These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: The Ease of EVE

First post First post
Author
Dalton Vanadis
Imperium Technologies
Sigma Grindset
#181 - 2012-02-20 12:26:33 UTC
You mentioned you were interested in reasons why a lot of people lose interest in EVE, one that I've heard from prior corp-mates who love playing mmo's are the consequences of death, dunno what to do about it. One reaction was a player who normally goes for the 'healer' role going, "holy bejeebus, if I die, I lose half a month's worth of game time ISK in that ship not to mention whatever the rest of the gang was flying." She couldn't bring herself to be put in that position, and so she plodded off to SWTOR and has stayed there.

Another one is that gameplay gets repetitive. There are only so many times you can run Worlds Collide and have it be an engaging, new experience. Or anoms, or wormhole content, etc. There's so much variety and complexity in EVE but after you delve into it for a time, it gets repetitive and thus boring, expanding that content helps.

Something that may also help is an easier way to help direct RL friends into the game and help them along without having to sit there and handhold them through it at their desk. Perhaps look at the basic ships people love being in and make some of the skill requirements less arcane to the new player. I know some people who figured out in less than a month how to be a reasonable drake pilot and began smashing anomalies for cash and PvPing like a boss, then there are others that languish for months with no confidence in their skills whatsoever. Which really seems to be a product of whether they have a real person, online and helping them at any point they log on. Which I've only seen in big corps (100+ members),

Hope those observations help.
War Kitten
Panda McLegion
#182 - 2012-02-20 12:34:53 UTC
Above all else, make sure it works and flows logically.

The last time I tried the tutorial, I was given an item to use on my ship for one of the early missions (non-civilian shield booster I believe), but not given the skill to use it yet, nor had anything been explained about skills at the time.

Like the learning curve graph, the importance of "getting it right" is steeper for Eve too because it is so dauntingly large with so much to learn from a newbie's perspective.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Grikath
Deep Core Mining Inc.
Caldari State
#183 - 2012-02-20 12:35:55 UTC
Tampaxita wrote:
Revolution Rising wrote:
Recently I was camping EC- gate with CFC and we must've popped at least 3-4 noob ships (not necessarily noobships, but noob ships)


I think this post says it all, the author's conclusion is wrong but the post itself is quite insightful. The problem is not the injecting of skillbooks but rather the fact that people pod newbies on a daily basis. The thing is that if a new player gets podded in his first week, he has a 90% chance of shift-deleting the eve folder. I know that's what i did ...several times.


Yet you came back, again and again. Masochism, anyone?

That particular gate is warned against in every NPC corp by more experienced players, and the only noobs that end up there are:
a) stubborn beyond belief.
b) so obnoxious they get tricked into travelling there.
c) suicidal.
d) unwilling to listen to advice/corp chatter/third party sources.
or any combination of the above. No Mercy there.

While it is true that losing "everything" in your first week may be a downer, and may cause people to lose interest in the game, or even ragequit, you got to wonder how people manage those feats of n00bnes.
Besides the above, every standard newbgriefing trick is regularly explained by veterans training alts in NPC corps, so if people actually pay attention to what happens around them and follow advice given, highsec is exactly what it is supposed to be: relatively safe.

The measures taken by CCP to protect new players in highsec are really sufficient, unless you are truly stupid or stubborn, and neither attitude gets you far in EVE (or any other MMO for that matter) anyway.

Measures like "allow immunity for new accounts/alts for x days" will only lead to abuse by nullsec players and lowsec Piwates.
(I don't think I need to specifically point out the massive uses an invulnerable alt has.)

Measures like "Buff noobie/T1 ships,give Moar Stuffz, Give Moar Skills" only really are of any use to player who already know what to do with said ships/stuff/skills.
And it is adding fuel to the furnace of highsec griefing in a way that the people who propose it are probably all to well aware of : by buffing up the capabilities of a new toon it is that much easier to get that toon ready as your new ganking/griefing alt.
Done? recycle, run again, and thank you CCP for shooting yourself in the foot.

The only way to ever stop n00bie griefing is for the "hardcore" PVP crowd to get a notion that bottomfeeding is detrimental to EVE, since it effectively eats into their potential member/victim base at a level where things actually become interesting.
But since things like long-term effects and investment are well beyond the intellectual capacities of the average pewpew PVPer, and with major "community leaders" actually encouraging that lack of interest and the resulting attitude, such a change in philosophy towards newbies will be long coming.

Highsec isn't "Safe".  Neither is it a playground for bullies and bottomfeeders. So stop complaining and start playing the game already.

Moonaura
The Dead Rabbit Society
#184 - 2012-02-20 13:08:26 UTC  |  Edited by: Moonaura
Bottom feeders won't stop lol, they totally get that it causes people to ragequit EvE - that is just one of the many reasons they do it, because sadly, in life, these sorts of people exist. But in real life there are counters to these sorts of people.

The problem in EvE with NPE griefing, is there is no real way to fight back against it, by a well meaning player base.

Ironically in EvE, the very 'NPC Police' set to protect players in this way, are actually the guys who shoot more new players than baiters ever do, because of new players lack of understanding of aggression mechanics. Frankly, the Concord IQ test must be like box of chocolates given how the whole way concord in EvE works. To me it makes EvE feel very un-realistic in that sense and they should be smarter and more fluid, with less clear cut mechanics in the baiters favour. In other words, occasionally Concord gets all gun trigger happy, and wipes out every thing shooting each other, just to be... you know... sure.

It is also incredibly confusing for a new player to understand that a simple container will open them up to a world of hurt, given that the very game starts off by getting players to loot destroyed ships and containers from dead ships - it is the first damn thing you teach them!

Other MMO's also encourage players to party up and play together. Fleeting up in EvE is both difficult for new players to understand and doing so in EvE is practically a one way ticket to a new ship and clone.

The players who prey on new players are experts at understanding all of these things and how aggression works in EvE. They are extremely hard to bait themselves, and fly such cheap ships that even when destroyed with a successful bait they just keep going. As such there is no easy way for the more well meaning players to fight back against these sorts of players.

There are different approaches to help address this:

1. Simplest of all - quickly educate new users about mechanics and scams like this FAR sooner. In game videos would be great.
2. Let the player base police these systems more effectively. A concord type rank is more than long over due and I am sure there are several ways this could be made to work.
3. Change the Concord mechanics around Starter Systems or Stations so they engage and destroy any type of player aggression unless there is a War-Dec in place i.e shoot both the aggressor and defender.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Johann Tollefson
GoonWaffe
Goonswarm Federation
#185 - 2012-02-20 14:15:46 UTC
I recently created a character to give the new player experience a try and I was impressed. It is much better than when I started playing in 2005. One thing I thought was really great is when I was convo'd by a GM a few days into it and he asked if I had any questions, and if I planned on joining a corporation. He spoke of a training corp and when I mentioned E-UNI he said they strongly recommended a path like this. I thought this was exceptional and I was absolutely floored to see a GM asking a noob how it was going. Bravo!

The issues I saw

- Inconsistencies - Little things like the tutorial mentioning that my 125mm Autocannon I doesn't need ammo, when it most definitely does. Or confusing wording in a mission requirement. It seemed like a little attention to detail is needed. It was frustrating for me, an experienced player, a few times to see what the hell I was doing.

- Epicness - So there wasn't much that made me feel like a internet spaceship rockstar. There should be some epicness here beyond "some dude is a jerk and we'll kill him eventually". Get something to the storyline to add some immersion.

- Noob system is a mess - Its filled with retards trying to get people to flip cans. I see it and ignore it but this could really throw someone off. A short tutorial on how not to get scammed / griefed or even remove this mechanic for the first day of the new players life.

-When its done - Needs some more breadcrumbs. Maybe even steer people towards a Training corp.

- Add a "Set Dest to Tutorial Station" button - I know how to find my home system and get there but this can be daunting for a new player. Have a close at hand button that will set the autopilot to the tutorial station. Being able to set a "home" station and always having this might be a nice idea...

Overall it worked, but felt clunky and uninspiring. At the end of the tutorials the new player should be on a path to getting an AF or Cruiser, maybe even get a BPC of there choice for one, have enough isk to lose a few ships, and be steered towards a corp which will help them the most. Offer some info on the various training corps and work to get people into them. If they choose to ignore this and join some no name 3 man corp they will have a worse experience than if they were in a major training corp.
Grikath
Deep Core Mining Inc.
Caldari State
#186 - 2012-02-20 14:18:02 UTC
One thing that should* be relatively easy to implement, and has the potential to seriously increase the ease in which new players are integrated into the Ways of EVE is to create a help/rookie channel per NPC corp where players from actual player corps can participate in.

If you want to help new players in an NPC corp now, you run into a number of problems, not the least of which are ending up in the NPC corp you intend to without endless corphopping, tying up an alt slot or a main/useful character in a NPC corp, and credibility issues given the immense amount of verbal griefing of other "day-old-alts" and/or "professional NPC-corp campers" when you actually try to do something useful regarding newbie questions.

Rookie/help channel has several severe problems that make it virtually impossible to give serious advice because it simply scrolls so damn fast with all the lol-advice and other shenanigans people get up to in there, mods notwithstanding.
Especially people who are not fluent in english can simply forget those channels as any form of useful information.

Having NPC corp specific "public" help channels has a number of advantages compared to the current setup:


  • You place the help channel right where starting players end up to begin with, spreading the total amount of people using the help channel over the various NPC corps, thus drastically reducing scroll rate and legibility.

  • It allows experienced players willing to go through the effort of teaching newbies the basics a way to do so without having to effectively throw away an alt spot, because they can simply log into the NPC corp help channel of choice.

  • Since most new players tend to stick to their own racial ships at the start, an NPC corp help channel can have much more focus on a specific races' challenges than a general help channel.

  • It allows for an improved integration of new players into the player-driven corporations, since recruiters can scout out potential and assess suitability during their help/advice sessions in their channel of choice.


Of course, the old saw how Every Feature Can Be Abused goes doubly for a game like EVE, and people will find "ingenious" ways to do so.
I think , however, that with decentralisation, and the current options for blocking/flagging as you would apply to a channel dedicated to player help, this idea should be mostly self-regulatory.

As far as implementation goes, this idea builds on the existing chat system, only requiring a number of new channels with public settings to be set up for the various NPC corps, with MOTD/flagging/other permissions equal to the current NPC corp and help channels.
The actual effort of setting this up should* be minimal and implementation can be done as a mini-update.

* barring Murphy's Law and the vagaries of the actual codebase of EVE.

Highsec isn't "Safe".  Neither is it a playground for bullies and bottomfeeders. So stop complaining and start playing the game already.

Freelancer117
So you want to be a Hero
#187 - 2012-02-20 15:29:21 UTC
The first time I was amazed by to scoop of eve, was when I opened up the ingame Map,

Seeing so many systems gives you ideas about how many opportunities there are in this game.


Quote:
To begin with the Player Experience team will do research to identify where and why people lose interest in EVE.


Now I don't know why new people are quitting. If its because the game is to harsh, you don't see me crying about them leaving.

But maybe you can inspire them to stick around and make them want to get through the learning curve so they can get their precious stuff.

The best way imho is by showing them what is out there, the new website is a great idea.

And when new players see the ships ingame it makes them want to strive to get that to.


Atm the most they see unfortunately is subcapital ships, this makes rookie systems and high sec hubs busy looking but not awe inspiring.

My idea is to park a few empire capital ships outside of stations so new players can fly around them or zoom in and see what kind of stuff eve has to offer. (Please dont consider this some kind of endgame remark)



PS: who knows maybe in 2021 it will be incorporated in FW or maybe even WiS ?!

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Toshiro GreyHawk
#188 - 2012-02-20 16:40:44 UTC


Just wanted to point out - that changing the module/item names the way they have been - IS dumbing down the game.

You've done it repeatedly in the past. Taking away the games complexity to simple it up - takes away some of it's richness as well. Getting rid of Learning Skills was one such mistake. People who invested their time and effort in building a solid basis for their future gaming - not only increased the speed of their training - they got themselves a chance to learn the game before they went off - doing just what they wanted to do - geting their asses in big fat expensive ships they had no idea how to use. How many people listen to the advice of those veterans who tell them to - get to Level IV missions as fast as you can - try that - and end up losing everything they have because they went to far to fast - and then quit? The great thing about the Learning skills - wasn't the speed of training they gave you - it was that early era of playing the game on a low level - learning how things worked - learning how to play - instead of getting blown up in their battle cruisers just as fast as they can get into them.


Now - of course - all the impatient little players out there, oh so eager to get into their battle cruisers - hated that. But then so do teenagers (which many of them are) who hate their parents forcing them to do things right instead of slap dashing their way through things. So - how many of these impatient people quit because they got impatient with the learning skills? Well how many of them were going to quit anyway?

I'm not advocating bringint the Learning Skills back - that is never going to happen - but I use that as an example of the things you've done in the past which simpled up the game and dumbed it down.

Getting rid of all the racial attributes was another example. It made the back story to your character meaningless.


So - don't be telling me you're not trying to simplfy the game or dumb it down.

And - don't insult our intelligence with the wasted band width that was that stupid graph. It wasn't information - it was a ******* commercial. Articles aimed at people who are already playing the game - are no place for commercials.



Your big problem here is that you can't have it both ways.

Either you've got a complex game for people who relish a challenge - or the pablum that passes for gaming on the popular game sites. Most people want games played on Easy Mode - if you want a mass audiance - then ruin your game, make it just like the others and watch it fail since the other games do pablum better than you.

Accept that this is always going to be a niche game - and make it the best niche game you can.

People who play EVE will pride themselves in playing a rich, complex, difficult game - and stick with it - whereas those wanting Easy Mode are going to quit the first time they get bullied by some ganker anyway.

There's really not much you can do about that.


Now - none of the above is to say that you can't make the game better than it is.

The Player Guide for one thing has improved in some ways - but could still benefit from some form of Table of Contents rather than just a serach engine. A pure wiki approach isn't a good one as it requires that the player already know the correct entry of specific search terms in order to find the relevant sections of the guide. Each article should have a category it fits under and be able to link BACK from itself to the category or sub-category it fits in - so that players reading it can back up and find similar articles.

Also - fixing the forums so that you can post links to the player guide that won't choke on the BBS code that is in there would help too. Not to mention that of external articles on other sites.

Also - the forums now allow you to make posts of much greater length - and yet - if you take the time to write one - you are going to lose everything you've writen if you don't make a copy of it before you try to post it or preview it. I can't think of anything more frustrating than the first time someone constructs a thoughtful, detailed post - only to have it vanish - when they went to preview it. That is simply unacceptable. At least with the old forums - you stood a chance of going back a page and recovering your text.

A player should NEVER have to go to an outside search engine just to do a search on topics contained in either the past or present forums.


These are fundamental failures of your games documentation - and yet many of them are long standing. Simply providing reliable, comprehensive documentation that is readily accesible in game might do wonders for your player retention.

To achieve this - you must devote more money to not merely preparing your documentation - but maintaining it each and every time there is a change to the code. No documentation - means - no acceptance of code for implementation - and yes - after several decades of software development - I understand what that means. MONEY - and lots of it. Accepting the efforts of vounteers is helpful - but you can't be dependent on it. Volunteerism is inconsistent and unreliable. You have to have dedicated people whose full time job it is to keep watch over the documentation and make sure it is easily accesible, current and correct.

.
Jesspa
The Scope
Gallente Federation
#189 - 2012-02-20 17:31:43 UTC
I still feel new, after playing solidly (following a couple of abortive attempts) for around two years. I vividly remember the difficulty in getting into EVE to begin with. The overriding question that kept going through my mind was "What am I supposed to do?!"

Having come from WoW, where quests are spoon-fed to you, and these guide you to new areas according to your skill level and help you to acquire bigger and better gear all the time, I found myself very lost without any sort of guidance as to where to go and what to do. EVE missions aren't the same - you quickly realise that they don't guide you through any kind of progression, at least not in a way that is obvious to a beginner.

Also, when I first started playing WoW, I distinctly remember that every time I started to get a bit bored, I'd suddenly level up or get some new skill or something like that, and I could almost feel the endorphins being released in my brain, making me play for longer, waiting for my next fix. EVE doesn't give you that (it still doesn't, sadly), and either a way needs to be found to make that happen, or newcomers need to understand why EVE is just as rewarding in other ways and quickly be given the opportunity to feel that sense of satisfaction, reward, and progress.

Perhaps it's more important in EVE to find a good Corp than in other MMOs, and this should probably emphasized more. However, since most corps are geared up to a particular activity (industry, PvP, etc.) it's difficult for a newbie to know what path he wants to take and therefore which Corp to join.
Andrea Griffin
#190 - 2012-02-20 19:32:55 UTC
Nova Fox wrote:
Reduce the number of NPC corps players start in. I seen plenty of good alts perform work in it in training newer players and encouraging joiniing othe rcorps.
I'm not sure this is a good idea.

When I sit and update my market orders, I keep my eyes on the UoC corp chat so that I can help out new players. This is possible because there's enough people to have a good stream of chatter, but not so many people that it's a secondary Jita Local. If there's too many people then questions and answers will scroll way off the screen before they're of use to anyone.
Lemming Alpha1dash1
Lemmings Online
#191 - 2012-02-20 19:40:05 UTC
New players that related to their avatar will stay longer and put up with more then those who don't imo.

Improve the background information of new capsuleers and give better choices why they started out this way in the game

There should be tonnes of lore / fiction since 2003, why not use that to improve how new players enter as capsuleers.


Since they are immortal and considered above par to normal npc's that should relate into their starting skill points.

Don't be to greedy in handing out a few more skill points, not just a couple of skill books and isk Cool


Use the evemail to send them some role-playing information about their future in eve, maybe give a task or just info.

Information is Ammunition,

War does not tolerate Ambiguities.

May you live in an interesting Empyrean age !

http://eve-radio.com/

Andrea Griffin
#192 - 2012-02-20 20:53:45 UTC
Grikath wrote:
The only way to ever stop n00bie griefing is for the "hardcore" PVP crowd to get a notion that bottomfeeding is detrimental to EVE, since it effectively eats into their potential member/victim base at a level where things actually become interesting.
On the rare occasion that I do catch a nubbin I pretty much always hold them for a moment, tell them that they're in dangerous space and should be more careful, and then let them go. This leads to quite a few good things (wow, I could have died / lowsec is kinda cool / maybe that person can teach me stuff) and, I think, encourages newer players to stay in Eve and engage in PvP.

That's a much better accomplishment than adding a dual-tanked, rocket/ac/railgun rifter to your killboard.

Point being, there are some things that CCP can do to help the new players out, but we, the experienced, bitter vets of Eve need to do our part too.
Realah
Perkone
Caldari State
#193 - 2012-02-20 23:58:04 UTC
Personally, I would like to see a no-kidding, definitive, exhaustive electronic "instruction manual" for EVE. I hate having to sift through outdated Evelopedia pages, Community sites, forums, etc to get answers regarding some of the finer aspects of the game. Ideally, immediately after the roll-out of a new patch, this single definitive source is IMMEDIATELY updated with any game changes. For example, it's great that a new hotkey was added in such and such patch, but how's a player supposed to know it exists if they haven't read all of the previous patch notes? When a patch changes an aggression timer, for example, the aggression timer section of the guide should be updated immediately with that new information. A change to faction warfare in an upcoming patch? Change the faction warfare part of the game manual. See what I'm getting at? Tutorials and guides are nice, but there should be a single, trustworthy, thorough source for the game mechanics, and that doesn't exist right now AFAIK.

I've been a subscriber since 2007, but after taking a break from the game for any period, it's daunting trying to catch up with all of the changes. Is it really acceptable for me to have to go through page after page of patch notes? No, I should be able to go to THE definitive game manual and get all the answers I need.

Also, I want to be clear that a definitive game manual should NOT include things like "fitting guides." It should ONLY cover the basic mechanics of the game, and the development of player "guides" should be taken care of elsewhere. All other sources of information should be derivatives of the actual game manual. Growing up, I was the type of kid who bought that new Sega Genesis game, read the manual, and then I played the game... but maybe I'm just getting old.
Kasidis
Center for Advanced Studies
Gallente Federation
#194 - 2012-02-21 03:22:33 UTC  |  Edited by: Kasidis
Please for the love of god, OVERHAUL MINING!!!!!

99.9% of very new players mine as a source of income while they train up skills to do other stuff. Many people that I have talked to including my own friends have said they would stay if mining was more fun. I'm not saying dedicate an entire expansion to it, but it NEEDS improvement. Not only will it improve NPE, but curb botters and increase interest in the profession.

Please acknowledge this CCP, mining is one of the most boring things in the game at the moment and is one of the first things a new player does.....
Veshta Yoshida
PIE Inc.
Khimi Harar
#195 - 2012-02-21 04:57:11 UTC
Abuse the recently buffed ISD department in the name of the most holy NPE.

Set up four (one for each race) ISD run corporations where nooblets can get a taste for player run corps for a couple of months. The almost guaranteed wardec's (high-sec 'official' corp, who wouldn't dec that?Big smile) will provide PvP and in between all the other aspects can be experienced.
Gives you the opportunity to explore the various ideas pertaining to bounty hunting, mall-cops (protection services/mercs) and see what might be required were it to be implemented with actual mechanics (ex. expanded contracts system for mercs).

God Wills It!
Nova Fox
Novafox Shipyards
#196 - 2012-02-21 06:15:31 UTC
Every attribute on every module ship and item explain itself no matter how mudane it may be

Volume
How much space this object occupies.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

VaL Iscariot
Deep Core Mining Inc.
Caldari State
#197 - 2012-02-21 07:32:42 UTC
Hmm, how to help the new player's... ah, DO NOTHING.

New players in EVE should get the same kick in the ass that everyone got. Ya know, the same one that's kept fortress EVE above the rest of the World of Warcraft clones out there. Sorry, I feel zero sympathy for new players because getting a message like this:

Welcome to New Eden. Here is your 5000 isk, your noob ship and a agent. I sure hope you brought your brain, because you may be forced to use it. Toodles!

was how I was introduced. New players that come to EVE are drawn by internet spaceships, not by the tutorial or ease of game play. This instant gratification world we're living in today (ex. 3 month old buys Navy Faction battleship with plex then rages how he lost it running belts in low sec [Serves you right for not earning it, noob]) has in more then one way dumbed down a LOT of things in EVE Online's environment (ex. You don't have to wait an hour for a PLEX and really consider wtf you're about to do).

All these whiners should get a one month ban for catering to durk-a-durr's and r-tards.

you chili?
VaL Iscariot
Nova Fox
Novafox Shipyards
#198 - 2012-02-21 07:41:17 UTC  |  Edited by: Nova Fox
Wait you got 5k isk and an Agent?

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

DeMichael Crimson
Republic University
Minmatar Republic
#199 - 2012-02-21 08:27:40 UTC
Well, I read every single posted reply in this thread and gave 'Likes' to the ones I felt had good points.

I also noticed quite a lot of Killmail whores stating that new players should be sent to low / null sec and experience losing ships and being podded very early after joining the game. This is wrong. Yes I agree new players should be made aware of the dangers but when first experiencing a new game, that's probably one of the last things they should experience. It's a deal breaker and most assuredly leads to rage quit.

On that note, over the past 3 1/2 years I've been playing this game, I've watched the prevailing style of game play for high security become nothing more than WarDec griefing, gate / station camping, suicide ganking, can baiting / flipping, mission invading, market / contract / ISK scaming, etc. All of this done under the guise of 'Eve is niche' or 'Eve is PvP' game. How ironic considering there's an awful lot of PvE content available in this game.

You want to retain new players? Try fixing the existing game mechanics that currently favor and benefit griefing, scamming, ganking, etc and shift the favor over to help protect the law abiding innocent citizens of high security empire space.

lol, high security. That's definitely misleading as well as misrepresenting the truth.

CCP Legion
#200 - 2012-02-21 09:40:21 UTC
Sorry for the slow reply rate, it has been a hectic weekend to say the least. Working through all the posts currently and have to say its great to see very good discussions going on :)

Vegare wrote:
Make sure a newbie is told repeatedly that he has to set his own goals. They do really need to understand that eve is different in that regard. 'Dare to be bold, pilot' just doesn't cut it.

On a related note: new players who have been drawn in by the new EvE website will be asking: 'So when can i choose my profession, already? I'd really like to play a 'bounty hunter'.'


Goal setting is a major aspect we are looking at. In the long run we would like the professions/personas to run all the way into the game, so if someone does want to be a bounty hunter, they would get some sort of info on this type of career.

Omega Tron wrote:
I would like to offer CCP Legion and team a different point of view from those I've seen so far in this forum. So what got me hooked was the fact that the writer went on and on about how hard and tough EVE was, the learning curve was wicked, and that you needed to do so much reading and studying and the background stories were complex and .... well I think you are beginning to see my point.


I know exactly what you mean, Dark Souls did this very effectively and whilst it is one approach, I am not sure that is the best course of action for EVE at the moment.

Seismic Stan wrote:
I've just kicked off a Blog Banter on this subject so hopefully we'll get a few walls-of-text from a variety of backgrounds.


Sounds good, I'll keep an eye on it and seems there is moar walls to go through there ;)

Shandir wrote:
Perhaps if you had some baseline fittings for PvE and PvP in Corp Fitting for noob-corps, that would help them get started.


This is another thing we are looking into, giving players some starting points regarding ships and fitting. But worry not, we will not be giving them specific and highly specialized fits.

Thelron wrote:

Stop putting people in high-end frigates and destroyers on day 1 or 2. MAYBE give them a Bantam (or racial equivalent) once they're done all of the tutorials. In the meantime, keep them in the noobship.


One of the problems in the beginning is the absence of sense of progression and if we keep the player in the same ship for the first 10 hours, its kinda like playing your standard fantasy MMO where you keep the same gear for hours when you start. Having said that, the current 'here is a new ship' rate could use some balancing and we have plans to address the sense of progression beyond giving new ships at a fast speed.


@CCP_Legion | Producer