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First post
Author
Seraph Essael
Air
The Initiative.
#541 - 2016-04-09 09:24:59 UTC
In this thread, there are two kinds of people:

Eve players... And those that came from WoW...

Quoted from Doc Fury: "Concerned citizens: Doc seldom plays EVE on the weekends during spring and summer, so you will always be on your own for a couple days a week. Doc spends that time collecting kittens for the on-going sacrifices, engaging in reckless outdoor activities, and speaking in the 3rd person."

Dave Stark
#542 - 2016-04-09 09:25:45 UTC
Zanzibar Heroshima wrote:
Is this a troll?


i doubt it.

to be fair to ccp, the idea could work. the problem is they've set it up all wrong.

the reward is totally inappropriate, the task doesn't promote any player interaction, and the time window and reset mechanic is inconvenient at best and stupid at worst.

the concept isn't horrible - the implementation is.
Dino Zavr
Shadow Owls
#543 - 2016-04-09 09:26:52 UTC  |  Edited by: Dino Zavr
Short:

Please change the reward to aurum tokens OR limit dailies to “non-milkable” less than 5m sp toons.


Long:

I no longer expect Eve Online to attract players. What players are interested in is fun and new exciting challenges. Instead I see some changes:
- learning scanning skills is boring – Okay here are SOE ships
- rising standings is boring – Okay install jump clones and set POSes (and upcoming Citadels will successfully eliminate the need of standings for trading)
- learning skills takes too long – well here are some injectors

Long progress and achievements requiring some thinking, planning and efforts are eliminated in favor of some immediate effects. In my opinion this favors not the NEW players, but LAZY and DUMB ones.

Implementing the design ideas of WoW or World of Tanks is not a brilliant move as Eve Online for many years had served as a shelter: the antipode to games based on dumb repetitive grinding or donating. Why to change this? Sandbox is not much compatible with "volunteer-obligatory" procedures.

There are literally thousands of small (and bigger) “little things” players eager to see in the game, many of them are really required. Players want new and interesting features, plain daily “kill an NPC” is definitely not one of these.

But CCP is stubborn and it shall be implemented regardless of players opinions. To minimize the damage I'd suggest limiting these dailies to the toons not eligible for extracting SP – less than 5.5m SP, or changing the reward into something luxury: apparel, SKINs, e.g. what may be purchased for Aurum, so it is logical to handle Aurum tokens as the reward (implementing some other “OK” - Opportunity Kredits to be redeemed like LP or AK is also an option).

Thanks.
Neadayan Drakhon
Heuristic Industrial And Development
AddictClan
#544 - 2016-04-09 09:27:28 UTC
MekaJonna wrote:
Quote:
we make sure there is one single mechanism that brings new skillpoints in to the system – training.


This.

Yes it's been quoted a few times in this thread. But even if everyone were to have pointed it out, it still wouldn't be enough times.

CCP, seriously, no dailies.
Anshau
Harbingers of Reset
#545 - 2016-04-09 09:28:09 UTC  |  Edited by: Anshau
Are you kidding?
Ofc NO

Are you going to turn EVE to WoW? Shocked
Khar-Toba
Doomheim
#546 - 2016-04-09 09:28:30 UTC  |  Edited by: Khar-Toba
CCP Rise wrote:
As you guys surely know, having people in game and in space is great and we want to start promoting and rewarding activity a little more directly.


How about you fix the systems, so players WANT to get out and do stuff!

Good old CCP band aid Fix!
Kibmatar
Brutor Tribe
Minmatar Republic
#547 - 2016-04-09 09:30:36 UTC  |  Edited by: Kibmatar
Old players will leave more and more with this features, and the new ones willnt stand: switch to the other archeage project
Does ccp think that they add something valuable?
Gully Alex Foyle
The Scope
Gallente Federation
#548 - 2016-04-09 09:32:42 UTC
David Kir wrote:
Yall people need to get out of your 1337 POS and stop circlejerking over how different and edgy EVE is.

This changes NOTHING. And if it helps one more newbro stick with the game, why the hell not.
Hi newbro and welcome to EVE!

SP isn't all that important in this game, but since you're new you'll need at least a minimum amount to do stuff in this game.

So here's the deal: if you log in everyday to do an extremely boring chore, you can get some for free!

If you want even more, you'll need to immediately make 2 alts even if you have no idea what to do with them, cuz you can't miss out on those SP, can you?

Is this stupid and boring as f*k? Sure! That's why the vets don't really need to do it, but hey you do cuz you're new and need to catch up as fast as you can!

Happy grinding, newbro!'


Yes, newbros will love this and go tell all their friends how great a game EVE is. Not at all like those stupid smartphone apps...

Roll

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Yadaryon Vondawn
Vicanthya
#549 - 2016-04-09 09:47:20 UTC  |  Edited by: Yadaryon Vondawn
It is a wonderful idea to reward players for being active but I think the implementation should be different. The way I see it this idea has a few problems:


  1. You have to log in
  2. Boundaries are not clear and for now the cost-of-entry appears to low
  3. It forces players with no interest in certain parts of the game to take part in stuff they do not find interesting
  4. Awarding Skillpoints


I'll go over these points in some detail.

Problems
1: One of the things that make EVE different (I am not saying better) from a lot of MMORPG's is that there is no incentive or need for players to log in except for social pressure. This makes it so that when I am on vacation or enjoying a day or two over the weekend away from my computer I don't have that little voice in my head telling me that I am loosing out on something. Many a MMORPG I played had a daily system and it is quite annoying. I think not having such a system is a unique aspect to EVE Online that I would not like to see go.

People may claim that you do not have to do these dailies because it is only 10K SP. But when I am unable to do that daily I know I will feel something unpleasant about either during that day or later because I missed out. I think it is much better to be drawn in by the power of friendship than by the power of skillpoints (see point 4). Imagine your corpmates logging in, killing a NPC and log back off. For just a moment I thought I could enjoy what I joined EVE for, the
social aspect. I think this has the potential to be damaging.

2: Killing a single NPC and getting this reward seems like a problem to me. Imagine you only have 5 minutes on a certain day to potentially log into EVE. You have to because otherwise you will miss out on those Skillpoints! Logging in you are greeted by your fellow corpmates. But since you are going to someplace else in 5 minutes you hop into your Ishtar, shoot the first rat in a Sig in your home system and log back off. See the end of point 2 for this.

The cost-of-entry, a single rat, feels, for reasons outlined above, to low. Players will start snagging a single NPC kill from a corpmate who is running a site, or shoot a single one and leave it be for someone who wants to complete the site. This low barrier encourages people not to complete a site. Thereby not doing PVE after all.

3: Some players are just not meant for PVE. Those players will, I think, start behaving as I described above. But PVP players benefit just as much from Skillpoints as PVE players. On one hand this is an excellent idea since it almost forces PVP players to try PVE content. On the other hand it almost forces players to do something they do not want to do, just to get the reward.

4: Awarding skillpoints is, I think, the core problem here. It is just a value to valuable to pass up on. Players above 80M SP get 150K SP from a single skill injector costing about 625M~ at the moment. That means shooting a single rat earns you 42M~. And unlike skill injectors there is no diminishing bar upon reaching a certain skillpoint amount. For players with more skillpoints it is even better (costwise) than lower skillpoint players. Which I think should be other way around. If you would miss 10M ISK if you would miss a daily people would not be nearly as upset I think. Skillpoints still have that air around them of being supernice, because they are.


So, having outlined the issues that I think sprout from this idea let's try and offer some constructive idea's and fixes here. I am not a game-designer, I do not say this is the path to go. I do however think offering my insight in this matter may lead to a better, more satisfying implementation of a daily reward system.

Possible fixes
1: A daily reward system incentifies people to log in daily while they might no want to do so. This can be fixed by storing the reward if a player does not log in. But because this would kill the idea of a daily reward I suggest diminishing returns here. Something like that could, for example, look like this:

  • 100% return on the first missed day
  • 100% return on the second day
  • 90% return on the third day
  • 80% return on the fourth day
  • etc

The reason a player should be allowed to miss two days unpunished are outlined in Problems point 1. No pressure to log in to just do the daily, no punishment the first days.

This way the daily aspect is preserved, the player is not punished for enjoying/living his actual life and the still incentifies people to take part in the reward system.

2: As described in Problems point 2 killing a single NPC/can/asteroid or whatever is a barrier to low. With a careful approach I think this can be fixed and still encourage people to enjoy the PVE of EVE.

Single NPC should become to site completion. People should not be punished for running sites together though.
Mining/gas/ice or asteroid should be moved to X amount of cycles. Asteroid depletion could be a problem I think.
Hacking a site should become site completion. Again, people should not punished for running sites together.

At the moment I am unsure what the goal is of this daily system. Do you want players to do more PVE or do you want more daily log ins? Now I get the feeling you would want players to enjoy or at least try PVE. In that case it would be very strange to reward players for a single kill.

Which bars to set here I cannot say for sure, these are suggestions. I do think however that this should be revisited.
Yadaryon Vondawn
Vicanthya
#550 - 2016-04-09 09:48:09 UTC
3: This touches upon what I said two sentences above, what is the goal of this system? If it is meant to encourage people to try PVE this is a problem. If the goal is to get people to log in you could just extend the reward to the first frig or above killed within those 22 hours. If it is for PVE however this is more difficult. People are almost forced to do PVE content in order not to miss out on the reward. By at least not forcing players to do it everyday, and not punishing them for that, I think people would be willing to do some PVE every once in a while. See the solution at point 1 for this.

4: This is the elephant in the room. Skillpoints are just very attractive and something almost every player wants. I am not sure what to change this into but skillpoints are just...valuable. This value is not so much the actual ISK value but the value they have in the players mind. 'Not logging in today will cost me skillpoints'. Again this can be fixed by storing the reward with diminishing returns but even then I think it would be better to swap this for something else. Security status, Concord LP or pure ISK seem like the best options to me here.

I hope this gives some options to think about and add to the conversation! Please approach this very carefully :)
Andre Lvov
Center for Advanced Studies
Gallente Federation
#551 - 2016-04-09 10:03:04 UTC
new team CCP, you a shame EVE Online !

_________________________________
Fish begins to stink at the head.
Cat Evergreen
Doomheim
#552 - 2016-04-09 10:05:25 UTC  |  Edited by: Cat Evergreen
I came up with the following points:

  1. Problem: The bonus is too powerfull.

    • My current training queue gives me about 60k SP per day thanks to my remap and +4 implants.
    • Getting 10k SP per day on every of my 3 chars nets me 30k SP extra per day giving me a 50% boost. (Thanks to skill injector inefficency on the two chars where I would pull SP out, it would net me only 22k SP extra per day, still a 36% boost.)

    • Solution idea: If you leave the way you gain those bonus SP as currently planed, than make the amount smaller (3k or less), so it would come down to a 10% to 12% boost.


  2. Problem: It undermines the multiple character training.

    • Giving it to every character, no matter if he has an active training or not, makes it possible to gain SP on characters where I didn't pay for a multiple character training. You will hurt your own sales on this service.

    • Solution idea: Limit those bonus SP to characters that have an active training.


  3. Problem: Old players can use it too and stay ahead of new players.

    • I understand that you look for ways to help new players close the SP gap to the older players. My character is a bit over 2 years old and I am far away from capital ships, so I understand the need for more SP.
    • But giving those extra SP to everyone just helps older characters with many SP to stay ahead of the new players.

    • Solution idea A: Limit the extra SP to chars with less than a certain SP amount (like 5mil, so it can't be used for skill injector farming).
    • Solution idea B: Limit the extra SP to chars below a certain age (like one year, so it can't be used for skill injector farming either).


  4. Problem: It only encourages people to ratting, but not the many other aspects of the game.

    • One of the many aspects in this game is trading, which doesn't require people to undock and even so we PvP players make fun of those station traders we are happy that those people exist because they keep the market alive where we buy our new ships and sell our loot.

    • Solution idea: Give this bonus for other activites too, (for mining a rock, hacking a can, killing a player, selling something on the market, building something, ...). Of course not for all at one day, but one out of these activities a day should be enough to get the bonus SP.


  5. Problem: It would add more grind, which will make people feel bad.

    • Grinding is bad, because when ever I can't log in to get my bonus SP for what ever RL reasons, I would feel bad for missing SP, I would feel that I fall behind all those other people that managed to get their bonus SP that day.
    • Giving people a reason to log in each and every day, will put preasure on their balance between RL and Eve.
    • Giving people a bonus for logging in each day, increases the risk of game addiction.


  6. Problem: It would add more grind, which would interfere with player driven content.

    • The time limited PvE opportunities (Frostline sites, Guristas sites) already where a step in that direction.
    • I didn't like the idea, but during the Frostline event I gave it a try and ended up using it as a way to find more PvP.
    • I might have done the same with the Guristas sites, but my Corporation was at war and we had a lot to do in destroying enemy structures.
    • Some of our forces where driven away from the war in their pursuit of Guristas sites, so they missed the content that a lot of people had worked hard to create for them.
    • And those that fought the war felt they missed their chance of rich loot by not being able to run Guristas sites.
    • CCP advertised Eve as being a game that is driven by player created content. And the current stream of new players that come to the game because they heard of the Great Northern War (or World War Bee, or whatever) is prove of how well that concept works.
    • I joined Eve because I heard about the Bloodbath of B-R and I stayed in Eve because I found a player run corporation where I now create content on my own for me, my corpmates and others.
    • I'd feel betrayed if you move from player driven content to game driven content.


  7. Problem: Grind does not improve game play.

    • When I joined Eve we still had a 24h limit on the skill queue, so I had to log in every few days to keep it running. Before I joined a player corporation I was mainly running agent missions, grinding them for mony and standings to be able to grind higher level missions for more money.
    • Eventually I lost interest in the game and stopped playing for month.
    • The skill queue mecanics "forced" me to log in regulary, as the daily SP bonus would "force" me to log in. But as the skill queue mecanic couldn't improve the fun I have, so can't the new daily SP bonus.
    • Only after I decided to join a player corporation I really enjoyed playing Eve. (Which also proves that your concept of player driven content works.)



Big Solution idea (for 5, 6 and 7): Don't add bonus SP as a form of grinding. Taking the ideas from 3 and 4 into consideration I think a bonus for new players, that encourages them to try out all the different aspects of Eve, is better than a flat out daily grind:

  • Give bonuses for the first time a (new) player does an activity (like killing a rat).
  • Give this inital bonus equally for all activities. (So he is pushed to try them out.)
  • Give an additional bonus when he pursues an activity (like killing 10 more rats).
  • Make the additional bonus lower for any following activity he pursues, so he doesn't feel pushed towards an activity that he tried out (thanks to the initial bonus) but didn't liked.
Ruby Gnollo
#553 - 2016-04-09 10:05:49 UTC
Dino Zavr wrote:
Long:

I no longer expect Eve Online to attract players. What players are interested in is fun and new exciting challenges. Instead I see some changes:
- learning scanning skills is boring – Okay here are SOE ships
- rising standings is boring – Okay install jump clones and set POSes (and upcoming Citadels will successfully eliminate the need of standings for trading)
- learning skills takes too long – well here are some injectors


Let's try to answer this one.

Every MMO keeps proving content by adding extensions to existing gameplay : not by changing or adjusting existing gameplay, just because it's far more efficient doing so.

If you want to keep your existing playerbase, you have to create new content where incoming players have more or less equal opportunities than elders : a thing at which CCP fails far too often.

Providing free SPs, but whatever various means helps incoming players to have more or less same opportunities than elders. Elders keep the most significant advantage : they fly ships quite better than newcomers would ever do.

Of course, we could also expect from CCP to do far better than anyone else in the industry. We know their commitment, for sure they might, but until they do, the more ways newcomers will have to catch on with elders, the better for the game. Getting for free skills you don't know how to use, like pvp skills, won't change anything to the existing in-game political situations.
ADLAN STEZ
#554 - 2016-04-09 10:11:55 UTC
CCP Rise wrote:
Hi

I'm here to give you guys a heads up that sometime early next week a small daily activity reward feature will be hitting Singularity and will hopefully be making its way to TQ sometime just after Citadel.

As you guys surely know, having people in game and in space is great and we want to start promoting and rewarding activity a little more directly. The version of the feature we are planning to deploy first will be a simple 10,000 skill point reward that a character will receive the first time they kill an NPC ship every 22 hours. The skillpoints will go into your unallocated pool to be used however you like.

You will find the status of your daily skill boost in the Opportunities info panel and you will also receive notifications to let you know when it becomes available.

That's it for now. If this goes well we hope to expand in several ways, but more on that later!

Feedback appreciate as always,
CCP Rise for Team Size Matters

Unfortunately, it will find a weak game. And not a living universe of EVE .
Glass beads for the natives.
Geronimo McVain
The Scope
Gallente Federation
#555 - 2016-04-09 10:14:07 UTC
I like it! If you are dedicated as a young player you can raise faster out of the valley of low skill. You still get your normal SP so this isn't something you have to do.

Most people that play the game will log in almost daily and if you don't the loss isn't that great. After a certain time you are just aiming for goals but you don't really need the point so there isn't any real loss. When they put in other activities like building, trading etc 95% of the people will just take the point while they are doing what they always do. At the moment players that just hold the account and log in every 3 month to update the skillque raise as fast as someone who logs in daily and plays 3 hours.
baltec1
Bat Country
Pandemic Horde
#556 - 2016-04-09 10:17:40 UTC
Ruby Gnollo wrote:


Providing free SPs, but whatever various means helps incoming players to have more or less same opportunities than elders. Elders keep the most significant advantage : they fly ships quite better than newcomers would ever do.


New player 1 plays only on the weekend

Newplayer 2 is unemployed bum/strudent(bum) or living the single life dream and plays every day.


Newplayer 1 is disadvantaged to the tune of 50k SP every week they play. This is good how?

Aelavaine
Aelavaine's Corporation
#557 - 2016-04-09 10:20:09 UTC
Well, obviously CCP has a problem with the amount of active players. But instead making the game more interesting for more players with more types of activities to choose from, you have chosen the dullest way to accomplish that. Congratulation. I hope the employee who came up with that idea is worth its money.

WiS for example is way, way more expensive but creates content contrary to your implementation. It's an ISK sink (rentable larger quartiers for example), gives no one an advantage for using it, creates no emotional stress of missing something if not using it. Provides roleplayers with more room to live their game and stay logged in. Gives CCP the advantage of selling more cosmetic items (why should I buy boots with aurum if nobody can see them) and doesn't interfere with the core game.

You want more than spinning ships? Support Avatar Gameplay!

Big Lynx
#558 - 2016-04-09 10:22:06 UTC
Unscheduled Downtime = neckbeards cry for free skillpoints

Daily mission for 10k lousy skillpoints = neckbeards salty???


WTF
Dave Stark
#559 - 2016-04-09 10:22:44 UTC
baltec1 wrote:
Ruby Gnollo wrote:


Providing free SPs, but whatever various means helps incoming players to have more or less same opportunities than elders. Elders keep the most significant advantage : they fly ships quite better than newcomers would ever do.


New player 1 plays only on the weekend

Newplayer 2 is unemployed bum/strudent(bum) or living the single life dream and plays every day.


Newplayer 1 is disadvantaged to the tune of 50k SP every week they play. This is good how?



the unemployed bum is more likely to try and plex his accounts, that's more money per 30 days than the other guy, so it's more important to keep him as a customer by giving him an extra leg up.
Gully Alex Foyle
The Scope
Gallente Federation
#560 - 2016-04-09 10:23:32 UTC
baltec1 wrote:
Ruby Gnollo wrote:


Providing free SPs, but whatever various means helps incoming players to have more or less same opportunities than elders. Elders keep the most significant advantage : they fly ships quite better than newcomers would ever do.


New player 1 plays only on the weekend

Newplayer 2 is unemployed bum/strudent(bum) or living the single life dream and plays every day.


Newplayer 1 is disadvantaged to the tune of 50k SP every week they play. This is good how?

To be fair, anybody with more free time can do more stuff in EVE (or any game, for that matter) than those of us who don't have/don't want to dedicate so much time.

The problem is that this bs is pointless and ridiculously unbalanced compared to any of the current PVE/ISK making activities.

It actually devaluates current PVE activities, since it's an easy way to make 50m ISK in 5 minutes every day.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!