Garoun Investment Bank
Gallente Federation
#3571 - 2016-01-08 17:33:51 UTC
Jenn aSide wrote:
What you describe is a HOBBYIST, and yes, perseverance is a required trait.


Interest is. Not perseverance. People don't have hobbies to suffer. A hobby is not endured. It is enjoyed.

Quote:
Most gamers don't have the ability to persevere beyond 23 hours...


Most experiences don't merit more than 23 hours of enjoyment - they lack perceivable rewards.

Quote:
So the choice is not hardcore vs casual...


Not a binary distinction.

Quote:
I don't understand the compunction some people have to see everything turned into stale sameness. Why not let EVE be EVE and let these other games cater to those who don't like EVE?


I don't want EVE to change much. I just want it to not die. To do so, it needs new people...

Likely nothing needs to change. It's survived this long completely static, right?
Fa Xian
Garoun Investment Bank
Gallente Federation
#3572 - 2016-01-08 17:36:43 UTC
Fa Xian wrote:
That's an NPE that sells. Not lonely frigates just doing missions in high sec.



Everyone's favorite story of EVE is PVP related. Find a way to show the new person PVP. Win or lose.
Acheim Dallocort
Center for Advanced Studies
Gallente Federation
#3573 - 2016-01-08 17:57:06 UTC  |  Edited by: Acheim Dallocort
I've played EVE for almost 2 years. I love it, but find I play it less and less now. I started mining, then exploring, then PVP (sucked at it) then missions (got to level 4 in my Myrmidon :-)).

But the novelty has worn off and the backstory/narrative isn't particularly compelling or consistent for PVE. Despite the various long winded descriptions of what to expect it's essentially the same NPC's over and over again in a room/dungeon - just bigger, greater numbers etc.

For such a large universe the game feels rather claustrophobic and predictable.

Perhaps CCP should do away with trying to invent a complex narrative and instead innovate more tools for players to really feel like they are in a sandbox again. Designing spaceships, bases, enemy fleets, traveling off and not knowing what you'll find.

I want to feel that sense of endless possibility again.
Jenn aSide
Soul Machines
The Initiative.
#3574 - 2016-01-08 17:58:11 UTC
Fa Xian wrote:


I don't want EVE to change much. I just want it to not die. To do so, it needs new people...


That's actually desperation. Desperation (ion this case "I like EVE so please don't die") clouds judgement, it makes things that are bad seem like they are good.

Everything you are talking about , CCP has tried. They've spent years on the NPE, they've tried to funnel people towrads other people, towards pvp and so on. It doesn't work, mainly because the underlying assumption ( thatyou can 'funnel' people into things they won't do naturally) doesn't work.

When CCP said "here's a spaceship, now go F%$^ off") they retained more people, subs grew, the PCU grew etc etc.

Then they started doing things, like:

-adding more content/rewards (which devalued other rewards and content and created the expectation that CCP would keep doing that kind of thing, which created dissapointment when they abandoned "jesus features"),

-they added more safety, more "don't do that" pop ups, buffed ehp on some ships, buffed npc responses in some cases, etc (all of which prevented new players from making the memorable mistakes that many times led to them continuing to play because some people don't like to quit as a loser),

-they added more guiding mechanics like the mission guides and 'opportunities' (which robs the new player of feeling clueless, which makes him angry, which makes him experiment so he can beat the thing making him angry, which makes him STAY).

What you advocate is natural, when things seem to go wrong, people start to think "do something", but in many cases, that's not the right way to go. In some cases, you need to just take your foot off the gas and turn into the skid, so to speak.

Quote:

Likely nothing needs to change. It's survived this long completely static, right?


What needs to change is CCP needs to hit the corporate reset button on their thinking about their product. They need to be honest about how things haven't worked out like they thought they would when they started to '"lower the barriers to entry", and they need to get back to making the cold, harsh universe (sans all these freaking pop ups) that treats players like adults rather than kids that need protecting from big-bad reality.
Lucas Kell
Solitude Trading
S.N.O.T.
#3575 - 2016-01-08 18:08:25 UTC
Jenn aSide wrote:
I don't think EVE or anything can convert new players. Players are responding to internal needs (for example, "what do you find fun"), not external influences. It's like if you are a stamp collector, you can't make someone else like stamp collecting, they have different internal entertainment needs, different attention span, different levels of susceptibility to the affects of (and need for) things like adrenaline and dopamine etc etc.
So you're saying that nobody ever grows to like something? You've never found something you like a bit, or have a need to do even though you hate, and stick with that then over time get to like the rest of it?

As an example I used to play primarily PC games with mouse and keyboard. The idea of using a control pad to play first and third person shooter games was alien to me, to the point I'd simply avoid it. Then I started getting into playing some FPS games with some mates on a console, and my desire to join in had me putting up with the weird controls. Now I've grown accustomed to it to the point that I generally prefer a gamepad.

See how by having a reason to do something different I moved out of my comfort zone into something I didn't like, but realised wasn't actually as bad as I thought. That's the same way I see EVE. From the outside people see others saying it's got a learning cliff and how hardcore it is, when the reality is that it's a pretty easy causal game, it's just badly explained.

Jenn aSide wrote:
Modern gamers are instant gratification excitement junkies, literally addicted to how the games they play make them feel, and most games are designed to make them feel that way (which is why i like EVE, it doesn't feel like it's trying to manipulate me, it's addictiveness for me comes from the fact of it's extreme focus on freedom).
Again with this implication that "modern gamers" are inferior. It's just as likely that the reason you like EVE is that you like an excuse for pretending your are better than other gamers, and sticking with EVE gives you that.

Jenn aSide wrote:
The other problem is "taking the new player by the hand". EVE is a game of experimentation and creativity. Tutorials and hand holding kill the very creativity one needs to enjoy EVE.. I have no doubt that people who advocate hand holding have the best intentions, but it's really the worse thing you can do.
Which is all well and good when the player isn't paying a subscription to the game in question and the game in question is designed in such a way that learning by doing is more feasible. There's a lot of stuff in EVE that needs explanation or at the very least a punt in the right direction. You know EVE, so you can't grasp what it's like to be dropped in not knowing anything at all about it and not having played other games you knew absolutely nothing about with no tutorials. If I were to get a trial of an MMO, I'd expect that by the time I need to pay a sub I have a pretty good idea of what I'm doing and an idea of whether or not it's worth my continued payments, otherwise I'd not pay monthly to maybe one day find out.

Jenn aSide wrote:
EDIT: The above is why EVE's NPE has created failure, it funnels people into mining and mission running, they do little else (because that's what they were taught to do) and end up quitting.
Probably doesn't help that the majority of "PvP" players they run into are only interested in oneshotting them and running away laughing.

Jenn aSide wrote:
I don't understand the compunction some people have to see everything turned into stale sameness. Why not let EVE be EVE and let these other games cater to those who don't like EVE?
It's not that it has it be the same, but there's a rapidly approaching point that CCP need to decide if they want their playerbase to grow. I get that you want it to stay exactly as it is because you fear or dislike change, but the reality is that all games need to keep up with the times if they want to thrive going forward.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Jenn aSide
Soul Machines
The Initiative.
#3576 - 2016-01-08 18:23:35 UTC
No need to respond to the rest, it's standard Lucas Kell idiocy, one that's informed by a warped (and failed) world view. Only quoting the below because it demonstrates the point:

Lucas Kell wrote:
Probably doesn't help that the majority of "PvP" players they run into are only interested in oneshotting them and running away laughing.


It's the same old disproved "people are mean to new players so new players quit" lie that the bleeding hearts tell themselves to justify their beliefs. This is why they (this poster in particular) reacted to CCP Rise's revelation about not being able to find proof of this like a vampire reacts to sunlight.

The people you hate Lucas, they ones who you always find a way to mention in your posts (the ones you want nerfed), THEY are more likely to be responsible for people continuing to play this game than you are . In an odd (but true) way, THEY care more about this game than you do, because rather than screeching about it over and over on a forum (of a game you don't even like that much no less), they are out there creating content for these guys, showing them how it really is, and generating righteous anger against themselves.

You find what they do distsateful, but that's just you. I understand how useful they are (even if they are silly tear seeking pvp cogs), both in helping retain the kinds of people EVE needs (the creative and tough types that can't be run out of a game by silly gankers) and also in culling the weakminded who should have never stepped electronic foot in a game like this.
Fa Xian
Garoun Investment Bank
Gallente Federation
#3577 - 2016-01-08 18:33:30 UTC
Jenn aSide wrote:
That's actually desperation. Desperation (in this case "I like EVE so please don't die") clouds judgement, it makes things that are bad seem like they are good.


Lol. I'm not being very clear.

My play style is made much better when there are fewer and fewer people. I don't like training new players. I don't hang out with others. Your happiness is irrelevant to me. I'm the least desperate person in EVE. If the whole thing went under tomorrow, I'd not really care.

I'm not making a call from passion. I'm looking at what others say and suggesting based on that. I see people like PVP fights; find a way to put them into it. I see people like meaningful ships: show them one.

Quote:
They've spent years on the NPE, they've tried to funnel people towrads other people, towards pvp and so on. It doesn't work, mainly because the underlying assumption ( thatyou can 'funnel' people into things they won't do naturally) doesn't work.


I'm not talking about a funnel. I'm talking about a trial. Not one thing. All things.

The current NPE is not what many like. Frigate missions with hand holding in high?

All I'm suggesting is to show people the game. Not PVE in high. It's pretty minimal change really. I'd rather they spent time on things I like, but hey... whatever.
Fa Xian
Garoun Investment Bank
Gallente Federation
#3578 - 2016-01-08 18:39:31 UTC
Jenn aSide wrote:
It's the same old disproved "people are mean to new players so new players quit" lie that the bleeding hearts tell themselves to justify their beliefs.


My experience, anecdotal it might be, is that people quit because they get bored. I've never seen someone quit because they were blown up. I've seen many run the boring, repetitive, simplistic missions in high and quit. I've seen a fair number in null large blocs quit for the same reason - controlled, limited game play.

Boredom gets people to quit. It's just a game.

Jenn aSide
Soul Machines
The Initiative.
#3579 - 2016-01-08 18:57:16 UTC
Fa Xian wrote:

I'm not talking about a funnel. I'm talking about a trial. Not one thing. All things.

The current NPE is not what many like. Frigate missions with hand holding in high?

All I'm suggesting is to show people the game. Not PVE in high. It's pretty minimal change really. I'd rather they spent time on things I like, but hey... whatever.


The problem isn't the what, it's the how.

You think "showing them" works. I think It doesn't. If they aren't the kind to go find out for themselves, to wait till they can do it for themselves, and to find people who already know and talk to them, no amount of 'showing' them things works. And wasting time implementing those things is bad also.

EVE didn't show you or I that stuff? If what you say is right, why didn't you leave?

The only thing that works is connecting people with the correct mental attributes (folks like most of us who play already) with the game. I personally think CCP is advertising to the wrong people in the 1st place. It's silly to have a game that rejects most MMO features then advertise it mostly to MMO players...

King Aires
Viziam
Amarr Empire
#3580 - 2016-01-08 20:16:17 UTC
Jenn aSide wrote:
Fa Xian wrote:

I'm not talking about a funnel. I'm talking about a trial. Not one thing. All things.

The current NPE is not what many like. Frigate missions with hand holding in high?

All I'm suggesting is to show people the game. Not PVE in high. It's pretty minimal change really. I'd rather they spent time on things I like, but hey... whatever.


The problem isn't the what, it's the how.

You think "showing them" works. I think It doesn't. If they aren't the kind to go find out for themselves, to wait till they can do it for themselves, and to find people who already know and talk to them, no amount of 'showing' them things works. And wasting time implementing those things is bad also.

EVE didn't show you or I that stuff? If what you say is right, why didn't you leave?

The only thing that works is connecting people with the correct mental attributes (folks like most of us who play already) with the game. I personally think CCP is advertising to the wrong people in the 1st place. It's silly to have a game that rejects most MMO features then advertise it mostly to MMO players...



I have seen people quit over the futility of exercise. It wasn't that they got their ship blown up, it was more that there was nothing they could do to prevent their ship being blown up. Either by blob, or by unanticipated gank, futility of the loss is a killer to the will of a person to play the game.

I know a lot of people who have played some time are also scratching their head as to the end game. Before there was ideological wars and macro scale goals in Eve. Today I opine that people feel the end game is gone, and everything is more of the same.