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Mini incursions - how to keep newcomers in game

Author
erg cz
Federal Jegerouns
#1 - 2014-05-16 11:03:54 UTC
I read somewhere, that, according to CCP statistic, 50 % of new accounts stop playing after their first month. I am talking only about accounts, that were subscribed. The rest of subscribers play mostly solo, with only 5 to 10 % using voice communication and flying actively in groups. Apparently majority of players do PvE stuff.

So, from my point of view, instead of tweaking warp speed rigs or dreadnoughts signature, CCP should find the way how to make solo activity in high sec more interesting. Cause reason of new players leaving the game is old players, booling them in low sec.

Suggestion: make several mini incursions available for each account only once in the life time of the whole account. They must be in high sec, must be more rewarding and close to PvP, than usual security missions. They must be leveled so, that low level will be do-able with low skill char.

SoE Epic arch could be an example, if it would not be so full of boring distribution missions. Make some good short CONCORD pew pew action missons vs NPC with AI, close to players one. Put well written story line behind them, like saving ppl from abandoned station, hacking aincent artifact (first shoot, then hack mini game) etc...

TL;DR : game needs more PVE missions much more, than starbase or ship tweaks. Newbees are not ready for PvP and get slaughtered by losers in low sec without possibility even to shot back. Give them more room for entertaining in high sec and they will stay in game to join PvP later on.

P.S. I really do not understand where is the problem with adding new missions. Make EVE universe bigger (additional low sec systems between 4 factions area or open Jovian space) or adding new ships can cause perfomance issues. But simple adding more missions should not cost any additional load and will helps a lot.
Koz Katral
Collapsed Out
Pandemic Legion
#2 - 2014-05-16 12:02:46 UTC
Staged introductory missions that don't actually reflect any meaningful part of the game don't actually help introduce people to the realities of eve.

Rather than adding extra one off missions that players experience once early on in their character life, CCP would be better off revamping the entire mission system with more engaging AI and better rewards that are more encouraging of group play. Right now the most efficient way to run missions of any kind in EVE is on your own.

Mission rewards and difficulty should be based on the number of players in your fleet. This would give high sec mission corps an actual purpose and get that big block of solo mission runners talking to each other and outside of the NPC corps.

From there who knows what part of the game they might go on to explore, once they have some friends they can do it with.
Daichi Yamato
Jabbersnarks and Wonderglass
#3 - 2014-05-16 12:08:49 UTC
erg cz wrote:


So, from my point of view, instead of tweaking warp speed rigs or dreadnoughts signature, CCP should find the way how to make solo activity in high sec more interesting.


stopped reading right there.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

erg cz
Federal Jegerouns
#4 - 2014-05-16 12:18:01 UTC
People do play solo, for many diffeent reasons. Family agro, non-stable time scheduling, language/social barriers etc... That is the reality. Ignoring it leads to game stagnation, IMHO. People try it out, see, that you want them to play as you want (non-solo, PvP regardless if you want it or not) and go else where, where they can play as they want.

Stop educating your players (most of them are grown up) , give them what they want instead. According to statistic it is not PvP team play, not for most of newcomers. Later on they may be driven into team fun, but not straight from the beginning.
Domanique Altares
Rifterlings
#5 - 2014-05-16 12:54:04 UTC
erg cz wrote:
give them what they want instead.


Blizzard already has a significant chunk of this market, and it's far too late for CCP to be trying to move in on it.
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2014-05-16 15:14:01 UTC
erg cz wrote:
People do play solo, for many diffeent reasons. Family agro, non-stable time scheduling, language/social barriers etc... That is the reality. Ignoring it leads to game stagnation, IMHO. People try it out, see, that you want them to play as you want (non-solo, PvP regardless if you want it or not) and go else where, where they can play as they want.


if u want to play solo, u can and i am ok with that.

however, this is a PvP centric MMO that is specifically designed around players interacting with each other. So although i dnt mind u playing on ur own, no game design for any feature should focus around loners. The design focus should instead focus around meaningful interaction with the sand box, competition and team work.

PvE is rarely engaging for long in any game, but it is particularly bad in EVE. This is because its not often updated, and thats because this is a PvP game with minor PvE elements. The stagnation u talk about is the reliance on PvE for ur entertainment. U are less involved in the sandbox, so naturally u feel like ur activities are repetitive and low impact. Ur alone so the social side is less or entirely non-existent. So the real cause for stagnation is urself.

U could find a group of players to play with, build a sand castle. Then find another group of players to compete with and go attack their sand castle. When u crush them, find another, even bigger and better group to compete with. Go attack their sand castle. Stagnation cured.

Quote:

Stop educating your players (most of them are grown up) , give them what they want instead. According to statistic it is not PvP team play, not for most of newcomers. Later on they may be driven into team fun, but not straight from the beginning.


where in may lie the problem. the same statistics ur referring to said 10% of players dived straight into PvP and had more fun, got on more kill mails and went on to bigger and better things.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

erg cz
Federal Jegerouns
#7 - 2014-05-19 08:07:38 UTC
Daichi Yamato wrote:


however, this is a PvP centric MMO that is specifically designed around players interacting with each other. So although i dnt mind u playing on ur own, no game design for any feature should focus around loners. The design focus should instead focus around meaningful interaction with the sand box, competition and team work.

PvE is rarely engaging for long in any game, but it is particularly bad in EVE.


Yes, and I am talking here how to more people into this "PvP centric MMO". Many start with PvE and big part of them will stay here to PvP later, when they get competitive skills. But with "particularly bad" PvE they go away sooner, than they understand the game...
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2014-05-19 09:30:19 UTC
erg cz wrote:
Daichi Yamato wrote:


however, this is a PvP centric MMO that is specifically designed around players interacting with each other. So although i dnt mind u playing on ur own, no game design for any feature should focus around loners. The design focus should instead focus around meaningful interaction with the sand box, competition and team work.

PvE is rarely engaging for long in any game, but it is particularly bad in EVE.


Yes, and I am talking here how to more people into this "PvP centric MMO". Many start with PvE and big part of them will stay here to PvP later, when they get competitive skills. But with "particularly bad" PvE they go away sooner, than they understand the game...



Here's a counter suggestion:

Build into the NPE the idea that 'I'll pvp when I have competitive skills!' is an inherently awful idea. PVE teaches you nothing about PVP, and skills don't matter anything like as much as people think. Maybe it's just because I'm CFC, but I'm forever seeing newbies in tackle frigates in nullsec PVP.

Scripted missions are not going to help to keep new people in the game, nor push them to PVP. Pushing them towards player corps and social interaction would do the job a lot better.
erg cz
Federal Jegerouns
#9 - 2014-05-19 13:53:52 UTC
Danika Princip wrote:



Here's a counter suggestion:

Build into the NPE the idea that 'I'll pvp when I have competitive skills!' is an inherently awful idea. PVE teaches you nothing about PVP, and skills don't matter anything like as much as people think.


Most skills for PvE are usefull in PvP. I do not mean experience. I mean in-game skills. If you can not fit proper modules, all your experience can do is prevent you from going into fight you can not win. So you are limited in PvP for quite a big degree.

Anyway, I do not see "counter suggestion" in your post. Half of newcomers leaves Eve after their first month in game and I believe CCP can do something about it without additional payload on hardware. Better suggestions?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#10 - 2014-05-19 14:08:13 UTC
Daichi Yamato wrote:

where in may lie the problem. the same statistics ur referring to said 10% of players dived straight into PvP and had more fun, got on more kill mails and went on to bigger and better things.


Doesn't that mean that 90% of players had more fun doing something else??? Fun is subjective anyway, many people loathe PvP and enjoy the simple act of building stuff from scratch...even if that isn't the most profitable thing they could do its what they enjoy.

It could be argued that since all goods are player produced in Eve the PvE aspects of goods production are more important than the PvP aspects...without the goods how do you get the gear to PvP with? The economy in eve needs players to build stuff at least as much as it needs people to blow stuff up. Potentially more since resource gathering/building can be far more time consuming than blowing someone up
Velicitia
XS Tech
#11 - 2014-05-19 14:12:10 UTC
erg cz wrote:
Danika Princip wrote:



Here's a counter suggestion:

Build into the NPE the idea that 'I'll pvp when I have competitive skills!' is an inherently awful idea. PVE teaches you nothing about PVP, and skills don't matter anything like as much as people think.


Most skills for PvE are usefull in PvP. I do not mean experience. I mean in-game skills. If you can not fit proper modules, all your experience can do is prevent you from going into fight you can not win. So you are limited in PvP for quite a big degree.

Anyway, I do not see "counter suggestion" in your post. Half of newcomers leaves Eve after their first month in game and I believe CCP can do something about it without additional payload on hardware. Better suggestions?


really, "player skills" learned in PVE (fitting or whatever) are about as useful in PVP as learning the basics of Chess ... and then playing a grand master.

Now, incursions have helped in this regard a little (omni damage, you need to work as a team) ... but it's still lacking.

Best way to learn PvP is to get out there and do it.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Danika Princip
GoonWaffe
Goonswarm Federation
#12 - 2014-05-19 14:20:47 UTC
erg cz wrote:
Danika Princip wrote:



Here's a counter suggestion:

Build into the NPE the idea that 'I'll pvp when I have competitive skills!' is an inherently awful idea. PVE teaches you nothing about PVP, and skills don't matter anything like as much as people think.


Most skills for PvE are usefull in PvP. I do not mean experience. I mean in-game skills. If you can not fit proper modules, all your experience can do is prevent you from going into fight you can not win. So you are limited in PvP for quite a big degree.

Anyway, I do not see "counter suggestion" in your post. Half of newcomers leaves Eve after their first month in game and I believe CCP can do something about it without additional payload on hardware. Better suggestions?



You can be in a PVP frigate in six hours. A PVP cruiser in a week, easily. A PVP battlecruiser or interceptor inside of a month.

Teach people that 'I need more skills!' is wrong. Teach them to just do it, the way goonswarm do.
erg cz
Federal Jegerouns
#13 - 2014-05-20 08:23:49 UTC
I see Eve online as ultimate space simulator. And many other "tourists" do so. Ignoring pig part of community for the sake of few thousands of really active PvP players is a big mistake, IMHO. Many newbees want first to explore this world full of stars and first after that they will try PvP. Maybe. But forcing them into PvP from the very first month is way how to lose them.
Arya Regnar
Darwins Right Hand
#14 - 2014-05-20 08:39:31 UTC
erg cz wrote:
CCP should find the way how to make solo activity in high sec more interesting.

Well, no eat a brick.

Solo activity is exactly what is killing highsec.

EvE-Mail me if you need anything.

Ray Kyonhe
Aliastra
Gallente Federation
#15 - 2014-05-20 08:52:54 UTC
erg cz wrote:


TL;DR : game needs more PVE missions much more, than starbase or ship tweaks. Newbees are not ready for PvP and get slaughtered by losers in low sec without possibility even to shot back. Give them more room for entertaining in high sec and they will stay in game to join PvP later on.


In my latest proposal concerning substantional remaking of corporate mechanics I've also came up with idea of a new type of agent's missions to which only members of one corp have access. They are based on "capital escalation" WH mechanics and scale up to the actual size of your gang, both in terms of difficulty AND profit for each participant. They are also have some rudiment protection against multiboxing. The idea is to give incentive to players to gather in bigger corps even in highs and allow them to compensate rising risks (that will be awoxing and wardecs) with 20 to 50% more profits from this collective oriented missions. You can follow it here: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=344554 Note, that it's currently under huge remastering, as the concept undergone substantional changes, I'll try to deliver new one in a day or two (I hope I'll make it)

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#16 - 2014-05-20 08:53:13 UTC
If I remember reading rightly Eve took inspiration from games such as Elite waaaay back. That was intrinsically a solo game and became extremely popular as such. I believe there is room for both solo and group play in Eve and the key is finding how to marry the two together. In my mind that is through trade and the market and that's the reason why I always argue for the current ability to play solo and/or as part of a group.

Many people find the chance to become fabulously space wealthy through nothing but their own endeavors to be extremely rewarding. The constant push to force people to play alongside others or stand no chance is a bad thing in my opinion. There should be benefits to doing so but it shouldn't be the only option.
Ray Kyonhe
Aliastra
Gallente Federation
#17 - 2014-05-20 09:07:57 UTC  |  Edited by: Ray Kyonhe
Corraidhin Farsaidh wrote:
If I remember reading rightly Eve took inspiration from games such as Elite waaaay back. That was intrinsically a solo game and became extremely popular as such. I believe there is room for both solo and group play in Eve and the key is finding how to marry the two together.

Solo part of the game are obviously needed. But there ar two problem with Eve regarding group PvE:
1) PvE is a crap. A boring and "no brain requierd" one. Aside from specific cases, of course, like WH soloing or soloplexing in nulls.
2) The game hardly rewards for collective playstile in highsecs (in nulls and lows it's moslty needed to survive, but not in highs). It's more risk, but no tangible reward. And even in nulls they more oftenly prefer to multibox hard plexes than to do it in group - because PvE is a crap and you can just hang in grid plummering red crosses with missiles and healing yourself with an alt - thats about all the skills needed.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#18 - 2014-05-20 09:32:30 UTC
Ray Kyonhe wrote:
Corraidhin Farsaidh wrote:
If I remember reading rightly Eve took inspiration from games such as Elite waaaay back. That was intrinsically a solo game and became extremely popular as such. I believe there is room for both solo and group play in Eve and the key is finding how to marry the two together.

Solo part of the game are obviously needed. But there ar two problem with Eve regarding group PvE:
1) PvE is a crap. A boring and "no brain requierd" one. Aside from specific cases, of course, like WH soloing or soloplexing in nulls.
2) The game hardly rewards for collective playstile in highsecs (in nulls and lows it's moslty needed to survive, but not in highs). It's more risk, but no tangible reward. And even in nulls they more oftenly prefer to multibox hard plexes than to do it in group - because PvE is a crap and you can just hang in grid plummering red crosses with missiles and healing yourself with an alt - thats about all the skills needed.


There have been many threads here that have an assortment of proposals all of which can improve the PvE experience. My preference is that missions become randomized and contain more sansha like enemies that behave more like real pilots. Others include the suggestion to include CONCORD as a career path to enforce law in losec, the non-scannable regions proposed by Dinsdale Piranha, the idea for distress calls someone came up with a while back and many others I can't think of immediately.

PvE needs a real overhaul and the key to this should be to remove predictability. I find the idea that you can go read eve-survival to turn a mission into a zero risk activity (except for ganker risk of course) to be plain stupid. The solo aspects should be an option but should also be a challenge, not a kill-crosses by numbers exercise. Maybe some missions for fleets in hisec could be based around escalation style game play with the mission requiring the frleet to fulfil many criteria within a given timeframe to make actual PvP style logistical support an advantage or even required to be able to complete the mission within the timeframe. Sitting and farming the mission with one ship and logi alt wouldn't complete the requirements in time if balanced correctly.
Ray Kyonhe
Aliastra
Gallente Federation
#19 - 2014-05-20 10:11:50 UTC  |  Edited by: Ray Kyonhe
Corraidhin Farsaidh wrote:

There have been many threads here that have an assortment of proposals all of which can improve the PvE experience. My preference is that missions become randomized and contain more sansha like enemies that behave more like real pilots.

This is not enough. It still comes down to "EFT resolved battles" - "Will I be able to tank it or not? And what if I will add some logistic alt to the grid?". We need an aditional design tweaks which will force players a) to simultaneously do some slighly different tasks no one of each are doable by one man in two windows (be it minigames or interactions with something through GUI) b) to simultaneously engage enemies while being in different pockets or being separated by huge distances, enforced by some kind of timeframe you have to keep to (so by creating only one such "fork" we will make multiboxing substantionnaly more daunting task - it will need twice as more windows - and will probably require at least two multiboxers to cooperate)

Of course, this bit only concerns group type missions, which should offer much more generous reward to its participants. The old style solo missions will be quite fond with just randomization you are talking about.
Corraidhin Farsaidh wrote:

Others include the suggestion to include CONCORD as a career path to enforce law in losec, the non-scannable regions proposed by Dinsdale Piranha, the idea for distress calls someone came up with a while back and many others I can't think of immediately.

Concord does not enforce the law, just keep in force some specific treaties. There is an NPC police in the game.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Alternative Splicing
Captain Content and The Contenteers
#20 - 2014-05-20 10:15:47 UTC
Brave Newbies got where they are today by strapping every day old pilot into a tech I Atron and tossing them into a beautiful crucible that was known as Barleguet. There was no waiting, there was only learning how to pvp from day one. The more you coddle and push back the day when you have 'enough' SP/ISK/Ships to go learn PvP, the more and more layers of terrible habits there are to break, and the losses actually costly.

To retain and get new players interested, the last thing we need is solo or hisec stuff - they need a narrative and a purpose that is full of the vitality, one that is created by players and unique, not some canned PvE content. Developing dependence on being fed said canned content is the problem in the first place.
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