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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Andrea Griffin
116
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Posted - 2012.02.17 19:39:00 -
[121] - Quote
Ms Mirple wrote: Or require some missions to have 3 people in a fleet to enter the site. This will encourage more team oriented goals and get players working together sooner. Providing some missions - or a series of missions (perhaps a Fleet Mission Agent) - which will not start until 3-4 pilots are in the mission area could be really cool.
It's not you guys who need to repair what has been broken, it's us. CCP Wrangler |
Nova Fox
Novafox Shipyards
3179
|
Posted - 2012.02.17 19:42:00 -
[122] - Quote
New Tutorial Minigame for new players.
Starship Engineer! Fit ships to customers orders.
All ships are and modules are 'fake' and cannot be undocked but requires no skill to fit or sit in. Ship provided will contain various modules in its cargo bay and is asked how to fit the ship for customer needs. Player earns score based on correct module for the job specified, Optional correct modules that makes the job easier there will be multiple correct answers. then absolutely WRONG modules.
For example player is requested to fit a sturdy shield frigate. They will be given a ship with various armor and shield modules and are tasked with fitting the ship. once they are done they hit the submit button and the report is generated.
The report basically decalres in right or wrong why they are good choices for the job reasons why and how module synergy with player skill, ship install and each other is important and how details DO matter.
The tutorial should also explain there are more than one way to skin a cat and encourages all sorts of builds.
Various types of fits in the minigame that should be explored should be Attack (pure dps ship) Assault (DPS ship with Tank) Fighter (High speed DPS) Escort (Fast Lock, Fast Track DPS) Sniper(Long Range Gun Attack) Artillery (Long Range split weapons) Drone Boat (Drone in the drone bay and DCUs) Scout (Survey, Cloak, and agility) Intercept (Highspeed Tackler) Industrial (Mining fit) Harzard Industrial (Tanked mining fit) Decoy (Tank only) Salvager and Combat Salvager
ect ect list goes on.
Examples of WRONG modules
Wrong weapon Upgrade Wrong TanK setup Wrong Electronic Warfare modules or thier counter measure warfare.
Good scoring players on this 'npc mission' may get a free one time ship if they succesfully score high enough with one suggested 'fit.'
This will also be a great oppertunity to explain overheating and rigs and the effect on the ship.
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Nova Fox
Novafox Shipyards
3179
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Posted - 2012.02.17 19:47:00 -
[123] - Quote
Ms Mirple wrote:Nova Fox wrote: Epic Arc Idea This Idea is perfect. The only thing I would change is Battle ships are not always long range but strees that tracking is very important in game.
Well that could be further explained that the captain didn't particuarly outfit for fighting smaller ships and further explains that even the largest of ships would have extreme difficulty in hitting a small frigate.
and in mission 6 the captain could remind the player that his smaller size would make it much harder for the npc battleship to attack the player and demonstrate it by having the player webify the hostile battleship to when then targets the player and futilely tries to hit the frigate.
The friendly captain can then stress use of orbit and not sitting still. The mission should be forgiving a little bit to prevent omfg pwnt.
I heavily nominate the Equilirbium of Man terrorist for the pinanta those pirates suck the most in terms of performance.
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Random Womble
Emo Rangers Electric Monkey Overlords
6
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Posted - 2012.02.17 20:00:00 -
[124] - Quote
As someone that has been involved in running a corp for ages but does not have the time to ever do a proper recruitment drive with all the vetting and such that takes place but would still like to teach newbies i would like to see a bit of a random corp option. Think of it as a blind date for corps. I also have an alt that i want to keep out of my main corp but again find it difficult to find the time to find a suitable corp so i can see things from another side too.
The way i see this is corps should be able to opt in to receive random members perhaps with some data requiring to be in putted so that potential members and corps can match up better like base region and operational regions, active times/days, possibly a minimum SP requirement or even primary language. Potential recruits would then be able to select a join random corp option somewhere and again would get so options which they can choose to limit the potential corps they may join by.
It may be worth while to have some limits like joining a random corp no more than 3 times in a week and some sort of rating system so that corps that are particularly bad for looking after new members could be marked down and at the same time members that were particularly bad possibly trolls or corp thieves could also be marked down.
The system should be open to everyone but aimed at newbies and it would be best if newbies could be put back in the starter corps if they quit/get kicked within 2 weeks or something so that they do not lose the safety net too easily.
I might come back and expand my ideas a bit i had got more detail but cant think straight right now.
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Andrea Griffin
117
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Posted - 2012.02.17 20:11:00 -
[125] - Quote
Random Womble wrote:a random corp option. Think of it as a blind date for corps This is an interesting idea, but there's so much room for abuse (on both sides).
We already do have an in-game recruitment tool, but as far as I know it is hardly used. If more corporations could be convinced to use it then more players might find it helpful.
Since being a corporation does help player retention (among other things), bringing this tool to the fore and giving it some attention (even just reminding people that it exists would help) could be a good gain for little effort.
It's not you guys who need to repair what has been broken, it's us. CCP Wrangler |
Gorp
The Scope Gallente Federation
0
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Posted - 2012.02.17 20:12:00 -
[126] - Quote
You should do more to leverage player-created resources to help newbies find their way around an incredibly complex game. While this content may be found with the application of Google-Fu, sorting out the good from the crap is a daunting task.
CCP should proactively identify, curate and promote the best player generated content and present it to new players as part of their welcome to Eve. Yes, this will require judgement calls as to what is good and will give recognition to some corporations/players that others may resent but that's ok.
Promoting content needs to involve more than mentioning it in a stickied forum post (buried alongside much crap) or shoved into an Evelopedia entry (which few read).
At the very least, newbies should be directed to:
Halada's mining guide EveSurvival.org mission index Hardin Salvor's Incursion guides (as well as Jester's articles on the subject) Ombey's 2D Eve Maps Eve Uni's guide to Planetary Interaction Wensley's Rifter Guide to Solo PVP The Altruist's Know Your Enemy articles
New players should also be directed to investigate Agony Unleashed PVP University Eve University |
nate555
GODHC INTERSTELLAR FLEET
42
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Posted - 2012.02.17 20:14:00 -
[127] - Quote
Make a small server just for noobs under 30 days old |
Shandir
Brutor Tribe Minmatar Republic
6
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Posted - 2012.02.17 20:15:00 -
[128] - Quote
Gorp wrote: At the very least, newbies should be directed to:
Halada's mining guide EveSurvival.org mission index Hardin Salvor's Incursion guides (as well as Jester's articles on the subject) Ombey's 2D Eve Maps Eve Uni's guide to Planetary Interaction Wensley's Rifter Guide to Solo PVP The Altruist's Know Your Enemy articles
These should be added as a bookshelf you can interact with in WIS. |
Nova Fox
Novafox Shipyards
3179
|
Posted - 2012.02.17 20:19:00 -
[129] - Quote
Shandir wrote:Gorp wrote: At the very least, newbies should be directed to:
Halada's mining guide EveSurvival.org mission index Hardin Salvor's Incursion guides (as well as Jester's articles on the subject) Ombey's 2D Eve Maps Eve Uni's guide to Planetary Interaction Wensley's Rifter Guide to Solo PVP The Altruist's Know Your Enemy articles
These should be added as a bookshelf you can interact with in WIS. Edit: Am I the only one a bit annoyed that they both edited XKCD's strip, and failed to credit him?
bookshelf Idea would work as it would easily help remove or add as they become available or defunt.
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Little Brat
The Mighty
3
|
Posted - 2012.02.17 20:51:00 -
[130] - Quote
Am going to respond to this thread but first a hint to posters...write your post in a word document or whatever offline and then cut and paste to the forum...works for me and no lost in cyberspace posts :)
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Indahmawar Fazmarai
The I and F Taxation Trust
257
|
Posted - 2012.02.17 20:54:00 -
[131] - Quote
Nova Fox wrote:New Tutorial Minigame for new players.
Starship Engineer! Fit ships to customers orders.
All ships are and modules are 'fake' and cannot be undocked but requires no skill to fit or sit in. Ship provided will contain various modules in its cargo bay and is asked how to fit the ship for customer needs. Player earns score based on correct module for the job specified, Optional correct modules that makes the job easier there will be multiple correct answers. then absolutely WRONG modules.
For example player is requested to fit a sturdy shield frigate. They will be given a ship with various armor and shield modules and are tasked with fitting the ship. once they are done they hit the submit button and the report is generated.
The report basically decalres in right or wrong why they are good choices for the job reasons why and how module synergy with player skill, ship install and each other is important and how details DO matter.
The tutorial should also explain there are more than one way to skin a cat and encourages all sorts of builds.
Various types of fits in the minigame that should be explored should be Attack (pure dps ship) Assault (DPS ship with Tank) Fighter (High speed DPS) Escort (Fast Lock, Fast Track DPS) Sniper(Long Range Gun Attack) Artillery (Long Range split weapons) Drone Boat (Drone in the drone bay and DCUs) Scout (Survey, Cloak, and agility) Intercept (Highspeed Tackler) Industrial (Mining fit) Harzard Industrial (Tanked mining fit) Decoy (Tank only) Salvager and Combat Salvager
ect ect list goes on.
Examples of WRONG modules
Wrong weapon Upgrade Wrong TanK setup Wrong Electronic Warfare modules or thier counter measure warfare.
Good scoring players on this 'npc mission' may get a free one time ship if they succesfully score high enough with one suggested 'fit.'
This will also be a great oppertunity to explain overheating and rigs and the effect on the ship.
Oooh, me likes!! That's cunning and could be -gasp- actually FUN!
Seriously, it's amazing how 99% of everything relevant to enjoying EVE and having fun with EVE, can't be obtained from CCP.
BTW, to the guys asking for videos, voiceovers, etcetera... what about people who doesn't speaks English? Reading is tough enough, listening... God, sometimes I still get lost with videoblogs and must rewind and listen again... certainlly Talking to Customer is cute, but not so cute when your customers speak like 40 languges and some just aren't up to listening to English. EVE residents: 5% Wormholes; 8% Lowsec; 20% Nullsec; 67% Highsec. CSM 6: 100% Nullsec residents.
EVE demographics vs CSM demographics, nothing to worry about...-á |
Asban
Panda Inc
2
|
Posted - 2012.02.17 21:01:00 -
[132] - Quote
Hey,
So apologies if this has been mentioned, but one of the real big problems with EVE beginners is they don't know all the things they don't know. Meaning, they have to decide based off some really short descriptions where they should start investing their time. It is very rare that you find a beginner who doesn't have some points they wished they hadn't spent. This may never go away for good, but it can be really depressing when you achieve a particularly long game plan, only to realize the features or game play that opens up wasn't really what you wanted. It would be nice if there were a way to expose players to a taste of what things will be like a year into a skill route. Tutorials, with 'loner skill plans' would go a long way to give beginners a taste of more exotic things to come. Think of learning to pilot with an experienced NPC pilot's skills on 'lone.' Have a mission where you scan down anoms in a covops with perfect skills (temporarily of course!). Have a mission where you can mine some ice (or whatevs) with a loned hulk. Have a mission where you hop into a fully fitted t2 BS and destroy some stuff with a ludicrous tank. Have a mission where you have to drop into a maxed logi and keep an NPC alive while it plows through some enemies. Have a mission where you have to tackle a target while an NPC gang blows it up, if you don't tackle it, it won't go POP. Pick some important roles that players say they particularly enjoy and create tutorials where a beginner gets to play with max skills in those activities in great ships for a single mission.
Now, obviously this is potentially a huge way to abuse things, so it would have to be implemented delicately. Obviously don't actually give a player a marauder. Give them a 'tutorial' marauder for a mission. These things can't be refined/sold/traded or aggress other players, maybe even not be able to use warp gates. Whatever, restrict as needed. But give the player a sense of what it would be like if they actually dumped a year into these skill plans.
This would go a long way to upping the wonder of a beginning player and helping them understand why training BS 5 might actually be a good idea at some point.
BONUS:
If this system were implemented it would ALSO provide needed levers to make missioning more interesting. Imagine being occasionally able to fly a highly specialized mission ship to accomplish a task you otherwise would not be able to do. Imagine a "our scientists have created this experimental ship we'd like you to go test pilot" or "we recovered this enemy faction cruiser and we'd like you to use it to frame that faction by attacking a mutual friend", etc.
TL;DR occasionally temporarily allow players the advantage of a year's worth of points in limited PVE scenarios. |
Salpun
Paramount Commerce Tactical Invader Syndicate
194
|
Posted - 2012.02.17 21:45:00 -
[133] - Quote
More payoff when you skill to a specific ship or ability. I liked the break down of few skills to more skills in the NPE video.
If the market was locked down to only the modules you are trained for for the first 2 months and the market headers linked to tutorials on how to use each item. New players get a success result and the training on how to use it in a easy to find location.
Also as low level players/ alts of high level players both do the same thing. Identify those play styles and formalize them. A null sec corp needs a cyno alt in low sec for a freighter jump. Older player makes a contract only accessable by a low level player. The location will be random and fleet cannot be droped until he returns to his agent which cannot be in the same system as his clone solving one of the greifing stratagies. Work arounds can found to all it just takes a little work to find the mix of risk versies reward for both the high skill and low skill players.
Contriband scanning, can protection for can miners using a anti tiping mod only usable by rookie pilots. and other low level ship abiliities all give low level players something to do. |
Mors Sanctitatis
Death of Virtue MeatSausage EXPRESS
393
|
Posted - 2012.02.17 21:46:00 -
[134] - Quote
The key to the NPE and customer retention is SETTING EXPECTATIONS. Educate the players: tell them to expect to get killed in high sec space. Tell them that the focus of the game is PVP and blowing stuff up. Tell them that they won't be getting their hand held.
This will significantly reduce the whining and complaining when someone gets shot in the face and loses their first few dozen ships.
The current crop of whining carebears is a direct result of the expectation that there are areas in Eve where they are completely safe, which of course is entirely incorrect, compounded by the misunderstanding that Eve's main focus isn't PVP (again, wrong).
New players need to be indoctrinated from the very beginning that Eve players experience PVP in all things, on all levels: market, industry (mining) and of course, ship to ship combat.
If you can achieve even a small portion of the above, we would see massive improvements in player attitude, culture and customer retention. I'm a pirate in a pirate's body. -á Intelligence shouldn't be free. -á-á-áMining, reloaded.
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Gorongo Frostfyr
Shimohi Heavy Industries
40
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Posted - 2012.02.17 21:52:00 -
[135] - Quote
again ccp scam |
David Magnus
98
|
Posted - 2012.02.17 21:54:00 -
[136] - Quote
Not everyone agrees, but I think one of the best parts about EVE is the consequential PVP.
Anything you can do to direct players towards PVP as early as possible is good idea in my opinion. Also, making sure to manage their expectations that they will lose ships, etc.
Changes that make the easier ways to make ISK more profitable would be good - for example, changes to the drone regions to make overall highsec mining more profitable.
Honestly, a lot of this comes down to refining systems that are already in game, like low sec and faction warfare as an easy entry into PVP for newer players.
I have got my brother, sister, and a couple friends to try EVE out, and with the exception of one friend they all played through the tutorial and then basically stopped playing when they stopped having a goal. EVE is a sandbox and that makes it unique and awesome, and I love that it's open ended. However, it might be good to try and encourage new players to develop long term goals earlier so that they don't finish the tutorial, have nothing obvious to do next, and never log in again.
Thanks for your hard work on this! http://soundcloud.com/davidkmagnus/winterupdate http://soundcloud.com/davidkmagnus/supercaps http://soundcloud.com/davidkmagnus/pandemiclegion |
HARD STEEL
LOW TAX HIGH GLORY
2
|
Posted - 2012.02.17 22:09:00 -
[137] - Quote
why not give new members a taste of what they can have/do beyond what they can start with. like in the castlevania games
show them a taste of a crazy big battle, or give them t2 battleships that they can do nothing but just get smoked in some scripted sequence or something |
Callista Jael
Black Science Navigators
0
|
Posted - 2012.02.17 22:45:00 -
[138] - Quote
So much emphasis is placed on the NPE, but imo there are so many activities in EVE to master that many of us stay new players longer because of it.
I think what would make a very dramatic change would be to really overhaul the info that is currently present in-game, and to add and take away as necessary. Much of the info present is inconsistent, and some that should be there is missing entirely, or is present when it's not needed in the least. Even obtaining said info is such a clumsy task that I can see how it would encourage a person to quit. Every system in EVE that I've been exposed to suffers from this handicap.
I don't have the time or interest to nitpick any more than I already have, posting on other characters in the last 5 years, but I will cite two examples of what I feel would benefit from a bit of developer attention - my two most HATED features in-game - and they are:
the GÇ£show info > attributesGÇ¥ tab and the star map in it's entirety
...are both such abysmal failures that some even in the community have created their own versions to avoid having to use these features in-game.
Quote from devblog: GÇ£We want to give the new players a smooth and consistent online gaming experience...GÇ¥ This is not limited solely to new players. As polished as the NPE may become, this choppy, clumsy experience becomes more apparent as we all settle into the game world. Carry the quality on through to the rest of EVE; don't stop at the beginning. |
Cyprus Black
Cowboy Diplomacy
143
|
Posted - 2012.02.17 23:10:00 -
[139] - Quote
This is actually my first blog post regarding the NPE. I wrote a lot: http://cyprusblack.blogspot.com/
If you're too lazy to read it, the highlights are this: -Undo the 93% skillpoint reduction nerf to new players. -Give new players much needed starting skills. -Minor fleet boosting for all new accounts. -EvE mail notifications when SP is nearing the clone SP limit. -Out of game tutorial videos created by CCP that covers all aspects of game. -Ingame tutorial text and tutorial voice mismatch addressing. -Stronger emphasis on EvE being a multiplayer game. Getting away from solo play. -Bring back career paths. Like my post? Made you laugh or think? Maybe even offended or nausiated you? Then give a Like. They're free and oh so easy to give. |
Kandreath
De Re Metallica Epsilon Shimmy Alliance
26
|
Posted - 2012.02.17 23:23:00 -
[140] - Quote
(Going to raise a petition about how after writing a long forum post pressing the "post" button it erases your text and gets you to start over. Just lost a long one again! - just saying)
OK here is a cut down version. - When I introduced a friend to the game here is what I thought made the difference.
(1) Get them a buddy - (Me in this case) (2) Get them to do the tutorials (3) Tag along on a couple of missions and advise on how to go about it (4) get them to tag along on one of yours (let them loot) keep them safe but let them contribute. (5) Drop about 5 Mil on them - (Unexpectedly he paid me back in about 4 weeks) (6) show them evemon.
My buddy no longer bothers with missions but it did give him a place to start and explore and an income stream.
In fact I think I'd be willing to do this for strangers from time to time. Perhaps a small reward might help encourage older ones to pause their game to help out a noob. - Isn't this already in place ? - I'll go and check.
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Galphii
Furnulum pani nolo THE SPACE P0LICE
22
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Posted - 2012.02.17 23:51:00 -
[141] - Quote
If CCP isn't planning to eliminate the vast difference in gameplay styles between PvE and PvP, then part of the tutorial needs to explain the difference in tactics and ship setups. Someone who has played missions and plexes for weeks or months might think they're getting good at the game, but not have a clue how pvp works until they blunder into lowsec and find that it's a whole new kettle of fish (and then explode). My first month was like that, and after getting killed a dozen times I gave up on lowsec for about a year because I didn't understand how different it was. |
B DeLeon
DeLeon Industries
30
|
Posted - 2012.02.18 01:07:00 -
[142] - Quote
- Presentation videos, visual guides during tutorials (how it looks later with the right skills, how the players can work together etc)
For example when the advanced military tutorial teaches the use of warp scramble, a video from a huge fight with commentar about how this can be usefull in a future. Or showing a huge mining op during the industrial missions just to give a taste for the player. Videos about the life, the opportunitys and it's dangers in different sec status. Stuff like that.
- New tutorial line about corporation types, alliances, about their goals and how they achieve it.
- Give some taste about "endgame ships" during tutorials so they can experience other ship at the beginning and not just the noobships and frigates.
- Replace the letter of recommendations (are those the reward for the tutorial missions? I don't remember for sure) with fitting ideas, lurning plan samples, guides about how to progress in a decided playstyle in the first few weeks etc. Some kind of hitchhiker guide to the galaxy. :)
- Make the epic arc from Sister Alitura longer and more interesting
- some kind of newbie factional warfare, where players can participate only with limited skillpoints under the hand of dedicated and xperienced fleet commanders |
Rented
Hunter Heavy Industries
11
|
Posted - 2012.02.18 01:24:00 -
[143] - Quote
Fixed graph to be more accurate. |
Angsty Teenager
Sinister Elite
43
|
Posted - 2012.02.18 01:25:00 -
[144] - Quote
I posted this in a thread a week or 2 ago, and I think part of my post is particularly valid for this thread since you asked for input on what makes people bored of eve, as well as the new player orientation.
Quote:I really think the big issue here is that CCP along with the general playerbase seems to tout the idea that everybody has to join a corp/alliance and play in groups to be successful (this is well shown in most of their PVE content, WH's, Incursions, 0.0 Plexes...). But while I agree that having people to play with and socialize with is one of the big draws to MMO's, I think most of what makes eve fun is wasted this why by completeing avoiding the possibility of playing alone.
(Of course I don't mean playing alone 100% of the time, but I think that it's an avenue that is very fun and one that most people don't explore because they either haven't even considered it, or they are too fearful of losing their ****, even if the loss is miniscule).
And to this end I think that the second big issue outside of CCP promoting team gameplay over solo gameplay, is that the general vet playerbase has turned the game into one where the only viable option if you're not a great player or particularly enterprising is to join a large corp or alliance. The reason I say this is because solo pvp is very dead currently (dead in comparison to what it could be, I mean), and largely I would say this is because of blobs/large gangs being ratio-wise more common to encounter than somebody else that you can actually engage and have a semi-fair fight with. The attitude that so many people have that losing your ship is so much of an issue that you can't ever take it out without backup is killing this game on more levels than simply plain solo pvp.
I think this is a tragedy and honestly I don't really think it can be fixed without a dramatic playerbase attitude change (which won't happen), or significant gameplay changes to severely limited the benefits of being in a group as opposed to being solo (which again won't happen).
A step in the right direction might be to make solo pvp much more accessible for lower level players, and although I'm on the whole against contrived mechanics like this, I think it would be a good idea to have a section of space where new players are forced to be sent into at the end of their tutorial (or as part of a PVP tutorial) that is a 0.0 section of space, but where only players under 15 days can go. Or something else along these lines--but an area where only low-skilled players are allowed who have no affiliation with a corp or alliance yet, simply to introduce them to honest solo pvp in an environment where they're not immediately put at a severe disadvantage due to a lack of SP, ISK, and friends to back them up.
Link to post: https://forums.eveonline.com/default.aspx?g=posts&m=762990#post762990 |
Evenus Battuta
28
|
Posted - 2012.02.18 05:02:00 -
[145] - Quote
remove stargates |
Vunth
Science and Trade Institute Caldari State
0
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Posted - 2012.02.18 05:18:00 -
[146] - Quote
Jason Edwards wrote:Quote:This Player Experience team will focus on making EVE more accessible to players without dumbing down the game. Why not dumb down the game? Ex... if you lock overload or dont even have the skill. Dont bother showing the button... Hell why even have the dumbest tiniest button there at all infact?
I too suggest that this ccp quote is not necessarily good. It's almost as if this statement is made to appease existing players. If you are supposed to be advocating the NEW player experience, then your focus group should be newbies, interested non players, and the people who tried Eve but quit.
Part of the terrible-ness of the new player experience is the overly complex parts of Eve that we've all kind of gotten used too. Some things SHOULD be dumbed down or hidden --> maybe just for new players but also perhaps for "normal" people as well.
Some other points: This will sound like blasphemy but is all too true: New player griefing is the number 2 reason why otherwise interested people do not stick it out.
Number 1 is the sheer amount of stuff that newbies MIGHT have to know to excel. This somewhat ties into the griefing activities that also happen (e.g. newbies shoudl not really have to worry about the best way to fit their ships BUT since they get ganked they might be forced to realize that they suck and will continue to suck for a very very long time. This is when most people quit.)
Final point: While I'm a newbie I for one usually want a more "single-player" experience on the theory that I don't want to bog down more veteran players AND I'd rather not suck in front of strangers. So a New player experience to me should not force people to interact with others until later in the process.
*Disclosure: Was in the original beta, but did not buy the game, came back only last year. |
Ralais Bromian
Eveville Empire
0
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Posted - 2012.02.18 05:59:00 -
[147] - Quote
I don't know if this has been suggested, but I believe that because there is in fact so many profession options, it's hard for a new player to fathom what any given one of them really means, much less understand the investment it takes to be good at it. Also, I remember I started with close to 1m SP, and nowadays new toons get way less than that... seems an unfair advantage.
I'd propose that new toons, ONLY while doing tutorials, be allotted some sort of "Temporary SP" that they can allocate based on the tutorial. For example, when doing combat tutorials, give enough temporary SP that the person can fly a cruiser, and give suggestions as to what skills they'll need to decently fit it for various purposes (this leads nicely into "how to fit your ship" tutorials). Then when the person does another tutorial, say industry, the combat tutorial temp SP goes away, and they reallocate SP to fly a basic mining barge with strip miners.... while doing the tutorial they can change those SP all they want to try different things.
It seems like new players are forced to "learn Eve" in a frigate when they will likely rarely fly one once they have picked a path... The basic idea is let them fly the middle of the road ships/fits between frigates and "professional [fill in the blank]" so they can get a good taste of what they have to look forward to. And finally, as a "graduation gift" for completing every single tutorial, they get to do one final allocation of SP and KEEP THEM as a head start towards their chosen profession.
I also tend to agree towards protecting trial accounts from hisec ganks in all their forms... I've had three friends try Eve, get ganked while still on trials (two with no fault of their own, ie not canflipped, straight up suicide gank, the third was victim of "feel free to loot my wreck bro"), and all three say %^*$ THIS $#@$!!! Perhaps tutorial missions could take place on a closed course as it were... noobs sharing the safe space temporarily until they're ready for the real world... I remember being a newbie chat channel that you could only get into on a new account, and only for a month before being banished forever... something like that.
EDIT: Now that I think of it, this "safe space" would be idea for a Free to Play option... let people play for free in these truly safe spaces all they want, but if they really want to play, then they have to pay, and hopefully by then they'll really be ready. |
Chokichi Ozuwara
Lucky Dragon Convenience
3
|
Posted - 2012.02.18 07:12:00 -
[148] - Quote
Ralais Bromian wrote:EDIT: I recall reading that CEO Hilmar "hasn't ruled out" free to play option... this "safe space" would be ideal for a Free to Play option... let people play for free in these truly safe spaces all they want, and all of those "cannot be trained on trial accounts" skills apply to F2P in this space. Then if they really want to play, they have to pay, but hopefully by then they'll really be ready. Free to play creates a nice pool of players to throw to the griefers without risking the loss of a paying player, and in fact feeding the paying griefers.
I forgot how much being podded the first time sucked. Not enough to make me quit, but certainly reduced my enthusiasm for a few days. |
Shamus McFly
Raiders of Cerberus
0
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Posted - 2012.02.18 09:19:00 -
[149] - Quote
well there can be a better explained PvP tutorial. and along with that a 3 stage fitting tutorial beginning intermediate and advanced. Have new players understand the importance of a corp, tell them they are going to have to try many corps to find the right one for them (as in RL).
don't be a puss ass loner.
Make the actual tutorials longer and epic arkish and add variety to each path. (to show the connection of each general path, i.e one your doing business and your going through low sec have them kill a couple rats alone the way, or vice versa if they are killing rats in low sec and see a wreck then there is money everywhere.)
Add more player generated videos to the tutorials to have a real connection with game and players.
Strength in socializing! when not looking for a corp look for opportunity. network with players and meet new assets.
More in depth skill tutorial. How some skills effect over all skill time. teach new players the importance of taking it slow at first building they're core skills then its a matter of training for the ships and gunz.
And for heavens sake don't be a 3 week noob in a battleship for who can barely fly it! |
Indahmawar Fazmarai
The I and F Taxation Trust
257
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Posted - 2012.02.18 09:52:00 -
[150] - Quote
Mors Sanctitatis wrote:The key to the NPE and customer retention is SETTING EXPECTATIONS. Educate the players: tell them to expect to get killed in high sec space. Tell them that the focus of the game is PVP and blowing stuff up. Tell them that they won't be getting their hand held.
This will significantly reduce the whining and complaining when someone gets shot in the face and loses their first few dozen ships.
The current crop of whining carebears is a direct result of the expectation that there are areas in Eve where they are completely safe, which of course is entirely incorrect, compounded by the misunderstanding that Eve's main focus isn't PVP (again, wrong).
New players need to be indoctrinated from the very beginning that Eve players experience PVP in all things, on all levels: market, industry (mining) and of course, ship to ship combat.
If you can achieve even a small portion of the above, we would see massive improvements in player attitude, culture and customer retention.
How original, a PvP saying "PLAY MY WAY OR GO AWAY!!"
I have a better suggestion, make PvE ships invulnerable to other players unless they raise a PvP flag. EVE residents: 5% Wormholes; 8% Lowsec; 20% Nullsec; 67% Highsec. CSM 6: 100% Nullsec residents.
EVE demographics vs CSM demographics, nothing to worry about...-á |
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