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New Player Skill Test Drive.

Author
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#1 - 2011-10-24 17:53:35 UTC
Hello CCP Devs,

You've done a great job improving the new player experience for a few years now and I wanted to suggest something to help the process along.

Skill Test Drive
Effect: For 24 hours a player may ignore one skill requirement for a module and/or ship hull. This effect does not persist through being podded or using a jump clone.

Why: I've watched many new players start eve and begin to quickly feel ineffective. They can "farm" isk, but honestly I can still give them more than they could make in a month and not miss it. They could farm faction standings, but there are easier ways to get JCs and why do you need a HS pos at this stage anyways. They could join in for pvp, and get smashed so fast they may not even know why. Essentially there is a segment of NEW players who WANT to grind at least to start eve, until they "get it". So let's give them something to do, let them try NEW ships and modules, etc to get a feel for eve in a new way.

The removal of learning skills has dramatically improved life for the new player and the "test" drive addition could really round out the experience.

You could make the boosters part of the tutorial missions, you could make them manufactured, you could make them stop working at 10 m sp as the brain is no longer as malleable.

I've love to hear other feedback,

Best,
AG
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
David Xavier
The Capsuleers of Unconscious Thought
#2 - 2011-10-24 19:43:36 UTC  |  Edited by: David Xavier
I like the idea to give new players a taste of action. However once the test drive ends they may slump back into feeling useless, but who are we kidding ? Because, to be frank, you can't do jack in this game until your have a few million SPs under your belt. Besides grinding missions or slow mining.. and those hardly tempt anyone to keep playing.

Sorry, think I got a bit derailed here. Yeah, this might do the trick to get and keep new players.

I don't suffer from insanity.. I enjoy it !

Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#3 - 2011-10-24 19:58:09 UTC
David Xavier wrote:
I like the idea to give new players a taste of action. However once the test drive ends they may slump back into feeling useless, but who are we kidding ? Because, to be frank, you can't do jack in this game until your have a few million SPs under your belt. Besides grinding missions or slow mining.. and those hardly tempt anyone to keep playing.

Sorry, think I got a bit derailed here. Yeah, this might do the trick to get and keep new players.



My hope was to set a cutoff around 10 m, so the loss wouldn't be epic.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
ShahFluffers
Ice Fire Warriors
#4 - 2011-10-24 20:02:20 UTC  |  Edited by: ShahFluffers
I'm going to have to go with "No" for reasons similar to what David Xaviar stated.

If you give new players the ability to "grind" skills in the beginning of the game they will wonder why this cannot be made to work for the entire experience that is EVE. The current system we have encourages patience and forces players to think, "what can I do with the current skills that I have available and how can I maximize their effectiveness" rather than think, "I need to get to level XX before I can become 'effective.'"
Though... this still doesn't stop some people from thinking this way.

Truth be told... EVE isn't one of those games where you can "be the 'hero'" right from the start. It takes time and experience to get to that point. Yeah... newer people may feel "ineffective" being stuck in cheapo frigate while his/her peers are flying battlecruisers (which, by the way, is a myth as the frigate can perform roles and jobs that a battlecruiser cannot do)... but that's actually the built-in "safety" to the system overall. Being "stuck" in a frigate means that the newbie has to learn how to use it more effectively... which means learning tactics and fittings... things that help the newbie later on when he/she gets the skills to get into bigger and more expensive ships... while still in a cheapo T1 fit, T1 frigate that's worth less than 1 million ISK.
The skills system is a PROCESS and works in tandem with actual player skill (provided that the player actually takes the initiative and learns in the first place).

On a personal note... I was tackling cruisers and battlecruisers in itty-bitty frigates and lol-fit cruisers when I started getting a taste for PvP. I only had a little under 1 million or so SP in combat related skills.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#5 - 2011-10-24 20:06:32 UTC
ShahFluffers wrote:
I'm going to have to go with "No" for reasons similar to what David Xaviar stated.

If you give new players the ability to "grind" skills in the beginning of the game they will wonder why this cannot be made to work for the entire experience that is EVE. The current system we have encourages patience and forces players to think, "what can I do with the current skills that I have available and how can I maximize their effectiveness" rather than think, "I need to get to level XX before I can become 'effective.'"
Though... this still doesn't stop some people from thinking this way.

Truth be told... EVE isn't one of those games where you can "be the 'hero'" right from the start. It takes time and experience to get to that point. Yeah... newer people may feel "ineffective" being stuck in cheapo frigate while his/her peers are flying battlecruisers (which, by the way, is a myth as the frigate can perform roles and jobs that a battlecruiser cannot do)... but that's actually the built-in "safety" to the system overall. Being "stuck" in a frigate means that the newbie has to learn how to use it more effectively... which means learning tactics and fittings... things that help the newbie later on when he/she gets the skills to get into bigger and more expensive ships... while still in a cheapo T1 fit, T1 frigate that's worth less than 1 million ISK.
The skills system is a PROCESS and works in tandem with actual player skill (provided that the player actually takes the initiative and learns in the first place).

On a personal note... I was tackling cruisers and battlecruisers in itty-bitty frigates and lol-fit cruisers when I started getting a taste for PvP. I only had a little under 1 million or so SP in combat related skills.


I understand your reservations about creating false expectations. However that can be addressed by clearly stating in the tutorials that the plasticity of the pod pilot's brain will only last so long blah blah.

I am NOT talking about sending the message that you dont' have to be patient, I am saying let a new Minmatar player "instantly" have Frigate 3 for 24 hours, hopefully while they are training frig 3. It's that type of SMALL boosting I am referring to, to give them more confidence to engage in pvp.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Tanya Powers
Doomheim
#6 - 2011-10-24 20:38:15 UTC
Epic Arcs should be the best way to implement it.

How many of you have done more than the first Epic arcs and those 51 missions?

How many are capable without deep research to say where the next step is and what epic arcs can you do after this?

How many, even the oldest players, know you have 2 single time life concord missions?

This should be worked and could, with implementation of your idea, in a very positive way bring the new player to another version of missions, incursions and think about pvp.

incarnate the role of some tackler, the one of some ganker, the one of some POS manager or even alliance income manager, fleet commander or wing commander etc etc

Imho this should not be taken lightly and should not be available unless you have a few months of training. Somehow his own skills should be one of the biggest factors to succeed.

Why not? -positive stuff for every one, the newbbie has the older players, maybe more players interested on the long term.

It's all positive for the game, I can't see any other drawback than hundreds of hours coding for dev's, witch is already THA cake to eat.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#7 - 2011-10-24 20:44:07 UTC
There should be a way for all new players to try each race's frigates, at least to get a real flavour for them.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
ShahFluffers
Ice Fire Warriors
#8 - 2011-10-24 20:53:49 UTC  |  Edited by: ShahFluffers
Apollo Gabriel wrote:
I understand your reservations about creating false expectations. However that can be addressed by clearly stating in the tutorials that the plasticity of the pod pilot's brain will only last so long blah blah.


You missed the point I was trying to make. The idea itself is a "slippery slope." For example:

There never used to be a "high-sec." Years ago, it was entirely possible to gank someone and warp away laughing. It was also possible to get a bunch of guys together with logis and camp the high-sec gates while tanking the various faction navies (and later, even the newly introduced CONCORD). People clamored for change... CCP drug their feet, resistant to the idea of making a "secure space"... people complained even more... CCP implemented a "compromise"... CONCORD would issue lethal punishment 100% of the time, avoiding said punishment would not be allowed, and nothing would be done to prevent the actual act of aggression in the first place (i.e. you can still shoot people but expect to lose your ship as well).

Today, newer people no nothing of this "compromise" and complain that the "safety of high-sec" is "not working as intended." These people want things to be made MORE "secure" because the "safety" they had come to expect was nothing more than an illusion.

Your idea, while made with the best of intentions, gives new players the "illusion" that grinding "works." Eventually it'll come to a point where newer players will start asking that "skill grinding" be fully implemented into the game (because, well, it works so "well" as a tutorial n' stuffz).


Apollo Gabriel wrote:

I am NOT talking about sending the message that you dont' have to be patient, I am saying let a new Minmatar player "instantly" have Frigate 3 for 24 hours, hopefully while they are training frig 3. It's that type of SMALL boosting I am referring to, to give them more confidence to engage in pvp.


It takes less than 12 hours to get [racial] Frigate 3 and about a day or so to get all the relevant skills needed to PvP on a most basic level. Give a new player a specialized skillplan for nothing but frigates and within a month he/she will have the character skills to pilot a frigate on par with that of the veteran player (because remember, the cap for each skill is 5 and not every player gets EVERY skill to 5).

Now granted, newer players will know little to nothing about "specialization." But that's not the point. The point I'm trying to make here is that IF the newer player has dabbled here and there and now wants to start the road to becoming "very effective"... it takes about a month (or less considering that the newer player might have some of the needed skills already worked on) to get up to the character skill level of a "vet."
Tanya Powers
Doomheim
#9 - 2011-10-24 21:13:14 UTC  |  Edited by: Tanya Powers
ShahFluffers wrote:
Apollo Gabriel wrote:
I understand your reservations about creating false expectations. However that can be addressed by clearly stating in the tutorials that the plasticity of the pod pilot's brain will only last so long blah blah.


You missed the point I was trying to make. The idea itself is a "slippery slope." For example:

There never used to be a "high-sec." Years ago, it was entirely possible to gank someone and warp away laughing. It was also possible to get a bunch of guys together with logis and camp the high-sec gates while tanking the various faction navies (and later, even the newly introduced CONCORD). People clamored for change... CCP drug their feet, resistant to the idea of making a "secure space"... people complained even more... CCP implemented a "compromise"... CONCORD would issue lethal punishment 100% of the time, avoiding said punishment would not be allowed, and nothing would be done to prevent the actual act of aggression in the first place (i.e. you can still shoot people but expect to lose your ship as well).

Today, newer people no nothing of this "compromise" and complain that the "safety of high-sec" is "not working as intended." These people want things to be made MORE "secure" because the "safety" they had come to expect was nothing more than an illusion.

Your idea, while made with the best of intentions, gives new players the "illusion" that grinding "works." Eventually it'll come to a point where newer players will start asking that "skill grinding" be fully implemented into the game (because, well, it works so "well" as a tutorial n' stuffz).


Apollo Gabriel wrote:

I am NOT talking about sending the message that you dont' have to be patient, I am saying let a new Minmatar player "instantly" have Frigate 3 for 24 hours, hopefully while they are training frig 3. It's that type of SMALL boosting I am referring to, to give them more confidence to engage in pvp.


It takes less than 12 hours to get [racial] Frigate 3 and about a day or so to get all the relevant skills needed to PvP on a most basic level. Give a new player a specialized skillplan for nothing but frigates and within a month he/she will have the character skills to pilot a frigate on par with that of the veteran player (because remember, the cap for each skill is 5 and not every player gets EVERY skill to 5).

Now granted, newer players will know little to nothing about "specialization." But that's not the point. The point I'm trying to make here is that IF the newer player has dabbled here and there and now wants to start the road to becoming "very effective"... it takes about a month (or less considering that the newer player might have some of the needed skills already worked on) to get up to the character skill level of a "vet."



You just keep the old rabble rabble "go there, fit this, do this"

You know we're in 2012 right?

You also should know something about "pedagogy"

You can't be that closed mind, all it does is the mess you have right now. 1 guy playing 20accounts making lessons with his alts and supporting himself....

EDIT: introduce smoothly players to some aspect of the game they initially refuse to is the best way to get them interested.
You people must really open your minds some time and think for a second some people not interested at all for pvp might well become your best wing partners in the future if they ever have a chance to be properly introduced to it.

Now you'll tell me "there are corps for that" ... well if those were clearly efficient the rate of new players staying in the game after 14d trial would be higher than it is and this game would not be 1 account for 20 alts (min 2) but maybe 200 with 1alt each.

What are you afraid of?
David Xavier
The Capsuleers of Unconscious Thought
#10 - 2011-10-24 21:17:03 UTC
Tanya's got a good idea, really extensive and detailed tutorials via mission arcs, where you are put into ships/positions fulfilling different roles during the missions, ignoring your current skills completely.

So to the actual "test drive" would be the experiencing of that role in a fleet/organization, not a temporary skill boost.

I don't suffer from insanity.. I enjoy it !

Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#11 - 2011-10-24 21:17:16 UTC
ShahFluffers wrote:
Apollo Gabriel wrote:
I understand your reservations about creating false expectations. However that can be addressed by clearly stating in the tutorials that the plasticity of the pod pilot's brain will only last so long blah blah.


You missed the point I was trying to make. The idea itself is a "slippery slope." For example:

There never used to be a "high-sec." Years ago, it was entirely possible to gank someone and warp away laughing. It was also possible to get a bunch of guys together with logis and camp the high-sec gates while tanking the various faction navies (and later, even the newly introduced CONCORD). People clamored for change... CCP drug their feet, resistant to the idea of making a "secure space"... people complained even more... CCP implemented a "compromise"... CONCORD would issue lethal punishment 100% of the time, avoiding said punishment would not be allowed, and nothing would be done to prevent the actual act of aggression in the first place (i.e. you can still shoot people but expect to lose your ship as well).

Today, newer people no nothing of this "compromise" and complain that the "safety of high-sec" is "not working as intended." These people want things to be made MORE "secure" because the "safety" they had come to expect was nothing more than an illusion.

Your idea, while made with the best of intentions, gives new players the "illusion" that grinding "works." Eventually it'll come to a point where newer players will start asking that "skill grinding" be fully implemented into the game (because, well, it works so "well" as a tutorial n' stuffz).


Apollo Gabriel wrote:

I am NOT talking about sending the message that you dont' have to be patient, I am saying let a new Minmatar player "instantly" have Frigate 3 for 24 hours, hopefully while they are training frig 3. It's that type of SMALL boosting I am referring to, to give them more confidence to engage in pvp.


It takes less than 12 hours to get [racial] Frigate 3 and about a day or so to get all the relevant skills needed to PvP on a most basic level. Give a new player a specialized skillplan for nothing but frigates and within a month he/she will have the character skills to pilot a frigate on par with that of the veteran player (because remember, the cap for each skill is 5 and not every player gets EVERY skill to 5).

Now granted, newer players will know little to nothing about "specialization." But that's not the point. The point I'm trying to make here is that IF the newer player has dabbled here and there and now wants to start the road to becoming "very effective"... it takes about a month (or less considering that the newer player might have some of the needed skills already worked on) to get up to the character skill level of a "vet."


Agreed it is a slippery slope, however you're missing a key point I am trying to make. Some ( I think many) new players want to grind for something. They're coming from games that have pve much harder than our missions (Donkey Kong was harder), they know the missions are "easy" they want some kind of accomplishment, so if in those first few weeks, months they fly MORE ships, try MORE weapons and do MORE pvp due to a "at birth" bonus, where is the harm?
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
ShahFluffers
Ice Fire Warriors
#12 - 2011-10-24 21:30:54 UTC
Apollo Gabriel wrote:
Agreed it is a slippery slope, however you're missing a key point I am trying to make. Some ( I think many) new players want to grind for something. They're coming from games that have pve much harder than our missions (Donkey Kong was harder), they know the missions are "easy" they want some kind of accomplishment, so if in those first few weeks, months they fly MORE ships, try MORE weapons and do MORE pvp due to a "at birth" bonus, where is the harm?


It gives people the wrong idea on what EVE is primarily centered around (hint: it isn't PVE or skills... they are simply means to an end) and gives people false expectations on what they can and cannot do (remember, EVE isn't a a "Hero game," it's a "process game").
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#13 - 2011-10-24 21:36:36 UTC
ShahFluffers wrote:
Apollo Gabriel wrote:
Agreed it is a slippery slope, however you're missing a key point I am trying to make. Some ( I think many) new players want to grind for something. They're coming from games that have pve much harder than our missions (Donkey Kong was harder), they know the missions are "easy" they want some kind of accomplishment, so if in those first few weeks, months they fly MORE ships, try MORE weapons and do MORE pvp due to a "at birth" bonus, where is the harm?


It gives people the wrong idea on what EVE is primarily centered around (hint: it isn't PVE or skills... they are simply means to an end) and gives people false expectations on what they can and cannot do (remember, EVE isn't a a "Hero game," it's a "process game").


So your response is simply NO, without any suggestions of improvement/ammending? Do you have anything to add?

The game has evolved a lot since it started. How many NEW players do you know? they get pretty bored, pretty fast. Why?

I can give them more isk than they can earn in a month without missing it.

So they don't need to mission, they don't need to mine. (let's face it, those two new player activities are about the most boring ******* thing I can imagine, pac man requires more attention).

I can get anything they need standings for,

So again why mission.

They can scan and do some sites, which many seem to do.

I am talking about giving them something more to do while they are learning the ropes of Eve, while they learn it is a process game. I can tell htem it's hours of work for 10 seconds of the most fun outside of sex, but again, it's like describing sex, the rea think is better.

I've done pvp with newbs, they seldom know what's going on well enough to get much from it unless they've REALLY research eve, and those people don't need what I'm peddling.

Best
AG
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Roisin Connor
Fight Club Outfit
DammFam
#14 - 2011-10-24 22:01:05 UTC
Apollo Gabriel wrote:
There should be a way for all new players to try each race's frigates, at least to get a real flavour for them.


Maybe they can implement some kind of "civilian ship"? From the tutorial agents, you get civilian modules that can be used without having the skills for the regular version of that module.
mxzf
Shovel Bros
#15 - 2011-10-24 22:05:25 UTC
I have to say, this is one of the worst ideas I've seen in a bit ... atleast a couple hours.

What you're suggesting is that you completely undermine the structure of the skill system in Eve just to cater to some noobs who really just need to learn some patience anyways. And I know you don't see how this would undermine the skills system, but anyone with a bit of foresight can see that this is a "give a mouse a cookie" situation that ends up with skills being pointless.

Also, the idea of giving one bonus level to people that young is kinda pointless. At that age, there are extremely few skills they need that are more than 1-2 days to train. So there are two possible scenarios that could come from this. 1. They get an extra tiny boost in a skill that only takes a matter of hours to train anyways (which teaches them that they shouldn't have to wait for anything, contrary to the current skill system in Eve rewarding patience). Or 2. They get some skill like Frig 5 for a day and can suddenly fly T2 ships ... except that they don't own one, since they can't otherwise fly them, and they don't have the support skills to use them properly anyways because you've taught them to be impatient and always want the next shiny thing.

Either way, you're actually hurting the players you're supposedly trying to help far more than you're helping them. Both by instilling a false sense of entitlement and by putting them into ships that they don't have the support skill for.

Players already have issues with entitlement and recognizing that you really need support skills to effectively progress in Eve, this suggestion would drastically exacerbate both of those issues.
mxzf
Shovel Bros
#16 - 2011-10-24 22:12:43 UTC
Roisin Connor wrote:
Apollo Gabriel wrote:
There should be a way for all new players to try each race's frigates, at least to get a real flavour for them.


Maybe they can implement some kind of "civilian ship"? From the tutorial agents, you get civilian modules that can be used without having the skills for the regular version of that module.


The thing is that it only takes about 1d to train Frig 3, small weapons 3, and basic tanking of any given race. It takes about half a week to get all of the racial frigs up enough to get a feel for it (and the day it takes to train the next frig isn't enough time to finish getting a feel for the previous day's race that you trained anyways).

The issue isn't that it takes long at all to train for different races' frigs, it's that people don't know that they should try different races out. I can't count the times I've explained to people that just because your character started Min (or whatever race they start) doesn't mean that you can't fly all the other races' ships too.
Roisin Connor
Fight Club Outfit
DammFam
#17 - 2011-10-24 22:20:38 UTC
Well, I personally feel the same way as you to, mxzf. But the thing is, I believe there are many new players that quit the game before it's even started due to the lack of "playability" if you like. I'm a teacher at an upper secondary school, and I have been recommending this game to all my students who regularly play computer games. No matter how interested they have been in the concept, they have all quit after one day (true story) because nothing was happening. I can't convince them to reconsider, because they have so many other games they love and won't lend time from.

Now, I don't have any concrete suggestions myself, but I'm as Apollo Gabriel is, convinced that there is something about the slow paced start that makes people give up even before all the fun of EVE starts. I'm patient guy myself, so this has never been a problem for me.
Tanya Powers
Doomheim
#18 - 2011-10-24 22:22:59 UTC
mxzf wrote:
stuff



Dammit

You're making me believe the op is even worst at English than I am? -impossible !!

WTF is wrong with you? -he's not asking to change all the skills has they are right now

He's not asking or inventing whatever idea for skill changing at all !!!


Let me try to explain it to you in my small English education, I'm so sorry.

HE'S JUST ASKING IF IT'S EVER POSSIBLE TO IMPLEMENT SOME KIND OF INTRODUCTION TO PVP VIA EPIC ARCS OR WHATEVER MISSION WHERE YOU CAN USE A LOT OF DIFFERENT SHIPS DEDICATED, only, FOR THAT SPECIFIC MISSION.

What can you not understand? capicci? comprends? comprende?

Sry don't speak asian, russian, swedish (I do but just "hoo yeah c'mon hmmm yeah"), but I've tried turtle, it's hard.
Tyme Xandr
Weyl Manufacturing
#19 - 2011-10-24 22:26:13 UTC
Instead of 'giving new players stuffs and benefits' why not make the first few ships they fly more useful? Why not make the tier 1 and tier 2 ships more useful? Shouldnt all three tiers be useful? Who really ever bothers to fly the condor or magnate after the first day or two of EVE?

It was a waste of time for the devs to make these tier 1 and tier 2 combat related frigates and cruisers that are so pitiful compared to the tier three ship (which is available an hour or so after you get the next level).

Proposed changes: Increase Armor or Shield Hp to be more in line with their tier three counterpart but have bonuses be used differently.

For instance: Condor vs Kestrel (both missile ships). Increase condors shield amount to be similar to Kestrel. Increase launcher slot by one (and one more high slot). Increase fitting to allow another rocket launcher. +1 Med slot. Keep low slots the same. Make condors bonuses reflect speed as well ex: 5% light missile/rocket kin damage per level 5% increase to speed per level. This doesnt obsolete the "dps missile slinger" but gives a nano player an option.

This was a rough example. But since newer players are stuck with T1 ships for a while, make all the tiers viable for different playstyles while remaining in line with their original (but misguided) attempt.
Spr09
Abyssal Echoes
Invidia Gloriae Comes
#20 - 2011-10-24 22:34:37 UTC
one question, does it mean ignore the skill requrements for one item or 1 skill requirement for an item? if it's ignore 1 skill req then i agree, but it it's ignore the requirements for 1 item then i disagree.
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