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Non-terrible role specific new player ships

Author
Serendipity Lost
Repo Industries
#21 - 2015-07-01 19:40:51 UTC
Throwaway Sam Atild wrote:
Rivr Luzade wrote:

That EVE forcefully teaches new players this feat of EVE is more necessary these days than ever before, in days where players expect everything to be given to them without having to do something for them. How these players negatively impact the game is already more than apparent in Null and Low sec...



James Baboli wrote:

*Newbies are those people who come into eve eyes open, knowing that it is complex as all get out and still want to play, and are willing to learn and exert *effort* to get good. Newbs are those who come in lured by a silly meme or a post on reddit who don't know the flavor of eve and don't want to have to learn, and are thus without climbing equipment for the game's notorious learning cliff.


The idea that the only players who deserve to play Eve are those who can overcome its dismal new player experience is a senseless argument. The ability to overcome a learning curve is a measure of how much someone values their free time, not a measure of someones ability or whether they're a newb or not. A lower curve still ends up at the same level of knowledge and ability, its just is less painful to get there.




That's your opinion. I'm against entitlement in almost all forms. I'm assuming you pay your subscription with some form of gavernement handout.

I like that the entitled free loaders are filtered out early. As it is enough 'give me a hand out this is too hard' folks are slipping through. I picked eve because it is difficult and unforgiving. It's the only game like it. If you don't like difficult unforgiving games then please find one that suits you instead of trying to change my game (for about a decade) into something you want it to be.

The original spirit of eve was adapt and overcome. Now I get the pitchfork treatment for just bringing it up. I'm not saying this in a screw you get out kind of way, but if you're a new player in eve and you don't like it then go find one that you do.

That's the idea behing the 2 weeks free trial. To find out if you like it. If you don't like it then move on in peace and happiness and find the thing that makes you happy.

I don't play this game to shoot layups all day. I pay and play to be challenged and struggle. That's eve. Please stop advocating to make the game weak and easy.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#22 - 2015-07-01 19:49:23 UTC
Cidanel Afuran wrote:
Throwaway Sam Atild wrote:

Extremely valid criticism. The only ideas I can think of here would be perhaps making these ships available to full accounts only? Use them as bait to push people into a full subscription... I honestly think that's a half-assed solution however. The other idea is to price them in a manner that makes them affordable but not expendable. Sort of like a really dumbed down T3 ship or Gnosis.

Do you have any thoughts on a solution?


Yes, that completely defeats your point then. By the time a trial account is up, if you last that long as a true newbie, you can just use the existing T1 frigs.

Hell, you can tackle in a fleet today with nothing but what the career missions give you.

If you really want pre-fit ships for newbies, start a new player friendly corp, fit up some ships and start handing them out. EVE is a sandbox. Take the initiative and do it yourself.



I run a corp and teach people stuff all the time. One thing I notice is that many people who join never grasp essential concepts despite plenty of time in the game on their own. I think that says something about the game itself.

I'm not trying to win an argument with you. I'm putting forth a suggestion to develop it. You've pointed out one of the most likely flaws with it. So I'm curious if you might see a way around it. I suspect there's some potential in linking it to subscriptions or isk value.

Now if someone stuck around long enough to train up a T1, that's great, but at that point the player only has a single skillset. More flexible rookie ships would allow them to dabble in scanning, wormholes, tackling, dps, ecm, logi and on and on to some degree without having to train each up. It lets someone new experience, to a restricted degree, many aspects of the game rather than being forced into a single role.
Leto Aramaus
Frog Team Four
Of Essence
#23 - 2015-07-01 19:52:02 UTC
Throwaway Sam Atild wrote:


The idea that the only players who deserve to play Eve are those who can overcome its dismal new player experience is a senseless argument. The ability to overcome a learning curve is a measure of how much someone values their free time, not a measure of someones ability or whether they're a newb or not. A lower curve still ends up at the same level of knowledge and ability, its just is less painful to get there.


YOU say the new player experience is dismal.

My new player experience was quite cool actually, granted that was going on 9 years ago, but from what I've heard it's only getting better.

Seriously this is a horrible idea, accept it. Move on.

Nobody wants to see prefit ships that don't take any skillpoints. Except you.

And god knows why... it would NOT improve the new player experience. I'd say... 80... maybe 90% of what hooked me into EVE was the joy of buying a new ship, and watching my ISK and SP go up so I could fit new and better modules to it.

GET OUT.
Cidanel Afuran
Grant Village
#24 - 2015-07-01 19:57:14 UTC
Throwaway Sam Atild wrote:
I run a corp and teach people stuff all the time. One thing I notice is that many people who join never grasp essential concepts despite plenty of time in the game on their own. I think that says something about the game itself.

I'm not trying to win an argument with you. I'm putting forth a suggestion to develop it. You've pointed out one of the most likely flaws with it. So I'm curious if you might see a way around it. I suspect there's some potential in linking it to subscriptions or isk value.

Now if someone stuck around long enough to train up a T1, that's great, but at that point the player only has a single skillset. More flexible rookie ships would allow them to dabble in scanning, wormholes, tackling, dps, ecm, logi and on and on to some degree without having to train each up. It lets someone new experience, to a restricted degree, many aspects of the game rather than being forced into a single role.


That's the problem, there is no point to the suggestion. No one should be capable of WHing, ECM, logi, etc on day one. If they pick one role, there is no reason why they can't join fleets doing that in the first month.

You should absolutely be forced to specialize a bit as a new player. There is a steep learning curve for a reason.

They can dabble with many aspects of the game out of the box. They are called career missions and the SOE arc. At the end of those, a new player has around 20 million ISK and a handful of ships. That's more than enough to get started.

As someone who joined a new player friendly corp when I first started a year ago, I can safely say that if people aren't grasping the concepts even after joining a new player friendly corp, it says a lot more about that corp than it does the game.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#25 - 2015-07-01 21:06:16 UTC
I don't see the harm in allowing to do everything out of the box to some degree. I'd posit an alternate suggestion of just giving new players an expanded set of base skills that covers a few points in every field and a hangar full of basic T1 fittings and those same fits saved for reference. Most folks will receive something similar if they're lucky enough to join a large well equipped new player friendly corp, minus the training time. Many folks aren't lucky enough to find their way to a corp like that however.

The problem that I don't like with the above suggestion is actually the skill bolus. I'm a big fan of the training system and specialization in Eve; hence the concept of ships to get people going. It blends giving new players a kick start while preserving the exploration of the skills training.

And before anyone gets in, I don't consider giving new players a few M skill points and some T1's to work with spoon feeding them. :o)

Cidanel Afuran
Grant Village
#26 - 2015-07-01 21:20:42 UTC  |  Edited by: Cidanel Afuran
Throwaway Sam Atild wrote:
I don't see the harm in allowing to do everything out of the box to some degree. I'd posit an alternate suggestion of just giving new players an expanded set of base skills that covers a few points in every field and a hangar full of basic T1 fittings and those same fits saved for reference. Most folks will receive something similar if they're lucky enough to join a large well equipped new player friendly corp, minus the training time. Many folks aren't lucky enough to find their way to a corp like that however.

The problem that I don't like with the above suggestion is actually the skill bolus. I'm a big fan of the training system and specialization in Eve; hence the concept of ships to get people going. It blends giving new players a kick start while preserving the exploration of the skills training.

And before anyone gets in, I don't consider giving new players a few M skill points and some T1's to work with spoon feeding them. :o)



I am probably going to give up after this, since you are just posting the same thing over and over, without listening to what people say.

This would take a LOT away from the NPE. Most of the fun of my first month was killing something and waiting/hoping for that module to drop so I could FINALLY have all my low slots full. It was actually trying out an armor repairer for the first time, since I just assumed shields = better and armor was just a 'backup'. I loved testing that out, even though I tried (and failed miserably) to do early missions in a half armor half shield rifter. The sheer size of the universe was amazing, and I loved trying everything.

It was a blast to realize for the first time that I could *actually* make my cargo hold bigger on my little wreathe. If someone blindly handed me ships, that sense of discovery and excitement over figuring out how to conquer the unknown goes out the window. I had no clue logi even existed for a long time. It was exciting to see someone use it for the first time and go back to figure it out. I didn't want a guide, and I didn't want my hand held. That takes the fun out of a game like this.

As evidence of how clueless I was a month in, have some proof

https://zkillboard.com/kill/38035459/

But I ended up having a 45 minute conversation with those guys where they explained to me how to not be so awful at hauling. (They gave me 15 mil too, for listening/learning) That was a great experience, and it would have been a lot less fun if I was just handed a properly fit wreathe and read a manual on how to fit it.

Not to put words in anyone else's mouth, but I suspect most people who play long term feels more like I do than you.


(And new players already start with skillpoints today. They don't start at zero any more, that coupled with a few dozen skillbooks as rewards for career missions gives them a great start)

Edit: if we really want to help new players, write a guide for them on how to better navigate the UI, if anything.
Iain Cariaba
#27 - 2015-07-01 21:35:21 UTC
Cidanel Afuran wrote:
I am probably going to give up after this, since you are just posting the same thing over and over, without listening to what people say.

This would take a LOT away from the NPE. Most of the fun of my first month was killing something and waiting/hoping for that module to drop so I could FINALLY have all my low slots full. It was actually trying out an armor repairer for the first time, since I just assumed shields = better and armor was just a 'backup'. I loved testing that out, even though I tried (and failed miserably) to do early missions in a half armor half shield rifter. The sheer size of the universe was amazing, and I loved trying everything.

It was a blast to realize for the first time that I could *actually* make my cargo hold bigger on my little wreathe. If someone blindly handed me ships, that sense of discovery and excitement over figuring out how to conquer the unknown goes out the window. I had no clue logi even existed for a long time. It was exciting to see someone use it for the first time and go back to figure it out. I didn't want a guide, and I didn't want my hand held. That takes the fun out of a game like this.

Not to put words in anyone else's mouth, but I suspect most people who play long term feels more like I do than you.


(And new players already start with skillpoints today. They don't start at zero any more, that coupled with a few dozen skillbooks as rewards for career missions gives them a great start)

Edit: if we really want to help new players, write a guide for them on how to better navigate the UI, if anything.

I just recently redid the starter missions for Gallente, as part of the standings repair plan, and I was simply amazed at how many ships they throw at you. Doing all 5 careers left me with, I think, 8 frigs and 2 industrials, pretty much all the core skillbooks, and a whole slew of modules.
elitatwo
Zansha Expansion
#28 - 2015-07-02 01:22:31 UTC
Cidanel Afuran wrote:
...It was a blast to realize for the first time that I could *actually* make my cargo hold bigger on my little wreathe. If someone blindly handed me ships, that sense of discovery and excitement over figuring out how to conquer the unknown goes out the window. I had no clue logi even existed for a long time. It was exciting to see someone use it for the first time and go back to figure it out. I didn't want a guide, and I didn't want my hand held. That takes the fun out of a game like this.

As evidence of how clueless I was a month in, have some proof

https://zkillboard.com/kill/38035459/

But I ended up having a 45 minute conversation with those guys where they explained to me how to not be so awful at hauling. (They gave me 15 mil too, for listening/learning) That was a great experience, and it would have been a lot less fun if I was just handed a properly fit wreathe and read a manual on how to fit it...


If I may, you remind me soo much of early months of discovery Smile

My first thrill was to open the market on the neocom for the first time since I like to experiement a lot and was just mindblown by the the character creator with twelve deep stories to listen to and read about before you even see a station or a ship.

The market was the first big thing I just had to explore, bajillions of modules, ships, ammo, drones and whatnot to read, analyse or try out - errm no, need x-skill at level 2 to fit (aww man, okay that's 25 minutes well spend I guess) and so on.

Nine years later I still find plenty of stuff to explore and figure out. Xenophobia kept me from the wh-space thing I am doing now. A thing that doesn't look important at first can be the most important thing of all - talking to people. Ask and you shall receive.

I do not know of any other mmo very people give you back stuff or even ships when they recognize you for doing videos or blogs or other stuff you liked.

I killed a Caracal in lowsec and gave the poor guy 10 million isk and brought the modules it dropped back to the station he docked on and told him how to improve his Caracal for ratting next time.

A few jumps over I jumped into a smartbombing Rokh - no good deed..

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Barrogh Habalu
Imperial Shipment
Amarr Empire
#29 - 2015-07-02 07:19:32 UTC  |  Edited by: Barrogh Habalu
Honestly, I don't see how it would improve retention or whatnot. EVE is about possibilities and, for a new player, discoveries. Now you can walk up to newbro and tell him, "hey, did you know you can do this crazy thing? or heck, something else based on same principle?". He may find it exciting, go learn a thing or two about what he can do, go try them...

What would such ships do? "Hey, get in here, follow me, push the button, no need to ask questions". Sounds like fun.

I mean, we know that EVE already has a lot of cookie-cutter strategies, optimized setups, more or less rigid doctrines. Don't know about you, but lack of very fluid meta changes in day to day EVE life was unpleasant surprise to me back then. But well, by that time I was already hooked and at least learned that gimmicks may work and that it can make your game more enjoyable in the end sometimes, even though you won't be "winning EVE".

Now, if you are basically told from the start that you are locked in unmodifiable ship that will only be replaced by that rigid fit which does the same but better and modularity be damned (apparently)... I don't know. Not a pretty picture tbh.

Edit: And honestly, it's not ship skills that are roadblocking people, it's mostly support skills. At first it doesn't look like that, but then you will realize that penalties imposed onto your ship for your lack of core skills may be much more severe at first than lack of ship skill itself (even though it's often a big deal too). That is unless you want to fly a lot of different things, then ship command skills will quickly catch up, but by them you aren't new to the game probably, so...
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