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CSM December minutes: EVE Marketing, Customer Loyalty and Player Experience

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CCP Xhagen
C C P
C C P Alliance
#1 - 2013-01-16 16:47:14 UTC  |  Edited by: CCP Dolan
Here you can discuss the "EVE Marketing, Customer Loyalty and Player Experience" sections of the CSM minutes.

You can find the full minutes here

CCP Xhagen | Associate Producer | @strangelocation

Sven Viko VIkolander
In space we are briefly free
#2 - 2013-01-16 19:55:30 UTC

I like the idea of some type of account age / number rewards. One comment that caught my attention was:

“Hans suggested another possibility would be skillpoint respecs. “

I've argued a few times (as a new-ish player myself) that one of the barriers as a new player is starting out doing X (mining, say) and then realizing Y (frigate PVP, say) is far better than X and trying to make the switch. Starting out with a few neural remaps help these (almost inevitable) transitions but I think a very limited skill respec system comparable to annual neural remaps would help new players a lot, allowing them to try more things in EVE in a short time span. Say they start with 3 and get one per year, each respecing one level of one skill. Then, new players could more quickly switch from, say, mining (refunding that now useless mining V or w/e) to PVP (applying those points to gunnery or ship skills, say).


I also think the medical clone/jump clone system needs a revamp, making it far easier to use and far more accessible to new players. (E.g., I think the skill point loss system should be removed as it currently only really harms new players that, almost inevitably once or twice, forget to upgrade the clone. Make the punishment, instead, a larger ISK fee or something).
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#3 - 2013-01-16 21:06:55 UTC
If tokens are tradable, how about making redeeming them tied to character age (with the results being unable to be traded)

That way, a certain type of ship could only be flown by old characters. But them getting blown up isn't quite so insane.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Raid'En
#4 - 2013-01-17 03:08:53 UTC
As a 5 years old player having closed my 4th account a few months ago due to cost and less use, I would really like the 4th account free if you have 3, and any bonus time you get on your subscription.
Older players have often more accounts, but sometimes they don't have the time to earn money for them, would like to let them active but can't. It's true it's easier to make money if you're older, but doesn't mean you will.

Something was not talked about and that I would really like on this type of thing, is a reduced character transfer fee when transferring characters between my own accounts. It would really help me to do some switching, but it cost way too much to do it. Dunno how many players feels the same way.
mkint
#5 - 2013-01-17 04:00:18 UTC
Player experience: remember that thing they did where they broke players workflow with inventory? Remember the part where eve has a learning cliff? Whatever changes made with these fundamental core ways people interact with the client, you are affecting millions, if not billions of man hours your players have put in to familiarize themselves with the game. Consider it sacred, and don't do anything that dishonors that. Any new methods of doing tasks should be at least as efficient on the very first attempt as it was with years of experience of the previous way.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Andski
Science and Trade Institute
Caldari State
#6 - 2013-01-17 08:55:30 UTC
Can we get some sort of assurance that none of these rewards, especially the "bound items," will offer an in-game advantage not already inherent in playing the game for several years?

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Fanatic Row
Neo T.E.C.H.
#7 - 2013-01-17 15:07:34 UTC  |  Edited by: Fanatic Row
I'd encourage the team working on the loyalty program, to take the same approach as other teams do with in-game mechanics, try to avoid edge case complexity.

A clean and easy to understand system will not only help the marketing team, but also help players so they know what to look forward to.

I'm mostly concerned about the talk about character vs account age, non-tradeable vs non-usable etc.

In my opinion there should be a clear distinction between milestone and token rewards.

Let's start with tokens. CCP Navigator doesn't want the program to turn into a new NeX store, and i agree. However, I think CCP should take the opportunity and re-invent the NeX Store to become the token system.

Since tokens are the most likely candidate for tradeable rewards, and ISK/AUR/PLEX are already inter-tradeable, that seems like the best approach. Having AUR as token-rewards, will allow CCP to leverage the Nex Store and help keep it seperate from the milestone rewards.

This will enable players to support their token rewards with ISK/PLEX when they want to "redeem" something from the store, and encourage a healthy ecosystem for the mechanic. Let players decide if they want to spend the tokens on rewards to keep, or put the items on the market. This way, a new payer has the choice to use the tokens to help fund his first /next endeavor in EVE, or trick out his character/ship with clothes/monocles/fireworks/skins.

It's also a way for CCP to turn the stain on their reputation that the NeX Store currently is, into something positive.

So in short, token rewards should be the commodity CCP gives you a little of each month, as a reward, and at the same time work as a catalyst for the NeX Store. Which of course has to be expanded upon with all those nifty rewards that were suggested.

At reasonable prices CCP. No trying to gauge more PLEX sales out of people. It will happen naturally if you build a good reward system. Commodity rewards – ranging from clothes, skins and special ships to resculpt and character transfer tokens. Everything ISK and PLEX gets you today.

Milestone rewards, should be the "true" loyalty rewards.

This is where you can put the bragging rights; like forum badges, unique logos on ships, medals but also the rewards which can't be handed out on a commodity level where one can just buy as many as one can afford. Things like skill point refunds, subscription discounts and neural remaps.

Nothing that could possibly end up getting destroyed should go into the milestone bracket. Leave that for tokens.

Lastly, there's the question how this should be calculated retro actively.

For tokens, I think only active subscribed months should be counted. Tokens can be traded and we don't want people using Hours for PLEX to activate old unused accounts, stripping them clean and flooding the market, then leave the account to rot.

For milestones, since the rewards can't be traded, I think it should count retroactively from the day the account was created. Going forward, only count subscribed months. Who knows, might encourage some to reactive lapsed accounts, if they can get XYZ loyalty reward playing on it.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#8 - 2013-01-19 12:12:34 UTC
Those thing "tokens" should be not tradeable.

The goal of it should be "rewarding" a loyal customer ?
Making it visible that he is long playing veteran player ?

CEO of Lanate Industries

Citizen of Solitude

Traidir
Hedion University
Amarr Empire
#9 - 2013-01-20 21:57:47 UTC
Player Experience
CSM Minutes wrote:
Trebor pointed out that “first it has to be useful, then it has to be pretty”; Sisyphus noted that transversal/radial velocity would be easier to see if you can see the ship itself
It would also be nice to have the option to see vector lines showing the magnitude and direction of the transverse/radial velocity in the zoomed in image.... sort of a built in tactical readout/heads-up-display.

CSM Minutes wrote:
Sharq then said they want to add animations for docking and undocking, for example the ship turning toward the corridor when undocking before their screen fades to black, setting the mood better.
In this case, it might be good to limit the 'dockable' portion of the station to the hangar area. This would also require warp-in in points for stations to be moved from the center of the station to the docking area. Of course this would significantly increase congestion and make for a narrower target area for gankers... whether that's bad or good is hard to decide. Also, since many stations have more than one entrance/exit, it might make sense for ships to exit at different points... with only the biggest ships using the big hangar.

CSM Minutes wrote:
Trebor mentioned he can provide a number of usability adjustments to the Planetary Interaction UI
Planetary Interaction should have a "mass select" (maybe even a click and drag select) and set up option, so that you can for example... select several advanced production facilities and set them all simultaneously to a new job type. And after that, set them all to route their goods to a launch pad or storage facility. This would save HOURS (i kid you not) of clicking on factory planets.

Marketing
CSM Minutes wrote:
Hans asked if seeing some activities that were often done but not enjoyed causes CCP to realize that people are being forced into doing things. Ingo stated that this could be taken as a message to make what they’re doing more fun.
Agreed, there's waaaay too much content that's just plain painful to grind through: scanning, mining, the canned content that is missions and complexes, POS management, PI click-fest...

Fanatic Row wrote:
It's also a way for CCP to turn the stain on their reputation that the NeX Store currently is, into something positive.
The NeX store wasn't a horrible idea in and of itself... The horrible idea was to experiment in offering vanity content on Avatar clothing (which no-one else can see or interact with... I mean really when was the last time you admired someone's "Precision Boots"?) rather than on Spaceship vanity items like: decals, paint jobs, colored POS shields, POS pleasure hubs, custom-colored lazor beams, Golden Ravens, ect...
Cyprus Black
School of Applied Knowledge
Caldari State
#10 - 2013-01-22 09:31:49 UTC  |  Edited by: Cyprus Black
There was almost nothing in regards to the NPE. It was almost entirely about stuff only veterans would appreciate.

I am disappointed. We can get new players into the game but if CCP keeps dropping the ball, what else can we do?
Physically hold their hand?
Reassure them that the game does become more fun after you spend a month or two training skills just to do something other than ship spinning?
Lie about all the things they can do on day one?

I strongly believe nerfing new players starting SP by 93% was a mistake back then. I still believe it is a mistake now and a mistake waiting to first be acknowledged then rectified. Even with a 100% bonus to training time, it is still a major setback for new players. It still takes them a long time just to get to where they would have been before the nerf.

Summary of EvEs last four expansions: http://imgur.com/ZL5SM33

Dersen Lowery
The Scope
#11 - 2013-01-22 20:09:41 UTC
On the subject of the NPE, please consider reading my summary of the current experience, if you haven't already (I'd put it in my sig, but the signature editor appears to be hopelessly bugged in Firefox). There's a whole lot of work to be done there, and I didn't even get to the biggest problem, the "what do I do now?" question that comes up so often at the end.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

DetKhord Saisio
Seniors Clan
#12 - 2013-02-03 14:54:52 UTC  |  Edited by: DetKhord Saisio
CSM Winter 2012 Summit Minutes, pg 95 wrote:
Kelduum pointed out that “Real things that have actually been asked on the Uni mumble include such amazing lines as ‘My ship just flashed and now I am in an Egg, did I just level up?'”, and suggested making it very clear what had happened.

Changing ship view is what I believe causes this. If your current default view is kept when you are attacked, podded, etc., it seems less likely your current view will be first person allowing for the chance to see the area around you, including an increased chance to see attackers.

At least for me, it is quite annoying not being third person (scrolled all the way out) view when entering a new ship in space i.e. being podded or swapping ships at a pos. It should keep the same view while in space, unless you change it manually. The default is first person (scrolled all the way in) for entering a new ship, such as a pod in space.