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Player Features and Ideas Discussion

 
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NPE: Provide Protected Newbie "Zone" similar to WoW's

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Author
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#141 - 2014-07-14 23:02:02 UTC  |  Edited by: epicurus ataraxia
Daichi Yamato wrote:
So IF its other players helping that gets rid of this risk averse mindset like Phaade and urself have both just pointed to, how is isolating new players from existing players going to help?

This is why im skeptical of this idea.
If u dnt really start to learn about eve until u get out of the nooby areas and into the hands of other players, how does making them spend longer in more isolated newby areas help?

How are existing players going to teach new players to scratch Phaade's paintwork whilst they are in this newby area?
How are existing players going to teach them to tank their barges?
If thats what u want them to learn in this noob area.

I fear the same ppl will leave for the same reasons, just a little later.

As for dispensing T1 frigs, as much as it would be a god send to FW players, its entry level ship manufacturing. The margin is already pretty awful.



This is separate and additional from the idea of a safe zone, it is their experience once thrown into real eve that gives me the greatest concern. Once they are over the cliff explored and died a few times and picked their new clone and ship up, and tried again a few times, they will have a sensible attitude to death and relating to other players, and will be seeking out mentors.

Very good point about T1 frigates, After thinking about it, NPC buy orders according to game wide need (not local) wold be a sensible resolution. No overall effect on inflation as they would be being bought anyway in one form or another. And a lot more would be blowing up keeping things nicely in balance, good for business, more new players staying and consuming them.

There is one EvE. Many people. Many lifestyles. WE are EvE

Kaerakh
Obscure Joke Implied
#142 - 2014-07-14 23:27:55 UTC
epicurus ataraxia wrote:
afkalt wrote:
BogWopit wrote:
Since my first idea went down like the brass on the titanic, the only other thought I had to contribute to this thread is this, flip the current spawning system on its head.

New players spawn in a 0.0 system that at the time of spawning had no ther pilots in it. Lesson 1 - get to safety (if you choose to)



I thought about this, briefly. I ruled it out because where I stay, the null>low jump is camped, quite literally 23.5/7.

Expecting newbies to have pre-generated off gate warps and to know to come in via celestials to avoid the bubbles is.....unreasonable.

It's a nice idea, but the locals make it impractical at best.



That will end well.

Question? Are we remembering we are trying to retain new players and not make hamburger?


Question, how do I get you to actually respond to my points and not just dance around them?
Dally Lama
Doomheim
#143 - 2014-07-15 04:09:15 UTC
I do not think it's a good idea to have them entirely separate, just restricted.

The systems would be connected to normal empire by 1 jump, but the systems cannot be accessed by players older than 21 days for example. They would of course be single gated systems.

Arctic Estidal
Viziam
Amarr Empire
#144 - 2014-07-15 04:29:45 UTC
The NPE is woeful and I have had a lot of people I know who have started and then moved on to another game, because the tutorial is so bad, there is no gradient of difficulty as all players are in the same space (and before you state High Sec, your $5m ship still dies and costs the same).

We already have a fantastic platform but it needs to be tailored to the NPE - The Test Server.

The Test Server

The Test Server already provides a platform for players to buy ships, modules etc cheaply to test their pvp, mining, etc and learn. Move the Test Server onto the main server for a specific region of the game. The Test Server can be treated as a Virtual Reality Room where players new and veteran can dock in a station and enter the VR room.

The VR Room should be at least as big as a region of space enabling different types of game play and training in each system. It appears unrealistic that new players are dropped into EVE without a training program they can use where they can jump in/out of throughout their entire EVE experience regardless of how long they have played for.

Cheap Ships & Modules

Have preloaded ships for new players to be able to buy and use. Part of the issue is the time and cost to build a ship, lose it and redo. For the new player, allow them to grab a number of preselected ships they can use of the shelf. They may not be the best fitted but enable them to learn the different modules and the difference between the races.
Also enable ships to be custom built for the same $100 per item. Part of the issue when you start out is the lack of ISK and ISK making abilities.

Different Player Rooms

Combat Rooms
Enable players to join different combat rooms for 1v1 through to 5v5 PVP. This way players can test their skills and strategies and learn how the game mechanics work.

Enable players in these areas to fly any type of ship from Frigate through to Titan. Players need to experience the entire game, so allow players to experience a 1v1 with Titans instead of having to wait at least 1 year before this is possible. Of course there may be limits on this type of game play, but there should be no reason why a new player couldn’t fly any of the T1 ships. Perhaps T2 ships are excluded so there is an element of unknown to explore.

Other Rooms
Have rooms which take players through mining, exploration, ratting, and include the epic arcs in these rooms like Sisters of Eve which is a great epic arc for new players. There could be rooms which provide training in planetary interaction, moon mining, manufacturing etc.

Security Levels
Within this VR Room region have systems from high sec to null sec that enable players to experience the different game mechanics of each level of security from Concord to Warp Disruption Bubbles.
BugraT WarheaD
#145 - 2014-07-15 05:15:12 UTC  |  Edited by: BugraT WarheaD
EDITED


Okay that's not a terrible idea :D

It may help noobs to discover mechanics without being murdered for an error they don't understand.
The General Failure
Geuzen Inc
#146 - 2014-07-15 07:22:10 UTC
Safer zone than the 1,0 systems would create something that isn't EVE Online, so you would be prepare players for the wrong game.

if you want to shelter them a little from the big bad universe that is EVE, which I can imagination, sometimes bad luck or ignorance can destroy the game before you're actual started.

I'd reward people for finishing a tutorial scenario with a "Rookie insurance"

An insurance that replaces your ship with all it's modules fitted and ready to undock (maybe even cargo though that might be tricky, on the other hand a great way for corps to actively invite new players)

say one of these Rookie insurances a tutorial scenario not unlike neural remaps max of 5 or so.

there should be a restriction to losing ships in certain criminal actions of course, this should give them a little more help in exploring the game and instead of excluding them from the other players it will give them better ways to interact with them.


epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#147 - 2014-07-15 10:30:48 UTC
The General Failure wrote:
Safer zone than the 1,0 systems would create something that isn't EVE Online, so you would be prepare players for the wrong game.

if you want to shelter them a little from the big bad universe that is EVE, which I can imagination, sometimes bad luck or ignorance can destroy the game before you're actual started.

I'd reward people for finishing a tutorial scenario with a "Rookie insurance"

An insurance that replaces your ship with all it's modules fitted and ready to undock (maybe even cargo though that might be tricky, on the other hand a great way for corps to actively invite new players)

say one of these Rookie insurances a tutorial scenario not unlike neural remaps max of 5 or so.

there should be a restriction to losing ships in certain criminal actions of course, this should give them a little more help in exploring the game and instead of excluding them from the other players it will give them better ways to interact with them.




Actually your rookie insurance is a much better version of my suggestion and good for the same reasons, a maximum of 2-3 m isk to prevent gaming it, and restricting payment as now for the same criminal actions, and a single point to administer it, I like this a lot.

Does it need to be just for rookies? Or as it is restricted to low values, would it not encourage a lot of cheap PvP to encourage the risk adverse to try PVP?

No doubt people will try to game it, but it would be of no value to gankers, other than a scout, if people did criminal stuff, they would not benefit,

I can imagine swarms of these in losec, and lots and lots of fights.

The only negative I can see would be gate camp blobs, so the only restriction I would suggest over existing insurance rules , would be that insurance is not paid out if destroyed by station or gate Guns.

Your insurance version of this is a really good Idea. I am going to think of it some more and put it together into a single proposal and thread, as I don't want to derail this one with what is turning into an alternative way of helping the NPE..

There is one EvE. Many people. Many lifestyles. WE are EvE

DrysonBennington
Eagle's Talon's
#148 - 2014-07-15 22:41:53 UTC  |  Edited by: DrysonBennington
Kouros

A new system name Kouros from Greek times could be the name of a new system that is segregated from the rest of New Eden by a time dilation factor. Kouros having a new definition of " A system within New Eden where Rookie Pilots are able to train their skills and adapt to a hostile environment while still having a safety net." Kouros would have an additional set of systems named Sounion, Orchomenos, Thera, Tenea, Volomandra, Melos, Anavysos, Ptoon, Arrhichion, Kleobis, Biton, Gulralnick and Andrias that would be the base of various mission agents, mining, PVP duals, PVE with non-named systems being used for further training exercises that would consist of High, Medium, Low and Null Security Status environments.

Upon creating a new account, one from an other non current account established IP address the Rookie would have the option of going to Kouros for a six month training session where they would train in the following skill areas. Korous would be strictly monitored with any regular account members possibly being banned for trying to access Kouros via a new account.

1.Mining - all mining skills trained to level two with ten missions in each needed to be successfully completed to pass to receive a Gate Key to New Ede.
2.PVP - all PVP related skills trained to level two in one weapon class with ten missions in each needed to be successfully completed to pass. PVP would be against incremental types of ships and fits both good and bad that would be drawn from Battle Clinic.com with five PVP duals needed to be won by the Rookie before receiving a Gate Key to New Eden.
3.PVE - all PVE related skills, mainly Agent Connections trained to level two in three agent classes with ten missions in each needed to be successfully completed to pass. PVE would be against incremental against types of NPC's with Sansha Incursion and Sleeper NPC's rounding out the training in order to receive a Gate Key to New Eden

Once all three Gate Key's had been issued the Rookie would use the Kouros Gate that would randomly drop them into any of the systems within New Eden except for a worm hole. All of the Rookies modules and ships would then be found in the closest station from where the Rookie was dropped into New Eden from.