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Thread Statistics | Show CCP posts - 1 post(s) |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.02 22:55:18 -
[1] - Quote
i think one of the 'simple to execute goals' with NPE is making the pilots more mobile and flexible in terms of movement and in terms of ability to quickly switch between careers 'on the go' because having your own spaceship as your base of operations is simply more intuitive and adventurous than a station. one way of achieving such a goal could be a new type of rookie ship that is very mobile and enables new players to not have to dock so much to resupply or not having to refit their ship the traditional way, you still would have to dock to get the parts you bought but you can fit things whenever you want, including things you just looted from your kill. |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.02 23:16:42 -
[2] - Quote
another goal for NPE could be to provide higher degree of interaction between rookies, perhaps trading opportunities, mining opportunities, forming corporation opportunities. the question becomes, how to bring players together and how to empower rookies to be able to create meaningful content out of player interactions. what would bring rookies together? and how can they interact. i think one of the most powerful ways to learn things is by teaching it to others, or by sharing knowledge with others. but first you must establish a line of communication with 'others' before you can share something. |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.03 00:59:51 -
[3] - Quote
Soldari Orion wrote:I think you're on the right path.
I actually find attributes interesting - I just don't think they're consistent. I think there's a lot to gain by splitting them into "combat" and "non-combat" first and then prioritizing attributes based on that. Combat would notionally be Per/Wil early and Wil/Per as you advanced; Non-Combat would be Int/Mem early and Mem/Int late. For "crossover" and "core" skills, we'd push them to the "max" training rate (conceivably +5s with maximum attributes rate - maybe these become a separate attribute if that's what the code needs).
Oh, and remove Charisma from skills. Every skill that had Charisma should belong in "crossover", Combat, or Non-Combat. It's a simple system then, and it lets people still make the decision of implants versus no implants (a decision I believe has value). You want combat - get your two implants. Want non-combat - get your two implants. Want to work on your core skills, leadership skills, etc. - the crux of multiplayer and new player - get them quickly at max rate so you can provide content.
For the charisma slot - I think you could put a default rate increase implant into clones by default, and then change the charisma implants to also include this exact same rate increase. Essentially a "null" implant, and something you unplug and replace for sets of implants (perhaps an opportunities opportunity - a known state of having an implant in). Refund the market cost as current for these to anyone who has then plugged in. This also gives CCP a lever if they decide overall SP is being gained too quickly or too slowly.
Ultimately, I think a lot of the frustration is inconsistent attribute allocations for combat pilots. If I want to combat probe, have a t2 tank, anchor bubbles, fly faster as a combat pilot those all require charimsa, intelligence, or memory. There is no way I can be efficient without training across all 5 attributes.
i like what you wrote. but i think implants are generally a threat to the pvp aspect of the game and the value of implants should be toned down significantly (at least psychologically). i think if implants are taken out of the equation it will greatly increase the amount of player interactions and people will dare to do more pvp on impulse.
a potential solution to the psychological block could be to heighten the value of implants and make them included into your new clones for an x amount of times before you have to buy new implants. you basically dont lose your implants for an x amount of lives. |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.03 02:38:29 -
[4] - Quote
i remember from my time playing mortal kombat x, i learned new characters by looking at youtube tutorials (some of which were recommended by my friends on steam). if you want to create a similar platform where players can teach other players, i imagine you need a different set of goals, such as: - rookies need to be able to instantly try out and repeat what they see on the tutorial (perhaps a PvE scenario) - it should be easy for video makers to give rookies an amazing experience of increased sense of advantage/edge over others, almost like finding a secret treasure. a high reward for those that want to win by being clever and analytical. - rookies should at all times feel they have fast and easy access to a PvP scenario where they can apply their newly found edge/advantage |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.03 05:24:47 -
[5] - Quote
another rookie ship idea: (rookie ships are probably fastest way of fixing NPE)
a new rookie ship that all new military personel use for training purposes, a simulator. it can simulate other ships in the game in terms of stats, when it does damage to other ships it only shows you a simulated version of how much damage you have caused to the ship. depending on what your opponent has fitted you will receive simulated damage. you can fit many items on your ship including items you dont have sufficient training for (they will be red on the fitting window). |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.03 21:09:34 -
[6] - Quote
many people here seem to want NP's to receive the 'cold harsh treatment' without any special treatment. personally i disagree, i think its worth giving NPE special treatment because its like the difference between nullaec and highsec, they are two different worlds. But it got me thinking, if NPE didnt receive any special treatment what sort of drastic measures would be required to change NPE for the better: - rookies would need their own territory to protect - rookies would need some kind of valuable resource that cant be found anywhere else "noobobtanium" - rookies would need to be able to fly different ships so they can participate in the conflict and have something to bring to the table - rookies would need to be able to mine/extract this valuable resource for personal profit or to help the cause (fighting against invaders) - rookies would need to have defence advantages over capsuleers that invade their territory to steal their resources |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.07 03:14:54 -
[7] - Quote
im proposing a different approach that is both easy to implement and inspires player interaction between rookies and the vets
Government programs:
* capsuleers that earn their living (mining, missions, exploration, industry) within rookie systems get higher isk per hour than in normal systems.
* capsuleers that invite rookies into fleet get very little or no loss in isk per hour.
* capsuleers will fly a wide range of ships and fits depending on what type of mission/expedition it is, you cannot fly your preferred ship all the time (this is to help rookies have better sense of goal in their skill queue simply by watching others fly their ships)
there are certain types of fleets where sharing isk per hour is more complicated. a potential solution is: * the government pays you a fixed income, you cannot profit from the loot gathered or the ore collected or the bounty gathered from the kills.
this is just a firat draft of the idea, ill update it later. |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.07 09:57:38 -
[8] - Quote
Rivr Luzade wrote:Soleil Fournier wrote:1) [u]Let players choose their initial starting skill specialty. That would require them to know what they want, to be knowledgeable about any activity in the game. Henceforth, this would require a lot of text to read and information to digest. I doubt that newbies, who apparently can't even be asked to train a couple of hours worth of skills to "start the game", will be able to use this. You should not base your idea on your experience of "starting a toon". You know what you want to do. Newbies (in most cases) do not. They are overwhelmed by the already existing plethora of opportunities, possibilities and information hammering them. Your 4 categories (and here it already starts to get messy) aren't really covering all the things or are too broad. Where are the Explorers? They are not strictly combat, not strictly Harvesting. Traders? They sell industry and harvesting goods, but need none of their skills. They are too special to put them under the JOATs and don't really fit into the other categories without lots of explanations.
yep i agree, i am to this day still switching careers and still cant decide what i would enjoy, but then again im just a highsec carebear. careers are highly dependant on my moods in this particular time in my life, if i want to dream and scheme about a different career then i dont think i should be heavily limited by what my skillbooks allow me to pursue in this moment in time, because i have a need for excitement and schemes right now not tomorrow or day after tomorrow. excitement over skill queue can only take you so far, a person needs to be able to take more wide range of actions toward the chosen career path, setting proper skill queue is only one action. |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.07 12:14:53 -
[9] - Quote
Delt0r Garsk wrote:You do not need advance weapon upgrades to fit ships properly. You need AWU lvl 3-5 for some high skilled tight fits, that a rookie won't be able to fly anyway. Well not well, unless you need just another null blob that needs more f1 monkeys.
One of the things i enjoyed doing was turning these "master fits" into cheaper and often almost as good fits for my skills. Places like bombers bar and Spectre have a ranges of fits for bombers for the lower skilled pilot, and yet your only looking at a 10% DPS nurf or so compared to the L33T fits.
That is the problem... The dogma that unless your ships does at least 500DPS/100kEHP sort of thing you shouldn't fly. That is just stupid. How often is 10kEHP really going to matter in a fleet? And even solo, the point is you... YOU. You deal with the imperfections of the character. Low SP pilots can and do do well, when they just get out there and get it done.
bonus skill points won't change other players DOGMA.
i think generally psychological blocks should always be considered in a pvp game. its the same as psychological blocks you get from poorly organized information on your phone or computer, if information is well organized it feels nice and easy, and thats the goal with everything really, to make things easy and intuitive and not limited to being an annoying system like windows8 for example. thats why developers of software help people overcome certain mental roadblocks because its the goal with everything and because people deserve to have their potential heightened through better systems, limitations of the human brain is the enemy i guess |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.08 00:17:42 -
[10] - Quote
Joe Risalo wrote:Rivr Luzade wrote:Joe Risalo wrote:The training system should favor no person more than others. As it sits now, a person whom is wealthy enough in RL can purchase a PLEX, which allows them to keep their head full of +5 implants, which in my mind, is the same as buying SP. It does not. Everyone can buy the same implants. Everyone has access to them. There are no better implants than the existing ones available for RL money ... yet. If they place skill training time over fun in the game because of implants, it is their choice. A choice they take voluntarily and consciously. Nothing requires or coerces people to use +5 implants, everyone does it on their own accord. Actually, the entire community of Eve coerces the use of +5 implants by demanding SP levels to be met in order to join a corp/alliance. Many corps/alliances and activities demand capability to be able to fly and fit certain ships, in certain ways, etc. etc.. While they do not come out and directly say "you need +5s", the demand for SP requirements to be met, and the general understanding that SP determines worth and/or capability within Eve, fosters an importance towards the gain of SP, which in turn subliminally suggests the importance of +5 implants. At a certain point in time this no longer becomes the case... Take me for example, I have almost 60 mil SP and most of what I have trained is everything I want. As it sits now, the skills I'm currently training are to simply give me more options and/or optimize certain capabilities. However, due to my early development, I still have a mentality of optimizing my training times, therefore, I leave +5 implants in as much as possible. That said, I will every once in a while, jump into a clone without implants. However, once the jump CD is gone, I immediately got back into my +5 clone, which often times leaves me stranded in a clone when someone suggests we go do something risky... I don't care about my hardwiring implants because Eve and the player base haven't caused the development of "need" into those, so I would likely take those risks with those implants still in my head, just because I don't really care about them. Hell, if I lost them, I'd probably start flying around with 3% implants, just cause I don't need them. But as I've said, the game and the player base have fostered a mentality that SP attainment, and thus attribute implants, are the most important aspect of Eve. Remove these implants and attributes as a whole, give all players a base SP/hr that cannot be modified, and suddenly one of the largest causes and/or excuses of risk averse behavior is gone.
seems like the less risk involved in pvp the more mobile and flexible a person becomes, more willing to say yes to pvp |
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TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.08 00:32:57 -
[11] - Quote
Rivr Luzade wrote:At 4 years, such a +5 character has maybe gained 4-5 months over a character that only uses +3 implants all the time. (1 month per 408 days of this plan, no remap from the standard)With another plan that is a bit more closer to what people might train, such a person also gains barely a month over a character with +3s. Now, there is a difference, obviously; however, it is by far not as large as people depict it. It takes ~12 years (maybe 10 if I factor in remaps) of sitting in a +5 to gain a full year over a +3 character. If a person sits this long in a +5, just to get the skills a couple of days per month, a month per year, a couple of months per half a decade faster, by all means let them ruin their game. If these people complain about how boring the game is, by all means show them their failure. If a person in +3s is complaining about how slow skill training is, suggest them to use +5s but also visualize to them what they risk if they continue their current path of action (maybe that person was already active in low sec and is merrily shooting stuff) and/or what they are going to lose in terms of action/activity/content if they confine themselves to High sec for just a couple of days difference. I am now 4 years old, and I have reached a point where I do nothing more but hone what I already know in terms of skills and can do nothing else but to branch out into other races (I used to be quite Amarr focused), but now I have trained almost everything that Amarr has to offer. This is 6 more years of training until he has such a lead over me. And by then, it does not matter at all anymore if I can fly 3 carriers and he 4. The potential comes with more risk. If you undock in that pod and die in High sec to a ganker, which is more likely these days than ever before, you lost hundreds of millions. By keeping these implants safe in a station, however, you also lose out on a lot of action and make your game experience less enjoyable (depending on your needs and ambitions). There are more risks to the game than just losing stuff. Which means, by forcing yourself to a fast training, you consciously bar yourself from the game itself and confine yourself into an unsatisfying existence.
true what you said about risk. i call it psychological block, they limit peoples potential to have fun, everyone deserves an opportunity to have fun |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.08 23:55:28 -
[12] - Quote
Baaldor wrote:TheExtruder wrote:Joe Risalo wrote:Rivr Luzade wrote:Joe Risalo wrote:The training system should favor no person more than others. As it sits now, a person whom is wealthy enough in RL can purchase a PLEX, which allows them to keep their head full of +5 implants, which in my mind, is the same as buying SP. It does not. Everyone can buy the same implants. Everyone has access to them. There are no better implants than the existing ones available for RL money ... yet. If they place skill training time over fun in the game because of implants, it is their choice. A choice they take voluntarily and consciously. Nothing requires or coerces people to use +5 implants, everyone does it on their own accord. Actually, the entire community of Eve coerces the use of +5 implants by demanding SP levels to be met in order to join a corp/alliance. Many corps/alliances and activities demand capability to be able to fly and fit certain ships, in certain ways, etc. etc.. While they do not come out and directly say "you need +5s", the demand for SP requirements to be met, and the general understanding that SP determines worth and/or capability within Eve, fosters an importance towards the gain of SP, which in turn subliminally suggests the importance of +5 implants. At a certain point in time this no longer becomes the case... Take me for example, I have almost 60 mil SP and most of what I have trained is everything I want. As it sits now, the skills I'm currently training are to simply give me more options and/or optimize certain capabilities. However, due to my early development, I still have a mentality of optimizing my training times, therefore, I leave +5 implants in as much as possible. That said, I will every once in a while, jump into a clone without implants. However, once the jump CD is gone, I immediately got back into my +5 clone, which often times leaves me stranded in a clone when someone suggests we go do something risky... I don't care about my hardwiring implants because Eve and the player base haven't caused the development of "need" into those, so I would likely take those risks with those implants still in my head, just because I don't really care about them. Hell, if I lost them, I'd probably start flying around with 3% implants, just cause I don't need them. But as I've said, the game and the player base have fostered a mentality that SP attainment, and thus attribute implants, are the most important aspect of Eve. Remove these implants and attributes as a whole, give all players a base SP/hr that cannot be modified, and suddenly one of the largest causes and/or excuses of risk averse behavior is gone. seems like the less risk involved in pvp the more mobile and flexible a person becomes, more willing to say yes to pvp Negative. Risk is not the wooden leg. It all sits behind the key board. You can have a Nerf bat contest, and they still wont. it all has to do with 'losing' and someone keeping track of it. they show up to play a game trying not to lose.
i see your point, its a delicate system. but some risks are just a psychological block that squashes hope. if i understand you right, in order to truly hunt a man you need him to be full of hope. i mean whats the point if he is not even hopeful enough to undock 50% of the time |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.09 02:01:07 -
[13] - Quote
in an effort to improve NPE i used these goals and guidelines: - more intuitive way to learn (narrowing down how many learning opportunities available to pursue, giving rookies a sense of goal in their skill queue by watching higher tier ships in-action, learning the game through engaging conflict/story and constant dialogue from the start of the game) - more intuitive way to navigate (more mobility and better base of operation, a good story should be accessible to the rookie while traveling)
2 new missions, these can be accepted while in-space:
1. bounty hunter fleet You are asked to be bait. You can choose to pretend to be a miner, explorer, hauler, scout. most of the fleet will wait offgrid, during fight your fleet might ask you to help contribute dps for an additional reward, you can choose to ignore it. other rookies can join this fleet as bait if they join in time. ships+fits will be suggested to you.
2. corporate fleet You are asked to contribute with dps. there is a chance you get primaried, if you can tank for long enough you will be able to warp away. other rookies can join this fleet as extra dps or logi or tackle. ships+fits will be suggested to you.
I believe these changes will improve overall sense of awareness of the possibilities in terms of ships, fittings and careers. None of this is written in stone, feedback is more than welcome. my hope is these missions (or some variation of them) make their way into the game by oktober patch. |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.14 16:34:53 -
[14] - Quote
im suggesting a contest hosted by ccp with the goal to greatly increase the amount of corporate events that are newbie friendly. and simply build your software around that. it might lead to interesting things like newbies being able to reward their mentors with tokens.
a new market in the rookie systems  |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.23 16:47:05 -
[15] - Quote
like i mentioned in my recent thread https://forums.eveonline.com/default.aspx?g=posts&t=435840&find=unread i think creating a contest with prizes is an awesome way of involving the community to help shape eve in a productive yet entertaining way. |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.24 10:20:43 -
[16] - Quote
an alternative way of distributing the 1-2 mil SP to new players is by giving this power to corporations. if corporations actively seek to host training events and training programs and tournaments for rookies then both parties can profit from this event. rookies get SP boosts in the right direction (depending on what type of program the corporation is hosting), the corporations get a steady supply of new recruits. and best of all no unnecessary SP needs to be given out, only the rookie decides what SP boost he wants by choosing a training program that is being offered. |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.24 10:41:59 -
[17] - Quote
hmm not sure yet, but the best would be if corporations could invite the rookies in-space, perhaps some new beacon rookies can intuitively warp to |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.24 11:28:19 -
[18] - Quote
you mentioned CEO, i dont know much about that role, but i would guess its important to delegate workload to the FC's, haulers, miners, explorers, missioners that are at your disposal to create a dynamic communication that is back and fourth.
ability to measure the success you have in your recruitment campaign so you can give regular profit reports, could be a factor to consider. |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.24 13:08:27 -
[19] - Quote
TheExtruder wrote:hmm not sure yet, but the best would be if corporations could invite the rookies in-space, perhaps some new beacon rookies can intuitively warp to
just to further develop the beacon idea.. one alternative is the beacons can be captured by corporations, they get access to the ships and resources that come with the beacon. it could even be a mysterious jovian tech, corporations only capture and manage these structure complexes for their own profit.
also tournament events held in rookie syatem kinda makes sense since we can all just create a new rookie character and participate almost instantly, new to eve players can participate in these tournaments if thats the kind of style of play they are looking for |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.24 14:17:39 -
[20] - Quote
obviously corporations would have to advertise and continuously work on their presentation. tournaments will certainly add another layer to the ways a corporation can advertise.
i think one of the goals for rookie systems should be to bridge the gap between nullsec and highsec. and i think jovian tech might be a good excuse to make that happen. speaking as a highsec carebear i would love to get a glimpse of the beautiful structures or big battles that happen in null |
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TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.24 17:18:25 -
[21] - Quote
in the OP you mention "the opportunities system isnt doing overwhelmingly well". has it been considered to create a more visual representation of the current opportunity map. or alternatively a more customizable map that is more like a mindmap.
i think one of these two will act as temporary bandaid while the new NPE system is being developed: 1. the map should be able to zoom in and out like a real mindmap. personally i love my mindmaps on mindmeister.com where i can make several bubbles and i can zoom out to see them all at once, in a structure that i have personally shaped in a way that makes sense for my mind, and also i can zoom in on specific branch of bubbles that i feel like focusing my mind on (which helps block out unnecessary distractions). you could even make a community contest for who comes up with the best mindmap structure, you can have several winners, the 'example mindmaps' will always be available for rookies but ideally they want to create their own unique maps. 2. ask for help from community to come up with the best fitting screenshots/youtube videos to be part of the current opportunities map. |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.25 10:58:40 -
[22] - Quote
i wonder if eve forums could be buffed to be able to host corporations and their internal talk. and also are the forums a good platform for a CEO to express himself and share his vision to the workers. if the vision of the CEO is to reach certain goal or certain profit numbers then he would need a place where he can reliably and effectively communicate his vision to his staff as well as being able to micro manage them throughout their work process to bring about more accurate profit results. |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.25 22:43:29 -
[23] - Quote
just few more thoughts on corporate training events and jovian tech, a quick brainstorming session
* rookies can intuitively warp to a beacon and its an instant recruitment event with a wide range of 'isk making' activities all in one place so that people can get a taster before joining the corp. * corporations show off that they made big isk investment into their events in order to be a good host that puts on a good show.
* the jovian tech opens up the possibility to create a hybrid structure. tournaments is only the secondary function, the primary function is leaving the owner of the structurr vaulnerable to being attack by other corporations, it could potentially have a 3rd function in the future. * there could be different size structure, some of them higher upkeep price than others. in addition to upkeep there is the maximum amount of people each structure can handle to host during battles. * the possibility of pirate factions sending waves of npc fleets to try capture these structures. this could simulate what its like to fight in nullsec. * the jovian tech allows corporations fight eachother (pvp), you fight for control of the jovian structure by fighting in neutral territory where there are no laws. nullsec style fighting. * each corporation that owns a jovian tech gets access to a neutral space where only a predermined amount of people are allowed to enter (like some sort of bubble or perhaps a wormhole) * corporations can fight eachother for the ownership of the jovian structure whenever a a neutral space is opened it means hostile fleet intending to capture the structure can enter into that neutral space in order to capture it from there. but only a limited amount of ships can enter same time, reinforcements would have to wait in line to get in, there would be a timer every 5 or 10 minutes a new wave can enter. |

TheExtruder
Red Federation RvB - RED Federation
53
|
Posted - 2015.07.26 10:59:03 -
[24] - Quote
more thoughts on jovian tech for those interested
* the investment of corporations into holding events need to be great, and so does the rewards. * each time a neutral space is opened there are valuables inside it which can be collected by a crew of miners or explorers. * for example the bigger the crew of miners that enter the less pvp ships will be able to enter after the crew. * so if a corporation wants to maximize profits it has to have less pvp ships in its fleet to protect the jovian structure from invaders. * rookie ships can enter neutral space without effecting the maximum capacity of people, but with a limit so it cant be abused) |

TheExtruder
Red Federation RvB - RED Federation
53
|
Posted - 2015.07.26 12:56:43 -
[25] - Quote
jovian tournament structure
* i think tournaments are a great place to start, it should be the first function that is unlocked for the jovian structure because its easier to do. * for tournaments to be beneficial to rookies it needs to be able to include miners, explorers, missioners into the neutral space that is generated by the structure. * the winner of a tournament could potentially be determined by the amount mined, the amount explored, the amount npc's killed. it doesnt always have to be about last man standing type of tournament. * for example the more protection you bring into your mining op the more you sacrifice your yield. fair play is of course always the priority in a tourney. |

TheExtruder
Red Federation RvB - RED Federation
53
|
Posted - 2015.07.27 07:33:30 -
[26] - Quote
Solairen wrote:TheExtruder wrote:more on jovian tech
* tournaments could be the first function that is unlocked for the jovian structure. * for tournaments to be beneficial to rookies it could be able to include miners, explorers, missioners into the neutral space that is generated by the structure. * the winner of a tournament could potentially be determined by the amount mined, the amount explored, the amount npc's killed. it doesnt always have to be about last man standing type of tournament. * for example the more protection you bring into your mining op the more you sacrifice your yield. fair play is of course always the priority in a tourney. Your Tournament thing made me think of the space race episode from Stargate SG-1. For a NPE on navigation, you could get a bunch of new player, or players with npcs. give them beacons to hit in any order spread across a few systems in the noob constellation. Then let them race each other to get the beacons the fastest. Reward them with a T1 meta prop mod, or nav skill book. Don't let them use auto pilot, and make a "opportunity" that intros them to the map and zoom in zoom out first so they can do some basic route planning if they want.
i like the basic concept, but the idea needs to be developed from a simple race to something more complex in my opinion |

TheExtruder
Red Federation RvB - RED Federation
54
|
Posted - 2015.07.28 01:32:19 -
[27] - Quote
check out my latest idea for NPE https://forums.eveonline.com/default.aspx?g=posts&m=5925511#post5925511 |

TheExtruder
Red Federation RvB - RED Federation
57
|
Posted - 2015.08.01 16:04:20 -
[28] - Quote
Rivr Luzade wrote:My assumption is that people seem to complain about not having fun because they are stuck in their +5s. That is the essence more or less of the 20 previous pages and that this is a problem for some people. A person who goes to low or null sec right on day one or day three shouldn't care about these either. Firstly, because they are too expensive for them to use; secondly because it is a waste of 20 days of skill training and simply does not pay off until years later, if at all; thirdly because they waste their skill training time that ought to be invested in actually useful skills instead.
I do not care about whether they have fun in High sec with their +5s because I do not care about +5s. I have never cared about them and will never. I train my skills with a nice speed already. I do not particularly worry about my +3s either, even though I take lots of precautions to not lose my pods often. I was under the assumption that I had made that clear on the last 20+ pages, but apparently that wasn't the case. So again: I do not care about whether people train faster or slower than me. I train at an adequate speed. I am happy with the situation right as it is. This is how everyone should see the game.
i think fear of loss is one of those challenges that will always be a major block, we are stuck with our lizard brains, but the good news is if ccp wants to encourage pvp interaction they will eventually tone down the dangers associated with pvp, its a question of when and by how much. i think implants is a small price to pay compared to other nerfs that could be done. we are essentially nerfing the dangers of undocking, because spending excess amount of time in stations is a bad spaceship game and a bad headquarters that doesnt inspire pvp adventure, in fact it cuts you off from creating meaningful content |

TheExtruder
Red Federation RvB - RED Federation
58
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Posted - 2015.08.10 15:19:40 -
[29] - Quote
some of the problems with NPE: - rookies are cut off from meaningful interaction with the vets, the rewards are too small - not a very intuitive spaceship game, rookie ship also not intuitive - hard to see the big picture of what is possible in the game and set goals based on ingame inspiration
just few ideas: - rookie ships can be fitted like normal ships in eve instead of just 2 civilian gunz. - rookie ships could be changed to be the first ship class that can be so heavily modified in terms of fitting that they automatically change ship class without rookies having to buy their first ship |

TheExtruder
Red Federation RvB - RED Federation
58
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Posted - 2015.08.12 21:49:12 -
[30] - Quote
my latest idea for NPE https://forums.eveonline.com/default.aspx?g=posts&t=440212&find=unread its basically making the eve forums more accessible to rookies so they can learn about the game on a intuitive platform, im not sure but i suspect chatting ingame is not necessarily the ultimate way to learn about the game. this would buff recruitment process too |
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TheExtruder
Red Federation RvB - RED Federation
58
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Posted - 2015.08.16 19:48:15 -
[31] - Quote
i mentioned earlier that one solution to how to distribute the 1-2 mil SP is having corporations distribute it while they are training the rookies with their training programs. but how to approach something like this? i dont know but here is how "NASA's ccp program" works https://forums.eveonline.com/default.aspx?g=posts&t=440930&find=unread |

TheExtruder
Red Federation RvB - RED Federation
59
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Posted - 2015.08.16 21:30:38 -
[32] - Quote
Joe Risalo wrote:That seems like a bad idea. It forces the player to benefit the alliance, and serves no benefit to the individual, especially in the case a newbros, which need a way to make isk. There's a good chance the corp would force the newbro into an ewar meta/fit as opposed to something that would benefit them as an individual.
i suppose it depends on what ccp's goals are with the program. it can be something specific or broad. if the corporation does a good job meeting the requirements they can stay on, the more they progress and make advancements the more certifications they will be awarded, the more ISK |

TheExtruder
Red Federation RvB - RED Federation
62
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Posted - 2015.08.22 05:27:00 -
[33] - Quote
i was thinking about the upcoming ghost fitting and was wondering if it had potential to be applied to NPE.
perhaps rookies can compare stats between their own ship and the ships they encounter (can be npc ship the killed or perhaps a abandoned ship in space, or simply a ship they are passing by)
imagine a dual fitting window where you can compare stats to your own ship, and you can also more easily see the skills required to fly the other ship because most of the stuff will be red. |
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