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How to fix eve for new players and increase eve population

First post
Author
Daichi Yamato
Jabbersnarks and Wonderglass
#141 - 2015-09-12 16:04:30 UTC  |  Edited by: Daichi Yamato
So what are you saying? People are leaving the game because they cant use a bastion module On day one?

There is lower level content for everything you've mentioned. T1 modules and ships. Low level industry and research. The market does not infact require sp to use and is quickly trainable at that. What you listed as content are actually various means to various ends. And New players are not denied those ends because there are other means of getting there.

There is nothing a carrier can do that 20 noobs cant do in lower sp ships. Nor is it impossible for new players to fly along side an existing carrier pilot to access the same content and achieve the same end.

SP adds more gameplay than it limits.

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
#142 - 2015-09-12 16:46:26 UTC
What gameplay does SP add? Because, as posted through this thread, it limits literally everything; and everything is possible without it.

"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
#143 - 2015-09-12 16:56:53 UTC
They add long-term orientation to the game. EVE is not one of these "Jump in, shoot around, forget it next day" games. There is no need for everything to be available or possible at day one. Limitation is the point of the skills in order to have something to aspire even weeks, months or years into the game. For a long time, there are new things to train, discover and, in the process of learning the skill(s), to learn about the activity.
Skills also allow for 5 different power-levels in ships and modules without having to have 5 different ships with the same role and same stats type.
Skills also help to discover the game by requiring you to look what you need, what else these required skills unlock or influence and what you can do with certain skill combinations.

Again, if you look for the activity mentioned in the first paragraph, EVE is not the necessarily the right game for you and your unsubbing, should you turn out to be obstinate about it, is no loss for the game.

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
#144 - 2015-09-12 17:06:33 UTC
Rivr Luzade wrote:

Excuse, the question is what gameplay comes from SP.

"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
#145 - 2015-09-12 17:21:40 UTC  |  Edited by: Teckos Pech
Dror wrote:
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.


For crying out loud, I recall one thread years ago where a guy created a new character and wanted to see if he could get to a billion ISK in a set time frame (surprisingly short time frame at that). Granted he wasn't "new" in the literal sense, but his character had did have the same SP any other starting character would have. Not having all the skills for a playing the market in Eve does reduce your profits, but not your ability to enter or play the market.

And yes, SP limits game play when looking at ship fittings etc. I contend that is there for a reason. That reason is game balance. Removing SP or giving all new characters a butt load of SP or even removing SP entirely will be unbalancing to the game. New players will not have any advantage over older players all they'll be able to do is get into the shinier ships sooner...which they probably wont be able to afford (thanks to ISK inflation) and now every ALT in NS is transformed into an effective combat pilot as well to help further cement NS players in their homes. I have 5 alts in my NS alliance one is my main, who is a combat pilot. Remove SP and they all become combat pilots because I, the player, know how to fly in NS fleets. I can station my alts or jump clones around various parts of our space and that of our allies and ships and nicely side step the issues that fatigue imposes.

Yet here you stand steadfastly ignoring these game balance issues stamping your foot demanding your toys now.

"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
#146 - 2015-09-12 17:23:22 UTC
Daichi Yamato wrote:
So what are you saying? People are leaving the game because they cant use a bastion module On day one?


Yep.

Or a Tech 3, or a carrier, or even a Titan. Every player should be able to get in a titan and doomsday others the second he enters game.

Nope, no game balance issues there at all. Roll

"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

Rivr Luzade
Coreli Corporation
Pandemic Legion
#147 - 2015-09-12 17:24:04 UTC  |  Edited by: Rivr Luzade
Dror wrote:
Rivr Luzade wrote:

Excuse, the question is what gameplay comes from SP.

What I mentioned above. You should broaden your definition of "gameplay" a bit. Furthermore, it keeps children out of the game that would do nothing but annoy me and ruin my experience in the game. Not that there aren't already enough of them in the game, but without skill training to obtain things, get access to things and without the wait, there'd be more and worse.

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.

Teckos Pech
Hogyoku
Goonswarm Federation
#148 - 2015-09-12 17:31:44 UTC
SP can both limit and add to game play. A player wants to do something, but he cannot do it all. So he finds people who want to accomplish a similar goal and teams up with them. That dynamic is game play too. It was a result of the limitations imposed by SP.

The ideal of EVE is not to log in and treat this as a stand alone PC game, you can, but that is not the ideal. The ideal is for players to interact and work together...and fight each other. Individually and in groups depending on the context.

"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
#149 - 2015-09-12 17:37:57 UTC
Teckos Pech wrote:

Actually, a level playing field is what "balance" ordinarily is referencing. Beyond that, it's already possible for a fresh sub to PLEX through starter SP from the bazaar. So this must seem an awful feature, then? If not, then there's no point in the balance discussion except that it's probably a reason for some unsub trends.

It's already mentioned that reducing alts is plausible through an already-implemented feature. Yet with the multiboxing nerf (no broadcasting), limiting characters is unnecessary.

Rivr Luzade wrote:

Ah, but the discussion is about content. None of that is so.

Teckos Pech wrote:

A player already can't do "everything" and can benefit from fleets. That's no feature of SP's. Then the point is that it *does* limit options and effectiveness? "Well that seems awful."

"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
#150 - 2015-09-12 17:41:25 UTC
Dror wrote:
Teckos Pech wrote:

Actually, a level playing field is what "balance" ordinarily is referencing. Beyond that, it's already possible for a fresh sub to PLEX through starter SP from the bazaar. So this must seem an awful feature, then? If not, then there's no point in the balance discussion except that it's probably a reason for some unsub trends.

It's already mentioned that reducing alts is plausible through an already-implemented feature. Yet with the multiboxing nerf (no broadcasting), limiting characters is unnecessary.

Rivr Luzade wrote:

Ah, but the discussion is about content. None of that is so.

Teckos Pech wrote:

A player already can't do "everything" and can benefit from fleets. That's no feature of SP's. Then the point is that it *does* limit options and effectiveness? "Well that seems awful."


Would you stop removing what people wrote. If you must at least put a link, what you are doing is rather misleading at best and outright dishonest at worst.

"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

Daichi Yamato
Jabbersnarks and Wonderglass
#151 - 2015-09-12 17:45:34 UTC
40% if players level up their raven and then leave. So what happens when you remove the levelling?

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

Teckos Pech
Hogyoku
Goonswarm Federation
#152 - 2015-09-12 17:56:19 UTC
Dror wrote:
Teckos Pech wrote:

Actually, a level playing field is what "balance" ordinarily is referencing. Beyond that, it's already possible for a fresh sub to PLEX through starter SP from the bazaar. So this must seem an awful feature, then? If not, then there's no point in the balance discussion except that it's probably a reason for some unsub trends.

It's already mentioned that reducing alts is plausible through an already-implemented feature. Yet with the multiboxing nerf (no broadcasting), limiting characters is unnecessary.


So now you want to reduce alts. So you are going to increase the game population by so much you'll offset the loss of alt revenue to CCP. Bull ******* ****. That is just made up crap that you have zero data or evidence to back up your claim.

And no, removing SP and "leveling" the field is not necessarily balancing. As I pointed out the new player can get into those shiny ships, but he does not know the game, does not know the overview, does not know much of anything at all really. He'll still be less skilled than the veterans.

And yeah, a new player can go to the character bazaar and with enough PLEX and a fat enough RL wallet go get a high SP character...so what? That part about enough PLEX and fat enough RL wallet....that is a constraint dude.

Lastly you did not address my point about stashing combat effective pilots all around our territory and that of allies. I have 5 characters, each with lets say, 4 Jump clones on average, now I can be in any of 20 places in seconds! Provided a cache of ships is on site, I've neatly side stepped the intended effects of jump fatigue. Note all these characters are also capable of flying any ship from the lowliest frigate to a titan (not that I'd expect many caches of super capitals).

And what I just noted for myself is true for many in my corp/alliance. I'm sure many in the rest of NS are similar. So now suddenly you have increased the number of combat pilots in every NS alliance. And no, at this point CCP is not going to reduce alts, they like that income. So congratulations you've subverted the intent of Fozziesove too since now a smaller group of players are now more nimble and can defend a larger number of systems.

Do you have anymore horrible ideas for the game?

"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

Rivr Luzade
Coreli Corporation
Pandemic Legion
#153 - 2015-09-12 18:22:06 UTC
Dror wrote:
Ah, but the discussion is about content. None of that is so.

As far as I know, the dissuasion is about how to get more people into the game. Skillpoints and training is but one area where things could change. What you are trying to do is to push a minor problem to be the number one most important problem that keeps people from getting into the game.

In my opinion, this is not the case. This kind of skill training progression is somewhat a unique characteristic of the game. You progress whether you are logged in and play or logged out and do something else. Obviously, you have fewer opportunities to influence the speed of the progress, but you progress regardless.
On the other hand, many other serious games (I do not consider things like COD, BF or Angry Birds serious games) use some kind of progression mechanic to advance players and give them more things to do or to fiddle with. I'm currently heavily invested in Cities Skylines. There the time based progression is city population to unlock more buildings, more sectors to expand your city into and more things to influence stats in your city. Or Witcher 3, which I watch on YouTube at the moment. This game uses grinding mechanics (slaying monsters, completing quests, and the likes) to accumulate skill points to level up and get more talent points to advance skills and proficiencies.
None of the games have all the things of the game available to the players at the start of the game, neither all buildings and ares in Cities, or weapons and armor or areas in Witcher (this game is particularly nasty as it gives you things that you can first many levels later). In none of these and many other games, people have a problem with the progression part of the game. What neither of the games have, in contrast to EVE, is the offline progression that EVE offers and that advances you even when you can't play for weeks or even months.

I absolutely do not see why this is a problem in 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.

Dror
Center for Advanced Studies
Gallente Federation
#154 - 2015-09-12 18:40:26 UTC
Teckos Pech wrote:
So, now it's about reducing alts?

The very quote in that reply says that limiting alts is unnecessary, and going on about that strawman in an extravagant manner is as well.

Yet reducing alts is plausibly replaced by "real" characters that come for sandbox features, of which SP provides basically nothing. Is it a gamble? One simple check is just increasing starter SP for how the subs trend.

There's no decent point provided for "no SP is Alts Online" that's anything but already possible. Ships still require funding without SP, and those characters still require pilots licenses. This seems like the one method of reducing liquid ISK as well.

Yet if SP inherently reduces content, even through making fresh subs seem ineffective (and whatever that also causes), and what would benefit the game and subscription appeal is more content.. what's the suggestion? That problem is directly about progression and feasibility. Why not set up the probability of more subs? Why doesn't this come out as the most important aspect of these replies?

Rivr Luzade wrote:
*Examples of games with progression, including CoD, BF, Cities Skylines, and Witcher 3*

Those are single player games that have no other reward mechanics but creative goals and completion. Even the multiplayer examples are games with no greater dynamic systems, like an economy. None of this is evidence about the validity of sandbox MMOs without gating. Yet there's no reply on SP's effect on actual gameplay content?

"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
#155 - 2015-09-12 18:43:38 UTC
Rivr Luzade wrote:
Dror wrote:
Ah, but the discussion is about content. None of that is so.

As far as I know, the dissuasion is about how to get more people into the game. Skillpoints and training is but one area where things could change. What you are trying to do is to push a minor problem to be the number one most important problem that keeps people from getting into the game.

In my opinion, this is not the case. This kind of skill training progression is somewhat a unique characteristic of the game. You progress whether you are logged in and play or logged out and do something else. Obviously, you have fewer opportunities to influence the speed of the progress, but you progress regardless.
On the other hand, many other serious games (I do not consider things like COD, BF or Angry Birds serious games) use some kind of progression mechanic to advance players and give them more things to do or to fiddle with. I'm currently heavily invested in Cities Skylines. There the time based progression is city population to unlock more buildings, more sectors to expand your city into and more things to influence stats in your city. Or Witcher 3, which I watch on YouTube at the moment. This game uses grinding mechanics (slaying monsters, completing quests, and the likes) to accumulate skill points to level up and get more talent points to advance skills and proficiencies.
None of the games have all the things of the game available to the players at the start of the game, neither all buildings and ares in Cities, or weapons and armor or areas in Witcher (this game is particularly nasty as it gives you things that you can first many levels later). In none of these and many other games, people have a problem with the progression part of the game. What neither of the games have, in contrast to EVE, is the offline progression that EVE offers and that advances you even when you can't play for weeks or even months.

I absolutely do not see why this is a problem in EVE.


Agreed, I played WoT and War Thunder, both have a time based leveling system--i.e. the more time you play the faster you level. Not bad if you have lots of time, not good if you don't. Eve you "level" at a fairly steady rate whether you log in. If you have lots of time, not so great in that you cannot speed up that process, but if you don't have lots of time its more appealing. This choices by game developers involve trade offs and will impact other aspects of the game as well.

As for issues facing new players I agree that while SP might be an issue it is not the fundamental issue. The number of ships and overall SP have increased over time so boosting starting SP is probably quite reasonable. But that will do nothing to address the overall steep learning curve inherent in the game.

Your position is: SP is limiting new players to such an extent that they are quitting very early on.

The counter position is: SP maybe a factor for new players, but the overall complexity of the game is far more dominant.

Making the game easier to understand for new players would probably go more towards retaining new players than SP. And not just things like the overview, explaining the effects of signature radius, transversal, and the capacitor to new players would likely help quite a bit.

"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
#156 - 2015-09-12 18:52:59 UTC  |  Edited by: Teckos Pech
Dror wrote:
Teckos Pech wrote:
So, now it's about reducing alts?

The very quote in that reply says that limiting alts is unnecessary, and going on about that strawman in an extravagant manner is as well.

Yet reducing alts is plausibly replaced by "real" characters that come for sandbox features, of which SP provides basically nothing. Is it a gamble? One simple check is just increasing starter SP for how the subs trend.


Increasing the SP might help the trend in subs, although I doubt it, it might help with retention, but it does not follow that increasing SP to 100% of all SP will maximize that trend. You are assuming a linear relationship when there is no reason to assume one and some reasons to assume that after a certain point it will could be counter productive to the over all health of the game.

Quote:
There's no decent point provided for "no SP is Alts Online" that's anything but already possible. Ships still require funding without SP, and those characters still require pilots licenses. This seems like the one method of reducing liquid ISK as well.


I am a veteran player dude. I have billions of ISK in my wallet I can, if needed, put all of my alts in carriers or dreads (or both) funded from my own wallet. And my corp, and alliance has even more ISK as well. So I see your suggestion as a clear cut example of Malcanis' Law. Any change suggested to benefit new players will undoubtedly have a disproportionately larger benefit to older more established players. That is NOT good for game balance nor good for new players.

Quote:
Yet if SP inherently reduces content, even through making fresh subs seem ineffective (and whatever that also causes), and what would benefit the game and subscription appeal is more content.. what's the suggestion? That problem is directly about progression and feasibility. Why not set up the probability of more subs? Why doesn't this come out as the most important aspect of these replies?


SP limits game play to some degree, that does not necessarily limit content. You are making an assumption that needs to be proven.

Limiting game play => limited content.

As I've argued that is true only if you are trying to play the game as a stand alone PC game. However, grouping up can not only increase game play, but also content.

That should at the very least be stressed to new players. Yes, the motto in EVE is often trust nobody, but at the end of the day you do have to start trusting people.

"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
#157 - 2015-09-12 19:31:31 UTC
Teckos Pech wrote:
Benefiting new players will undoubtedly have a disproportionately larger benefit to more established players. That is NOT good for game balance nor good for new players.

Except, it's already stated that increasing the probability of grouping up (as fresh characters) is great. If there's no reason for reliance on veteran characters, that's a whole niche of socialization that comes.

So the reply on the idea of SP limiting subs is that the depth of the game is limiting subs? That makes no sense with how mastery and skillfulness are some of the most prevalent ideas; but how can mastery and skillfulness thrive with limitations on ships, modules, and every other mechanic? It's like going to a buffet and finding that it requires one dish per plate per table. The place might seem interesting, but there are other methods of getting some of what those dishes are.

Teckos Pech wrote:
SP limits game play to some degree, that does not necessarily limit content. You are making an assumption that needs to be proven.

How is limiting gameplay not limiting content? Every character that finds a neat idea for a ship or fitting can find the initiative to fly it. What's the cost of learning something, willfulness? What if that willfulness is met with gating? "Why play if the options don't seem interesting?"

"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
#158 - 2015-09-12 19:45:17 UTC
It limits it, not prohibits it. You have a range of activities available to you in the first couple of days (minutes even, if you want, as the game does not only offer PVP and even there you can already participate in one way or another) and further skilling only expands the available activity spectrum.

If an option loses appeal just because you need to train a couple of hours, days or a week or two for it, the idea wasn't intersting or great to begin with.

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
#159 - 2015-09-12 20:50:31 UTC
Rivr Luzade wrote:
It limits it, not prohibits it.

Playing the game vicariously through others is still not gameplay, nor "content".

Rivr Luzade wrote:
If an option loses appeal just because you need to train a couple of hours, days or a week or two for it, the idea wasn't intersting or great to begin with.

How would that be realized without playing it?

"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.

Daichi Yamato
Jabbersnarks and Wonderglass
#160 - 2015-09-12 21:12:25 UTC
The reliance on vet players is not really for sp. Its for game knowledge.

Removing the sp wouldn't do much to make noobs less dependent. It just makes them the feature of an ALOD article like rivr said.

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