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Dev blog: Calling all new players! Check out these cool resources!

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Author
inslaved fighter
Brutor Tribe
Minmatar Republic
#21 - 2014-11-27 19:58:23 UTC
KJAK wrote:

What I would suggest would be a new approach to the new player experience. When a capsuleer first creates their character they should be put through the basics as found in the tutorial such as flying around warping etc. However what I would suggest is separating this experience from the rest of the universe. It should be portrayed as a simulation of events to come... for example pilots should be given the chance to use a mining barge, assault ship and SOE exploration frigate BEFORE their release into the world with a basic ship...


This, right here... Make it something that can be experienced at any time from the TV in front of the Sofa for example (in the walking in stations thing).. Like a internal mini game of EVE. Let the noobies try things out in this mode outside of the real universe, no rewards, no impact on the real universe.

Imagine being new to eve, you make your character, then you are suddenly in (your chosen racial) battleship fully fitted and under attack. The experience is designed so that it feels intense, but that you cannot fail.. (hell perhaps you can fail - but you just reset). You have pretend max skills in this ship and T2/faction fittings. The new player gets a feeling of empowerment, something severely lacking in the new player experience. Once they defeat the attackers (and there would be suitable flashy things and arrows to help them achieve this). They appear, sitting in the station in front of the TV with a choice of 'simulations' to try. - Or perhaps they want to go out into the 'real' world?

These simulations should be available to everyone (what's the harm, there's no reward), and there should be suitable things along side to show what skills/certificates you need to fly/work the ship in the simulation. Perhaps even projections of the isk that would have been made in the real world?

This achieves 2 main objectives which the current system does not:
- Gives new players a sense of achievement / empowerment.
- Gives new players a feel of what eve can offer.

This is a system which CCP could actively improve over time, new modules/simulations to allow players to see what things have to offer... Hell I've been playing for decades and I've never done Hacking, perhaps I want to try a simulation to see what its all about before I spend time training those skills???
Xe'Cara'eos
A Big Enough Lever
#22 - 2014-11-27 22:14:19 UTC  |  Edited by: Xe'Cara'eos
the blog does not - AT ANY POINT - mention that other players can actually succeed in suicide ganks - this needs to be highlighted - especially with CODE. going around killing random mining ships, including ventures

also - dangers should be highlighted more - not just a quiet few lines

I would thoroughly recommend rookie's getting ganked as part of their early career missions - before they get too much isk to lose

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#23 - 2014-11-28 11:10:49 UTC
Xe'Cara'eos wrote:
the blog does not - AT ANY POINT - mention that other players can actually succeed in suicide ganks - this needs to be highlighted - especially with CODE. going around killing random mining ships, including ventures

also - dangers should be highlighted more - not just a quiet few lines

I would thoroughly recommend rookie's getting ganked as part of their early career missions - before they get too much isk to lose


Have it happen to them in the provided frigate type mission. No isk loss to the new player and the NPC gankers should act exactly as real ones would...including chat griefing :D
admiral root
Red Galaxy
#24 - 2014-11-30 08:56:07 UTC
Milla Goodpussy wrote:
you really think a new player has time to read up on all of that, yet you fail to see the most common reason new players will not stick around.. griefing, bullying, and the bad-side of eve online. .until you finally wake up about this fact.. you will never retain new players.. you're trying to use pride saying well we can keep 1 out of 10 that's a victory.. no its not.. its sad and pathetic.


Eve isn't an instant gratification game - if reading ~words~ isn't your thing then this probably isn't a game you'll do well at. As for griefing and bullying, I've personally never seen a single instance of it, though I'd certainly file a support ticket if I did - how many times have you seen it, and did you contact the GM team? You also seem to mis-understand what a niche game is, give your inability to see why your hypothetical 1 out of 10 success rate is a good thing.

Quote:
work on the bad side of eve and you'll see major new player growth.. until then.. everyone considers eve online close to online gambling.. too much risk and little reward and a major time sink.. all the while they can just buy a game and automatically get boosted to 90 just on the initial purchase.

think bigger ccp.. think big.


You seem to want a themepark carebear game. I certainly hope Eve never becomes one.

No, your rights end in optimal+2*falloff

Angel Sath
Carebear's Corp
Mostly Newbies
#25 - 2014-11-30 14:26:50 UTC
Excuse the language, but the message was created using the google translator.

IMO, new players do not stay longer in the game because EVE is not a game for new players. EVE is a game for old.
EVE requires from new players to take long-term decisions without giving him the knowledge needed to make the correct decision and not forgiving errors.
To change this, I would suggest a few simple things

1. After creating first character, player should see skills training tutorial
2. A new character should have enabled frigate skill training
3. The new character should get 1m SP for free distribution
4. Once a year or at least once in a lifetime player should be able to redistribute SP
5. Skills should grow faster
6. Hi sec should be like a nursery - a very safe place. Targeting in hi sec should be permitted only in the fleet and war
7. Modifications in existing ships can not be done more often as once a year


admiral root
Red Galaxy
#26 - 2014-11-30 16:20:11 UTC
Angel Sath wrote:

3. The new character should get 1m SP for free distribution
4. Once a year or at least once in a lifetime player should be able to redistribute SP
5. Skills should grow faster
6. Hi sec should be like a nursery - a very safe place. Targeting in hi sec should be permitted only in the fleet and war


Those suggestions belong in this thread.

No, your rights end in optimal+2*falloff

Liafcipe9000
Critically Preposterous
#27 - 2014-12-01 08:46:39 UTC
Electra Magnetic wrote:
Mr Omniblivion wrote:
I'm not suggesting to hand them every answer about everything that could happen, just to stress that sometimes they could get ... ganked or whatever and it's part of the learning experience in Eve.


Ganking doesnt teach new players anything other than EVE is a ****** game, with ****** rules, full of ****** people. The exact reasons why the subscriber count is so low, and why after new players get into the game they stop playing.

Sorry but until CCP wakes up and fires devs like CCP Affinity, this game isnt going anywhere no matter how many changes they make to the interface or how much they advertize it.

someone's mad Lol

ganking teaches you that hisec is not safe like you think it is.
Swiftstrike1
Swiftstrike Incorporated
#28 - 2014-12-01 11:26:24 UTC
This dev blog clearly states

CCP Falcon wrote:
CONCORD are there for your protection


This is almost universally regarded as false by the player community in my experience. CONCORD are there to punish criminals, not to protect victims. You shouldn't tell new players that there is an NPC police force which will protect them because it simply isn't true!

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Obidiah Kane
Black Rebel Rifter Club
The Devil's Tattoo
#29 - 2014-12-05 14:53:23 UTC
Swiftstrike1 wrote:
This dev blog clearly states

CCP Falcon wrote:
CONCORD are there for your protection


This is almost universally regarded as false by the player community in my experience. CONCORD are there to punish criminals, not to protect victims. You shouldn't tell new players that there is an NPC police force which will protect them because it simply isn't true!


That is how the Law is IRL though...the deterrent to the perpetrator is the punishment, not that they will get minority reported out of existence before they get to commit the crime. Maybe add a big fine, or introduce a new timer that means the ganking toon will get melted the second they appear in Empire Space, for a week or similar.

Or perhaps make characters with less than 3 million SP unlockable in highsec and unable to lock anything other than NPCs themselves (to negate alt exploits)...obviously, if that toon ventures into losec, or joins FW or a player corp - they get warned that the protection ends and they become game like the rest of us.

On a separate note, my first experience of being baited and ganked only made me want to become a better PvPer, to understand the mechanics, to learn my tools and my limitations, to learn the tricks that give me the advantage...I still truly believe that if a player does not possess that attribute - to figure it out, to appreciate strategy, to understand advantage and know that you will win certain fights before even leaving the hanger - then Eve is not the game for them and we shouldn't encourage their sort.
Brenda Esterkarzova
Doomheim
#30 - 2014-12-07 12:54:46 UTC
There is a PvE tutorial where they give you a ship and tell you to go fight in a battle you cannot win. Honestly. It help the game reinforce the fact that EVE is a game where I will at some point lose a ship, get podded, get ganked, etc. This is a game, however it is a game that prides itself on how realistic the player on player experience can be. You can meet good people, who will help you, or you can meet not so good people who will take from you. It is all based on chance. That is the glory, that is why I started to play.
ergherhdfgh
Imperial Academy
Amarr Empire
#31 - 2014-12-08 05:02:56 UTC
the GM team thing is no joke. I got my cousin to try this game and he was playing the game in his first week and without filing a ticket or anything he said a GM contacted him out of the blue to ask how things were going and if he had any questions. Maybe it was a slow day in GM world IDK but something like that went a long way to impressing him and me.

Want to talk? Join Cara's channel in game: House Forelli

Adaahh Gee
Dark Venture Corporation
Kitchen Sinkhole
#32 - 2014-12-15 17:28:24 UTC
ergherhdfgh wrote:
the GM team thing is no joke. I got my cousin to try this game and he was playing the game in his first week and without filing a ticket or anything he said a GM contacted him out of the blue to ask how things were going and if he had any questions. Maybe it was a slow day in GM world IDK but something like that went a long way to impressing him and me.


Yup, that seems to be standard practice, I have created a few alts for Cyno lighting, RvB etc and almost all of them have had a GM contact within a couple of weeks, to check in how things are going.
Adaahh Gee
Dark Venture Corporation
Kitchen Sinkhole
#33 - 2014-12-15 17:31:08 UTC
What is this I see?

http://content.eveonline.com/www/newssystem/media/66703/1/chatch.png

Old UI in a post from CCP?
Maybe a sign from the gods that we need an "Eve classic" tick box so us bitter vets don't need to spend time hovering over, using tooltips to work out which icon is which.
Jenshae Chiroptera
#34 - 2015-02-02 04:55:23 UTC
I get torn between spoon feeding and leaving it to the newbies to figure out.

In practise, I tend to spoon feed. Logically, I like them having to research or be socially adept to ask the right questions of the right people - a Darwin step.

I think the tutorial needs a, "Hang in there, it does get better. You die 10-100 times but in the end you beat that learning curve and you will love the game."

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Givi Oskold
Sebiestor Tribe
Minmatar Republic
#35 - 2015-02-28 07:33:32 UTC
If you want a metric for how successful posting this kind of thing in the forums is, see how many posts in this thread are from new players.

You need IN-GAME mechanics instead of hoping somebody else will do the work for you. In-game can be kept up to date unlike third party sites, and in-game tools don't unsub or close their sites down. It makes for better control of content and accuracy.

Just a little something to think about.

The comment was made that EVE is not actually for new players. I couldn't agree more. That's pretty sad really. It's less of an MMO and more of a club. A very restrictive and unfriendly club that only begrudgingly acknowledges the idea that new players may be a kind of necessary evil.
admiral root
Red Galaxy
#36 - 2015-02-28 16:28:02 UTC
Givi Oskold wrote:
The comment was made that EVE is not actually for new players. I couldn't agree more. That's pretty sad really. It's less of an MMO and more of a club. A very restrictive and unfriendly club that only begrudgingly acknowledges the idea that new players may be a kind of necessary evil.


Whoever made that comment was pretty ignorant, trolling, and / or bumphurt from meeting "mean people" in Eve. Newbies are awesome, but they need to be the kind of newbies that accept what the game of internet spreadsheets is about, rather than crying because it's not like most of the other MMOs out there and stomping their feet demanding that CCP change things.

No, your rights end in optimal+2*falloff

Givi Oskold
Sebiestor Tribe
Minmatar Republic
#37 - 2015-02-28 19:29:41 UTC
I would say that there is more wrong with the new player experience than just some software stuff. When you read the posts discussing the new player experience, there's almost nothing but established players in it. That wouldn't be bad, but it comes off a bit like this.

https://www.youtube.com/watch?v=Xe1a1wHxTyo

I guarantee that isn't the bulk of the intent, but I'm just waiting for someone to complain about the "bloody peasants". That doesn't help. Perhaps it's more of "those people waaaay over there seem a bit odd" kind of thing.

There are some things that would definitely have to change if you want people to both subscribe AND log in to do stuff. It isn't about making things easier either.

1. Make an overview that works. Something that doesn't need a third party walk though or download to get it to actually give the info you need for basic survival.

2. As much as the established players may hate it, high sec needs to be improved. The spawned amount and increased variety will at least give players something to do while those bucket loads of skills are training. It doesn't need to pay more but it would need to be there as a reason to log in at all. WE need those skills regardless of what the established player base feels we need to have fun. Established groups just look to us for expendable tackles and kill-mail fodder. We don't come here for that. We came to play a game too. Nobody pays for or plays a game hoping to take the class "expendable resource". Unfortunately, it takes months to be a viable pilot in any way that's fun for new players overall.

3. Keep the NPE consistent with what we will/might be doing later. Breaking it off into a kind of separated "playground" just isolates players even more. If mot with pixels, it certainly does so mentally.

4. In-game tools need to both be actually in the game and function without the unnecessary complication that EVE is so famous for. Put things like EFT and Dotlan or whatever else in the game instead of depending on outside availability. Fix that terrible corporation finder tool.

5. The environment needs to make sense. Currently, the sec levels are pretty random and lack diversity of game play. Honestly, the sec levels could easily be described as "vanilla" with only a few differences. The system of law (something that is almost non-existent in EVE, but is sorely needed) needs to be both clear and effective.

6. "Senseless complication" is not the same as "challenging game play". It can be complicated but not stupid for the sake of creating the illusion of "different". EVE isn't all that complex. It's just a mess.


7. On a personal note, EVE needs to get past the idea that it's just so very different. It is different in many ways, but it's also very much like other games at the same time. Fleets are raids, there are quest givers, farming, crafting, auction houses, classes identified as ships, open world events and spawns, traditional roles like logis being clerics etc and so on. Get that idea through and I think it may be a bit easier to get a handle on what needs to be done and what should be avoided.

I should point out that CCP has done an amazing job of presenting a system that IS traditional game pay but created such an innovative interface that it feels so very different. THAT really is amazing and should be recognized for what it is.

NPE can't be ignored by CCP or any other game company. EVE suffers from it's players creating tougher hurdles than the game does though. I think that's something that can be overcome with better balance, but the players themselves would have to want to do it. I think the jury is still out n that score because EVE players overall seem to be unclear regarding if they actually need or want other people to play in *their* game.

That's basically it. Hate is free in EVE. I'm sure this will be as welcome as a reggae band at a Klan meeting.
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