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

Tiberius Heth
Say No to Features
3
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Posted - 2015.07.12 11:38:47 -
[421] - Quote
At this time it's pretty much useless to state your issues or opinion on the matter, we tried this for every iteration before it went live, we tried this as it went live. At some point you just have to come to the conclusion that new CCP hasn't really made any positive changes compared to old CCP on the subject of iteration, features and making sure stuff works before implementing it.
They either can't see it, don't want to see it or (by default) discard player input. |

Caldari Clone
State War Academy Caldari State
2
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Posted - 2015.07.12 14:29:42 -
[422] - Quote
Tiberius Heth wrote:At this time it's pretty much useless to state your issues or opinion on the matter, we tried this for every iteration before it went live, we tried this as it went live. At some point you just have to come to the conclusion that new CCP hasn't really made any positive changes compared to old CCP on the subject of iteration, features and making sure stuff works before implementing it.
They either can't see it, don't want to see it or (by default) discard player input. Boo hoo, solipsistic party of one. |

gustye
University of Caille Gallente Federation
0
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Posted - 2015.07.12 15:13:50 -
[423] - Quote
I think the tutorial is missing a section where it goes through the UI and tells you all the functions. Something simple like a little question mark at the top right of each window that would link you to the evelopedia would do. So for example you click on the questionmark for the fleet and it takes you to a wiki page set up to explain the "my fleet" "History" and "fleet finder" tabs, it tells you about broadcasts, watchlists etc. What im suggesting is basically hyperlinks within eve that direct you the user manual. If you open up exel, press f1 and look at the table of contents, something like that covering the UI is what im suggesting.
Also the overview and overview settings are complicated for players, even getting back into the game after a few years im having trouble with it. I have been able to set up my custom tabs and brackets but the game could easily come with a better default overview profile with a tab for missions, pvp mining travel exploration etc. |

Tiberius Heth
Say No to Features
3
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Posted - 2015.07.12 16:00:53 -
[424] - Quote
Caldari Clone wrote:Tiberius Heth wrote:At this time it's pretty much useless to state your issues or opinion on the matter, we tried this for every iteration before it went live, we tried this as it went live. At some point you just have to come to the conclusion that new CCP hasn't really made any positive changes compared to old CCP on the subject of iteration, features and making sure stuff works before implementing it.
They either can't see it, don't want to see it or (by default) discard player input. Boo hoo, solipsistic party of one.
Do you have evidence to the contrary? |

Mike Azariah
The Scope Gallente Federation
2885
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Posted - 2015.07.12 16:57:05 -
[425] - Quote
Tiberius Heth wrote:
It really isn't difficult to come up with a meaningful NPE, it just isn't. It doesn't take more than 20-30 minutes of brain storming to think of something a whole lot better than what we have. And given that they still haven't even TRIED to make something slightly less terrible, to me, is an indication that they can't or won't.
https://www.youtube.com/watch?v=A92Ge2S8M1Y
they do, they have, just because they have not hit it out of the park does not mean they are not trying
m
Mike Azariah Gö¼GöÇGöÇGö¼n++ ¯|(pâä)/¯
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Tiberius Heth
Say No to Features
3
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Posted - 2015.07.12 17:16:46 -
[426] - Quote
Mike Azariah wrote:Tiberius Heth wrote:
It really isn't difficult to come up with a meaningful NPE, it just isn't. It doesn't take more than 20-30 minutes of brain storming to think of something a whole lot better than what we have. And given that they still haven't even TRIED to make something slightly less terrible, to me, is an indication that they can't or won't.
https://www.youtube.com/watch?v=A92Ge2S8M1Y
they do, they have, just because they have not hit it out of the park does not mean they are not trying m
There's some good ideas in there but it's not really a solution to the stated issue, mostly because it talks about stuff AFTER the first exposure to EVE. The NPE (as in the tutorial as a whole in whatever form) should create SUCH a pull, a hunger for more EVE with all kinds of memorable situations, while at the same time showcasing different aspects of the game enticing people to look beyond the "must grind, man this is boring". Giving them enough momentum to make them get past the initial hurdles.
And that is doable. You don't need focus groups, graphs and numbers for that. All one needs is creativity and the will (and capability) to make changes. |

Rowells
ANZAC ALLIANCE Fidelas Constans
2580
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Posted - 2015.07.12 20:13:46 -
[427] - Quote
Tiberius Heth wrote:Mike Azariah wrote:Tiberius Heth wrote:
It really isn't difficult to come up with a meaningful NPE, it just isn't. It doesn't take more than 20-30 minutes of brain storming to think of something a whole lot better than what we have. And given that they still haven't even TRIED to make something slightly less terrible, to me, is an indication that they can't or won't.
https://www.youtube.com/watch?v=A92Ge2S8M1Y
they do, they have, just because they have not hit it out of the park does not mean they are not trying m There's some good ideas in there but it's not really a solution to the stated issue, mostly because it talks about stuff AFTER the first exposure to EVE. The NPE (as in the tutorial as a whole in whatever form) should create SUCH a pull, a hunger for more EVE with all kinds of memorable situations, while at the same time showcasing different aspects of the game enticing people to look beyond the "must grind, man this is boring". Giving them enough momentum to make them get past the initial hurdles. And that is doable. You don't need focus groups, graphs and numbers for that. All one needs is creativity and the will (and capability) to make changes. "It needs more psssssssshhhhh...." |

Tiberius Heth
Say No to Features
3
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Posted - 2015.07.12 22:04:20 -
[428] - Quote
It needs less of CCP's well known procrastination and also less of the well known "yeah that'll do" mentality. |

Corraidhin Farsaidh
Farsaidh's Freeborn
1369
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Posted - 2015.07.12 22:36:12 -
[429] - Quote
Tiberius Heth wrote:... "yeah that'll do" mentality.
That's called Agile development. |

FT Diomedes
The Graduates Get Off My Lawn
1288
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Posted - 2015.07.13 06:58:10 -
[430] - Quote
Tiberius Heth wrote:The NPE (as in the tutorial as a whole in whatever form) should create SUCH a pull, a hunger for more EVE with all kinds of memorable situations, while at the same time showcasing different aspects of the game enticing people to look beyond the "must grind, man this is boring". Giving them enough momentum to make them get past the initial hurdles.
Agree with this. Which means that exposing new players to more interesting content - player-driven content - earlier on in the game, is a good thing.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Zan Shiro
Alternative Enterprises
692
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Posted - 2015.07.13 07:28:07 -
[431] - Quote
Corraidhin Farsaidh wrote:Tiberius Heth wrote:... "yeah that'll do" mentality. That's called Agile development.
yep.... |

Tiberius Heth
Say No to Features
3
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Posted - 2015.07.13 09:56:14 -
[432] - Quote
Corraidhin Farsaidh wrote:Tiberius Heth wrote:... "yeah that'll do" mentality. That's called Agile development.
I call it mediocrity. |

FT Diomedes
The Graduates Get Off My Lawn
1301
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Posted - 2015.07.14 06:42:52 -
[433] - Quote
Tiberius Heth wrote:Corraidhin Farsaidh wrote:Tiberius Heth wrote:... "yeah that'll do" mentality. That's called Agile development. I call it mediocrity.
"Good enough for government work."
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
|

Corraidhin Farsaidh
Farsaidh's Freeborn
1378
|
Posted - 2015.07.14 09:42:19 -
[434] - Quote
FT Diomedes wrote:Tiberius Heth wrote:Corraidhin Farsaidh wrote:Tiberius Heth wrote:... "yeah that'll do" mentality. That's called Agile development. I call it mediocrity. "Good enough for government work."
Could you clarify if you think that is a positive or negative comment?  |

TheExtruder
Red Federation RvB - RED Federation
52
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Posted - 2015.07.14 16:34:53 -
[435] - 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  |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
266
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Posted - 2015.07.14 16:50:44 -
[436] - Quote
rather than "here is a bunch of SPs previous players had to wait and pay ISK to get" ,you focus on rebalancing nooby type ships instead, free SP is just bad.
Yawn,-á I'm right as usual. The predictability kinda gets boring really.
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Rulmaro Austrene
Republic Defensers
149
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Posted - 2015.07.14 16:51:52 -
[437] - Quote
Mike Azariah wrote:Tiberius Heth wrote:
It really isn't difficult to come up with a meaningful NPE, it just isn't. It doesn't take more than 20-30 minutes of brain storming to think of something a whole lot better than what we have. And given that they still haven't even TRIED to make something slightly less terrible, to me, is an indication that they can't or won't.
https://www.youtube.com/watch?v=A92Ge2S8M1Y
they do, they have, just because they have not hit it out of the park does not mean they are not trying m
If you ask me, new NPE system has much troubles. As a temprary solution I would make connection New NPE to Old Training Agents. Because it's really difficult to make general L1 missions with Rookie ship. Training agents has lower difficult and you can run missions with Rookie successfully. And learn some news. Also by running 10/10 sec missions, new pilot get his good fitted frigate and about 1 million ISK in Wallet. He has skills to start and money to use.
It's better than just dying on Rookie Ship again and again and again on L1. |

FT Diomedes
The Graduates Get Off My Lawn
1305
|
Posted - 2015.07.15 06:31:06 -
[438] - Quote
Corraidhin Farsaidh wrote:FT Diomedes wrote:Tiberius Heth wrote:Corraidhin Farsaidh wrote:Tiberius Heth wrote:... "yeah that'll do" mentality. That's called Agile development. I call it mediocrity. "Good enough for government work." Could you clarify if you think that is a positive or negative comment? 
Yes, that is a positive or negative comment. 
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
|

Rivr Luzade
Exclusion Cartel The Kadeshi
1644
|
Posted - 2015.07.15 08:12:59 -
[439] - Quote
So, after it has been agreed upon that all the people to impatient to wait a bit for something and do not understand anything anyways need more SP to fly around in space not understanding anything. That's what most of the posts in all the pages here are about. Since then the thread has turned basically dead. Meaning, the essence of this is people just need more SP and NPE is fixed for good. Well then, CCP do it. Let's see how this turns out. 
Station Tab :: UI Improvement Collective
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Barrogh Habalu
Forever Winter Absolute Zero.
921
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Posted - 2015.07.15 10:44:29 -
[440] - Quote
Free SP? Nope. When it comes to usability of stuff, I'd rather lift skill requirements from basic T1M0 modules that aren't guns (prop, prop jamming, maybe some basic profession mods).
I'd say right now NPE should encourage grouping with people willing to guide and teach. I think I'm only here because I was told to join a corp long before I installed the game, heh.
NPE won't fix attitude though. I was following certain community recently and what can I say... Only newbies that aren't ridiculed there are ones that come and display understanding of mech, ability to use EFT / dotlan / other utilities in their first post. In short, people who aren't really those newbies who rely on NPE, whatever it is. That can't be fixed by CCP.
So far the best NPE is something that throws people face-first into meta communities, out-of-game action reports, out-of-game tools, out-of-game guides. Preferably before people have chance to touch anything in-game. That's saying something IMO, but oh well. |
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Aerasia
Republic University Minmatar Republic
42
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Posted - 2015.07.15 14:16:45 -
[441] - Quote
Barrogh Habalu wrote:I'd say right now NPE should encourage grouping with people willing to guide and teach. I think I'm only here because I was told to join a corp long before I installed the game, heh.
NPE won't fix attitude though. I was following certain community recently and what can I say... Only newbies that aren't ridiculed there are ones that come and display understanding of mech, ability to use EFT / dotlan / other utilities in their first post. In short, people who aren't really those newbies who rely on NPE, whatever it is. That can't be fixed by CCP. Quite the contradiction. The best way to retain players is to have them play with other people, but if you let them reach out to those people they'll get pushed away. 
There are other things about the NPE that can be fixed by CCP though. Iterating on Opportunities, easing down on the power curve, getting rid of the perception of "Oh, that looks like fun! ... in a month after the training queue is done."
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Whizzard
Destructive Influence Northern Coalition.
0
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Posted - 2015.07.15 15:18:53 -
[442] - 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.
- Turn learning implants into skill removal or remap implants. - The range from +1 to +5 equal skill levels trained. - Multiple implants to offset skill rank. - Consumed upon use.
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Dominique Vasilkovsky
BFG Tech
299
|
Posted - 2015.07.23 11:21:49 -
[443] - Quote
Just remove the learning implants and give us more slot 1-5 implant sets like the pirate and genolution ones. Maybe distribute the current hard wires to use all 10 slots 1-5 defensive 6-10 offensive.
Fix the SP/h accumilation to 2700 and be done with it.
Dominique Vasilkovsky EVEboard
Once known as:
Mashie Saldana sold - Anastasia Rigel sold - Monica Foulkes sold
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Faelune
Tous Pour Un
12
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Posted - 2015.07.23 13:32:26 -
[444] - Quote
Suppress learning implants and all attributes will never grants more players in with us. if they greed about it it's only to play game like veteran conoisseur and fill their lazyness.
not sorry to badmouthing them, they want to play like expert to fullfill some egomanic behaviour.
I don't need to play with mental ********. Eve Online not mean to become wallmart |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.23 16:47:05 -
[445] - 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 -
[446] - 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. |

Max Deveron
Deveron Shipyards and Technology
212
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Posted - 2015.07.24 10:35:41 -
[447] - Quote
TheExtruder wrote: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.
I am Senior Director of the Corp I founded. Not completely opposed to the amount of work on a CEO that might entail. But seriously any idea how such mechanics would work? Give us something to chew on and discuss here please. |

TheExtruder
Red Federation RvB - RED Federation
52
|
Posted - 2015.07.24 10:41:59 -
[448] - 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 -
[449] - 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. |

Ellendras Silver
CrashCat Corporation
189
|
Posted - 2015.07.24 12:20:10 -
[450] - Quote
CCP Rise wrote: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.
1. 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.
2. 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.
3. 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.
4. 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/
1. definitly
2. Yes, and reward them with unallocated SP after finnishing a career, this option should be a one time reward deal and i see no reason to exclude existing players being bittervet or not
3. I think a few of the most essential fitting skills and a bit in armor and shield would improve early gameplay
4. just remove all learning implants and up all attributes by 5 this wil help all players but new players more as they are learning just as fast as the bitter vets without buying expensive implants which they first need to trrain a skill for.
[u]Carpe noctem[/u]
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