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Removing skill requirement of Tech 1 for faster newbro sandbox entry

Author
Bob Maths
Federal Navy Academy
Gallente Federation
#21 - 2014-12-20 13:48:25 UTC
Ratchet Conway wrote:
BLUF: I would like to remove the entry skill requirement for Tech 1 mods/ships for the sake of opening the sand box to players with less than 3 months of skill points. --I would also like a continued discussion on items/functions of the game that detract from the sandbox elements throughout.

This word is being thrown around a lot lately with regard to the game play that exists in eve. While arguably this is true for a player who has already specialized and started to branch out, it's not really true from the start (feels like 3-6 months of game play). This is what appears to be required to overcome before the sandbox is truly visible and playable. IMO it is arguably why veteran players (I use that term loosely) and newbros seem to speak different languages and is also why recruiting for the game is difficult. Most people I know don't have the attention span to spend 3-6 months learning/grinding before they can actually play the game in the manner advertised.

--I'm not suggesting getting rid of specialization, but rather to expand on the starting points prior to specialization. I've noticed that only trading, mining and frigate (arguably also industry, but oddly not industrial ships) are available to a new player at birth or upon completion of the 8 or so hour tutorial. Every other item, mod, ship, has a skill requirement that is largely just a grind that limits that player for a given amount of time and provides a meaningless bonus as it is a requirement for entry. Allowing all players to jump in and fit mods at the most basic subset without training should provide meaning to that entry skill training while opening the entry into the sandbox elements a bit sooner.

So think about ships flying about with no role bonuses or class bonuses with mods that have no base fitting/usage bonuses. It would affect the game for sure, but how much? For the better or worse? Are there some skills that would completely lose value if this was implemented (perhaps--Hull upgrades?).




Perhaps that there could be more broad introductions to the aspects of EVE - for instance:
'Civilian-class' heavier ships up to Cruiser that anyone with Racial Frig III can fly, a wider gamut of civilian class items that at least give new pilots a feel for the game as it should be played at the higher level.

New tutorials that introduce the players into the other parts of EVE that require dedication and time such as PVP skills or PI - PVP tutorials should be set up so that the NPC 'pvp'er acts like a player and WILL pod you - you may also get free 'civilian' implants to get a taste for what it's like having to lose expensive equipment or even scouting skills.

Parts of the game that are employed by the players which can even extend to WHs to get a sense of danger that comes with exploring the wider world. Group play remains an issue and I'm not sure how CCP could encourage new players to actually be part of a corporation unless it was done in collaboration with those corporation - maybe even make it part of the tutorial that they have to join their NPC corp at the start but otherwise make it impossible for older players to join those corps

I don't think that it would make skills less valuable but getting rid of the base skill requirements but you shouldn't take away fitting requirements for properly built modules otherwise that makes only training it to I pointless and may upset the training dynamic and just see a lot of skills become redundant even though they do grant bonuses.


Rivr Luzade wrote:
Ratchet Conway wrote:

-- No, I'm having trouble recruiting new players to the game using the existing marketing that is on the site and on youtube.


Then you are trying to recruit the wrong type of players.

EVE isn't your personal club.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#22 - 2014-12-20 14:11:13 UTC
Bob Maths wrote:

Perhaps that there could be more broad introductions to the aspects of EVE - for instance:
'Civilian-class' heavier ships up to Cruiser that anyone with Racial Frig III can fly, a wider gamut of civilian class items that at least give new pilots a feel for the game as it should be played at the higher level.

Civilian Modules don't require Ammo to shoot and have next to no fitting requirements. Care to explain how these modules can give new players "a feel" how the game is being played at later stages? Just as an example.

Bob Maths wrote:
Rivr Luzade wrote:
Ratchet Conway wrote:

-- No, I'm having trouble recruiting new players to the game using the existing marketing that is on the site and on youtube.


Then you are trying to recruit the wrong type of players.

EVE isn't your personal club.

Care to explain what you mean?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#23 - 2014-12-20 14:22:37 UTC  |  Edited by: Barrogh Habalu
Ratchet Conway wrote:
FYI.. the price of PLEX is going up because the number of free players is going up and the number of paying players is going down. Simple Supply vs Demand. --This is the truth that everyone seems to ignore.

That doesn't mean EVE is going F2P. Every account paid with PLEX gets CCP like 1.5 the money "paid" account does, simply because of difference between prices of 1 month sub for different payment methods. I don't see how you're getting F2P out of this.
Besides, are you sure we're looking at increase of demand rather than decrease of supply?
Adrie Atticus
Caldari Provisions
Caldari State
#24 - 2014-12-20 14:34:17 UTC
Ratchet Conway wrote:
Adrie Atticus wrote:
Yes, lets allow fresh people out of the gate to spend 3 PLEXes to buy battleships, lose them in the next undock and then go and cry over how much money they spent and gained nothing.

This would be extremely bad marketing. No, it wouldn't be good marketing, bad.



I actually rally for more of this type of capability.. I want Eve to be F2P eventually. It practically already is F2P if you can get past people complaining about the price of Plex.

FYI.. the price of PLEX is going up because the number of free players is going up and the number of paying players is going down. Simple Supply vs Demand. --This is the truth that everyone seems to ignore.



I'm not sure if the whole thread is a troll because you lack some basic understanding on the game mechanics to begin with. Tell me, where does the PLEX which is being sold on the market come from?
Zan Shiro
Doomheim
#25 - 2014-12-20 14:45:25 UTC
Price of plex has gone up due to many factors.

It first started with speculation of what incarna would hold and aurum transactions. The whole WIS, outfits for our avatars thing. CCP made this worse as Hilmar had broadcast grand schemes in this area....schemes that never really materialized.


Then isk faucets opened up and players played the plex speculation market there.

And where are the numbers for loss of paid for subs. I and many I know pay monthly. We are fortunate to have jobs that allow us to not make eve a second job. I stopped paying starbucks for coffee long ago as well. Just one week of doing that covers eve quite readily lol. Real men drink black coffee anyway.
Lugh Crow-Slave
#26 - 2014-12-20 19:09:23 UTC  |  Edited by: Lugh Crow-Slave
Ratchet Conway wrote:
Lugh Crow-Slave wrote:
you have this strange set of blinders on thinking a new player can't have any fun and this just isn't true eve is one of the few games where a new player can do anything an advanced player can he just has fewer tools


I think our definition of a new player is probably different. -- what is the maximum amount of content exposure possible in the 2 week trial ~300k SP?

The blinders I believe are on the veteran players... who don't know how to survive with only 100M isk nor how long it takes to actually earn 4M skillpoints.

The learning curve in Eve isn't just something that you can study and if you're intelligent can overcome quicky.. it's physical barrier that can only be overcome with the set amount of time established by CCP. I really enjoy the player driven economy/society that is in eve. It's kinda fun to live in a world without governments or police. (It's also a reminder of how easy and safe those two things make our lives).



I run a new player alliance so yes i know what a new player can and cannot do and i have yet to have to exclude them from anything because they didn't have enough SP I even have day one newbies living in WH space.

can you get to level 90 in a month? no but you don't need to to do "end game" content

is eve tough to learn at the start? yes but this isn't do to SP its because there is a lot to the game and with current tutorials and UI relevant information can be hard to get across to a new player. even when it is and the new player grasps a hold of it the shear amount of what they can do can leave them lost.
Lugh Crow-Slave
#27 - 2014-12-20 19:27:39 UTC
Bob Maths wrote:


New tutorials that introduce the players into the other parts of EVE that require dedication and time such as PVP skills or PI - PVP tutorials should be set up so that the NPC 'pvp'er acts like a player and WILL pod you - you may also get free 'civilian' implants to get a taste for what it's like having to lose expensive equipment or even scouting skills.



this is a lot harder to do than you think an AI will never act like another player.


not sure what you are getting at with the free implants they won't learn what it is like t lose something expensive if its free.

don't like your idea about the civilian thing as a new player shouldent get used to hand outs but more advanced tutorials wouldn't be a bad thing
Ratchet Conway
Aliastra
Gallente Federation
#28 - 2014-12-21 12:24:35 UTC  |  Edited by: Ratchet Conway
Adrie Atticus wrote:


I'm not sure if the whole thread is a troll because you lack some basic understanding on the game mechanics to begin with. Tell me, where does the PLEX which is being sold on the market come from?



sorry... wasn't meant as a troll.

was just saying I support Eve going F2P after 10 years of service in it's current form. At this point, getting numbers back up to the 300k or so from years past is more important than continuing to support the old guard ... which honestly havn't logged on in years.

The oldest player I talk to daily is 6 years old -- somehow people believe they are veterans now after only 3 years (only 1/3 the service time of the game).

I don't think it would hurt nearly as bad as some believe. I also believe it would bring more funding to development -- which really is a good thing if you're trying to breath new life into a game that has been online more than half most of it's players lives.

Just an opinion.. not a troll - promise. (but really off topic, my fault - sorry)
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#29 - 2014-12-21 12:34:31 UTC
Zan Shiro wrote:
Price of plex has gone up due to many factors.

It first started with speculation of what incarna would hold and aurum transactions. The whole WIS, outfits for our avatars thing. CCP made this worse as Hilmar had broadcast grand schemes in this area....schemes that never really materialized.


Then isk faucets opened up and players played the plex speculation market there.

And where are the numbers for loss of paid for subs. I and many I know pay monthly. We are fortunate to have jobs that allow us to not make eve a second job. I stopped paying starbucks for coffee long ago as well. Just one week of doing that covers eve quite readily lol. Real men drink black coffee anyway.


Real men drink turkish coffee. In doubles. Whilst hull tanking.
Rain6637
School of Applied Knowledge
Caldari State
#30 - 2014-12-21 16:17:08 UTC
Ratchet Conway wrote:
Zan Shiro wrote:
lemme guess.....eve u is planning on a massive campaign of collapsing wh entrances and your lower sp members cba to train a bs for this.


All a t1 bs with t1 mods would be good for imo with no skills.




You guys must be having a bad day or all the intelligent objective minded people haven't logged in yet. Usually I get 10 posts of useful discussion before this.


-- No, I'm having trouble recruiting new players to the game using the existing marketing that is on the site and on youtube.

-- Also, I am motivated by the amount of work that CCP is putting into trying to re-market a 10 year old game. This game was meant to be played with 250k players, playing with only 50k players leaves the game void of content that was flourishing 7 years ago simply due to the lack of traffic.

--------- While I think you originally intended on insulting me, you inadvertently added to the discussion. I don't spend much time in WH space, I wasn't aware that you could collapse them with alts if they were able to run big ships. I'm unsure how this is different from running an 9 hour trained industrial ship through, but I'll have to take your word for it. Good to know (added to the journal).


We just became best friends.

Also, I've been rabbling about this for some time now.

I think I agree with you. Leave the benefit per skill level the same, but lower the prerequisites, yes?

For example, a Basilisk pilot with Caldari Cruiser I and Logistics I (good luck to them, but at least they get to fly it)?
Esmanpir
Raccoon's with LightSabers
#31 - 2014-12-21 22:24:13 UTC
Bob Maths wrote:
:

New tutorials that introduce the players into the other parts of EVE that require dedication and time such as PVP skills or PI - PVP tutorials should be set up so that the NPC 'pvp'er acts like a player and WILL pod you - you may also get free 'civilian' implants to get a taste for what it's like having to lose expensive equipment or even scouting skills.


Yes. I've often thought that this would be very beneficial to new players. Having dedicated tutorials that players can run over and over to learn how to keep range, manually fly to break point, etc. Corps can provide this training, but most of that training is provided by a fly, die and learn process that isn't a good way to learn fundamentals. Being able to run the same tutorial over and over again with the same parameters allows a player to learn and practice the basics.
Jean Luc Lemmont
Carebears on Fire
#32 - 2014-12-22 01:50:15 UTC
Corraidhin Farsaidh wrote:
Zan Shiro wrote:
Price of plex has gone up due to many factors.

It first started with speculation of what incarna would hold and aurum transactions. The whole WIS, outfits for our avatars thing. CCP made this worse as Hilmar had broadcast grand schemes in this area....schemes that never really materialized.


Then isk faucets opened up and players played the plex speculation market there.

And where are the numbers for loss of paid for subs. I and many I know pay monthly. We are fortunate to have jobs that allow us to not make eve a second job. I stopped paying starbucks for coffee long ago as well. Just one week of doing that covers eve quite readily lol. Real men drink black coffee anyway.


Real men drink turkish coffee. In doubles. Whilst hull tanking.


And smoking filterless Pall Malls

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Jean Luc Lemmont
Carebears on Fire
#33 - 2014-12-22 01:51:44 UTC
Rain6637 wrote:


For example, a Basilisk pilot with Caldari Cruiser I and Logistics I (good luck to them, but at least they get to fly it)?


And good luck to the poor FC who now has to figure out if his logi wing can even do their jobs effectively

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Reaver Glitterstim
The Scope
Gallente Federation
#34 - 2014-12-22 02:31:24 UTC
I'd like to see a return of basic modules as well as a few more varieties of not-quite-completely-free rookie ships. It'd be nice if there were alternate versions of the limited edition pirate faction rookie ships which could be purchased very cheaply in pirate LP stores. Rookie cruisers would be nice, too, very much less powerful than tech 1 cruisers but something to help get newbs used to flying the larger class, complete with all of its major weaknesses.

But tech 1 should definitely keep its skill requirements. It's already easy enough to assemble an army of trial-account alt-minions. It doesn't need to be any easier.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Nevyn Auscent
Broke Sauce
#35 - 2014-12-22 03:47:41 UTC
The issue is not a couple of weeks training to use every T1 module.
The issue is the lack of 'valuable' content for lower SP players to do.

Setting aside group PvP which everyone is able to contribute to.

A low SP player can not do effective solo combat, they might luck out and find some other newbie, but to solo does require SP
A low SP player can not do valuable PVE
A low SP player even struggles to do decent mining.

And the gulf between low end anoms/missions/wh's etc and high end ones when it comes to income is huge.
Bump those lower income activities up significantly and you will find newbies have a much happier time even if they are still in frigates & cruisers.
This is the actual 'newbie' grind is working through all the crap paying stuff to scrape enough together to afford something to do the more valuable stuff.

And since we are only addressing the lower end of income, this makes no difference to the maximum possible income in any area of space.
McChicken Combo HalfMayo
The Happy Meal
#36 - 2014-12-22 06:08:24 UTC  |  Edited by: McChicken Combo HalfMayo
Modules? Yes.
Ships? No.

There is no reason to confuse a rookie or make him wait to fit a basic shield hardener or reactor control unit.
There is also no reason to place that newbie in a cruiser or a battleship when he can contribute and learn well in a frigate.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Adrie Atticus
Caldari Provisions
Caldari State
#37 - 2014-12-22 09:33:25 UTC  |  Edited by: ISD Ezwal
Nevyn Auscent wrote:
The issue is not a couple of weeks training to use every T1 module.
The issue is the lack of 'valuable' content for lower SP players to do.

Setting aside group PvP which everyone is able to contribute to.

A low SP player can not do effective solo combat, they might luck out and find some other newbie, but to solo does require SP
A low SP player can not do valuable PVE
A low SP player even struggles to do decent mining.

And the gulf between low end anoms/missions/wh's etc and high end ones when it comes to income is huge.
Bump those lower income activities up significantly and you will find newbies have a much happier time even if they are still in frigates & cruisers.
This is the actual 'newbie' grind is working through all the crap paying stuff to scrape enough together to afford something to do the more valuable stuff.

And since we are only addressing the lower end of income, this makes no difference to the maximum possible income in any area of space.


I've witnessed and coached multiple newbies who can barely fit all the slots on a Trasher in solo PvP, all T1. They did just fine because the aim wasn't to kill everything; the lesson was "why did you die?". After getting blown up about 10 times that player found a ship which was "easy pickins" for the Trasher, engaged and won at quarter of hull left. The shakes provided by that was wonderful, seeing someone who had lost all interest in asymmetrical PvP to go "I WANT MOAR". The content and targets are there, you just need to move to them.

Salvaging and looting can provide an easy 30 mil per hour if you're in, let's say, nullsec and cleaning up gunk left by 5 other players, this can be done with minimal skills. Mining is boring, you shouldn't be doing this, except as a "morale venture" for ice.

Can you read my point between the lines? If no, read the next part, if yes, good.

Solo activities are going to pay horribly on purpose if you're flying small stuff and no one will learn to PvP alone, they will use guides, videos or ask questions from older players. Expecting solo to be the be-all, end-all in Eve is going to just cause headaches.*Snip* Please refrain from personal attacks. ISD Ezwal.
Nevyn Auscent
Broke Sauce
#38 - 2014-12-22 09:54:08 UTC  |  Edited by: ISD Ezwal
Adrie Atticus wrote:

Solo activities are going to pay horribly on purpose if you're flying small stuff and no one will learn to PvP alone, they will use guides, videos or ask questions from older players. Expecting solo to be the be-all, end-all in Eve is going to just cause headaches. *Snip* Please refrain from personal attacks. ISD Ezwal..

*Snip* Please refrain from personal attacks. ISD Ezwal.
That newbies are going to have to fight their way through a long grind to make a decent income and lifting the low end of incomes so that income disparity is not so large will reduce the grind far more than any changes to skills would.
McChicken Combo HalfMayo
The Happy Meal
#39 - 2014-12-22 20:20:17 UTC  |  Edited by: ISD Ezwal
Adrie Atticus wrote:
Nevyn Auscent wrote:
The issue is not a couple of weeks training to use every T1 module.
The issue is the lack of 'valuable' content for lower SP players to do.

Setting aside group PvP which everyone is able to contribute to.

A low SP player can not do effective solo combat, they might luck out and find some other newbie, but to solo does require SP
A low SP player can not do valuable PVE
A low SP player even struggles to do decent mining.

And the gulf between low end anoms/missions/wh's etc and high end ones when it comes to income is huge.
Bump those lower income activities up significantly and you will find newbies have a much happier time even if they are still in frigates & cruisers.
This is the actual 'newbie' grind is working through all the crap paying stuff to scrape enough together to afford something to do the more valuable stuff.

And since we are only addressing the lower end of income, this makes no difference to the maximum possible income in any area of space.


I've witnessed and coached multiple newbies who can barely fit all the slots on a Trasher in solo PvP, all T1. They did just fine because the aim wasn't to kill everything; the lesson was "why did you die?". After getting blown up about 10 times that player found a ship which was "easy pickins" for the Trasher, engaged and won at quarter of hull left. The shakes provided by that was wonderful, seeing someone who had lost all interest in asymmetrical PvP to go "I WANT MOAR". The content and targets are there, you just need to move to them.

Salvaging and looting can provide an easy 30 mil per hour if you're in, let's say, nullsec and cleaning up gunk left by 5 other players, this can be done with minimal skills. Mining is boring, you shouldn't be doing this, except as a "morale venture" for ice.

Can you read my point between the lines? If no, read the next part, if yes, good.

Solo activities are going to pay horribly on purpose if you're flying small stuff and no one will learn to PvP alone, they will use guides, videos or ask questions from older players. Expecting solo to be the be-all, end-all in Eve is going to just cause headaches. *Snip* Please refrain from personal attacks. ISD Ezwal..

I don't think you've defended why training those "minimal" skills to do things like fully fit a Thrasher or salvagers is necessary. I can agree that the Thrasher should require training, as the frigate is an option, but why should a new player be required to train for a basic DCU, shield hardener, shield extender, or tracking enhancer? What does this add to the game exactly - requiring him to first and foremost learn about the skill system, acquire skill books, and wait a handful of hours for them to train to level 1 or 2? Are we really saying a newbie itching for PVP should be learning the nuances of the skill system before heading out to try his hand at the actual game? Worse, are you saying his first PVP experiences should be without the use of the most basic modules required for a balanced ship build?

This shouldn't be the case for things like T2 modules because of the increased time it takes to train such things, which is done for balance. But here we are talking at most half a day to fit nearly all the basic modules. It doesn't break balance, just reduces newbie confusion, boredom and failure.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Adrie Atticus
Caldari Provisions
Caldari State
#40 - 2014-12-22 20:42:29 UTC
Nevyn Auscent wrote:
Adrie Atticus wrote:

Solo activities are going to pay horribly on purpose if you're flying small stuff and no one will learn to PvP alone, they will use guides, videos or ask questions from older players. Expecting solo to be the be-all, end-all in Eve is going to just cause headaches. If you're still reading this, I don't think you should be posting any more ideas.

Congratulations on utterly missing my point, and posting a load of rubbish in response that has either nothing to do with it, or actually agrees with what I said.
That newbies are going to have to fight their way through a long grind to make a decent income and lifting the low end of incomes so that income disparity is not so large will reduce the grind far more than any changes to skills would.


As for your argument that it takes long grinding to arrive at a situation where you can get "high income", it takes less than 20 days. If you do this right, you'll be above the average on income.

Why wouldn't people need to learn the game even at a basic level of "this is a skillbook, there are many like this, but this gives you microwarp drives"?

McChicken Combo HalfMayo wrote:

I don't think you've defended why training those "minimal" skills to do things like fully fit a Thrasher or salvagers is necessary. I can agree that the Thrasher should require training, as the frigate is an option, but why should a new player be required to train for a basic DCU, shield hardener, shield extender, or tracking enhancer? What does this add to the game exactly - requiring him to first and foremost learn about the skill system, acquire skill books, and wait a handful of hours for them to train to level 1 or 2? Are we really saying a newbie itching for PVP should be learning the nuances of the skill system before heading out to try his hand at the actual game? Worse, are you saying his first PVP experiences should be without the use of the most basic modules required for a balanced ship build?

This shouldn't be the case for things like T2 modules because of the increased time it takes to train such things, which is done for balance. But here we are talking at most half a day to fit nearly all the basic modules. It doesn't break balance, just reduces newbie confusion, boredom and failure.


I don't agree at all on the notion that T1 should be usable and flyable by everyone out-of-the-gate. It actually brings nothing to the game. For skills, see above.
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