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Scipio Artelius
The Vendunari End of Life
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Posted - 2015.02.10 21:51:49 -
[1] - Quote
Nariya Kentaya wrote:There are so few corps out there who willa actually take a newbie and NOT use them as fodder and laugh at them for it, that the chances of a noobie finding a community to join is low as limbo goes. This statement in no way matches my experience at all.
Where is the data you use to draw this conclusion?
In my experience, the larger percentage of corps are ok. They aren't necessarily set up to actively teach new players, but they don't treat new players as fodder to be laughed at.
The issue isn't how good a Corp is, but how discoverable that Corp is for new players, particularly those that have no other friends in the game.
The bad apple Corps exist unfortunately, but they are a minority in my experience.
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Scipio Artelius
The Vendunari End of Life
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Posted - 2015.02.10 21:55:01 -
[2] - Quote
Yzar Soikutsu wrote:I am not in a corp because corps of 1 or 2 players just declare war on our corp everytime we are in jita or other high traffic areas in the hope of getting easy kills. There are two things to this:
1. you can use out of Corp alts to manage logistics, buys and sales, etc.
2. So what? Why is a wardec by a 1-2 person Corp bad? What level of threat does it really present and even if pvp happens, what's the worst that happens?
Being in a player run Corp is so beneficial to play in this game compared to solo play and NPC Corps, that the negatives of a wardec are miniscule by comparison, especially if that war is managed well internally.
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Scipio Artelius
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Posted - 2015.03.14 20:59:40 -
[3] - Quote
Syn Shi wrote:Jvpiter wrote:Syn Shi wrote: And the definition of sandbox is everyone is allowed to play the way they want.
This is logically impossible. Everyone cannot be simultaneously allowed to play single player and multiplayer at the same time. One style of gameplay must be secondary to the other. In EVE, your right to play single player ends when someone decides to shoot you, or .01 ISK you, or insert any PVP action here. It is as simple as that. Moving goal posts and Alice in Wonderland logic. E for effort. I don't think he's moved the goalposts at all.
I also don't think the definition of sandbox is that everyone is allowed to play the way they want.
It's more commonly defined as placing minimal limitations on players, so they have freedom to choose how and when to do things. It might seem the same as what you wrote, but it isn't.
None of us are allowed to play the way we want all the time. Interaction with other players making their choices leading to conflict (not just shooting, but conflict in choices) is going to make someone change what they are doing.
I think that is what Jvpiter was saying. Sandbox yes. Everyone allowed to play the way they want, impossible.
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Scipio Artelius
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Posted - 2015.03.14 21:29:56 -
[4] - Quote
Caladin Brood wrote:why? ok case in point, i decided to try a new char out an joined a brand new corp, social blah de blah
boom wardec boom wardec boom wardec boom wardec boom wardec boom wardec boom wardec boom wardec boom wardec boom wardec
make of it as you will, but to put it simply, to retain new players this needs to stop Sorry you had 10 wardecs like that, but they aren't that bad.
If you are in the right Corp, they are easily managed and everyone continues to have fun.
Wardecs aren't something to be scared of or ticked off about. The worst that happens is a lost ship and pod, both of which are expendable tools in this game anyway. But that can mostly be avoided in a good Corp.
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Scipio Artelius
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Posted - 2015.03.14 22:30:35 -
[5] - Quote
Caladin Brood wrote:They dont bother me as i dont bother about isk or killboards, it is just a prime example of how a new player who does not know anything is introduced to eve, luckily for me it was a alt an not a actually "new player" experience, if it was a new player experience i'd a just lol'd an been thankfull for the trial Which Corp was this?
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Scipio Artelius
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Posted - 2015.03.15 00:41:21 -
[6] - Quote
Basil Pupkin wrote:They are not manageable, ... They are totally manageable. We have 2 wardecs against us at the moment.
As a pvp Alliance, we have no problem with that whatsoever and we have many new players, none of whom are worried either because we help them manage the issue.
As for eve-uni, they teach people to be an F1 monkey. Great to go to for non-pvp related training, but if you want to learn pvp, don't join eve-uni.
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Scipio Artelius
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Posted - 2015.03.15 01:43:33 -
[7] - Quote
Syn Shi wrote:If you are so much into pvp why are you hiding in hi-sec and avoiding other like minded individuals. What? There is no pvp in highsec and no one that wants to pvp in highsec?
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Scipio Artelius
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Posted - 2015.03.15 02:07:16 -
[8] - Quote
Harrison Tato wrote:Kaarous Aldurald wrote:Syn Shi wrote: And the definition of sandbox is everyone is allowed to play the way they want.
Nope. You can try to succeed at whatever you want. But you don't get to automatically succeed at whatever you try. Since EVE is a PvP game, other people get to have their say. Hmm. The only place I see succeed written is in your response. It's just a comment. The language doesn't have to be interpreted so literally.
I think it's reasonable to think that most people don't set out to fail at doing something. So, when the original comment of "everyone is allowed to play the way they want" is made, it's probably not unreasonable to conclude they are trying to achieve something they want to do.
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Scipio Artelius
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Posted - 2015.03.15 02:25:01 -
[9] - Quote
Harrison Tato wrote:Scipio Artelius wrote:Harrison Tato wrote: Hmm. The only place I see succeed written is in your response.
It's just a comment. The language doesn't have to be interpreted so literally. Whatever floats your boat. Should I take that literally, or is it just a general statement?
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Scipio Artelius
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Posted - 2015.03.15 02:31:44 -
[10] - Quote
Niobe Song wrote:Why do NPC corps bother people so much? If it is just the fact that the people you wardec can jump to a NPC corp to avoid you then shouldn't you be going after that specific mechanic? Or look at wardec as a whole?
What about me being forced out of an NPC corp would make your game play experience more enjoyable? I don't think it bothers anyone as such.
The OP was just a general question since CCPs data suggests that players that remain in an NPC Corp quit Eve earlier than players that move to player run Corps.
The thread was prompted by the friendly fire safety switch, which was introduced because CCP believe that one of the reasons Corps don't recruit is because of awoxing.
So the discussion is the other side of the coin so to speak.
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Scipio Artelius
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Posted - 2015.03.15 03:37:37 -
[11] - Quote
Demerius Xenocratus wrote:If you are a new player with one account, losing a cruiser or BC or your first T1 battleship can be a major setback. And there's no way for a collection of such players to fight back against t3 gangs so, they get to just not play for a week or two. Some of you folk can't imagine what its like to play without a half dozen alts minimum. Yeah, a collection of new players forming a Corp in highsec is not a great idea, but not because of the risk of loss. Simply because they are unlikely to know how to manage the wardec so they can still have fun.
Being new doesn't mean you are just cannon fodder. It's relatively easy for a new player, even during a war, to continue to have fun playing the game, even in highsec.
I don't know what playing with a half dozen alts would be like personally.
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Scipio Artelius
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Posted - 2015.03.15 03:58:14 -
[12] - Quote
Demerius Xenocratus wrote:You can't undock a wardecced toon without instantly popping up on someone's watchlist, assuming your dockup station doesn't already have a neutral scout babysitting. Even then the cycle of watchlist ping > locator agent > neutral eyes pinpoint target > gank proteus vs tech 1 barge or BC takes all of 15 minutes assuming they aren't missioning in Outer Mongolia.
I agree there's alot of people running corps who aren't up to it but that's not gonna change unless corp startup requirements do.
I wish I was that important that wardec Corps were spending that much energy trying to disrupt my gameplay. Unfortunately, like 99.9% of other players, I'm not.
Just applying some simple methods and common sense makes it easy to continue to have fun in highsec during a wardec. Highsec is pretty big and wardec Corps and mercs usually have multiple wars active. They are easy to avoid if that's what you want to do.
We seem to have drifted off topic though. There are other threads on wardecs that this could be continued in though. Happy to do so.
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Scipio Artelius
The Vendunari End of Life
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Posted - 2015.03.15 04:13:35 -
[13] - Quote
Demerius Xenocratus wrote:It's not that hard to run a locator and move a neutral scout around in a frig on your second monitor. Especially if you know your target is a dumbass who doesn't understand how game of alts works or what locators do.
Of course it's not hard, but we just aren't that important on an individual level either.
New players joining nee player Corps are going to struggle. I agree with you that it would be good if there were some minimum requirements to start a Corp. That would result in a lot of change in the view of wardecs.
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Scipio Artelius
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Posted - 2015.03.15 14:31:02 -
[14] - Quote
Basil Pupkin wrote:Somebody in your corp does play with a half dozen alts to make it "manageable", so you can ask him, and thank him for leeching off his efforts. Who would that be Basil?
There isn't a single person in our Corp or Alliance that has that many alts. You are just imagining things to justify your own position.
No one leeches off anyone in our Alliance. We all help each other and we continue to have fun through wardecs, maybe because we aren't bitter and negative about everything.
Maybe you aren't able to manage wardecs, but that doesn't make them unmanageable for everyone. It's really not that difficult at all.
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Scipio Artelius
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Posted - 2015.03.15 19:37:56 -
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Eli Stan wrote:As far as I can tell, there are two anti-NPC corp arguments here:
1) NPC corp players are not social, do not interact with other players, and leave the game eventually because they get bored.
#1 is completely untrue. I definitely know there's a lot of social activity within CAS, and it sounds like FNA and SAK has some too.
In conclusion, IMO there are still no good reasons to change NPC corps. Did you even read the OP?
It's not about 'do not interact with other players', it's about CCPs own data showing that the retention of players who remain in NPC Corps is lower than players that join player run Corps; and a discussion around why players remain in NPC Corps.
So it can't be completely untrue since it's CCP that has drawn the conclusion and clearly the very good reason for players to move is to increase new player retention.
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Scipio Artelius
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Posted - 2015.03.16 00:31:54 -
[16] - Quote
Hasikan Miallok wrote:Forcing them to move to a Player Corp will not miraculously transform them into EVE fans - you will be just be lumbering Player corps with a batch of uncommitted whiny players who will eventually quit anyway becasue the game does not actually suit them.
Forcing isn't the word I would use. That doesn't seem like a very engaging way to treat people.
Giving people who are interested in the game, reasons to move outside NPC Corps to player corps isn't a bad thing in my view. Understanding why they stay in NPC Corps is a good place to start if that is what CCP hope to achieve.
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Scipio Artelius
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Posted - 2015.03.16 08:33:21 -
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Nick Bete wrote:ICBM launch
Jeez mate.
I'd say take a chill pill and relax, but I wouldn't be so presumptive.
No one's trying to tell anyone here what to do. I think we probably all value our freedom of choice and the discussion isn't about limiting anyone's. It's just a general chat about reasons people stay in npc corps.
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Scipio Artelius
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Posted - 2015.03.17 03:39:26 -
[18] - Quote
Mikael Menethil wrote:Because wardecs.
These mechanics are revolutionizing the MMO scene, attracting many new players and keeping others active. Many future MMOs will have it, they're the epitome of sandbox gaming. In nullsec a Corp or Alliance can go to war against anyone they like without any mechanic in the game preventing them.
The same in lowsec, with the only consequence outside FW being crime watch if they don't pay for a war.
There is nothing special about highsec that should prevent aggression on the Corp/Alliance scale. But unfortunately CONCORD does prevent it, so the wardec mechanic is consistent with what can be achieved elsewhere in the game.
Without CONCORD, no wardec mechanic would be needed.
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Scipio Artelius
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Posted - 2015.03.17 03:47:39 -
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Eli Stan wrote:By the way, have CCP ever posted the detailed stats on accounts that weren't renewed? With info on account age and corp history for each? Or is this based on a passing comment in a blog or something along the lines of "most players who've let account subs lapse were in NPC corps at the time" without further detail? I don't recall the actual data being shown, just hearsay.
It's not hearsay. It's directly from CCP.
I'll see if I can drag up the references and add them to this post.
I can't remember off hand of it was CSM minutes, devblogs, o7 or something else; so it might be a little while.
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Scipio Artelius
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Posted - 2015.03.17 07:56:41 -
[20] - Quote
Vincent Athena wrote:Or we keep the current philosophy, and accept that 10% of new players will be all Eve ever keeps. Or keep the current philosophy, make changes to the NPE and find ways to make player corps more discoverable and more attractive to move to, so that the players among that 90% that will also be attracted by the play that the 10% find, have ways to find/access it easier.
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Scipio Artelius
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Posted - 2015.03.17 19:33:59 -
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Vincent Athena wrote: Oddly, CCP says they cannot verify that griefing drives away players, then make a change to the game designed to reduce griefing, all in the name of player retention!
I speaking of the friendly fire switch corps now have. CCP's reasoning: New players join a corp, and get shot for their trouble. They go back to an NPC corp. Other new players hear about this, and decide to not join a corp at all. They stay in an NPC corp, and eventually leave the game. CCP decides to add the friendly fire switch to help this situation, to help keep these players.
No, that wasn't the reason. From page 78 of the summer summit:
CCP Masterplan - We're looking at changing three things before the end of the year. First is the intracorp aggression rules - At the moment all members can now freely aggress each other. We are looking to change this so that being in the same member corp does not give you the right to legally kill your corp mates. The main goal of this is to make recruitment safer for the recruiter and the recruitee. And it will remove the fact that you current cannot mitigate the risk of recruiting someone which makes people not recruit.
Not about griefing (which is not allowed in the game) driving away players, but about removing perceived barriers to player corp recruitment. The friendly fire switch was what motivated this thread in the first place.
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Scipio Artelius
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Posted - 2015.03.17 20:09:39 -
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Mr Epeen wrote: I see it as a place for sharing information and ideas.
Great. Maybe we can get away from this round of silly personal attacks you started and back to just discussing the topic.
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Scipio Artelius
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Posted - 2015.03.19 22:48:21 -
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Mr Epeen wrote:Sibyyl wrote: Total immunity to wardecs is nice and cozy and safe.
Yeah..but it's not, is it? NPC corp miners getting ganked all the time. Haulers in NPC corps getting ganked all the time. What?
Even you show by your own estimates that ganking isn't a problem.
By your own numbers if 1 in 50 courier contracts fail and 75% of those are from faiing to meet the time and not from ganks, then in any 100 day period you are creating about 5000 courier contracts, of which only about 25 fail possibly due to a gank.
So even at worst case numbers by your own estimates, that's 0.5% of courier movements. It's hardly all the time. It's so small as to be very rarely.
Your estimates seem to match pretty well with the stats for Concord damage shown in the Fanfest keynote today. Ganking isn't a huge risk in eve.
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Scipio Artelius
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Posted - 2015.03.19 22:59:44 -
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Basil Pupkin wrote:"it's a sandbox game." (C) CCP Seagull, on fanfest stream right now.
Any more comments about "PvP game" are going to sound really stupid after this. Or, you might just end up with egg on your face.
From the New Player FAQ:
5.3 SOME PLAYER JUST SHOT ME; IS THAT ALLOWED? In EVE Online, any player may attack any other player if they choose to, no matter where they happen to be. This is because EVE Online is essentially a PvP (Player versus Player) game at its core.
Those two things are not mutually exclusive.
It can be both. A pvp based sandbox game.
pvp is not just shooting though. There are many more aspects to pvp than simply killing each other.
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Scipio Artelius
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Posted - 2015.03.20 03:09:21 -
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Basil Pupkin wrote:Kaarous Aldurald wrote:100% of space is mine to go pew pew in, because EVE Online is a PvP game. Quoted to be wrong by CCP Seagull herself in today's fanfest stream. Except that he isn't wrong.
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Scipio Artelius
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Posted - 2015.03.20 03:34:26 -
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Tyberius Franklin wrote: This suggests the solution is in player hands via veteran engagement.
I'd wager the core issue with retention isn't NPC corps specifically, but the concept of social groups designed to concentrate the clueless. If we're looking at interaction as a retention driver that has to be player driven, there isn't anything CCP can do about it. So the issue becomes that no matter what environment you put new players into, if there aren't veterans with an interest or desire to interact with them, they burn out. Interestingly, if what you say of CAS is true that serves as proof there is nothing preventing that from happening in other NPC corps.
What then can CCP do to encourage the real solution, veteran players actually being more involved with the general population of new players?
CCP Rise alluded to that at Fanfest today either in his short presentation on the NPE, or in the game design panel; where he mentioned, as he has before, that CCP see a strong relationship between players social engagement and their likelihood to remain in the game. Part of the goal with the NPE changes I think is to try to increase social contact as early as possible.
Where the issue of the NPC Corps fits into that is that there is no structure in an NPC Corp that itself encourages social interaction in the same way that player Corps do.
It doesn't mean that NPC Corps have to be bad at social interation (eg. CAS), but that if you can encourage people to move into player run Corps, you automatically put them in an environment that by design is far more structured around social interaction.
Definitely I think, where veterans are involved in those Corps, the new players have a better chance of learning good skills, as opposed to Corps of new players; which can also be a symptom of areas of play within NPC Corps (eg. new players see mostly other new players in starter systems so it's likely that any social interaction will be with other new players rather than veterans).
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Scipio Artelius
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Posted - 2015.03.20 03:49:59 -
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Gimme Sake wrote: Beats me why players who are NOT members of NPC corporations post in this thread. Because it's the only game I personally play, so I have as much stake in this issue as anyone else.
You don't need to be in an NPC Corp (I have alts in NPC Corps, so I guess I could post with those) to be interested in the topic.
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Scipio Artelius
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Posted - 2015.03.20 04:11:15 -
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Gimme Sake wrote:My point is to let the NPC members post their reasoning not divert the thread into a debate over wardecs. Because, at least for me, the major motive is lack of social hierarchies. Ok. Perhaps it's worth just saying what you really mean up front.
What Corp someone is in is irrelevant to the topic of the thread because anyone, irrespective of who their main is, could post on an NPC Corp alt. the ideas would be no different.
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Scipio Artelius
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Posted - 2015.03.20 04:15:53 -
[29] - Quote
Basil Pupkin wrote:The only overwhelmingly boring thing in eve is combat pvp. Throwing anyone below 105 million SP into it will make him quit not in 3 months, but instantly. Nah. I've been pvping since day 6, while still in an NPC Corp and with 28 million SP now I'm doing ok. Certainly having fun and have been since I started solo.
But none of this really has much to do with the topic. It's just a pointless distraction.
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Scipio Artelius
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Posted - 2015.03.20 08:59:00 -
[30] - Quote
Gimme Sake wrote:You don't understand, let me explain: they pvp only in high sec. Yeah, there's no pvp in lowsec or nullsec. It's a myth.
None of which really has much to do with the topic.
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Scipio Artelius
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Posted - 2015.03.20 09:01:40 -
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Basil Pupkin wrote:You may call them however you like, my point is, without the "fleet" or other medium carrying them over SP wall as a part of an order-of-magnitude-difference-creating SP blobbing mechanic, they are useless, have been useless, and will remain useless. How does someone reach such a poor opinion of other people?
I'm not even trying to be funny. How can a guy you don't even know, be judged as useless.
It's kind of sad really to see; and totally opposite to my experience in this game.
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Scipio Artelius
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Posted - 2015.03.20 09:10:04 -
[32] - Quote
Gimme Sake wrote:There's also the myth of low/null having only lonely pve fitted ships and haulers.
Are we getting on topic now? I've never heard of that myth. No. Totally at odds with what I see every day.
As for topic, still no. Way off topic.
Maybe we can get back to it though.
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Scipio Artelius
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Posted - 2015.03.20 11:21:18 -
[33] - Quote
Basil Pupkin wrote:He is made useless by mechanics preventing any usefulness below certain amount of SP, that I named "SP wall". No he isn't, just as I wasn't when I decided to begin pvp almost immediately after I joined the game.
But my question wasn't about him. It was about you and how you could get to a position to make judgments that others are useless, without even knowing those people.
It's just a sad situation that there could be such negative judgments in the absence of any experience or knowledge.
But nothing about the other guy. Good luck to him if he is having fun. If he is playing his game and getting out of it what he wants, the n your judgment is rendered pretty much meaningless.
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Scipio Artelius
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Posted - 2015.03.20 12:55:01 -
[34] - Quote
Basil Pupkin wrote:But I am against you lying to others. You can lie to yourself as much as you want, but as far as lies go, telling people they are not useless against SP wall in combat PvP of eve online is a lie, which I will keep pointing out. I don't lie. It serves no useful purpose. My experience alone shows your claims to be wrong.
However, I suspect you know that your own story is rubbish, but it serves some purpose you have. It's nothing but intellectual dishonesty. It seems to be your nature.
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Scipio Artelius
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Posted - 2015.03.20 13:24:26 -
[35] - Quote
Basil Pupkin wrote:It serves perfect purpose of providing you with easy targets or more juicy baits of people who believe your crap. Rubbish on all accounts.
Nothing you ever write further is worth anyone's time to consider and at least from my perspective, I'll no longer feed the troll.
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Scipio Artelius
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Posted - 2015.03.20 23:53:20 -
[36] - Quote
BravoPrime wrote:Players stay in Nov cops for one reason. CODE Ganking is not limited to players in player run Corps only, so your view is intriguing.
Why would staying in an NPC Corp provide you protection from CODE?
Aside from that question, if players are staying in NPC Corps because of a belief that this somehow protects them from CODE, then hopefully CCP can overcome that with changes they make, because it's clear that CCP believe that social activity: joining Corps, using the market and contract system, pvping, etc. is the best way to improve the chance that a player will stay within the game.
With CCP Rise's work on the NPE, I expect there to be more focus on things like using the market and contracts, getting involved in industry and other PVE activities that encourage interaction with other players activities; and hopefully also in encouraging players to move to player-run Corps because it ends up being what they want to do.
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Scipio Artelius
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Posted - 2015.03.22 08:33:07 -
[37] - Quote
Demerius Xenocratus wrote:Scipio Artelius wrote:Gimme Sake wrote:You don't understand, let me explain: they pvp only in high sec. Yeah, there's no pvp in lowsec or nullsec. It's a myth. None of which really has much to do with the topic. Most of the people crying about NPC corps are highsec "pvp'ers" who feel they are being unfairly deprived of easy targets. Most people who do their shooting in other areas of space against things not shittanked mining barges could care less about NPC corps. Wrong on several accounts.
Firstly, no one is crying here. It's just a discussion and everyone is entitled to put their view, no matter what it is. It's not crying to do so.
Secondly, I do all my shooting in lowsec and nullsec, yet I'm very interested in this issue for several reasons. Of course, I'm only one person and not necessarily representative of 'most people' I guess, but that's where making judgments about others is always frought with the risk of being wrong. Issues can be discussed by everyone here without resorting to judgments about people who have a different opinion.
But none of that related to the post I responded to anyway.
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Scipio Artelius
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Posted - 2015.05.15 01:55:52 -
[38] - Quote
Redbull Spai wrote:No Eve is supposed to be a sandbox game. Yep, it is a sandbox game that has a pvp core.
This has been quoted elsewhere recently, but just as an explanation in CCP's words:
http://web.ccpgamescdn.com/communityassets/pdf/EVE-Online-New-Pilot-FAQ.pdf
Section 7, page 22: The essential core concept of EVE Online is that it is full time PvP in a sandbox environment.
Quote:You want to fight people... ...Grow a spine and start fighting people who can fight back. It's a sandbox for everyone.
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Scipio Artelius
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Posted - 2015.05.21 10:49:32 -
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Nevil Oscillator wrote:When you leave a player corp, do you always default back to your original NPC corp, even if you are -10 standing with that corp ? Not to your original starter corp, no.
But always to the same npc corp every time you leave a player corp, yes.
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Scipio Artelius
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Posted - 2015.05.21 11:03:56 -
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Nevil Oscillator wrote:So if your starter corp was CAS and then you joined a player corp and then you leave that player corp, you default back to which corporation ?
Depends on your bloodline.
I can't say for CAS personally, but whichever you are moved to based on your bloodline, that will then be the same Corp you join every time you leave a player Corp or NPC FW Corp.
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Scipio Artelius
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Posted - 2015.05.22 10:46:20 -
[41] - Quote
Shimoto wrote:I still haven't seen a compelling argument to persuade the sort of people who prefer to remain in an NPC to corp to join a player corp instead. You won't see a compelling argument. because what any individual chooses to do is perfectly within their right.
CCP clearly understand that.
This thread started following the introduction of the friendly fire toggle because CCP are interested not so much in what individuals choose, but what the aggregate trends are. They are trying to develop an environment that facilitates new players becoming engaged in social activities as early as possible.
One of the issues CCP sees is the number of players that remain in NPC Corps and don't move to player corps. Part of that was supposed to be addressed through the friendly fire toggle, which was to encourage Corps to open up more recruitment.
The other side of that is getting more people to look for player Corps to move to, not because NPC Corps aren't social, but because player Corps generally are and are a way to help create that early social engagement.
That's all this thread was originally about. Trying to gain an understanding of the reasons players don't move to player Corps, to provide more data for CCP (whether that is a realistic aim or not).
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Scipio Artelius
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Posted - 2015.05.22 22:37:49 -
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Shimoto wrote:The two groups are quite different and I don't think encouraging one group to cross over to the other will be particularly successful. 90% of new players leave the game in their first 30 days. The status quo isn't very successful.
What's wrong with CCP aiming, not to force anyone into a player corp, but to create an environment where that group is able to more easily find the type of content that the other 10% move into?
That is not only player corp focused. That's just one thing that correlates with higher retention. CCP have stated several times the types of activities that correlate with players subscribing beyond 30 days including a higher use of chat channels, trading on the market, taking part in fleets, being involved in combat pvp, using voice comms, using contracts. It's not that these things aren't done within npc starter corps, it's more that the nature of starter corps doesn't provide an environment where these things are part of being in the corp for all players. Many of these things are more likely to occur naturally in player Corps.
CCP isn't out to limit your individual choice. That you subscribed and are happy in an NPC Corp is great. However there's nothing wrong with CCP also trying to retain the part of that 90% that would stay if they can more easily find the type of content that correlates with higher retention.
This whole thing isn't about any of us that subscribe and become long term players. There's no need to encourage us to cross over or do anything different. It's just about trying to get a slice of that 90% for whom that initial experience doesn't engage them enough.
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Posted - 2015.05.22 23:55:23 -
[43] - Quote
Demerius Xenocratus wrote:I think the notion that involvement with player corps leads to greater retention is erroneous.
Involvement with any number of engaged, knowledgeable players offering a constructive experience (not just blowing up newbie's first retriever or mission running brutix) is what will cut through the seemingly insurmountable challenges facing a new player. On the first part, CCP's data suggests otherwise and even if it didn't, it doesn't matter.
CCP have said that players who take part in more social aspects early have higher retention. That was the correlation they have referred to. That includes many aspects other than pvp. Market trading, using chat channels, taking part in fleets, combat pvp, manufacturing and selling, using voice comms have all been stated by CCP as types of activities that retained players take part in early and CCP are interested in trying to expose that 90% of unretained players to those kinds of experiences.
There is nothing about a new player Corp or the old tutorials that exposed players to that. New players try the game and end up playing solo without structures around them that actively encourage trying those more social activities that some of them might like.
That's where the move to player Corps is one way that CCP have also stated, provides greater exposure to those things. Being in a player Corp isn't itself a cause for higher retention. Player corps however do have much higher rates of use of voice comms, use of chat channels, fleet operations, pvp activities, industry activities, etc., especially when compared to starter corps.
Some starter Corps also have many of those things (eg. CAS), but it's not part of what the structure of a starter corp is in comparison to what is acheived in the organisation of player Corps many of which also go way beyond that with irc servers, slack teams, forums, wikis, new player starter kits, skill plans, training sessions, teamspeak, mumble, buyback programs, fitted ship contracts, 1-on-1 mentors, ship replacement programs for new players and specific targets they aim for.
Starter Corps provide minimal input to helping people find that sort of content, where player Corps often include all of that content.
So it's not about player corps as such. If starter corps provided that environment as part of what they did, then the idea of encouraging people to move to player corps wouldn't need to be considered. But they don't, where player corps provide that opportunity that CCP are trying to encourage (as stated by CCP).
On the second part, I totally agree. Kind of what this is all about.
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Posted - 2015.05.23 00:26:22 -
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beakerax wrote:None of those things are inherently part of the structure of player corps, either. They're part of the meta. In part, of course.
Just because it's player driven as part of the meta, doesn't mean it's untrue.
Many player Corps are possibly worse than starter Corps, but that's an issue about discovery of the good Corps that the game currently handles very poorly.
But player Corps as an aggregate provide all of those structures and many of them are inherently part of what the player Corp does because many Corps need them to achieve the goals they have.
It's possible to continue to analyse to the nth degree to find route causes of player retention. In the end, it's almost irrelevant though because the causes of subscribing are very individual. So looking at it at a higher level, CCP are looking for where the experiences occur that lead to higher retention.
Irrespective of cause and where the driver is for it (within mechanics or the meta) those experiences exist more commonly in player Corps than they do in starter Corps.
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Posted - 2015.05.23 00:36:25 -
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Kaarous Aldurald wrote:Scipio Artelius wrote: Many player Corps are possibly worse than starter Corps, but that's an issue about discovery of the good Corps that the game currently handles very poorly.
I would instead argue that is an issue with a lack of attrition being enforceable against bad player corps. Yes, I agree to some extent.
I was against the friendly-fire toggle for that specific reason.
Awoxing can be as much a good for the game by exposing the weak CEOs as it can be a negative and I'd argue (personal judgement, not evidence driven) that the friendly-fire toggle has done nothing to increase Corp recruitment, but has helped facilitate the operation of poor corporations. I'd like to see some data on Corp recruitment before and after its introduction to see whether the flood gates of recruitment opened.
Aside from that, the in game Corp discovery tools are very poor.
Many good Corps don't even have a searchable advertisement in game because there's a monthly charge for it. That seems so backwards. CCP want new players to be able to find social experiences, but they charge Corporations who offer that in order to be found. That's just one example of how poor the Corp discovery system is. There are many other weaknesses too.
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Posted - 2015.05.23 00:50:03 -
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Joe Risalo wrote:I would argue this has increased recruitment for ALL corps. Yeah sure, as long as you recognise just the same that our judgements/arguments are not evidence based and equally likely to be wrong.
We have no data since the introduction of the friendly-fire switch, so we can't really know with any great certainty.
My judgement is just made on a lack of any observable change in associated activites (eg. no flood of new advertisements in the recruitment forum), no massive increase in the use of third party systems for recruitment like Reddit, Twitter or Facebook that I've seen, no increase in in game linking in local of Corp adverts, no huge increase in the number of character active in the in game recruitment chat channel and no increase in character in any of the channels I use in game mentioning that they are recruitment more than before.
All just peronal judgement and based on my own very limited observations.
Data from CCP would be great.
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Scipio Artelius
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Posted - 2015.05.23 01:00:26 -
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Demerius Xenocratus wrote:The whole point of my post was that you're just looking at NPC corps vs player corps and deciding NPC corps are the problem when in reality most highsec player corps are worse than NPC corps, no amount of raising the bar vis a vis corp creation requirements is going to change that, and in all cases it's the individual players that newbie interacts with that matter most.
Focusing on NPC corps as the root of all evil is just highsec pvp carebears wanting to force pve ships to play target while they continue to hide their neutral logi/scout/transport alts in NPC corps because tax rates don't affect those functions at all. Start talking about forcing those players to expose their alt minions supplementing their wardec toon to the same risk and I'll be more agreeable.
If that's what you think after reading my posts, then I'll admit to being an extremely poor writer.
The player Corp vs NPC Corp is not the main issue.
Exposing new players to the experiences that CCP want to expose them to is the whole point. CCP have said, that happens more in player Corps.
But the player Corp is not the cause of higher retention. It's just an environment where those experiences exist more commonly in comparison to starter Corps.
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Scipio Artelius
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Posted - 2015.05.23 01:34:34 -
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Joe Risalo wrote:Former US Army infantry veteran with 2 tours to Iraq, combat life saver training, survivalist training, expert marksman with many weapon types, armed household, over 300 confirmed kills for my mortar platoon, and over 30 confirmed solo kills.
Vs They guys you see at fanfest, who preach about pvp...
lol I'm sure you're service was extremely valuable for your country and something to be immensely proud of.
But why spurge on guys at Fanfest for the way they play a game, the same game you play? Do you know what any of them do or have done in their real life that deserves ridicule in comparison to military service?
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Scipio Artelius
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Posted - 2015.05.23 02:20:40 -
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Joe Risalo wrote:Lets look at it this way.
There seem to be people that want to compare Eve to RL. So lets do a little comparison, seeing as how this comparison is valid, due to the Sandbox being modeled from RL.
In RL, you have your soldiers, police, medical, fire, corps that focus on combat, corps that focus on production, you even have those the profit from the death and/or loss of others.
In Eve, you have all of the same.
However, in both cases, much cannot exist without the others.
You can't have combat without people behind the lines producing and/or gathering materials.
Police are there to protect those that can't protect themselves.
There are also safer areas where people can prosper doing what you consider mundane, yet, their investment is just as important.
If you turned Eve into a PVP free universe, it would likely kill Eve. 100% agree and it would be the same if Eve was a PvE free universe. It would cease to exist as Eve.
I think that's where a lot of people misinterpret Kaarous's posts though.
Kaarous has never been against PvE that I have ever read. He reacts strongly when people call for others play styles to be nerfed and when someone is judged as a sociopath or put in some other derogatory classification because of the way they choose to play a video game.
A lot of people interpret that as calling for people to be forced into one play style. In reality it's the opposite. Let everyone play the way they would like to play and because the game involves conflict through interaction, everyone is responsible for managing their own safety, not calling for CCP to implement a net nanny mechanic as protection.
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Scipio Artelius
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Posted - 2015.05.23 02:38:31 -
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Syn Shi wrote:I have played Eve for 2 years...solo. According to CCPs analysis I should have been gone...but I am still here.
So much for you data. No, I don't believe that is a valid conclusion from CCPs analysis.
At Fanfest this year CCP Rise gave an anecdote about another CCP employee who had joined the game many years ago and had happily played in his starter Corp since then, involved in a range of highsec PvE activities. It is a perfectly fine choice. (e. It might have actually been the CCP employee himself and not Rise who relayed the anecdote. I'll try to find it)
However, when all the data is aggregated, that style of play is not the most successful way to produce long term subscribed players. For those it suits, it's great.
For the bulk of people, other experiences seem to be more likely to result in long term subscription.
CCP are also not interested in forcing people down one specific path. They just want to expose people to more varied experience early with some control to ensure they get the needed skills and then hopefully more will find the play style that hooks them, whether that's solo npc Corp play or not.
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Posted - 2015.05.23 03:12:50 -
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Demerius Xenocratus wrote:Actually what they want is a 20-30% NPC corp tax rate or one sufficient to make PvE without exposure to wardecs impossible. Basically, they want every player in highsec that is there with the goal of farming ISK to be open to attack. NPC alts of characters farming in other areas of space secured by their respective blob will be unaffected. Who is 'they'?
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Scipio Artelius
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Posted - 2015.05.23 03:21:25 -
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Syn Shi wrote:My in game play time is not a conclusion of CCP's analysis. I doubt CCP have looked individually at your play time, but if they did how could they deny it? That would make no logical sense.
If your saying CCP have no data on the different play styles and specifically the solo play style, they clearly do have that data and recognise your play style as just as valid as any other.
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Posted - 2015.05.23 03:30:23 -
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Yuri Ostrovskoy wrote:[quote=Scipio Artelius]Who is 'they'?"They" are in for a huge disappointment when myself and countless others just drop the npc corp to avoid the tax, and carry on as usual. Yeah but where is the specifics of who 'they' is?
Who has called for a 20-30% NPC Corp tax?
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Posted - 2015.05.23 03:45:58 -
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Tyberius Franklin wrote:[quote=Scipio Artelius]Follies of collectivism aside it's not really productive to name and shame, but we've had claims that increasing the tax would provide incentive to player corps.
And as for that one, yeah, most recent example sure. We've had other participants in the thread claim higher numbers over the various incarnations of this conversation. Nothing to do with naming and shaming. Everything to do with basing discussions on valid information and not imagined details.
Yes there have been a few calls for increased taxes, that's not the same as 20-30% and on the whole they are easy to just completely ignore.
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Posted - 2015.05.23 03:55:22 -
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Tyberius Franklin wrote:The only recent call I've seen was actually for 20%, was the one you saw different? No, same one. I acknowledged it in an edit to my post above. I've said my bit on inventing information so will just drop it from here because we are way off topic with this and it'll never change anyway.
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Posted - 2015.05.23 05:03:14 -
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Tyberius Franklin wrote:The issue with saying opinions are invented is that those written opinions can often be found with minimal effort. Why is there always an "I'll leave it alone...only after just adding one more point to hammer my own view home..."
Fair enough. I also looked at the search function. The overwhelming number of results found when searching the forum for "increase npc corp tax" result in the one post I remember (the 50% figure) and that same post quoted several other times in responses. There are a couple of other things that pop up also.
Was kind of the whole point of my original question. People invent things to make their own argument stronger and when asked for the information to see that what they are saying is correct, it's rarely forthcoming, even if it is correct. I'm always happy to accept what people say, just offer the justification for it when it doesn't seem straight forward. So far, that justification still isn't clear.
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Posted - 2015.05.25 05:49:30 -
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Joe Risalo wrote:It doesn't matter how much tank you fit on an exhumer, if you want them dead, they will die. Same goes for a PVE boat. You know that their capability to fight back in PVP is non-existent, because doing so means they can't perform in PVE. Why can't they perform in PvE if they fit capable of fighting back?
My own experience seems at odds with that. I do all of my PvE in null in anomaly combat sites and DED sites. It's all done in pvp fit ships in case someone comes along (which is always enjoyable).
Being in a pvp fit ship doesn't cause any problems, even running the sites solo.
Aside from that, in terms of highsec pvp, it's not the fault of the ganker/wardeccer that people choose not to defend themselves. Those are choices the targets make and they suffer the consequences of doing so. Every single person in highsec could make things more difficult for aggressors just by deciding to defend themselves. But they don't and they are the only ones responsible for how easy it is to kill them.
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Scipio Artelius
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Posted - 2015.05.25 06:07:28 -
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Joe Risalo wrote:The other point was, if carebears did start fighting back, all these people complaining of making life harder for carebears would likely quit, as there life would get harder. They don't want food that fights back; otherwise, they'd be out in low/null/wh space.
Just because they want easy kills doesn't mean we should make it even easier. I doubt it. When I look at ALOD loss mails and occasionally look at the results of ganks on kill boards, there's a lot of lowsec and nullsec pvpers that day trip to highsec to gank.
Overwhelmingly when those people post on the forum (eg. Miniluv) the message is they do it because it's fun and for profit, not because it's easy.
I suspect that if people began fighting back, it wouldn't drive them from the game. They'd either get more fun from it, or just give up the day tripping and carry on with their other activities.
I have a strong suspicion though that if people did begin to fight back, their level of enjoyment would increase too, especially when they become successful at it.
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Scipio Artelius
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Posted - 2015.05.25 11:01:38 -
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Joe Risalo wrote:I just found a comment from a CSM that I find pertinent to this conversation. I'll highlight the most important part. Jayne Fillon wrote:I also think that wardecs are the cancer of Eve, so that's entirely unsurprising. Even if these social groups were being designed with the sole intention of allowing carebears to evade wardecs, you'd still be extremely hard pressed to convince me that it was a bad idea. Eve is not a PvP game, but a Sandbox game with PvP aspects. Community is another aspect within the Sandbox, and your misguided attempts to restrict positive player interaction will be the death of this game.
Hopefully the only game that dies is the perverted version of Eve that you're convinced should exist. Unfortunately being on the CSM doesn't mean you have a clue.
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Posted - 2015.05.25 21:42:43 -
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Mayhaw Morgan wrote:Mara Pardi wrote:Jayne Fillion wrote:Eve is not a PvP game, but a Sandbox game with PvP aspects. Maybe this CSM should read the official new pilot faq. Section 7. First sentence on p.22. "The essential core concept of EVE Online is that it is full time PvP in a sandbox environment." Maybe YOU should log in and play the game, then what the CSM member said might make a lot more sense. EVE is not JUST a PVP game. There is no such thing as JUST a PVP game. PVP takes place within an environment (PVE), in the context of one's own abilities and the abilities of others (PVS). Sumo wrestling is JUST a PVP game. Boxing is JUST a PVP game. Chess is JUST a PVP game. And, yet, the rules of sumo are that you lose if you leave the ENVIRONMENT (the ring) or touch part of the ENVIRONMENT (the ground) with something other than your feet, same with boxing. In chess, your pieces are differentiated by how they interact with the ENVIRONMENT (squares of the board). Even just the rule set governing play could be considered a part of the environment. If YOUR core concept of EVE is that you must attack others all the time, should it be any wonder that some others don't want to play with you or subject themselves to mechanics that make them more vulnerable to such attacks? Maybe you should re read what the CSM member said.
He didn't say, just a pvp game, he said it's not a pvp game.
He was wrong and directly countered by CCPs own view on what eve is.
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Scipio Artelius
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Posted - 2015.05.26 01:31:09 -
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Mayhaw Morgan wrote:Maybe I SHOULD read what the CSM member said: Jayne Fillon wrote:I also think that wardecs are the cancer of Eve, so that's entirely unsurprising. Even if these social groups were being designed with the sole intention of allowing carebears to evade wardecs, you'd still be extremely hard pressed to convince me that it was a bad idea. Eve is not a PvP game, but a Sandbox game with PvP aspects. Community is another aspect within the Sandbox, and your misguided attempts to restrict positive player interaction will be the death of this game.
Hopefully the only game that dies is the perverted version of Eve that you're convinced should exist. Is that what we are referring to? You made the original quote, so it should be fairly clear what was being referred to and it was wrong.
Mayhaw Morgan wrote:Scipio Artellius wrote:the essential core concept of the game . . . pvp is not only about guns but many other activities in which one player affects another (eg. Market trading, scamming, running anomalies before someone else, etc.). It's all pvp related. Affecting other players is not JUST destroying other players (or their arguments). Even player-versus-player scenarios do not necessarily result in any destruction at all. I think the misunderstanding is in the use of the term "PVP". Does it mean person-affecting-person or does it mean person-destroying-person? No one is claiming pvp is only just about destruction.
PVP is player versus player. Full stop. There is no limitation on the activities that can be involved in that. It's not about destruction, it's about a player competing against another player in whatever form.
Market trading is a perfect example where there is no destruction, but a different distribution of wealth and market pvp can be quite intense when two serious traders are online at the same time.
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Scipio Artelius
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Posted - 2015.05.26 01:43:49 -
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Yuri Ostrovsky wrote:Because that would tarnish their egos. Some people are so high and mighty, that playing the game in any other way than their own, is unspeakable. Put your money where your mouth is and quote anyone that has that view.
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Scipio Artelius
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Posted - 2015.05.26 04:44:35 -
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Joe Risalo wrote:I mean, PVP combat is the most imbalanced RvW aspect of Eve. Why go to low to get kills when you can bump and gank a freighter for a loot dump?
You make all the claims of RvW but refuse to see how the rewards for PVP in high sec are significantly greater than in low. From a mechanics perspective, the chance of loot dropping in lowsec is no different to the chance of it dropping in highsec or in nullsec. The chance of reward given a specific ship is exactly the same.
What differs are the consequences of pvp in each space:
Null: no consequences Low: potential sec status hit, gcc and sentry guns (non-wardec or duel) High: 100% chance of ship loss, sec status hit, gcc and sentry guns (non-wardec or duel)
If anything, the consequences of conducting pvp in highsec are more significant than in low or null and the level of overall risk is only different because CCP can't design stupid out of the game. Players bring that on their own.
But a freighter loss in highsec is no more or less rewarding than it would be in lowsec or nullsec.
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Scipio Artelius
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Posted - 2015.05.26 06:12:23 -
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Joe Risalo wrote:In high sec, all you need is a cargo scanner and you'll know if ganking a freighter is worth it. Whether based off cost efficiency, or based off potential drop. I don't think any gank fleet would pass up a freighter filled with 2 bil in loot, let alone more. Nor would that be passed up in lowsec or nullsec. No need for a cargo scanner either. Just kill it.
Quote:...people often ignore or destroy wrecks before they take the risk of looting them. This is not even true in FW systems where NBSI is the norm, let alone non-FW systems where there is always time to loot the field. Looting wrecks is just as much part of lowsec pvp as it is in null and highsec.
Quote:the risks in high sec are well worth the potential reward. Sure, but that has nothing to do with the mechanics. The chance of reward in highsec is no different to the chance of reward for the same kill anywhere else. It's the stupidity/mistakes/bad judgement of players that present loot pinatas in highsec. That's just less common in low and null in terms of freighters, but that's not because the rewards of high are imbalanced through the game.
Quote:Not to mention, you can wardec an easy target and not have to worry about another roam catching up with you. Still the same. There is nothing about the game that makes this more imbalanced in highsec compared to lowsec. Anyone is free to fight back against a wardec if they want. The game doesn't change the balance at all. The players do.
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Posted - 2015.05.26 06:35:17 -
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Joe Risalo wrote:All good points. Now, explain to me why these people that do all the ganks and war decs aren't in low sec? Too much of a challenge perhaps? This is purely speculation because you'd have to ask them for their own reasons, but it seems commonly to boil down to:
1. Code: play the game rather than bot the game 2. No part of space is meant to be safe and highsec is as valid an area for pvp as anywhere else 3. Hired mercs, paid to pvp 4. Higher population so no need to hunt for targets. They present themselves 5. Roleplay 6. PVP can be profitable
I guess it's the last point that hints towards highsec pvp being more rewarding, but only because of point 4 and players treating highsec as a safe haven when it isn't.
There are probably other reasons and in all likelihood, many people choose it because they can manage their risk better than they can in low and null. For other people, they can manage their risk easier in low or null, but the overall risk can be about the same (eg. F1 monkeys in fleets are often facing no greater risk than highsec pvpers and possibly less in many situations).
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Scipio Artelius
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Posted - 2015.05.27 03:20:12 -
[66] - Quote
Joe Risalo wrote:Again, this comment seems to agree that high sec PVP is plausible and working and balanced. No need to change NPC corps, you can still kill those people.
Man, I'm loving this. Keeps getting replies that suggest high sec is as intended.
Move along.
This thread isn't about changing NPC Corps.
It's CCP who are trying to encourage more players to move to player-run Corps because they have identified that player-run Corps provide the environment where many of the experiences, that increase player retention, exist.
NPC Corps are fine. New players remaining in them is not bad and for some players it suits their playstyle. Unfortunately many new players also leave the game (90% within the first 30 days) because they don't find the experience that hooks them.
If CCP can change that trend then that's good not only for CCP and the future of the game, but for us as players also.
That was the whole basis for this thread in the first place. Asking, what keeps people in NPC Corps because the addition of the friendly-fire toggle is only one half of the issue (ie. trying to encourage player Corps to recruit more). The other half being trying to have players in NPC Corps look to move to player-run Corps.
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Scipio Artelius
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Posted - 2015.05.27 06:39:56 -
[67] - Quote
Mayhaw Morgan wrote:Assuming this to be true (which is a HUGE assumpion), the alternative is for them to move the experiences to where the players actually play the game. It's not an assumption. CCP have analysed the data they collect and have identified the types of experiences that lead to higher retention among new players.
They haven't just made it up, they've let the data identify the reasons.
As to moving the experiences to where players are, that's up the to players. It's the player driven content that increases retention. If the players in the NPC Corps provided more of the experiences, then the retention would probably improve too, since CCP have identified it's the social experiences that are important, not necessarily where they are.
It just so happens that player-run Corps provide most of those experiences naturally, so CCP doesn't really need to do anything other than allow people to discover them easier; which they are trying to do.
But any vet in an NPC Corp is able to provide those experiences internally too. Most just don't.
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Scipio Artelius
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Posted - 2015.05.27 07:30:34 -
[68] - Quote
Joe Risalo wrote:So, the issue then becomes, why are players not joining corps, as opposed to why are players staying in NPC corps. They aren't even staying in NPC Corps.
90% of new players leave within the first 30 days.
They start in the starter Corp and then leave the game.
Anyone who subscribes and stays in an NPC Corp or who has alts in an NPC Corp, great for them. CCP aren't concerned about them.
From what CCP have said in multiple places now, they are trying to make adjustments to the game so that be players have a greater chance to experience something that absorbs them in the game and CCP have a good idea about the kinds of experiences that will do that. At the moment, they seem to be implementing a number of initiatives to get to where they want the retention to be:
1. Friendly-fire toggle: in part supposed to encourage Corps to recruit 2. Opportunities system totally different to old tutorials with potential for greater variation in experiences at the start 3. Trying to encourage new players to find the other social experiences that aren't provided in the starter corp or opportunities
#3 can happen anywhere. It just so happens that player-run Corps are the most likely place to find those experiences.
As to why players aren't joining player Corps, we'll look at the title of this thread. That's what this whole thing is about.
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Scipio Artelius
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Posted - 2015.05.27 08:10:45 -
[69] - Quote
Mayhaw Morgan wrote:What reasons did the data identify, specifically, for players sticking with the game? Which of those experiences do player-run corporations provide? Why those? Why not others? How could they be provided in NPC corporations? How could they be improved to advantage player-run corps? All the information that CCP has posted is available to go read. You can go and see the reasons just the same as the rest of us.
A lot of them have been reposted in this thread. One of mine listing some of the reasons is just a few pages back:
https://forums.eveonline.com/default.aspx?g=posts&m=5765482#post5765482
As to why? I don't know. It's what the data has shown CCP and they've described it in terms of the level of social engagement.
As to how those things could have been provided in NPC Corps, well more players in NPC Corps could setup TeamSpeak or Mumble servers, run fleet operations both for pve and pvp, start Corp forums, contact new players and take them roaming, use the Corp chat channels more, etc., etc., etc. - all the things that many players in player-run Corp do normally.
There is nothing stopping an NPC Corp player from doing any of that. It's not an issue of NPC Corp v Player Corp. Just about where the experiences most commonly occur that lead to greater retention.
You could be a champion of NPC Corp play any time you want for example. You could at any point turn State War Academy into a Corp that operates very similar to player-run Corps. There wouldn't necessarily be a shared goal or aims to target, but aside from that, nothing is stopping you, or me, or anyone else. There is nothing inherently wrong with NPC Corps.
They just aren't providing those experiences currently and I suspect it's largely based around the lack of shared interests and goals. Players in NPC Corps do their own thing and those Corps tend to be more solo player oriented and/or for alts. The big issue is in the starter Corps, and I suspect it's more difficult there because there is a high percentage of new players who don't even know about those things, let alone how to implement them.
Mayhaw Morgan wrote:I honestly just think you've had a little too much Kool-Aid. You are starting with the premise that player-corps are better than NPC corps, that player-corp players are better than NPC corp players (in some sense). What you don't seem to be accounting for is that every player starts out as an NPC corp player. The lines are blurred. Nah. I've just been trying to help fill in some of those gaps because some people have come into the thread recently and weren't aware of the background over the last few months. This isn't my personal mission. It just restating the things that CCP have been saying.
I have nothing against NPC Corps. I use them too.
This is totally not about NPC Corps as such. I've said that as my understanding multiple times in this thread. Three recent ones being:
https://forums.eveonline.com/default.aspx?g=posts&t=403811&p=46
https://forums.eveonline.com/default.aspx?g=posts&t=403811&p=43
https://forums.eveonline.com/default.aspx?g=posts&t=403811&p=42
But I'll just drink some more Kool-Aid now and stop trying to help fill in gaps. You are free to stop being lazy and go look at what CCP has said yourself.
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Scipio Artelius
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Posted - 2015.05.27 08:56:05 -
[70] - Quote
Nevil Oscillator wrote:Scipio Artelius wrote: 90% of new players leave the game in their first 30 days. The status quo isn't very successful.
Compared to what ? Success?
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Scipio Artelius
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Posted - 2015.05.28 02:51:43 -
[71] - Quote
Mayhaw Morgan wrote:The responsibility of getting newbies more deeply involved with the game is primarily the responsibiliy of the newbies themselves. Why should the focus be on other people pushing new players to play? Why shouldn't the focus be on empowering new players to take matters into their own hands?
This idea of subordinating new players to more entrenched participants of the game might even be the problem. Who is trying to subordinate anyone?
If you were CCP and had an issue with player retention, wouldn't you try to do something to change that?
That's all CCP are doing. They are forcing people to do anything, they aren't subordinating anyone. The only thing they are trying to do is provide conditions where new players discover the content that hooks them and they are doing it based on the data they have showing the types of experiences that the 10% of retained players get into early.
Of course it's ideal if new players take responsibility for getting into the game. At the same time, CCP is trying to address the huge difference that exists between the expectations of players before they join and then the reality of the experience they find when they do. All of those other experiences that attracted them are there. The old approach to the new player experience just didn't help them find it.
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Scipio Artelius
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Posted - 2015.05.28 12:03:50 -
[72] - Quote
Mayhaw Morgan wrote:You keep begging the question by saying that penalizing NPC corporation players or buffing player corp players is an attempt to fix a problem with player retention. Until you can prove that NPC corporations are the source of the problem, you can't prove that disrupting their function is a solution to that problem. I have yet to see a compelling piece of data that says that players are more likely to leave the game because staying in an NPC corporation is an option. I don't think there is such a piece of data and, unlike you, I don't think CCP thinks there is such a piece of data. That's a complete load of bullshit. I've never said such a thing.
Quite the opposite. Get off the NPC Corporatios are the source of the probelm and open your mind. NPC Corporations are not the issue (can't believe I had to right that again).
The reason you haven't seen the data that 90% of new players leave the game within their first 30 days is because you've done nothing but whinge for it to be given to you here. Stop being lazy and go read/watch the information from CCP like the rest of us have.
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Scipio Artelius
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Posted - 2015.05.28 22:02:55 -
[73] - Quote
Mayhaw Morgan wrote:If you are having trouble keeping your own story straight, just imagine how confused I must be about what it is you are trying to say. In one post you're claiming player corps are better and that's why CCP needs to push players into them. In the next, you're denying having said that. You are telling us about supposed data that says NPC corp players quit more, then you are back tracking and pointing to a 90% attrition rate for new players as if that somehow has to do with NPC corp membership. I can't figure it out, either. But, I am not going on a wild goose chase looking for phantom data that makes your case for you. Find it yourself and provide a link to it or STFU about it. At this point it doesn't surprise me you can't figure it out. It seems plainly clear why and I now understand why Kaarous was surprised earlier that you could even read.
I haven't backtracked on a single point or had any difficulty keeping my posts straight. They're all consistent in the message. As for the data, I don't need to find it. I have the links to CCPs statements both here in the forum and the relevant presentations at Fanfest both in 2014 and this year. So you can think it's phantom all you like and it'll make no difference. CCP will continue to try to empower new players through broader experiences irrespective of your head being buried in the sand.
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Scipio Artelius
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Posted - 2015.05.29 09:18:40 -
[74] - Quote
Mayhaw Morgan wrote:Scipio Artellius wrote:https://youtu.be/sbHqFgn4SOw?list=PLldrBIEnJ5hMIXwk_e8-VZb0EldJqXmg_&t=967 Thank you. Was that really so hard? When you are being a dickhead and discussing the people rather than the topic. Yes.
You want the data, go look for it youself.
As usual, those statements about me are completely wrong. You have absolutely no idea what my expectations are. I haven't stated them once. Only tried to help fill in the back information on what CCP have said. Nothing more.
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Scipio Artelius
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Posted - 2015.05.29 09:36:39 -
[75] - Quote
.
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Scipio Artelius
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Posted - 2015.05.29 11:32:30 -
[76] - Quote
Mayhaw Morgan wrote:The topic is NPC corporation members and their motivations for staying in NPC corporations, i.e. the topic IS people, primarily. When you discuss the poster rather than the post.
That should make it clear enough.
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Scipio Artelius
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Posted - 2015.05.29 11:33:51 -
[77] - Quote
Mayhaw Morgan wrote:The topic is NPC corporation members and their motivations for staying in NPC corporations, i.e. the topic IS people, primarily. When you discuss the poster rather than the post.
That should make it clear enough.
Mayhaw Morgan wrote:There is no data that says more players quit EVE because NPC corporations exist. Of course not. That would be a pretty silly thing to say since it makes no logical sense.
In fact, that's the first time that's been written in the entire thread. It's completely made up with no evidence to support it and not what anyone in this thread or any other thread has claimed.
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Scipio Artelius
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Posted - 2015.05.30 01:56:29 -
[78] - Quote
Joe Risalo wrote:Correlationnotcausation We covered this about 30 pages ago in the thread.
It's likely that the causes of long term player retention are too varied to narrow down into something that can be focused on for a goid return on the investment. I'd also happily bet each of us in this thread have different reasons for staying with the game.
But we (carebears and pvpers alike) that are the 10% that find the play that attracts us, for whatever reason.
Clearly based on the data, that 90% that leave quickly, don't. Some would probably never find it, but CCP realise there is an opportunity cost if they just kept doing the same thing. So they decided to do something different and try to expose more new players to a broader range of possible experiences.
From there, it's up to the players and there will still be a lot that leave. But if some of that 90% end up as long term subscribers, that's good for everyone, irrespective of the individual cause.
So the causes are great to know (CCP exit surveys seem to be their main source of data for that), but equally important are the experiences that correlate with the higher retention of the 10% of us that stay.
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Scipio Artelius
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Posted - 2015.05.30 02:48:15 -
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Joe Risalo wrote:Scipio Artelius wrote:Joe Risalo wrote:Correlationnotcausation We covered this about 30 pages ago in the thread. It's likely that the causes of long term player retention are too varied to narrow down into something that can be focused ... ... Now, if only we could get some of these people to realize that nerfing NPC corps doesn't fix CCP's issue. Depends on perspective I guess.
I don't think there is any risk that CCP will nerf NPC Corps so the following is just a random thought rather than a call for action. Even if it was, it would just as much be a call for changes to many player corps:
Whether the CEO is an NPC or a player, corporations are at their core, groups of players. It's players that bring content to each other whether through conflict or support and within the game, the role of corporations is largely to provide support (eg. Common goals, shared experiences, services, etc.).
Where corporations aren't doing that what's the point of the corporation even existing, especially the starter corps where it could be argued that the internal engagement and assistance should be the highest out of any corps?
If the starter corps don't provide that support, it could be argued that time in them should be limited so that new players struggling to find the experience that hooks them, are moved after a short period to an alternative where they might find it.
Of the reasons listed in this long thread for staying in an NPC Corp, they seem to most commonly boil down to:
1. Wardec immunity (eg. Hauler alts) 2. Anonymity (eg. Links alts) 3. No interest in social play and want to play solo
None of us have said "so we can help others, especially new players".
So if, aside from notable exceptions like CAS, most of us stay in NPC Corps for personal reasons and not to be part of a Corp, why shouldn't that be nerfed?
Why also shouldn't new players be moved away from that environment as soon as possible because the other players in their corp are not interested in them? Why not move them somewhere else so they have a better chance of finding people interested in helping them?
A more harsh view might even be that if players in NPC Corps don't want nerfs then they should start acting like members of a Corp and not just as a way to easily hide or play alone, because otherwise they aren't being members of that Corp anyway.
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Scipio Artelius
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Posted - 2015.05.30 03:26:26 -
[80] - Quote
Eli Stan wrote:So... Just put all new players in CAS by default, and problem solved? Heehee.  Although I do wonder what other place you think new players should move to. A one-person corp that they are CEO of? A random player-owned corp? Maybe a market-driven mechanic where corps bid ISK to be the next receiver of newbies? Specific corps chosen by CCP, for example GSF, IVY and BNI? Something new that's just like an NPC corp but is subject to war decs? A holding corp that prevents them from undocking or using the markets or contracts? Not being a game designer, I don't have any good response. The CAS option is probably as good as any, though that would potentially impact on some role play/Lore aspects that are also important to people.
Aside from that none of the options I can think of adequately address it, other than what CCP are already doing by trying to expose new players to varied experiences and increasing the possibilities that player corps will recruit and will be discovered.
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Scipio Artelius
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Posted - 2015.05.30 03:58:48 -
[81] - Quote
Yuri Ostrovskoy wrote:So over the last 60 pages, why haven't we seen anyone actually offer any incentives to join thier corps? If a player corp is superior, why haven't any of you taken this opportunity to run open recruitment and show us your "better way"? Or is it because the outspoken are actually fine with npc corps, as long as they can pummel them without repercussions?
Personally, as a recruiter I offer what we can to players in game. The forum is a poor place to reach out to people.
I think also that question would be a different thread.
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Scipio Artelius
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Posted - 2015.05.30 17:44:53 -
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Lucas Kell wrote:kes88 wrote:I'm not being funny, but I think they do and I think CCP have acknowledged that already. OK, link me to where that was stated. You can take a common sense approach to interpreting the information CCP have released and on a number of occasions now they have said that higher retention is associated with joining a corp.
I just grabbed the quote from Rise from a few pages backl that he made in relation to CCP's inability to validate that griefing is a major cause of new players leaving:
CCP Rise wrote:The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Isolating players away from the actual sandbox seems very contrary to what we would like to accomplish. That was just the easiest example to grab, but it's been said multiple times now.
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Scipio Artelius
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Posted - 2015.05.31 02:56:40 -
[83] - Quote
Lucas Kell wrote:Scipio Artelius wrote:I just grabbed the quote from Rise from a few pages back that he made in relation to CCP's inability to validate that griefing is a major cause of new players leaving: CCP Rise wrote:The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Isolating players away from the actual sandbox seems very contrary to what we would like to accomplish. That quote shows corps in a list of ways to be social, just like I said. That's not stating that those who join corps are retained more than those that don't, since people in NPC corps also use the market and contract systems and PvP. By "take a common sense approach" what you really mean is "make it up because that's what you want to be true". I'm sure if NPC corps were such a big hole in player retention CCP would have dealt with it long ago, so common sense tells us that NPC corps aren't all that bad. No, I don't mean make it up at all. CCP have said that joining a Corp is a strong indicator of higher retention on multiple occasions.
It's one of many indicators and I don't believe they were implying that there is only one pathway to retention. People who subscribe and remain in NPC Corps as main characters are a perfect example counter to that type of suggestion. On the whole, joining a Corp is a strong indicator of a higher chance of retention.
You are free to interpret that how you like, but I think most people would equate that to mean that new players that join player Corps have a higher chance of fitting into the 10% of long term retained players.
All of us might want CCP to release the exact wording needed to provide the 100% proof to change our mind. Others are happy to make conclusions from the wording that CCP do use, rather than discount what they say because it isn't verbatim with what I would consider to be the only 100% version of the wording.
In the end, it's just communication and that's not an exact science.
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Scipio Artelius
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Posted - 2015.05.31 07:01:37 -
[84] - Quote
Eli Stan wrote:I hadn't read CCP Punkturis's devblog on friendly fire before. I'm now disappointed that she associates not joining a player corp with missing out on many meaningful social interactions for many players. "Inevitably" no less! So inaccurate...  These aren't legal documents, they are just casual conversations in devblogs, the forum and presentations. I'm sure she could have written something different without that word and still had the same overall meaning to her message.
So I don't think the exact wording is all that critical except in posts like official rulings and policy.
Player corps aren't the ideal choice for everyone. They are one of the factors that lead to higher retention of new players on the whole.
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Scipio Artelius
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Posted - 2015.05.31 11:16:32 -
[85] - Quote
There is a lot more that has been said than those couple of things. It's all relevant and yes, seeing more players move to player Corps is one of those things that has been said.
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Scipio Artelius
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Posted - 2015.05.31 11:46:43 -
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Nevil Oscillator wrote:What do you expect a piranha to say ? Their perspective and goals are quite narrow Why are CCP piranhas? What's wrong with them trying to increase player retention?
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Scipio Artelius
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Posted - 2015.06.05 03:41:30 -
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Kaarous Aldurald wrote:Tipa Riot wrote:Sure, leave corp, get to system, scan down, approach, get back to corp, shoot. GG That's hugely against the rules, last I heard. As in, first offense, perma ban. Actually, I didn't even think it was possible to do anymore using Tipa's scenario, since to join a Corp you have to be in your pod or docked.
The only thing that would come close would be to warp to target, eject from ship, wait session change timer, join Corp, board ship, shoot; which rightly so would be petitioned quickly and hopefully lead to a ban.
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Scipio Artelius
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Posted - 2015.06.05 05:18:15 -
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Tipa Riot wrote:This means, pending corp applications can't be accepted while the applicant is in space?. Yes, that's exactly what it means, unless they are in a pod.
You can only accept an invite if you are in a pod or docked. It was changed a little while back, from memory to prevent that specific tactic and some bug where the target didn't get an indication they were at war with you when you joined the corp while right next to them (something about a session change being needed). Maybe within the last year from memory. I'll go see if I can find the relevant devblog.
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Scipio Artelius
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Posted - 2015.06.05 06:06:29 -
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Sibyyl wrote: Can't rejoin a corp at war for 7 days.
Yeah this even more. It would require a lot of advanced planning and preparation to try the warp to target, join Corp approach.
The mechanics make it extremely difficult.
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Scipio Artelius
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Posted - 2015.06.05 23:06:49 -
[90] - Quote
Iphigeneia wrote: My NPC corp provides a large part of the EVE experience and I'm having lots of fun this way. Might change in future, might not. Welcome to the game and the forum; and congrats on finding the play that works well for you.
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Scipio Artelius
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Posted - 2015.06.06 07:19:27 -
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Nevil Oscillator wrote:Low Sec, Null Sec , Wormhole space, is all by definition more dangerous than High Sec, if you are going there to fight it is a good idea to have a plan to replace your ship when you lose it. If you are going there to have a look around because you have not been there before then the same is even more so true. If you are part of alliance that dominates the territory so much that it is no longer dangerous for you that doesn't change the fact that it's natural state is more dangerous and probably still is for people that are not part of that alliance. Yeah sure, though I wouldn't say danger equates to an inability to survive.
People survive in nullsec all the time, even while losing ships.
Different people, Corps, Alliances and Coalitions have differing abilities to manage risk and many in nullsec provide ship replacement programs that minimize the impact of loss on the wallets of their members. Others don't have SRPs and yet their members thrive in the community they have.
I'd personally almost recommend that all highsec Corps take a trip to nullsec and learn how to survive there. That will make them instantly more prepared to survive against wardecs that visit them when they go back to highsec. A war turns highsec into nullsec without bubbles. Learning to survive in null provide great tools to survive in the face of a wardec aggressor.
Nullsec certainly doesn't need to be feared and never visited because of the risk of loss. Survival there happens every day.
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Scipio Artelius
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Posted - 2015.06.06 08:03:26 -
[92] - Quote
Nevil Oscillator wrote:Dunno, I would say it depends on the corp, some corps are never going to be wardeced.. ever.. OK In Null you have no gate guns and station guns but if you are a high sec corp you might not even know what they do anyway.
Sure. If it's not a specific risk for a corp then they don't need to worry about it. For most, the risk of wardecs is a thing.
Sentry guns do nothing against war targets.
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Scipio Artelius
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Posted - 2015.06.06 08:36:39 -
[93] - Quote
Nevil Oscillator wrote:People only wardec me because I post on the forum. don't post here and you are probably completely safe Yeah we get wardecced occasionally because of posts I make on the forum. The most recent a couple of months back over a thread on the use of links.
But it's not the only reason wardecs happen. New industrial corps, pilots auto piloting bong ships that can't be ganked at the time, people moving product to markets, mercs hired on contract, operating in a certain area, etc. there's lots of reasons wardecs happen.
Being prepared for them is not a bad thing.
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Scipio Artelius
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Posted - 2015.06.08 20:06:14 -
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xxxTRUSTxxx wrote:i'd think most after 6 months know well they can be shot at no matter where they are. i've met a few over the years that didn't get it. but most know better after a while.
Many that know, still oppose the idea.
They rage when they get shot at, they come and complain in the forum how pvp in highsec should be made harder (eg. -10s not allowed in highsec, high slot modules shouldn't work in highsec, non-consensual pvp should be removed from highsec because it's meant to be safe, etc) and they post ideas in the F&I forum designed to make themself safer while eliminating other people's play. They constantly call for nerfs to pvp and complain how pvp affect player retention without even attempting to understand whether that is true or not, just because they don't like it.
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Scipio Artelius
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Posted - 2015.06.08 20:25:02 -
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xxxTRUSTxxx wrote:Scipio Artelius wrote: Many that know, still oppose the idea.
oh i know, i've had to listen to more than a few of them over the years, ... Can I ask what was so strange about Kaarous's definition of a Carebear on the previous page then?
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Scipio Artelius
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Posted - 2015.06.08 20:29:42 -
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Ivant Sumboodi wrote:Also the assumption about people crying for HS to be made higher safety is now a bit of red herring. It's not an assumption unfortunately. It's a very common thing around here.
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Scipio Artelius
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Posted - 2015.06.08 20:35:20 -
[97] - Quote
Lucas, it might be worth going back and listening to CCP Rise in that 2014 presentation again.
From those stats, the 40% that go into solo play missioning/mining also tended not to stay with the game for very long.
So there was the 50% that left within a month or so, 40% that tended not to stay very long and 10% that end up as long term retained players.
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Scipio Artelius
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Posted - 2015.06.08 21:02:33 -
[98] - Quote
Lucas Kell wrote:Yeah, that's my point. People are always saying "how can we turn that 40% into more for the 10%". What I'm saying is "what did that 40% want to do that can be improved so they stay on their own terms". To me they came in wanting a diverse PvE experience, and they got the barely passable red crosses and rocks that is EVE PvE. Make EVE PvE more varied and group friendly and they will get what they came for and likely stay longer.
Say for example you run a soup shop, and you sell an amazing chicken soup. You also sell a tomato soup from a tin. 50% of your walk ins don;t fancy soup and leave. 40% come in for tomato soup, but don;t come back because it's terrible. 10% come for the chicken soup and love it, returning every day.
Why try to find ways to make the 40% love chicken soup when you could simply make your tomato soup better? You've already done the hard part of getting them in the store, Now you just need to help them enjoy what they came in for.
Does that not make sense? Ah ok. My slight misunderstanding on what you were getting at and I think in part Rise dealt with that some.
The aspect of that 40% wasn't that they were doing PvE as such (that was just what CCP recognised that the NPE directed that group towards). It was more that they moved into a very isolated playstyle (Rise's exact description if I remember correctly). It was more about them being isolated away from social experiences than it was about what they were actually doing.
PvE is rubbish in this game and I totally agree that any improvement in it would be welcome development for many, but I don't know that CCP would still want people to be doing it in an isolated manner. They'd much rather promote social interaction.
So with the soup example, I think what CCP might be seeing is:
50% don't buy 40% buy and eat on their own 10% shared their soup with someone else
that 10% isn't inly about pvp. PvE fits in there too. The whole thing was more about socialising than about the actual content, though improved content for everyone would be great and I think the whole sleeper/drifter coming invasion, new wirmholes accessible, new opportunities system, cruiser burner missions, shattered wormholes and development of the NPC AI show CCP are working on that.
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Scipio Artelius
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Posted - 2015.06.08 21:59:06 -
[99] - Quote
Lucas Kell wrote:]He said that they go into an isolated playstyle, yes, but specifically stating missionioning and mining, mostly missioning and he use words along the lines of "the classic thempark". The problem is that most PvE isn't a group activity. People are isolated because that's the way the PvE content is designed. Incursions are an exception but they are very elitist and generally dominated by multiboxers due to their ease of farming. IMHO, they need more earlier group PvE content to encourage people to play together (and prefereably ways for PvE corps to actually exist), it shouldn't constantly be about finding new ways to encourage them to get blown up since they just aren't interested in that. This new content all seems geared towards veteran players who already interact. Ok, I give up trying to reason. Extrapolating the data to justify something it wasn't arguing doesn't make the point stronger.
Watching it from 16:06 on, the message in that was about rich experiences, not about the weakness of PvE and nothing there discussed how improving the PvE will turn that 40% into more of the 10%. It was about moving people to rich experiences as early as possible (including existing PvE).
Here is the whole relevant part of the presentation, which was on the slide What we can do better - Rich Experiences:
https://youtu.be/sbHqFgn4SOw?list=PLldrBIEnJ5hMIXwk_e8-VZb0EldJqXmg_&t=967
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Scipio Artelius
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Posted - 2015.06.08 22:39:08 -
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Lucas Kell wrote:Yeah and I've seen it, both there and in person. The problem is that a lot of people try to use that as ammo against people who want more from PvE, the "carebears" if you will. they act like the 10% are people who love to run around ganking and murdering each other and the 40% are PvE carbears. Like I said, no point trying to discuss it with reason since extrapolation of data is difficult to justify (and not needed since there is a lot of direct data to support other arguments anyway).
Of the 4 things mentioned in that part of the presentation that are example activities of the 10% group, pvp was only 1 of them.
They were:
- trading with other players more often - in corps more often - talking in fleet chat - on pvp kills
Only the last of those are exclusive to pvp. All of the others can be PvE just as easily.
In the forum, CCP Rise has also added other non-pvp activities that are indicative of people having rich experiences - using contracts, using chat channels, using voice comms (and I'll go look up the others he has said).
So using the data to move from:
50% stick with the game ( here )
to
10% stick with the game and the rest come for PvE, so improve PvE and more will stay ( here )
to
Other people use it as ammo in the forum ( here )
Makes it impossible to hold a reasoned conversation.
CCP Rise was discussing rich experiences, not the failings of PvE, nor the advantages of PvP. He used both as examples relevant to rich experiences in that presentation.
Providing improved PvE might well encourage more people to stay, but that data doesn't support that conclusion. Clearly CCP believe from the data that rich experiences are more important and the lessons they have learnt from the data (same presentation) are:
1. Text - improving the UI of the NPE to more contextual information and less linear text and clicking 2. Motivation - removing the reward based system of the NPE so that players become more self directed from the start 3. Expectation - removing the themepark aspect of the NPE so that new players find emergent, unpredictable, interactive experiences 4. Rich Experiences - encouraging meaningful experiences within the NPE as much as possible 5. Upkeep - making the entire NPE easier to modify and maintain from the developer perspective so it can be kept relevant
There was nothing in that presentation that justifies "PvE is bad", nor "Improve PvE and more people will stay".
Those are straight perversions of the information that was provided and discussed.
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Scipio Artelius
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Posted - 2015.06.08 23:00:14 -
[101] - Quote
Aza Ebanu wrote:It doesn't matter the data is flawed in the first place due to multiple accounts per player. And, how does he know who is on fleet chat? There is a chat channel for every fleet available when you join one. It automatically opens when you accept a fleet invitation. The messages you type in fleet chat are also relayed to the server (so they can be sent to everyone else too).
CCP clearly are able to track who types in fleet chat (to what extent they do, we don't know).
Why is the data flawed?
Where for example is this wrong, for subscribed players:
10% stick with the game long term 40% move into solo/mission play out of the NPE and many leave 50% leave within a month or so
Also the data from this year, looking at 80,000 unique new players (not alts), how is that not valid in the context that it was presented?
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Scipio Artelius
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Posted - 2015.06.08 23:09:42 -
[102] - Quote
Lucas Kell wrote:Have you used the NPE? All it does it give you pop up achievements whenever you do stuff and yet another list of things you may want to do. It's not a rich experience in itself and still requires a player to find their own content, and that's the problem, they don't. No. I never joined the game.
As to the NPE not being a rich experience, that was one of the major points CCP Rise made. The others being those other 4 that they can improve on.
Lucas Kell wrote:Scipio Artelius wrote:There was nothing in that presentation that justifies "PvE is bad", nor "Improve PvE and more people will stay". No, but there's a clear idea of what type of gameplay people are looking for when they stumble into solo gameplay. Not from that data there isn't.
The only correlation made in that section of the presentation is that CCP realise people move in that direction because the NPE pushes them that way.
No data or statement is available as to what people are actually looking for. That data suggests, not what people are looking for, but the type of experience (rich experiences) that are known to help keep people around.
In the earlier part (about expectations) there is a discussion of people coming to the game after peak events (eg. B-R5RB and other major news headlines) and then finding something totally different.
But I don't think CCP necessarily know why people come and join Eve. If I had to guess, I'd say there are many, many reasons and a lot of variety around that. But that's speculation and not something I would bet on.
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Scipio Artelius
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Posted - 2015.06.08 23:23:01 -
[103] - Quote
Aza Ebanu wrote:Multiple accounts can be in the same fleet. How does CCP know they are 80,000 unique new players? Sub /= new player new character /= new player Go look at the presentation from this years FanFest by CCP Rise. He states that the data set he uses in that presentation (may not be the same as the data he used for the 2014 presentation) is 80,000 unique players.
If the basis of our discussion is that we believe CCP are either lying or don't know how to isolate unique users; but yet still say that is what the data was for, then we are totally up **** creek without a paddle.
Without individually going and varifying the actual data ourselves (and none of us have the resources to do so), then there is an element of trust that we have to place in the information that CCP provide and the statements they make.
If they are just fabricating everything, then nothing any of us say has any meaning if it relies on those statements.
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Scipio Artelius
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Posted - 2015.06.08 23:38:47 -
[104] - Quote
Lucas Kell wrote:Scipio Artelius wrote:No. I never joined the game.
As to the NPE not being a rich experience, that was one of the major points CCP Rise made. The others being those other 4 that they can improve on. I mean the new NPE. and yes, he made that point, so they changed it, and it's still doing the exact same thing because it's not possible to force players to throw themselves into group content if that's not what they come for. We haven't seen any results, nor do we understand what timeframe CCP are expecting/hoping for change to occur.
Overnight turnaround is not going to happen, so whether it is a success or failure, we don't know yet.
CCP are not trying to force anyone to do anything and as the example of CCP Veritas shows, many players are perfectly happy with solo play and will be retained in the long term.
It's just not the norm and so many players leave, having never discovered the rich experience that will keep them around. That's what CCP is trying to change.
Lucas Kell wrote:Scipio Artelius wrote:Not from that data there isn't. The only correlation made in that section of the presentation is that CCP realise people move in that direction because the NPE pushes them that way. Of course there is! HE states what the majority of that 40% do. I don;t expect people show up, sub, then stay a few months missioning and what they were really looking for is shooting people in wormholes. They arrive expecting to be able to play some classic MMO gameplay with some "quests" and whatnot, and what they get is 30 or so missions that never ever ever change. Yes he states what they are doing, but not why (which was the extrapolation of the data made and the data was used to justify that conclusion).
It can be an opinion, no problem. But it can't be justified with that information.
The only thing that indicated a why was that CCP know the old NPE pushed players in that direction.
It's not a valid conclusion from that presentation to say that those plays came looking for that style of play.
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Scipio Artelius
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Posted - 2015.06.09 00:03:46 -
[105] - Quote
Lucas Kell wrote:Scipio Artelius wrote:It can be an opinion, no problem. But it can't be justified with that information. Of course it can. You may still wish not to believe it but that doesn't mean I can't cite that data as my reasoning. I'd find it very odd if 40% of new subs were doing PvE against their will. You can try to cite the data as reasoning. It just isn't valid and never will be on the basis of that data.
There may be other data, but you are just fabricating conclusions out of the statements CCP Rise made.
No matter how you want to look at it, fabricating conclusions by extrapolating the data is a very weak argument.
Lucas Kell wrote:Scipio Artelius wrote:It's perfectly fine to have the opinion that people "arrive expecting to be able to play some classic MMO gameplay with some "quests" and whatnot", but you'd need to provide your own data to support that. Nothing CCP have said can be used to add weight to that argument. Except if you look at their data and see what they arrive doing, then you look at the wider MMO community for what people do in other games and what people expect in an MMO, it's not a big jump to suggest that what they are arriving for is space-based questing. I'll continue to believe that until I see compelling evidence suggesting otherwise. This is another shift.
No longer this data, but also now the wider MMO community.
So if you are looking at the wider MMO community, put the data here so anyone can also see it and see clearly how it relates to Eve.
Otherwise, it's just hot air with lots of volume, but no substance.
Opinion, which is perfectly fine. Just not supported by this data.
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Scipio Artelius
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Posted - 2015.06.09 01:52:13 -
[106] - Quote
Teckos Pech wrote:Actually I have the resources to do it...just not the data.  And I bet I'm not the only one who has access to lots of computing power. But I get what you are saying. We either go with this data being TruthGäó or we just stop talking about it completely. Yeah ok. When I said none of us have the capability, we are a big community and there are likely to be some that can.
According to CCP Quant, the CCP SQL database sits at about 2.5TB in active user state and they regularly archive data from it, giving an archive of about 3TB of user data. They collect about 300 million logs lines per day, they hold about 50GB of uncompressed logs data and 25 TB of compressed data at about 8:1 compression:
https://youtu.be/h-jfvjMoe9Y?list=PLQvKSs1k6DLOiGGb44McruXcndTtzUUlu&t=253
That's beyond most of us and it would be great if CCP made it available. I'm not sure how they would do so without shutting TQ down in the process if several of us started polling it.
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Scipio Artelius
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Posted - 2015.06.09 02:01:33 -
[107] - Quote
Lucas Kell wrote:Scipio Artelius wrote:You can try to cite the data as reasoning. It just isn't valid and never will be on the basis of that data. That is indeed your opinion. Ours seem to differ. No. Not my opinion. Fact.
Both in science and logic.
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Scipio Artelius
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Posted - 2015.06.09 02:15:13 -
[108] - Quote
Lucas Kell wrote:Clearly you are going to argue literally everything. Obviously you are right. Players come here seeking diverse and engaging social content, fall into PvE by accident, which happens to be very similar in style to other far more popular MMOs. They then stay trapped in that paying for a sub they don't actually want until they eventually leave. No, I only argue where the evidence supports that argument.
I don't know why the majority of players fall into PvE personally. It's not what I do and I haven't asked others myself. They may well come to Eve for the PvE (and not surprisingly be very disappointed). There's just not the data in that presentation to support that view.
CCP seem to think it has more to do with rich experiences over isolated play and they've drawn that conclusion from the data they've analysed.
Whether it is PvE or PvP, it all has the potential to be a rich experience, since the experience is not about the actual task in a lot of cases, but about interaction, in CCPs conclusion.
I recently ran my first incursion sites in nullsec and being in a fleet for PvE was just as engaging as being in a fleet for PvP. The shooting of red crosses was dull, but the F1 isn't what makes a fleet engaging for me either. It's the group activity involved in it. It's the same when I run combat sites. It's not only quicker (which is a blessing), but also more engaging to run the sites with other people. But that's just me. I don't expect that is necessarily representative of everybody and it's clearly not what some people want. Each to their own. So it's difficult to extrapolate limited sets, or unrelated sets into some other purpose. The arguments are just not very strong.
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Scipio Artelius
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Posted - 2015.06.09 12:24:17 -
[109] - Quote
Mayhaw Morgan wrote:blah...blah... Once again you spectacularly fail to understand the discussion.
Yes, people might well PvE because they want to. You'll get no disagreement from me on that. The only thing is that the data being used to justify that opinion didn't.
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Scipio Artelius
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Posted - 2015.06.09 12:43:52 -
[110] - Quote
Mayhaw Morgan wrote:Scipio Artemis wrote:Yes, people MIGHT well PvE because they want to.  Actually, might was the wrong word.
There are definitely people that PvE because they want to. They enjoy that and great for them. I hope everyone enjoys what they do in the game whether it is PvE, pvp, or both.
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Scipio Artelius
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Posted - 2015.06.09 20:39:36 -
[111] - Quote
Mayhaw Morgan wrote: How do we help them out of that situation in a way that doesn't break the game? CCP are already doing what they think can help. The best we can do is:
1. Support rather than fight against CCP and complain that what they are doing doesn't make sense;
2. Form more engaging, active and new-player friendly Corps where all the members provide content for each other
3. Turn the NPC Corps into effective social environments (eg. Setup team speak/mumble servers, corp forums, slack/irc, run regular Corp fleets, run Corp training sessions...all the things that CCP acknowledge that player Corps do well in providing rich experiences for their members)
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Scipio Artelius
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Posted - 2015.06.09 20:53:35 -
[112] - Quote
Phone fail.
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Scipio Artelius
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Posted - 2015.06.09 21:30:57 -
[113] - Quote
Aza Ebanu wrote:#3 is redundant. CAS has proven that all of that can be done without player corp status. Hardly. What can be done versus what is actually being done are two very different things.
There are 12 starter Corps and then the other NPC Corps players end up in.
That CAS is an example that sticks out from the others. It's is a perfect example of the self interest shown by the people here who don't contribute to their NPC Corp, but whinge here in the forum that others and CCP should be doing something.
Start contributing to make the NPC Corps great and that's where the issues of retention will really start to be reversed. CCP can only provide the game environment. The social environment needs people being social. That's not what most NPC Corps do.
Quote:CCP should be thinking of ways to enhance player corps in the first place.
Suggestions:
1. Clean up the corp name database so people can use "now defunct " corp names.
2. Extend missions to corps. Can use copr mission levels to scale with corp size . lvl 1 is 10 members, etc...
3. Remove wardecs, and add incursion/FW bonus and penalties for common corporate operations based on corporate standings.
4. Add a partial SOV mechanic to low sec.
5. More in-game events for null sec space.
Q. Why these suggestions are not essentially PVP focused?
A. CCP is still balancing ships, ore, sov mechanics, etc. These things can be implemented in game with far less financial cost to the devs, and far less re-balancing issues to PVP.
Have you actually made these suggestions to CCP as well constructed threads in F&I?
Some I can see merit in, others have more downsides than ups, but without them being properly proposed to CCP, they won't see them.
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Scipio Artelius
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Posted - 2015.06.09 21:44:13 -
[114] - Quote
Mayhaw Morgan wrote:Scipio Artellius wrote:1. Support rather than fight against CCP by complaining that what they are doing doesn't make sense, or is a fail, or isn't based on sound decision making;
2. Form more engaging, active and new-player friendly Corps where all the members provide content for each other;
3. Turn the NPC Corps into effective social environments (eg. Setup team speak/mumble servers, corp forums, slack/irc, run regular Corp fleets, run Corp training sessions...all the things that CCP acknowledge that player Corps do well in providing rich experiences and training for their members)
1. Yes! Support . . . CCP made NPC corps to help. Support them. 2. It's not that simple: A) It's not my job to create content for others. Doing the work for others may even be counter-productive. B) What if I don't WANT to create content for others? C) What if I don't KNOW how to create content for others? D) What if others don't WANT or KNOW how to create content for themselves or don't WANT me to create it for them? E) I don't control anyone but myself. Trying to control others leads to abuse. F) Some players are intentionally out to disrupt the creation of such a corp, if it is not a "PVP" corp or it is otherwise not conforming to what they think a corp should be. 3. You are essentially suggesting that NPC corps get buffed, if not by CCP then by the players themselves. Is that what you MEAN to say?
Yes, CCP made NPC Corps and they are a needed mechanic. They are still a Corp, but most older NPC sitting players just treat them as a safe haven for their own activity rather than a group of people.
Of course it isn't your job. Even for many players in player Corps, they consume rather than create content for others. But they also aren't here whinging that CCP and others should be doing more. They aren't here whining and complaining for nerfs to others play styles to suit their own self interests and they aren't here complaining that CCP is failing just because they are trying to make changes that will help.
Even those that don't often create content in player corps still regularly contribute to the social environment of the corp just by taking part in the activities that the Corp runs. NPC sitters rarely do the same.
No one is suggesting you try to control anyone other than yourself. Most NPC sitting complainers don't even do that though. Rather than take personal responsibility for things and try to offer what they can, it constantly comes back to externalising the problems as being CCPs fault, or some other player or groups fault. Never, what can they do to help other players. Only, what can they complain about that helps themselves.
You don't need buffs for players to get active. It just needs players to get active.
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Scipio Artelius
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Posted - 2015.06.09 22:44:12 -
[115] - Quote
Mayhaw Morgan wrote:3Yes, CCP made Player Corps and they are a needed mechanic. They are still a social group, but most older Player Corp sitting players just treat them as a safe haven for their own activity rather than a group of people.
Of course it isn't your job. Even for many players in NPC Corps, they create rather than consume content from others. And they also aren't here whining that CCP and others should be doing more. They aren't here whining and complaining for nerfs to others play styles to suit their own self interests and they aren't here complaining that CCP is failing just because they are trying to make changes that will help.
Even those that don't often create content in NPC corps still regularly contribute to the social environment of the corp just by taking part in the activities that the Corp runs. Player Corp sitters rarely do the same.
No one is suggesting you try to control anyone other than yourself. Most Player Corp sitting complainers don't even do that though. Rather than take personal responsibility for things and try to offer what they can, it constantly comes back to externalising the problems as being CCPs fault, or some other player or groups fault. Never, what can they do to help other players. Only, what can they complain about that helps themselves.
You don't need buffs for players to get active. It just needs players to get active. Typical bullshit, except for the last line. That's exactly what's needed.
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Scipio Artelius
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Posted - 2015.06.10 12:19:48 -
[116] - Quote
Mayhaw Morgan wrote:Jonah Gravenstein defending someone's honest character is like Bernie Madoff endorsing an investment product.
He's not being honest. He's being obtuse. We've already gone over two of those quotes. They don't say what he says they say. If he wanted to be honest, he would have left that post unedited. It originally contained a statement by him essentially saying that his own words were "typical bullshit". I happened to agree with him on that point.
You're both liars. On no. I edited a post.
Quotes aren't lies. They're just quotes.
What did I say those quotes say, other than what they say?
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Scipio Artelius
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Posted - 2015.06.10 15:28:19 -
[117] - Quote
Lucas Kell wrote:Scipio Artelius wrote:There are a lot more examples. There's nothing inherently wrong with NPC Corps. For some players they are perfect. But there is no comparison between the social environment created by the players in a player Corp and the near non-existent social environment in almost all of the NPC Corps. I don't disagree with this, but the answer doesn't lie in kicking NPC corp players in the nuts. Players need to want to move out, not to be forced out. I don't particularly think it lies in kicking NPC Corp players in the nuts either.
To me, the fact that all players start the game in NPC starter corps suggests that the best place to try to make things more social to begin with is in those 12 starter Corps (not the other NPC Corps. Players should very much take ownership of the lack of socialising in those Corps).
The structures really aren't there in the starter corps to help support social play in the same way that they are for the player Corps and it isn't clear to me why.
For example, see this image:
http://puu.sh/ijBwX/f722b29d8e.png
The left had side is the Corp chat of a starter Corp for an alt I rolled today. The right hand side is the Corp chat of one of my other characters.
The starter Corp has no indication of the number of Corp members online and doesn't even show anyone in the window until they type something. In a player Corp, all logged in members are visible to each other by default and the number of members is visible even from the channel tab at the top. I can see all the logged in members faces and names by default.
A new player gets the new player channel, but no indication outside that, that they belong to a large social group. No indication that there are other Corp members there to help them if they need.
I don't know why the starter Corp chat channel is setup so antisocially. It seems to me that if social interaction helps retention, then why not make the starter corp chat channel more like the player corp chat channel by default?
That's the sort of thing that is not about kicking anyone in the nuts, but about helping new players to actually discover that there is a Corporation they are a member of from the very second they start the game.
From there, it's really down to the players in the Corp to take action. As an experiment, I left that character logged in. An hour later, the chat channel was still blank. No posts. So I posted a quick hello and suddenly saw that there were 158 Corp members online (but still not who) and a few people posted back. Then that was it. It went quiet again.
I'd love to see if there would be any difference if the starter Corp chat channel showed everyone online and had an MOTD that veterans could volunteer to administer (like veteran players can volunteer for access to the new player channel).
To me, that would seem to be one way that veteran players still in the starter Corp could actually help foster a more social experience, right in the NPC corporation.
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Scipio Artelius
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Posted - 2015.06.10 21:18:28 -
[118] - Quote
Snagletooth Johnson wrote:Try typing something next time, pop comes right up.
The reason your PC count comes right up is becuase of the MOTD. It's considered to be a post. If you took down the MOTD, you wouldnt get a member count until you or someone posted in PC chat either. So...nothing special going on here. Yes the count (not full list of online members though) will come right up if I type (I did type, it's in the post but it's a long post so easy to miss).
Is that a behaviour you would expect a new player to know? And why delayed corp chat in NPC Corps anyway?
It's less social right form the start. That's not the only difference between NPC Corp vs Player Corp as far as the available mechanics assisting/discouraging social interaction. I'll drop them all into F&I rather than GD.
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