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I love all the new,NPE improvements in EVE. But I'm still concerned.

Author
Quintessen
The Scope
Gallente Federation
#1 - 2016-10-18 20:34:54 UTC
First, kudos to CCP for all the new NPE and UI improvements you've made over the last few years. It's been an amazing journey and I'm super excited to see what you have for us in the future. The game now is so much better than the game I played when I first started.

But... I'm still concerned. I don't play much, but I do maintain multiple accounts so that I can watch the evolution of the game I so want to love. CCP, you've been working on the NPE and it has been improving with each iteration. But, it's not the first few hours I'm concerned with, it's the first few weeks. It's what happens afterwards.

My issue is with player progression and their ability to find suitably challenging and rewarding content outside of missions. I've brought friends into this game -- just about every one I know -- at one point or the other. And they were fine as long as I was giving them the guided tour. But I couldn't always be around.

For them, they would try various kinds of content. They understood missions. They did the tutorials and the SoE arc. They even understood mining. It was easy to discover suitably challenging and rewarding content in all those things. The problem happened when they tried to step outside of that. Missions have good, but not great progression. It's easy to understand that once level 1 missions become easy, you can move on to level 2 missions. You get better equipment, improve related skills and the whole thing makes sense and is challenging, even if it is a bit repetitive. But when you move out of missions to other PvE content. When you start scanning down dungeons, the whole thing gets a whole lot messier.

There's very little information around most of the anomalies in this game. Until you memorize the difficulties, it's a crap shoot as to what content is going be too easy and what content is going to get you killed before you down your first rat. Risk is fine in a game, blind risk is frustrating. There's a reason that games throughout history use match making to put you with challenges that are right for you. Too easy, it's boring. Too hard, it's frustrating.

I've been waiting years now for CCP to fix this fundamental problem with EVE. I'm ready to tell all of my friends that EVE is different -- that they won't get bored and frustrated this time. But, the game's not there yet. So much stuff has improved and so much stuff is where it needs to be, but this one thing needs to get fixed before I subject EVE on my friends again. And, frankly, before I come back full time myself.

But, in the mean time, I will keep my accounts active and vigorously follow all the little improvements happening, hoping that EVE will become a game I can love without reservations. And a game I can happily drag all my friends to knowing they'll love it just as much as I will.

- Q
Sonya Corvinus
Grant Village
#2 - 2016-10-18 20:56:03 UTC
What you're describing is one of the biggest draws to EVE. Figuring out what is too hard and too easy, figuring out what you can and can't do is part of the fun. If CCP held my hand and guided me through all the content in the game I would have quit years ago.

Getting that "oh sh*t" moment when you bite off more than you can chew and end up exploding in a glorious ball of fire is a major part of the game. It gives you something to try and beat the next time. CCP telling me what I can and can't do does nothing but stifle creativity and make this game well, boring.
Ralph King-Griffin
New Eden Tech Support
#3 - 2016-10-18 20:58:41 UTC
Make some mortal enemies, everything in eve is better with mortal enemies.

Galaxy Duck
Galaxy Farm Carebear Repurposing
#4 - 2016-10-18 21:02:25 UTC
Lack of clarity in the difficulty of anomalies is an interesting choice for your 'big issue that's holding the game back', I'll give you that. Haven't heard that one before.




#CarebearProblems
Quintessen
The Scope
Gallente Federation
#5 - 2016-10-18 21:03:16 UTC  |  Edited by: Quintessen
Sonya Corvinus wrote:
What you're describing is one of the biggest draws to EVE. Figuring out what is too hard and too easy, figuring out what you can and can't do is part of the fun. If CCP held my hand and guided me through all the content in the game I would have quit years ago.

Getting that "oh sh*t" moment when you bite off more than you can chew and end up exploding in a glorious ball of fire is a major part of the game. It gives you something to try and beat the next time. CCP telling me what I can and can't do does nothing but stifle creativity and make this game well, boring.


I think there's a fundamental flaw in the argument here. I'm not suggesting that you have a level and that you do content that matches that level. That's a fine system and hand-holding and not what I'm looking for. What I'm looking for is for the game to give me relative difficulty consistently. It doesn't do that well. DED sites have it and missions have it. And bounties tell half a story. But I would wager that, without looking, most new players couldn't tell me the relative difficulty of anomalies. Or the relative difficult of anomalies to DED sites to missions. Learning your personal limits is important, but decisions should be informed. And I think the relative success with new players demonstrates that.

As an addendum, I would state that in my mind, hand holding is more along the lines of WoW where it says, hey, go here and grab 10 of these and kill 5 mobs. That's a perfectly reasonable type of play, but not what I'm suggesting. I'm still suggesting a type of play where you, the player, make all the decisions about where to go and what to do. You just get to know what you're getting in to.
Quintessen
The Scope
Gallente Federation
#6 - 2016-10-18 21:09:20 UTC
Galaxy Duck wrote:
Lack of clarity in the difficulty of anomalies is an interesting choice for your 'big issue that's holding the game back', I'll give you that. Haven't heard that one before.




#CarebearProblems


Mostly a way for players to make informed decisions about how to progress in the PvE part of the game. If CCP just wants a PvP game that's fine, but it's also hard to do in a persistent world with a functioning economy. PvE fuels PvP in this game. And a lack of clarity makes progression hard to understand for players. So they get stuck doing missions until boredom kicks in.
Tiberius NoVegas
NovKor Corp.
#7 - 2016-10-18 21:17:44 UTC
I do have to agree that the tutorial in this game are pretty poor. all the best information I got on playing this game came from other players. Ive contemplated that new players do need more guidance before they are thrusted into the rest of the EVE universe. Many of my friends stopped playing because they got killed within the first day of playing because they didn't fully understand the limits of the game.

The main issue is that EVE is all about risk vs reward and in this manner it tends to be very unforgiving even to new players. I feel most of these players need a greater amount of guidance and catering to prior to being allowed to fly off and get ganked because they don't understand security status or WH space and what not. its a difficult balance to achieve.
Eli Stan
Center for Advanced Studies
Gallente Federation
#8 - 2016-10-18 21:29:04 UTC  |  Edited by: Eli Stan
Quintessen wrote:
Sonya Corvinus wrote:
What you're describing is one of the biggest draws to EVE. Figuring out what is too hard and too easy, figuring out what you can and can't do is part of the fun. If CCP held my hand and guided me through all the content in the game I would have quit years ago.

Getting that "oh sh*t" moment when you bite off more than you can chew and end up exploding in a glorious ball of fire is a major part of the game. It gives you something to try and beat the next time. CCP telling me what I can and can't do does nothing but stifle creativity and make this game well, boring.


I think there's a fundamental flaw in the argument here. I'm not suggesting that you have a level and that you do content that matches that level. That's a fine system and hand-holding and not what I'm looking for. What I'm looking for is for the game to give me relative difficulty consistently. It doesn't do that well. DED sites have it and missions have it. And bounties tell half a story. But I would wager that, without looking, most new players couldn't tell me the relative difficulty of anomalies. Or the relative difficult of anomalies to DED sites to missions. Learning your personal limits is important, but decisions should be informed. And I think the relative success with new players demonstrates that.

As an addendum, I would state that in my mind, hand holding is more along the lines of WoW where it says, hey, go here and grab 10 of these and kill 5 mobs. That's a perfectly reasonable type of play, but not what I'm suggesting. I'm still suggesting a type of play where you, the player, make all the decisions about where to go and what to do. You just get to know what you're getting in to.
Respectfully disagree, and sounds like CCP disagrees as well, what with the new procedurally generated content they're working on.

Relevant quote from the CSM minutes:
"CCP Larrikin explained that Team Phenomenon was working on procedurally generated PvE. They elaborated that they are going to be starting small with creating NPC mining operations in space. The idea is to populate space with these operations, and allow players to interact with them. Examples could be that an opportunity such as having an option to rescue them (or help the attackers). Part of the future stretch goals is to have things such as standings have an effect on them."

Specifically, I object that having PvE content be known before interacting with it is good. That makes it dull and uninteresting. If I decide I'm going to do X, and X is the same day after day, week after week.... blah. I PvP and I never know if that SFI has friends a system away or if that Myrm is cyno bait, and that's what makes it interesting.

Oh, also, this bit from the CSM summit:
"Jin'taan asked what were the main goals behind this. CCP Larrikin responded that they wanted to make the universe more dynamic and interesting." Cool
Quintessen
The Scope
Gallente Federation
#9 - 2016-10-18 21:38:00 UTC
Eli Stan wrote:

Respectfully disagree, and sounds like CCP disagrees as well, what with the new procedurally generated content they're working on.

Relevant quote from the CSM minutes:
"CCP Larrikin explained that Team Phenomenon was working on procedurally generated PvE. They elaborated that they are going to be starting small with creating NPC mining operations in space. The idea is to populate space with these operations, and allow players to interact with them. Examples could be that an opportunity such as having an option to rescue them (or help the attackers). Part of the future stretch goals is to have things such as standings have an effect on them."

Specifically, I object that having PvE content be known before interacting with it is good. That makes it dull and uninteresting. If I decide I'm going to do X, and X is the same day after day, week after week.... blah. I PvP and I never know if that SFI has friends a system away or if that Myrm is cyno bait, and that's what makes it interesting.


Thank you for being respectful. I hear you that there's some wonderful content out there where the selling point is that you have no idea how hard it is. PvP fills that whole wonderfully. And there should be some PvE content that does the same. But EVE is capable of targeting both audiences. I think there should be some content, especially PvP, where you just don't know what you're about to get into. And there should be content -- a lot of PvE -- where you do know what you're in for. And that PvE content should have a progression so that I can always find something challenging and rewarding in a relatively short period of time.

I remember a lot of the time I would have, maybe an hour to play. The only real content I could do in an hour, reliably, was missions. Tracking down dungeons, organizing runs, wasn't feasible in such a short period of time. Finding good PvP content was, likewise, difficult and not particularly rewarding. For EVE to expand, it needs to cater not just to it's legacy audience, but other audiences as well. I'm not saying that your play style shouldn't be addressed. It's just that others should be too and there's room for that.
Jonah Gravenstein
Machiavellian Space Bastards
#10 - 2016-10-18 21:41:23 UTC
Ralph King-Griffin wrote:
Make some mortal enemies, everything in eve is better with mortal enemies.

Reminds me of "You have enemies? Good. That means you've stood up for something, sometime in your life." ~ Sir Winston Churchill

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Mara Pahrdi
The Order of Anoyia
#11 - 2016-10-19 05:52:32 UTC
Just this:

Shocked

Remove standings and insurance.

Lulu Lunette
Savage Moon Society
#12 - 2016-10-19 13:49:47 UTC
I didn't make it past a handful of level II missions with my original trial character, maybe a few SoE epic arc missions before I just let the trial lapse and I didn't really think to log in again. So I'm that statistic. Smile

The curiousity killed me though. I still had seen Eve Online adverts and read the storiesRoughly a year or a year and a half later, I made Lulu. I started completely fresh, redid the tutorials, actually completed the SoE epic arc, but then I hit that wall again. No idea what to do next so I started tinkering with the probe scanner window and I warped to a random site in Arnon called a Serpentis Hideaway and I got the popup for a DED 3/10 so I asked about it in local chat where I met someone who was so nice to let me private convo her anytime and seriously probably why I'm still here. I had to warp off several times to not die and the site went to Gallente FW so it was pretty scary to me. Not only that but we got like the best possible loot with two A-Type prop mods and a Daredevil BPC. She was so generous to split the value of the loot 50:50 and I felt so rich lol Cool

Mind blown!

Over the next week, I had my nose buried in Evelopedia. I would read it to sleep and the moment I woke up. The bad highsec corporation that I joined got wardecced so I was ready with my tutorial reward Slashers and Thrasher for when I got back from a long weekend. I return to find out I'm the only one in the corp left and a corp invite to the next one which I promptly rejected. How lame. So I quit and made my own corporation called the Lunette Pathfinders, and luckily there was a wormhole to somewhere else far away from them so I took literally everything I owned and went to the other side to some place called Aridia.

Thanks to my success with that 3/10, I wanted more so I looked up the local rats- Blood Raiders and found out from Evelopedia that you can get Blood Raider 1 or 2/10's from Burrows and Hideaways. Even better, there was like noone here. Seemed like every jump had a dozen sites for me to run. After about 100 runs I found out the hard way that Evelopedia is maybe wrong. lol as it turns out, evelopedia being out of date was an old meme.. However, the explorer in me felt a sort of calling like this was my endgame. I'll do what I can to help keep it current :-)

And then eventually they killed Evelopedia. Sad

Well that's my story, it's a bit abridged but the NPE is very rough and I guess I'm 'lucky' to still be here. I've turned into a total Eve consumer and it dominates any free time I get. CCP needs more Lulu's.

@lunettelulu7

Ima Wreckyou
The Conference Elite
The Conference
#13 - 2016-10-19 15:05:27 UTC
Yes seriously CCP, how can you expect people to EXPLORE things if they do EXPLORATION. It should totally tell you what to expect... in detail... maybe even fit the ship for you because modules are confusing and people may quit because of that.
Elenahina
Federal Navy Academy
Gallente Federation
#14 - 2016-10-19 15:47:07 UTC
Ralph King-Griffin wrote:
Make some mortal enemies, everything in eve is better with mortal enemies.



Better than making immortal ones. They just hang around forever?

Will you be my mortal enemy Ralph?

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Elenahina
Federal Navy Academy
Gallente Federation
#15 - 2016-10-19 15:48:11 UTC
Jonah Gravenstein wrote:
Ralph King-Griffin wrote:
Make some mortal enemies, everything in eve is better with mortal enemies.

Reminds me of "You have enemies? Good. That means you've stood up for something, sometime in your life." ~ Sir Winston Churchill


Or you're a giant ****. One of the two.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Quintessen
The Scope
Gallente Federation
#16 - 2016-10-19 17:48:17 UTC
Ima Wreckyou wrote:
Yes seriously CCP, how can you expect people to EXPLORE things if they do EXPLORATION. It should totally tell you what to expect... in detail... maybe even fit the ship for you because modules are confusing and people may quit because of that.


I totally need a fallacious argument flag for posts. Your argument absurdum (or straman argument) aside, that's not what I was suggesting and because you know how to read, you know that too. This game loves to obscure information. It's done it for years and in order to appeal to a wider audience some content needs to be less obscure, but still rewarding and fun.

I was always amazed at the game that didn't call it's enemies by their actual name. You're fighting angels, but they're not actually called angels, for new players they're Gistii. Why? Who calls the normal day-to-day troops by a special name, and the elite forces the regular thing. There's so much already hidden in this game. And that's fine that's there's lots of hidden things. But when you're trying to attract a larger, new audience you need to be able to have a diversity of options and some of those need to clearly communicate. This isn't supposed to be, primarily, a mystery game, though often it's felt that way. The game can be multiple things to multiple people without the world falling out from under it.

And, yes, if you place most of your good PvE combat content behind exploration then you need to let the players know what to expect.
Quintessen
The Scope
Gallente Federation
#17 - 2016-10-19 17:57:57 UTC
Lulu Lunette wrote:
I didn't make it past a handful of level II missions with my original trial character, maybe a few SoE epic arc missions before I just let the trial lapse and I didn't really think to log in again. So I'm that statistic. Smile

The curiousity killed me though. I still had seen Eve Online adverts and read the storiesRoughly a year or a year and a half later, I made Lulu. I started completely fresh, redid the tutorials, actually completed the SoE epic arc, but then I hit that wall again. No idea what to do next so I started tinkering with the probe scanner window and I warped to a random site in Arnon called a Serpentis Hideaway and I got the popup for a DED 3/10 so I asked about it in local chat where I met someone who was so nice to let me private convo her anytime and seriously probably why I'm still here. I had to warp off several times to not die and the site went to Gallente FW so it was pretty scary to me. Not only that but we got like the best possible loot with two A-Type prop mods and a Daredevil BPC. She was so generous to split the value of the loot 50:50 and I felt so rich lol Cool

Mind blown!

Over the next week, I had my nose buried in Evelopedia. I would read it to sleep and the moment I woke up. The bad highsec corporation that I joined got wardecced so I was ready with my tutorial reward Slashers and Thrasher for when I got back from a long weekend. I return to find out I'm the only one in the corp left and a corp invite to the next one which I promptly rejected. How lame. So I quit and made my own corporation called the Lunette Pathfinders, and luckily there was a wormhole to somewhere else far away from them so I took literally everything I owned and went to the other side to some place called Aridia.

Thanks to my success with that 3/10, I wanted more so I looked up the local rats- Blood Raiders and found out from Evelopedia that you can get Blood Raider 1 or 2/10's from Burrows and Hideaways. Even better, there was like noone here. Seemed like every jump had a dozen sites for me to run. After about 100 runs I found out the hard way that Evelopedia is maybe wrong. lol as it turns out, evelopedia being out of date was an old meme.. However, the explorer in me felt a sort of calling like this was my endgame. I'll do what I can to help keep it current :-)

And then eventually they killed Evelopedia. Sad

Well that's my story, it's a bit abridged but the NPE is very rough and I guess I'm 'lucky' to still be here. I've turned into a total Eve consumer and it dominates any free time I get. CCP needs more Lulu's.


Thanks for the comment. I've found that the game relies far too much on someone finding a benefactor early on who will walk them through things and explain things. I imagine for every one of you who gets lucky and finds a nice person to help them, there are a dozen who aren't lucky and just walk away.

Most successful MMOs don't require you to live in a different website to be able to play the game effectively. EVE seems to be the exception. Sure sites like Wowhead exist, but it's primarily to get you through something tricky. Not for something basic. Imagine if you were someone who didn't have the time to obsess over the game. If you only had a few hours a week to play, then EVE wouldn't be compatible. And, yes, Evelopedia was both woefully out of date, which is sad given how infrequently PvE content gets added to this game.

There seems to be this expectation that it's okay for EVE to require your total commitment from the outset. It's really the only way to be successful. That, somehow, you should know intuitively that you should never risk more than afford to replace. I remember my first wormhole experience where I got stuck with no real way back and ended up having to pod myself to get home losing some expensive implants. I didn't know that could happen so easily. And I love the idea and implementation of wormholes in EVE. But so little of this game is actually intuitive, which I think people who have been playing a long time forget.

Anyways, thanks again for your comment.

- Q
PopeUrban
El Expedicion
Flames of Exile
#18 - 2016-10-20 00:18:35 UTC  |  Edited by: PopeUrban
When you say sites need to be MORE predictable, I don't understand you.

CCP doesn't either.

One of the primary problems with PVE isn't that its too unpredictable. It's that its too predictable and repetitive. That means that people like your friends, that primarily want to do PvE in hisec become bored very quickly once they "get it" because unlike people engaged in a lot of PvP and politics and such th content on offer is flimsy, repetitive, and unengaging.

The problem is more with the static nature of the sites, being literally "suddenly you are in the middle of a giant ball of speaceships" for players that haven't researched the site, kno exactly what is in it, exactly how much tank/dps they need to clear it, exaclty which rats to shoot last to control how it escalates, etc.

Those sites don't need to be more predictable, but they do need to have a more gradual ramp, spawn the NPCs further out, or otherwise give players advanced notice that they're about to get jacked up by 20 battlecruisers before it happens, so they have the ability to see and react to the apperant difficulty of the site rather than being expected to know its inner working beforehand.

Then they need to completely do away with static sites with predictable triggers so that those encounters do interesting and unexpected things that require players to think on the fly. That would get more people in to more PvE. I'd certainly be more excited about PVE if that were the case.
Quintessen
The Scope
Gallente Federation
#19 - 2016-10-20 03:21:12 UTC
PopeUrban wrote:
When you say sites need to be MORE predictable, I don't understand you.

CCP doesn't either.

One of the primary problems with PVE isn't that its too unpredictable. It's that its too predictable and repetitive. That means that people like your friends, that primarily want to do PvE in hisec become bored very quickly once they "get it" because unlike people engaged in a lot of PvP and politics and such th content on offer is flimsy, repetitive, and unengaging.

The problem is more with the static nature of the sites, being literally "suddenly you are in the middle of a giant ball of speaceships" for players that haven't researched the site, kno exactly what is in it, exactly how much tank/dps they need to clear it, exaclty which rats to shoot last to control how it escalates, etc.

Those sites don't need to be more predictable, but they do need to have a more gradual ramp, spawn the NPCs further out, or otherwise give players advanced notice that they're about to get jacked up by 20 battlecruisers before it happens, so they have the ability to see and react to the apperant difficulty of the site rather than being expected to know its inner working beforehand.

Then they need to completely do away with static sites with predictable triggers so that those encounters do interesting and unexpected things that require players to think on the fly. That would get more people in to more PvE. I'd certainly be more excited about PVE if that were the case.


I've done my fair share of missions and I know the pain of boredom that comes from EVE PvE. I'm not talking about the variation of content. That's a separate issue that's been talked about to death, CCP is aware of it and has plans for it. I'm talking about understanding the relative difficulty of content. Many games manage to communicate this to players and to do so without destroying the fun of exploration or discovery.