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Why are people leaving? and wjhat can we do about it?

Author
Velicitia
XS Tech
#101 - 2014-06-11 21:58:34 UTC
Kaerakh wrote:
Velicitia wrote:
Kaerakh wrote:
ShahFluffers wrote:

- realize that bigger and more expensive is not always better and, infact, has diminishing returns in terms of effectiveness.

Every mission runner or mining corporation will tell you otherwise, which self perpetuates the myth and continues to misinform new players continuously.


Just because they're saying it doesn't make it right.

Really, the worst "griefers" this game has are those "Mission Running and Mining" carebears who perpetuate this ****.


You're actually just reiterating what I just said. I never said they were right. I'm pretty sure I said it was wrong by calling it misinformation. Blink
I agree completely though that highsec carebears and to a lesser extent nullsec nullbears are very detrimental to the new player experience. More should be done to discourage and educate people that their way is quite the dead end.


yeah, misread the second half of the statement Blink

to be fair though -- I make a fair portion of my ISK via "carebear" stuff ...

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

Llyona
Lazerhawks
L A Z E R H A W K S
#102 - 2014-06-11 22:23:25 UTC
Ala Bamma wrote:
THERE IS YOUR 50% CCP NOW STOP FKING AROUND AND FIX THIS!


So let me get this straight; You think CCP should change the game in an attempt to keep the 50% of players that quit from leaving, all the while alienating and pissing off the 50% that stick around? Every MMO who attempts this either fails or hemorrhages even more subs than they did before.

Have you ever heard the saying "a bird in the hand is worth two in the bush"? The 50% that stick around are worth at least twice what the 50% lost are. You might ask why this is. It's pretty simple. No matter what you do, you will never get that 50% that leaves, because they don't leave for just one reason, or even for 10 separate reasons. They leave for hundreds, if not thousands of different reasons and there's really no way of knowing exactly why they left.

What will end up happening is you'll start making EVE easier, or change the core game in such a way that it will drive off vets. Vet devotion is the true source of any MMO's success. They are the ones that are passionate about the game. They are the ones that get folks they meet to try the game. I guarantee the majority of these 50% players who quit, were recruited by vets. Sure, the players decided EVE wasn't for them, but those people would have never even checked out the game if it wasn't for vets.

TL;DR Change the game trying to keep people from leaving and you'll watch what really makes your game a success (vets) quit in droves.

EVE is an illness, for which there is no cure.

Sirran The Lunatic
Pandemic Horde High Sec Division
#103 - 2014-06-11 22:26:01 UTC  |  Edited by: Sirran The Lunatic
Ala Bamma wrote:
... get trolled for sucking ...



Learn the hard way -> maintain stern resolve to do better next time -> Stop sucking.

Welcome to Eve.

or conversely,

Learn nothing the hard way -> Blame everyone else -> continue sucking

Go play more world of warcraft.

'sides. Quitters gonna quit. Bonus advice: Mentorship goes a long way.
Ala Bamma
Virtual Democracy
#104 - 2014-07-07 22:32:51 UTC


Well, PvP is actually great. It's amazing. The problem is that 99% of PvP is just waiting for a fight that never happens.

^ this. Make hunting easier. The game is based off computers and knowing where people are in a system. How about a sov owner having an item that lets them know where everything is in their system? hell, why not even allow wormholers to use that item as well? It may kill the scanning, but those that are good at it can still make a lot of money in a dead system.
Ala Bamma
Virtual Democracy
#105 - 2014-07-07 22:35:25 UTC  |  Edited by: Ala Bamma
Sirran The Lunatic wrote:
Ala Bamma wrote:
... get trolled for sucking ...



Learn the hard way -> maintain stern resolve to do better next time -> Stop sucking.

Welcome to Eve.

or conversely,

Learn nothing the hard way -> Blame everyone else -> continue sucking

Go play more world of warcraft.

'sides. Quitters gonna quit. Bonus advice: Mentorship goes a long way.



This coming from an alliance that shoots their own allies... hmmm... im gonna go with:
Congratulations, your **** playstyle and "me me me" attitude is what is ruining eve. I would even say that more then goons. PL/waffles/bot are like that autistic friend. You want so much to love them and root for them, but you know that in the end they are gonna do something stupid and ruin the day. Only PL stupid is more like "how can we screw the little guy and still make a profit"

Mentorship is a personal developmental relationship in which a more experienced or more knowledgeable person helps to guide a less experienced or less knowledgeable person.

What 99% of the bittervets in eve do is scam new players. If you really wanted to see this game succeed, recruit from a training corp, and continue to show those players your playstyle and how it contributes to the big picture.

What really happens: recruit new player - new player doesn't know ****, troll new player till they leave or boot new player. This is not mentor ship. learn mentorship -> get gooder players -> make gooder players better players -> have bester players fight meh playtards from other side. Win eve. peasants rejoice.
Ala Bamma
Virtual Democracy
#106 - 2014-07-07 23:01:02 UTC

If CCP can funnel noobs to GOOD corps with helpful vets, longterm retention will hit likely 80%+, just "getting skillpoints faster" doesnt help the noob it HURTS them, because all of a sudden they have all these skillpoints thinking they ready for "that nice T2 ship" and end up losing way mroe isk than necessary for a simple noobie mistake in gameplay.

first problem. eve vets are assholes.... no other argument needed.
Second problem. good corps dont recruit noobs
Third problem. usually (not always but usually) noob corps are led by noobs, which get their ass kicked by troll corps that have spent five years in hisec.

Solution. Let's actually use the fking concord we pay an assload of taxes for. in systems that make a lot of isk off reprocessing/ratting/ carebear stuff, have a larger presence of concord. I have been thinking about adjustable security zones since the day I joined. It would shake up hisec... like a lot. and even make carebaring much harder because the stuff you had in that .9 system yesterday are now in a .5, or even a .2 if we can fix FW and tie system security into that somehow.
Gully Alex Foyle
The Scope
Gallente Federation
#107 - 2014-07-07 23:56:02 UTC
Still posting? Weren't you supposed to quit?

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Kaarous Aldurald
Black Hydra Consortium.
#108 - 2014-07-07 23:59:23 UTC
Gully Alex Foyle wrote:
Still posting? Weren't you supposed to quit?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Ala Bamma
Virtual Democracy
#109 - 2014-07-08 00:07:16 UTC
Gully Alex Foyle wrote:
Still posting? Weren't you supposed to quit?



My sub ends in august, Ill prob put my acct on the market on the first of the month
masternerdguy
Doomheim
#110 - 2014-07-08 00:14:58 UTC
Alvatore DiMarco wrote:
Capping players in a fight won't happen because CCP knows fights will turn into a rush of who can pile in the most pilots first - and thereby win the battle.


The funny thing is before TiDi it was basically like this.

Circa 2008 a common strategy in nullsec was to simply be in the system and put drones out first, because half the enemy fleet would disconnect when jumping in, and the client was so glitchy they might not even know they'd disconnected for a few minutes.

TiDi fixed this problem.

Things are only impossible until they are not.

Ala Bamma
Virtual Democracy
#111 - 2014-07-08 00:24:54 UTC  |  Edited by: Ala Bamma
Youre thinking too much old school. Im saying give sov owners the option to get rid of it period. If you try to jump into jita you get a warning that says you cant because of gate traffic. My entire point is to give sov owners the option to shut down their side of the gate if traffic gets too heavy

The concept is, if you want to have a good fight but not get hotdropped by one of the big titan hotdropper people you can, and also prevent blobs from ruining your fun
Mike Voidstar
Voidstar Free Flight Foundation
#112 - 2014-07-08 02:31:59 UTC
They quit because the game portion of the game is still in early beta after 11 years.

There was not supposed to be the huge gulf between PvE and PvP, each is supposed to drive the other. But at some point they went astray in development. The world fell by the wayside in the interest of catering to the hard core grief crowd. There is next to no support for positive playsyles, PvP is almost purely geared for a predator/victim engagement.

The carebear parts of the game are so far behind it is just sad. Every third post is some gankbear asking for mission rewards to be reduced (yet again) so that defenseless ( or at least severely disadvantaged ) targets are forced under their guns if they want meaningful profit from their activities.

The game itself is underdeveloped and should be fun on its own. All of the backbone lore/fluff/environmental aspects need a major shot of development. The hardcore PvP guys have had their day. They can keep shooting each other in the face for a while. It's time to make EVE a living world again, instead of a static curtain behind a bunch of predatory bullies grieving everyone they can because it's allowed in this game as 'content'.
Kaerakh
Obscure Joke Implied
#113 - 2014-07-08 04:10:50 UTC
Mike Voidstar wrote:
They quit because the game portion of the game is still in early beta after 11 years.

There was not supposed to be the huge gulf between PvE and PvP, each is supposed to drive the other. But at some point they went astray in development. The world fell by the wayside in the interest of catering to the hard core grief crowd. There is next to no support for positive playsyles, PvP is almost purely geared for a predator/victim engagement.

The carebear parts of the game are so far behind it is just sad. Every third post is some gankbear asking for mission rewards to be reduced (yet again) so that defenseless ( or at least severely disadvantaged ) targets are forced under their guns if they want meaningful profit from their activities.

The game itself is underdeveloped and should be fun on its own. All of the backbone lore/fluff/environmental aspects need a major shot of development. The hardcore PvP guys have had their day. They can keep shooting each other in the face for a while. It's time to make EVE a living world again, instead of a static curtain behind a bunch of predatory bullies grieving everyone they can because it's allowed in this game as 'content'.


Warning, the above post may contain self righteousness, naivety, inexperience, ignorance, and an unwillingness to learn an adapt to new circumstances.

Also, do read: This.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#114 - 2014-07-08 06:28:19 UTC
Just a reminder. While CCP is of course the ultimate entity to do anything, keep in mind that it's the community (in- or outgame) that can drive away players, too. The flight of players certainly has just as much of "meta-reasons" as EVE's gameplay alone.

Quote:
They leave because EVE is boring and they fail to make human connections.



However - Sometimes, it is that human connection that also screws the experience.

Quote:

start out solo --> die to big hammer until you quit
|
Join a small corp --> corp dies to big hammer/metagame/infignting/RL issues-->quit or try again
|
join a big corp--> sit on titan--> keep sitting on titan--> WTFF! why am i still on a fking titan?-->quit or try again
|
join a coalition --> get trolled for sucking --> leave corp --> try again or quit


This is unfortunately quite true. Alike my comment just about these quote, it is also too easy for new players to become the pawns of the big guys. It is almost like animal farm and the pigs. Of course, the new players in particular should know who they are joining, but most of the time, it is only "a matter of time" until they also notice that they are just filling the pockets of others. Do note that this is rather "new player in 0.0" matter.

Quote:
Well, PvP is actually great. It's amazing. The problem is that 99% of PvP is just waiting for a fight that never happens.

So the question is - if so many players like a good fight, then why is it so hard to get one? Simple - EVE pilots are afraid to lose their ship. Even though you're solo in a maelstrom, maybe you have a cyno. Maybe there is a fleet waiting to jump us next door. Nobody wants to lose if they can make sure they win. Hench the endless waiting.

"Oh what's that there's a fleet of 5 cruisers roaming around with no logi? Let's bring no less than 20, a few falcons and we're not engaging unless we have 5 logi."


Exactly. Especially the 2nd quote here sums up a lot of what I have seen over the last years. This is not to say I am boss in what should be done, but I surely can raise my hand on that player experience.

In terms of big hammer fleets and this quote,
I just find that the healing aspect of this game is just too extreme. At least during the times I was actively in fleets, a lot of fights never happened if either side had more logis and such. To be honest though, if it weren't for the simplicity of being able to align/instant warp out rather than spooling warp drives, there could be more conflicts. This is off topic though, but also something I've seen people leave the game for.

I do not want to say that logis and the warping mechanics simply need a nerf, but I really think that EVE could have even more fleet confrontations if it were
a) not easy to warp away
b) not easy to heal everything up
and c) even more, not to blow up that easily.

This is probably off topic, but ships can pop very fast in this game, especially with how several ships can easily stack alpha or dps. I'd just have a few ideas that could make things interesting but I really don't want to derail this thread with unnecessary suggestions. Plus, not everybody sees things that way (hence why it will get shot down with easy; that alone by big ally fanboys :D)

Nonetheless, CCP just needs to focus on particular ways to improve the New Player Experience, to keep them tied to the game. I have to see too though that I've had a few close yet newbie friends leave the game because if such like HiSec Gankers. Say what you like, but such overwhelming odds or actual shooting on others should only happen in lowsec and 0.0. I do agree too that highsec should not be a place for any carebear to linger forever either. But that too is a different subject and thread.

But as I said somewhere above, it's the community to likely screw any improvement too. Here in the F&I forums alone, it is too easy for trolls or ingame lobbyists to shoot down anything that might harm their big alliance, even if it is for the greater good (even if it would kill highsec too).

Using tablet, typoes are common and I'm not going to fix them all.

Mike Voidstar
Voidstar Free Flight Foundation
#115 - 2014-07-08 08:38:35 UTC
Kaerakh wrote:


Warning, the above post may contain self righteousness, naivety, inexperience, ignorance, and an unwillingness to learn an adapt to new circumstances.

Also, do read: This.


I assure you my post was 100% organically grown from sober experiences over 7 years of play in all areas from high sec mission runner to null sec security guard watching over real non-bot mining ops.

The faction system, pirate space, smuggling missions, tons of useless filler cargo, and many other world building aspects of the game were introduced right at the beginning of the game, clearly intented to be filled out later as the game developed... But were not. WIS was among the first real strides, but they botched it and now any suggestion that even hints it does not instantly link back to direct space combat is shouted down as a waste of developer time.

We have had about 9 of the past 11 years of developer time devoted to predator/victim PvP glory. It's wonderful that players can make their own content, but not everyone wants to play either the victim or a psychopath. Not everyone sees ISK as a worthwhile measurement of success or fun, some like to build lasting things and not just targets for the nearest tear farmer.

PvE needs to be as integral to a gankers day as PvP is to a carebears day. PvP should generate PvE activity directly the way PvE draws and generates PvP.

Missions don't have to suck. Exploration can require actual exploration. Many other aspects of the game can be improved and made fun and/or engaging to people that are not interested in the victimization of their fellow player. They don't need to put in any artificial safeguards to protect people from PvP, they just need to find a way to reward positive playstyles, incentivise cooperative gameplay and allow for a true progression on PvE career paths from newbie to nullsec
Mag's
Azn Empire
#116 - 2014-07-08 08:44:34 UTC
Mike, you would get a better response if you didn't include words such as bullies, grieving, gankbear and psychopath. You may see issue with aspects of the game, but all I see are those words and it makes me want to dismiss you out of hand.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Kaerakh
Obscure Joke Implied
#117 - 2014-07-08 09:08:34 UTC
Mike Voidstar wrote:
Kaerakh wrote:


Warning, the above post may contain self righteousness, naivety, inexperience, ignorance, and an unwillingness to learn an adapt to new circumstances.

Also, do read: This.


I assure you my post was 100% organically grown from sober experiences over 7 years of play in all areas from high sec mission runner to null sec security guard watching over real non-bot mining ops.

The faction system, pirate space, smuggling missions, tons of useless filler cargo, and many other world building aspects of the game were introduced right at the beginning of the game, clearly intented to be filled out later as the game developed... But were not. WIS was among the first real strides, but they botched it and now any suggestion that even hints it does not instantly link back to direct space combat is shouted down as a waste of developer time.

We have had about 9 of the past 11 years of developer time devoted to predator/victim PvP glory. It's wonderful that players can make their own content, but not everyone wants to play either the victim or a psychopath. Not everyone sees ISK as a worthwhile measurement of success or fun, some like to build lasting things and not just targets for the nearest tear farmer.

PvE needs to be as integral to a gankers day as PvP is to a carebears day. PvP should generate PvE activity directly the way PvE draws and generates PvP.

Missions don't have to suck. Exploration can require actual exploration. Many other aspects of the game can be improved and made fun and/or engaging to people that are not interested in the victimization of their fellow player. They don't need to put in any artificial safeguards to protect people from PvP, they just need to find a way to reward positive playstyles, incentivise cooperative gameplay and allow for a true progression on PvE career paths from newbie to nullsec


Just because you have a lot of time on your character doesn't mean you've experienced a lot or even understand EVE. Your post is quite obvious evidence of this.
Mike Voidstar
Voidstar Free Flight Foundation
#118 - 2014-07-08 09:17:35 UTC
Mag's wrote:
Mike, you would get a better response if you didn't include words such as bullies, grieving, gankbear and psychopath. You may see issue with aspects of the game, but all I see are those words and it makes me want to dismiss you out of hand.


Perhaps Mags. We certainly don't share playstyles, and have little common ground beyond enjoying different aspects of the same game.

Given the sheer oceans of bile and vitriol anyone not absolutely dedicated to making targets into victims must endure, I am pretty mild in my description of the players and playstyles that make up the bulk of the active posting community.

I doubt you can deny that the game not only tolerates but openly welcomes players and playstyles that would be considered griefing in other games. People leave EVE because the game is set up to treat fun and success as part of the zero sum win/lose equation. A significant portion of the players get their fun by ruining the day of another player. They actively steal the fun of their target, and then wonder why those people no longer want to play. In real life those who enjoy victimizing other people are called bullies. The activity of consistantly ruining the fun of another's game is called griefing. Gankbears gank at no meaningful risk to themselves (their fun and reward are the tears of their victim, the ships, ISK, and sec status mean nothing to them, so they risk nothing of value in their activity). People who operate without understanding or care of right and wrong are psychpaths, and if that is how you play your character then that is how your character should be described.

EVE has an incredibly toxic culture within its playerbase that has been cultivated for years. The negative aspects have been advantaged by the ruleset for a long time, and retention will not improve unless some balance is created in such a way as to control the toxic elements and players by giving some meaningful reward for positive play and playstyles.
Fer'isam K'ahn
SAS Veterinarians
#119 - 2014-07-08 09:26:10 UTC
Lol, this thread is still up ?

People leave because they can't comprehend and deal with true freedom of choice, it's the inert need to be taken by the hand or being told what to do and what to expect, the prime human condition - to be conditioned.

It's a sandbox, the game is what you make it - and so can everyone else, ignore that in favor of your limited perception and your whole argument is at faulty from the start.

That doesn't mean though, that the progression from creating the first char to finding your place in a universe without limits could not be a bit smoother and improved.

Mag's
Azn Empire
#120 - 2014-07-08 10:03:04 UTC  |  Edited by: Mag's
Mike Voidstar wrote:
Mag's wrote:
Mike, you would get a better response if you didn't include words such as bullies, grieving, gankbear and psychopath. You may see issue with aspects of the game, but all I see are those words and it makes me want to dismiss you out of hand.


Perhaps Mags. We certainly don't share playstyles, and have little common ground beyond enjoying different aspects of the same game.

Given the sheer oceans of bile and vitriol anyone not absolutely dedicated to making targets into victims must endure, I am pretty mild in my description of the players and playstyles that make up the bulk of the active posting community.

I doubt you can deny that the game not only tolerates but openly welcomes players and playstyles that would be considered griefing in other games. People leave EVE because the game is set up to treat fun and success as part of the zero sum win/lose equation. A significant portion of the players get their fun by ruining the day of another player. They actively steal the fun of their target, and then wonder why those people no longer want to play. In real life those who enjoy victimizing other people are called bullies. The activity of consistantly ruining the fun of another's game is called griefing. Gankbears gank at no meaningful risk to themselves (their fun and reward are the tears of their victim, the ships, ISK, and sec status mean nothing to them, so they risk nothing of value in their activity). People who operate without understanding or care of right and wrong are psychpaths, and if that is how you play your character then that is how your character should be described.

EVE has an incredibly toxic culture within its playerbase that has been cultivated for years. The negative aspects have been advantaged by the ruleset for a long time, and retention will not improve unless some balance is created in such a way as to control the toxic elements and players by giving some meaningful reward for positive play and playstyles.

All I'm saying is, sure I know we don't share playstyles. But the use of such terms, tends to negate the message one is trying to put forward.

I know as I have done it a couple of times and it will simply illicit bad responses.

Eve has always been about conflict and allowing everyone to interfere with everyone else's game play. It's as close to a sandbox game we can get without it being unplayable chaos. To then call those taking part in aspects you don't and expect CCP to remove then or nerf them out of the game, seems to me rather naive.

I don't start playing chess, then complain about how certain pieces are allowed to move. I learn how to move them in a way that will outsmart my opponent. If I do, I'm sure they would feel rather frustrated. But that doesn't then mean they or I, should request a change.
I wouldn't also label anyone playing chess a murderer. But it's goal is regicide.

The only toxic nature I have seen in Eve, is through either local chat or Evemails, after killing someone. Should I care for them? Or should I care for those that have asked questions after and wanted to know how to avoid dying in future?

You talk of risk and claim gankers have little. But isn't this also the responsibility of those being ganked? That's at the very heart of the sandbox nature of Eve, CCP want pilots to create content and add their own protection. It's also an MMO, so it stands to reason that people will join together to shoot others. So therefore shouldn't those being shot stand together to stop it?
You wish for them to have more risk, give them what you wish for. Many are already shoot on sight, although there are other ways to add risk.

I've never understood the idea that other people in Eve, shouldn't be allowed to interfere with or as you say 'ruin' another players game. It's an MMORPG that specialised in PvP in practically every aspect of game play. One could even argue that the counter in ship spinning, turned that into a competitive thing.
So why play Eve if all you want is that solo experience? You can even get it here, if you really wanted. The test server would be ideal for such purposes.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.