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Bitter Vet Retention

First post
Author
Oxide Ammar
#141 - 2015-08-10 05:39:50 UTC
Amarisen Gream wrote:
It isn't Vet retention needs that EVE needs, it is new player retention.


Just look for the probability, Vets already spent much ingame they know games mechanics, they have preferences in what mostly they enjoy in the game and they already adapted the difficulty of the game.

On the other hand, new players... aren't fully aware with game mechanics, most likely they just joined because they saw couple of trailers and heard about some gigantic battles that will never occur thx to Fozziesov. They get stumbled upon skills barriers, harshness of the game and most likely PLEX prices who can't fulfill its purchase commitment.

I'm not saying new players is bad thing, some of them stay and enjoy the game others don't, but look for the probabilities which one easier to target and keep their retention?

Vet who has couple of issues here and there and can be solved on short term plan by CCP or New player that you have rework the whole ******* system just push him on the track and you still have 50-50% chance to keep him interested ?

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Swanky nutjob
Holding Inc.
#142 - 2015-08-10 06:30:09 UTC
Oxide Ammar wrote:
Amarisen Gream wrote:
It isn't Vet retention needs that EVE needs, it is new player retention.


Just look for the probability, Vets already spent much ingame they know games mechanics, they have preferences in what mostly they enjoy in the game and they already adapted the difficulty of the game.

On the other hand, new players... aren't fully aware with game mechanics, most likely they just joined because they saw couple of trailers and heard about some gigantic battles that will never occur thx to Fozziesov. They get stumbled upon skills barriers, harshness of the game and most likely PLEX prices who can't fulfill its purchase commitment.

I'm not saying new players is bad thing, some of them stay and enjoy the game others don't, but look for the probabilities which one easier to target and keep their retention?

Vet who has couple of issues here and there and can be solved on short term plan by CCP or New player that you have rework the whole ******* system just push him on the track and you still have 50-50% chance to keep him interested ?


Bitter vets are also leaving. The uncertainty over capitals, the balance mistakes with larger fleets and general apathy are all contributing factors.
Webvan
All Kill No Skill
#143 - 2015-08-10 07:32:14 UTC  |  Edited by: Webvan
Oxide Ammar wrote:
Vet who has couple of issues here and there and can be solved on short term plan by CCP or New player that you have rework the whole ******* system just push him on the track and you still have 50-50% chance to keep him interested ?

Traditionally the % is much lower than that. But as they say, a bird in the hand is worth two in the bush. i.e. yes vet retention is most important, and historically so in mmo's.

I'm in it for the money

Ctrl+Alt+Shift+F12

Aaron
Eternal Frontier
#144 - 2015-08-11 17:32:16 UTC
Bitter vet here born in May 2003.

TLDR most of this. feels like the same old same old why are Eve Online numbers falling thread.

What makes me bitter is the choices people make involving me, I'm not bitter about the actual game because it is a platform.

Let's see, I've been stolen from, ganked, ridiculed, manipulated, betrayed, misunderstood. Notice a trend here?

It is important to consider where your bitterness comes from, analyse situations and make good decisions. I'm tempted to just play the game solo and have limited involvement with anyone but that would be silly, this is a social game where teamwork can achieve amazing things.

12 years is a long time to be playing the same computer game, one does have to be careful not to get too stressed with Eve.

To all the bitter vets out there I salute you for playing for so long. Please know that you have a friend right here, I'd be happy to play the game with you and rain down some bitter vet PVP Big smile on all these young know it alls. Twisted

Good luck bitter vets, relax, take plenty of breaks from Eve every few hours, go for a jog, get your blood circulation going and have a clear vision to what you're trying to achieve within Eve.

Fear no one, live life, be free, accept the truth, do not judge others, defend yourself, fight hard till the end, meditate on problems and be prosperous. Things to exist by. -- RAIN Arthie

Tippia
Sunshine and Lollipops
#145 - 2015-08-11 22:36:45 UTC
Found it!:
“One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has.”
Mallak Azaria
Caldari Provisions
Caldari State
#146 - 2015-08-11 22:47:41 UTC
I maintain an occasional sub to post on the forums, but I don't need to be able to log in to the game to ruin your game anymore.

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

Tippia
Sunshine and Lollipops
#147 - 2015-08-13 04:49:32 UTC
Actually, building on that previous observation, I had a bit of a thought…

Here’s the fundamental “problem” with the entire spectrum from newbie to bittervet in EVE: there is no consistent or permanent aesthetic that retains the user over the years.

By ‘aesthetic’, I mean the core “draw” of the game as defined through Hunicke, LeBlanc & Zubeck’s (2001; 2004) MDA Framework. In the paper, they discuss the fundamental game design problem that developers and players approach a game from radically opposing perspectives. Devs build Mechanics, which interact to create numerous game Dynamics, which are intended to deliver maybe two or three particular core game Aesthetic to the player. The authors enumerate 8 such aesthetics as part of the framework: Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression and Submission.

The framework has been around for over a decade and has proven surprisingly robust. There have been some critique offered against the linear, opposing view the authors assume (cf. Silveira Duarte 2015) or that the list is poorly defined and incomplete. The lack of Competition as a category is somewhat problematic in this case. And, of course, there’s the inevitable attempts at mapping aesthetics against player personalities, which can yield some… odd discussions.


At any rate, a quick-and-dirty MDA analysis suggests that EVE delivers on four or maybe five core aesthetics, depending on what’s included in the list: Fantasy, Fellowship, Competition, Discovery, and Expression. Already here, we can get some hints about what causes issues at the newbie and casual retention end of the spectrum: viz. that EVE does not offer much in the way of Narrative and Abnegation. This is in sharp contrast to many other games in the MMO space, where the standard heroic arc and/or the ability to just zone out for a while is a strong draw.

At most, EVE offers some minor abnegation in its rote and almost wholly non-dynamic harvesting and ratting mechanics (including missions and the like). When some people ask “why on earth would people mine/run L4s/AFK freighters”, or indeed any other kind of grind, this is the draw. Hence the shock, surprise, and even outright indignation when the longed-for abnegation is interrupted by outsiders. While some abnegation can possibly be extracted, it is not a core aesthetic of the game, and this causes a culture shock with gamers who have come to expect it from MMOs.

So that’s a classic problem of genre assumptions: with so many games in the MMO space offering a strong focus on either Narrative or Abnegation, it can easily become an implicit part of the genre definition. Instead, it has a ubiquitous Competitive component, and its Fantasy skews more towards Expression than is common in those other games.

While this initial culture shock may indeed cause some players to leave, that’s not really what causes the long-term retention problem. Rather, the fundamental retention issue with EVE is that its aesthetics change over time. In particular, as very rough trends, the Discovery component yields to Competition over time the Fellowship flip-flops like crazy; and as mentioned, its Fantasy yields to Expression.

…cont…
Tippia
Sunshine and Lollipops
#148 - 2015-08-13 04:50:35 UTC
…cont…

The first trend is that everything is new in the beginning. The universe is vast and full of incomprehensible stuff, but as understanding and familiarity grows, all those unfamiliar and strange pieces and places become every-day tools and same:y arenas as more and more of the inherent competition of the game becomes clear to the player. The second tend is the oft-observed phenomenon that those who can create social connections early on tend to stick around for a lot longer, but the social groups — indeed, the need for a specific group constellation — will mutate over time. Once the initial social connection has been made, the individual player might need larger and larger groups, or smaller and smaller, or just essentially go back to solo play with some casual acquaintances to chat with every now and then. The third trend is that, while everyone starts as a capsuleer in EVE, with time they can start building their own environment. Be it the virtual bureaucracies of large alliances or the intricate supply changes of a self-sufficient industry, or just the reputation for being the reliable logi-guy in the incursion fleet, everyone starts to build something that is individual and not just part of the shared fantasy world. At the extreme end, the EVE executable isn’t even relevant to playing this part of the game.

Thus the problem is this: what if you don’t want the aesthetics to change? If you enjoy the transition from one to the other and each step on the way, all is fine, but what if that’s not the case? What if you prefer the starting point, but not what it evolves into? What if you want the end part, but are bored to tears by the road leading there?

The Dicovery-Competition part is probably the most obvious example. On the one hand, we have the new players who feel that they can’t compete, who are then inevitably inundated by protestations from older players who explain why this is not the case — something they’ve discovered along the way, which is how they have been able to transition over to the competitive phase. On the other hand, we have the old players who have run out of things to really discover and who have grown bored; the fun part was figuring things out, but the competition and the advantages that this knowledge is supposed to unlock was never all that interesting. Some can overcome this boredom by taking the voyage that the MDA Framework suggests: by no longer caring about the aesthetics, as such, but rather about the underlying dynamics and mechanics, and treating them as a puzzle to be solved. The whole concept of the Goon “cabals” and similar theory-crafters, as well as the patch speculation and preparation that these groups generate are an example of this. For them, the Discovery lies not in the gameplay, but in analysing mechanical changes to predict the new dynamics these will generate.


So how do you retain players? In a sense, you give them what they want. This does not mean the content they’re asking for (and definitely not the toys and boosts and benefits they keep suggesting), but rather the aesthetics that keep them playing. Unfortunately, there are some pretty hard limits to what can actually be offered. Discovery will come to an end unless the player transcends into the meta-game analysis, which may not even be applicable to their preferred activity. There’s only so much you can know about Gurista NPC entities. Competition is very hard to get a grip on without a significant chunk of foreknowledge and practical experience (although Fellowship will offer a suitable substitute early on, if the player manages to get on that particular train). Fantasy ends somewhere around when the sandbox reveals itself; when the universe as it presents itself is no longer good enough for what the player wants to experience, and they have to start creating their own content.

The question, then, is this: how do you prolong discovery? Just adding more systems (as in gameplay types, not star systems) is costly and runs the risk of creating crippling over-complexity. How do you expedite competition? Since this is a player learning process, the standard “moar SP” answer misses the mark completely — rather, it is an issue of making the actual learning (and particularly the unavoidable, repeated failure) fun. Similarly, how do you prolong the fantasy? Especially if you at the same time want to expedite the expression that come out of ignoring and rising above the same fantasy? It’s easy to just offer the standard platitudes of “more RP events” and/or “more player tools” — it’s hard to actually pin down what is needed in practice.
Crimsonjade
Reikoku
Plug N Play
#149 - 2015-08-13 04:59:32 UTC
Market McSelling Alt wrote:
Tippia wrote:
Market McSelling Alt wrote:
35k peak?

Yes.

2015-06-01     33,076
2015-06-02     33,168
2015-06-03     32,823
2015-06-04     32,144
2015-06-05     31,379
2015-06-06     33,384
2015-06-07     37,354
2015-06-08     32,976
2015-06-09     32,598
2015-06-10     31,152
2015-06-11     30,605
2015-06-12     29,977
2015-06-13     32,979
2015-06-14     36,360
2015-06-15     31,638
2015-06-16     30,554
2015-06-17     30,617
2015-06-18     29,762
2015-06-19     28,886
2015-06-20     31,555
2015-06-21     33,139
2015-06-22     30,746
2015-06-23     30,018
2015-06-24     29,709
2015-06-25     29,339
2015-06-26     28,772
2015-06-27     31,383
2015-06-28     34,474
2015-06-29     29,258
2015-06-30     28,794
2015-07-01     27,334
2015-07-02     28,562
2015-07-03     29,235
2015-07-04     28,382
2015-07-05     31,873
2015-07-06     29,293
2015-07-07     29,671
2015-07-08     29,729
2015-07-09     29,466
2015-07-10     28,194
2015-07-11     30,610
2015-07-12     33,828
2015-07-13     30,719
2015-07-14     30,304
2015-07-15     17,751
2015-07-16     30,085
2015-07-17     28,458
2015-07-18     31,110
2015-07-19     34,353
2015-07-20     30,605
2015-07-21     30,410
2015-07-22     29,576
2015-07-23     29,204
2015-07-24     29,222
2015-07-25     32,645
2015-07-26     34,753
2015-07-27     30,896
2015-07-28     30,714
2015-07-29     29,334
2015-07-30     29,334
2015-07-31     28,577
2015-08-01     31,192
2015-08-02     33,883
2015-08-03     30,749
2015-08-04     29,947
2015-08-05     28,521
2015-08-06     28,277
2015-08-07     27,689

So, again, the PCU during peek EU times these days hovers around 30–35k, and has done so for, oh, a couple of months. Fridays, as they have historically always been, are not representative of the rest of the week since people have better things to do.



There is only two days that hit the 35k mark. 80% of them didnt hit 30k. You are so full of crap your eyes are brown.


maybe just my being a bitter vet an seeing this same crap year after year. college starts soon. what excuse you guys going to use when the servers get busier again?
Nevyn Auscent
Broke Sauce
#150 - 2015-08-13 05:36:33 UTC
Vets are not always Bitter Vets.
Why are we specifically caring about keeping people who have turned bitter and only look for the bad side of things?
Rather than regular Vets who still look at the good side as well?
Merovee
Gorthaur Legion
Imperium Mordor
#151 - 2015-08-13 05:49:46 UTC
Change Sov to planetary warfare, landing craft, tanks. Building cities to claim Sov, blowing up those cities and building your own to claim sov. Keeping those landing craft out of your system. No timers. Just a layered defense around the planet and cities, as a delaying tactic. Blink

Empire, the next new world order.

Raffael Ramirez
Alcohol Fuelled
#152 - 2015-08-13 05:49:54 UTC
Tippia wrote:
…cont…

The first trend is that everything is new in the beginning. The universe is vast and full of incomprehensible stuff, but as understanding and familiarity grows, all those unfamiliar and strange pieces and places become every-day tools and same:y arenas as more and more of the inherent competition of the game becomes clear to the player. The second tend is the oft-observed phenomenon that those who can create social connections early on tend to stick around for a lot longer, but the social groups — indeed, the need for a specific group constellation — will mutate over time. Once the initial social connection has been made, the individual player might need larger and larger groups, or smaller and smaller, or just essentially go back to solo play with some casual acquaintances to chat with every now and then. The third trend is that, while everyone starts as a capsuleer in EVE, with time they can start building their own environment. Be it the virtual bureaucracies of large alliances or the intricate supply changes of a self-sufficient industry, or just the reputation for being the reliable logi-guy in the incursion fleet, everyone starts to build something that is individual and not just part of the shared fantasy world. At the extreme end, the EVE executable isn’t even relevant to playing this part of the game.

Thus the problem is this: what if you don’t want the aesthetics to change? If you enjoy the transition from one to the other and each step on the way, all is fine, but what if that’s not the case? What if you prefer the starting point, but not what it evolves into? What if you want the end part, but are bored to tears by the road leading there?

The Dicovery-Competition part is probably the most obvious example. On the one hand, we have the new players who feel that they can’t compete, who are then inevitably inundated by protestations from older players who explain why this is not the case — something they’ve discovered along the way, which is how they have been able to transition over to the competitive phase. On the other hand, we have the old players who have run out of things to really discover and who have grown bored; the fun part was figuring things out, but the competition and the advantages that this knowledge is supposed to unlock was never all that interesting. Some can overcome this boredom by taking the voyage that the MDA Framework suggests: by no longer caring about the aesthetics, as such, but rather about the underlying dynamics and mechanics, and treating them as a puzzle to be solved. The whole concept of the Goon “cabals” and similar theory-crafters, as well as the patch speculation and preparation that these groups generate are an example of this. For them, the Discovery lies not in the gameplay, but in analysing mechanical changes to predict the new dynamics these will generate.


So how do you retain players? In a sense, you give them what they want. This does not mean the content they’re asking for (and definitely not the toys and boosts and benefits they keep suggesting), but rather the aesthetics that keep them playing. Unfortunately, there are some pretty hard limits to what can actually be offered. Discovery will come to an end unless the player transcends into the meta-game analysis, which may not even be applicable to their preferred activity. There’s only so much you can know about Gurista NPC entities. Competition is very hard to get a grip on without a significant chunk of foreknowledge and practical experience (although Fellowship will offer a suitable substitute early on, if the player manages to get on that particular train). Fantasy ends somewhere around when the sandbox reveals itself; when the universe as it presents itself is no longer good enough for what the player wants to experience, and they have to start creating their own content.

The question, then, is this: how do you prolong discovery? Just adding more systems (as in gameplay types, not star systems) is costly and runs the risk of creating crippling over-complexity. How do you expedite competition? Since this is a player learning process, the standard “moar SP” answer misses the mark completely — rather, it is an issue of making the actual learning (and particularly the unavoidable, repeated failure) fun. Similarly, how do you prolong the fantasy? Especially if you at the same time want to expedite the expression that come out of ignoring and rising above the same fantasy? It’s easy to just offer the standard platitudes of “more RP events” and/or “more player tools” — it’s hard to actually pin down what is needed in practice.


I thought about this problem for a very long time , been playing for 8 years with a couple of years break in between.
Taking the time and reading your argument I can fully agree, I feel as if it has all been done before and the all round feeling that EVE got easier over the years, which took the challenge of figuring things out away.

Also spot on with the social aspect , that's the real reason I keep poking my head back in.

Very nice summary !
Alavaria Fera
GoonWaffe
#153 - 2015-08-13 05:50:55 UTC
Merovee wrote:
Change Sov to planetary warfare, landing craft, tanks. Building cities to claim Sov, blowing up those cities and building your own to claim sov. Keeping those landing craft out of your system. No timers. Just a layered defense around the planet and cities, as a delaying tactic. Blink

Yeah we were going to rely on Dust, but then it got headshot

maybe next it'll be gunners on mining ships for sov?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Archon T'orn
Perkone
Caldari State
#154 - 2015-08-13 07:11:54 UTC
I actually think we have a solution to this. Our corporation is offering vocational training for new players and those vets who want to perhaps learn something else. After a 3 month training program (currently being offered at only the corporate tax rate), we send candidates off to the corporation they want to join (if they have taken the applicable classes and passed).

Advertisement

This gives help to the newbies trying to tackle the learning curve in a lighter environment than Eve University (whom we love). At the same time, it can give new heat to the blood of an old vet wanting something different or new. And we cater to all types from carebears to pirates, high sec to low sec.

Daniela Doran
Doomheim
#155 - 2015-08-14 09:15:24 UTC
Krell Kroenen wrote:
DaReaper wrote:
P3ps1 Max wrote:
One less veteran is would be amazing. Please don't let the door hit them on the way out.

WE should give new players 10 million SP to apply

Battleships and below are obtainable within the first 2 months of playing.

Welcome to the New EVE.


you can get a bs in the first 2 months of playing now. you just won;t have the support skills or know how to fly it very well. But you can pretty easily hit BS 1, and large weapons 1 in 2 months.


Why the focus on Battleships? Outside of PVE their usefulness have been carved down to just a few niches and special case uses. This is the golden age of cruiser or smaller online.

But as to the OP, how do you define what a Bitter Vet is?


A bitter Vet is someone who've played this game 5+years and spends all of his/her time tear collecting, mostly due to anger management issues or sexual frustration.
Ereilian
Doomheim
#156 - 2015-08-14 16:42:35 UTC  |  Edited by: Ereilian
Oh what the hell why not.

Top thing, Devs who ACTUALLY played the game. That would be ******* awesome thanks.

Oh and removing the posting rights of any account under 60 days except in their own Noob Zone on the forums would be good.
Vauss Dutan
Brave Newbies Inc.
Brave Collective
#157 - 2015-08-15 03:03:12 UTC
Bring back the jukebox.