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CCP Rise
C C P C C P Alliance
5241

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Posted - 2015.07.02 11:45:15 -
[1] - Quote
We've seen many posts this week on starting skills and the NPE as a whole (especially on reddit :) so I thought you might like a small status update on these things.
Let's do it as a kind of FAQ format and if I miss something major let me know.
Q: 'Opportunities are bad, they've made the NPE much worse' A: As you know, we did a lot of testing on this system and would not have pushed it out to 100% of new players if it was doing damage. That said, it isn't doing enormously better than the old tutorial and we think there is still lots of room for improvement. We have an iteration plan already in place which we will begin testing within the next couple weeks.
Q: 'Can we send new players to career agents since that's what veteran players are recommending anyway' A: Yes. This is one of the changes on our plan to try and test very shortly. We will probably have an Opportunity to go to career agents somewhere early in the Opportunity path.
Q: 'Starting skills are a huge barrier, can we give a lot more to new players' A: Yes. But this is not a simple change. You guys seem fairly agreed that the small amount of starting skills, combined with a high amount of 'must have' support and requirement skills, leads to some really icky barriers to participation for new players. We are inclined to agree and we are in the process of laying out a plan to address the problem. Nothing is set in stone yet but it seems likely that we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million. It also seems likely that we will probably avoid any major skill reworks or skill removals. As this plan solidifies you will hear more from us.
Q: 'Attributes aren't very interesting, you should remove them' A: Again, we agree. Team Size Matters discussed removing them on the o7 show (or some other public venue) awhile back and it's still something we are very interested in. We need to figure out a good way to handle all the learning implants in the game though, which is actually a difficult problem. If any of you have awesome ideas for how to handle it don't hesitate to make suggestions.
Each topic probably deserves more detail but I think waiting until things are slated for release to go deeper probably makes sense.
One last note: even if we aren't actively posting in these discussions on reddit or elsewhere, we are avid readers of community content and it helps us enormously to see your discussions (don't take that as a 'CCP PLS' posts are awesome though :P)
o/
@ccp_rise
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afkalt
Republic Military School Minmatar Republic
1517
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Posted - 2015.07.02 11:49:57 -
[2] - Quote
It's a small thing, might not even help people much but a popup or similar when people enter and exit the "newbie areas" would be very helpful.
For the new skills debate I suggest finding a common fit of a meta mod frigate and at the very least giving them the skills to fit the mods out the gate...MWDs...I'm looking at you...They can all be level 1 of the skill, whatever - at least then they dont have an entry barrier, but progression. |

Kalen Pavle
Quam Singulari Triumvirate.
44
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Posted - 2015.07.02 11:57:45 -
[3] - Quote
Attribute enhancers are really quite simple to fix.
Change them to give a percentage increase to all sp gain. Numbers from ass:
+1 implant changes to 1.02x training multiplier +5 implant cahgnes to 1.1x training multiplier
^ numbers are way too high but you understand. They should be balanced so that with a set of 5, +5 implants your training time is increased the same amount that two +5 implants would have modified the training time on a skill matching the proper primary/secondary stat.
They can't be balanced that two gives you the same bonus because then SP income will increase way too far. |

FireFrenzy
SUPREME MATHEMATICS A Band Apart.
506
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Posted - 2015.07.02 12:04:11 -
[4] - Quote
Good to see you guys are keeping us in the loop... Might not seem like much but "i know he's paying attention becuase he told me too" and "i know he's paying attention because look there he is" are two very different things... |

Rivr Luzade
Exclusion Cartel The Kadeshi
1553
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Posted - 2015.07.02 12:04:53 -
[5] - Quote
CCP Rise wrote:Q: 'Starting skills are a huge barrier, can we give a lot more to new players' A: Yes. But this is not a simple change. You guys seem fairly agreed that the small amount of starting skills, combined with a high amount of 'must have' support and requirement skills, leads to some really icky barriers to participation for new players. We are inclined to agree and we are in the process of laying out a plan to address the problem. Nothing is set in stone yet but it seems likely that we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million. It also seems likely that we will probably avoid any major skill reworks or skill removals. As this plan solidifies you will hear more from us. No, it does not lead to any barriers. How is 1D 10H an entry barrier to anything?
Station Tab :: UI Improvement Collective
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Britilio Sandaris
KarmaFleet Goonswarm Federation
17
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Posted - 2015.07.02 12:08:36 -
[6] - Quote
Well I just want to chime in that this is really good stuff that CCP is considering. Making newbies waste time on stuff they just "need" is a barrier to entry, and... well you've already heard all this.
Removal of attributes so everything trains at 2500 sp/h would be great. How about "+10 sp/h" per implant level? (so you have 5 +3 implants? that's +150 sp/h, so 2650 sp/h)... just an idea.
Anyway, good stuff ccp. Really good stuff. |

afkalt
Republic Military School Minmatar Republic
1517
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Posted - 2015.07.02 12:10:10 -
[7] - Quote
Because waiting for FIVE HOURS to just fit a T1 MWD is either engaging, fun or any use to anyone tbh.
It adds nothing.
The whole instant gratification thing doesn't hold water either, not low level things like level 1 of a skill to even online the mod.
In the new hours of a game, the very last thing you want someone doing it twiddling their thumbs waiting on a skill to let the fit a mod.
Patience to progress: Good Patience to even fit mod which then needs more patience to progress: Bad. |

The Rokh Lobster
Fwehman Brothers Holdings I Whip My Slaves Back and Forth
0
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Posted - 2015.07.02 12:15:42 -
[8] - Quote
Quick, somebody hire Shia Labeouf and fly him to Iceland to give CCP a motivational speech. |

Tikktokk Tokkzikk
Soteriophobia The Periphery
219
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Posted - 2015.07.02 12:16:39 -
[9] - Quote
I'd love to see learning implants changed to empire versions of pirate implants with effects tied to their old attribute.
Example for Social Adaptation Chip: Alpha could have a bonus to standing increase. Beta could have a bonus to effective standing. Gamma could have a reduction to standing loss. Delta could have a bonus to ISK reward. Epsilon could have a bonus to LP reward. Each with a set bonus. |

Zappity
WiNGSPAN Delivery Services
2309
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Posted - 2015.07.02 12:17:04 -
[10] - Quote
Why is removing learning implants a difficult problem? Just get rid of them and increase base training rate to whatever the current long term player average training rate is. Add 1-2 week duration booster drugs if you really have to.
Zappity's Adventures for a taste of lowsec.
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
10550
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Posted - 2015.07.02 12:17:31 -
[11] - Quote
I certainly think they should be able to use a web , point and scram right from day 1 they're literally the only things you need to start fitting for PvP from day one.
Enough to use one drone wouldn't be a bad idea either as most ships use them
Not sp related but I have seen countless nubinns with the notion that being capstable is a must, which is a) very hard for a new player with crap cap skills and b) actually not that useful a thing outside of some pve fits
Now I remember having this notion also, as did the lads I started playing with and iv been poking new players about it to see if my initial thoughts on the subject were correct.
Essentially the visual language of the capacitor in the fitting screen tells us that cap stability is good (green yeaaay \o/ ) and unstable fits are bad (red booooo /o\ )
This is frequently something we need to correct newbie players on when fitting for PvP, now I'm not saying ohhh woe are we needing to repeat ourselves, or that one can't figure it out given a little bit of getting shot in the face but it strikes me that the ui actually seems to mislead the newbies consistently with this .
=]|[=
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Rivr Luzade
Exclusion Cartel The Kadeshi
1553
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Posted - 2015.07.02 12:18:48 -
[12] - Quote
afkalt wrote:Because waiting for FIVE HOURS to just fit a T1 MWD is either engaging, fun or any use to anyone tbh. 5 hours? It is 8 minutes. There are other things than MWD in the realm of prop mods.
@Ralph:
You can, 30 minutes after you started the game. 1 hr later you can fit a prop mod, use drones, repair mods and tank mods. 2 hours later, you can even use an MWD.
I do not understand how this little waiting time is a barrier at all.
Station Tab :: UI Improvement Collective
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Ransu Asanari
AQUILA INC Verge of Collapse
266
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Posted - 2015.07.02 12:20:39 -
[13] - Quote
I watched the o7 shows, and the Fanfest presentation on NPE. One thing I still am not sold on, is the NPE (maybe not limited to Opportunities?) not having a monetary/asset reward for completing tasks. This seems to be a major part of the change to the new system, but I haven't heard a lot of reasoning behind why this is such a requirement. Could you elaborate?
When I started playing EVE, I was absolutely dependent on the Career Agent missions to get me going at a decent pace. They provided a lot of the initial skillbooks and starter ships. If I screwed up and blew up the ship (which happened a few times), I could go to a different Career Agent and repeat the mission.
This wasn't a huge amount of ISK or equipment, but it definitely softened the entry into the game for me. You can see here how detailed some of the rewards are, and for a brand new player, it's pretty helpful to complete these all to pick up all of the ships, skillbooks, and equipment:
http://wiki.eveuniversity.org/Tutorial_and_Career_Agents_in_EVE
Replacing the original tutorial with Opportunities I think is fine, but I'd really like to hear more about the plan for revamping the Career Agent missions/rewards, and how monetary rewards for completing tasks in Opportunities will be handled.
Powder and Ball Alchemists Union - "Turning Lead into Gold since 2008"
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Sentient Blade
Crisis Atmosphere
1495
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Posted - 2015.07.02 12:21:18 -
[14] - Quote
I'd be interested in seeing a couple of million unallocated SP assigned to a character when it joins a player run corporation for the first time. It would be a significant lure and more importantly, it would help give players a home with other people, who could (hopefully) advise how to allocate those SP depending on what they want to do... for example, indy skills would be different from combat skills. |

afkalt
Republic Military School Minmatar Republic
1517
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Posted - 2015.07.02 12:22:39 -
[15] - Quote
You forgot the prereqs 5 hours of them.
No-one wants fast tackle AB only. NO-ONE. 'Cept the succubus but given the topic I feel we can set that one aside.
Dual prop, sure, AB only? Nah. |

Tikktokk Tokkzikk
Soteriophobia The Periphery
219
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Posted - 2015.07.02 12:25:09 -
[16] - Quote
Zappity wrote:Why is removing learning implants a difficult problem? Just get rid of them and increase base training rate to whatever the current long term player average training rate is. Add 1-2 week duration booster drugs if you really have to.
I'd imagine because learning implants are an important part of LP stores. |

Jenn aSide
Smokin Aces.
11648
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Posted - 2015.07.02 12:26:59 -
[17] - Quote
afkalt wrote:It's a small thing, might not even help people much but a popup or similar when people enter and exit the "newbie areas" would be very helpful.
For the new skills debate I suggest finding a common fit of a meta mod frigate and at the very least giving them the skills to fit the mods out the gate...MWDs...I'm looking at you...They can all be level 1 of the skill, whatever - at least then they dont have an entry barrier, but progression.
This. I'd go so far as to say that a new player should be able to fit and use every 'meta 0' tech1/basic mod in the game right off the bat with a very few execptions.
Also I always thought it might be a good idea to start players out with ships that can actually do things. Like taking the 'noob ships' and having them fit out with low power 'civilian' mods (guns, prop mods, ewar) from the start. The current noob ships are useless. |

Lloyd Roses
Artificial Memories
1178
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Posted - 2015.07.02 12:28:32 -
[18] - Quote
Having some *empire-implant-set* with very weak bonuses would be interesting, similar to a geno-set or snake-set. Just instead of massive numbers, a few % total to respective racial traits (Caldari imps add a bit grav sensor strength, a few % damage with missiles and hybrid guns, and a few % shield hp; gallente adding to hybrid damage, armor rep amount and agility for example, like a 0.5% set-bonus to each for a old +1 imps and 2% for old +4s) |

Dieterlin
Reckless-Endangerment The CORVOS
47
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Posted - 2015.07.02 12:28:37 -
[19] - Quote
Rivr Luzade wrote:afkalt wrote:Because waiting for FIVE HOURS to just fit a T1 MWD is either engaging, fun or any use to anyone tbh. 5 hours? It is 8 minutes. There are other things than MWD in the realm of prop mods. @Ralph: You can, 30 minutes after you started the game. 1 hr later you can fit a prop mod, use drones, repair mods and tank mods. 2 hours later, you can even use an MWD. I do not understand how this little waiting time is a barrier at all.
Because newbies don't have an optimized skill training queue, or even a good idea of what they want to do in the game. Sticking 12 hours of waiting between trying mining, explo, PVP or PVE makes for a bad new player experience. |

Jenn aSide
Smokin Aces.
11648
|
Posted - 2015.07.02 12:28:52 -
[20] - Quote
Rivr Luzade wrote:CCP Rise wrote:Q: 'Starting skills are a huge barrier, can we give a lot more to new players' A: Yes. But this is not a simple change. You guys seem fairly agreed that the small amount of starting skills, combined with a high amount of 'must have' support and requirement skills, leads to some really icky barriers to participation for new players. We are inclined to agree and we are in the process of laying out a plan to address the problem. Nothing is set in stone yet but it seems likely that we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million. It also seems likely that we will probably avoid any major skill reworks or skill removals. As this plan solidifies you will hear more from us. No, it does not lead to any barriers. How is 1D 10H an entry barrier to anything?
Because you're looking at it as a veteran player. By the time you know it takes less than a day and a half to train something, you're probably months into the game.
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Jenn aSide
Smokin Aces.
11648
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Posted - 2015.07.02 12:30:26 -
[21] - Quote
afkalt wrote:
The psychological difference of "an hour before I can even bother" vs "In just an hour I'll be even BETTER" is enormous when you are first experiencing a game.
This is the guy CCP needs to hire to help with the NPE 
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Rivr Luzade
Exclusion Cartel The Kadeshi
1554
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Posted - 2015.07.02 12:33:45 -
[22] - Quote
They don't even know that "fast tackle" is, they can't even keep track of the ranges and functionality differences of the mods required for tackle.
If this friend of this reddit poster says this kind of stuff, they are the reason for people to quit. Instead of bluntly giving people this kind of information, they should use the time to teach these new players some basics and give them really helpful information. This psychological difference is just enhanced or created in the first place by people like this friend.
Station Tab :: UI Improvement Collective
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Aileen Morex
Morex Group Inc. Haven.
7
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Posted - 2015.07.02 12:33:54 -
[23] - Quote
Most must have skills take a few minutes to train so they are barely a barrier. I will admit that I started playing when choosing a race and bloodline gave you more then it currently does and that was great. Why not go back to a choice of "What do you want to do in Eve" when characters first start?
If new players had some choices and were given skills based on those then there's no waiting and their initial attributes can be set based on those choices.
Imagine starting the game and being able to fly a Venture right away. Then you toss the character in a fitted Venture out in an asteroid belt and lead them through the mining tutorial. Barrier done, they can pay right away.
Same goes for PVP or PVE, give them basic skills to ewar, guns, mwd, and other mods and let them use it right away. Fun from the first login.
They'll need to skill to get better but they right away see how to do what they chose to in Eve. |

Corraidhin Farsaidh
Farsaidh's Freeborn
1338
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Posted - 2015.07.02 12:38:31 -
[24] - Quote
CCP Rise wrote:... Q: 'Attributes aren't very interesting, you should remove them' A: Again, we agree. Team Size Matters discussed removing them on the o7 show (or some other public venue) awhile back and it's still something we are very interested in. We need to figure out a good way to handle all the learning implants in the game though, which is actually a difficult problem. If any of you have awesome ideas for how to handle it don't hesitate to make suggestions. ... o/
I disagree on this one as per my reason in the various threads but as it is a done deal:
How about replacing them with faction combat implants. The BPC's for them drop in place of learning implants, they use PI and items (new or existing) from exploration sites to build.
They give a bonus on two areas rather than one, but not as strong in either area as the more focused implants. So for example the guristas implants would bonus missiles and shields, but only at 1/2- 2/3 the amount that a specific implants for missiles or shields would.
This would allow a meaningful choice for solo/small groups to have bonuses in two areas with the use of more expensive implants, but fleet action clones would still benefit more from th specialized implants to maximize their fleet role.
These should be available in lo/mid/high grades as per usual.
Hopefully this would boost the manufacture and PI gameplay and also encourage the use of combat implants on a broader scale. |

Jenn aSide
Smokin Aces.
11649
|
Posted - 2015.07.02 12:38:44 -
[25] - Quote
Aileen Morex wrote:Most "must have skills" take a few minutes to train so they are barely a barrier. I will admit that I started playing when choosing a race and bloodline gave you more then it currently does and that was great. Why not go back to a choice of "What do you want to do in Eve" when characters start?
If new players had some choices and were given skills based on those then there's no waiting and their initial attributes can be set based on those choices.
Imagine starting the game and being able to fly a Venture right away. Then you toss the character in a fitted Venture out in an asteroid belt and lead them through the mining tutorial. Barrier done, they can play right away.
The problem with that is that when it existed in the past, it funneled people into the best choices only, and caused a whole lot of people to abandon their 1st character in order to 'get it right' by rolling a new character. We have to remember the mistakes of the past if we don't want to repeat them.
Quote: Same goes for PVP or PVE, give them basic skills to ewar, guns, mwd, and other mods and let them use it right away. Fun from the first login.
They'll need to skill to get better but they right away see how to do what they chose to in Eve.
This is the right way to go, some very basic skills out the box so a player can do something in his/her 1st hours.
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afkalt
Republic Military School Minmatar Republic
1525
|
Posted - 2015.07.02 12:39:28 -
[26] - Quote
Rivr Luzade wrote:They don't even know that "fast tackle" is, they can't even keep track of the ranges and functionality differences of the mods required for tackle.
You nail it (accidentally) here.
They don't know what it is, they don't know they need the mods.
Until they do need it. And 99% of the time as a newbie that is because they want to do something NOW, but cant. Because prerequisites they didn't know about stand in the way of basic T1 mods.
So they can't do what they wanted.
This is NOT how you treat new blood, not if you want them hooked. |

Faeth Akachi
Common Sense Ltd Nulli Secunda
0
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Posted - 2015.07.02 12:48:27 -
[27] - Quote
afkalt wrote:Rivr Luzade wrote:They don't even know that "fast tackle" is, they can't even keep track of the ranges and functionality differences of the mods required for tackle. You nail it (accidentally) here. They don't know what it is, they don't know they need the mods. Until they do need it. And 99% of the time as a newbie that is because they want to do something NOW, but cant. Because prerequisites they didn't know about stand in the way of basic T1 mods. So they can't do what they wanted. This is NOT how you treat new blood, not if you want them hooked. That's exactly how I felt when I first started EVE. Everything I wanted to do, took at least 3 or 4 hours of sitting at the dock, waiting for me to be able to fit the modules. I didn't like it, and so I quit.
Then, couple years later, I started reading about EVE. Visiting Reddit, reading forums and so on. I actually returned back just a couple months ago, and I had like 800k SP. Now I've been making steady progress, since with those 800k SP I put on queue when I last logged in (before I quit), I could actually do some ratting and mining (I was useless in PVP).
YA YA SO NICE SO SMOOTH
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Rivr Luzade
Exclusion Cartel The Kadeshi
1555
|
Posted - 2015.07.02 12:50:33 -
[28] - Quote
So, basically what people need are these 1D 8H worth of SP in order to have fun? (However, only race specific: Amarr/Gallente get them for armor tanking, and Caldari/Minmatar for Shield tanking.)
This definition of "fun" is way to limited in my opinion, but then again the mental scope of many players in the age of Angry Bird and Farmville is as well.
Faeth Akachi wrote:That's exactly how I felt when I first started EVE. Everything I wanted to do, took at least 3 or 4 hours of sitting at the dock, waiting for me to be able to fit the modules. I didn't like it, and so I quit. Instead of sitting in the dock, you should have read/listened to/watched something about the activity you want to pursue. Or you should have talked to people to find out more about the game. Time flies (at least it did for me when I started the game) very quickly if you do that.
Station Tab :: UI Improvement Collective
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Aileen Morex
Morex Group Inc. Haven.
7
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Posted - 2015.07.02 12:52:43 -
[29] - Quote
Faeth Akachi wrote:[quote=afkalt][quote=Rivr Luzade] Then, couple years later, I started reading about EVE. Visiting Reddit, reading forums and so on. I actually returned back just a couple months ago, and I had like 800k SP. Now I've been making steady progress, since with those 800k SP I put on queue when I last logged in (before I quit), I could actually do some ratting and mining (I was useless in PVP).
When I started a new character had about a million skill points with a variety of skills depending on what race/bloodline you chose. That allowed a new character to do something and there were sites devoted to what to choose if you wanted to do certain things. Now you have no choice around your starting skills because you get nothing. |

Fatal pewpew
KarmaFleet Goonswarm Federation
5
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Posted - 2015.07.02 12:55:16 -
[30] - Quote
Rivr Luzade wrote:CCP Rise wrote:Q: 'Starting skills are a huge barrier, can we give a lot more to new players' A: Yes. But this is not a simple change. You guys seem fairly agreed that the small amount of starting skills, combined with a high amount of 'must have' support and requirement skills, leads to some really icky barriers to participation for new players. We are inclined to agree and we are in the process of laying out a plan to address the problem. Nothing is set in stone yet but it seems likely that we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million. It also seems likely that we will probably avoid any major skill reworks or skill removals. As this plan solidifies you will hear more from us. No, it does not lead to any barriers. How is 1D 10H an entry barrier to anything?
a day and a half is a HUGE barrier to a game for a new player.
if i go play wow or archeage and i pick the class i want to play the game doesn't start a timer saying you can play that class in 34 hours. more look at all the cool extra stuff you can unlock by playing.
a long training time to even sit in a half decent fully t1 frig and do ANYTHING is going to quickly diminish a players excitement for the game.
i know the first time i played i stopped bothering due to having to wait a few days to do what i wanted at even a beginning level.
most people i know who started playing left and never came back for the same reason.
we can look back now and say "lol 2 days" but it really hurts the new player experience, you go from excited to play this new game to im going to go play "x game" very fast.
starting off players with basic abilities is no harm, as you say "how is 1D 10H an entry barrier to anything?" well if you dont view it as a barrier why not start players off there in the first place? |
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