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New player retention

Author
Alyssah
State War Academy
Caldari State
#1 - 2016-05-13 11:49:00 UTC
Having just watched/listened to a trial player being coached by a very experienced player, it was obvious that a new induction method was required.

My suggestions are as follows:-

For the trial week all new players are started in something like a wormhole exclusive to trialists only. They can then transfer to full game or continue in reduced subscription mode for up to 3 months. This mode is kept simple with very limited full game comp[lications.


After the first week and a (eg £5) reduced sub, they get access to a further WH. This will introduce some finer points like salvage, exploration, BPC drops, higher level ores (when found) and a further 2 WHs. One will be a PvP WH while the other is a carebear WH. At any time they can progress to the full game for a full sub when they feel they are ready.

The complications of the full game plus the feeling of total frailty is responsible for trialists discontinuing.

What is contained in the various WH settings is a point for discussion as is the progression difficulty.

Actually the whole post is a discussion topic so......discuss!

Btw, the trialist has left.
Lugh Crow-Slave
#2 - 2016-05-13 11:52:42 UTC
New players need to be introduced to eve and it's core ideals not have their hands held
Yochi Miyatsuda
Doomheim
#3 - 2016-05-13 12:02:36 UTC  |  Edited by: Yochi Miyatsuda
Eve isn't for everyone. Retention of trial pilots will never be 100%.

Your idea of a slow and methodical introduction to PvP- & PvE-based systems via wormhole-type instances makes sense to you because you are a veteran player looking back at your own learning curve in hindsight.

Trial players need to be able to experience the complete, messy, confusing, and dangerous Eve universe from the get-go because they need to be able to gauge whether what this game is offering appeals to their wallets.

A trial player will not understand the distinction between your safe-zone instances and the real game.

They may even feel cheated with a full subscription!

However, I do concur that changes need to be made. Just spending some time in Rookie Help can tell you that the Opportunities system is useless and disjointed as a tutorial system for new pilots. Most new pilots are pointed toward the career agents instead (a much better, more thorough tutorial system with skillbook, ISK, and ship reward progression), but this feature is currently buried within the help menu.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2016-05-13 12:07:26 UTC
This idea does nothing to help retain new players because the suggestions do not introduce the players to EVE, but a completely different game. That is worse than what we have no.

Furthermore, EVE does not need to retain players who need this kind of separated instance to grasp the game, because these players cannot and will not be able to contribute to the game at all ever. If they realize that EVE is not for them, their unsubbing does a big favor not only to them because they do not waste their time and nerves, but also to the game because they do not introduce toxicity and bad suggestions to turn the game around into their ideal.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Alyssah
State War Academy
Caldari State
#5 - 2016-05-13 12:21:46 UTC
I have not decided whether it is the complexity or the feeling of total inadequacy that is the greater deterrant. But I just watched a well tutored and very inquisitive trialist not continue. I believe it's somewhere North of 90% of first time trialists that do not continue. That is a lot of wasted effort on behalf of the tutors as well as lost, potential revenue.

" Your idea of a slow and methodical introduction to PvP- & PvE-based systems via wormhole-type instances makes sense to you because you are a veteral player looking back at your own learning curve in hindsight." How very astute of you. But I was given a slow intro to Eve as it was much less complicated 10 years ago. It's a bit like explaining calculus to primary school students. You need to bring them up to speed gradually.

PS. did you miss the part where I stated they could progress into the main game at any time? This would be a choice.
Yochi Miyatsuda
Doomheim
#6 - 2016-05-13 13:09:05 UTC  |  Edited by: Yochi Miyatsuda
Alyssah wrote:
PS. did you miss the part where I stated they could progress into the main game at any time? This would be a choice.


And what would compel a Trial player to make that choice?

Place yourself in the shoes of a Trial player for one moment. Why are you conducting a Trial of the game in the first place? You want to know if investing in the game with your wallet is going to be a waste of time and money. you want to know sooner rather than later, at no cost other than your own time for now.

So, within your wormhole-type instances, I have a choice: either enter the "actual" game, or start paying (albeit a reduced) £5 subscription for an extension to the tutorial.

Remember, as a Trial player, you're trying to ascertain if this particular game is where you want to be. There's a lot of other competition out there. So what would you do?

Personally, I would want to poke my head out of the safe zone and see what the actual game looks like. At this point, you are essentially back to the original issues of Trial player retention that we have right now: does the game appeal to me, or doesn't it? Am I here to stay, or gone for good? A noobie-nest doesn't make one jot of difference to me as a Trial player.

As to the issue of wasted time on the part of your experienced player coaching the Trialist: was their time wasted? The experienced player in question chose to (admirably) spend their time trying to teach a new potential. CCP does much the same thing: they spend money on advertising. They don't have to - they have a pretty nifty "buddy program," for example - but they choose to do so.

Trial players will always either stay or go. No game mechanic or fast-talking is going to convince someone who doesn't want to spend their money being here to stay.
elitatwo
Zansha Expansion
#7 - 2016-05-13 13:23:09 UTC
Alyssah wrote:
....It's a bit like explaining calculus to primary school students. You need to bring them up to speed gradually.

PS. did you miss the part where I stated they could progress into the main game at any time? This would be a choice.


The "choice" to leave the daycare system(s) or forever not play EVE at all. I always loved calculus, was love at first sight while all of my classmates little brains melted and question marks flooded the room.

The only reason I got a c was that I ran all of those easy exercises in my mind and didn't write them down, only the result, which was painfully obvious.

But enough highschool easy math.


The selling of EVE used to be an open ended skillpoint system which could occupy your time for two decades and no other game on the planet would have that.

Now with the "smart injectorzz" you just need the credit card and make a mockery of every pilot in New Eden whom took their time to train them for you to inject.

Funny (only for me because I told CCP so many, many times) coincidence, when those noobbbbs yolo their solo-titans into lowsec on day one and get their 300 bazllion boat handed to them in no time, they are upset and leave.

Odd.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Donnachadh
United Allegiance of Undesirables
#8 - 2016-05-13 14:09:37 UTC
Yochi Miyatsuda wrote:
And what would compel a Trial player to make that choice?

That would be this section of his idea, hoping you simply missed it and were not purposely ignoring it. You now the part where they can leave this training area whenever they want, or they can stay for a max of 3 months (to long in my estimation).
Alyssah wrote:
They can then transfer to full game or continue in reduced subscription mode for up to 3 months.


Lugh Crow-Slave wrote:
New players need to be introduced to eve and it's core ideals not have their hands held

Oh I get so tired of the vets trotting out this tired old statement or something like it. EvE is a very complex game with a very complex UI, many players have and many more in the future can and would benefit from some form of this basic idea. A safe place where they can go to figure out the UI and the basics of the game.

My problem with this whole general topic is that both sides have valid points.
I have worked with and then seen players leave the game never coming back because they lost that first PvP encounter simply because they lacked the ability to make their ship do what they wanted it to do, you know that basic UI and basic mechanics thing. Knowing several people in real life that have tried the game and quit for this reason I believe that the OP is at least in a general sense on the right path with the ideas presented. On the other hand I have worked with other newer players that have been sheltered from the realities of EvE for far to long and when they run into those cold hard realities they rage quit and never come back, this indicates that any isolation period needs to be kept short. As noted above I believe that 3 months is to long, if I was asked I would suggest we start at one week and then enter into a trial phase while data is collected and then adjust as needed based on feedback from the new players.

There is no doubt that this game needs a better way to introduce new players to the UI and basic mechanics of the game, even CCP admits that and continues to work on it. There is precedence in the computer gaming world to support a change in how EvE deals with this issue. Some games like Planet Side 2 and Hawken offer training areas that only players in their first few days/weeks in the game can get into places where there are hard limits on the things that can be used. Others offer a series of tutorials that work a new player step by step through the UI and some of the basic game mechanics before dumping them head first into the deep end of the pool.

For what it is worth there are my thoughts on this.
Serendipity Lost
Repo Industries
#9 - 2016-05-13 16:37:52 UTC
Here's the thing with EVE. It's a massive, horribly complex, sandboxy game. It takes:

WEEKS to get to the point where you feel NOT STUPID
MONTHS to get to the point where you understand your surroundings
YEARS to find your niche and fit in

There is no way that a 2 week scripted anything is going to magically make that change. Throw in scammers and that you actually lose your stuff when you lose an engagement and folks coming from 'normal' games are at a complete loss for quite some time.


There is no cure for this. There are some ways to help folks make it. Get involved, pick a dude and help him along. EveUni has made a name for themselves as a teaching organization. They have done a lot of WORK to keep folks in the game. Player interaction (and that doesn't mean having your poop ganked by CODE) is the way to retain newbros.

Sure, the NPE could use some work, but in the end a guy that stays in eve due to one of 2 things. He has/makes a friend that helps him get through it. He's just a nut that is determined to overcome all the obstacles the game throws in his way.


TL/DR You're asking for the impossible if you're asking CCP to script something that will lock players into staying with eve.
Herzog Wolfhammer
Sigma Special Tactics Group
#10 - 2016-05-13 16:58:59 UTC
How about a different approach:

Instead of training noobs, we get them started on paths where they are more interested in actually playing the game instead of trying to spergingly min/max it.

Because whether it's ISK or killboard, it's the attitude and perception that drives noobs away.


They need to know what they can do "right now" and not "what they have to learn to do it later". Meaning they need to get on the proverbial horse on day one and then let the skills and interest fall into place.


The NPE is vastly improved over the years, but the track is wrong. It's still a path towards stultification and boredom, covered in a layer of being intimidated by the very appearance of the bittervets.


It's an old problem that at least is being thankfully addressed head on. Years ago, it was considered perfectly normal to think you had to "grind ISK and SP for two years" before going to nullsec, then deal with "stats or GTFO" responses, then not be able to go, then get bored out of the game. Occasionally someone would get convinced, via forum fu, to go fit some perception of an "I Win" boat, costing lots of ISK, just to go die in a fire two jumps I into lowsec and somebody's killboard is enhanced. Usually the people giving that bad advice were the ones camping lowsec. It took years for players to catch on, and then followed years of lowsec campers complaining that lowsec is dead.

(duh)


The noobs must be driven by the NPE to get into dangerous space and start doing dangerous challenging things from day one. It's that simple. Once they are hooked, how much ISK and SP they have becomes background noise. Make it so they have enough fun that they don't care.

Now with the highsec wardec/hub-humping epidemic, which pretty much plays into some disruption of "grind for two years and get bored", but replaces that with "I don't want to play a game where I get farmed by people who have nothing better to do all day" (meaning that instead of two years of subs from one player who leaves out of boredom, you get a few months of subs from players leaving out of frustration), this is the best time for something significant to be done about it. Kill the highsec wardec scourge through changes in mechanics, possibly the ways of olde return, but that was not really the best way either.

It may ultimately be up to the vets. But do we want to rack up stats that will mean nothing when the game closes down? Or is high-fiving each other over killing an MMO the actual goal?



Bring back DEEEEP Space!

Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2016-05-13 23:57:53 UTC
Wardecs and killboard padding have dialled down a lot since 2012, they've just become easier to follow. More players stuck about when wardecs were cheaper and weren't one sided to the defenders. Why? Because new players were using decs to try out pvp.

I was 2 months old when my corp started making decs. If they didn't, i don't know what i would have done all these years but i doubt I'd be here.

And on the defenders side, being decced can be the first and probably only way your corp can test their mettle. It tells you which of your corp mates are worth having around and whos dead weight. Relationships grow through sharing hardship, losses and victories.

It wasn't that long after they were nerfed that CCP stopped posting their ever growing subscription numbers. Players are getting bored because they don't want to dec and aren't getting decced. So they just level up their raven instead.



That and social corps god damnit!!!

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Iain Cariaba
#12 - 2016-05-14 00:19:17 UTC
Donnachadh wrote:
Oh I get so tired of the vets trotting out this tired old statement or something like it. EvE is a very complex game with a very complex UI, many players have and many more in the future can and would benefit from some form of this basic idea. A safe place where they can go to figure out the UI and the basics of the game.

And how is an isolated environment, only containing equally clueless players, going to help them learn the UI and basics?

I played this game for years before I ever tried PvP. I quickly learned that everything I had taught myself, or learned from others, about PvE and mining was almost totally useless in PvP. It took losing ships, asking those who shot me what I did wrong, and asking more experienced players in general, to learn what little I know about PvP, how to optimize the UI, and how to use the core mechanics of the game to my advantage. None of this would happen with OP's suggestion.
Arya Regnar
Darwins Right Hand
#13 - 2016-05-14 03:38:03 UTC
Lugh Crow-Slave wrote:
New players need to be introduced to eve and it's core ideals not have their hands held

Using this quote because I feel lazy.

Git gud op ya scrub.

EvE-Mail me if you need anything.

Mike Voidstar
Voidstar Free Flight Foundation
#14 - 2016-05-14 05:23:01 UTC
The problem is that EVE is billed as one thing, and is in reality something else entirely.

The promise is of an immersive rpg. This implies lots of PvE elements that were once intended, the stubs are still there, but PvP completely sidetracked that development almost from day one.

The reality is a mindless haven for sadists, and a purgatory for those who are still looking for that rpg.
Donnachadh
United Allegiance of Undesirables
#15 - 2016-05-14 12:43:28 UTC
Iain Cariaba wrote:
And how is an isolated environment, only containing equally clueless players, going to help them learn the UI and basics?

Interesting. The isolation is not the problem, the lack of a decent set of tutorials to guide those players is the problem and it is one of the biggest challenges this game and CCP faces.

In the end virtually every other computer game publisher has recognized the need for and the benefits to their players of having a proper tutorial system, a system that guides new players through the basics of the UI and basics of the games mechanics and allows them a place isolated from the main game in which to do these tutorials. And yet here in EvE CCP and the majority of the veteran players seem to think that learning basic concepts and game skills is best done under fire and while dealing with everything else that EvE is good and bad. To look at this from another perspective EvE is the equivalent of putting a person with no experience or training in the pilot seat of a 747 with about 5 minutes of fuel left and then everyone else jumps out of the plane leaving the one new person behind by themselves to figure out how to land the plane or die trying. Sure there are a few that will figure it out, but how many will die trying?
Arya Regnar
Darwins Right Hand
#16 - 2016-05-14 12:58:15 UTC
Mike Voidstar wrote:
The problem is that EVE is billed as one thing, and is in reality something else entirely.

The promise is of an immersive rpg. This implies lots of PvE elements that were once intended, the stubs are still there, but PvP completely sidetracked that development almost from day one.

The reality is a mindless haven for sadists, and a purgatory for those who are still looking for that rpg.

Oh please it's just the only game where sandbox element is still present. Sadly CCP are still removing the sandbox part because they feel that people getting "wronged by the bad guys" is a thing that shouldn't happen *cough* that's sandbox niche *cough*.

EvE-Mail me if you need anything.

Mike Voidstar
Voidstar Free Flight Foundation
#17 - 2016-05-14 13:53:34 UTC
You are funny. This game actively promotes 'gameplay' that would be considered briefing in any other game.

The gui has had bugs intentionally left in that allows for trade scams. The font has been left intentionally bad so as to allow the inattentive or those with less than perfect eyesight to be confused. The systems behind margin trading allow the client itself to lie and cheat you. That's just one aspect of the game, every single part of this game is geared to allow the 'bad guys' to do bad things to people Sith little or zero repercussions or recourse.

It's billed as an rpg, but the reality is a domestic abuse simulator.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#18 - 2016-05-14 14:13:15 UTC  |  Edited by: Rivr Luzade
Donnachadh wrote:
In the end virtually every other computer game publisher has recognized the need for and the benefits to their players of having a proper tutorial system, a system that guides new players through the basics of the UI and basics of the games mechanics and allows them a place isolated from the main game in which to do these tutorials. And yet here in EvE CCP and the majority of the veteran players seem to think that learning basic concepts and game skills is best done under fire and while dealing with everything else that EvE is good and bad.

Under fire? Which fire? There is nearly 0 fire in the rookie starter systems and the surrounding areas. In fact, the rookie starter systems with all the restrictions in place are already a lot like what this thread asks for.

On the other hand, there are also so many incompetent new players asking stupid questions like "How do I leave a system" when there are Stargates listed on your overview. You can have the best tutorial in the world; however, it cannot compensate for general denseness.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Daichi Yamato
Jabbersnarks and Wonderglass
#19 - 2016-05-14 14:26:19 UTC
It's billed as a fulltime pvp sandbox with the freedom to wage wars, commit treachery, be a pirate, be the villain etc

The players who come expecting what eve is famous for, soon find their playstyles nerfed...go figure.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Black Pedro
Mine.
#20 - 2016-05-14 20:58:13 UTC
Mike Voidstar wrote:
You are funny. This game actively promotes 'gameplay' that would be considered briefing in any other game.

The gui has had bugs intentionally left in that allows for trade scams. The font has been left intentionally bad so as to allow the inattentive or those with less than perfect eyesight to be confused. The systems behind margin trading allow the client itself to lie and cheat you. That's just one aspect of the game, every single part of this game is geared to allow the 'bad guys' to do bad things to people Sith little or zero repercussions or recourse.

It's billed as an rpg, but the reality is a domestic abuse simulator.

Let's not start with trivializing real world problems like domestic violence again.

Eve is a PvP sandbox game set in a dystopian universe where players have the freedom to explore questions of morality and tell their own stories. That means players need to be vulnerable to each other so stuff actually happens and both 'bad' guys, as well as 'good' guys, can make content in the sandbox.

Walling new players off from this central sandbox game play is not a good idea. Keeping new players in some conflict-free garden only to dump them into the cutthroat greater universe a few weeks after would be a massive bait-and-switch and unfair to them. That said, some more limited guided tutorial to help explain the UI and central concepts could work. Really though, what is needed is to open the minds of these new players to the possibilities of the sandbox beyond highsec mining or leveling your Raven.

Eve isn't for everyone (as seen by those that repeatedly come to the forums to whine about intended gameplay instead of quietly moving on to another game) but it is a shame that many people never get a taste of the possibilities of the sandbox offers and leave Eve thinking it to be a pretty, but empty mining simulator or missioning game.
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