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Player Features and Ideas Discussion

 
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NPE feedback Q and A

First post First post First post
Author
yyy
#261 - 2015-07-05 11:52:57 UTC
It's important to differentiate between old players that start new characters and new players starting Eve up for the first time.

New players don't know about skill points, attributes, races or career paths, they know what they've seen in the trailers and what they've heard about from their friends who play. Their friends have not told them about the grinding out of isk or skills, they've told them about the fun they've had in their corporations, flying in fleets , dog fighting with other pilots/NPC's and finding untold wealth in exploration sites and wormholes.

New players will expect a tutorial.... all games have a tutorial don't they?

Should Eve provide a tutorial? CCP have decided that they shouldn't, I guess new players will just have to deal with that. So CCP have decided on 'Opportunities', an achievement system similar to minecraft + others. So they have to buy stuff with ISK they don't have and train skills when they have no clue what a skill queue is etc etc. I guess this 'sandboxy'.

'Opportunities' was tested on Sisi? Who logs on to Sisi? not new players....

New players also get dumped into 'Rookie Help' where they are dependent on the advice of other players, hopefully there will be a Vet or 2 in there to make sense of things. Occasionally an ISD may appear, usually to mod the chat and throw a few warnings out, not many are online for more than a few minutes, yes - I know they are player volunteers, but is it outside the wit of someone to organise at least one ISD to be in that channel at any one time?

So, CCP are fond of giving us stats, what is the rate of trial to subbed accounts with 'Opportunities' as compared to the old tutorial system?

I've played Eve long enough to know that CCP will not re-implement the Aura tutorials, that they will continue tweaking and 'improving' opportunities, until such time as they decide to completely revamp it into something else. All I ask is that some thinking and planning is involved this time.

I also know that other players will trash what i said here, so go ahead :)

.

Joe Risalo
State War Academy
Caldari State
#262 - 2015-07-05 13:21:04 UTC
Kenrailae wrote:
Joe Risalo wrote:
Ok, now you're talking about alt characters, which is an unfair connection to use.
You can't factor alts that don't even really need to fit anything.



.... Now you're assuming and blatantly ignoring details. Alts CAN fill those roles, but they can be done by new players as well. Between Mining and station trading, those two are how alot of new players make their first few millions. Those roleswere the first few things that came to mind. Explorers, low level missioners, entry level Pvp, all of it really, can be done with level 3 fitting skills or a fitting mod. You don't need perfect fitting to fit a perfectly capable PVP tristan. You don't need perfect fitting to fit most frigates or dessies. Those optimal fits you are speaking of shouldn't be possible for a day one toon. Plain and simple. You can use those fits with slightly reduced ability with fitting skills at 3. Or at worst you have to fit a fitting mod. That is what a brand new capsuleer should be at. It is natural for a player to have to accrue some time and experience to fit the 'best fit.' Expecting to log in for your first time and fit a PVP ship 100% ready to go is silly, and does not belong in Eve. Expecting to log in for your first time and be able to get something usable, but still requires learning and time to perfect, does. No, I'm not completely one of those pure HTFU people, but I do believe that the answer quite often. I have spent a large number of hours sitting with my alt in newb systems in an orca providing mining boosts, answering questions, helping with fits or training, the works. I have built many Low SP fits that work more or less fine with mediocre fitting skills. Tossing out Core fitting skills is a horrible idea. Tweaking how they are allocated or how much a new player has in them is certainly a valid avenue for improving the NPE.



Yes, a newbro can start with station trading and even scouting, but he will eventually HAVE to train the engineering skills.
There's no way around them. I would also argue that engineering skills are very important for mining as well.
They're quite often the difference between tank and no tank.

Also, they won't have perfect fitting skills to start off with, if they didn't have to worry about engineering skills. They'd be fully t1 fitted until they trained all the required skills, there's skills that reduce cap, cpu, and pg usage of certain modules that are very important to a lot of fits.

As far as these skills go, there's no point in having the skills if you're already going to start them off at lvl 3.
How about starting them off with lvl 3 frig and lvl 3 guns or missiles?
You much also remember what separates rookie from vet is piloting.

My point behind removing these skills is because they are mandatory skills for all pilots, and I don't feel any skill should be mandatory. Sure, you have to train caldari frigs to get into Caldari cruisers, but that's an optional path.

With all these baseline skills such as engineering skills, gunnery, missile launcher operation, navigation, warp drive operation, etc. etc. etc...
These skills only force more confusion and also reduce playability.

There are many more skills as well as piloting skill that separate new from old. We don't need mandatory skills blocking the way as well.

While sitting in rookie hubs, you have like often explained that these core skills need to be trained ASAP.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#263 - 2015-07-05 13:33:26 UTC  |  Edited by: Riot Girl
Mike Azariah wrote:
Tyrendian Biohazard wrote:
Zappity wrote:
Give SP for opportunities, not missions.



I still think it sends a mixed message

Go do this, go do this, go do this, get extra SP for the first few days. Then suddenly when you run out of opportunities to do, you're left with time based training. It might be greatly confusing for a new player, who is already dealing with MMO mechanics like anything out there, to think they are grasping one system, only to find out that is not how it works.

The same could be said if you were to give skills (like injecting) based on completing missions or opportunities.

I think there is enough mechanic differences for a new player coming into EVE that we shouldn't throw one at them, only to have it removed shortly after they start and potentially never see it again.


I understand what you are asking and I will modify the support to

Complete career mission or Opportunity
(That was great, you know it would have been a whole lot easier if you had trained high speed maneuvering. I have one a one shot cerebral uploader of that skill if you want to get a jump start on it. After that you will have to modify it via your skill queue. Most skills do not come with the jump starts and you can buy them in the local market)

So the lesson of skills is reinforced along whith a jump start to specific ones they need at the beginning in exchange for doing the mission or opportunity. Would that cover it?

m

This might work if CCP knew anything about training skills, which they don't. This fact is evidenced by the old certificate system, which has been replaced by the mastery system and also by some of the absurd prerequisite skills for T2 ships.

What I'm saying is, instead of getting a bonus to High Speed Maneuvering, you'll end up with a bonus to Energy Grid Upgrades. After 3 years of playing, I still only have that skill trained to IV because it's useless and I trained HACs before the prerequisites were changed, which were changed because CCP wanted T2 ship prerequisite skills to become skills which were actually useful. More evidence of CCP's lack of knowledge when it comes to training skills.

Edit; actually, just realised, High Speed Maneuvering is almost as useless as Energy Grid Upgrades. You just train it for the MWD, but it's not a usefull navigation skill like Navigation, Evasive Maneuvering or Acceleration Control. Those are the types of skills new players should learn the benefits of.
Rain6637
GoonWaffe
Goonswarm Federation
#264 - 2015-07-05 14:11:46 UTC
Attributes having a number can remain useful for the purpose of calculating training times in an obvious way. I think they should be kept, but locked into equal values. It is arguably a departure from consequences, but it can also be an acknowledgement of things that are boring without good gameplay reasons, or benefit. I can support that.

Implants can also be handled elegantly by allowing clone swapping in-station without a cooldown. I would also like to see a higher limit of jump clones within the same station than just one, but the importance of that is a 90/10 split: I think the biggest improvement is in allowing more in-station clone selection granularity.

Like attribute remap timers, jump clone cooldowns for in-station clone swaps are just awkward.

Both of these changes would allow attributes and implants to stay, along with the economies and third-party programs that incorporate them, while removing the negative impacts on gameplay.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#265 - 2015-07-05 14:19:44 UTC
Rain6637 wrote:
Implants can also be handled elegantly by allowing clone swapping in-station without a cooldown.

There's no reason not to allow this. I've always supported this idea but at the same time, I've always wanted the complete removal of pod-jumping.
Invisusira
Escalated.
OnlyFleets.
#266 - 2015-07-05 14:36:12 UTC  |  Edited by: Invisusira
CCP Rise wrote:
we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million.

That absolutely will not solve anything, though. Almost ANY new player - and most certainly the ones that are discovering the game on their own through whatever external sources, aka the ones with the lowest retention rate; not the ones that are brought in by friends in big alliance - is just going to take those extra skillpoints and rush into a Battleship hull, or something similar along those lines. And then they'll die, and then they'll quit after they lose all their money to that one loss.

If you want to fix the new player skill wall, you need to DRASTICALLY ALTER THE SYSTEM. IMHO, you should do what you did with the "training" skills - kill it all. Either take every single skill on this list and incorporate them with some other skill (because own their own with no guidance, they serve absolutely no purpose other than to frustrate new players), or give specific ship hulls stricter requirements (aka you need these skills to IV before you can set foot in a battleship hull). STRICTER HULL REQUIREMENTS IS A GOOD THING. It lets new players know what skills they should have before flying. EVE does not have "leveling up" in the traditional MMO sense, but hull skill requirements are the closest thing to it. UTILIZE IT.

If you want to benefit the truly new players, you have to take a step waaaay outside your box and actually THINK like them.
Rain6637
GoonWaffe
Goonswarm Federation
#267 - 2015-07-05 14:41:15 UTC
The idea of disallowing inter-station pod jumping is new to me. At a glance, the implications are interesting. It would have some things in common with jump fatigue, and makes sense in limited cases... for example, pod jumping to a copy of a ship in another system is nearly the same thing as jumping there in a ship, which is flawed for being a workaround for jump fatigue via ISK.

That would be a pretty big change. To get somewhere, a character would have to fly there. Or die to return there.

I want to say that would be a nice complement to jump fatigue, and making EVE big again. If it means I would get to swap between clones in-station without a timer, I think I'd be OK with the idea, despite it being painful to not move around as easily.

Another concern is standings for new players, and even old players who do business from NPC stations. I think the existing standings barrier to installing jump clones is appropriate, mostly because players who deal with an NPC corporation or faction probably discover the need for jump clones around the same time as gaining the standings it requires. But if learning implants are being reworked to be more accessible and a passive benefit while logged off, and especially if clone swapping would be limited to the current station, the standings requirement to install clones should be much lower. Like, 2.5 to corporation or faction.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#268 - 2015-07-05 14:50:43 UTC  |  Edited by: Rivr Luzade

Calling that list "core skills" is very weird. Since when are things like Salvaging, Energy Pulse Weapons, Cloaking, Energy Emission Systems or higher hierarchy skill such as Rapid Launch, Controlled Bursts, Surgical Strike and so on essential or necessary for anything newbies can do? These skills, and a couple more on that list, are skills that you train necessarily in the longer run, but have absolutely no importance to any newbie activity. All listed skills in the Core Combat section are important skills to improve the performance of your weapons systems over time. If this is frustrating to people, EVE is not the right game for them.

Furthermore, I trust I do not need to remind you that CCP will very unlikely remove skills without any compensation. And this compensation will be longer skill training times for other skills, for instance, in the spaceship command section or weapon performance improvement skills.

Your "waaaay out of the box" thinking is not really out of the box at all, it's basically what has been suggested multiple times before. Does it help newbies? I highly doubt it. They can fly things faster they do not understand or can afford. You, as well as anyone else suggesting nothing but more SP right from the start, ignores the real problem for newbies: missing guidance, help and explanations and support from more experienced players. More SP cannot solve that.

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.

Rain6637
GoonWaffe
Goonswarm Federation
#269 - 2015-07-05 15:14:41 UTC  |  Edited by: Rain6637
Item show info could stand to be interconnected with clickable terms in their descriptions. Players could article surf the same way you might get lost on Wikipedia going from one article to the next. It would help with exposure and familiarization at least a little bit.

http://i.imgur.com/SoXbPCI.png

There's a lot of lore in descriptions, when players are probably looking for something more relevant to game mechanics when they click show info.
Joe Risalo
State War Academy
Caldari State
#270 - 2015-07-05 15:41:07 UTC  |  Edited by: Joe Risalo


that list is a bit too much. Many of them are what I would consider advanced skills.
Skills such as rapid firing, and others that focus on expertise with guns shouldn't be removed.

Here are the skills I have come up with that need to be removed, in order to reduce confusion, increase newbro piloting capability, and possibly reducing the amount of time vets have to spend explaining skills to a rookie.


Mechanics - 1x
Drones - 1x (there's more than enough drone skills to limit newbros without this)
Capacitor Management - 3x
Capacitor Systems Operation - 1x (Related modules will instead require Electroncs upgrades)
CPU Management - 1x
Power Grid Management - 1x
Gunnery - 1x
Missile Launcher Operation - 1x
Navigation - 1x
Warp Drive Operation - 1x
Jury Rigging - 2x
Science - 1x (all remaining science and engineering skills should be rolled into one catagory)
Shield Operation - 1x
Spaceship Command - 1x
Target Management - 1x

In the case of all these skills, if there is a module, service, or ability that requires them, they will be attached to a different skill or that module, service, or ability is functional at start (drones and targeting are examples of given abilities)

It may also be noted that while these skills do not take long to train, the majority of them, we can all agree, should be trained within the 1st month to a minimum of lvl 4, if not 5 in some cases. This sets newbros behind by half a month minimum.
If you're a vet, starting an alt account, this consumes the entire trial period, and if you're planning to use this character for combat, getting these skills to 5 will take the rest of the month.

Sure, you can build fits without these skills, or you can build fits with these skills at 3-4. However, if you're looking to optimize that character, which you should, then this is time spent ship spinning as opposed to piloting.
Omnathious Deninard
University of Caille
Gallente Federation
#271 - 2015-07-05 16:51:02 UTC
I think newbros simply need to skills to use there racial frigates from day one, they done need to be able to fit them well but at least use there basic functions with out any additional skilling.

If you don't follow the rules, neither will I.

Phoenix Jones
Small-Arms Fire
#272 - 2015-07-05 17:07:55 UTC
Regarding opportunities and the new player experience. Found this post on reddit by a 20 minute account holder

https://www.reddit.com/r/Eve/comments/3c6y1q/just_started_what_is_a_medium_slot/

You have issues explaining what a slot is.

You have issues with rookie chat scrolling way too fast to be useful.

You have issues if the person had to go to reddit to get a question answered.

I found it interesting because I had that same exact question when I started years ago.

Yaay!!!!

Rivr Luzade
Coreli Corporation
Pandemic Legion
#273 - 2015-07-05 18:29:20 UTC  |  Edited by: Rivr Luzade
Phoenix Jones wrote:
Regarding opportunities and the new player experience. Found this post on reddit by a 20 minute account holder

https://www.reddit.com/r/Eve/comments/3c6y1q/just_started_what_is_a_medium_slot/

You have issues explaining what a slot is.

You have issues with rookie chat scrolling way too fast to be useful.

You have issues if the person had to go to reddit to get a question answered.

I found it interesting because I had that same exact question when I started years ago.


Slots: http://www.eve-wiki.net/index.php?title=Slot I found this with 2 minutes Googling. Disturbingly enough, however, the official Wiki entry for fitting a ship does not have a proper explanation of slots. Players should rectify that if they want to see change. But since players do not correct it, it doesn't seem to be a big enough problem to begin with. Furthermore, the New Citizens Q and A exists for a reason. Looking at that and asking a question there would have spared him the reddit visit. Actually being a bit exploratory and curious would have also helped him. Check the Fitting tab of different modules and you will find out pretty quickly what a medium, how, low power and rig slot is. Opening the Fitting window and hovering over the squares in the circle there also answers the question.
This newbie is one of the examples who, in my opinion, are not a valuable asset to the game and will always require handholding. If this kind of newbie is the lowest common denominator to orientate the NPE on, EVE is doomed.

Well, what do you expect with thousands of people in there? Ask in the noob corp's chat. Way more helpful with proper people in there.

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.

Quindaster
Infernal Laboratory
Infernal Octopus
#274 - 2015-07-05 18:52:04 UTC
CCP stupid like always.

They never try to keep OLD players in this game, they always think about how more easy need to be everything for new players. new noobships with DPS like destroyers, new over DPS crusers. new ability for small ships and removing every possible bonus and DPS and drones from OLD players ships...
And this idiots in CCP cannot understand one simple thing - new players stay in game ONLY if they join to old players, because old players like tree - they create events, they create strong base and they show who can be new players if they stay in this game.

But, like always, CCP just run to get new players and kill the game for old players with stupid nerfes, where old players need to refit own 100-200 fitted ships to new fit every 2-3 weeks because CCP or remove slots or PG or CPU, and noone like to do this stupid things, and this ships became useless and noone refit them.

And because noone want or like to fight against blob of frigs and cheap crusers - old players leave this game, and if few key players leave - other have no reason to play, because noone else can do events or keep alive alliance and defend area, and for this many alliances simply gone, and gone with them hundrends and thousands of players. And if they gone - no place where new players can join and play against other alliances.

I remember the time when we had many different middle size alliance and they always had roamings and fights between small alliances, and there was always what to shoot every day...now you can jump 20-30 jumps and see noone in systems and none of any small alliance with which you can have small fight...and for this people leave again, and leave again old players, and if they leave - leave hundreds with them, because only because of them many people play in eve.

But stupid CCP always just think new players will join game and stay because CCP create game more easy and because they create more damage on noobships and destroyers...New people stay in game only if they will find new intresting group of people and people who can create some events for them.

Eve is dead game now because of idiotic CCP way of thinking and because they never think how to improve game for old players and by this steps they destroy ability to grow up for new players.
Phoenix Jones
Small-Arms Fire
#275 - 2015-07-05 19:02:15 UTC
Rivr Luzade wrote:
Phoenix Jones wrote:
Regarding opportunities and the new player experience. Found this post on reddit by a 20 minute account holder

https://www.reddit.com/r/Eve/comments/3c6y1q/just_started_what_is_a_medium_slot/

You have issues explaining what a slot is.

You have issues with rookie chat scrolling way too fast to be useful.

You have issues if the person had to go to reddit to get a question answered.

I found it interesting because I had that same exact question when I started years ago.


Slots: http://www.eve-wiki.net/index.php?title=Slot I found this with 2 minutes Googling. Disturbingly enough, however, the official Wiki entry for fitting a ship does not have a proper explanation of slots. Players should rectify that if they want to see change. But since players do not correct it, it doesn't seem to be a big enough problem to begin with. Furthermore, the New Citizens Q and A exists for a reason. Looking at that and asking a question there would have spared him the reddit visit. Actually being a bit exploratory and curious would have also helped him. Check the Fitting tab of different modules and you will find out pretty quickly what a medium, how, low power and rig slot is. Opening the Fitting window and hovering over the squares in the circle there also answers the question.
This newbie is one of the examples who, in my opinion, are not a valuable asset to the game and will always require handholding. If this kind of newbie is the lowest common denominator to orientate the NPE on, EVE is doomed.

Well, what do you expect with thousands of people in there? Ask in the noob corp's chat. Way more helpful with proper people in there.


All of which are outside resources and not ingame. I get his issue with finding basic info. He asked on reddit.

Yaay!!!!

Rivr Luzade
Coreli Corporation
Pandemic Legion
#276 - 2015-07-05 19:12:15 UTC
The fitting window is ingame. Info windows for modules are ingame. EVE still has an ingame browser, where's the problem with consulting the internet? I do not get the problem, but then again, I still have a bit of curiosity and exploratory drive left in me. The new gamers of the last decade don't seem to have this anymore. As said: handholding.

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.

Joe Risalo
State War Academy
Caldari State
#277 - 2015-07-05 19:41:59 UTC
Quindaster wrote:

I remember the time when we had many different middle size alliance and they always had roamings and fights between small alliances, and there was always what to shoot every day...now you can jump 20-30 jumps and see noone in systems and none of any small alliance with which you can have small fight...and for this people leave again, and leave again old players, and if they leave - leave hundreds with them, because only because of them many people play in eve.


Soo, you're saying it's CCP that kills small-medium alliances and not the major alliances that could throw gobs of isk, ships, and pilots wherever they wanted, whenever they wanted, however they wanted?

You do realize that with the current sand box mechanics groups like Test and Goons could basically take control of Jita, right?
Hell, they've toyed with it before... They also shut down most HS mining in Gallente space..

You say they're destroying the game for vets, I say they're actually giving newbros and new corps/alliances a chance to actually exist.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#278 - 2015-07-05 20:10:45 UTC  |  Edited by: Rivr Luzade
That remains to be seen. The current situation in Cloud Ring, for instance, is a prime example of what is likely going to happen to small entities. The big players will keep the good space (JALP, ie. CFC has the only good ratting systems in the region. SMA holds the gas constellation.), the worthless junk (the rest of the region, safe for a strategic system) is "left for the daring". Iron.Guard and the other small Syndi players there are, as I know, rather well organized and can at least put up some defense against CFC, but even with the help of PL (in the last battle for the strategic system) had lots of problems. Similar situations will emerge everywhere in Null sec border regions and less organized corps and alliances will see themselves in a similar situation (already happening in Wicked Creek), where they are used by the bigger locals as stomping grounds and meat for easy kills. Smaller, non aligned alliances are "allowed" to exist and have space, they are at the mercy of the bigger players, even alliances of my own's size. Entities like PL and CFC can easily roflstomp entire regions without any issues. Living at their mercy, however, is something that I personally do not like in particular.

Your "chance to actually exist" is a more than terrible Pyhrric victory that's going to cost them time, money, members and nerves and will make them even less likely to accept new players into their ranks.

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.

Phoenix Jones
Small-Arms Fire
#279 - 2015-07-05 20:13:22 UTC
Rivr Luzade wrote:
The fitting window is ingame. Info windows for modules are ingame. EVE still has an ingame browser, where's the problem with consulting the internet? I do not get the problem, but then again, I still have a bit of curiosity and exploratory drive left in me. The new gamers of the last decade don't seem to have this anymore. As said: handholding.


Yes it is hand holding, yes we have to handhold new guys who just start a game. This particular person couldn't figure out in 20 minutes what a midslot item was.

I'd love to know how he couldn't figure it out, forward that exact issue to CCP and have them enhance the NPR to hopefully address the issue of a person being lost in the first 20 minutes of a game.

Is this new player an idiot... no. He is just a new player. I would hope the resources for a new player are slammed right in front of them, formed in a simple explanation. When you just start a game..... forget curiosity or drive. You just want to know how to get from a to b, how to put a gun on, how stuff moves.

If I were CCP, I'd probably find the guy and ask them .... how could you not know what a midslot is?

We get newbro questions asked on an hourly basis, every day. Lets just put it out there for CCP to actually see and acknowledge.

Here was one, a guy couldn't figure out what a midslot item was after 20 minutes.

Curiosity, drive, motive, noob be damned. I want the guy to stay so he can learn, play, and so I can selfishly shoot him later and not have him rage quit saying eve is stupid on 30 different forums.

Yaay!!!!

Rivr Luzade
Coreli Corporation
Pandemic Legion
#280 - 2015-07-05 20:22:25 UTC
That's ludicrous. If you are curious, you figure that out on your own or try at least a bit and then ask people for help.
Prove me wrong, but I am sure this player did it the other way around. After 20 minutes, you have barely finished setting up your character, looked around the station and tried some buttons and icons and maybe undocked. He has never ever tried stuff out to gather information. Prove me wrong again, but I'd say this player's also a tad bit overwhelmed by the sudden flood of information and request and tasks thrown at him by the Opportunities, and wants to do that stuff right away instead of settling into the game first. This is also something players need to learn when they start EVE.

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.