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CCP Rise newbie stats

First post
Author
Black Pedro
Mine.
#281 - 2015-04-01 09:15:13 UTC
Tyberius Franklin wrote:

I don't think the socials bear being disregarded, nor should entrepreneurs. Keeping in mind they are still more populous and further tend to engage longer per session says something. Particularly it says there is something there people find to be worth doing, but isn't as inherently social.
Disregarded from what? Obviously CCP should cater as best they can to all types of players. But when it comes to making decisions on how to spend limited development resources, and for redesigning the NPE, they would be crazy not to prioritize their efforts towards the activities that keep players in the game the longest. That data slide says that is social players and players who engage in PvP.

Tyberius Franklin wrote:
The more social activities tend to drive longevity, that we all agree on, but I'm not sold that the solution to retention woes lies in driving people towards one area of the game vs socializing the currently less social aspects. I'd actually be inclined to think the reason for the shorter retention in non-combat areas is the fact that socialization isn't pushed or further developed.
You can make that argument - if only CCP made the solo PvE experience better more players would stay - but the data do not support that. More importantly, that is not the game CCP originally conceived of when they designed Eve, nor is a solo PvE missioning game or mining simulator what they are selling the game as. It is a competitive PvP sandbox so of course it makes sense for them to focus on the social (i.e. sandbox) and PvP aspects of the game.

Perhaps, in fact it is likely, that some of that effort will be spent making PvE activities more social, but otherwise their best bet to increase player retention is to get more player exposed to the PvP playstyle. Some players won't like it and choose a to pursue more solo or peaceful activities in the game, but if the fraction of new players who try social PvP activities is increased, so may the number of players who choose that as an Eve career. Long term, that will translate into a significant increase in retention and player population. Right now, the NPE does a terrible job showing these aspects of the game and sets most players off on a solo, PvE-type career.

Regardless, it doesn't matter what you or I think, it is only CCP that is has the complete dataset and it is CCP who will make the decisions on the future development of the game.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#282 - 2015-04-01 10:05:58 UTC
Black Pedro wrote:
Tyberius Franklin wrote:

I don't think the socials bear being disregarded, nor should entrepreneurs. Keeping in mind they are still more populous and further tend to engage longer per session says something. Particularly it says there is something there people find to be worth doing, but isn't as inherently social.
Disregarded from what? Obviously CCP should cater as best they can to all types of players. But when it comes to making decisions on how to spend limited development resources, and for redesigning the NPE, they would be crazy not to prioritize their efforts towards the activities that keep players in the game the longest. That data slide says that is social players and players who engage in PvP.

Tyberius Franklin wrote:
The more social activities tend to drive longevity, that we all agree on, but I'm not sold that the solution to retention woes lies in driving people towards one area of the game vs socializing the currently less social aspects. I'd actually be inclined to think the reason for the shorter retention in non-combat areas is the fact that socialization isn't pushed or further developed.
You can make that argument - if only CCP made the solo PvE experience better more players would stay - but the data do not support that. More importantly, that is not the game CCP originally conceived of when they designed Eve, nor is a solo PvE missioning game or mining simulator what they are selling the game as. It is a competitive PvP sandbox so of course it makes sense for them to focus on the social (i.e. sandbox) and PvP aspects of the game.

Perhaps, in fact it is likely, that some of that effort will be spent making PvE activities more social, but otherwise their best bet to increase player retention is to get more player exposed to the PvP playstyle. Some players won't like it and choose a to pursue more solo or peaceful activities in the game, but if the fraction of new players who try social PvP activities is increased, so may the number of players who choose that as an Eve career. Long term, that will translate into a significant increase in retention and player population. Right now, the NPE does a terrible job showing these aspects of the game and sets most players off on a solo, PvE-type career.

Regardless, it doesn't matter what you or I think, it is only CCP that is has the complete dataset and it is CCP who will make the decisions on the future development of the game.

Again no, I'm not making any argument for soloist. I specifically said there was need to emphasize or create social aspects in other activities. Either that or accept that several areas of the game are effectively pitfalls for retention. Not amount of focusing on PvP in the NPE will fix that fact. You say the best way is exposure to PvP, I disagree since the longest runners aren't just PvP'ers, securing a larger population than the pure PvP'ers as well. I'd say the data says people with variety play more and stay longer. If you have reason to believe a PvP specific focus creates more of those I'd gladly hear it. I think we'll both agree that the current approach doesn't do well at that though.

But to the idea that this isn't the game CCP wants, well if that is the case they need to change it rather than sweep it under the rug. I agree that the NPE is one sided, but making it one sided in the other direction creates the same pitfall we have now for a different set of players. Actually no, that's not entirely true; a number of non-pvp players still likely miss the thing they might be most interested in long term as the current NPE focus is on mission completion and hoping you understand what you are doing along the way with no idea how to continue down a particular path. Those players still miss out on a PvP focused NPE.

So it begs the question, are they just getting rid of the mission influence or actually pushing players into PvP, and further if they are, are there so few non-pvp players, which the graphs suggest is a no, to justify not having equally easy to access paths to other aspects of the game.
Kaarous Aldurald
Black Hydra Consortium.
#283 - 2015-04-01 10:13:13 UTC
Tyberius Franklin wrote:

So it begs the question, are they just getting rid of the mission influence or actually pushing players into PvP, and further if they are, are there so few non-pvp players, which the graphs suggest is a no, to justify not having equally easy to access paths to other aspects of the game.


Where you go wrong here is in your assumption that new players start out one way or the other. That's not the right way of thinking about it.

What's important is what they are exposed to.

And right now, it's totally one sided, and paradoxically, to the path that makes people quit the most.

That needs flipped on it's head. Will people who are dead set on PvE anyway not like that? Yep. Too damn bad, we tried it their way and it's proven to not work.

"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.

Black Pedro
Mine.
#284 - 2015-04-01 10:49:06 UTC
Tyberius Franklin wrote:
Again no, I'm not making any argument for soloist. I specifically said there was need to emphasize or create social aspects in other activities. Either that or accept that several areas of the game are effectively pitfalls for retention.
Agreed. Increasing the social aspects of PvE would be good for the game.

Tyberius Franklin wrote:
Not amount of focusing on PvP in the NPE will fix that fact. You say the best way is exposure to PvP, I disagree since the longest runners aren't just PvP'ers, securing a larger population than the pure PvP'ers as well. I'd say the data says people with variety play more and stay longer. If you have reason to believe a PvP specific focus creates more of those I'd gladly hear it. I think we'll both agree that the current approach doesn't do well at that though.
I quoted the reason above. "Socials" stay with the game (and don't PvP or PvE much), but of the other 4 categories, the two categories that do significant amounts of PvP stay 50% longer than the other two. That is clear evidence that PvPers stay longer with the game. Whether you can move people between these categories is another issue, but the goal of getting more new players into PvP-focused (or social) playstyles rather than PvE , Industrial or solo activities is an obvious strategy for CCP to take. Ignoring that data is just putting your head in the sand.

Tyberius Franklin wrote:
But to the idea that this isn't the game CCP wants, well if that is the case they need to change it rather than sweep it under the rug. I agree that the NPE is one sided, but making it one sided in the other direction creates the same pitfall we have now for a different set of players. Actually no, that's not entirely true; a number of non-pvp players still likely miss the thing they might be most interested in long term as the current NPE focus is on mission completion and hoping you understand what you are doing along the way with no idea how to continue down a particular path. Those players still miss out on a PvP focused NPE.
I never argued for removing all mention of PvE from the tutorial. Players need to make a living so they need to understand about missions, mining, exploration, industry and so forth. But those are not the main attraction of the game, and never have been. They are resources/activities to fight over for the real focus of the game, the PvP sandbox. However, those can come after. The "carebear trap" of focusing only on your ISK/hour has the terrible effect of making players risk-averse to the point they are reluctant to ever PvP as it doesn't make them ISK and they remain a carebear for the rest of their shorter stay in Eve. Or worse, they join Eve because of the large fleet battles they see on the internet, but are told by some carebear in NPC corp chat they have to mine to make enough ISK before they can PvP so they spend three months training mining skills and mining solo before quitting out of sheer boredom.

Get players into social, PvP groups and the PvE activities can come later.

Tyberius Franklin wrote:
So it begs the question, are they just getting rid of the mission influence or actually pushing players into PvP, and further if they are, are there so few non-pvp players, which the graphs suggest is a no, to justify not having equally easy to access paths to other aspects of the game.
Why are you arguing players should be pushed towards parts of the game that have demonstrably less player retention? This isn't a discussion about how valid or what playstyle is "better" or an attack on your personal playstyle. You can play in the sandbox however you wish. However, CCP is trying to find ways to get players to stay with the game longer and the most obvious route is to get more new players socially engaged and participating in PvP. Arguing that they should ignore the data and still push players towards areas of the game, your areas of the game, where more people quit out of some idea of "fairness" is just selfish. What is the harm including in the tutorial an hour where players get a sample of different types of PvP? Worst case they learn they don't like it and can carry on a non-PvP path. Best case, is that a whole cohort of players who quit previously as they were never exposed to PvP, stay with the game and become long-term PvPing Eve players.
Dracvlad
Taishi Combine
Astral Alliance
#285 - 2015-04-01 11:13:58 UTC
I just saw the analysis as being a small subset of information with a very shallow analysis, but in itself correct, losing a Venture, what does that matter, its fun, and you CODE guys hanging on this make me all giddy with amusement...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

March rabbit
Aliastra
Gallente Federation
#286 - 2015-04-01 11:19:47 UTC
Black Pedro wrote:
What is the harm including in the tutorial an hour where players get a sample of different types of PvP?

The problem here is PvP in Eve is not that easy to be found.
Yes you can find lots of 'PvP' in 1 hour of your time but I'm not sure if this kind of 'PvP' will make you interested in the game. What you can do when you 'new, poor and skilless'?

Just few examples of PvP i'm aware of:
- gate camping
- docking games
- suicide ganking
- hotdroping
- suspect baiting
- solo (lol)
- fleet roams

Some of them need time and proper organization, some of them need cool expensive ships + all of them need skills. Really new player can't even suicide gank somebody unless this is capsule or shuttle: lack of skills.

If you get new players to fight other new players in their rookie ships you will only teach them how to "Unreal Tournament" without option to change weapons. No 'cool boys toys' would be available.

I remember "Need for speed Underground" when right from the start they give you cool car with all the stuff to get taste of the game. And then they say: want this baby? Go and get it! Implementing something like this in Eve Online would be 'too difficult' i guess.....

The Mittani: "the inappropriate drunked joke"

Jenn aSide
Worthless Carebears
The Initiative.
#287 - 2015-04-01 12:49:30 UTC
Nevyn Auscent wrote:


You can produce 'CCP data sets' till the cows come home, but they are quick snaps with no in depth study on them, like you all are so fond of arguing yourselves when the CCP data doesn't match your views.
But we all know it's the social aspect that keeps us here, and therefore that is where the focus should be. Not on 'Forcing everyone into PvP' more but on increasing social aspects in all area's of the game, which requires a significant overhaul of PvE in EVE on the same scale and level Sov is getting currently.


This is the Nevyn Ausent level of required proof.. What even funnier in these discussions is that the people discounting other folks evidence are the same people who have none of there own. Zero, Zilch, Nada.

Quote:

And Jenn, attitudes like yours are exactly why a lot of people quit, especially newbies. 'Toughen up or wimp out' went out of being cool years ago, now that's harassment and bullying and is well recognised as negative social influence since it aims to stigmatise someone having problems and labels them as 'lesser' or 'bad'. It's not cool, it's not ok 'because it's the internet'. It's bullying, plain and simple.


In one very simple paragraph you described not only what's wrong with a lot of (misfit and shouldn't even be playing this game) people in EVE, but also the thing that will eventually destroy Western Civilization.

Congratulations, I award you the 1st Annual "Nevyn Auscent (and everyone else no matter their individual merits) is Awesome" Trophy. Enjoy (until the end of civilization as we know it at least).
Jenn aSide
Worthless Carebears
The Initiative.
#288 - 2015-04-01 13:15:54 UTC
Black Pedro wrote:
Tyberius Franklin wrote:
Dots wrote:
Tyberius Franklin wrote:
Source? I recall it said that those least likely to quit were those who engaged in a variety of activities, not PvP in particular. In contrast PvP only players were NOT amongst the longest lasting generally.


Source 2014**
Source 2015

**All 3 of the activities Rise verbally notes under "Diverse" in 2014 are PVP activities.

Only one of the 4 activities mentioned was PvP in the 2014 presentation. 2 if you include fleet involvement, but that doesn't explicitly mean PvP, but likely constitutes the bulk of it so we could count it as such. Considering you responded to a comment about wardecs trade needn't be counted and the last mention, chat involvement, was purely social. All "3" seems like a false statement concerning the subject at hand.

The 2015 data works better assuming being a victim counts as "engaging" in PvP. That's a semantic argument I'd rather leave out but for the fact that there is still no proof of voluntary PvP activity and actually engaging being the stronger catalyst.

Are you referring to new players or players in general? The slides you seem to remember were characterizing the overall retention rates for players of various types, while the OP here is referring to Rise's presentation on the NPE and how what new players experience in the 15 days influences whether they stay with the game. For that, CCP Rise is absolutely clear that having your ship blown up by another player, either legally or illegally, makes it more likely that you will stay with the game.

As for more general stats, CCP Quant broke down player behaviour and showed that players who stay the longest are "professional" players who engage in both PvE and PvP and "aggressors" who primarily PvP, while "traditional" players who engage with the game as a solo PvE game stay the least by far. You can argue up-and-down as to why this is the case, but all the data suggest that players who engage in social, PvP play have higher initial retention rates, and stay with the game the longest. In particular, the solo "leveling my Raven" PvE playstyle is particularly bad for player retention, and thus the game, so CCP really needs to (and is trying to) steer people away from this playstyle and get them to engage in the sandbox with other players.


The problem here remains the same. You are exposing people to truths that directly counter what people want and need to believe. You are literally describing Dinosaurs to people who need to believe in fire breathing Dragons lol.

The ironic thing is that I'm a pve centric player (that also likes to spend some time solo, as a 'vacation' from people in EVE) and I don't feel threatened in the least by the idea that pvp (even the 'harsh' stuff like ganking) and social interaction is the way to go to increase player retention.

The main reason people are against the idea (despite the revealed facts) is the type of people retained. They don't like the "evil nasty PVPrs" the game already has, and the idea that the game could retain EVEN MORE (expanding the community as they say they want, just with the 'wrong people') is a nightmare to them.


Kaarous Aldurald
Black Hydra Consortium.
#289 - 2015-04-01 13:46:02 UTC
Jenn aSide wrote:

The main reason people are against the idea (despite the revealed facts) is the type of people retained. They don't like the "evil nasty PVPrs" the game already has, and the idea that the game could retain EVEN MORE (expanding the community as they say they want, just with the 'wrong people') is a nightmare to them.



Fortunately, what they want has stopped mattering in a very real way.

"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.

Frostys Virpio
State War Academy
Caldari State
#290 - 2015-04-01 13:54:31 UTC
Jenn aSide wrote:


Congratulations, I award you the 1st Annual "Nevyn Auscent (and everyone else no matter their individual merits) is Awesome" Trophy. Enjoy (until the end of civilization as we know it at least).


But that trophy has an 8th place marking. How can my kid live through the knowledge that he is not the winner?
Jenshae Chiroptera
#291 - 2015-04-01 14:07:58 UTC  |  Edited by: Jenshae Chiroptera
Dracvlad wrote:
I just saw the analysis as being a small subset of information with a very shallow analysis, but in itself correct, losing a Venture, what does that matter, its fun, and you CODE guys hanging on this make me all giddy with amusement...
https://www.youtube.com/watch?v=xYnzZ2rczSo
March rabbit wrote:
Just few examples of PvP i'm aware of:
- gate camping
- docking games
- suicide ganking
- hotdroping

... all of them need skills. .....
I guess the bar for that definition is lower with you.
Veers Belvar wrote:
... highsec PvE corps because wars ... , new players will continue to shrug and quit in droves.
This is a bad thing?

EVE is here so many years later because it is niche and not a WoW clone.

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.

Frostys Virpio
State War Academy
Caldari State
#292 - 2015-04-01 14:32:31 UTC
Jenshae Chiroptera wrote:


EVE is here so many years later because it is niche and not a WoW clone.


You do realise it was absolutely impossible for EVE to be a WoW clone right?
Ito Eto
State War Academy
Caldari State
#293 - 2015-04-01 16:31:05 UTC
Jenshae Chiroptera wrote:


EVE is here so many years later because it is niche and not a WoW clone.


Well unless your MMO is utter crap, most of them soldier on for years without major problems, now admittedly Blizzard have manage to hit a sweet spot on subs and retention with their behemoth, but many titles seem to do okay with a couple of 100k subs as shown in the graphs here https://forums.eveonline.com/default.aspx?g=posts&t=416120.

One problem is a lot of devs and players seem to think every MMO should be able to reproduce Blizzard's success. Its the same kind of fallacy that marketing leeches come up with when they tell dev teams "Were going to make a AAA game" without understanding that you can't intentionally make an AAA game, it's either has the magic appeal that it will garner AAA sales, or it doesn't.

In a lot of ways CCP has been very lucky to have hit upon the right formula for EVE, given the level of success of their other titles. Many more experienced and highly rated devs have fared far worse in the MMO market, for example Bioware and Bethesda's efforts have not even got close to EvE despite huge IPs and top-flight developers.

Maybe they should be happy with what they have and stop trying to blame NPE for failing force players a specific way, I don't think its reasonable to expect a bunch of tutorials to magically convert a PvE player Into a PvP player.

As I've said before if they really cared about grabbing more of the pie, they need suck up thier "elite pvp" attitude and do something pretty radical. Like a consensual PvP server, or introducing social corps rather than trying to make Hisec/ NPC corps so toxic no one wants to stay in them (and consequently in the game).

"Themepark" "Sandbox", these do not mean what you think they mean, EvE is as on rails as a freight train, and has as many attractions as Disneyland, but soundbites are easy, thinking is not.

Kaarous Aldurald
Black Hydra Consortium.
#294 - 2015-04-01 16:34:55 UTC
Ito Eto wrote:

As I've said before if they really cared about grabbing more of the pie, they need suck up thier "elite pvp" attitude and do something pretty radical. Like a consensual PvP server, or introducing social corps rather than trying to make Hisec/ NPC corps so toxic no one wants to stay in them (and consequently in the game).


Lol, wow. You need to warn people before you say something like that. I only have one lung, and I can't laugh that hard for that long.

"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.

Ito Eto
State War Academy
Caldari State
#295 - 2015-04-01 16:43:21 UTC
Kaarous Aldurald wrote:
Ito Eto wrote:

As I've said before if they really cared about grabbing more of the pie, they need suck up thier "elite pvp" attitude and do something pretty radical. Like a consensual PvP server, or introducing social corps rather than trying to make Hisec/ NPC corps so toxic no one wants to stay in them (and consequently in the game).


Lol, wow. You need to warn people before you say something like that. I only have one lung, and I can't laugh that hard for that long.


Well it is April the first Blink

"Themepark" "Sandbox", these do not mean what you think they mean, EvE is as on rails as a freight train, and has as many attractions as Disneyland, but soundbites are easy, thinking is not.

Eve Solecist
Shitt Outta Luck - GANKING4GOOD
#296 - 2015-04-01 16:47:41 UTC  |  Edited by: Eve Solecist
Kaarous Aldurald wrote:
Ito Eto wrote:

As I've said before if they really cared about grabbing more of the pie, they need suck up thier "elite pvp" attitude and do something pretty radical. Like a consensual PvP server, or introducing social corps rather than trying to make Hisec/ NPC corps so toxic no one wants to stay in them (and consequently in the game).


Lol, wow. You need to warn people before you say something like that. I only have one lung, and I can't laugh that hard for that long.

He's right, though.

If we had a consensual pvp server, it would be full of worthless idiots
who waste their time being proud of killing dumb AI that is no challenge.

Of course CCP would remove the ability to PLEX on this server,
though, because idiots don't need to think they can play easymode for free.

It would fill CCPs pockets. All these degenerated weaklings have a right to play too,
uninterrupted, on a seperate server, completely isolated from those who actually play the game.

They could call it EVE ONLINE: ID 10 T.

We would be rid of them.
They would be happy, not realising how everyone laughs about them.
CCP would make money.
  • All incoming connection attempts are being blocked. If you want to speak to me you will find me either in Hek local, you can create a contract or make a thread about it in General Discussions. I will call you back. -
Mag's
Azn Empire
#297 - 2015-04-01 16:48:17 UTC
Jenshae Chiroptera wrote:
March rabbit wrote:
Just few examples of PvP i'm aware of:
- gate camping
- docking games
- suicide ganking
- hotdroping

... all of them need skills. .....
I guess the bar for that definition is lower with you.
There is no bar with that definition, no matter how much you wish it to be true.

Player versus Player.

This is why you'll never get Eve and the sandbox it is.
You're so set on making the box your size only, to have it only fit your definition of what it should be. That you miss great swathes of what it is for others, or dismiss them entirely.

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

Dersen Lowery
The Scope
#298 - 2015-04-01 16:52:42 UTC
Since the unfounded assumptions are flying free in this thread, I'll lead with this: None of Rise's conclusions surprised me at all. I even got a hopeful gleam in my eye when he observed that the safety was an obstacle between new players and what they wanted to do.

So, with that out of the way:

Sibyyl wrote:

Let's talk about two points people have brought up.

Quote:
1. The 15-day window is not long enough to speculate on negative effects ganking may have to player retention.


Why do we think the 1% gank kill ratio will change for players >15 days and <3-6 months? It doesn't make sense to me that this statistic would change.


It's not a question of whether that statistic (or the "legal kill" statistic) would change, but whether the context would change. If getting people in corporations is the best way to retain them, then corporations dissolving or otherwise falling apart might endanger retention, yes? I emphasize might, because we're firmly in the realm of hypotheses here.

If true, there are some followup questions that are worth asking, and the explanation that "the corp died because it was wardecced" leaves out all the interesting ones: what were the points of failure? Were they necessarily all external, or were the most important ones internal? I've been in high sec corps that were wardecced, and we responded by consolidating, marshalling, planning, setting up fleets, and otherwise engaging people--to face nobody, as it turned out, but our leaders still did their best to make the experience educational and engaging for their members, and to give roles and guidance to its new players.

I have ~anecdata~ to the effect that wardecs and griefing aren't intrinsically bad, but that's not enough. I'd like to see Rise, or someone else at CCP, settle the question, and in an actionable way that leads to increased retention. And they should absolutely be completely open-minded about where asking that question takes them, because they know now that they can be surprised.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Jenshae Chiroptera
#299 - 2015-04-01 16:59:34 UTC
Ito Eto wrote:
Jenshae Chiroptera wrote:
EVE is here so many years later because it is niche and not a WoW clone.
One problem is a lot of devs and players seem to think every MMO should be able to reproduce Blizzard's success. Its the same kind of fallacy that ....
On that note, I often say, "Waste of Web is so popular because it was the first MMO that ran on almost any machine and could be played by any idiot." (It also has a mass that sucks in a lot of innocent people by RL associations)

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.

Vincent Athena
Photosynth
#300 - 2015-04-01 17:00:28 UTC  |  Edited by: Vincent Athena
A few things bother me about CCP Rise's stats.
I know people who have quit eve right after losing a ship. My wife is one. But here is the issue:

None of those losses were due to a gank, or griefing.
None happened when the player was less than two weeks old.

CCP Rise's stats are interesting, but he may not be looking in the right place to see if there really is a problem.

I would like to know: How many stop playing right after a ship loss?
How many stop playing right after, or during, a prolonged period of war decs?

I hope we get to hear more about this. In the presentation, CCP did mention they were going to look at what happened to players just before they quit, to see if there were any patterns.

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