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Player Features and Ideas Discussion

 
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How to fix eve for new players and increase eve population

First post
Author
Serendipity Lost
Repo Industries
#121 - 2015-09-11 13:36:59 UTC
No to this idea because I find noobs irritating and want them to suffer. I want to be able to squash uppity noobs like the fleas they are. Respect and power are earned in eve. You noobs are lucky I'm even bothering to aknowledge your whining.

Please quit yammering about not being good enough. We already know your aren't.

Welcome to eve.
Teckos Pech
Hogyoku
Goonswarm Federation
#122 - 2015-09-11 14:45:39 UTC
Dror wrote:
Teckos Pech wrote:
Oh FFS....who said anything about guys only in frigates carving out a space empire.

So, there's one limitation. There are plenty more. "Would Freelancer be as acclaimed if it had a ludicrous SP system?" Why is that? Why does it seem like there is no flock of subs for the only sandbox MMO? The most obvious answer is that it plays very little like one.

Logic would dictate that "subs are an SP problem, because the game seeming fun is an SP problem".

Source: https://www.reddit.com/r/Eve/comments/3bf0ro/eves_loggedin_player_numbers/


Subs were not a problem when SP were even worse, so no to you logic.

"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

Dror
Center for Advanced Studies
Gallente Federation
#123 - 2015-09-11 15:41:42 UTC
Teckos Pech wrote:
Subs were not a problem when SP were even worse, so no to you logic.

Whether the amount of subs effects the experience is only one area of the conversation. In other words, "subs are of an SP equation, because fun comes from SP". If SP is fine at 0, then plausible entertainment is as unlimited as the sub's initiative for fulfilling a goal.

Rivr Luzade wrote:
True pilot mastery of ships, however, require a lot more skill training and personal experience.

"A veteran should be able to show a fresh sub how to 1v10."


"Forget carrots and sticks.. the essence of motivation is effectiveness."

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Teckos Pech
Hogyoku
Goonswarm Federation
#124 - 2015-09-11 16:36:27 UTC
Dror wrote:
Teckos Pech wrote:
Subs were not a problem when SP were even worse, so no to you logic.

Whether the amount of subs effects the experience is only one area of the conversation. In other words, "subs are of an SP equation, because fun comes from SP". If SP is fine at 0, then plausible entertainment is as unlimited as the sub's initiative for fulfilling a goal.

Rivr Luzade wrote:
True pilot mastery of ships, however, require a lot more skill training and personal experience.

"A veteran should be able to show a fresh sub how to 1v10."


"Forget carrots and sticks.. the essence of motivation is effectiveness."



What? Coherent much? Didn't think so. Here you are banging on about how "logically" subs are a an SP issue even when there were plenty of subs back when training the learning skills was a long and horrible grind (and not fun at all because they lead to no new ships, modules, etc. just faster training times). The problem with declining players logged in is unlikely related to SP.

And granting new born players 36 million SP is not a good idea, period. It is way too much. Increasing starting SP to put more options in front of players and shorten the time to certain ships like interceptors and interdictors and so forth is not unreasonable, but 36 million SP is the equivalent of about 2 years and 4 months of training right out of the box! Potentially way to unbalancing. Removing SP all together, no. Just no.

"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

Dror
Center for Advanced Studies
Gallente Federation
#125 - 2015-09-11 17:48:10 UTC
There's no inherent issue with a sandbox without an SP progression. There's plenty of discussion on how SP is a mitigating factor of fresh subs, and reduced veteran interest without replacements literally seems a "problem". What's the solution, then?

Is it worth admitting that a declining sub trend negatively effects the gameplay experience, which could further effect the sub trend? What about overall gameplay fatigue -- could it be reinvigorated by no-SP gameplay, with the option of teaming up with whatever fleet and of learning whatever role seems great? Dynamism is central.

Is more option sets more dynamic? Yes. Is actual dynamism in a "sandbox game" more interesting than arbitrary limitations? Yes. Then, are arbitrary limitations enough for limiting subscriptions? Here could sit a bunch of studies on motivation; but unless the willingness is there for admitting how interesting a truly open game could play, how uninteresting a very limited experience could seem and effect subs, and how abundance (and of subs as well) positively effects gameplay and content prevalence, there's probably no *motivation* for posting that, because there's no *effectiveness*.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Phoenix Jones
Small-Arms Fire
#126 - 2015-09-11 18:22:26 UTC  |  Edited by: Phoenix Jones
Marketing on occasion gets a good concept and idea and brings massive people into the game, see this is Eve video.

The hurdle after that it keeping the person in for more than 1 second. This can almost solely be dealt with by addressing the basic quality of life issues people run into day 1.

1) the overview is confusing and the default sucks.
2) missions should be audio fed. Meaning the mission briefing should talk you through the entire mission read vs just reading it.
3) the newbie ship is woefully undergunned
4) the market layout is confusing.
5) there are no default ship layouts.
6) damage notifications and numbers need to be more pronounced and less spammy.
7) missions should give you ISk and some loot (so a new player can understand what goes where.

I'd fix the into a hurtle by doing this

1) create a viable 5 tab overview that works, so that the first thing people don't have to do is go looking for overviews. They can if they want, but update the default one
2) have people (the devs), all spend some time doing audio voice overs for missions. No need to do everything but the newbie missions should provide the newbies the voice of the game designers talking them through the game
3) remove the mining lazer off the newbie ship. Add a second gun and make the first mission give you an afterburner. After mission 1, all noob ships should come default out of insurance, with 2 guns, an afterburner, and a damage control.
4) the market should provide in their quick tab, fits for 2 of each races t1 frigates. So that the player can highlight and buy the equipment easy vs trying to find fits online. They will ultimately but at the beginning bypass that whale of an issue and give them recommended fits
5) akin to 4, provide them a basic pve ship layout, and pvp ship layout for 2 t1 frigates so they can have fast fun.
6 glancing blows should be small texts, and crushing hits big bold text. Similar to how most games denote damage. This provides feed back that they are in their optimal range to be doing lots of damage. Every massively huge hit, give them a visual notification
7) missions in total should start providing more loot. Faction mods, storyline stuff, every so often a mission reward should be a module vs just pure ISk. In the beginning the reward for newbie missions tends to be ships, but that stops. Return to that.

Yaay!!!!

Teckos Pech
Hogyoku
Goonswarm Federation
#127 - 2015-09-11 18:39:44 UTC
Dror wrote:
There's no inherent issue with a sandbox without an SP progression. There's plenty of discussion on how SP is a mitigating factor of fresh subs, and reduced veteran interest without replacements literally seems a "problem". What's the solution, then?

Is it worth admitting that a declining sub trend negatively effects the gameplay experience, which could further effect the sub trend? What about overall gameplay fatigue -- could it be reinvigorated by no-SP gameplay, with the option of teaming up with whatever fleet and of learning whatever role seems great? Dynamism is central.

Is more option sets more dynamic? Yes. Is actual dynamism in a "sandbox game" more interesting than arbitrary limitations? Yes. Then, are arbitrary limitations enough for limiting subscriptions? Here could sit a bunch of studies on motivation; but unless the willingness is there for admitting how interesting a truly open game could play, how uninteresting a very limited experience could seem and effect subs, and how abundance (and of subs as well) positively effects gameplay and content prevalence, there's probably no *motivation* for posting that, because there's no *effectiveness*.



Unbalancing the game to supposedly save it is not the solution. That I'm sure of.

"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

Dror
Center for Advanced Studies
Gallente Federation
#128 - 2015-09-11 19:00:35 UTC
Teckos Pech wrote:
Unbalancing the game to supposedly save it is not the solution. That I'm sure of.

Gating is no inherent game balance. What, is dosh the issue? Every ISK faucet is under a button.

Yet, upshipping requires more funds.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

GeeBee
Backwater Redux
Tactical Narcotics Team
#129 - 2015-09-11 19:02:45 UTC
I agree that something needs to be done to make eve more new player friendly.

But simply starting the game with a high amount of skillpoint is not the solution as it is too easily abused by veteran players.

I would like to see a large portion of the core skills modified to be gained passively based on character age to allow new players to progress slowly into the eve environment without being given too much power to start. As a concept a character would be perfect skilled on any skills that would be put into this category at 6 months. To achieve some kind of balance the many of the skills would need to be level 3-4 very early and then its just a waiting game for the character to get the important level 5s until the 6 month point. This would allow for newer players to train what they want to do rather than what they need to train to be affective, while still slowly gaining the benefit of those pesky core skills.

Core skills Are pretty much anything that doesn't directly affect a single module but many. Eg Gunnery Supports, Missile Supports, Drone Supports, Navigation(not capital obviously), Engineering, you should get the idea by now.

As an alternate concept than character age it could be based on either total character skillpoints or divisional character skillpoints. The first one should be pretty self explanatory - the second one, divisional, is once you've trained gunnery skills to X level Sp you get X level support.

The total bulk of core skills is a massive headache for any new player or character, as eve's playerbase ages and matures the new player is constantly being left farther and farther behind. As EVE ages as a pay to play MMO it needs to remain competitive in the market of MMO's that has largely gone to a free to play scheme.

Many Veteran EVE players agree that something along this line needs to change, unless they're invested heavily into the character bazaar. The Character bazaar will take a massive hit from any change like this, but this is at least a better option than just dumping an excess amount of skillpoint on a new character.
Teckos Pech
Hogyoku
Goonswarm Federation
#130 - 2015-09-11 19:12:16 UTC
Phoenix Jones wrote:
Marketing on occasion gets a good concept and idea and brings massive people into the game, see this is Eve video.

The hurdle after that it keeping the person in for more than 1 second. This can almost solely be dealt with by addressing the basic quality of life issues people run into day 1.

1) the overview is confusing and the default sucks.
2) missions should be audio fed. Meaning the mission briefing should talk you through the entire mission read vs just reading it.
3) the newbie ship is woefully undergunned
4) the market layout is confusing.
5) there are no default ship layouts.
6) damage notifications and numbers need to be more pronounced and less spammy.
7) missions should give you ISk and some loot (so a new player can understand what goes where.

I'd fix the into a hurtle by doing this

1) create a viable 5 tab overview that works, so that the first thing people don't have to do is go looking for overviews. They can if they want, but update the default one
2) have people (the devs), all spend some time doing audio voice overs for missions. No need to do everything but the newbie missions should provide the newbies the voice of the game designers talking them through the game
3) remove the mining lazer off the newbie ship. Add a second gun and make the first mission give you an afterburner. After mission 1, all noob ships should come default out of insurance, with 2 guns, an afterburner, and a damage control.
4) the market should provide in their quick tab, fits for 2 of each races t1 frigates. So that the player can highlight and buy the equipment easy vs trying to find fits online. They will ultimately but at the beginning bypass that whale of an issue and give them recommended fits
5) akin to 4, provide them a basic pve ship layout, and pvp ship layout for 2 t1 frigates so they can have fast fun.
6 glancing blows should be small texts, and crushing hits big bold text. Similar to how most games denote damage. This provides feed back that they are in their optimal range to be doing lots of damage. Every massively huge hit, give them a visual notification
7) missions in total should start providing more loot. Faction mods, storyline stuff, every so often a mission reward should be a module vs just pure ISk. In the beginning the reward for newbie missions tends to be ships, but that stops. Return to that.



I agree with your description of the problems facing a new player. I recall when I was new and mining, because I didn't know what else to do, that I could change the overview and I was missing out on more valuable ore for quite awhile. Yes, having some decent overviews would likely help.

The audio voice over is a nice touch too. And yeah the noob ship sucks. Giving a new player some more SP would also help this. As for the mining laser, pop it in the cargo hold, or an extra gun. And, IIRC drones for those races where the noob ship has a drone bay.

As for fits, I'd say put those in the fitting window and have it made known to the players. How to fit a ship is very important and something not made very clear early on. I think back on some of my old fits...definitely good examples of glue fits. And loot drops for missions early on, good loot drops, is not a bad idea either so long as it the drops aren't too frequent otherwise you'll kill the market.

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#131 - 2015-09-11 19:14:09 UTC
Dror wrote:
Teckos Pech wrote:
Unbalancing the game to supposedly save it is not the solution. That I'm sure of.

Gating is no inherent game balance. What, is dosh the issue? Every ISK faucet is under a button.

Yet, upshipping requires more funds.


What?

What the Hell is "gating"?

What does that mean that ISK faucets are under a button? That CCP can nerf them?

"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

Dror
Center for Advanced Studies
Gallente Federation
#132 - 2015-09-12 11:46:55 UTC
SP reduces gameplay -- the amount of content -- which is the main criticism with the game.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#133 - 2015-09-12 12:01:21 UTC  |  Edited by: Rivr Luzade
Players who only want a quick fix of action and nothing else are not necessarily needed in EVE. If skill training time is a problem for them, they can look elsewhere.

Besides, if SP are a real problem, people can go to the Character Bazaar and buy a character that meets their demands.

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.

Daichi Yamato
Jabbersnarks and Wonderglass
#134 - 2015-09-12 13:11:57 UTC
Dror wrote:
SP reduces gameplay -- the amount of content -- which is the main criticism with the game.


The 'content' most people are complaining about has nothing to do with sp and is mostly complained about by vets. The content noobs are complaining about that they cant get into because they dont have the sp is not actually out of their reach.

There are bigger criticisms to the game than sp. If you truly think that the degree of a 'problem' is defined by the amount of people whining about it then get in line after; ganking, wardecs, afk cloaking, jump drive nerfs, fozzie sov, the toxic playerbase, the detached dev team, jita scams, plex prices etc etc

Whining =/= problem

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Dror
Center for Advanced Studies
Gallente Federation
#135 - 2015-09-12 13:15:47 UTC  |  Edited by: Dror
Daichi Yamato wrote:
Dror wrote:
SP reduces gameplay -- the amount of content -- which is the main criticism with the game.


The 'content' most people are complaining about has nothing to do with sp and is mostly complained about by vets. The content noobs are complaining about that they cant get into because they dont have the sp is not actually out of their reach.

There are bigger criticisms to the game than sp. If you truly think that the degree of a 'problem' is defined by the amount of people whining about it then get in line after; ganking, wardecs, afk cloaking, jump drive nerfs, fozzie sov, the toxic playerbase, the detached dev team, jita scams, plex prices etc etc

Whining =/= problem

There can't be one without the other with EvE, though. Either SP reduces the amount of gameplay per character, which effects the whole game, or it effects nothing.

The examples provided in the thread are fresh pilots banding together with frigs vs whatever they feel like flying (SP vs no SP); or showing a fresh sub how to 1v10 like in videos. That's content as well, and it's obvious how much SP negatively effects gameplay goals; so how much more the sub count and the gameplay from that?

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#136 - 2015-09-12 13:29:14 UTC
That is content you aspire to participate in at some point. There is other content available for you earlier on that is suitable for you (or not). Suitonia has made several videos on that matter. If people aspire to participate or do 1v10s as early as a week into the game, their expectations and reason are not in line how this hobby works, and losing their subs (should they turn out to be inconvincible) is no loss to the overall population. In EVE, you progress from easy/low level content up to much more complicated/challenging content over time. If people want to take a short-cut, there is the Character Bazaar that opens up doors to more tools quicker. How this usually ends, is very well documented in a wide variety of ALODs.

Again: SP are not the problem; outright wrong and detrimental expectations and demands nurtured in other games, lack of knowledge, experience and potentially access to that knowledge are the problems.

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.

Dror
Center for Advanced Studies
Gallente Federation
#137 - 2015-09-12 14:54:42 UTC
Rivr Luzade wrote:
That is content you aspire to participate in at some point.

So not content. Nice.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#138 - 2015-09-12 15:12:36 UTC
Not content you are capable of handling with your limited (to put it politely) scope of knowledge aside from SP. There's tons of other things you can do. If a new players is fanatically fixated on doing 1v10, they should buy a character and see how far it gets them. If they then, however, complain about losing ships and not being able to handle fights, it clearly shows that SP are not the problem.

I am not going to repeat myself what and who the real problem is.

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.

Daichi Yamato
Jabbersnarks and Wonderglass
#139 - 2015-09-12 15:32:43 UTC  |  Edited by: Daichi Yamato
Dror wrote:

There can't be one without the other with EvE, though. Either SP reduces the amount of gameplay per character, which effects the whole game, or it effects nothing.


Sp does effect gameplay. But that in no way means that lack of sp means you are denied content. At worst it means you need to change your approach to content to manage its difficulty,

thanks to the nature of the sandbox, the potential of unlimited allies and the ability to pick the brains of older players high level content is still accessible by anyone at any level.

If your complaint is that its too hard to do higher level content solo and early on in the game then thats not as detrimental to the game experience as you are trying to make out and the players leaving because of that are not a significant amount. More leave from decs, ganking, afk cloaking and fozziesov etc.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Dror
Center for Advanced Studies
Gallente Federation
#140 - 2015-09-12 15:38:29 UTC
Rivr Luzade wrote:
*Discussion not about SP, but skillful play (which can be learned).*

Rivr Luzade wrote:
*The implication that this is somehow evidence about the validity of SP.*


--

Daichi Yamato wrote:
Sp does effect gameplay. But that in no way means that lack of sp means you are denied content.

Ships, modules, and playstyles defined by fittings aren't content? If not flying ships nor playing the market nor industry.. then there's plenty of space here to define "content", but the point stands. SP limits gameplay. That's its whole.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.