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Diggle Dirker
University of Caille Gallente Federation
12
|
Posted - 2015.03.17 09:36:40 -
[421] - Quote
Vincent Athena wrote:About this part:
"40% move into "a very isolated playstyle, mining and/or missioning and they stay pretty much to themselves. They don't trade very much, they don't engage in a very diverse range of activities". These players are involved in "theme park" activities, "sticking to missions and leveling up their raven" (CCP's own words). CCP "can see very clearly" that their NPE directs players in this direction. For "many of them that's not a good fit and they end up leaving"
How do we know that "for many of them that's not a good fit"? Maybe for that 40%, solo, isolated play is exactly what they want from a game. They do as much of that play style as Eve has to offer, find they have done all they can do, and move on to some other game.
+1
CCP are being disingenuous there. It's not that mining, missioning and leveling up their raven are "not a good fit" for those players, it's that those things are simply not much fun compared to solo PvE activities in other MMOs. The PvPers will naturally gravitate to the sandbox stuff and remain subscribed. The others will get bored staring at rocks/shooting NPCs and leave.
If CCP want those players to remain then they'll have to overhaul PvE. Make solo activities more engaging. Allow players to participate in group PvE combat within hours of character creation, not weeks. "But muh EVE is a PvP game!" So what? That's not an excuse for a subpar PvE experience.
Focusing on the New Player Experience is like putting fresh paint over damp patches. Fix what you're selling before you try to sell it. |

Leannor
Caldari Provisions Caldari State
138
|
Posted - 2015.03.17 09:45:27 -
[422] - Quote
Diggle Dirker wrote:Vincent Athena wrote:About this part:
"40% move into "a very isolated playstyle, mining and/or missioning and they stay pretty much to themselves. They don't trade very much, they don't engage in a very diverse range of activities". These players are involved in "theme park" activities, "sticking to missions and leveling up their raven" (CCP's own words). CCP "can see very clearly" that their NPE directs players in this direction. For "many of them that's not a good fit and they end up leaving"
How do we know that "for many of them that's not a good fit"? Maybe for that 40%, solo, isolated play is exactly what they want from a game. They do as much of that play style as Eve has to offer, find they have done all they can do, and move on to some other game. +1 CCP are being disingenuous there. It's not that mining, missioning and leveling up their raven are "not a good fit" for those players, it's that those things are simply not much fun compared to solo PvE activities in other MMOs. The PvPers will naturally gravitate to the sandbox stuff and remain subscribed. The others will get bored staring at rocks/shooting NPCs and leave. If CCP want those players to remain then they'll have to overhaul PvE. Make solo activities more engaging. Allow players to participate in group PvE combat within hours of character creation, not weeks. "But muh EVE is a PvP game!" So what? That's not an excuse for a subpar PvE experience. Focusing on the New Player Experience is like putting fresh paint over damp patches. Fix what you're selling before you try to sell it. The man has a point ... but, don't fix by destroying what is good. Careful fixing is required here.
There must be a way to make group activity (in any part of EVE) noticably more rewarding (isk wise) than solo, 'for the individual'. So many times in a group the higher skilled peeps feel they're loosing out because of lower skilled players. And even when evenyl matched, it's often either just as efficient or not much worse (and less hassle) going solo.
And I mean every angle of eve. Trading, manufacuring, PI, haluing (we have mining bonus, why not fleet haulage bonuss in warp stabs etc) ... jsut a few ideas ...
* I say isk wise, because the social aspect will be more rewarding by definition, though maybe there's some group mechanics that can be improved ...
"Lykouleon wrote:
STOP
TOUCHING
ICONIC
SHIP
PARTS"
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Mikael Menethil
Royal Amarr Institute Amarr Empire
19
|
Posted - 2015.03.17 10:26:32 -
[423] - Quote
Vincent Athena wrote: Maybe for that 40%, solo, isolated play is exactly what they want from a game.
Maybe, given the entire philosophy on which Eve is written, it only appeals to 10% of the people who try it. If we want more people to stay with Eve, changing the NPE, or corps, or NPC corps is not enough.
Spot on.
Many are interested in EVE simply because they have no other options. They know what kind of "game" this is, but they still give it a try, thinking maybe they can manage to avoid most of the PvP stuff and play it like an average mmorpg.
As soon as they'll get more options, I think they will not bother the EVE community again. Until then, they isolate and try to do whatever they want to do. |

Black Pedro
Yammerschooner
700
|
Posted - 2015.03.17 11:41:10 -
[424] - Quote
Diggle Dirker wrote: CCP are being disingenuous there. It's not that mining, missioning and leveling up their raven are "not a good fit" for those players, it's that those things are simply not much fun compared to solo PvE activities in other MMOs. The PvPers will naturally gravitate to the sandbox stuff and remain subscribed. The others will get bored staring at rocks/shooting NPCs and leave.
If CCP want those players to remain then they'll have to overhaul PvE. Make solo activities more engaging. Allow players to participate in group PvE combat within hours of character creation, not weeks. "But muh EVE is a PvP game!" So what? That's not an excuse for a subpar PvE experience.
Focusing on the New Player Experience is like putting fresh paint over damp patches. Fix what you're selling before you try to sell it.
But that is the point, CCP is not trying to sell a single player mining simulator or missioning game. They have built a single-shard universe where everyone influences everyone else. This player-driven sandbox is suppose to be a place where players interact with each other and make their own stories, not consume pre-written content. CCP wants players to engage with the sandbox and other players, not wall themselves off from the greater universe of New Eden.
CCP Rise recently summed this up nicely:
Quote: We have tried and tried to validate the myth that griefing has a pronounced affect on new players - we have failed. 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.
Sure, it would be great if there was enough developer resources to completely revamp PvE content, but that is not CCP's primary focus, nor is it an approach that would increase player retention according to their data. Solo PvE players do not add much to the greater universe, and therefore will be a low priority for a company trying to make a sandbox game for players to frollic with each other in. Perhaps we will eventually see some more group-orientated PvE content like Incursions, but don't expect CCP to spend much effort on content that is mostly "walled off" from the rest of the game like more solo missions.
If some players truly understand what kind of game this is and still prefer to play in the sandbox by themselves, more power to them. But really the game should encourage all players, both new and established to leave NPC corps in order to make more rewards. As was said player corps need a good, solid buff to make them a persistent entity that has value, can be improved and that players want to defend. Right now the game does not provide incentives for players to team up (at least in highsec) or defend a corp. The mechanics reward solo, risk-averse play rather than collaborative and risky group play to the detriment of a vibrant sandbox.
Sabriz Adoudel for CSM 10 is a good idea.
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Gimme Sake
State War Academy Caldari State
33
|
Posted - 2015.03.17 11:46:12 -
[425] - Quote
Black Pedro wrote: The mechanics reward solo, risk-averse play rather than collaborative and risky group play to the detriment of a vibrant sandbox.
Have you, Sir, heard about the Blob?
A good signature always makes up for lack of content.
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Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
12156
|
Posted - 2015.03.17 11:50:26 -
[426] - Quote
Sibyyl wrote: Y'all want to keep telling Kaarous and Scip that they're making stuff up?
Of course they want to keep telling me that.
Feels > Reals for these people.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
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Thora Zhubilai
University of Caille Gallente Federation
5
|
Posted - 2015.03.17 12:11:18 -
[427] - Quote
Hardness, harshness, nastiness, villainy, viciousness and more which are usual in that game are the reasons why a lot of us enjoy it. But there are also the reasons why a lot of newcomers leavesGǪ
ThatGÇÖs EveGÇÖs dilemma!
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Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
12157
|
Posted - 2015.03.17 12:20:07 -
[428] - Quote
Thora Zhubilai wrote: But there are also the reasons why a lot of newcomers leavesGǪ
Nope.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
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Tipa Riot
Federal Navy Academy Gallente Federation
175
|
Posted - 2015.03.17 12:54:52 -
[429] - Quote
Thanks a lot for sharing again ... I hope this finally kicks the NPC garbage out of the discussion and we can go back to the core of the problem ... how to make new players experience "This is EvE" with as small barriers as possible, so they can judge if it's the game they want to play (for the rest of their lives ).
To speak for myself, what finally got me in, were the NPSI groups and fleets and all the different play styles associated with them, from small scale frigate size, being part of a large battleship fleet to cloaky ops. Everybody can participate from a few weeks in the game, with no politics, (almost) no drama, no obligations (except TS/Mumble), just x-up and have fun (or not).
I think the best you can do is, take newbies out for a PvP op yourself (if you want to FC) or direct them towards the NPSI groups to fly with them a couple of times ... I'm sure, if they get hooked, they will likely stay, if not, at least they can't complain not being able to experience "This is EvE".
I'm my own NPC alt.
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Vincent Athena
V.I.C.E.
3230
|
Posted - 2015.03.17 13:56:22 -
[430] - Quote
Kaarous Aldurald wrote:Thora Zhubilai wrote: But there are also the reasons why a lot of newcomers leavesGǪ
Nope. 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.
Then they say players are not leaving due to griefing? Huh? Then what was the reason for the friendly fire switch?
I can see CCPs statement in a very literal way: The players who stayed in an NPC corp, then quit the game, did not get griefed out. After all, they never joined a corp and got shot. The actions they made were to avoid potential griefing. In a literal sense, CCP's statement, that they were not griefed out, is correct. But they still left due to griefing.
Things CCP is doing, and talking about doing:
The friendly fire switch may help. It will be interesting to see.
They are re-doing the new player experience.
Social groups made easy. We already have these. I personally think they should be defined as "A collection of pilots, corps, or alliances that all share a common interest" and be called coalitions. Game mechanics would define them as at least one chat channel, at least one mailing list, and moderators., Under this definition, even the AJ role play group is a coalition.
Corp lite: A corp that cannot participate in war, cannot be part of an alliance, and cannot hold in-space assets, and has a small NPC tax (say half of the NPC corp tax.)
CCP also does need to make finding a corp easier, and make finding a social group easier. The main thing I want to know: Are the other players people to my liking, and do things I like to do? Somehow I need to be able to research that. Sort through all the hundreds of corps, and find the one for me.
Know a Frozen fan? Check this out
Frozen fanfiction
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Mikael Menethil
Royal Amarr Institute Amarr Empire
21
|
Posted - 2015.03.17 14:17:19 -
[431] - Quote
It's just a guy that says it's a myth, when Google is full of results that say otherwise.
I could compile a list with all the discussions about quitting EVE and griefers, if they would post some data from the survey given to the player when he quits.
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Diggle Dirker
University of Caille Gallente Federation
14
|
Posted - 2015.03.17 14:24:31 -
[432] - Quote
Here is what I think might help:
1) Make new characters corp-less, introduce them to PvP before showing them how to mine, direct them to corp recruitment and then allow them to choose the type of corp they want to join. Maybe give them an in-game "What kind of capsuleer would you like to be?" questionnaire that bumps relevant corps to the top of the list according to their selections. Make it clear NPC corps are an option but highlight their restrictions.
2) Give player corps the option to grant new characters (up to 30 days old?) automatic membership upon application. Allow them to click the join button and boom, they're in. If you don't want newbs/potential spies joining your corp, turn the option off. You want to do your bit for player retention? Give the newbs a chance. |

Black Pedro
Yammerschooner
701
|
Posted - 2015.03.17 14:29:10 -
[433] - Quote
Vincent Athena wrote:Kaarous Aldurald wrote:Thora Zhubilai wrote: But there are also the reasons why a lot of newcomers leavesGǪ
Nope. 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. Then they say players are not leaving due to griefing? Huh? Then what was the reason for the friendly fire switch? That change was not made to reduce "griefing" of new players. It was made to encourage established players to take new players into their corp by reducing the risk to these established players with assets to awoxers. You can tell this as the switch was made optional meaning I can still set up a corp with the flag off, recruit a bunch of new players, and then blow them up for my entertainment. That wasn't nerfed at all.
CCP is trying their best to get players out of NPC corps and into player corps. The Friendly Fire change was essentially just a bribe to older players to try to get them to interact more with newer players.
Besides, awoxers were never a threat to new players. No one is going to go to the trouble of infiltrating a corp just to blow up a new player in a Venture. Awoxers were only a threat to established players in carebear corps with juicy assets. Probably still are in fact.
Mikael Menethil wrote:It's just a guy that says it's a myth, when Google is full of results that say otherwise.
I could compile a list with all the discussions about quitting EVE and griefers, if they would post some data from the survey given to the player when he quits.
CCP Rise, one of the lead game designers at CCP is "just a guy"? He has access to this survey data you want, and he is saying quite clearly that there is no correlation between "griefing" and player retention. What more do you want?
Sabriz Adoudel for CSM 10 is a good idea.
|

Jenn aSide
Smokin Aces.
10195
|
Posted - 2015.03.17 14:41:35 -
[434] - Quote
Kaarous Aldurald wrote:Thora Zhubilai wrote: But there are also the reasons why a lot of newcomers leavesGǪ
Nope.
Kaarous Aldurald, you will now experience THIS, mainly because some people's worldview is tied to the idea that the actions of people they hate (who they call 'griefers' but who are actually playing the game within the rules of the EULA) must be responsible for some negative aspect of something. If the 'bad people' aren't actually making 'bad things' happen, that would call into question their personal judgement, which would cause soul searching, which would reveal the inner flaws that led them to the bad conclusion in the 1st place.
They can't have that under any circumstances, so cling to the myth of 'griefers running off new players' it is. The real truth is that most gamers don't have the stomach or patience for EVE so they quit and go play something more (instant gratification) 'fun' it has nothing to do with mean people in spaceships.
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Ciel993
Vision Partners End of Natural Lifetime
3
|
Posted - 2015.03.17 17:29:09 -
[435] - Quote
so... what was this thread about again? I got confused after reading like 10 pages  |

Chewytowel Haklar
Tribal Liberation Force Minmatar Republic
96
|
Posted - 2015.03.17 17:57:15 -
[436] - Quote
Mostly because I like doing whatever I fee like doing. I might be a bit ADD about things and not want to commit to any particular area of a game at the moment. If I join an industrial corp I may decide I want to do a little FW content and then I'd have to leave my corp to do that and hope I get invited back. I seriously doubt there are industrial faction warfare corps I could join that do both of those things. I also sometimes don't want to be in faction warfare and make myself an easy target when I am just shooting space rocks and collecting ore cause I feel like making some quick easy isk.
If I join a nullsec corp I run the risk of inheriting all of their problems and become a big target as a result. If I join a losec pirate corp I run the risk of loosing security status which means entering high sec locations becomes problematic. I want to keep my options open and I suppose that is why I remain in an NPC Corp. It certainly isn't because I am scared of internet spaceships shooting at me though as I am currently at higher risk of that happening being in FW.
On top of all that, corp's can come with their own political bs I might not want to deal with at all, nor do I want to maintain a role in one and gain someone's trust. Kissing butt is just lame to me unless there is some really cool benefit that comes with it. It's nice to be in a corp that does things, but at the same time it sucks in a way because people have schedules that may or may not work for me as well. Anyway, if you really wanted to know maybe this answer will help fill in some blanks op. Have a great day! |

Eli Stan
Center for Advanced Studies Gallente Federation
70
|
Posted - 2015.03.17 18:25:50 -
[437] - Quote
Here's a recent thread written by a quitting newbie that might be interesting to discuss in context of this discussion since it touches on joining a player corp:
https://forums.eveonline.com/default.aspx?g=posts&t=412796
Do you think his experience trying to join a player corp is typical or atypical? If it's atypical, we can ignore the situation. But if this sort of thing is common, do you think it's a problem? And if so, what do you think can be done to fix it?
|

Mr Epeen
It's All About Me
7985
|
Posted - 2015.03.17 18:33:02 -
[438] - Quote
Ciel993 wrote:so... what was this thread about again? I got confused after reading like 10 pages 
It's about nothing much now that the likes of Jenn and Kaarous have come in to muck it up with their usual song and dance.
Mr Epeen 
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass!
|

Jenn aSide
Smokin Aces.
10201
|
Posted - 2015.03.17 18:45:24 -
[439] - Quote
Mr Epeen wrote:Ciel993 wrote:so... what was this thread about again? I got confused after reading like 10 pages  It's about nothing much now that the likes of Jenn and Kaarous have come in to muck it up with their usual song and dance. Mr Epeen 
Internet forums victory is assured when, instead of even trying to form any sort counter argument, all a poster can do is snipe from the sidelines like a spectator.
~Jenn ASide, March 2015
You're hatred of the truth and of evidence (as Kaarous provided) is sad. |

Sibyyl
Gallente Federation
23985
|
Posted - 2015.03.17 19:27:34 -
[440] - Quote
Eli Stan wrote:Here's a recent thread written by a quitting newbie that might be interesting to discuss in context of this discussion since it touches on joining a player corp: https://forums.eveonline.com/default.aspx?g=posts&t=412796
Do you think his experience trying to join a player corp is typical or atypical? If it's atypical, we can ignore the situation. But if this sort of thing is common, do you think it's a problem? And if so, what do you think can be done to fix it?
The plural of anecdotes isn't fact.
Brave is currently experiencing a high load of applications. Does this overwhelm your single point of data? Does it invalidate it?
Edit: I'm suggesting that cherry picking random rants on this forum (or reddit) are proof of nothing.
#afkleadership Gü+Gü+Gü+ -óߦªß¦ç-ó Gü+Gü+Gü+
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Scipio Artelius
The Vendunari End of Life
34828
|
Posted - 2015.03.17 19:33:59 -
[441] - Quote
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.
Come Win At Eve - Join The Vendunari
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Mr Epeen
It's All About Me
7985
|
Posted - 2015.03.17 19:53:07 -
[442] - Quote
Jenn aSide wrote:
Internet forums victory is assured when, instead of even trying to form any sort counter argument, all a poster can do is snipe from the sidelines like a spectator.
~Jenn ASide, March 2015
You're hatred of the truth and of evidence (as Kaarous provided) is sad.
That's the difference between you guys and myself.
You see posting here as some sort of contest or combat. Something to be won or lost. I see it as a place for sharing information and ideas.
By the way, "You are hatred" is not English. Just thought I'd share that information with you.
Mr Epeen 
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass!
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Sibyyl
Gallente Federation
23986
|
Posted - 2015.03.17 19:53:29 -
[443] - Quote
Awox switch: though I think a few people have put a dramatic twist on this I think this change was made to remove ambiguity from Crimewatch rules.
From CSM 9 Winter Summit notes:
Quote:CCP Masterplan then started talking about the incoming Corporation aggression changes. Switch modes takes 24 hours, and the current state is publicly visible. Swapping between modes also sends a notification to everyone in the corporation. Sugar Kyle asked whether you would get a notification when you join a corporation with Friendly fire stating that it is enabled for that group. Masterplan showed that the Recruitment window would have a filter window, and that it would show in the application window what the state of Friendly Fire in it.
Masterplan brought up that the name might need to be changed for better clarity as it works differently to how other games handle friendly fire (other games don't penalize you and you can't do damage, opposite on both for EVE).
The change has nothing to with griefing as I'm not aware of any CCP statements in relation to this change that indicate this is their goal. I think too many people (on both sides) are projecting here..
#afkleadership Gü+Gü+Gü+ -óߦªß¦ç-ó Gü+Gü+Gü+
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Scipio Artelius
The Vendunari End of Life
34828
|
Posted - 2015.03.17 20:09:39 -
[444] - Quote
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.
Come Win At Eve - Join The Vendunari
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Niobe Song
Center for Advanced Studies Gallente Federation
33
|
Posted - 2015.03.17 20:16:15 -
[445] - Quote
Eli Stan wrote:Here's a recent thread written by a quitting newbie that might be interesting to discuss in context of this discussion since it touches on joining a player corp: https://forums.eveonline.com/default.aspx?g=posts&t=412796
Do you think his experience trying to join a player corp is typical or atypical? If it's atypical, we can ignore the situation. But if this sort of thing is common, do you think it's a problem? And if so, what do you think can be done to fix it?
Interesting thread. Not surprising to me that it might not be NPC corps, it might not be the NPE, it might just be because a lot of the people that play this game are not at all welcoming of new players. Fortunately that has not been my experience with CAS. I was lucky enough to find the right corp for me and I didn't even have an annoying application process.  |

Eli Stan
Center for Advanced Studies Gallente Federation
70
|
Posted - 2015.03.17 20:49:58 -
[446] - Quote
Sibyyl wrote:Eli Stan wrote:Here's a recent thread written by a quitting newbie that might be interesting to discuss in context of this discussion since it touches on joining a player corp: https://forums.eveonline.com/default.aspx?g=posts&t=412796
Do you think his experience trying to join a player corp is typical or atypical? If it's atypical, we can ignore the situation. But if this sort of thing is common, do you think it's a problem? And if so, what do you think can be done to fix it? The plural of anecdotes isn't fact. Brave is currently experiencing a high load of applications. Does this overwhelm your single point of data? Does it invalidate it? Edit: I'm suggesting that cherry picking random rants on this forum (or reddit) are proof of nothing.
The data is valid. A newbie left. I was asking whether it had any meaning or any bearing on the current discussion. A thread caught my attention and I was asking whether that player's experience was typical or atypical. Your link indicates it might be atypical. Or maybe, it's typical but he was impatient and he didn't wait long enough to get a response? (Who is /r/outsideinfluence, by the way? Can we take them at their word BNI is the fastest growing alliance? I'm curious how fast that is as well. The whole premise of this thread is predicated on wanting to increase the growth rate of membership.) (By the way, do you really consider the posts by the newbie in the thread I linked to be part of a rant? I thought he was simply asking for some direction in EVE. He got some answers - whether they were good or bad answers is up for iterpretation - decided EVE wasn't to his taste, and made a choice to leave.)
So BNI seems to be doing very well in terms of recruitment... yet CCP says only 10% of people who try EVE end up in any sort of player corp... What's BNI doing that the rest of the corps aren't? Can the rest of EVE take lessons to improve the playerbase? What effect will forcing/incenting new players to leave their NPC corp have on recruitment efforts by a) growing corps like BNI, and b) the non-growing corps?
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BeBopAReBop RhubarbPie
Brawlers Inc.
1544
|
Posted - 2015.03.17 21:04:22 -
[447] - Quote
Shailagh wrote:Im trying to make ccp money here. They have data that shows people that stay in npc corps quit more often. They said corp ceos dont like recruiting noobs cuz of fear of awox, do you believe this is the main reason?
I believe people stay in npc corps (and therefor quit more often) to evade wars.
Are wars the most dangerous aspect to retention (players staying in npc corps) and therefore should be nerfed to increase player corp levels and retention?
Nerf wars to save the noobs and make people join player corps to increase retention and ccps wallet? NPC corps have a large number of people paying attention to a single chat channel, and no rules in that channel. Seems like a great place for content to me!
New Player Placement Specialist and Scope Project FC.
Contact me for a free consultation.
BeBopAReBop RhubarbPie's Space Mediation Service!
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Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
12163
|
Posted - 2015.03.17 22:13:11 -
[448] - Quote
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!
Nope.
I can still reverse awox newbies just as easily, and corp thief just as easily.
It was, in fact, intended to get more people into player corps, which just goes to prove my point that even CCP can't ignore the problem any longer.
Whether it was successful or whether it was the right move, could be contested. But the reason was not "griefing", if you even took a cursory read through their rationale. But I know full well that you and every other carebear didn't, you just saw what you wanted to see.
Feels > Reals, in full display.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
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KIller Wabbit
The Scope Gallente Federation
915
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Posted - 2015.03.17 22:58:22 -
[449] - Quote
You look at all the reason trial accounts leave and the NPE stands out like a huge sore thumb. Even the new Opportunities based NPE is causing many potential customers to throw up their hands in frustration. Right now the NPE is a bloody revolving door - client downloaded, play for an hour - NOPE! Outta here! Frankly, I don't even see how CCP retains as many as they do. The NPC (non-)problem is the least of their worries. |

Niobe Song
Center for Advanced Studies Gallente Federation
33
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Posted - 2015.03.17 23:09:01 -
[450] - Quote
That is a good question. I can say that for me it was the strength of their trailers that drew me back time and again. If you play a bit and unsub they are also very good about sending you email updates about new content and changes to the game and several times I came back because of that.
Off the top of my head I remember coming back when the new avatar system went into place. I was not a huge fan of the old ones (even though they had a certain charm) and when I saw some videos of the new avatar system I was intrigued and thought I would come back just to check it out. Once I did I got drawn back in for a while.
Most recently I came back because of the very welcome change to the skill queue system. My reason for unsubbing last year was I just had too many things going on with my RL. My father had just passed away and I had to travel back and forth to deal with packing up the house and deal with the estate. Because of the way the old queue system worked it was very easy to miss out on training time if you just got busy with RL and couldn't log on for stretches. Especially if you have multiple accounts it became a chore keeping track of it all. Since it felt like a bit of a rip off paying for a game that you didn't have time to log into but also were losing training time on I decided to unsub.
But then I saw the recent change to the skill queue system and came back. And now I have to say I am much less likely to unsub because even if RL gets hectic again I know I can have months worth of training time queued up (and not just some random level 5 that I queued as a space saver) with no fear of it dropping. Smart move on their part IMO.
But that initial NPE. Oof. They really need to focus even more resources on that as far as I am concerned. |
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