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Recurring Opportunities coming soon

First post
Author
Starain
SoT
DarkSide.
#1561 - 2016-04-14 04:21:33 UTC
Why only NPC? Why do not add killing any pilots? Of course, there will be some things like "hey my friend, kill pls my ibis", but - as I understand, you do it with only purpose - so your online graphics about logged in users were looks good, so anyway if that will force pilots to login anyhow (for the sake of statistics and (just assumption) trick some director minds in CCP, so they said "good, they still playing in this game, good!" and massmedia, who will look at graphics and think smth like "wow, cool, such much! LёL) - why not?
Shallanna Yassavi
qwertz corp
#1562 - 2016-04-14 04:46:48 UTC  |  Edited by: Shallanna Yassavi
Shoot it again anyway. Bring your mining fleets, I know they can fly T1 frigates.

Or bring skiffs and make it a solid ball of angry drones.

A signature :o

Utremi Fasolasi
La Dolce Vita
#1563 - 2016-04-14 05:01:19 UTC
This seems like a nice perk for lower SP characters staying active each day. It won't make a huge impact for older characters and that's fine. 10k SP wont really make a difference much when you are already over 100kk.
Lugh Crow-Slave
#1564 - 2016-04-14 05:13:20 UTC
Utremi Fasolasi wrote:
This seems like a nice perk for lower SP characters staying active each day. It won't make a huge impact for older characters and that's fine. 10k SP wont really make a difference much when you are already over 100kk.


what are you talking about for older players its 2 injectors a month for younger ones its 1 every 50 days.


even if it was good for new players and would have no effect on older ones this is not the way we want to introduce players to the game
SeVenNight Deng
Tai-Chi
#1565 - 2016-04-14 05:23:12 UTC
Even though I know CCP might not change anything even they hear the opposite voice from players, but i really want to to address the key thing that why we don't like this idea.

This does not encourage people to do you daily 'killing npc' stuff, but it indeed forces people to finish your daily mission, become a burden that make them to login all accounts and spend time on the things they don't like to do.

Why?

People think if they did not do your daily opportunity, it is a loss for them, it penalizes them. Because:

This opportunity is daily, with fixed amount of reward, and it is the reward from CCP, not players.

If we do not get the potential gain/opportunity, we take it as a loss.

we like blow things up, we like to see battle report, so we know how many isk we/they loss. Because it is the satisfaction from the interactions with players not from CCP offical.
Mission is boring, but when i get tired of it, as long as i get the mission offer, i can do it in the next day, it will not changed and i still can claim my "pass rewards", it is not daily.
Ratting is even boring, but it is not fixed amount. I rat 5 mins or 1 hours, the rewards are different.

So this opportunities is like a 1 mins ratting. undock, warp to belt, fire, dock up. And switching account repeat the task, not opportunity. I cannot imagine when I login 6 accounts and spend time to do this mechanical opportunities.

EVE should be all about players interact, not this semi-mandatory Gain/Loss interactions.


Finally, If you really want people to login to do more stuffs, focus on the sites like the serpentis site we have before.
Make the rat easily to kill, random rewards(ok, you can make a 10000 sp mini injector, and each character can only consume one per 24 hour), and people can do it with pvp fits and encourage to fights. To be honest, you guys should make more efforts to the idea to encourage people, rather use this cheap rewards(Loss) mechanism to penalize/burden people.
MIC Improvise
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#1566 - 2016-04-14 05:32:22 UTC
As a new player, having new ways to get SP and become involved in the game are very important. However, a daily activity hacks away at one of the most unique and attractive parts that EVE has to offer.
Having played MMO games off and on for many years, the ability to continue to gain skills even while not logging, and being able to take care of life without the lost opportunity of missing your grind or dungeon group makes this game that much more appealing. Especially for an older and often more intellectual crowd.
I played WoW for a brief time before I began playing EVE and can say that you'll definitely see the spike in activity you're looking for. People will log in, undock and kill an npc, or maybe a few, and New Eden will become slightly more active with an increase in activity for approximately 1-2 minutes per day per character; which adds up. It will not last though. If the players of EVE respond similarly to how the players in WoW responded to garrisons in their most recent expansion, the spike in activity will only last for several months. Personally, I stuck with it for about 2 before I came to the conclusion that the time it took to do daily missions/quests/activities/gold earning was better spent doing other things, and gradually led to my departure from the game. This is an experience several friends I played with also had. The deciding factor in departure was the concept that I pay to play a game that I enjoy, but in order to play the game optimally I had to invest significant time into doing daily activities rather than actually playing the game I wanted.
Bottom line, although a single NPC kill for 10k SP is not a bad daily by any means, the narrative of 'pick your own end-game' or 'play the game how you want, this is a sandbox' becomes diminished as you funnel players into specific activities. As daily activities are added or expanded upon, stated in the original post, the freedoms that define and shape EVE are increasingly relinquished.
Anna Sthetic
Federal Navy Academy
Gallente Federation
#1567 - 2016-04-14 05:34:49 UTC
I see the steps CCP implements have a well-planned logic:

- first, implementation of skill trading (e.g. injectors/extractors with selling extractors for Aurum)
- second, to help players in extracting unnecessary SPs (from industrialists, cyno-alts and other capped toons) providing a nice shower of skillpoints to speed-up SP farming
under this circumstances skillpoints devaluate and the demand for extractors grows, extractors are sold for cash by CCP, so there are two possible scenarios:
- players start to purchase more extractors: profit!
- players decide not to spend much: Character Bazzar offers a lot of cheap toons, RMT also boosts

Skillpoints are already made a new in-game currency, thus CCP is THAT steady to reward only skillpoints, but not LP, Opportunities Kredits, Aurum or anything else, so the major goal is to saturate market with cheap skillpoints, hoping the demand would raise due to increasing supply.

I think this would probably lead to further switching into F2P model like implementing World of Tanks in space, as CCP is far more concerned about its profits rather than keeping its playerbase happy.

Increasing PCU is not the actual Developer's goal, because killing a rat a day will definitely NOT affect anything rather than introducing the skillpoints faucet.

Next step as I can guess would be providing a bunch of extractors as a bonus for upgrading trial into active account to switch a paradigm that skillpoints trading is something very normal and very welcome. At least the current step of a “bigger vision” goal is to provide a big pool of skillpoints for sale.

Short-calibrated rift in standard cache is not working, rift to radio-alignment unit in superior cache is not working for more that six months, who cares, five overview tabs are not enough, but there is a legacy code, so, again, it will never be fixed, the new launcher is glitchy, not a big deal, those “little things” will wait forever, but standings will be eliminated first, next the learning implants will go, because this is a part of a plan: subscribe, inject, fight.


The obligatory: Yes, that is solely my crazy theory because I read between the lines, and, no, you can not have my stuff as I own nothing.
Axhind
Eternity INC.
Goonswarm Federation
#1568 - 2016-04-14 07:21:12 UTC
Anna Sthetic wrote:
I see the steps CCP implements have a well-planned logic:

- first, implementation of skill trading (e.g. injectors/extractors with selling extractors for Aurum)
- second, to help players in extracting unnecessary SPs (from industrialists, cyno-alts and other capped toons) providing a nice shower of skillpoints to speed-up SP farming
under this circumstances skillpoints devaluate and the demand for extractors grows, extractors are sold for cash by CCP, so there are two possible scenarios:
- players start to purchase more extractors: profit!
- players decide not to spend much: Character Bazzar offers a lot of cheap toons, RMT also boosts

Skillpoints are already made a new in-game currency, thus CCP is THAT steady to reward only skillpoints, but not LP, Opportunities Kredits, Aurum or anything else, so the major goal is to saturate market with cheap skillpoints, hoping the demand would raise due to increasing supply.

I think this would probably lead to further switching into F2P model like implementing World of Tanks in space, as CCP is far more concerned about its profits rather than keeping its playerbase happy.

Increasing PCU is not the actual Developer's goal, because killing a rat a day will definitely NOT affect anything rather than introducing the skillpoints faucet.

Next step as I can guess would be providing a bunch of extractors as a bonus for upgrading trial into active account to switch a paradigm that skillpoints trading is something very normal and very welcome. At least the current step of a “bigger vision” goal is to provide a big pool of skillpoints for sale.

Short-calibrated rift in standard cache is not working, rift to radio-alignment unit in superior cache is not working for more that six months, who cares, five overview tabs are not enough, but there is a legacy code, so, again, it will never be fixed, the new launcher is glitchy, not a big deal, those “little things” will wait forever, but standings will be eliminated first, next the learning implants will go, because this is a part of a plan: subscribe, inject, fight.


The obligatory: Yes, that is solely my crazy theory because I read between the lines, and, no, you can not have my stuff as I own nothing.



It's not even that they are concerned with profits. They are concerned with short term profits and are, on the side, killing the game that has actually paid for all their side projects (none of which have shown any success what so ever by the way). EVE sells because it used to be unique game that respected players and their time, not because it's the n:th copy of WOW. Sadly the greed of CCP knows no bounds, and I guess some of those side projects need to be paid so they are doing only thing they know. Cashing in EVE and then applying for jobs elsewhere as EVE is going down (unless seagull reins in Fozzie and Rise type of thinking and game changes).
NovaCat13
Seymourus and Co.
#1569 - 2016-04-14 07:30:27 UTC
Quote:
It’s very important to note here that this means all the skillpoints available to buy on the market in EVE will have originated on other characters where they were trained at the normal rate. Player driven economies are key to EVE design and we want you to decide the value of traded skillpoints while we make sure there is one single mechanism that brings new skillpoints in to the system – training.


So when is Team Size Matters going to address this? Those words came from this same team, not even 3 months ago. Or did you forget?

Just say NO to Dailies

Jeremiah Saken
The Fall of Leviathan
#1570 - 2016-04-14 08:31:59 UTC
NovaCat13 wrote:
Quote:
It’s very important to note here that this means all the skillpoints available to buy on the market in EVE will have originated on other characters where they were trained at the normal rate. Player driven economies are key to EVE design and we want you to decide the value of traded skillpoints while we make sure there is one single mechanism that brings new skillpoints in to the system – training.

So when is Team Size Matters going to address this? Those words came from this same team, not even 3 months ago. Or did you forget?

Why should they? Whatever they wrote it will be bull****. They smelled the blood, I meant money. Nothing will stop them now.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Warmonger Simon
Trinity Alpha Zero
#1571 - 2016-04-14 08:50:09 UTC
As long as total 'new SP' made by new opportunities is not bigger than one of lost injected from injectors due to their diminishing returns im fine with this.
William Rokov
Better go yolo
Yolo Brothers
#1572 - 2016-04-14 08:59:07 UTC
What about suggestion to add some different ways to complete this daily quest. Killing npc is not allowed to all professions in eve. So, lets say, it will be something like that

get 10k sp for:
Scan any signature in space OR kill npc OR repair any portion armor or shield using remote module OR manufacture something.

So any player will be able to make this daily quest in his own way that similar to his usual game activity.

No links, no scouts. True solo pvp pilot.

Jeremiah Saken
The Fall of Leviathan
#1573 - 2016-04-14 09:04:09 UTC
William Rokov wrote:

So any player will be able to make this daily quest in his own way that similar to his usual game activity.

Why should I get reward for something I will do anyway? There will be dailies for other activities as Rise stated but why?

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Olmeca Gold
The Free Folk
#1574 - 2016-04-14 09:21:08 UTC  |  Edited by: Olmeca Gold
People seem to focus more on reward and how CCP can incentivize, rather than what CCP incentivizes with this proposal. The nature of the reward is not the problem here. I heard people like JohnyPew offering bringing back limtied skill que and increasing it with daily ship kill. Thats crazy bad an idea and would not achieve anything besides making the game more annoying. Because the problem is not the reward, it is what you wanna ask people to do for the reward.

Whats important is how CCP can achieve a certain goal by using a reward system. Idk if it has to do with current proposal being easier to implement coding-wise, but at its best it would be an half-assed pursuit of a legitimate goal.

We say Eve is a sandbox. It is fun as long as people interact with each other. They stalk, hunt, kill, scam each other, form fleets, do incursions together, do missions, do wormhole sites, sov pvp. They risk stuff to earn isk, they get killed and become somebody else's fun. That's whats fun in Eve. CCP should incentivize this. Let me call this 'content'.

Simply incentivizing people to log in and kill 1 NPC per day is not the best solution to incentivize content. At its best you will get currently AFK people to login in hisec and kill an NPC per day. They will not be taking risk. They will not end up them participating in content in Eve after killing the NPC. Most likely scenario is that they will undock, kill an NPC in a belt, and dock back, log back off. You will probably get slightly increased online player numbers. It will not make Eve more fun and be a catalyst for content.

Then what would catalyze content?

First of all, do not reward risk free solo pve activity. By risk free I mostly mean hisec. By solo I mean there is very little chance of pvp interaction. This includes hisec missions/ratting/exploring etc. There is still a chance these people would get wardecced etc. But these people should have been pushed out of hisec anyway. This is another problematic area of Eve that I will not talk about but basically if you can earn pve income close to null/wh space in hisec this in itself is problematic. Even hisec incursions are a problem. Eve should be such that the rewards are sufficiently greater in null/wh compared to hisec so people would actually prefer losing ships over not leaving hisec.

Incentivize risk-taking, and doing it daily, with rewards that are worth it. So PvE becomes a content catalyst. Here is an idea on how to do it properly.

* Daily journal entries (similar to escalations) you get every day and which expire in 26 hours.
* The entries send you in lowsec/nullsec/wormhole space and drop better loot in that order. If its low/null the system it sends you 5 jumps range of the closest null/lowsec system to you. If its in wormhole space the coordinates are in the system you are in (logged out etc) that day.
* There could be Level 1 to 5 versions of this opportunities (1 good in simple frigates, 5 requires multiple battleships in fleet). There could also be exploration versions.
* Now how can you choose which one you want? From the new daily opportunities menu you choose where (null, wh, low?) and which type (levels 1to5, exploration/combat) you want your daily journal entry.
* IMPORTANT * They would not be gated and they would spawn beacons. Others can warp in and attack you easily. High chance of getting caught. We catalyze content, remember.
* They would take at least 20 minutes to do. Sufficient chance for someone to find you. But also sufficient to ninja them in hostile null etc.
* So once every day you get rewards equal to twice or even three times of what you would make spending same time doing the normal pve activity you do with that particular ship you are committing to the beacon, which is sufficient to do the anomaly you engage with. Risk taken should be big and reward should also balance the risk.
* You can even combine the thematic in game event themes (Guristas, Blood sites etc.) with these. The events were an allright attempt to catalyze content, this is better.
* Now **** the exact nature of the reward. Everything in Eve can be valued with ISK. The reward can be ISK, PLEX, Aurum, ships, whatever else. Just balance it so that it fits the values described above. If you make 100m ISK in a C4 wormhole anom, you should make 200/300m in a L4 wormhole daily opportunity.


Now this is probably significantly harder to implement. It could take a whole patch. But it would be the real solution on what you want to incentivize. And i think the outcomes would be worth to allocate the needed CCP resources upon. Still wanna go lazymode? I have no problems if CCP wants to copy the sites from actual missions in game.



- TLDR -

Best way to use daily system is to incentivize people risking their stuff and have pvp interaction daily for big enough rewards that are worth the risk because we want to promote content, not online people numbers. Current proposal cant do that. I have an alternative above

Covert Cloaky FC. Sustainable Whaler.

Youtube channel.

William Rokov
Better go yolo
Yolo Brothers
#1575 - 2016-04-14 09:26:14 UTC
Jeremiah Saken wrote:
William Rokov wrote:

So any player will be able to make this daily quest in his own way that similar to his usual game activity.

Why should I get reward for something I will do anyway? There will be dailies for other activities as Rise stated but why?

Because it is what daily quest used for.
Daily quest should just motivate for login, nothing more.

No links, no scouts. True solo pvp pilot.

Erihn Sabrovich
#1576 - 2016-04-14 09:28:52 UTC
Jeremiah Saken wrote:
William Rokov wrote:

So any player will be able to make this daily quest in his own way that similar to his usual game activity.

Why should I get reward for something I will do anyway? There will be dailies for other activities as Rise stated but why?


Because the point is getting you connected, not having you killing a rat...

But the activity should require you to be connected for a minimum time... Killing a rat requires undocking, warping to an anomaly/belt (not 100% sure that there will be a rat), killing the rat and coming back...

If you're a miner, you're likely to leave with a mining ship and mine a little until the rat appear.

If you're in PvE (or even if you're in PvP) you'll get tempted to finish the anomaly instead of just killing a single NPC

The requested activity is minimal but it MAY lead to more activity...

How many times did I connect to restart my PI extractors and ended up staying 1/2h or more chatting with corp-mates...

On another side, I do know that I won't connect daily for these 10k SP... They'll be a nice bonus when I connect, they may make me connect a little more (1/4h to spend... let's connect instead of some other dull activity) but EVE is a GAME, not a job... so there is no way I'd take it as seriously as a job... that's just missing the whole point about games...

Somehow, I'd say that the losers are those who will feel compelled to connect daily... And if it burn them out and make them leave EVE, it's a good thing... both for EVE (people like that don't contribute to a nice environment) and for themself (they really do need to take some distance from EVE).
Jeremiah Saken
The Fall of Leviathan
#1577 - 2016-04-14 09:41:30 UTC
Erihn Sabrovich wrote:
Somehow, I'd say that the losers are those who will feel compelled to connect daily... And if it burn them out and make them leave EVE, it's a good thing... both for EVE (people like that don't contribute to a nice environment) and for themself (they really do need to take some distance from EVE).

Roll Rise want to made people loggin more often in hope to do something else maybe. You say it's a good thing that they will get burn out and leave EvE. What a twisted logic...

William Rokov wrote:
Because it is what daily quest used for.
Daily quest should just motivate for login, nothing more.

Dailiy should be something that will need to take 10-15 min at least. Stay enough to catch up with other and maybe do something. Undocking, kill rat and dock is 1,5 min. Rise already shot his knee with lunch break statement. Money, it's all about money from extractors because more SP will be on the market. Made from thin air.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Cat Evergreen
Doomheim
#1578 - 2016-04-14 10:00:51 UTC
In a previous post I had the idea of limiting the daily SP bonus to charcters with active training.

Today I found another reason why dailies should be limited to Main characters:

Give players a reason to log in by providing a daily SP bonus for their Mains, and they will be in the game and make New Eden more alive.
But give them a reason to log their Mains out after a few minutes so they can log in their Alts, and New Eden wouldn't get more alive at all.
Camila Orti
Righteous Rabbitslayers Craft and War Services
#1579 - 2016-04-14 11:22:25 UTC
Cat Evergreen wrote:
In a previous post I had the idea of limiting the daily SP bonus to charcters with active training.

Today I found another reason why dailies should be limited to Main characters:

Give players a reason to log in by providing a daily SP bonus for their Mains, and they will be in the game and make New Eden more alive.
But give them a reason to log their Mains out after a few minutes so they can log in their Alts, and New Eden wouldn't get more alive at all.


So how would you suggest CCP enforce the necessary requirement that players "pick" a main character? After say 20-50M SP on your main you might spend a month or so training an alt to fly Jump Freighters, is it then your main while your training queue is active on it?
Frostys Virpio
State War Academy
Caldari State
#1580 - 2016-04-14 12:13:56 UTC
Jeremiah Saken wrote:

Dailiy should be something that will need to take 10-15 min at least. Stay enough to catch up with other and maybe do something. Undocking, kill rat and dock is 1,5 min. Rise already shot his knee with lunch break statement. Money, it's all about money from extractors because more SP will be on the market. Made from thin air.


Killing a rat in most case will take more than than updating a skill queue used to. In most case, it was a click and drag of the skill you already knew you would queue up and then apply.