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Nexus Day
Lustrevik Trade and Travel Bureau
1026
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Posted - 2014.07.26 16:11:00 -
[1] - Quote
EvE is what EvE is, no doubt about it. What confuses me is if you suggest change people assume you want to throw the baby out with the bath water. Some of us are not that rigid and would never suggest this as it would be as deadly to EvE as not changing.
What I think is missing is a path. You can do the same activities in High, Low or Null with varying degrees of risk or creativity required. So where you do what you do is a matter of choice.
Some would say new players should be thrown into the deep end with a foot over their head. Not a big fan of that sort of thinking. I think that if you want people to take on more and more risk that there should be a path that leads them in that direction, that allows them to stop anywhere along the way to acclimate to the new risk.
Player run academies somewhat do this, but why not NPC corps? Why not have corp missions that draw you deeper and deeper into space? Why not reward medals (achievements) for these activities? Give people a sense they are "beating the game".
In general people prefer to be lead then to be forced. And those "individuals" who do not like to be lead generally like it less when you try and force them in a direction. This thread has so much content it may be 'Thread of the Year' and it is only January.
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Arcelian
Metentis
87
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Posted - 2014.07.26 16:15:00 -
[2] - Quote
If you had NPC corp missions that sent you into "deep space", the newbie would die, simply put. Then you would have mad rage, for sending me into deep space, and I can't complete the mission, because this a hole is camping the gate....
I just don't see how this could work, without some serious mission dialogue and changes to how that sort of mission would be started. |
S'Way
Bitter Vets
714
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Posted - 2014.07.26 16:21:00 -
[3] - Quote
Nexus Day wrote: Why not have corp missions that draw you deeper and deeper into space? To do that would need them to make missions more like PvP. Taking a PvE ship into low / null space paints you as a huge target, if a PvP fit was just as viable you might see many more people in low sec doing them.
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Derrick Miles
EVENumbers
27
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Posted - 2014.07.26 16:22:00 -
[4] - Quote
I think you make some good points, and new player retention is something CCP has mentioned as a problem recently. The good news is that ten years ago the new player experience was god-awful, so bad that most new players just had no idea what was going on, but now it's been revamped and the tutorial missions are much-improved. After that, however... there's the SOE arc and the deep end of the pool. I do think some bridges to various career paths, something more than a basic introduction, could be something that helps new players acclimatize a bit better. Like you said, an achievement system would work well. It's something that has proven effective in game development and in Eve the certificate system was originally put in place to fill this role. I think that it works out alright, but the certificates aren't something very concrete and by the time you get any meaningful progress in them you've already passed the 'new player stage'. Whatever the answer is, I think anything that encourages new players to explore all of what Eve has to offer can only help with keeping more of them around. |
Bohneik Itohn
Universal Freelance CONSORTIUM UNIVERSALIS
632
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Posted - 2014.07.26 16:44:00 -
[5] - Quote
Similar discussion. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |
Mara Pahrdi
The Order of Anoyia
776
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Posted - 2014.07.26 17:10:00 -
[6] - Quote
Nexus Day wrote:Player run academies somewhat do this, but why not NPC corps? Why not have corp missions that draw you deeper and deeper into space? Why not reward medals (achievements) for these activities? Give people a sense they are "beating the game".
In general people prefer to be lead then to be forced. And those "individuals" who do not like to be lead generally like it less when you try and force them in a direction. *sigh*
You cannot nerf players down to entry level mobs in a theme park movie err... game. Not without completely alienating the existing playerbase. To compare it somewhat to theme park content: The difficulty anywhere in EVE can jump in just a couple of seconds from those entry level mobs to a raid endboss, depending on what's coming against you. And those "raid encounters" are unscripted.
No NPC corp tutorial CCP can devise will ever be able to prepare you. Your best bet are other players, willing to pass their experence and knowledge on to you. Either by a regular corp willing to taking you in, or by some sort of player run academy.
So the most important, but also the hardest thing for a new player is to find as soon as possible an experienced corp that fits his playstyle.
Whoever wants to try it out on his own, because of "doing my own thing" in an open world mmo sandbox experience, can do so. It's just going to be hardcore for most.
Edit: Grrrr forums... Remove insurance. |
Angeal MacNova
LankTech Masters of Flying Objects
126
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Posted - 2014.07.26 18:26:00 -
[7] - Quote
As some others have said, although for different reasons, I can't see who a gradual increase to risk with missions can work.
The reason is the clear distinction between hi and low. In order for the gradual change to exist, the missions would have to be closely tied to the sec status of the systems. The risk would then also have to be closely tied to the sec status of the system.
So the change from 0.5 to 0.4 would have to be just another segment of a slope instead of the sheer cliff it currently is. |
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