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Starting skills levels should increase for new players

Author
Baaldor
School of Applied Knowledge
Caldari State
#81 - 2015-07-22 16:24:27 UTC
This idea is god awful and spawned from the minds of peeps that have no clue how this sht works.

Closing the skill gap between new players and older players is a myth and will end up someone losing an eye.

You see it every time someone that is just starting has the mind set of "Bigger and Better", and buys their way into a "Character",(it is not a friggin TOON, it is a CHARACTER, ffs) and falls flat on their face screaming HAX!! because some dude with half the SP that took the time to stick it out whoops his/her/it's ass.

You see it everyday, someone with 100+ mil sp bought character, and has no friggin clue how to play the game let alone fit a ship properly short of selecting all in the hanger and pushing "Fit Ship".

Alexander Tekitsu
State War Academy
Caldari State
#82 - 2015-07-22 17:14:28 UTC
Baaldor wrote:
This idea is god awful and spawned from the minds of peeps that have no clue how this sht works.

Closing the skill gap between new players and older players is a myth and will end up someone losing an eye.

You see it every time someone that is just starting has the mind set of "Bigger and Better", and buys their way into a "Character",(it is not a friggin TOON, it is a CHARACTER, ffs) and falls flat on their face screaming HAX!! because some dude with half the SP that took the time to stick it out whoops his/her/it's ass.

You see it everyday, someone with 100+ mil sp bought character, and has no friggin clue how to play the game let alone fit a ship properly short of selecting all in the hanger and pushing "Fit Ship".



You seem to be a bit angry about the term, one of those things you hear enough you start using it ( or get militant against it ). Apologies for causing much distress.

The rest of your post I agree with. There should be no pay to win SP method, last thing we need is everyone in capitals and having no idea what a "tank" is other than their VISA to replace the loss with another garbage fit ship they shouldn't be in without a mechanic understanding on the level of that ship. The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track. To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#83 - 2015-07-22 17:20:59 UTC
The only idea that remotely might make sense to me is using the tutorials to give levels in ship skills. Not just the actual skillbooks. But where you must accomplish something related to the field to gain L1-3 in certain fields matching what youd like to do or are interested in. These tasks shouldnt be too long but long enough that they might be prohibitive to using them to level vet toons quickly. Mostly out of sheer boredom for the vet to do mundane tasks. They should come with some instruction as well as to some of the basic mechanics of the game.

I used to play Falcon 4.0 years ago. Its an F-16 simulator. The manual for the game is hundreds of pages long, extremely technical and designed to mirror the actual experience of flying the real fighter. The complexity of it is vast and huge and the manual was partly written by a real F-16 fighter pilot. Doing the tutorials is quite a lot like flight school.

In Eve what we fail to realize is that our characters, long before they dreamed of being capsuleers, lived in a world and reality that had all this tech and abilities. Even before you thought of being a capsuleer you would learn about your world and its mechanics as related to space travel. It would be a normal part of growing up. Nevermind the fact that before most people wouldve gained a ship or access to fly it there wouldve been a training time necessary to understand more basic flight training and game mechanics.

Tbh if done right this ground school would be a perfect avenue for avatar gameplay coupled with actual space flight. Tbh if you made it in depth enough you could make this a hand holding program for those that want it. A very rigid and structured environment, very "themepark" if you will. Where you could answer questions on game mechanics in avatar classrooms against NPCs or even other students. To "graduate" at the top of your class. Using a mix of avatar classroom and real world testing in Tranquility you could create a means of giving players an in depth understanding of game mechanics as they apply to Eve as well as interesting or fun things to do. With the rewards being SP levels (L1-3) and the prestige of place in a class.

To some vets itd be boring enough and take enough time that the grind through it wouldnt be worth the time or effort SP wise. Others might even learn a thing or two they might not have known.


Just a thought

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Johnny Riko
The Scope
Gallente Federation
#84 - 2015-07-22 17:29:30 UTC
Eternus8lux8lucis wrote:
The only idea that remotely might make sense to me is using the tutorials to give levels in ship skills. Not just the actual skillbooks. But where you must accomplish something related to the field to gain L1-3 in certain fields matching what youd like to do or are interested in. These tasks shouldnt be too long but long enough that they might be prohibitive to using them to level vet toons quickly. Mostly out of sheer boredom for the vet to do mundane tasks. They should come with some instruction as well as to some of the basic mechanics of the game.

I used to play Falcon 4.0 years ago. Its an F-16 simulator. The manual for the game is hundreds of pages long, extremely technical and designed to mirror the actual experience of flying the real fighter. The complexity of it is vast and huge and the manual was partly written by a real F-16 fighter pilot. Doing the tutorials is quite a lot like flight school.

In Eve what we fail to realize is that our characters, long before they dreamed of being capsuleers, lived in a world and reality that had all this tech and abilities. Even before you thought of being a capsuleer you would learn about your world and its mechanics as related to space travel. It would be a normal part of growing up. Nevermind the fact that before most people wouldve gained a ship or access to fly it there wouldve been a training time necessary to understand more basic flight training and game mechanics.

Tbh if done right this ground school would be a perfect avenue for avatar gameplay coupled with actual space flight. Tbh if you made it in depth enough you could make this a hand holding program for those that want it. A very rigid and structured environment, very "themepark" if you will. Where you could answer questions on game mechanics in avatar classrooms against NPCs or even other students. To "graduate" at the top of your class. Using a mix of avatar classroom and real world testing in Tranquility you could create a means of giving players an in depth understanding of game mechanics as they apply to Eve as well as interesting or fun things to do. With the rewards being SP levels (L1-3) and the prestige of place in a class.

To some vets itd be boring enough and take enough time that the grind through it wouldnt be worth the time or effort SP wise. Others might even learn a thing or two they might not have known.


Just a thought



I agree with this post.
The hardest thing about my first few months in eve hasn't been that I'm lacking skill points, it's actually finding the information on the core mechanics of the game. The official wiki is terrible in contrast to the EveUni one. That is something that should change unless they are going to officially endorse eve uni.

I wanna join up. I think I got what it takes to be a Citizen.

Saisin
Chao3's Rogue Operatives Corp
#85 - 2015-07-22 17:38:36 UTC
Alexander Tekitsu wrote:
... The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track.


The point of this thread is suggesting a reduction (and not eliminating) the skill gaps as the technologies of ships in Eve continue to increase.
It is not about getting cyno alts faster or anything to that effect. In fact if steps can be taken to limit the interest of this for already established players, so much the better.

Alexander Tekitsu wrote:
To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up.


I do not disagree with that. Educating new players is critical.
But doing something about the skill gap is more about perception. More oftne than not, it is perception that matters. If at some point the perception for new players that competing with older players is so hopeless, then the game will wither from lack of newcomers.

The solution of accelerating skills time for some basic skills is also viable, as well as the ones about only getting these skills increase via the opportunities system. These are good thoughts to address this evergrowing gap.


Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Tippia
Sunshine and Lollipops
#86 - 2015-07-22 17:47:19 UTC
Saisin wrote:
But doing something about the skill gap is more about perception. More oftne than not, it is perception that matters. If at some point the perception for new players that competing with older players is so hopeless, then the game will wither from lack of newcomers.

The solution of accelerating skills time for some basic skills is also viable, as well as the ones about only getting these skills increase via the opportunities system. These are good thoughts to address this evergrowing gap.

But there is no gap, and it's definitely not “evergrowing”.

Altering the mechanics will not change the perception, so that's not really a viable route to take. It's the incorrect perception that needs to be addressed, because that's all there is.
Cidanel Afuran
Grant Village
#87 - 2015-07-22 17:56:40 UTC
Johnny Riko wrote:

I agree with this post.
The hardest thing about my first few months in eve hasn't been that I'm lacking skill points, it's actually finding the information on the core mechanics of the game. The official wiki is terrible in contrast to the EveUni one. That is something that should change unless they are going to officially endorse eve uni.


This...I have four accounts right now, ranging from 25 mil SPs at the highest to 3.5 mil SPs at the lowest. I have the most solo PvP kills on my newer, low skilled pilots than I do on my 25 mil SP account, simply because I understand the game mechanics and now know how to optimize training for certain ships.

Jonah Gravenstein
Machiavellian Space Bastards
#88 - 2015-07-22 17:59:22 UTC
Johnny Riko wrote:
The hardest thing about my first few months in eve hasn't been that I'm lacking skill points, it's actually finding the information on the core mechanics of the game. The official wiki is terrible in contrast to the EveUni one. That is something that should change unless they are going to officially endorse eve uni.
You're right about the official wiki being terrible, it's so bad that CCP have been known to use Eve Uni's wiki as reference material. It's also the reason that most people automatically refer newbies to the Eve Uni wiki when asked for a source of information.

I think a lot of it is that CCP doesn't so much make content for us to consume as it makes tools for us to use, and CCPs idea of how those tools will be used often bears little semblance to what we actually use them for outside of the basics. CCP are huge fans of emergent gameplay and their development is biased towards this, which makes producing official documentation rather difficult; whereas Eve Uni is a player driven institution that has alumni who partake in every activity within Eve, who often know the minutiae of game mechanics and their unintended gameplay aspects and who give back to the Uni via sharing their knowledge on the wiki.

While I've got no real problems with CCP giving newbies a little helping hand, it's pretty much an empty appeasement gesture. Those who take the time to research and master what they're doing in Eve will always have an advantage over those who want stuff given to them on a plate; the former is an Eve player, the latter is not.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Baaldor
School of Applied Knowledge
Caldari State
#89 - 2015-07-22 18:31:01 UTC
Alexander Tekitsu wrote:
Baaldor wrote:
This idea is god awful and spawned from the minds of peeps that have no clue how this sht works.

Closing the skill gap between new players and older players is a myth and will end up someone losing an eye.

You see it every time someone that is just starting has the mind set of "Bigger and Better", and buys their way into a "Character",(it is not a friggin TOON, it is a CHARACTER, ffs) and falls flat on their face screaming HAX!! because some dude with half the SP that took the time to stick it out whoops his/her/it's ass.

You see it everyday, someone with 100+ mil sp bought character, and has no friggin clue how to play the game let alone fit a ship properly short of selecting all in the hanger and pushing "Fit Ship".



You seem to be a bit angry about the term, one of those things you hear enough you start using it ( or get militant against it ). Apologies for causing much distress.

The rest of your post I agree with. There should be no pay to win SP method, last thing we need is everyone in capitals and having no idea what a "tank" is other than their VISA to replace the loss with another garbage fit ship they shouldn't be in without a mechanic understanding on the level of that ship. The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track. To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up.


Not angry in the least, just "Oy vey" about this whole thing, this subject has been brought up over and over and the new players get more and more crap and yet it never seems to help. (Adjust your reading tone)

At some point, it has to be evident that cramming them full of goodies right out the gate, does not help them.

There has to be a better way o approach this.
Johnny Riko
The Scope
Gallente Federation
#90 - 2015-07-22 18:42:11 UTC
Saisin wrote:
Alexander Tekitsu wrote:
... The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track.


The point of this thread is suggesting a reduction (and not eliminating) the skill gaps as the technologies of ships in Eve continue to increase.
It is not about getting cyno alts faster or anything to that effect. In fact if steps can be taken to limit the interest of this for already established players, so much the better.

Alexander Tekitsu wrote:
To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up.


I do not disagree with that. Educating new players is critical.
But doing something about the skill gap is more about perception. More oftne than not, it is perception that matters. If at some point the perception for new players that competing with older players is so hopeless, then the game will wither from lack of newcomers.

The solution of accelerating skills time for some basic skills is also viable, as well as the ones about only getting these skills increase via the opportunities system. These are good thoughts to address this evergrowing gap.




Why shouldn't there be a gap?

Someone who has invested 5 years of his life into the game should be 5 years ahead of someone who has just started playing. That's from the perspective of a new player.
Like I said, better guidance for new players would be the biggest possible help that CCP could give new players. Throwing SP at them is a lazy and ineffective solution. I could potentially understand reducing the training time mulitpliers on a few core skills and reimbursing players that have already trained them, but that is a matter of skill balance.

I wanna join up. I think I got what it takes to be a Citizen.

Anne Dieu-le-veut
Natl Assn for the Advancement of Criminal People
#91 - 2015-07-22 19:20:14 UTC
Giving new pilots, say, 1M skill points worth of skills instead 50Kish, certainly wouldn't hurt.
Saisin
Chao3's Rogue Operatives Corp
#92 - 2015-07-22 19:53:45 UTC
Tippia wrote:

But there is no gap, and it's definitely not “evergrowing”.



Are you telling that the gap between average skill points for all pilots and starting skill points is not growing over time?

It seems to me that as an average, the longer the game is going, the larger that difference will be. This is the gap I am talking about.



Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#93 - 2015-07-22 19:55:20 UTC
Johnny Riko wrote:
Vimsy Vortis wrote:
You should start the game with at least one level of propulsion jamming, afterburner and microwarpdrive. That's pretty much all the extra skills a brand new player needs.


Why?
The combined training time of all 3 of those is less than 6 hours. I agree they should guide you towards useful skills like those, but why give them? Do you need CCP to hold your hand all the time?


Because you don't start with those entirely essential skills injected, nor do you have the isk available to buy them. They're also not optional skills. They're entirely required to pilot basically any subcapital ship effectively and propulsion jamming is the skill that essentially differentiates a PVP ship from a PVE ship. By not starting out players with that skill you're undermining the "You can be useful in PVP as soon as you start playing!" line people like to use. In reality you can't because you have to buy, inject and train a bunch of skills that are literally requirements for you to be of any use whatsoever.

It's a totally pointless barrier.
Baaldor
School of Applied Knowledge
Caldari State
#94 - 2015-07-22 20:01:47 UTC
Saisin wrote:
Tippia wrote:

But there is no gap, and it's definitely not “evergrowing”.



Are you telling that the gap between average skill points for all pilots and starting skill points is not growing over time?

It seems to me that as an average, the longer the game is going, the larger that difference will be. This is the gap I am talking about.





Who cares if there is a gap.

What difference does it make if I am in a Cruiser with 160 mil sp and you in the same Cruiser with 70 mil sp...please tell me again...where is the sp gap in this?

(Reading this I keep hearing Hillary's voice...and i can't make it stop)
Alexander Tekitsu
State War Academy
Caldari State
#95 - 2015-07-22 20:10:21 UTC
Baaldor wrote:
Not angry in the least, just "Oy vey" about this whole thing, this subject has been brought up over and over and the new players get more and more crap and yet it never seems to help. (Adjust your reading tone)

At some point, it has to be evident that cramming them full of goodies right out the gate, does not help them.

There has to be a better way o approach this.


I agree that giving a new player more SP won't help ( in fact it may just make things worse as they lack the understanding of why they have those skills and what their purpose is ), giving them the ability to earn SP through tutorials and instruction ( Opportunity ) was what I was saying would benefit them more, also using a dynamic mapping for the first few months would help with picking up all the skills a bit quicker during that "new player" time frame and help pick up the pace as well as having a foundation before a remap is available, it's hard to keep new players interested when they can only orbit an asteroid while they wait for some basic skill to finish.

I'm not against the skill point gap, it is needed and totally pointless to dispute, a 10m SP character can wreck a 100m SP character as long as the 10m SP is applied to skills suitable for the ship they are flying, a 100m SP player just has more options.

As for a better way to approach this, there definitely must be. At this point tho, the best approach I can think of is to have additional SP earned through instruction so they understand more about the skill system and to go with a dynamic mapping while they train up the base hodgepodge of skills ( drones, ships, engineering and such )
Teckos Pech
Hogyoku
Goonswarm Federation
#96 - 2015-07-22 20:17:15 UTC
Saisin wrote:
Alexander Tekitsu wrote:
... The point of this thread as I understood it ( and the only reason I posted to it ) was to suggest a way to help line new players up out of the gates. Not to have them start half way down the track.


The point of this thread is suggesting a reduction (and not eliminating) the skill gaps as the technologies of ships in Eve continue to increase.
It is not about getting cyno alts faster or anything to that effect. In fact if steps can be taken to limit the interest of this for already established players, so much the better.

Alexander Tekitsu wrote:
To some people that's just giving them SP, to me it's teaching them how to use SP and the system as a whole without it taking the first 3 weeks learning how to undock and dock back up.


I do not disagree with that. Educating new players is critical.
But doing something about the skill gap is more about perception. More oftne than not, it is perception that matters. If at some point the perception for new players that competing with older players is so hopeless, then the game will wither from lack of newcomers.

The solution of accelerating skills time for some basic skills is also viable, as well as the ones about only getting these skills increase via the opportunities system. These are good thoughts to address this evergrowing gap.




Just want to point out that skill points come with a decreasing rate of return. The difference between a new player and a player with 20 million SP is pretty damn big. But the difference between a player with 100 million SP and 120 million SP is not nearly as stark.

Further, 12 10 million SP characters who have, collectively, 120 million SP, will likely be a serious challenge to a single player with 120 million SP. In this case, the additive nature of SP across characters exceeds the same number of SP on a single character.

The TL;DR is that SP benefits are not linear in this game.

As for accelerating the skill training time, this basically is a big slap in the face to players who have spent not just time but also money training their current skills. How do you plan on addressing this loss for those players. Driving away existing players does not strike me as a good strategy for promoting a healthy game. Can I get a refund on past subscriptions I’ve paid? Basically, I’m being retroactively punished for coming to the game sooner.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Baaldor
School of Applied Knowledge
Caldari State
#97 - 2015-07-22 20:19:57 UTC  |  Edited by: Baaldor
Alexander Tekitsu wrote:
Baaldor wrote:
Not angry in the least, just "Oy vey" about this whole thing, this subject has been brought up over and over and the new players get more and more crap and yet it never seems to help. (Adjust your reading tone)

At some point, it has to be evident that cramming them full of goodies right out the gate, does not help them.

There has to be a better way o approach this.


I agree that giving a new player more SP won't help ( in fact it may just make things worse as they lack the understanding of why they have those skills and what their purpose is ), giving them the ability to earn SP through tutorials and instruction ( Opportunity ) was what I was saying would benefit them more, also using a dynamic mapping for the first few months would help with picking up all the skills a bit quicker during that "new player" time frame and help pick up the pace as well as having a foundation before a remap is available, it's hard to keep new players interested when they can only orbit an asteroid while they wait for some basic skill to finish.

I'm not against the skill point gap, it is needed and totally pointless to dispute, a 10m SP character can wreck a 100m SP character as long as the 10m SP is applied to skills suitable for the ship they are flying, a 100m SP player just has more options.

As for a better way to approach this, there definitely must be. At this point tho, the best approach I can think of is to have additional SP earned through instruction so they understand more about the skill system and to go with a dynamic mapping while they train up the base hodgepodge of skills ( drones, ships, engineering and such )


Actually, there should be a a tutorial written by some one (or group) that is very well versed in PvP. Not CCP but from the community. Garner some dece pilots, write it up, add video instruction and poof there you are. Because it is obvious these newbears have no idea where Google is and or not capable of finding instruction videos from solid members of the community with titles like "How not to suck at Eve" etc etc.
Anne Dieu-le-veut
Natl Assn for the Advancement of Criminal People
#98 - 2015-07-22 20:23:38 UTC
They could start some basic, core, and/or fitting skills skills at lvl 3. Been a while since I made a new character and I don't have any slots to test this, so I know one or two of these might already be lvl 3 but I was thinking:

CPU Management
PG Management
Weapons Upgrades
Electronics Upgrades
Energy Grid Upgrades
Capacitor Management
Capacitor Systems Operations
Mechanics
Small (racial) Turret
Afterburners
Astrometrics
Drones

Maybe a few other skills? All these skills would help pretty much everyone except station trader alts.
Alexander Tekitsu
State War Academy
Caldari State
#99 - 2015-07-22 20:30:56 UTC  |  Edited by: Alexander Tekitsu
Teckos Pech wrote:
As for accelerating the skill training time, this basically is a big slap in the face to players who have spent not just time but also money training their current skills. How do you plan on addressing this loss for those players. Driving away existing players does not strike me as a good strategy for promoting a healthy game. Can I get a refund on past subscriptions I’ve paid? Basically, I’m being retroactively punished for coming to the game sooner.


Prototype Cerebral Accelerator: +9 to all attributes. Lasts for 14 days.

Comes with a Starter pack ( and only works for 14 days from when you create the character )
Avvy
Doomheim
#100 - 2015-07-22 20:56:53 UTC  |  Edited by: Avvy
Tippia wrote:
Saisin wrote:
But doing something about the skill gap is more about perception. More oftne than not, it is perception that matters. If at some point the perception for new players that competing with older players is so hopeless, then the game will wither from lack of newcomers.

The solution of accelerating skills time for some basic skills is also viable, as well as the ones about only getting these skills increase via the opportunities system. These are good thoughts to address this evergrowing gap.

But there is no gap, and it's definitely not “evergrowing”.

Altering the mechanics will not change the perception, so that's not really a viable route to take. It's the incorrect perception that needs to be addressed, because that's all there is.



I get the impression when people are talking about the gap they seem to be looking at it in two different ways.


On the one hand people look at the total amount of sp and of course the difference between a seasoned player and a new player will grow constantly.


On the other hand people look at it from the difference in useful sp.


What's useful sp;

The core skills you seem to be able to use on most if not all ships so there will not be an increase in the gap here unless they add more core skills.

The equipment/ship skills only useful when using that equipment and the equipment is limited to what the ship can accommodate. So in this case the gap isn't necessarily growing. What does grow is the range of equipment that you can fit but you can't use it all at once. So the more sp you have means that you have more options on the ships you fly and how you can equip them.



That's kind of how I see it.