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Awkward Pi Duolus
Pator Tech School Minmatar Republic
115
|
Posted - 2015.07.02 19:18:33 -
[121] - Quote
CCP Rise, I see that Reddit's whining, self-entitled, instant gratification crowd is getting to you.
Don't forget what makes Eve, Eve. You can only dumb it down so much before it's not Eve anymore.
Call up Greyscale sometime if it helps. |

joecuster
AQUILA INC Verge of Collapse
70
|
Posted - 2015.07.02 19:50:18 -
[122] - Quote
Will there be SRP for the people who already trained all the nooby skills in the form of unallocated sp? |

Aerasia
Republic University Minmatar Republic
17
|
Posted - 2015.07.02 19:53:41 -
[123] - Quote
Awkward Pi Duolus wrote:Call up Greyscale sometime if it helps. Call the person who killed Learning skills and ask what should be done with the rest of them?
I'm on board with this idea. 
|

Darkblad
Hilf Dir selbst in EVE
1344
|
Posted - 2015.07.02 19:58:55 -
[124] - Quote
CCP Rise wrote: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. Is'nt doing enormously better? Well, so what.
I'm no rookie without knowledge of EVE and therefore can't comment on this from a rookie's point of view, but anyway:
In my opinion, Opportunities are way better than the pilot certification course (the first Aura Missions). I can't tell how often rookies could'nt find the [Faction] Cargo Rig and choosing an Academy office as the container to get a misson item from repeatedly made new players confuse them with (Imperial Academy) station. Often enough, however to create a short "guide" to have the images that could work as answer for the most common questions. For a basic tutorial. Draw your own conclusions (well, you did and chose Opportunities). These flaws together with a total lack of fool proof mechanics - what happens when the player decides to travel to a different location than the one for the mission. This is something where Opportunities really did improve, given their non linearity.
But repeatedly observing the same questions about Opportunities, for example, how to fit a low slot module, where to get one, and what a low slot module is in the first place, shows that there really is a lot to improve.
The complete removal of all tutorials, including the ones for the career agents also causes additional issues should a rookie find those by himself - or get them reccomended from residents of the various help chats (good that you at least consider to reintroduce a recommendation to them during the opportunities, like there was for the first iteration).
I'm really curious about what your improvements for Opportunities and the general overhaul of the NPE will reveal next.
EVE Infolinks GÇó Mining Guide GÇó Missions
(EN & DE)
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Mane Frehm
The Executioners Shadow Cartel
39
|
Posted - 2015.07.02 20:14:59 -
[125] - Quote
Rivr Luzade wrote:Mane Frehm wrote: Option 1 - give new players additional SPs to allocate themselves, either immediately or when they complete opportunities. Concern - new players don't know where to put those SPs to get a decent benefit out of them.
Unallocated skill points are useless without proper counsellings on how to apply them properly. There is literally no difference between the current system of attributes and remaps and freely allocatable skill points if there is no advice and counseling available to the newbies. And that is the part where large parts of the community and CCP fail big time.
I agree - and that's why I don't think this is a useful option. Also leads into the discussion about the many other factors influencing new player retention. |

Starcruiser Stasarik
Red Federation RvB - RED Federation
0
|
Posted - 2015.07.02 20:23:08 -
[126] - Quote
The difference of going from the old char creation (with some 800-900k SP) to the new char creation (with 50k) was terrible. For all the faults the old char creation had, its SP limits (and the respective ability to go out and actually do things) were not one of them.
I am all for giving new chars a big boost to which skills they start with.
Things are only marginally better with a 30-day trial, since you have a lot longer to train before the trial ends and you have to make your decision. Back when there was only a 14-day trial (or 21-day with an invite), having to losing "only" a day and a half to do this, and a day to do that, and another day for something else, was a lot worse.
Even so, making new players sit and wait is bad. The Opportunity tutorial to get them to talk in Local and start a conversation are a bit of a start, but considering how anti-social a lot of starting areas are, it isn't as good a fix as it could be.
In addition to giving new players a boost to what skills they start with, consider a few more chat channels based on what their starting race, bloodline, and school are. Minmatar go to the Minmatar channel, Amarr to the Amarr, etc. Add channels for bloodlines, as well. Finally, add some PvP-related channels to a new Combat grouping and include various channels from Content, Science and Industry, Trade, and the new Combat grouping to the default channels, all based on what the person chose for their starting school. Hell, don't even base it on the school and just put everyone into a few of the existing channels regardless.
I seem to recall that CCP have stated in the past that interaction is the single biggest influence on new-player retention, so it seems very odd to me that the only starting channels a person is dumped into are Corp, Local (often fairly quiet), and Rookie Chat (pure and utter chaos).
Adding a few default channels that anyone can join (Corp, Local, and Rookie Chat are all restricted to specific condition) would be a huge help, I would think, in furthering new-player interaction. |

Aryth
GoonWaffe Goonswarm Federation
1739
|
Posted - 2015.07.02 20:59:20 -
[127] - Quote
Phoenix Jones wrote:Aryth wrote:
Or just give us all reallocation tokens for some hilarious ISK value for 100m SP worth.
You would wind up destroying the game by doing that. Character builds wouldn't matter. Character history wouldn't matter, character trade wouldn't matter. The reputation of a character wouldn't matter. You'd see Industry alts turn instantly into titan pilots, you'd see miners turn into pew machines. You'd have people complaining how they screwed up their skill remap and beg for another. That would be the biggest can of worms CCP could ever do. They'd wreck every doctrine, every character and player would be crying how they screwed up their skills, how their training and time investment is now worthless, how their characters definition and life meant nothing. Swarms of people would max train into the current flavor of the month, and when it gets changed, huge outcry's from people about how CCP nerfed their skill retrain, how CCP trolled them, and that they deserve another or they'll quit. It basically turns eve into what EQ2 and WOW did. Buy a instant level 90. The entry into eve for all newbies will be "Buy a character off bazaar if you want to play". New Players will feel even more disenfranchised that in order for them to compete on any level, they have to buy a character with a remap. You want to see Eve die in a ball of fire. Do that.
Because cycling Char/ISK through the Bazaar is some awful high bar to accomplish this right now right?
Leader of the Goonswarm Economic Warfare Cabal.
Creator of Burn Jita
Vile Rat: You're the greatest sociopath that has ever played eve.
|

Soldarius
Naliao Inc. Test Alliance Please Ignore
1325
|
Posted - 2015.07.02 21:01:28 -
[128] - Quote
About 2 years ago I tried to get my gf into Eve. As soon as I told her she had to wait to use stuff because she needed to train the skills to even fit the modules, she noped right out.
That being said, she is of the instant gratification type. If there were a set of civilian mods available in tutorial missions that require no or very low skills so as to get new players familiar with things...
A couple mods that would benefit for larger granularity in their stats are MWDs and webs. Equip module, get full benefits instantly is not good progression.
http://youtu.be/YVkUvmDQ3HY
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Commodore Bubbles
Dropbears Anonymous Brave Collective
0
|
Posted - 2015.07.02 21:21:14 -
[129] - Quote
I believe that teaching newbies why these beginner skills are important is just as important as getting them into the roles they would like to play.
This problem could be solved by filling those 30 minutes that the newbies wait for skills to train with what i'm going to refer to as "Research Missions". The idea behind this is that a new player participates in a mission(s) that teaches them about a certain mechanic. Because they're actively "researching" how the mechanic works, they get a boost in SP into that skill.
This way, new players learn what falloff, explosion velocity, and tracking are, and get the necessary SP to pilot these ships well. This would also motivate new players to train core skills instead of ship skills. It will allow new players to fill out core and weapon skills while they're still actively training into that big awesome ship they saw on the Amarr undock.
I understand that this is an insane amount of development work, much more than increasing the base SP a new player gets, but CCP has historically put the effort into doing things the right way most of the time even if it's much more work. |

Zappity
WiNGSPAN Delivery Services
2315
|
Posted - 2015.07.02 21:23:47 -
[130] - Quote
Amber Harrington wrote:Implants are the bonus to the game. Not everyone uses them, those who do should have an advantage for being , well, brave. By removing the implants you're going to touch one of the core principles of EVE: risk means isk.
(that is, theoretical core principles. Incursions and lvl 4 missions being better than nullsec ratting are a cancer) It is nothing to do with risk. People routinely use much more expensive pirate sets for PvP. The problem with learning implants is that the optimal choice is to sit in station while using them. They are not 'out in space doing stuff' implants.
Zappity's Adventures for a taste of lowsec.
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Mike Azariah
The Scope Gallente Federation
2868
|
Posted - 2015.07.02 21:24:08 -
[131] - Quote
I started when choosing race and skill meant something about the skills you started with. I actually miss that.
But I have a question for you
Ganker Miner PvP tackle Solo Roamer (low) Missioneer Industrialist Trader add any other startable professions here
for any and all of these what would be the base skills you would expect to start with to be able to act on day 1? In Rookie chat we get vasriations of this question all the time so what would you tell them, as things currently stand. 21 days, what should they train to be specificly able to follow a chosen career?
btw I love the idea of skill points or a jump in that skill as an award for completing missions for the tutorial/career agents. This makes sense, leads to knowledge of what they are being given and how it will be used. Far far better than here is 1 mill skill points newb, knock yourself out. (Because they will, literally)
m
Mike Azariah Gö¼GöÇGöÇGö¼n++ ¯|(pâä)/¯
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Zappity
WiNGSPAN Delivery Services
2315
|
Posted - 2015.07.02 21:27:06 -
[132] - Quote
Phoenix Jones wrote:What do do with the +1 through +6 implants (I'm sure someone still has a +6 somewhere).
You have three options.
1) NPC turn in for isk (I'd run it about 5% UNDER the typical market order. 2) LP hand in 3) Reverse Engineer them to create pirate implants or other implants (bpc's for halo, slave, crystal, etc). 4) contest (similar to what you did with the Sleeper Blue loot). 5) Refund (they have a static cost, refund it).
There are options to this. I liked this post - quite thought-provoking. If the implant market is a problem you could turn the current learning implants into materials and use them for the production of learning bonused pirate sets.
Also, please remove the stupid standings requirement for jump clone installation. Having to drop corp to join EACS just to install jump clones is totally stupid. And the alternative, to grind to +8, is just so bad from a player retention perspective.
Zappity's Adventures for a taste of lowsec.
|

Tyrendian Biohazard
Ubiquitous Hurt The WeHurt Initiative
352
|
Posted - 2015.07.02 21:42:06 -
[133] - Quote
Mike Azariah wrote:
btw I love the idea of skill points or a jump in that skill as an award for completing missions for the tutorial/career agents. This makes sense, leads to knowledge of what they are being given and how it will be used. Far far better than here is 1 mill skill points newb, knock yourself out. (Because they will, literally)
m
It doesn't sound bad, but for new players that are coming in with zero knowledge of the game, it may be a bit of miscommunication. "Do missions to get skills, BUT WAIT, that isn't how you really increase skills in this game". Not to mention, should we really be rewarding new players for just completing missions? Might that lead to them just running missions for a month thinking its the 'thing to do' only to quit shortly after? Or push veteran players do the missions for alts they are creating for a bit quicker SP start?
My twitch stream to help new players:
http://www.twitch.tv/biohazrd51
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Zappity
WiNGSPAN Delivery Services
2315
|
Posted - 2015.07.02 21:45:45 -
[134] - Quote
Give SP for opportunities, not missions.
Zappity's Adventures for a taste of lowsec.
|

Bozar Malukker
Homicidal Ideations
0
|
Posted - 2015.07.02 21:51:50 -
[135] - Quote
"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 donGÇÖt hesitate to make suggestions"
Could always leave them. Remove remaps, adjust attributes to whatever it is decided that they will be, and add learning implants to the top of that. |

Tyrendian Biohazard
Ubiquitous Hurt The WeHurt Initiative
352
|
Posted - 2015.07.02 21:53:21 -
[136] - Quote
Zappity wrote:Give SP for opportunities, not missions.
I still think it sends a mixed message
Go do this, go do this, go do this, get extra SP for the first few days. Then suddenly when you run out of opportunities to do, you're left with time based training. It might be greatly confusing for a new player, who is already dealing with MMO mechanics like anything out there, to think they are grasping one system, only to find out that is not how it works.
The same could be said if you were to give skills (like injecting) based on completing missions or opportunities.
I think there is enough mechanic differences for a new player coming into EVE that we shouldn't throw one at them, only to have it removed shortly after they start and potentially never see it again.
My twitch stream to help new players:
http://www.twitch.tv/biohazrd51
|

Nevyn Auscent
Broke Sauce
2255
|
Posted - 2015.07.02 21:57:21 -
[137] - 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'm assuming you aren't wanting to simply refund isk & LP. As this would be a simple method but would cause a massive isk & lp burst. Lp could be concord LP in order to avoid faction LP tanking as a lot of FW LP does get created anyway. 'Refund' being at whatever percentage of LP stores you wanted to do. And you could always only refund ones not implanted already as any implanted people have benefited from for at least the time from announcement to removal, or implanted them knowing they would be removed. And not refunded implanted learning implants would significantly reduce the amount out there I'm guessing.
Another possible would be to convert them to a faction sensor strength set. Almost no-one currently uses these sets as they are cringeworthy to some degrees but it would retain some value on them. Alternatively fix it to general sensor strength for all 4 races, as that would actually be worth using. Or some other implant set that provides some small bonus without being 'pirate set' levels. Factions could use some more implant sets if you did remove learning implants as well, that provide very low levels of bonuses. i.e. Low Grade only.
On the topic of skills needed. Afterburner. Micro warp Drive. Tackle. Appropriate repair skill for race. Light Drones
These skills should be only to 1 obviously. But if during the tutorial or opportunities it asks you to do a task, you should have started with the skill required to do that task. |

Tiddle Jr
Galvanized Inc.
290
|
Posted - 2015.07.02 21:58:37 -
[138] - Quote
They should remove these stupid Rookie ships, and associated civilian mods. Those are real obsolete stuff.
The current skills layout given to the new born character should be reworked.
0.5m skill points is a must for all newbies.
Implants related to atribues as well as Cerebral accelerators should gone.
Not sure about SP/hour standard ratio for everyone. |

Ishukone Billboard
State War Academy Caldari State
0
|
Posted - 2015.07.02 22:05:49 -
[139] - Quote
Aryth wrote:2M starting SP is great. However, it should also come with redemptions. The worst thing is for a newbie to spend his fresh SP and then realize he made a mistake. Maybe allow reallocations for up to 30 days.
^^ this... in respect of the "learning curve": timeline for reallocate the base of 2M maybe 6 months up to 1 year
"Attributes aren't very interesting, you should remove them".... There "may" be players stating this for mining, pve, etc either. Doesn't strengthen the argument. And yes, I don't like the idea to simplify EVE in general. EVE not being simple as (insert name of bullshit you don't care anymore) is the reason im still playing it. |

Mike Azariah
The Scope Gallente Federation
2868
|
Posted - 2015.07.02 22:09:42 -
[140] - Quote
Tyrendian Biohazard wrote:Zappity wrote:Give SP for opportunities, not missions. I still think it sends a mixed message Go do this, go do this, go do this, get extra SP for the first few days. Then suddenly when you run out of opportunities to do, you're left with time based training. It might be greatly confusing for a new player, who is already dealing with MMO mechanics like anything out there, to think they are grasping one system, only to find out that is not how it works. The same could be said if you were to give skills (like injecting) based on completing missions or opportunities. I think there is enough mechanic differences for a new player coming into EVE that we shouldn't throw one at them, only to have it removed shortly after they start and potentially never see it again.
I understand what you are asking and I will modify the support to
Complete career mission or Opportunity (That was great, you know it would have been a whole lot easier if you had trained high speed maneuvering. I have one a one shot cerebral uploader of that skill if you want to get a jump start on it. After that you will have to modify it via your skill queue. Most skills do not come with the jump starts and you can buy them in the local market)
So the lesson of skills is reinforced along whith a jump start to specific ones they need at the beginning in exchange for doing the mission or opportunity. Would that cover it?
m
Mike Azariah Gö¼GöÇGöÇGö¼n++ ¯|(pâä)/¯
|

Lena Lazair
Khanid Irregulars Khanid's Legion
501
|
Posted - 2015.07.02 22:09:53 -
[141] - Quote
CCP Rise wrote: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.
I'd like to see learning implants turn into fixed value fitting implants. So rather than %-based increase to CPU/PG like the Genolutions do, instead have a fixed +5 to +10 PG or +20 to +40 CPU value (scaled by the rarity/expense of the original learning implants). Values somewhere in that range, anyway. This would make it useful only for ships in the frigate/destroyer size, which is what newbies are using. In particular newbies could use some of the cheaper versions of these to make up some of the difference from lacking core fitting skills at all V's, lacking the ability to fit a MAPC2, etc.
Further, more fitting room is always an interesting thing for veterans to play with. Since fitting only goes so far, there will still be many cases where even die hard frigate vets are going to fit snake's or something else, so it's just a nice addition to the mix.
|

Aerasia
Republic University Minmatar Republic
18
|
Posted - 2015.07.02 22:18:04 -
[142] - Quote
Ishukone Billboard wrote:EVE not being simple as (insert name of bullshit you don't care anymore) is the reason im still playing it. As long as you keep in mind that EVE being complex for confusion's sake is why an order of magnitude more people stopped playing it.
Mike Azariah wrote:I understand what you are asking and I will modify the support to I think you can do one better than that actually. Instead of auto-training High Speed Maneuvering for them, start the character off with those ranks trained. Use the tutorial/opportunity/hand-holding system to give them an MWD instead.
I.E.
- Go catch that Frigate. (teach "Approach" button)
- It was too fast, you failed.
- Here's an MWD - equip it in a midslot (teach fitting and the idea of prop mods)
- Congrats, you're amazing, etc, etc, etc. Follow up with turning MWDs off with scrams, or w/e.
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Tyrendian Biohazard
Ubiquitous Hurt The WeHurt Initiative
352
|
Posted - 2015.07.02 22:21:44 -
[143] - Quote
It addresses it, but I don't think its the right way to encourage character progression. Maybe my thought is that since the majority of the MMO industry is XP based and quests help you level, a lot of new players gravitate towards that style of play when its not necessary, or (probably) for most players, not even preferred. I recall during Rise's NPE presentation that 40% of new players stick to solo play/missions and a very large chunk of those players tend to leave after a month or so. I think reinforcement of that type of gameplay is a bad thing.
My twitch stream to help new players:
http://www.twitch.tv/biohazrd51
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Phoenix Jones
Isogen 5
1443
|
Posted - 2015.07.02 22:22:26 -
[144] - Quote
Mike Azariah wrote:Tyrendian Biohazard wrote:Zappity wrote:Give SP for opportunities, not missions. I still think it sends a mixed message Go do this, go do this, go do this, get extra SP for the first few days. Then suddenly when you run out of opportunities to do, you're left with time based training. It might be greatly confusing for a new player, who is already dealing with MMO mechanics like anything out there, to think they are grasping one system, only to find out that is not how it works. The same could be said if you were to give skills (like injecting) based on completing missions or opportunities. I think there is enough mechanic differences for a new player coming into EVE that we shouldn't throw one at them, only to have it removed shortly after they start and potentially never see it again. I understand what you are asking and I will modify the support to Complete career mission or Opportunity (That was great, you know it would have been a whole lot easier if you had trained high speed maneuvering. I have one a one shot cerebral uploader of that skill if you want to get a jump start on it. After that you will have to modify it via your skill queue. Most skills do not come with the jump starts and you can buy them in the local market)So the lesson of skills is reinforced along whith a jump start to specific ones they need at the beginning in exchange for doing the mission or opportunity. Would that cover it? m
I am a bit against the idea of giving players a way to earn extra skill points. My issue isn't new players earning those extra skillpoints..
Its the veterans doing it.
Anything that involves bonus skill points is a bit... dangerous to do because you'll set a trend. People will start asking for extra skill points revolving anything and everything. Were also talking about reducing the need for skill points in new players (but the first thing we tell them is that you have to endure what maybe torture to gain skill points to compete).
I'd rather an opportunity be an achievement that provides a reward that does not provide a benefit pve, pvp, or market wise to the player.
A Account Bound Skin, A Fireworks Launcher, Anchorable Santa Mobile Depot. Something that would make players want to do an achievement, not Require Them To Do It because skill points or die.
It cannot be mandatory, and anything that grants Bonus Skill points is mandatory.
I do not support bonus skillpoints for opportunities (It basically makes Everybody Who Starts an ALT Mandatory go through the newbie Tutorial Every Single Freaking Time with Every Single Character they have). Some of you altaholics aren't looking so happy to have to do every opportunity in Eve on every single one of your characters. You will because skillpoints, but you will hate it because you have to do the same mission/quest/action 100 times.
That type of forced mandatory herding is bad, for new players, veteran players, altaholics, roleplayers, etc etc.
Yaay!!!!
|

Spacemover
Paradise Holding
9
|
Posted - 2015.07.02 22:49:02 -
[145] - Quote
Mike Azariah wrote: I understand what you are asking and I will modify the support to
Complete career mission or Opportunity (That was great, you know it would have been a whole lot easier if you had trained high speed maneuvering. I have one a one shot cerebral uploader of that skill if you want to get a jump start on it. After that you will have to modify it via your skill queue. Most skills do not come with the jump starts and you can buy them in the local market)
So the lesson of skills is reinforced along whith a jump start to specific ones they need at the beginning in exchange for doing the mission or opportunity. Would that cover it?
m
Hey Mike,
perhaps we can even build in some lore like "mate we really need your support in this so we have this jump starter for you".
that would solve the question why you don-¦t have jump starter later - empire doesn-¦t need you to fly a cap ;)
@Rivr:
Sorry Rivr you just don-¦t get the point. compare eve to almost any other game and try to find out what most people in this thread are trying to tell you: you don-¦t feel welcome in eve as newbie. it-¦s like "damn another new player go play lego and come back in x hours to really start the game" vs. "hey great you are here, "x" happendend we really need your help to do "y" can you please help us?"
don-¦t get me wrong bro but you are you are used to waiting. they can be trained to get to that point but right now it-¦s like calling dhl or the telekom. you are waiting like for ever for an information thats not that great and possibly wrong so you have to call and wait again. and while waiting to get a human person on the phone you just do other stuff. no wonder no one likes them.
Space |

Aralyn Cormallen
Wildly Inappropriate Goonswarm Federation
1201
|
Posted - 2015.07.02 22:53:02 -
[146] - Quote
The most amusing part of subjects like this is the posters getting a massive case of the gimmies. You can almost see their eyes shining "a million free xp", "automatic max-speed skilltraining for no drawback", "skillpoints for missions", "skillpoints for opportunities", "unallocated skillpoints", "skillpoint remaps", "gimme", "gimme", "gimme"! |

TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.02 22:55:18 -
[147] - 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. |

uhnboy ghost
retard hills
75
|
Posted - 2015.07.02 23:13:39 -
[148] - Quote
Q: 'Starting skills are a huge barrier, can we give a lot more to new players'.
A: NO! eve is hard/slow yes, but its good that it is hard/slow, it stops all the " wait, i cant get to top lvl in 3 weeks?" players out of eve.**
giving new players more sp whould only make it 0,0001% easyer and whould only give new players the impression that eve is a mutch faster game then it is, everything takes time and shulde take time.. do i like that it take 21 days to get cruiser lvl5? hell no but it forcing me to make well thought decision on what to skill and why, and that is something new players need to learn
and the only players that whulde really benefit from more start sp is ppl thats wants to make alt faster
its okey to make eve easyer by making them understand what they can do in this game after the opportunity/tutorials but giving them more sp is just point less
**the average age of eve player is alot higher then other games doto its not a fast game, just think what it whuld do to your corp chat/game if the average age of eve players was 12-13 old ( yes i know not all young ppl are needy and whiny but hey look at the ppl in eve now and make them 50% more "stupid" thats what whoulde happend if eve was a easy/fast game
//uhnboy 84K probe scans in 2014 http://i.imgur.com/Uaid5iu.png
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TheExtruder
Red Federation RvB - RED Federation
51
|
Posted - 2015.07.02 23:16:42 -
[149] - 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. |

Alexis Nightwish
301
|
Posted - 2015.07.02 23:45:50 -
[150] - Quote
Sentient Blade wrote: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. No way. This is super abusable. CODE et al would just roll trial account characters, use the free SP on small hybrids and Gal Destroyer.
I'm all for starting new players with more SP, but only in the form of more skills, not as allocatable SP.
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
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