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Every year, there are less users playing, why??

First post
Author
Lucy Lollipops
State War Academy
Caldari State
#1721 - 2016-09-24 17:09:10 UTC
Teckos Pech wrote:
Black Pedro wrote:


Make of that what you will, but all the evidence CCP shared says that new players are more likely to be bored out of the game than pushed out of the game by being exploded by veteran players. Certainly, there is no evidence that at least for new players, being exploded has any negative effect on retention.


This is a very nice summary. Ganking and PvP lead players to stay longer and retention is really a problem of those not experiencing that and (most likely) being bored out of the game. This is based on empirical evidence. IIRC they found 80,000 accounts (excluding alt accounts) where they were ganked in their first 15 days (note, this does not mean they were 80,000 trial accounts if were in game 2 years at the time of the study and had been ganked in your first 15 days you might have been in the study).

But people wave their hands, "That means nothing...." or "That method is flawed [more bullshit hand waving]...."

This is why I think ultimately empirical work is not going to change people's minds like Lucy Lollipops. Lucy's mind is made up and no amount of empirical evidence to the contrary will be sufficient. Lucy is best described as dogmatic.


The only empirical evidence I see is a little group of players gaining lots of ingame money from hisec ganking.

This can be clearly seen.

What I think it that it's contributing to the bad reputation of Eve as the only game left for who loves to ruin other game's experience.

But personally I don't care at all if my hisec mining alt is ganked, it happend already but the gain/loss rate for me is so positive I really don't care about it at all...
Teckos Pech
Hogyoku
Goonswarm Federation
#1722 - 2016-09-24 17:10:17 UTC
Lucy Lollipops wrote:
I think it's the narrative of this game that is slowly ruined, not mine.

And the other poster is right imo, everything in Eve online is slow, very slow to do.

If you mix it with how easy it is to lose your ship you can imagine the high level of frustration that can potentially lead players to leave the game.


Yes by people like you wanting to nerf the very thing that made it so successful, PvP....including PvP in HS.

You know when I first joined there was nothing like CODE. Sure groups of people would gank freighters, but it was far more desultory than now. You could toss 600 million in your freighter set desto and undock and click autopilot. Now....you'd be an idiot to do that. Why? Because HS content has been nerfed into the dirt so all you got is large organized groups providing fun activities...like CODE. who gank freighters and will even do it for ransoms or just the ***** and giggles (although the latter is rare given the plethora of over stuffed freighters). With wardecs you could see 2, 3, 4, etc. war dec corps focusing on just one corp or alliance in HS. Not anymore.

So you are half right...but the root of the problem are players like you. Players who wanted to nerf freighter ganking to "balance it on risk". You dimbulbs don't even understand risk preference vs. reward. Not at all. You heard the term risk aversion and you use it like you know what it means, but quite clearly you don't.

For example, when one of you dimbulbs say, "There is no risk involved in freighter ganking." Of course there is you ninnys. The freighter pilot is taking high risk. When you put 8 billion in your freighter you are at high(er) risk of getting ganked. Especially if you don't use a scout. Yes, those doing the ganking face low(er) risk, but they face that low(er) risk because they have taken steps to avoid high(er) risk.

And how do you balance the risk here when it is players who are taking actions that expose them to various levels of risk. Risk is not something that comes along and happens randomly, it is also based on actions. If you study, for example, the insurance literature you'll see lots of focus on what is known as moral hazard. That is where the insurance company is worried that with an insurance policy the people covered will take less steps to avoid the bad state. That is why they impose a deductible, you don't want to pay the deductible so you'll take steps to avoid the bad state. The lower the deductible the higher the premium because they are exposed to more risk because of the behavior of the insured.

In the end people who complain about ganking are sloppy, ignorant, and out right wrong in their use of the words "risk aversion", "risk vs. reward", etc.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#1723 - 2016-09-24 17:17:57 UTC
Lucy Lollipops wrote:


The only empirical evidence I see is a little group of players gaining lots of ingame money from hisec ganking.


Focusing on just this part. Why? Why are they obtaining this wealth?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Rain6637
GoonWaffe
Goonswarm Federation
#1724 - 2016-09-24 17:21:06 UTC
One more thing about scattering NPCs everywhere. It provides a test of the character's skills. If a character is tested by a consistent enemy, the player can sense the benefit of the character's SP and their fitting choices.

The NPCs used for this purpose don't even need to give a bounty payout. Their gameplay benefit is the visceral feel of killing them faster based on your SP.

One of the best overarching experiences in nullsec as a newbie was fighting Angels rats in Curse. At first all I had was a Cormorant, and then a Caracal. I died quite often to the rats but with each skill and better fitting advice from my corp mentors, I was making progress against them. Then I upgraded to a Drake and the rats began to RUN from me. I couldn't break their tank but that turn of the tide was excellent.

You don't find that in high sec unless you take missions, but that can be intimidating and it takes time to talk to agents and go to a mission location. Instead NPCs should spawn at player ships unexpectedly and against their will.
Lucy Lollipops
State War Academy
Caldari State
#1725 - 2016-09-24 17:22:29 UTC
Teckos Pech wrote:
Lucy Lollipops wrote:
I think it's the narrative of this game that is slowly ruined, not mine.

And the other poster is right imo, everything in Eve online is slow, very slow to do.

If you mix it with how easy it is to lose your ship you can imagine the high level of frustration that can potentially lead players to leave the game.


Yes by people like you wanting to nerf the very thing that made it so successful, PvP....including PvP in HS.

You know when I first joined there was nothing like CODE. Sure groups of people would gank freighters, but it was far more desultory than now. You could toss 600 million in your freighter set desto and undock and click autopilot. Now....you'd be an idiot to do that. Why? Because HS content has been nerfed into the dirt so all you got is large organized groups providing fun activities...like CODE. who gank freighters and will even do it for ransoms or just the ***** and giggles (although the latter is rare given the plethora of over stuffed freighters). With wardecs you could see 2, 3, 4, etc. war dec corps focusing on just one corp or alliance in HS. Not anymore.

So you are half right...but the root of the problem are players like you. Players who wanted to nerf freighter ganking to "balance it on risk". You dimbulbs don't even understand risk preference vs. reward. Not at all. You heard the term risk aversion and you use it like you know what it means, but quite clearly you don't.

For example, when one of you dimbulbs say, "There is no risk involved in freighter ganking." Of course there is you ninnys. The freighter pilot is taking high risk. When you put 8 billion in your freighter you are at high(er) risk of getting ganked. Especially if you don't use a scout. Yes, those doing the ganking face low(er) risk, but they face that low(er) risk because they have taken steps to avoid high(er) risk.

And how do you balance the risk here when it is players who are taking actions that expose them to various levels of risk. Risk is not something that comes along and happens randomly, it is also based on actions. If you study, for example, the insurance literature you'll see lots of focus on what is known as moral hazard. That is where the insurance company is worried that with an insurance policy the people covered will take less steps to avoid the bad state. That is why they impose a deductible, you don't want to pay the deductible so you'll take steps to avoid the bad state. The lower the deductible the higher the premium because they are exposed to more risk because of the behavior of the insured.

In the end people who complain about ganking are sloppy, ignorant, and out right wrong in their use of the words "risk aversion", "risk vs. reward", etc.


I think you have absolutely no idea about how I play eve online. But it's normal for arrogant persons to think they know others perfectly.

Honestly I don't care so much about ganking for itself, what I think is quite disgusting is seeing gankers be almost immune to real isk losses and being them so slippery to catch making the fight back almost impossible.

While the most disgusting thing is the gankers loss/gain ratio, abnormal and absurd.

I have full respect for lowsec players, even for pirates and so on, and for wh and nullsec players.

Zero respect for slippery hisec gankers.
Rain6637
GoonWaffe
Goonswarm Federation
#1726 - 2016-09-24 17:41:17 UTC
did you know high sec ganking is not a problem outside of high sec?
Lucy Lollipops
State War Academy
Caldari State
#1727 - 2016-09-24 17:50:30 UTC
Rain6637 wrote:
did you know high sec ganking is not a problem outside of high sec?


If it ruins the reputation of the game you play and makes your game smaller and smaller it could be a problem for you too, even if your are in null or living in a wh as I usually do.
baltec1
Bat Country
Pandemic Horde
#1728 - 2016-09-24 17:52:54 UTC
Rain6637 wrote:
This is pretty clearly a case of a player leaving after they discover the end of unexpected content. I don't think the PVP statistic is a result of another player's influence. It could just as easily be provided by an NPC but the NPC content isn't there.


NPCs cant replace players.
Jonah Gravenstein
Machiavellian Space Bastards
#1729 - 2016-09-24 17:53:33 UTC
Lucy Lollipops wrote:
I have full respect for lowsec players, even for pirates and so on, and for wh and nullsec players.

Zero respect for slippery hisec gankers.
Here's the kicker, hisec gankers are often also losec, wh and nullsec players; and their hisec activities extensions of their activities in those areas of space.


In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

baltec1
Bat Country
Pandemic Horde
#1730 - 2016-09-24 17:59:05 UTC
Lucy Lollipops wrote:
Rain6637 wrote:
did you know high sec ganking is not a problem outside of high sec?


If it ruins the reputation of the game you play and makes your game smaller and smaller it could be a problem for you too, even if your are in null or living in a wh as I usually do.


Ganking doesn't have any negative impact on player retention. In fact it has a positive impact, CCP have shown this and we have clearly seen it back when mining interdictions happened. Ganking has never ruined the reputation of EVE, it helped to forge the reputation of EVE as the only MMO with actual piracy.
Rain6637
GoonWaffe
Goonswarm Federation
#1731 - 2016-09-24 18:18:41 UTC
baltec1 wrote:
Rain6637 wrote:
This is pretty clearly a case of a player leaving after they discover the end of unexpected content. I don't think the PVP statistic is a result of another player's influence. It could just as easily be provided by an NPC but the NPC content isn't there.


NPCs cant replace players.

What if there are no players to begin with lol
Rain6637
GoonWaffe
Goonswarm Federation
#1732 - 2016-09-24 18:22:09 UTC
how is it replacing players when you can fly around for ten minutes and not get shot and adding NPCs would fix that
Teckos Pech
Hogyoku
Goonswarm Federation
#1733 - 2016-09-24 18:44:53 UTC  |  Edited by: Teckos Pech
Lucy Lollipops wrote:


I think you have absolutely no idea about how I play eve online. But it's normal for arrogant persons to think they know others perfectly.


I know you didn't read my post and so missed the part that risk is based largely on player actions and as such you don't really understand the game.

Quote:
Honestly I don't care so much about ganking for itself, what I think is quite disgusting is seeing gankers be almost immune to real isk losses and being them so slippery to catch making the fight back almost impossible.


So go out there and impose some risk on them. Stop asking CCP do it for you.

Quote:
While the most disgusting thing is the gankers loss/gain ratio, abnormal and absurd.


Why? Why is the loss/gain ratio so absurd. What is the driver here.

I know you'll say, "Bad mechanics," but that just highlights how blindingly ignorant you are of things like risk in the game. The game itself provides very, very little risk. Lets look at the mechanics of using a freighter.

1. They are slow.
2. No high/weapon slots.
3. They can carry lots of stuff--i.e. their cargo can be quite valuable.

Nowhere in there is "high risk". No really. The risk, for the freighter pilot, comes from his actions and other players understanding of game mechanics. If he puts 750 million in his freighter and uses a scout, his risk is very low. If he puts 7.5 billion in his freighter (and in case you missed it that is a 10x increase in cargo value) and undocks without even a lowly scout his risk has gone up tremendously. The absurd gains gankers are obtaining are due to the absurd levels of risk some freighter pilots are putting on themselves.

So my question to you is....

Why do you want to reward the imprudent and foolish?

Quote:
I have full respect for lowsec players, even for pirates and so on, and for wh and nullsec players.

Zero respect for slippery hisec gankers.


HS gankers are pirates. The simple definition of piracy,

piracty: the act of attacking and stealing from a ship at sea.

Seems to fit HS gankers too once we replace "at sea" with "in space".

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

baltec1
Bat Country
Pandemic Horde
#1734 - 2016-09-24 18:44:54 UTC
Rain6637 wrote:
how is it replacing players when you can fly around for ten minutes and not get shot and adding NPCs would fix that


Because NPC's can never compete with players. They will never be as dangerous or as adaptable as players, just look at burner missions. They were supposed to be more pvp like but in the end they were farmed the moment the arrived on tranquility.

They also don't provide as much content as players.
Teckos Pech
Hogyoku
Goonswarm Federation
#1735 - 2016-09-24 18:46:13 UTC
Teckos Pech wrote:
Lucy Lollipops wrote:


The only empirical evidence I see is a little group of players gaining lots of ingame money from hisec ganking.


Focusing on just this part. Why? Why are they obtaining this wealth?


Can you answer this? Or is it just to inconvenient for your narrative.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Rain6637
GoonWaffe
Goonswarm Federation
#1736 - 2016-09-24 19:02:48 UTC
baltec1 wrote:
Rain6637 wrote:
how is it replacing players when you can fly around for ten minutes and not get shot and adding NPCs would fix that


Because NPC's can never compete with players. They will never be as dangerous or as adaptable as players, just look at burner missions. They were supposed to be more pvp like but in the end they were farmed the moment the arrived on tranquility.

They also don't provide as much content as players.

Those statements are true but right now I'm talking about adding NPCs. You can add NPCs without replacing players.

are you doing this on purpose? this is a very simple idea.
baltec1
Bat Country
Pandemic Horde
#1737 - 2016-09-24 19:06:58 UTC
Rain6637 wrote:

Those statements are true but right now I'm talking about adding NPCs. You can add NPCs without replacing players.

are you doing this on purpose? this is a very simple idea.


They did try this with incursions but it got scrapped before it hit tranquility.
Ava Kurvora
Doomheim
#1738 - 2016-09-24 19:11:32 UTC
The burden of risk/reward is placed almost entirely on the hauler/miner. The ganker loses out on sec status and a disposable destroyer. What a terrible loss.

And still you stupid ******* whine about ganking being nerfed.
Rain6637
GoonWaffe
Goonswarm Federation
#1739 - 2016-09-24 19:15:25 UTC
baltec1 wrote:
Rain6637 wrote:

Those statements are true but right now I'm talking about adding NPCs. You can add NPCs without replacing players.

are you doing this on purpose? this is a very simple idea.


They did try this with incursions but it got scrapped before it hit tranquility.

What I'm thinking of is more like adding gate rats to gates and stations 100% of the time. So like incursion rats but weaker, perhaps just one long point in the whole gang of NPCs so you can evade with a core stab.

For the sake of forcing interaction with the game world, unlike right now where the game is emptyyyy. And yeah there are other players in high sec (for example) but they're not guaranteed to shoot you. You also can't shoot them immediately or without consequence.

My main point is that EVE feels empty very quickly and could use more critters. It was a really great point that a player will probably notice something is wrong when they can fly around for five minutes without any interaction with the game.
baltec1
Bat Country
Pandemic Horde
#1740 - 2016-09-24 19:19:00 UTC
Rain6637 wrote:
baltec1 wrote:
Rain6637 wrote:

Those statements are true but right now I'm talking about adding NPCs. You can add NPCs without replacing players.

are you doing this on purpose? this is a very simple idea.


They did try this with incursions but it got scrapped before it hit tranquility.

What I'm thinking of is more like adding gate rats to gates and stations 100% of the time. So like incursion rats but weaker, perhaps just one long point in the whole gang of NPCs so you can evade with a core stab.

For the sake of forcing interaction with the game world, unlike right now where the game is emptyyyy. And yeah there are other players in high sec (for example) but they're not guaranteed to shoot you. You also can't shoot them immediately or without consequence.

My main point is that EVE feels empty very quickly and could use more critters. It was a really great point that a player will probably notice something is wrong when they can fly around for five minutes without any interaction with the game.


Its a fair enough point.