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Player Features and Ideas Discussion

 
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Eve Online improvments for new players

First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#81 - 2015-12-27 04:27:16 UTC
Kia Son wrote:
J'Poll wrote:
"I want EVE to be WoW in space and easy and safe thread number 936.693.297"


the only safty i am suggesting is in the new player areas...
there is a TON to learn in this game and it takes time.... if people are going to quit before they learn even 1/5th of game basics it dosen't help the player base grow.

oh and i guess for PLEX also... but really that is REAL money.




also a LOT more in the opening thread then more safty in noobie areas. >.>


Well, the player base grew just fine back when there was actually less coddling of beginners. We did not get a venture, let alone 2, for doing tutorial missions.

As for PLEX, if you are dumb enough to un-dock with them in your hold...well...you are just being dumb. Why would you even do that?

And PLEX are not real money once they become in game items.

"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

Inotee Tahr
Feed Team 6
The Glory Holers
#82 - 2015-12-28 11:54:45 UTC
Kia Son wrote:

the other day i heard some one on the killboard got ganked in highsec with 25 PLEX on him... and they all vanished.
that is a lot of money to lose and kinda feels like a cash sink... and discurages people from buying them... and this limits supply for those of us that depend on the plex to be able to play the game.
on that note it seems the price of PLEX continues to raise.... making it harder for a poor person to be able to make the isk to buy one.y.


It's their choice to move 25 PLEX at once and losing the worth of real money to gankers. It's a game feature, not something that should or can be changed. If you want to buy a PLEX and sell it, redeem it from the station and not out in null/ls or even any other station in hs for that matter. You are NOT safe anywhere, that is what EVE is all about, a sandbox game where anything can happen.

What about ships worth over 3 PLEX that is lost on a regular basis throughout EVE? What about the titans worth over $1000 estimated real-life US-dollars? What makes these different?

PLEX is on the down-hill, prices have been dropping for weeks now. Also, the fact that you think they are expensive now indicates to me that you didn't really get why PLEX is an in-game item. If everyone was playing for free because of PLEX then CCP wouldn't be here today. I'm currently able to make a PLEX in-game every 4 days, but spend most of it on PVP, helping noobs or injecting it into the corp/alliance, and lets be honest, grinding PLEX is boring.
lost packet
Alpha Flight
#83 - 2015-12-28 14:33:44 UTC
Voxinian
#84 - 2015-12-28 14:56:35 UTC
Mr Epeen wrote:
EVE players are so desperate for cheap kills that they even camp the forums for easy ganks on noobies. Kind of pathetic when you think about it.

Merry Christmas

Mr Epeen Cool


Yup. And people wonder why there are not 100k players online.
Remiel Pollard
Aliastra
Gallente Federation
#85 - 2015-12-28 15:04:40 UTC
Voxinian wrote:
Mr Epeen wrote:
EVE players are so desperate for cheap kills that they even camp the forums for easy ganks on noobies. Kind of pathetic when you think about it.

Merry Christmas

Mr Epeen Cool


Yup. And people wonder why there are not 100k players online.


Because there never has been? Record is 60K.

Roll

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Voxinian
#86 - 2015-12-28 15:06:12 UTC
Pix Severus wrote:
I would just like to point out that less than 1% of account cancellations cite ship loss or harassment as the reason for leaving the game.

This can't reliably be measured .... unless you personally ask the quiting player why he/she left.
Remiel Pollard
Aliastra
Gallente Federation
#87 - 2015-12-28 15:07:36 UTC
Voxinian wrote:
Pix Severus wrote:
I would just like to point out that less than 1% of account cancellations cite ship loss or harassment as the reason for leaving the game.

This can't reliably be measured .... unless you personally ask the quiting player why he/she left.


Which is what they do, when you unsub. You haven't even watched it to see their methodology, have you?

RollRoll

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Voxinian
#88 - 2015-12-28 15:21:18 UTC
Remiel Pollard wrote:
Voxinian wrote:
Pix Severus wrote:
I would just like to point out that less than 1% of account cancellations cite ship loss or harassment as the reason for leaving the game.

This can't reliably be measured .... unless you personally ask the quiting player why he/she left.


Which is what they do, when you unsub. You haven't even watched it to see their methodology, have you?

RollRoll


Unsub = not renewing your sub.... which I have done lots of times over the years, never got a CCP feedback message. You get that feedback message only in your first sub month then I assume?

I am watching the video now btw.
Remiel Pollard
Aliastra
Gallente Federation
#89 - 2015-12-28 15:24:34 UTC
Voxinian wrote:
Remiel Pollard wrote:
Voxinian wrote:
Pix Severus wrote:
I would just like to point out that less than 1% of account cancellations cite ship loss or harassment as the reason for leaving the game.

This can't reliably be measured .... unless you personally ask the quiting player why he/she left.


Which is what they do, when you unsub. You haven't even watched it to see their methodology, have you?

RollRoll


Unsub = not renewing your sub.... which I have done lots of times over the years, never got a CCP feedback message. You get that feedback message only in your first sub month then I assume?

I am watching the video now btw.


If people are renewing.... then they don't count as people that have left, do they.

RollRollRoll

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Voxinian
#90 - 2015-12-28 15:49:10 UTC
What would be the time frame for renewing then to define a player as 'not left'? If I renew my sub after 1 year for 1 month do I count as 'has not left'? Just pointing out that you can measure subs and people leaving for whatever reason in different ways. Just as CCP can generate sub statistics that suit them and say that only 1% leaves cos of ganking. I take those statistics with a grain of salt.
ISD Max Trix
ISD Community Communications Liaisons
ISD Alliance
#91 - 2015-12-28 16:41:23 UTC
This thread has been moved to Players and Ideas.

ISD Max Trix

Lieutenant

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to EVE mails about forum moderation.

Voxinian
#92 - 2015-12-28 18:18:25 UTC
Remiel Pollard wrote:
Voxinian wrote:
Pix Severus wrote:
I would just like to point out that less than 1% of account cancellations cite ship loss or harassment as the reason for leaving the game.

This can't reliably be measured .... unless you personally ask the quiting player why he/she left.


Which is what they do, when you unsub. You haven't even watched it to see their methodology, have you?

RollRoll

I watched the video and it's good to see that CCP does that playtesting with new players, it's quite insightful. However that only gives them an idea of the new player behaviour in his/her first day/week//month. What could help CCP also is getting insight on the players like myself that only sub a few months per year. I wonder if they are interested to know why I don't play the whole year... and why they can't keep an old signed up account like myself active in the game the whole year. The longest time I played in a row was the first 3 months, after that I only pop in a few months a year.
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#93 - 2015-12-28 21:09:04 UTC

1st:
beginer quests need some tweeking. > I'll agree here, but tweeking said missions is difficult to give players all that they need to understand to play certain aspects of eve well. It's just too big to teach you everything for you. all they can really
do is give you the tools to play and hope you care enough to learn new things by looking them up.

A: Why? these missions are available in station and that's where you start. Putting one outside the station would have players flying around looking for more out of station NPC's to get missions from, and while they do exist they are not often used. Stick to stations for missions.

B: Some of them can be confusing however if you read everything from the agent it often tells you whats up.

2nd:
ship controls.
but a lot of the controls are ALL OVER the place. > There is a lot you can do with your ship, it's not easy to just set up perfect for all pilots, but you can change the key bindings in the settings menu if you want something better.
Aligning is usually followed by warp, and seeing how you need 75% max speed to enter warp this is more useful in it's current state than if it were changed only to align you at 0% velocity.
As for the sensor overlay you can turn the effect off if i remember correctly.

3rd:
Options
a lot of the options to change things are hard to find and/or in strange areas. > This i can agree with, but again with so many things able to be done in the game it's hard to just compact all the options into one location. Most have the options to change them whereever the object is on your overview. If your changing the overview, check the overview box, changing ship options, click on the ship or your capacitor ect.

some things i still haven't figured out.... like if you select a sation and hover over "dock" it has a "D" symbol like you can press "D" on your keyboard and you will dock. > D is the symbol because it would be hard to fit a small image of a ship docking in that area. I think you can change the keybinding if you want.

also seems to be no way to lock the tool bar or what ever it is on the far left side so it dosen't get resized by accedent. > This can be annoying but shouldn't be game breaking for you.

4th:
balance

A: Then watch out for them. most things in high sec wont shoot at you unless you knowingly enter a hostile location, the only real exceptions to this are drifters. If you are unsure of what it is you are warping to, warp at range to give yourself time to escape.

B: Yeah no, wormholes are dangerous and that's how they stay. If you wanted to stay safe you should have stayed in high sec.

C: player ganks and traps
-with in 10. - 8. space there needs to be some why to protect new players from these things > why?

-the only trap i have seen so far is the box of loot sitting out and some one waiting for some newbie that dosen't know not to loot it.... in these systems i think you should not be able to loot these things at all. > Again, why these suggestions remove gameplay and make the game less interesting so why?

SUBSCRIPTION - PLEX - CASH SHOP
It's true that players have made rumors discussing the possibility of F2P eve but there is absolutely 0 actual evidence from CCP about the idea. Also those cosmetic items change often and new ones are added almost every patch.

if it IS true.... i caution VERY must to sticking to cosmedic/vanity things and don't offer any thing like "reduces training time by (X) number of time" > Yeah, we know, trust me we know.

event items... at least frostline ones since i haven't seen any others.... need some work also.
would be nice to get things like santa hats, santa beards, a cute fluffy coat.
a shuttle that looks like a sled being pulled by raindeer.
... umm no? That might be cute and work for other mmo's but i would hate to see this in eve. If you want to show off your character in a santa suit with a beard, use photoshop.

Also they add 2-3 dozen new items every year around the holidays that represent random things that have happened in the galaxy. Typically these are gag gifts to players but they also give out snowball and fireworks launchers and ammo so theres that.

PLEX
these are bought with real money and should be treated diffrently then other items. > No, and if yes why?

the other day i heard some one on the killboard got ganked in highsec with 25 PLEX on him... and they all vanished.
that is a lot of money to lose and kinda feels like a cash sink... and discurages people from buying them... and this limits supply for those of us that depend on the plex to be able to play the game. > Sorry but no. This person was an idiot for transporting it that way, you can redeem plex at any station you want just by being in that station, no need to travel with them in your cargo, ever. Further it doesnt reduce the amount available by any noticeable degree. If your selling plex, get to the station you want to sell first. If your buying then just use it there is no point ever to travel with plex in your cargo.

on that note it seems the price of PLEX continues to raise.... making it harder for a poor person to be able to make the isk to buy one. > The price, like almost every other item in the game, is not set by CCP it's set by supply and demand of the players. Demand is high so is the price. Want it to go down? Buy less pay for the game yourself more.

as an added note

This whole section is walking in stations which has been discussed to death. The closest we have is captains quarters and DUST and that's all we'll likely see for a while.
Remiel Pollard
Aliastra
Gallente Federation
#94 - 2015-12-28 22:02:33 UTC
Voxinian wrote:
What would be the time frame for renewing then to define a player as 'not left'? If I renew my sub after 1 year for 1 month do I count as 'has not left'? Just pointing out that you can measure subs and people leaving for whatever reason in different ways. Just as CCP can generate sub statistics that suit them and say that only 1% leaves cos of ganking. I take those statistics with a grain of salt.


If the people citing ganking as the reason for leaving then come back, then the percentage of people actually leaving is less than what they've measured, so even if your argument that their methods are unreliable is true based on them coming back later, you're only arguing that EVE is good enough that people will come back to it despite being ganked and feeling hard done by as a result.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Teckos Pech
Hogyoku
Goonswarm Federation
#95 - 2015-12-29 00:45:51 UTC
Kia Son wrote:
GAME PLAY

1st:
beginer quests need some tweeking.
from what i understand these are some what new... but they are MAJORLY NEEDED to help us new players learn and understand the game.

A: There needs to be a NPC in a ship at the very start that will give you a quest to see the other helpful "F12" NPCs
*i spent about a day saving up for my first Venture not knowing about these quests... that give you two ventures*

B: These quests really need some more details on what you are expected to do.
there were many of these quests i had to ask in rookie help to figure out WTF i was suppose to do.
on that note it would be nice if you could share quests in chat so people can see what quest it is.


There is actually quite a bit of information the game out there. And there is this other thing called Google....

For example, this page explains the concept of velocity in game. Why are these concepts of velocity important? Well, it has to do with how turret damage works in game....which can be found here. And on that page you'll find the equation for the chance to hit. You can also find it here on evelopedia as well. You'll note that transversal speed is part of the chance to hit function. This is why you don't want to fly straight at or away from an attacker. You'll also see in that equation things like signature radius, basically how big a target is your ship. This is why some ships are good at what is known as sig tanking--the ship has a small signature and with good transversal landing a good shot is not that likely.

There is a huge amount of information on how things work in the game. So much so that tutorials to teach it all to you is simply not feasible. You need to figure these things out yourself after a certain point. And Evelopedia is a good place to start. Also, coming to the forums and asking is another option as well.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#96 - 2015-12-29 10:16:51 UTC
Voxinian wrote:
I watched the video and it's good to see that CCP does that playtesting with new players, it's quite insightful. However that only gives them an idea of the new player behaviour in his/her first day/week//month. What could help CCP also is getting insight on the players like myself that only sub a few months per year. I wonder if they are interested to know why I don't play the whole year... and why they can't keep an old signed up account like myself active in the game the whole year. The longest time I played in a row was the first 3 months, after that I only pop in a few months a year.
Their stats misses a fair few other things as well. Like most people not actually posting their real reason for leaving, and that they didn't look at whether or not people joined immediately playing with their mates and whatnot. A new player joining a friend that already plays eve and diving into the game is both more likely to get into combat early on and less likely to quit when blown up, as they have the support of their mates when it happens. A new player starting alone getting ganked I imagine would be less likely to stick around. For player retention to really work it's the latter group that needs to be catered to.

The Indecisive Noob - EVE fan blog.

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