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Alphas and F2P Have Failed

Author
Teckos Pech
Hogyoku
Goonswarm Federation
#321 - 2017-03-17 23:38:48 UTC
Rroff wrote:
None of my argument is about people piloting freighters and getting ganked - I'm not disagreeing with any of those arguments at all - I take a lot of precautions using blockade runners, etc. and if people haven't learnt how to minimise the risks by the time they are able to fly those kind of ships then I have little sympathy for them and there simply is no helping them.


I was using freighter ganking to make a general point. Every player's risk is dependent on the player's actions and those of other players. The game won't suddenly gank you. Only other players do that. And NPC corp won't wardec you, only other players do that.

If you face risk in the game it is based on your actions and other players seeing a opportunity to benefit from you taking on too much risk.

Rroff wrote:
I'm talking about a very demonstrable loss of potential subscribers as new players which could possibly be avoided and with the trend of a declining player base it isn't something that should be trivially dismissed. I'm not saying here that every or a large number are not turning into long term subscribers due to this but at the same time atleast my experience suggests it isn't an insignificant number.


I’m not dismissing it. I am telling you that your views are diametrically opposed to the core nature of the game. Lots of HS content has been lost over the years. Targeted HS war decs and can flipping are two examples. Other things like suicide ganking have been repeatedly nerfed with things like faster CONCORD response times and the removal of insurance for ships destroyed by CONCORD.

Rroff wrote:
You are focusing way too much on specifics related to my argument than seeing the whole argument in broad strokes for what it is hence this is likely to go around and around :s at the end of the day someone using an alt to gank an inexperienced player can be almost if not entirely immune to repercussions by doing very little themselves the balance of the game is steeply in the ganker's favour and only those who like picking on targets that are unable to fight back would defend against measures that would make it a bit more equal.


First new players are rarely suicide ganked, well at least the ones who are 15 days old or younger (see the above youtube video). Second players who have been suicide ganked or killed legally and were 15 days old or younger…they stayed longer than those who were not killed. And you are also basically talking about dumbing the game down. Sure we could make it a dumb game and it might get some new subscribers, but my guess is you’ll lose even more of the long time players and you probably won’t get enough new players to offset that.

And yes, I know you won’t like the youtube video. You’ll likely try to dismiss it with some weak argument. Please don’t. I’m tired of having to keep typing out the same responses again and again. A sample of 80,000 players is more than sufficient. Where I work we have over 5 million customers and we routinely make do with samples of 50,000. In fact, we could go even smaller. We go big because we invariably are asked questions about some specific sub-set of the population. And while a population of 3,000 might be sufficient to come up with summary statistics for the population it will be too small for a specific sub-group. But with 50,000 you are more likely to get a valid sample for the sub-group inside that sample. Further, even if CCP’s analysis is wrong, being wrong does not make suicide ganking somehow a problem.

"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
#322 - 2017-03-17 23:40:22 UTC
Rroff wrote:
Teckos Pech wrote:
Oh, and according to CCP new players are suicide ganked with a probability of about 1%. So suicide ganking is not a big problem for them.


Honestly I find CCP's statistics somewhat romanticised to fit the narration they want to tell - while I'm not suggesting like 60% of all new players face it or something I'm fairly certain it is a bigger factor than that. Sometime around 2014-2015 I was involved in around 10 people trying the game, some I know IRL and some from another forum and atleast 3 of them were suicide ganked a couple of them repeatedly in the first few weeks of playing. Around that time I was working IRL with a bunch of guys that were either in IRC or corps with ties to them who also confirmed a similar story with people they had tried to get into the game.


Wow 10 dudes you know vs. CCP's sample of 80,000.

Yeah, I'm impressed. 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

Trasch Taranogas
State War Academy
Caldari State
#323 - 2017-03-17 23:50:48 UTC  |  Edited by: Trasch Taranogas
To be honest Im amazed how safe the game really is.

As a newbie I accidentally got lost at my first explorer trip.
So i thought what the heck, for hours I fumbled around in wormholes
scanning and warping (no cloak).
Kept my cool, failed 90% of hackings but made it back safe.

Since then I have always explored in WH and losec. Generally players
are friendly and helpful.

Been ganked a couple of times, always feeling helpless.

Still, my point is that the first month or two are way too unforgiving.

If you always stay ready you don't have to get ready.

Teckos Pech
Hogyoku
Goonswarm Federation
#324 - 2017-03-17 23:52:07 UTC
Trasch Taranogas wrote:
-Confidence
-Progress
-Purpose
-Excitement

Confidence is the worst part. You are fumbling in the dark for a
long, long time as newbie.

Progress and purpose could easily be sped up with ships
and tweaks to combat, flying.

Excitement, a hard one. Can a game please everyone, a few
or none?


That's great, but how are you going to do that? I would recommend new player friendly organizations like Eve Uni, Karmafleet, Pandemic Horde, Brave. Also, one could shop around for a good corp. This latter approach is harder in that a good corp will help the new players, not leave them to their own devices.

I do not believe you can accomplish any of those things with mechanics changes.

"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
#325 - 2017-03-17 23:56:44 UTC
http://kotaku.com/eve-player-gets-revenge-on-griefer-four-years-later-1793393532

Quote:
They say revenge is a dish best served cold. In EVE Online player Darvo Thellere’s case, it was cold as the uncaring vacuum of space.

Darvo’s story began back in 2013. He was just taking his first steps in the game’s massive galaxy—banding together with other overwhelmed newbies—when a player named Kackpappe decided to give him ****. And by “give him ****,” I mean he declared war.

“His goal was—this is what he stated to us—to ruin our game experience and harass us until we stop playing,” wrote Darvo on the EVE subreddit. “We fought back—in kestrels, as the noobs we were. In the end, after a few months of daily harassment, he dropped the war. And I made a promise to him: ‘I don’t know how or when, but the day will come that I will find you and I will take all your stuff.’”

"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

Trasch Taranogas
State War Academy
Caldari State
#326 - 2017-03-17 23:58:32 UTC
Teckos Pech wrote:


That's great, but how are you going to do that? I would recommend new player friendly organizations like Eve Uni, Karmafleet, Pandemic Horde, Brave. Also, one could shop around for a good corp. This latter approach is harder in that a good corp will help the new players, not leave them to their own devices.

I do not believe you can accomplish any of those things with mechanics changes.


Still think they should make it less corporate. I would argue that most players want
to stick to themselves or play with closest friends and/or spouses.

Build your own cozy spacestation where you could safely store stuff bought with
micro-ISK, maybe have a hangar with your beloved ships.

Yeah, a little Second Life vibes into Eve.

If you always stay ready you don't have to get ready.

Jonah Gravenstein
Machiavellian Space Bastards
#327 - 2017-03-17 23:59:28 UTC  |  Edited by: Jonah Gravenstein
Trasch Taranogas wrote:
How about this.

Make Highsec antigank, let everybody live in harmony and
AFK the **** out of this game.
That would ruin the economy with a flood of stuff that nobody has put any effort into obtaining, and basically turn hisec into a PvE only shard. It also completely ruins it for everybody that doesn't AFK all of the things.

AFK is not fun, you may as well not be playing at all.

Quote:

On the other hand, make Losec so alluring and profitable that
you are superwilling to take the risks.
They moved lvl 5 missions to lowsec in an attempt to draw players from hisec in pursuit of the higher rewards; it failed. PI is better in lowsec, mission rewards are better in lowsec, exploration is better in lowsec, anoms are better in lowsec, etc, etc. People still don't go there.

Quote:
Skip those lowtier ships. Let newbies get some decent ships
and beginner skills.
Newbies already have better skills and access to more ships than they have at any time in the past, many of us started playing when there were learning skills, skills you trained in order to train other skills faster, despite a SP speed bonus to 1.5M SP they took months to train; if you didn't train them any skills you did train did so at a vastly reduced rate. We mined in frigates, because the Venture didn't exist, hell many would have exchanged a testicle for a ship like the Venture to mine with.

CCP could start people with millions of SP and access to battleships and they'd still demand more, because they'd still die by the dozen in entertaining fashions. The amusing thing is that the SP isn't as important as knowing how to leverage it properly; it's not what you have, it's what you do with it. Older players are better at most things not because of the amount of SP we have, but because of where that SP is placed and because we know how to leverage it properly.

I think the highest SP on any of my characters is 45M ish, and it's an alt.

Quote:
Remove some of that "rock, paper, scissor" mentality from the dogfights.
Everything has a counter, this is known as balance. Ship doctrines are constantly evolving and new tactics developed, it's up to you to figure out the counters; you do this by trying and dying, and then having another go.

Quote:
How about a panicbutton that will teleport you to nearest
highsec space, with cooldown.
God no.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Rroff
Antagonistic Tendencies
#328 - 2017-03-17 23:59:50 UTC
Teckos Pech wrote:
Rroff wrote:
Teckos Pech wrote:
Oh, and according to CCP new players are suicide ganked with a probability of about 1%. So suicide ganking is not a big problem for them.


Honestly I find CCP's statistics somewhat romanticised to fit the narration they want to tell - while I'm not suggesting like 60% of all new players face it or something I'm fairly certain it is a bigger factor than that. Sometime around 2014-2015 I was involved in around 10 people trying the game, some I know IRL and some from another forum and atleast 3 of them were suicide ganked a couple of them repeatedly in the first few weeks of playing. Around that time I was working IRL with a bunch of guys that were either in IRC or corps with ties to them who also confirmed a similar story with people they had tried to get into the game.


Wow 10 dudes you know vs. CCP's sample of 80,000.

Yeah, I'm impressed. Roll


Be dismissive all you want - I'll be very surprised if I'm completely wrong about this :D sadly its an all to common story that people are dismissive of what I say but end up realising I was on the money all along in the long run.
Trasch Taranogas
State War Academy
Caldari State
#329 - 2017-03-18 00:01:01 UTC
Teckos Pech wrote:
http://kotaku.com/eve-player-gets-revenge-on-griefer-four-years-later-1793393532

Quote:
They say revenge is a dish best served cold. In EVE Online player Darvo Thellere’s case, it was cold as the uncaring vacuum of space.

Darvo’s story began back in 2013. He was just taking his first steps in the game’s massive galaxy—banding together with other overwhelmed newbies—when a player named Kackpappe decided to give him ****. And by “give him ****,” I mean he declared war.

“His goal was—this is what he stated to us—to ruin our game experience and harass us until we stop playing,” wrote Darvo on the EVE subreddit. “We fought back—in kestrels, as the noobs we were. In the end, after a few months of daily harassment, he dropped the war. And I made a promise to him: ‘I don’t know how or when, but the day will come that I will find you and I will take all your stuff.’”


No, these sale pitches wont work.

If you always stay ready you don't have to get ready.

Rroff
Antagonistic Tendencies
#330 - 2017-03-18 00:03:47 UTC  |  Edited by: Rroff
Teckos Pech wrote:
http://kotaku.com/eve-player-gets-revenge-on-griefer-four-years-later-1793393532

Quote:
They say revenge is a dish best served cold. In EVE Online player Darvo Thellere’s case, it was cold as the uncaring vacuum of space.

Darvo’s story began back in 2013. He was just taking his first steps in the game’s massive galaxy—banding together with other overwhelmed newbies—when a player named Kackpappe decided to give him ****. And by “give him ****,” I mean he declared war.

“His goal was—this is what he stated to us—to ruin our game experience and harass us until we stop playing,” wrote Darvo on the EVE subreddit. “We fought back—in kestrels, as the noobs we were. In the end, after a few months of daily harassment, he dropped the war. And I made a promise to him: ‘I don’t know how or when, but the day will come that I will find you and I will take all your stuff.’”


These things happen :D some friends of mine had their POSes knocked over 3 times in a row in war decs - on the 4th time with the POS in RF and no PVP experience the CEO berated the entire corp to sitting on the gate into the system in armageddons - griefers jump in, jumped back out again and never came at them again without a single shot fired.

Though they then moved to wormhole space to avoid war decs and my alliance at the time (unknown to me until it was nearly over) then razed their wh system to the ground.
Trasch Taranogas
State War Academy
Caldari State
#331 - 2017-03-18 00:07:26 UTC
@Jonah Gravenstein

You right. Here is where you oldies now what you are talkin about.

Im still amazed why newbies are afraid to enter WH and losec.
Maybe this is where the focus should be.

Every now and then Im completely alone in a losec system, scanning and hacking.

If you always stay ready you don't have to get ready.

Teckos Pech
Hogyoku
Goonswarm Federation
#332 - 2017-03-18 00:08:40 UTC
Rroff wrote:
Teckos Pech wrote:
Rroff wrote:
Teckos Pech wrote:
Oh, and according to CCP new players are suicide ganked with a probability of about 1%. So suicide ganking is not a big problem for them.


Honestly I find CCP's statistics somewhat romanticised to fit the narration they want to tell - while I'm not suggesting like 60% of all new players face it or something I'm fairly certain it is a bigger factor than that. Sometime around 2014-2015 I was involved in around 10 people trying the game, some I know IRL and some from another forum and atleast 3 of them were suicide ganked a couple of them repeatedly in the first few weeks of playing. Around that time I was working IRL with a bunch of guys that were either in IRC or corps with ties to them who also confirmed a similar story with people they had tried to get into the game.


Wow 10 dudes you know vs. CCP's sample of 80,000.

Yeah, I'm impressed. Roll


Be dismissive all you want - I'll be very surprised if I'm completely wrong about this :D sadly its an all to common story that people are dismissive of what I say but end up realising I was on the money all along in the long run.



Of course, I am dismissive. Using a sample of 10 vs. 80,000. Sure clusters can and do happen. But looking at the cluster and then trying to draw an inference from it strikes me as suffering from the Texas Sharpshooter fallacy.

"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

Rroff
Antagonistic Tendencies
#333 - 2017-03-18 00:09:20 UTC
Trasch Taranogas wrote:

No, these sale pitches wont work.


Yeah sadly a romanticised vision that only actually happens rarely.
Trasch Taranogas
State War Academy
Caldari State
#334 - 2017-03-18 00:12:31 UTC
Okay.

The most intimidating thing in Eve is combat/dogfighting.

If there would be some solution for newbies to not die
in 99% of the encounters would benefit everybody.

As said, some kind of flee or fight option.

If you always stay ready you don't have to get ready.

Teckos Pech
Hogyoku
Goonswarm Federation
#335 - 2017-03-18 00:13:05 UTC
Trasch Taranogas wrote:
Teckos Pech wrote:
http://kotaku.com/eve-player-gets-revenge-on-griefer-four-years-later-1793393532

Quote:
They say revenge is a dish best served cold. In EVE Online player Darvo Thellere’s case, it was cold as the uncaring vacuum of space.

Darvo’s story began back in 2013. He was just taking his first steps in the game’s massive galaxy—banding together with other overwhelmed newbies—when a player named Kackpappe decided to give him ****. And by “give him ****,” I mean he declared war.

“His goal was—this is what he stated to us—to ruin our game experience and harass us until we stop playing,” wrote Darvo on the EVE subreddit. “We fought back—in kestrels, as the noobs we were. In the end, after a few months of daily harassment, he dropped the war. And I made a promise to him: ‘I don’t know how or when, but the day will come that I will find you and I will take all your stuff.’”


No, these sale pitches wont work.


It wasn't a sales pitch I linked it because it was a guy finally getting his revenge.

"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
#336 - 2017-03-18 00:14:15 UTC
Trasch Taranogas wrote:
Okay.

The most intimidating thing in Eve is combat/dogfighting.

If there would be some solution for newbies to not die
in 99% of the encounters would benefit everybody.

As said, some kind of flee or fight option.


Dying is one way you learn.....

Why do you want to take that away? You want to keep new players ignorant?

"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

Rroff
Antagonistic Tendencies
#337 - 2017-03-18 00:15:26 UTC  |  Edited by: Rroff
Teckos Pech wrote:

Of course, I am dismissive. Using a sample of 10 vs. 80,000. Sure clusters can and do happen. But looking at the cluster and then trying to draw an inference from it strikes me as suffering from the Texas Sharpshooter fallacy.


Figures can be manipulated to show just about anything. You should know this.

Trasch Taranogas wrote:
Okay.

The most intimidating thing in Eve is combat/dogfighting.

If there would be some solution for newbies to not die
in 99% of the encounters would benefit everybody.

As said, some kind of flee or fight option.


As per why I posted back to this thread I don't think its newbies dying that is the problem (might put a small number off) its the realisation that their realistic options for retaliation are pretty much non-existent - some tools to let them better understand the dangers earlier might help maybe as well I dunno. And even then many of Teckos's counter arguments to that require the resources of an experienced player with either lots of alts or an active corp behind them to carry out - which many newer players might not have access to.
Trasch Taranogas
State War Academy
Caldari State
#338 - 2017-03-18 00:22:21 UTC
Teckos Pech wrote:
Trasch Taranogas wrote:
Okay.

The most intimidating thing in Eve is combat/dogfighting.

If there would be some solution for newbies to not die
in 99% of the encounters would benefit everybody.

As said, some kind of flee or fight option.


Dying is one way you learn.....

Why do you want to take that away? You want to keep new players ignorant?



Not really. Dying should sting.

Mostly its the hustle to get all your **** together again. Takes
a long time (again) before you have things like buying all
equipment, ammo, ship, everything back in order and back
to what you were doin before death.

As a newbie you have limited ISK and a really bad workflow.

If you always stay ready you don't have to get ready.

Jonah Gravenstein
Machiavellian Space Bastards
#339 - 2017-03-18 00:24:27 UTC  |  Edited by: Jonah Gravenstein
Trasch Taranogas wrote:
@Jonah Gravenstein

You right. Here is where you oldies now what you are talkin about.

Im still amazed why newbies are afraid to enter WH and losec.
Maybe this is where the focus should be.
I would hazard an educated guess that the retention rate for newbies that join from OOG communities such as Reddit and SA and go to nullsec when they start is far higher than that of those who never leave hisec. Part of it is the support network that the OOG communities provide for their newbies, in terms of knowledge, attitudes to explosions and SRP's.

In hisec players are left to fend for themselves, they often receive poor information from people, who have often never left hisec themselves, in the NPC corps. Many of the player run corps in hisec are lead by people who are poor leaders, either through lack of knowledge or just being not cut out to lead. In short hisec is probably what drives more newbies away than anything.

That said, there are knowledgeable people and social groups in the NPC corps that provide many of the advantages you get with well established corps that like newbies, and there are well led hisec player corps that do the same, it's just a shame that so few ever find them.

Quote:
Every now and then Im completely alone in a losec system, scanning and hacking.
Despite being a mainly hisec player I do my PI in lowsec, because it absolutely sucks in hisec; Wormhole spelunking is also fun, I often leave an alt in one for a week to get the right TZ, and then I strip all the sites while they sleep.Pirate

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Teckos Pech
Hogyoku
Goonswarm Federation
#340 - 2017-03-18 00:25:02 UTC
Trasch Taranogas wrote:
Teckos Pech wrote:
Trasch Taranogas wrote:
Okay.

The most intimidating thing in Eve is combat/dogfighting.

If there would be some solution for newbies to not die
in 99% of the encounters would benefit everybody.

As said, some kind of flee or fight option.


Dying is one way you learn.....

Why do you want to take that away? You want to keep new players ignorant?



Not really. Dying should sting.

Mostly its the hustle to get all your **** together again. Takes
a long time (again) before you have things like buying all
equipment, ammo, ship, everything back in order and back
to what you were doin before death.

As a newbie you have limited ISK and a really bad workflow.


First rule of EVE, do not fly anything you can't afford to lose. If you can't afford to buy two you shouldn't buy one.

And dying means you screwed up...it is up to the player to figure out how he could have done better/differently and try again. Trial-and-error. Ever think about why they call it trial-and-error vs. trial-and-success?

"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