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Player Features and Ideas Discussion

 
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Mini incursions - how to keep newcomers in game

Author
w3ak3stl1nk
Hedion University
#41 - 2014-05-23 02:00:45 UTC
Easy fix. Go find a newbie to help get started. If every older player did this the numbers would drop.

Is that my two cents or yours?

Anathema Device
State War Academy
Caldari State
#42 - 2014-05-24 00:49:31 UTC
Daichi Yamato wrote:
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.

This response is similar to many other players who are narrowly focused on the PvP aspects of Eve Online. This is a failure to accept Eve is a sandbox and different people will have different aims when playing in the same sandbox.

Lets look at a list of activities in EVE:- mining, research, invention, PI, industry, incursions, exploration, trading, PvP, and the list goes on. So Eve is actually PvE centric. PvP players are just part of the mix. So the design focus should be attracting and retaining as many players as possible with engaging PvE content.

Quote:
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.

You may find PvE particularly bad in Eve but would is due to your personality and not everybody has such a narrow focus on play style. Given EVE is a PvE game with elements of PvP that doesn't mean everybody has to limit themselves to your play style. Because your blinkered view of Eve only sees PvP as valid you've discounted other viewpoints as less valuable. Of course other people are laughing at your assumptions about the social integration of a player you don't know.

Quote:
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.

Guess small things amuse. How boring to limit yourself to a small subset of the possibilities of the sandpit. May as well be WoT where you just repeat the same thing over and over again, stagnation guaranteed.
DrysonBennington
Eagle's Talon's
#43 - 2014-05-24 01:06:11 UTC
erg cz wrote:
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.


I would have to agree with the OP. In order for CCP to be able to continue to provide great content for the regular players as well as new players the new players need to be retained longer than a month.

I would have to say that Mini Incursions involving groups of new pilots would allow for rookies to get to know each other and learn the mechanics of the environment where each Mini-Incursion would take place in a different system within 20 jumps of the rookies starting HQ. There would be a mini-incursion for each type of regular mission such as mining, security, courier, etc. that would be created around the Sansha Incursion style of play. The Mini-Incursions wouldn't be as hard as the regular Incursions and would also not just be centered around Sansha but would in fact be centered around the local system Pirate NPC.

Once finished with each set of incursions you would receive a new implant that would be one step above the lowest level of implant as well as new skill books and keys to unlock events later on in the game that you would never be able to unlock running normal missions.

Great idea OP....making certain that CCP is able to retain its customers after the first month so even better content will be provided to the rest of Eve.
DrysonBennington
Eagle's Talon's
#44 - 2014-05-24 01:15:21 UTC
w3ak3stl1nk wrote:
Easy fix. Go find a newbie to help get started. If every older player did this the numbers would drop.


Capitalistically speaking some of the older must be gotten rid of to make room for the new.
Walter Hart White
Heisenberg Minings
#45 - 2014-05-24 01:17:20 UTC
What is with this all everyone should do pvp. If everyone did pvp, you would a) had to pay for accounts, b) pay for plex, c) make eve spawn ships for you. Even most hard core pvp player needs ISK. And ISK is not generated by pvp.
Sato Page
Auctor Illuminatas Infinitum
#46 - 2014-05-24 11:01:09 UTC
No. OP should play WoW instead.

Dinsdale Pirannha for [u]CEO [/u]of [u]CCP[/u]

erg cz
Federal Jegerouns
#47 - 2014-07-07 13:06:48 UTC
Walter Hart White wrote:
What is with this all everyone should do pvp. If everyone did pvp, you would a) had to pay for accounts, b) pay for plex, c) make eve spawn ships for you. Even most hard core pvp player needs ISK. And ISK is not generated by pvp.


The original idea was not about "farming ISK with PvE, so please make PvE more entertaining". ISK is not a problem.

Losing new players is a problem. New players, that will probably go into active team PvP later on. No new players - no new blood in PvP area. And apparently new players start with PvE, not with PvP. For different reasons.

So we keep "go play WOW or join team pvp game" attitude and see game stagnating without new ppl comming or we understand new players and make life more interesting for them. So they stay in game and join 1337 PvP players as some of posters in this thread.
erg cz
Federal Jegerouns
#48 - 2014-08-01 10:06:06 UTC
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#49 - 2014-08-01 13:54:33 UTC  |  Edited by: Hakan MacTrew
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 group activities more fun and easier to get into.


Fixed that for you.

(Seriously, which part of 'Multiplayer' are you struggling with?)
Tabyll Altol
Viziam
Amarr Empire
#50 - 2014-08-01 13:58:28 UTC  |  Edited by: Tabyll Altol
Eve is an MMO = Massive Multiplayer Online Game.

So if some guy wanna play this game solo fine, but do not waste time to create new stuff. It is a waste of time. Highsec should be a point where the game starts not, for beeing the whole time in it.

All in Eve is about PVP, you fight against other ships, against other traiders. PVE is a needed content but it should stay at a low level. Eve is an sandbox so the goals are made by the players if new players want to see the game, they need to talk to other players and get information what they wanna.

If you wanna play PVE Stuff go farm you missions to get your plex, but for heaven sake pls do not try to get more ways to avoid people.
erg cz
Federal Jegerouns
#51 - 2014-08-04 19:33:50 UTC
Tabyll Altol wrote:
Eve is an MMO = Massive Multiplayer Online Game.

.


And yet statistics shows, that most new players want to try to play solo first. I believe if we make the game more interesting for them they will stay in game and join multiplayer activity later. Now we just lose them.
Altirius Saldiaro
Doomheim
#52 - 2014-08-04 19:41:31 UTC
Randomized missions. Unpredictable in mission spawns and AI behavior. Game also needs missions to scale up based on number of fleet players inside missions area. More fleet members, more bounties.

Also random numbers of rooms in missions.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#53 - 2014-08-04 19:56:01 UTC
Altirius Saldiaro wrote:
Randomized missions. Unpredictable in mission spawns and AI behavior. Game also needs missions to scale up based on number of fleet players inside missions area. More fleet members, more bounties.

Also random numbers of rooms in missions.


yes to randomization but no to scaling rats, too easy to farm by warping in a bunch of alts then warp them out leaving a marauder eating the munchies
Altirius Saldiaro
Doomheim
#54 - 2014-08-04 21:30:27 UTC
Corraidhin Farsaidh wrote:
Altirius Saldiaro wrote:
Randomized missions. Unpredictable in mission spawns and AI behavior. Game also needs missions to scale up based on number of fleet players inside missions area. More fleet members, more bounties.

Also random numbers of rooms in missions.


yes to randomization but no to scaling rats, too easy to farm by warping in a bunch of alts then warp them out leaving a marauder eating the munchies


Easy, then they code the additional rats to warp out if players warp out. Not hard to figure out.
Nevyn Auscent
Broke Sauce
#55 - 2014-08-04 22:01:03 UTC  |  Edited by: Nevyn Auscent
Altirius Saldiaro wrote:
Randomized missions. Unpredictable in mission spawns and AI behavior. Game also needs missions to scale up based on number of fleet players inside missions area. More fleet members, more bounties.

Also random numbers of rooms in missions.

I found something interesting actually on this topic reading through some CCP CSM discussions.
That early on in the history of EVE they did trial more random missions but players didn't like it because 'random' is bad. As sometimes they felt punished by the RNG, and a bad RNG streak really hurt.

This means you don't want to make missions more 'random' but more 'diverse'.

For example, take a step back from the hard coded NPC's, to soft coded NPCs. Sansha NPC's would all use Amarr, Caldari or Sansha ships. Since those are the racial skills behind the Sansha pirate ships. And they wouldn't be named according to what they have fitted on them. They would use a bunch of pre designed fittings that might not perfectly match PG or CPU use, but would at least match the number of slots and approximate fittings. And the bounty would not be visible initially, instead only being delivered after a ship is killed based on it's value (including hull), and modified by the skill of the NPC's affecting it's stats.

This then makes things less predictable, but doesn't 'punish' you for bad RNG, since you get paid according to the value of the ship. Not the same pay for something four times as hard.

You then also have to redesign missions to not be based on 'save the damsel' scripts. but more generic tasks. Everyone knows the classic 'patrol' mission, and for all it's boring often, the reality is when done well it can be good. The main issue is that it always happens in the same terrain. Which means you have to both make the deadspace pockets be varied & kit-set built so they can be generated on the fly, and you have to make the terrain matter and influence the fight.

Once you have these things, you then have a diverse range of fights the player will face without being random. Since if you know you are going against Sansha you know the range of ships they draw from, and what their main weapons & ewar are from the lore. And the mission 'start' however you use it (I would change up how agents work also myself, but they work for now) can give some information or clues on the terrain.




Scaling up based on fleet however, is a terrible idea since it's so open to abuses.
If you want to encourage fleets, create five optional objectives inside a 'mission' that you can't do all at once & that vanish soon after any of the objectives are met. That pay out well. Then there is a reason to extra ships.
And make sure you don't lose money by sharing, but make additional money. That's why people don't normally fleet, is it's very rare to make additional money or even the same, almost always you lose money.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#56 - 2014-08-05 09:13:14 UTC  |  Edited by: Hakan MacTrew
Anathema Device wrote:
[quote=Daichi Yamato]This response is similar to many other players who are narrowly focused on the PvP aspects of Eve Online. This is a failure to accept Eve is a sandbox and different people will have different aims when playing in the same sandbox.

Lets look at a list of activities in EVE:- mining, research, invention, PI, industry, incursions, exploration, trading, PvP, and the list goes on. So Eve is actually PvE centric. PvP players are just part of the mix. So the design focus should be attracting and retaining as many players as possible with engaging PvE content.


Narrow minded? Ypu have it the wrong way round. PvP is more than just targeting primaries and pressing F1.
Let's look at your list and find one thing that isn't competitive, (meaning that you are not in direct competition with other players in the same or similar activities:)

Oh, wait, everything on the list is actually PvP centric, including the PvE. This is because EVE is a sandbox, with a player driven economy where almost everything is procured, made, transported, bought and sold by the players.

We need more players that understand that, not more who think EVe is WoW in space
James Baboli
Warp to Pharmacy
#57 - 2014-08-05 11:56:59 UTC
Barbara Nichole wrote:
There are varying difficulties on sites and even a reduction in general influence (incursion wide difficulty) as the incursions are beaten down. If HQ fleets are too hard try vanguard fleets.

The lightest I can see going effectively is t2 fit cruisers, and even then these will have massive issues in vanguards because of the contest mechanics. They would likely only be allowed in the HS "island" fleets where contests are extremely rare and pilots are at a premium.

Tabyll Altol wrote:
If you wanna play PVE Stuff go farm you missions to get your plex, but for heaven sake pls do not try to get more ways to avoid people.

Well, if the actual suggestion is followed fairly closely, i.e. something incursion like but on a smaller scale, it is one of the few highly social aspects of PVE. On most days (barring mom drama, which is player driven in 90% of cases, spawn location and timer driven in only a few) there will be upwards of 300 real people running incursions. Yes, this will be inflated to look like 450 or 600 toons, because there is a lot of multiboxing in incursions, but even the boxers are somewhat social and usually co-operate with fully single toon (or booster alts + 1 on grid) fleets if you offer them a mutually beneficial deal.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

erg cz
Federal Jegerouns
#58 - 2014-08-13 07:20:30 UTC
Nevyn Auscent wrote:


This means you don't want to make missions more 'random' but more 'diverse'.



Exactly this is what I meant by starting the topic. Eve has great potential in it's background story. Few dosens of repetitive missions (I tend to get not more then 10 different missions by same agent lately) is not using that potential at all.

Add story line based mini-incursions, offered once per pilots life, add some nice floating objects there (like angel's cathedral, for example) and Eve will get more pilots stay in game due to PvE content to get involved into PvP content later on.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#59 - 2014-08-13 07:51:37 UTC  |  Edited by: Hakan MacTrew
erg cz wrote:
Nevyn Auscent wrote:


This means you don't want to make missions more 'random' but more 'diverse'.



Exactly this is what I meant by starting the topic. Eve has great potential in it's background story. Few dosens of repetitive missions (I tend to get not more then 10 different missions by same agent lately) is not using that potential at all.

Add story line based mini-incursions, offered once per pilots life, add some nice floating objects there (like angel's cathedral, for example) and Eve will get more pilots stay in game due to PvE content to get involved into PvP content later on.

Wait, wait, wait...

So, you are quoting the statistics that show that almost all new players go straight into PVE, then about half quit, then maybe 10% go on to group activities. That means that 4 out of 5 players who actually stay in the game stick to solo PVE activities for the whole of their game time.

So, getting more players into PVE is not going to get them into group content later, is it.

Best possible fix is to make the group activities more attractive and easier to get into. Make it all more intuitive.
erg cz
Federal Jegerouns
#60 - 2014-08-14 10:14:53 UTC
Hakan MacTrew wrote:


Best possible fix is to make the group activities more attractive and easier to get into. Make it all more intuitive.


Group activities require voice communication, which can draw too much family agro, like in my case.
Group activities mean, that you will communicate with strangers, adapt etc...

Both those reasons can be partly solved if player get more involved into the game itself. You still have to talk to strangers, but you have your game experience, that help you with this. And newbee has very little experience, not much to talk about. Just an example...