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Ceofore Aideron
Ubiquitous Hurt
59
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Posted - 2014.02.14 19:25:00 -
[1] - Quote
We've come up with a proposed system for NPC Corporations which would facilitate a better new player experience and provide greater access to different game elements without relying on a convoluted and under-explained recruitment process into Player-Run Corporations.
Disclaimers:
- This system is not designed to encourage players to stay in NPC corporations
- The specific details and events within the proposed Secondary NPC corps are strong suggestions, they are very much up for discussion and alteration
- All proposed changes emphasize empowering new players to advance themselves in the game. They are not supposed to remove the "DIY Mentality" that has been a foundation of the game for so many years.
- The basic infrastructure of the NPC corps is what we're pushing for. All additional content to add depth to the new NPC corps is icing on the cake that could be added as development resources become available.
The Concept: The central change necessary would be a new NPC entity that was the default Corporation for new characters. There would be one of these corporations per faction and we are referring to them here as "Rebirth" corporations. ALL CHARACTERS CREATED would start as a member of their chosen faction's Rebirth Corporation.
Rebirth Corporation:
- Only available to players for their first 14 days (obviously that time period is adjustable, but we like it being at end of standard trial period)
- Focuses on providing resources, both automated and personal (i.e. ISDs, GMs, Devs), to new players to assist them with basic game mechanics and a smooth progression through tutorials
- Intended to be highly active with players of similar experience level and remove some of the "dead weight" from the current NPC corp experience that players are born into
- Rebirth can be left at any time. The aforementioned time limit is not a minimum, it's a maximum. New players can instantaneously migrate to another corporation, just as they can now.
- At end of designated Rebirth time, player is introduced to tutorial for using Corporation Recruitment tool, where options by default show Secondary NPC corps, which are described below. If a player declines to choose a corporation (player or otherwise) they are by default placed in what we're referring to as the "Neutral" NPC Secondary Corporation.
Secondary Corporations:
- Each faction will have 4 (suggested) Secondary Corporations.
- One of the Secondary Corporations will operate exactly the same as current NPC corps do - it is not truly and actively focused on any aspect of the game. This is the group we're referring to as the "Neutral" option.
- Three of the Secondary Corporations will be NPC entities that center around certain aspects of the game. Our current proposal is to have Mining/Industrial/Trade/Planetary Interaction, PvP (this group presents mechanical challenges, some ideas floating around for it), and Missioning/Exploration as the three groups.
- These corporations will be advertised at the end of the Rebirth period according to their focus.
- These corporations are intended to be intermediate points between the brand new player experience and a more focused and detailed Player-Run Corporation
- Having these corporations offers better, earlier access to specialized communities and knowledgeable players in a given field of the game with which young capsuleers can develop skills
- Players are free to move between Secondary corps as they see fit, there is however a 24 hour stasis when changing to avoid excessive switching between. This inter-NPC stasis would not affect a player joining a Player-Run Corporation.
- Having these Interest Groups allows for future development of NPC content (such as occasional mining bonuses in given systems to introduce players to fleet mechanics and benefits)
- Secondary Corporations could offer access to more targeted tutorial elements
- Secondary corporation chats can become a much more focused community and will provide players greater social interaction without sacrificing the independent nature of the game.
- ANY PLAYER THAT LEAVES A PLAYER-RUN CORPORATION will default back to the "Neutral" corp, they will not be returned to one of the focused Secondary Corporations.
Mockup Images: NPC Organization Chart Aura Prompt at end of Rebirth Period Corp Recruitment Window from Tutorial
Overall Benefits:
- Easier modes of contact for brand new players (for approved helpers via Rebirth chats i.e. ISDs, GMs, Devs and any additional helpers approved for this concept)
- Exposure to more active and focused communities based on player interest and goals
- Solid platform for introduction of advanced tutorials for things such as fleet interaction
- Removes some mystery and confusion surrounding current methods of finding corporations by exposing members to recruitment methods earlier
- Allows more effective recruitment pools for Player-Run Corporations based on game interest (i.e. targeted recruiting efforts in the Mining/Industrial Secondary Corporations for indy groups)
- Offers a greater degree of interaction for new players right from the start
- Does not replace or diminish the usefulness of existing new player resources such as Rookie Help
- Provides a stronger support structure for "profession" focuses without too much hand-holding
- Catalytic effect for formation of new Player-Run Corporations
- Greater incentive for use of Corporation Recruitment Tool by existing corps
We're enthused about this idea and see it as a viable (if not necessary) step toward enriching the new player experience and increasing retention during a critical phase of the game. Feedback welcome! |
Enscoro Audent
DARK BROTHERHOOD SERVICE
0
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Posted - 2014.02.14 19:27:00 -
[2] - Quote
I really would have loved to have this system when I started back in October... It just seems so much more organized. I was almost totally lost when I started. If a player corp hadn't recruited me in my first week I would have definitely quit after my trial was up.
Even if this entire plan isn't used, I do think at the very least the rookie chat should be separated between the four races so it's not so much of a clusterfuck. |
Noxisia Arkana
Deadspace Knights
158
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Posted - 2014.02.14 19:52:00 -
[3] - Quote
The new player experience needs almost as much love as POS's.
...or missions.
...or industry UI
... |
scruff decima
Large Collidable Object.
12
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Posted - 2014.02.14 19:58:00 -
[4] - Quote
Looks good, maybe the Faction Warfare NPC militias could be incorporated as the PvP secondary corporation. |
Def Monk
404 File Not Found
1
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Posted - 2014.02.14 20:28:00 -
[5] - Quote
This deserves so much more attention than it is getting. We should definitely get a dev in here. Who's job is it to worry about new player experience (I'm not sure if any of the community managers focus on it)? |
Lasper Vaille
Ratae Corieltauvorum
0
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Posted - 2014.02.14 20:48:00 -
[6] - Quote
Looks great, thumbs up from me. |
Zalifer Esepula
Dreddit Test Alliance Please Ignore
24
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Posted - 2014.02.14 21:04:00 -
[7] - Quote
A good idea? On my EVE-O Forums? It's more likely than you think!
God that's old. I don't even know what made me think of it.
Seriously though, sounds pretty decent. |
Drew Solaert
Wildcard Inc.
278
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Posted - 2014.02.14 21:12:00 -
[8] - Quote
Absolutely fantastic idea! I lied :o
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Haedonism Bot
Revolutionary Front
855
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Posted - 2014.02.14 21:30:00 -
[9] - Quote
Makes absolutely no sense. This would only be halfway balanced if secondary and neutral NPC corps are wardeccable. Honestly though, it sounds like you are trying to make NPC corps a more attractive alternative to player corps. Why you would want to do that is beyond me. Newbies should rather be steered towards player corps as much as possible. Staying in NPC corps in the long term should carry serious drawbacks to balance their immunity to wardecs. everevolutionaryfront.blogspot.com |
Rivr Luzade
Coreli Corporation Ineluctable.
221
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Posted - 2014.02.14 21:30:00 -
[10] - Quote
Neat idea and layout. And most importantly, it doesn't ask for wardecable NPC corporation. \o/
The suggestions around more targeted content and tutorials to introduce players to the game is a very welcomed plan. |
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Noxisia Arkana
Deadspace Knights
160
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Posted - 2014.02.14 21:38:00 -
[11] - Quote
Haedonism Bot wrote:Makes absolutely no sense. This would only be halfway balanced if secondary and neutral NPC corps are wardeccable. Honestly though, it sounds like you are trying to make NPC corps a more attractive alternative to player corps. Why you would want to do that is beyond me. Newbies should rather be steered towards player corps as much as possible. Staying in NPC corps in the long term should carry serious drawbacks to balance their immunity to wardecs.
Yes, I do agree that player corps should be much more desirable than NPC corps to join. There's gotta be a way to make the new player experience better and give a couple of benefits to player corps. |
Rokyn
Ubiquitous Hurt
0
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Posted - 2014.02.14 21:48:00 -
[12] - Quote
Haedonism Bot wrote:Makes absolutely no sense. This would only be halfway balanced if secondary and neutral NPC corps are wardeccable. Honestly though, it sounds like you are trying to make NPC corps a more attractive alternative to player corps. Why you would want to do that is beyond me. Newbies should rather be steered towards player corps as much as possible. Staying in NPC corps in the long term should carry serious drawbacks to balance their immunity to wardecs.
They're not meant as an alternative to player corps, they're meant as a stepping stone. The idea is that new players will have an environment where they can learn the game, ask questions and have discussions with like-minded players where they can find what they're interested in before moving on to a player corp. They're a way for new players to be involved within the social aspect of the game from the very beginning instead of being forced in to a player corp where they may not know what they're interested in or looking for. The current NPC corps do not offer this, for the most part.
I disagree that they should carry serious drawbacks. The new corp structure would focus the corps on creating a learning and social environment for new players to increase player retention. Allowing people to wardec new players who don't even know basics of the game doesn't help that in any way. We're trying to keep new players playing, not force them away.
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Abulurd Boniface
The Scope Gallente Federation
89
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Posted - 2014.02.14 21:50:00 -
[13] - Quote
I'm not sure whether this structured approach is going to do it.
The main problem is orientation. The new player faces the evecartoon.jpg learning curve. The challenge is to:
- teach them how to use the environment
- explain features
- show them career options
- provide training in the chosen activity
- encourage them to seek out and engage with other players
In EVE that challenge is fairly unique. Features change near-constantly. I regularly see people who've not been there in a few years come back and be amazed by all the changes that have taken place in the interim "So, anything change while I was away?". YES!
The original post wants to force orientation on the player. Structure is what is called for. Although I can see why that is a good idea on the surface, it is convoluted in the sense that it tries to embrace the new player and tell them "No no, wait. Hang on. Listen to this first. You need to know this stuff, it's important." It is forcing the new player to sit in a class room and take notes. What the original post fails to realise is that this is a route that takes us on the road to a theme park experience. We do not want to do that.
This is what we want to do: we want to offer the player an introduction to a feature when they are ready to accept that lesson.
How we do that is by building a self-referencing system that is consistent with the capsuleer experience. We do not address the player as someone who is playing a game. We are addressing a new pod pilot and teach them what it means to be a member of the superior social class of New Eden and how to use the tools at their fingertips. The reason to do it that way is: immersion. A new reality presents itself. A new way to think about the world is required. I wanted to kiss the person who wrote the introductory animation because -that- is how you start doing that. It is just beautiful.
But then: how do we teach them how the environment works, right?
Every part of the interface that is new [all of it] has a feature "How does this work?". CCP Karkur will give that a beautiful touch, I'm quite sure of it. It is not forced on the pilot. It is there when they want it. That is an important aspect. We don't force the new pilot to do anything, we just let them know that there is help when they need it. Why not sit them down through orientation and force them to learn? Because that may not be what they want. Some people thrive on structure. Some people thrive on chaos.
When they ask for the help on a topic, a beautiful animation shows what it is for. It does not go in-depth to explain every last little detail, because that takes too many clauses and that's what we have EVE Uni et al for. But first, they've got to be told: this is the inventory, it works like this...
Every feature has an option "I understand what this does, I don't need any more explanation". Our budding pilot is slowly finding their space legs and is allowed to show their confidence in how the environment works by dismissing unwanted help.
We will want some exquisite animation to teach them how zipping around the universe works and, as the current Help does: they must be taught that they will lose ships, that this loss is permanent and that the loss may be regretted but should not be feared (people who whine about losing ships in local is -so- tiresome).
An important step in the learning process is to introduce them into New Eden society. And here I connect to the original idea. We teach the new pilot that society is organised in corporations. Corporations may be joined in Alliances. We want to strongly encourage new pilots to seek out like-minded individuals (and here corporations may show initiative by having an outreach program for new pilots) and make their own dent in the universe.
All of that through the interface as it presents itself to the new capsuleer. Internally consistent, self-referencing. Why not ham it up by making an animation that is displayed on the screen in the Captain's Quarters, faction dependent, obviously, where a few of the 'facts of life' of the respective factions are revealed, a foundational story is presented and the capsuleer is encouraged to join civil society. They are a capsuleer now, capsuleers find kindred spirits.
The environment offers wonderful opportunities to have itself be taught to new pilots and, in the Captain's Quarters, the space dock UI, in space. If the experience of teaching features is compelling enough, that will be a first introduction into the New Eden ethos of its own accord. A statement: You are a pod pilot now. This is how we do things.
I would not structure it the way the original post proposes. It presupposes too many things that are blindingly obvious to us veterans but which mean nothing to new capsuleers.
The newly-minted pilot finds themselves amidst chaos they have not seen yet, and it is not a bad thing that they should feel a little bewildered. They are in a place such as they have not experienced before, it should leave them a bit uneasy. But then, when they start asking questions, they should find the environment replete with answers, ready when they want them.
Aura: "Welcome, pilot! Make yourself at home. Look around. Explore. Use this [symbol] symbol to learn how to command your environment. This process is self-paced. You are free to roam as you please. I will be here any time you require further assistance. Fly safe.
The pod pilot has to be taught how the environment works by the environment itself. That is a lesson that sinks in. It is consistent with the experience. It enhances immersion and it empowers the pilot as they gain more experience in how to use the environment. This process should be organic and not forced. It is the forced aspect of the original post that does not sit well with me. We do not want to force the pilot, we want to guide them.
And have them make their own decisions and mistakes.
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Veratrix
Genstar Inc
5
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Posted - 2014.02.14 22:12:00 -
[14] - Quote
Great stuff. Love the idea and I think it's needed as the current iteration and setup of NPC corps is not even close to as helpful to new players as it should be. |
Merrick Odinsen
Brave Newbies Inc. Brave Collective
0
|
Posted - 2014.02.14 22:51:00 -
[15] - Quote
Reposted from the EVE subredit:
Don't we already have new player corporations that you default to when you start and when you leave a corporation? Don't we already have career tutorials that focus on specific parts of the game? What we don't have is a tutorial on forming fleets, or volunteers running fleets for the starter corporation members. Doing that would be an easy minor change... Unless I'm missing something, I don't see what this idea brings to the table that's any different than what is currently in place. In fact, I don't see the difference.
What am I missing? |
Tricia Malicia
Directed Evolution Corp
0
|
Posted - 2014.02.15 00:21:00 -
[16] - Quote
Merrick Odinsen wrote: Don't we already have new player corporations that you default to when you start and when you leave a corporation? Don't we already have career tutorials that focus on specific parts of the game? What we don't have is a tutorial on forming fleets, or volunteers running fleets for the starter corporation members. Doing that would be an easy minor change... Unless I'm missing something, I don't see what this idea brings to the table that's any different than what is currently in place. In fact, I don't see the difference.
What am I missing?
I'm reading between the lines a little bit, but I think what this is trying to address is that a new player joining a first player corporation is either driven by their outside connections (so joining a community-based corp like Goons or TEST, or a corp that includes real-life friends who play the game) or involves taking a leap into the unknown with a corp whose goals seem to sound about right to the new player, but whose members are a mystery.
The idea seems to be to encourage giving new players a chance to connect with other people with their same in-game interests prior to making the big step of joining a player corporation, so they can make contact with other players and make a more informed choice. |
Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
1045
|
Posted - 2014.02.15 00:58:00 -
[17] - Quote
I like it, sub divisions should be wardeccable though, with the option that noobs can escape the war dec by leaving the sub division by returning to the parent corp with a nasty standing penalty, or choosing to leave and join a proper player corp or form their own.
There should also be a fw subdivision. I would also say that some training missions should only be available within certain sub divisions such as the industry or scanning tutorials being only available within the industrial or exploratory sub division as appropriate.
I would also suggest that players with decent enough standings be allowed to create their own divisions as micro corps within the npc parent corp which are also war deccable which gives players the option of flying together sharing goals etc whilst allowing them to keep the npc corp chat channel making it easier to maintain friendships and the maintain a sense of community.
Some restrictions should apply to player created subdivisions such as making them unable to anchor deployable structures and, pos's etc or being unable to claim sov etc and a limit on maximum numbers of players in order to make fully independent corps more attractive as the players come to learn more about the complexities of eve. Dumbing down of Eve Online will result in it's destruction... |
Usagi Toshiro
Red Federation RvB - RED Federation
62
|
Posted - 2014.02.15 01:42:00 -
[18] - Quote
I really like this idea. I look at it in baseball terms. These new NPC corps would be like minor league feeder teams to the major leagues. Once a player learns the basics in the NPE then moves into their preferred variant NPC corp, they can cut their teeth in relevant areas and skills. This will make them more attractive to established player run corps. It may also allow them to go off and start their own with like minded new capsuleers that they've met in such schools.
I agree that the ultimate goal is to get folks to join player corporations. I think these new variants will increase the likelyhood of new players finding the RIGHT player corporation that also fits their style of play. I think most of us tried a couple (a few, maybe a lot in some cases) of player corps before we found one we were comfortable in.
EVE is what we make it. We can only make it better with new ideas flowing in. This is a good one. |
Ines Tegator
Towels R Us
387
|
Posted - 2014.02.15 01:56:00 -
[19] - Quote
This is a splendid idea. Props for working out so much of the process. The way it makes the process of getting involved in EVE (trial - tutorials - focus on interest - find corp) transparent and obvious is exactly what the NPE needs.
The mere existence of specialized NPC corps may be also be a PC corp factory, by bringing people with similar interests into contact with other. This is a Good ThingGäó. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |
Naiami Cinpeh
Freeport 13
8
|
Posted - 2014.02.15 02:20:00 -
[20] - Quote
I for one love this idea. It could easily be made to fit in with the post-Rubicon theme of capsuleer independence too. The secondary focused corporations could all be run by NPC capsuleers and reinforce the storyline difference between capsuleers and normal people. |
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Yshalan Sokarad
Moira. Villore Accords
0
|
Posted - 2014.02.15 03:01:00 -
[21] - Quote
I think this idea has real merit, but i'd like to add one thing.
I know that Factional Warfare is not an exclusively PvP experience, but Player vs. Players is definitely a big part of Factional Warfare, and I think that having the "PvP-focused" NPC corporation for each of the four factions feed directly into Factional Warfare could be a good idea. It would help to bring more players to an under-appreciated and fun aspect of EVE online, one that is a good way to transition into further PvP activities, especially because of the excellent market for faction goods allowing new players a way to both learn PvP and make money, since for most new players, those two activities are mutually exclusive.
I like this idea, I love the restructure, and I think linking the PvP focused NPC corp into factional warfare would be a good idea. |
scruff decima
Large Collidable Object.
13
|
Posted - 2014.02.15 09:19:00 -
[22] - Quote
Little Dragon Khamez wrote:I like it, sub divisions should be wardeccable though, with the option that noobs can escape the war dec by leaving the sub division by returning to the parent corp with a nasty standing penalty, or choosing to leave and join a proper player corp or form their own.
But think about what you're suggesting for a second. Do you really thing that being station camped in to the starter systems 24/7 by marmite etc is a good new player experience? Do you think forcing them to leave and join a 'proper' corp with no idea what they're looking for will end well for them? If they do start their own 1 man corp and then find themselves completely isolated, where do they then go for help?
What I like about this idea is that it allows for specialised communities of players to form, and from these communities Player Corporations hopefully will naturally develop, either by direct recruitment by outside corps, or the formation of corps by like-minded players within the NPC corp.
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BOS Hydra
Ubiquitous Hurt
11
|
Posted - 2014.02.15 09:25:00 -
[23] - Quote
Ignore the fact that I am in the same corp as the OP, but I very much agree with this idea. Think of the EVE vets who played at least 2-3 trial accounts (myself included) over a span of YEARS before they finally made a commitment to play when they had a better understanding of what this game actually is. If it weren't for a couple of players going out of their way to reach out to a newbie and explaining what EVE is I most likely wouldn't have stuck around due to frustration. Nothing will beat a teacher/mentor relationship but having the in-game infrastructure to backup or help create that phenomenon will only help EVE grow.
As much as people say "noob corps should be war decced," that is only favoring the ones war decing the noob corps (this could go into a whole other conversation about high sec war decs in general.) War deccers get easy kills and new players get frustrated, and then the EVE elitists all cry "well you gotta learn the hard way!" when that is completely counterproductive. Do you realize that they WILL be perma war decced by the major groups? It's like grabbing a 5 year old's hand and mashing it into their face while saying "why are you hitting yourself, bro?!" Players can learn about war decs in their own time in player run corps, but it's not a crucial aspect of PvP mechanics. Yes war declaration is a game mechanic in EVE but it's not a fundamental mechanic that you can translate into -every- PvP environment in EVE, thus not a fundamental thing to force new players to learn about through experience. (and honestly how many war decs are actually fun to be a part of? not many)
Also keep in mind that EVE has been growing over the years, so it's especially important that the new player experience continues to improve. The current tutorials are so much better than what they used to be, but as a new player I would still be very lost afterwards. |
Pure Ebil
The Ebil Empire
10
|
Posted - 2014.02.15 15:58:00 -
[24] - Quote
Good idea, EVE is all about communities working together to do the same objectives, anything which helps new people learn to work together early on is a good thing, especially if it avoids the turkey shoot that results when a small group of new players start a corp & get war dec'd. |
Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
1046
|
Posted - 2014.02.15 22:39:00 -
[25] - Quote
scruff decima wrote:Little Dragon Khamez wrote:I like it, sub divisions should be wardeccable though, with the option that noobs can escape the war dec by leaving the sub division by returning to the parent corp with a nasty standing penalty, or choosing to leave and join a proper player corp or form their own.
But think about what you're suggesting for a second. Do you really thing that being station camped in to the starter systems 24/7 by marmite etc is a good new player experience? Do you think forcing them to leave and join a 'proper' corp with no idea what they're looking for will end well for them? If they do start their own 1 man corp and then find themselves completely isolated, where do they then go for help? What I like about this idea is that it allows for specialised communities of players to form, and from these communities Player Corporations hopefully will naturally develop, either by direct recruitment by outside corps, or the formation of corps by like-minded players within the NPC corp.
I agree about the whole marmite thing, but I think War Deccing and the experience of being war-decced is an important aspect of life in Eve Online. It's not possible to run a corp and escape without a decent war dec at least once a year. It changes the dynamic within the corp and forces players to change their focus or adapt to other play styles over the course of the war dec. Also they might actually like engaging in combat.
Make no mistake I am no uber player or a pvp god and having gone through the mill of almost 9 months of constant war dec last year I can say that it was a catalyst that forced me to try new things and engage with other aspects of Eve Online, which occasionally included putting up a decent fight to the aggressors.
So perhaps there should be some restrictions, perhaps the sub divisions can only be war decced by the sub divisions of other npc corps though this doesn't stop the marmite collective having alts that jump in newbie corps.
Perhaps an additional refining idea may be to have sub divisions of the parent corp that can only form up and last for two weeks or some other pre set time limit before having to be disbanded. Allowing those players to exit out and join other micro-corps. etc. I am aware that your original idea was for players less than 14 days old, but I don't see why it can't be expanded for a longer period as the curve learning curve is still steep despite CCP best efforts to reduce it. Dumbing down of Eve Online will result in it's destruction... |
Amarisen Gream
Galactic Skyfleet Research Group Galactic Skyfleet Empire
13
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Posted - 2014.02.15 23:36:00 -
[26] - Quote
+1 xoxo Amarisen Gream
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Def Monk
404 File Not Found
1
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Posted - 2014.02.18 16:54:00 -
[27] - Quote
Little Dragon Khamez wrote:scruff decima wrote:Little Dragon Khamez wrote:I like it, sub divisions should be wardeccable though, with the option that noobs can escape the war dec by leaving the sub division by returning to the parent corp with a nasty standing penalty, or choosing to leave and join a proper player corp or form their own.
But think about what you're suggesting for a second. Do you really thing that being station camped in to the starter systems 24/7 by marmite etc is a good new player experience? Do you think forcing them to leave and join a 'proper' corp with no idea what they're looking for will end well for them? If they do start their own 1 man corp and then find themselves completely isolated, where do they then go for help? What I like about this idea is that it allows for specialised communities of players to form, and from these communities Player Corporations hopefully will naturally develop, either by direct recruitment by outside corps, or the formation of corps by like-minded players within the NPC corp. I agree about the whole marmite thing, but I think War Deccing and the experience of being war-decced is an important aspect of life in Eve Online. It's not possible to run a corp and escape without a decent war dec at least once a year. It changes the dynamic within the corp and forces players to change their focus or adapt to other play styles over the course of the war dec. Also they might actually like engaging in combat. Make no mistake I am no uber player or a pvp god and having gone through the mill of almost 9 months of constant war dec last year I can say that it was a catalyst that forced me to try new things and engage with other aspects of Eve Online, which occasionally included putting up a decent fight to the aggressors. So perhaps there should be some restrictions, perhaps the sub divisions can only be war decced by the sub divisions of other npc corps though this doesn't stop the marmite collective having alts that jump in newbie corps. Perhaps an additional refining idea may be to have sub divisions of the parent corp that can only form up and last for two weeks or some other pre set time limit before having to be disbanded. Allowing those players to exit out and join other micro-corps. etc. I am aware that your original idea was for players less than 14 days old, but I don't see why it can't be expanded for a longer period as the curve learning curve is still steep despite CCP best efforts to reduce it. See, I do like the idea of exposing newer players (specifically ones interested in the PVP aspect and in the PVP noob corp) to the war-dec mechanic.
As you guys have mentioned, the general idea of making NPC/noob corps war-dec capable is a bad solution. Griefing people just getting into the game would become too much of an issue. Likewise, alts sitting in the NPC corps just to get the silly fights would also be something to avoid. Avoiding the later would require some restriction on player age in the specialized NPC corps (though this then encroaches too heavily on player-owned corps, and is not a graceful solution), but the former seems a bit easier to tackle.
So, how do we expose new players to the war-dec mechanic while trying to avoid seasoned players who are simply looking to be dicks? While it has some issues (which I'm sure people will point out), one possible solution could be within the PVP subgroup - introduce them to both real PVP and the war-dec mechanic. One day a week (random or specific, though a set day may interfere with people who can only play on specific days of the week) or one week per month (may be a bit harder to work with in the case of trial accounts, I personally think one day is better) the NPC PVP Secondary Corp is at war with the other faction's PVP SC's. Of course, warn the player ahead of time (same as with regular war decs) and teach them what this entails.
To me, this would seem to introduce war aggro mechanics decently. At the same rate, if you keep the notifications and mechanics consistent, it can help people understand wars in player-made corps. Last, with it only being one random day per week, the fighting would be inconsistent enough to discourage taking the time and effort to use alts for free fights. If they do, they're more likely to help organize fleets of n00bs to slam into each other, and this creates RvB-esque emergent player-driven scenarios, all in a positive manner (introducing fleet mechanics, and encouraging people to learn to FC).
I haven't thought of drawbacks too much, so if anyone sees glaring issues with this solution to introducing war mechanics, feel free to speak up. I think trying to introduce these mechanics to new players by primarily involving other NEW players is the best way to go about this. In the case of older individuals who still wish to take part in this, I generally find the community would actually help more than hurt it if constant easy kills are inconvenient due to inconsistency. I find this more likely than we'd like to admit. With all the Reddit posts after B-R where n00bs are blown up and given money and advice for the future, it's quite apparent that, contrary to popular belief, most eve players enjoy helping newer players: we just also like to pew them. |
Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
1060
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Posted - 2014.02.18 23:54:00 -
[28] - Quote
+1 really good idea and an interesting mechanism. Dumbing down of Eve Online will result in it's destruction... |
Mario Putzo
Welping and Dunking.
352
|
Posted - 2014.02.28 17:52:00 -
[29] - Quote
This is a great idea and the game wholly needs a makeover in the early stages of the game,. |
JetStream Drenard
EVE University Ivy League
37
|
Posted - 2014.02.28 18:45:00 -
[30] - Quote
This is a great idea! I think there should be some sort of stasis period for new players forming corporations to prevent them from isolating themselves inadvertently. And also because most of these new player corps are doomed to fail. The blind leading the blind, does not help teach or retain new players. Somewhere between 1-3 months game time before being allowed to form a corp would help to prevent new player isolation. |
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