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New dev blog: The Ease of EVE

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Galphii
Caldari Provisions
Caldari State
#141 - 2012-02-17 23:51:40 UTC  |  Edited by: Galphii
If CCP isn't planning to eliminate the vast difference in gameplay styles between PvE and PvP, then part of the tutorial needs to explain the difference in tactics and ship setups. Someone who has played missions and plexes for weeks or months might think they're getting good at the game, but not have a clue how pvp works until they blunder into lowsec and find that it's a whole new kettle of fish (and then explode). My first month was like that, and after getting killed a dozen times I gave up on lowsec for about a year because I didn't understand how different it was.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

B DeLeon
DeLeon Industries
#142 - 2012-02-18 01:07:50 UTC  |  Edited by: B DeLeon
- Presentation videos, visual guides during tutorials (how it looks later with the right skills, how the players can work together etc)

For example when the advanced military tutorial teaches the use of warp scramble, a video from a huge fight with commentar about how this can be usefull in a future. Or showing a huge mining op during the industrial missions just to give a taste for the player. Videos about the life, the opportunitys and it's dangers in different sec status. Stuff like that.

- New tutorial line about corporation types, alliances, about their goals and how they achieve it.

- Give some taste about "endgame ships" during tutorials so they can experience other ship at the beginning and not just the noobships and frigates.

- Replace the letter of recommendations (are those the reward for the tutorial missions? I don't remember for sure) with fitting ideas, lurning plan samples, guides about how to progress in a decided playstyle in the first few weeks etc. Some kind of hitchhiker guide to the galaxy. :)

- Make the epic arc from Sister Alitura longer and more interesting

- some kind of newbie factional warfare, where players can participate only with limited skillpoints under the hand of dedicated and xperienced fleet commanders
Rented
Hunter Heavy Industries
#143 - 2012-02-18 01:24:40 UTC
Angsty Teenager
Broski North
#144 - 2012-02-18 01:25:46 UTC  |  Edited by: Angsty Teenager
I posted this in a thread a week or 2 ago, and I think part of my post is particularly valid for this thread since you asked for input on what makes people bored of eve, as well as the new player orientation.

Quote:
I really think the big issue here is that CCP along with the general playerbase seems to tout the idea that everybody has to join a corp/alliance and play in groups to be successful (this is well shown in most of their PVE content, WH's, Incursions, 0.0 Plexes...). But while I agree that having people to play with and socialize with is one of the big draws to MMO's, I think most of what makes eve fun is wasted this way by completely avoiding the possibility of playing alone.

(Of course I don't mean playing alone 100% of the time, but I think that it's an avenue that is very fun and one that most people don't explore because they either haven't even considered it, or they are too fearful of losing their ****, even if the loss is miniscule).

And to this end I think that the second big issue outside of CCP promoting team gameplay over solo gameplay, is that the general vet playerbase has turned the game into one where the only viable option if you're not a great player or particularly enterprising is to join a large corp or alliance. The reason I say this is because solo pvp is very dead currently (dead in comparison to what it could be, I mean), and largely I would say this is because of blobs/large gangs being ratio-wise more common to encounter than somebody else that you can actually engage and have a semi-fair fight with. The attitude that so many people have that losing your ship is so much of an issue that you can't ever take it out without backup is killing this game on more levels than simply plain solo pvp.

I think this is a tragedy and honestly I don't really think it can be fixed without a dramatic playerbase attitude change (which won't happen), or significant gameplay changes to severely limited the benefits of being in a group as opposed to being solo (which again won't happen).

A step in the right direction might be to make solo pvp much more accessible for lower level players, and although I'm on the whole against contrived mechanics like this, I think it would be a good idea to have a section of space where new players are forced to be sent into at the end of their tutorial (or as part of a PVP tutorial) that is a 0.0 section of space, but where only players under 15 days can go. Or something else along these lines--but an area where only low-skilled players are allowed who have no affiliation with a corp or alliance yet, simply to introduce them to honest solo pvp in an environment where they're not immediately put at a severe disadvantage due to a lack of SP, ISK, and friends to back them up.


Link to post: https://forums.eveonline.com/default.aspx?g=posts&m=762990#post762990

Basically team content is great, but especially for new players that come to this game without friends, there needs to be content and gameplay (and I don't just mean PVE, PVP as well) that is more easily accessible that it is currently. I think that a lot of new players come in really excited, have fun in the tutorial, but once they're out in the real game they realize that they, especially with their low SP and knowledge, really can't do anything without the guiding and helping hand of somebody else. I just don't think that joining corps should be as mandatory as it seemingly is right now. The fact that alts are so prevelant (every single active person in my corporation has at least one, for example), suggests exactly what I'm saying.
Evenus Battuta
#145 - 2012-02-18 05:02:34 UTC
remove stargates
Vunth
Science and Trade Institute
Caldari State
#146 - 2012-02-18 05:18:38 UTC
Jason Edwards wrote:
Quote:
This Player Experience team will focus on making EVE more accessible to players without dumbing down the game.


Why not dumb down the game? Ex... if you lock overload or dont even have the skill. Dont bother showing the button... Hell why even have the dumbest tiniest button there at all infact?


I too suggest that this ccp quote is not necessarily good. It's almost as if this statement is made to appease existing players. If you are supposed to be advocating the NEW player experience, then your focus group should be newbies, interested non players, and the people who tried Eve but quit.

Part of the terrible-ness of the new player experience is the overly complex parts of Eve that we've all kind of gotten used too. Some things SHOULD be dumbed down or hidden --> maybe just for new players but also perhaps for "normal" people as well.

Some other points:
This will sound like blasphemy but is all too true: New player griefing is the number 2 reason why otherwise interested people do not stick it out.

Number 1 is the sheer amount of stuff that newbies MIGHT have to know to excel. This somewhat ties into the griefing activities that also happen (e.g. newbies shoudl not really have to worry about the best way to fit their ships BUT since they get ganked they might be forced to realize that they suck and will continue to suck for a very very long time. This is when most people quit.)

Final point:
While I'm a newbie I for one usually want a more "single-player" experience on the theory that I don't want to bog down more veteran players AND I'd rather not suck in front of strangers. So a New player experience to me should not force people to interact with others until later in the process.

*Disclosure: Was in the original beta, but did not buy the game, came back only last year.
Ralais Bromian
Eveville Empire
#147 - 2012-02-18 05:59:48 UTC  |  Edited by: Ralais Bromian
I don't know if this has been suggested, but I believe that because there is in fact so many profession options, it's hard for a new player to fathom what any given one of them really means, much less understand the investment it takes to be good at it. Also, I remember I started with close to 1m SP, and nowadays new toons get way less than that... seems an unfair advantage.

I'd propose that new toons, ONLY while doing tutorials, be allotted some sort of "Temporary SP" that they can allocate based on the tutorial. For example, when doing combat tutorials, give enough temporary SP that the person can fly a cruiser, and give suggestions as to what skills they'll need to decently fit it for various purposes (this leads nicely into "how to fit your ship" tutorials). Then when the person does another tutorial, say industry, the combat tutorial temp SP goes away, and they reallocate SP to fly a basic mining barge with strip miners.... while doing the tutorial they can change those SP all they want to try different things.

It seems like new players are forced to "learn Eve" in a frigate when they will likely rarely fly one once they have picked a path... The basic idea is let them fly the middle of the road ships/fits between frigates and "professional [fill in the blank]" so they can get a good taste of what they have to look forward to. And finally, as a "graduation gift" for completing every single tutorial, they get to do one final allocation of SP and KEEP THEM as a head start towards their chosen profession.

I also tend to agree towards protecting trial accounts from hisec ganks in all their forms... I've had three friends try Eve, get ganked while still on trials (two with no fault of their own, ie not canflipped, straight up suicide gank, the third was victim of "feel free to loot my wreck bro"), and all three say %^*$ THIS $#@$!!! Perhaps tutorial missions could take place on a closed course as it were... noobs sharing the safe space temporarily until they're ready for the real world... I remember a newbie chat channel that you could only get into on a new account, and only for a month before being banished forever... it'd something like that.

EDIT: I recall reading that CEO Hilmar "hasn't ruled out" free to play option... this "safe space" would be ideal for a Free to Play option... let people play for free in these truly safe spaces all they want, and all of those "cannot be trained on trial accounts" skills apply to F2P in this space. Then if they really want to play, they have to pay, but hopefully by then they'll really be ready.
Chokichi Ozuwara
Perkone
Caldari State
#148 - 2012-02-18 07:12:17 UTC  |  Edited by: Chokichi Ozuwara
Ralais Bromian wrote:
EDIT: I recall reading that CEO Hilmar "hasn't ruled out" free to play option... this "safe space" would be ideal for a Free to Play option... let people play for free in these truly safe spaces all they want, and all of those "cannot be trained on trial accounts" skills apply to F2P in this space. Then if they really want to play, they have to pay, but hopefully by then they'll really be ready.

Free to play creates a nice pool of players to throw to the griefers without risking the loss of a paying player, and in fact feeding the paying griefers.

I forgot how much being podded the first time sucked. Not enough to make me quit, but certainly reduced my enthusiasm for a few days.

Tears will be shed and pants will need to be changed all round.

Shamus McFly
Deep Core Mining Inc.
Caldari State
#149 - 2012-02-18 09:19:10 UTC
well there can be a better explained PvP tutorial. and along with that a 3 stage fitting tutorial beginning intermediate and advanced. Have new players understand the importance of a corp, tell them they are going to have to try many corps to find the right one for them (as in RL).

don't be a puss ass loner.

Make the actual tutorials longer and epic arkish and add variety to each path. (to show the connection of each general path, i.e one your doing business and your going through low sec have them kill a couple rats alone the way, or vice versa if they are killing rats in low sec and see a wreck then there is money everywhere.)

Add more player generated videos to the tutorials to have a real connection with game and players.

Strength in socializing! when not looking for a corp look for opportunity. network with players and meet new assets.

More in depth skill tutorial. How some skills effect over all skill time. teach new players the importance of taking it slow at first building they're core skills then its a matter of training for the ships and gunz.

And for heavens sake don't be a 3 week noob in a battleship for who can barely fly it!
Indahmawar Fazmarai
#150 - 2012-02-18 09:52:46 UTC
Mors Sanctitatis wrote:
The key to the NPE and customer retention is SETTING EXPECTATIONS. Educate the players: tell them to expect to get killed in high sec space. Tell them that the focus of the game is PVP and blowing stuff up. Tell them that they won't be getting their hand held.

This will significantly reduce the whining and complaining when someone gets shot in the face and loses their first few dozen ships.

The current crop of whining carebears is a direct result of the expectation that there are areas in Eve where they are completely safe, which of course is entirely incorrect, compounded by the misunderstanding that Eve's main focus isn't PVP (again, wrong).

New players need to be indoctrinated from the very beginning that Eve players experience PVP in all things, on all levels: market, industry (mining) and of course, ship to ship combat.

If you can achieve even a small portion of the above, we would see massive improvements in player attitude, culture and customer retention.


How original, a PvP saying "PLAY MY WAY OR GO AWAY!!"

I have a better suggestion, make PvE ships invulnerable to other players unless they raise a PvP flag. Roll
Vera Algaert
Republic University
Minmatar Republic
#151 - 2012-02-18 09:59:55 UTC  |  Edited by: Vera Algaert
it's interesting how many comments in this thread ask for things that are already there.

show them that losing ships is no big deal - you already lose a combat ship during the tutorial

don't know what to do - the epic arc is shoved right into your face and the new agent finder is very obvious (unless you have disabled WiS - which a new player wouldn't do).

needs moar isk - tutorials & epic arc give you more than enough money to buy the advanced learning skillbooks which have been removed since. By the time you start running regular missions you are more than half-way to your first bc isk-wise.

also new accounts get a (RL) email promoting PLEX for acquisition of ISK after a few days - not sure if that's good or bad for their enjoyment of the game but the idea was to combat RMT.

needs moar SP - been there, done that. I started the game with ~800k SP which were allocated based on bloodline/profession. This was removed in favor of a 2x training speed bonus which was later scrapped along with the removal of learning skills.
CCP argued that players don't know which skills they want to have at the point of character creation, that one size doesn't fit all and that it's best to let players decide what to train for as they go and learn.
They were given the double learning speed bonus for the first 1.6m SP so that after a month they would have the same SP total as in the old system.
Many players fully agreed with that line of reasoning (and some were sad about having to devote actual training time to low-SP alts).

recruitment channel already has a "no scamming allowed" rule
Quote:
Welcome to the recruitment channel. This channel is intended for those players looking to find a new corporation, as well as those looking to enlist new players. Other activities, such as non-recruitment discussion is not permitted.

No scamming is allowed in this channel and this includes, but not limited to, using the recruitment channel as a platform to find or target players to scam. As per subject, we ask everyone to use their best judgment before contracting assets or ISK as part of corporation's recruitment process and any deals made or finalized outside this channel are done at your own risk and responsibility.

An additional recruitment source is the Alliance and Corporation Recruitment Center section of the forums.
can flipping and similar malicious activity has been prohibited in rookie systems for a very long time.

(imo the buddy program is a problem because it incentives people to push new players into creating a new account rather than upgrading their existing trial account - there's a lot of money to be made from newbies and often they don't get accurately informed that they have to give up their character or pay for 2 accounts to get the "free isk").

more incentives for cooperation - the SoE epic arc already features one mission that a newbie (with poor game/fittings knowledge) usually won't be able to solo at the time he gets to it. People do ask for help in local and team up for this mission.

(this used to be one of the main recruitment avenues for a corp I've been in - help newbies on the mission, give them basic fittings advice and recruit them if they have a decent attitude towards the game).

point them towards player corps - the in-game recruitment interface is pretty cool nowadays (and my main's corp actually gets quite a few applications from new players through it).

.

AfroOfDoom
Caldari Provisions
Caldari State
#152 - 2012-02-18 11:06:22 UTC
Get new players into player run corporations faster:

  • Jack up the tax on NPC corps to 50% or something.
  • Have a part of the tutorial take you through applying to a player run corp, make it default to EvE Uni or whatever.
  • Give a SP gain penalty for being in NPC corp or boost for being in a player corp.


Allow new players to make good money anywhere in New Eden:

  • Have content that can be run in smaller, cheaper ships in lowsec and nullsec.
  • Direct players towards 'alternative' income streams (is there a tutorial for salvaging? scanning down plex? etc.)

~10,058~

Hena Muri
Perkone
Caldari State
#153 - 2012-02-18 11:20:04 UTC
So, right off the bat there are a couple of things I can think of to help out new players, being that I've recently gone through the turtorials a couple of times and recruited a couple of friends that rely on my knowledge of the game to play at all. (note: this is an alt account but I just logged on to one to post not caring which...)

First and foremost, tutorial missions shouldn't expire, if they must, then they shouldn't hurt your rep and you should be able to get them back. More so, they should be inifintely repeatable. It's likely I might start this game wanting to shoot stuff, go into low sec get blown up and decide that's not a good way to play, but I've forgotten or skipped all the tutorials that might have taught me how to play otherwise. In order to keep them from being abusive for rep-grinding make them only give rep once.

Teach players about rep and why it's important. I very nearly screwed my first account and I'm still remarkably close to pissing off the Amarr Empire because I didn't know how rep worked and took alot of kill Amarr/caldari missions on my main.

On that line, make normal rep grind contacts give out non-pirate missions very rarely. Keep empire faction on empire faction missions for the military contacts and make it clear that a contact will have a higher rate of providing non-pirate missions. It sucks when an entire night of exploding ships is ruined because you don't want to jump 20+ systems for the next contact and your current contact just gave you two kill Empire faction missions in a row.

Drones need a bounty. There is really no reason they shouldn't have one as they constantly cause problems. Reduce their drops a bit, and give them a bounty to make them more desireable targets. The bounties do not have to be as high as normal pirates but it would be nice if I could pay for my ammo without having to loot them.

Make more information more easily accessible. This game is by far the most most frustrating when it comes to finding necessary information on what I want to accomplish. Missions are not fun when they fail to tell you about necessary skills or equipment. If you NEED level 3 hacking to complete the objective, as unrealistic as it is to say it upfront, do it anyway. I about quit the game on my first epic arc when I found I would have to train for several days just to complete a mission I picked up that only said I needed hacking and a hacking device (both of which I had).

On that note, make failure messages more explicit. If (for example) I'm not capable of hacking a box, tell me that my skill and/or gear are insufficent to access that container.

Additional tutorials: market tutorials that specifically go through the NUMEROUS methods of buying and selling items including a full tutorial on contracts. I've been playing almost a year and I still don't like dealing with them. in fact make a tutorial market that new players can practice on that doesn't impact their actual isk. A research tutorial would also be nice as well as planetary management. Essentially, if it can make or save you money, you should have a tutorial regarding how.

More normal items should show up in the market. I can buy faction frigates and faction missiles without using contracts so why can't I buy faction missile launchers?

Rework the social skills. It's not obvious how important they are to earn rep. While you won't get into a situation where it's actually better to restart your character if you fail to take them like the old training skills; failing to train them at least some can significantly impact the amount of time you spend doing boring low level missions. Also, it's possible to lose effective standing with a corporation going from level X in diplomacy when that corp is -.01 if you don't also have level X of connections when you finish a mission for them...

Make missioning easier. I currently use eve-survival to look up almost every mission I do for only a couple pieces of information. Are there scams and/or webs in the mission? What is the best ammo to use? What defenses should I maximize. This information can either be provided by the contact, or in the faction details by checking their info. It doesn't have to be perfect but as long as it isn't misleading it would greatly reduce my alt-tabbing time.

Layer information. Sometimes you actually give good information but there should be some mechanism for obfuscating more significant less necessary data until the user is ready to know about it.

This one actually requires dumbing down the game, but seriously, make guns less complicated to use. Of four players I have brought to Eve, two quit almost immediately because they didn't listen to my advice and went some kind of pew-pew instead of missiles, got frustrated when they couldn't figure out why they weren't dealing damage and decided the game wasn't worth it. It's important to note the other two players use missiles and quite frankly I envy them as they are just stupid easy to use and give far too consistent high damage. (that's why my alt is Caldari, while my main is MInmatar and 4/5 or 5/5 on all projectile gunnery skills). While not as strong in PvP, they still make ships go pop there quite nicely.


Those are the ones I can think of off the top of my head that either I've experienced first hand as a new player that was incredibly frustrating, or heard from people I (tried to) recruit into the game. Hopefully it gives you more to consider on how to improve the tutorials, or the game as a whole for the new player experience.

_WAter_



Kinis Deren
Mosquito Squadron
D0GS OF WAR
#154 - 2012-02-18 11:42:12 UTC
I was completely new to Eve when I undertook the tutorials in June 2011. In general, I found them to be a very good introduction to the basics of the game and far better than any other MMO that I've played.

I would say that the YouTube tutorial walkthroughs created by Seamus Donohue, of Eve University, were invaluable in explaining the finer details, for example core skills to train up, why cap is life and so on. I was so impressed, I joined the corporation to add depth to my understanding of the game. If CCP is looking to improve the New Player Experience, then maybe supporting Seamus's effort would be a great start.

I believe that many new players are trapped in scams (recruitment or otherwise). Such an experience is clearly not conducive to new player retention. I wonder if the tutorial could be expanded to include a run down of the most common scams that the new player may encounter?
Vyktor Abyss
Abyss Research
#155 - 2012-02-18 12:26:44 UTC
I'm no new player having played 7 years now, but I can definitely say that for the number of times you have changed/updated the "new player experience" over the years you're still completely failing at one critical aspect of the game.

That aspect is a clear and concise list of all the game mechanics. The current Eve wiki or whatever is awful when it comes to specifics of mechanics.

I know there are a lot of mechanics and they are often subject to regular change, but whenever I in the past had to say find out if remote repair drones repairing someone neutral would give them aggression rights on me, inevitably I'd have to test it myself to find out.

This is true in SO SO SO many situations, and becomes very tiresome especially for a new player.
Mashie Saldana
V0LTA
WE FORM V0LTA
#156 - 2012-02-18 12:26:45 UTC
Whatever happened to the talk many years ago making PVE activities require you to use PVP fits?
Nalha Saldana
Aliastra
Gallente Federation
#157 - 2012-02-18 13:02:29 UTC
Fix mining and mission running, a lot of people get scared off because the game seems boring.
Zifrian
The Frog Pond
Ribbit.
#158 - 2012-02-18 13:11:46 UTC  |  Edited by: Zifrian
Just a few thoughts but for me having people to talk to other than in the rookie chat is the main thing that should be encouraged.

  1. Create more opportunities for fleeting with people. Right now the progression is, do missions and train until you can do level 4's solo. EVE isn't a solo game after you leave empire. It's even a bit hard to do in empire if you are lowish sp. Maybe make small level incursions? I'm not sure how you could do this but having some way to group with people to do something would be a benefit. Perhaps limit participation by SP's or account active time.
  2. There are a lot of skills that "Cannot be trained on Trial accounts," well why not fliip that around and add stuff you can ONLY do on Trial accounts? Perhaps the first suggestion for grouping? What about giving access to a few things that are only trials? Like suggestion #3?
  3. Industry is horribly prohibitive to new players - HORRIBLY - I remember the first BPO I wanted to get and make (Salvage Rig) and it took me 2 months to research it. Suggest allowing people on trial accounts special access to lab slots in empire? I know what you are thinking, people would just sign up for trials and abuse it. Perhaps, but getting into industry is not easy and for a new miner/industrialist, this might ease...Blink the pain some.
  4. Make Faction Warfare more interesting for empire pvp
  5. Add "Hey, did you think about...?" things to the help system for more triggers like when looking at skills...and salvaging comes up. "Hey, did you know you can salvage wrecks for materials to sell? They can make you some extra isk!" Sometimes you have no clue of the different options in the game and going through the list of tutorials is only going to turn people off to looking for this information - Lead them to it.
  6. Tutorial for "professions" that highlight the different things we do in game. The old lists didn't make any sense - and hence, why I maxed charisma so I could be a "Trader". Type up realistic professions like Trade, Industry, Pirate, even High-sec ganking. Right now the tutorial lists these really broad "Careers." Military? What's that mean? Do you mean Mission Runner? Do you mean PVP? Look at what corps are looking for (which is someting you want new players to join). They want miners, mission runners, PVPers, incursion runners, etc. Not Military, Business, etc. I see that you are trying to make an immersive RPG thing here, but somehow combine the two so it all makes sense in the sandbox.
  7. I don't see a tutorial on the certificate system. While many of us know what to train already, the amount of knowledge and experience contained in the certificate list is a must-have for a new pilot. Something to describe this system and explain it would be huge in helping people decide what to train next. Right now it's mildly confusing to vets and I'm sure a complete mystery to new pilots. This was added a few years after I started but I would have liked it early on.
  8. Add a list of items you can use or "Unlock" with the certificate planner. For example, So you have the certificate to Caldari Military Basic? What the heck does that mean? You can fly all Caldari T1 frigates and here is the list of them with a right click so I can buy them on the market? Ahh ok now I see what I have to train to do that and how much it will cost me.
  9. In connection with the certificate system, how about public fits for new players? I had no idea what to use when I got started until I asked in rookie chat for a few hours. Finally someone said, try 125mm rails with Antimatter charges....holy crap, I can kill things! Imagine you are just starting and you want to be a "Mission Runner" profession. You open up the certificate planner, see that Caldari Frigates is where you want to start and there next to the skills you need is a a suggested fitting button. Hit that and you see the materials you need for a fitting that meets the requirement of the certificate. Now you have the expert knowledge and experience of veterans on how to start out all at your finger tips.

Thats all I have for now. Hope that helps!

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Ugleb
Jotunn Risi
#159 - 2012-02-18 14:54:41 UTC
I think buffing tech 1 cruisers would be a help to newbies (and fun for the rest of us) as they are considerably cheaper to fly than BC's. When I started out it took me what felt like ages to buy my first cruiser, and these days they are next to obsolete compared to BC's. Every new player wants to get into something bigger and meaner, but atm making the ISK leap to get a BC must be pretty daunting.

I know that the crime watch system is being worked on, but thought should go into how it is presented and explained to newbies. After I did finally save up for that first cruiser I blindly wandered into low sec and lost it within 2 hours!

The CIDA Files Pilot Orientation video makes an excellent point which should be hammered home to newbies; specialisation makes you a more effective player much more quickly. Pick a goal and pursue it!

Put more effort into the training certificates system and use it much more as a means of guiding early training. Its easy to forget about this and its a bit clunky in the current form.

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Banechild
Arctic Light Inc.
Arctic Light
#160 - 2012-02-18 18:03:22 UTC
To me biggest problem with EVE's NPE is the game it self as you need social network of friends to really get anywhere in this game and what little PvE you have available in the beginning becomes boring and very repetitive very soon.
What we need is something to offer for newbies while they build those networks to move forward in learning the game.