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Dror
Center for Advanced Studies Gallente Federation
2
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Posted - 2015.08.13 17:46:28 -
[1] - Quote
Nyalnara wrote:Well, the current NPE does not give experience. How do you propose to solve that? Low SP prevents corp entry in many cases. The NPE actually improving is an SP problem; and low retention and overall amounts of SP prevent the improvement of many areas of gampeplay:
Sov
Large groups of advanced ships are about the only way of instigating the larger corps in null. If null instigation is reduced, that's a content problem. So, the obvious methodology of improving even null gameplay is the availability of interesting and effective classes (frigs are relatively uninteresting in blobbing, for example). "N+1 is an SP problem."
Item availability beyond hubs
This is more than a QOL idea, but low industry SP has a snowball effect for the main trade stations. Obvious benefits come from seeding stations; so there's some reason that most stations are empty, and it's obviously not demand: http://i.imgur.com/4SVgmUu.jpg
Literally everything else about a game being a sandbox
There are always niches of play, as is evident with mining. The availability of much is the availability of content. SP is an arbitrary limitation, because skill and counters exist. Yet what is gameplay, if those skills and possibilities for counters are undermined by time gating? |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.14 10:52:55 -
[2] - Quote
ergherhdfgh wrote:Yes we know this is limiting the number of people that will play eve and it is limiting the people that frankly I don't want playing the game anyway. If you are looking for easy win- instant gratification gaming then I am glad to see you go back to all those other games and stay out of my glorious and difficult game.
What authority comes with this post, that it gets to say what subs the game and company deserve..
As for the Suitonia videos, the game is more than PvP; and my previous post explains multiple reasons why low SP is especially negative for gameplay and content, including sov and null. |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.14 12:17:39 -
[3] - Quote
ergherhdfgh wrote:As for this I am not going back and reading your post. Then what prerogative do you have to say that it's irrelevant, or that the argument comes from some level of experience?
..As well as implying what the argument actually is?
ergherhdfgh wrote:..This game does an excellent job of giving you skills at a rate that you can effectively take them in and make use of them. Giving them to you any faster won't help your learning curve issue. On what grounds? ..That SP-training for months for one ship, class, or playstyle benefits gameplay mastery? Shouldn't fresh musicianship practice with the instrument for getting better?
How quickly this idea is refuted. |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.14 13:57:04 -
[4] - Quote
Donnachadh wrote:Here is the question that you did not answer. If they join up and start losing the expensive ships that high SP would allow them to fly would they stay in the game long enough for their personal skills to catch up and minimize or eliminate those expensive ship losses?
Why is that a question? They'd have to afford the ships first. |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.15 03:18:16 -
[5] - Quote
Donnachadh wrote:Players like this simply convert real cash money into ISK by buying plex Not sure how relevant the idea is, that every character benefiting from increased starting SP purchases PLEX for the ISK experience.
The point is that making enough for ships is sorta inherent with gameplay -- figuring out the economy in a game is progression, which comes from motivation, which comes from competence, autonomy, and relatedness.
So does SP promote competence? It's already stated, then acknowledged, that learning the the game is "much quicker" than training 35M SP; so if SP undermines competence, then it also undermines the psychological rewards (well-being, relatedness..) that are being studied as natural progression. In other words, subs are an SP problem because the game seeming fun is an SP problem. Autonomy is already established by how fantastic flying powerful ships is. |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.15 14:08:10 -
[6] - Quote
Donnachadh wrote:So where is the proper balance for a new character? Personally I would like to see CCP remove the bonus remaps and other gimmicks they have tried to ease the SP issue and start new character with an already trained solid set of basic skills. So I guess that would open up a debate on what would be a solid set of basic skills. Why not 35M? Protip, a game like Star Citizen won't have SP limitations at all. Finding the equivalent of an empty Nyx in space won't be limited by "how much that character's been subbed for the game".
Inb4 "but flying skill" -- these ships have autopilot. |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.15 15:30:56 -
[7] - Quote
Zan Shiro wrote:Do not confuse killing rats with killing a real player who has some skill.
Ever engage a player target right click auto orbit?
Let me rephrase...ever engage a smart player target right click auto orbit?
Bad things happen in the latter case. They do a crazy ivan (hard jink), the autopilot goes wonky real fast. Worst case its course correction is a straight 180 degree turn. Smart player takes this chance to rip you a new one and have their way with it. It allows them to close really fast. You are also at virtually 0 traversal.....you get tagged hard.
Or it gives the few seconds for target to warp off.
Worth noting autopilot does this on target hops as well. Test this in pve if you'd like. Line up 5 targets....orbit each one. Kill target 1, set orbit on 2. This flightpath will be anything but smooth and graceful most times. Do this at fleet level ops and your ship will all over the place really. This can be bad...especially if playing in falloff range. Those x-over points can be hair thin. Cross them and watch the damage drop fast.
Manual flight gives the benefit of better range control in changing situations. It can almost be like pool. You aren't thinking sink the 5 ball. You are thinking I hit 5 ball a certain way to drop it and line up the shot to follow from the rebound of the 5 shot.
None of this is relevant with how SP limits finding an empty, expensive ship in space and finding the inability of getting in it. Yet standard overview-commands plausibly being a form of autopilot is an interesting idea.
..Nor does the efficiency of manual-piloting / other piloting information seem relevant for the level of sustain with fresh subs. There's plenty of readiness for developing skill with trying a game, but what posts are mentioning is that SP undermines the natural progression of gameplay and learning. The undermining of learning is shown in studies as promoting "aggressive" behavior, because it's not fulfilling development.. |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.15 22:32:25 -
[8] - Quote
Delt0r Garsk wrote:..Have all the fun and all the content RIGHT NOW, well why bother playing? The game is just another FPS or whatever. The main FPS games get an incredible amount of concurrent players, from 500k+. "Why are those games worth playing?" Obviously there's more, for greater levels of instant gratification, than would immediately seem. It's already mentioned that feelings of competence are the basis of motivation, with other progresses. If it seems like the game is undermining progress, that's a problem. |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.17 12:00:37 -
[9] - Quote
Delt0r Garsk wrote:Did you deliberately misquote me? FPS have servers the size of 16-100 players max. And nobody plays the same one for much more than a year. Not the same as a MMO at all. Not even in the same galaxy. CS:GO release date: August 21, 2012..
Is there any rebuttal that SP undermines competence and relatedness? It's an MMO, and one that can thrive solely on skill and socialization; so it's pretty awful design that the main form of progression is non-progression -- non-interactivity -- that also negatively effects industry availability, causes an N+1 and SP+1 problem from limited corp progression, and thus reduces veteran content completely. |

Dror
Center for Advanced Studies Gallente Federation
2
|
Posted - 2015.08.17 15:04:06 -
[10] - Quote
Daichi Yamato wrote:Progression has worked so well for making players stick with a game for longer that even instant gratification games like COD and BF have adopted level systems. Is there literally any evidence for this? CoD doesn't promote staying with one game, but each iteration has some 300-700k concurrent on one platform.
Quote:So eve is a game that can keep all players with skill and socialization, but also keeps players with progression. This is sort of a non-statement. That's not what's being challenged, as that's a pretty low bar.. unless it's literally implying the game can keep "all" players, of which there's a fanfest keynote showing that some 50% quit after the first month or so.
So here's for defining "all types" of reasons for play:
Arousal
The game stimulates emotions well, though many types of action are underwhelming (mining is an example of such a playstyle).
Challenge ("Many enjoy playing video games to push themselves to a higher level of skill or personal accomplishment.")
This is what SP and many of the mentioned "types of action that are underwhelming" reduce by limiting effectiveness and availability (more on this later).
Competition ("One of the most frequently cited reasons for playing video games was to prove the best skill and reactions. Typically, the idea of competition came form male respondents who spoke of competing for something, like money or a sense of accomplishment.")
Feeling non-competitive thus negatively effects the experience of those valuing competition (and also devalues any initial sub) by undermining learning and emergent gameplay.
Diversion ("Video games are 'something to do'.")
The correlates with the other points, that the value of diversion hinges on the amount and quality of play.
Fantasy ("The allowance of doing things that are extraordinary, like racing, flying, etc.")
There's mention of an example in another post, that finding an empty Nyx in space is nothing for gameplay if the pilot can't get in it and hit the autopilot button, at least. It's pretty inherent with a spaceship game that the fantasy is flying great ships.
Social Interaction ("Social interaction is the main reason many individuals get involved in playing video games initially.")
SP limits the value of fresh characters, which limits their social interaction (getting in a corporation); but it could make the whole game seem like that.
Corps and playstyles are an SP problem, because what's probably a whole week of dedicated training might seem an awful option in play ("undermines learning and emergent gameplay"). Yet fewer subs, and less overall SP, reduces content -- including station markets and sov challenges (n + [1 * SP]) and the very plausibility of "action everywhere" (https://www.reddit.com/r/Eve/comments/3h3ylh/ccp_has_a_great_plan_for_reinvigorating_eve_that/).
--
Source: http://www.researchgate.net/profile/John_Sherry/publication/259583577_Video_game_uses_and_gratifications_as_predictors_of_use_and_game_preference/links/54dc196b0cf28d3de65e9fed.pdf
Further reading: http://www.forbes.com/sites/jordanshapiro/2013/11/27/4-reasons-video-games-are-good-for-your-health-according-to-american-psychological-association/ (also sourced)
-- |

Dror
Center for Advanced Studies Gallente Federation
3
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Posted - 2015.08.17 23:41:01 -
[11] - Quote
bump |

Dror
Center for Advanced Studies Gallente Federation
3
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Posted - 2015.08.19 18:51:46 -
[12] - Quote
Delt0r Garsk wrote:Aerasia wrote:
The skill system is a waste of time, and should be outright removed.
And replaced with what? You mean i can just get a new toon straight into a titan? Why would i ever even bother playing, since now its pay to win (PLEX buys as many ships as i want, i can just start new characters when i need more pilots). The skill system gives meaningful choice. What i train has an opportunity cost. Just being able to do everything RIGHT NOW CUS I WANT TO is a facebook game. You will need your credit card for these free games.
So getting a titan is winning EvE, is it? Actually, mining shows that playstyles are voluntary and niche, not one-size-fits-all. It is also not that PLEXing for titans is within sustain -- in-game or beyond.
Plausibly, the one-client-open limitation that happens with trials is a simple fix, and this also improves the overall state of the game by reducing the alt meta. Inb4 "but subs", as the motivating factor of *actually flying great ships* is there, as is the freedom of learning the game enthusiastically, socially, and efficiently.
SP is the Farmville of MMOs. Games can exist without time gating; and it's because risk is a factor, and with increased risk is increased reward. Calling SP criticisms casual? ..Non-SP gameplay allows freedom of playstyles and action.
Star Citizen won't have time gating on markets and piloting skill, and the reward of play is the possibility of getting greater gear and fleets. Yet where there is no comparison, there is respect. Then how can a mechanic contrasting one skill from the next be respected? Mercy. |

Dror
Center for Advanced Studies Gallente Federation
3
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Posted - 2015.08.21 19:52:28 -
[13] - Quote
Daichi Yamato wrote:Dror wrote:Daichi Yamato wrote:Progression has worked so well for making players stick with a game for longer that even instant gratification games like COD and BF have adopted level systems. Is there literally any evidence for this? CoD doesn't promote staying with one game, but each iteration has some 300-700k concurrent on one platform. Are you being deliberately ignorant? Progression mechanics have become widespread across just about every genre of game there is. FPS, Strategy, Racing, fighting games etc etc. Which iteration of CoD or BF4 players play is irrelevant. They play games with progression mechanics, and CoD itself, the most played FPS of all time, was relatively unfamous until it adopted a leveling system. The progression is the challenge that you refer to and the fantasy of big ships you also refer to, becomes quickly unspectacular when you can fly them out the box (40% of players leave once they have 'leveled up their raven'). Taking something basic and permeable enough to consider your own, like a new character, and growing with it during a game is challenging, immersive and rewarding. You've taken someones work, and applied it with a narrow mind. The way EVE works does not mean you are hopelessly out matched when you are new. Having loads of SP does not make you excellent at PvP and having little SP does not make you poor at PvP. The sandbox maintains that friends give you more power than SP and the fact that every skill is capped at level 5 means that new players can become just as powerful as 10 year vets in certain ships quick enough. The challenge is how EvE's progression relates with sub trends of EvE, not that progression is interesting.
Yet SP-less gameplay is still about progression, as much as items or characters through PLEX-trading are. The draw is that SP-less progression is positive reinforcement (playing the game rewards stuff), and SP progression is negative reinforcement ("playing" the game gets out of awfulness/nothingness). |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.08.28 12:21:55 -
[14] - Quote
Teckos Pech wrote:Prob(Win A fight | SP, Skill) Actually, just winning is already stated as much less than the whole of the argument; so if that's the only point here, it's way more shallow than all of the points and ideas provided for no SP.
Teckos Pech wrote:The effect of SP on that probability is small. The benefits mentioned include showing a 1 week sub how to 1v10. I'd like you to find an example where that's plausible with starter-level SP. In fact, that idea is just one of interesting gameplay. That 1vAll playstyle is prevalent in videos, and it's a major example for fresh subs of a goal, because of the obvious probability for blobbing.
Probably the most profound benefit of no SP is the "word-of-mouth" recruitment options. What if a movie star finds the game? What's the probability of being interested in a spaceship game that only allows frigates for the majority of beginner action? ..What about for flying anything? The more interesting point of discussion is the system with the most chance of being suggested after playing it. Even if the movie star can afford a character, the low chance of that also being plausible or interesting for the relevant "crew", whether acquaintances or social media followers, disincentivizes that chain reaction -- in other words, if there's nothing to talk about, there's nothing to recommend. |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.08.30 12:13:30 -
[15] - Quote
Teckos Pech wrote:Regarding the number of new accounts...I got bad news. Go look at the Bass diffusion model. The best strategy for CCP is not to go for new accounts, but to get those people with accounts who are not logging in to start logging in again. Your aim, the OPs aim, and everyone with a similar position to yours is way off the mark. It seems worth betting that this statement has absolutely nothing of accuracy. Actually read any studies implementing the Bass diffusion model for video game products? Either way, how about providing literally any reasoning on that a product should focus on subscriptions that have already been cancelled for *some* reason (likely multiple reasons over the distribution) over either innovating the game (probably a reason for both quitting and not initially subbing) or making it accessible (which again, effects both veteran and amateur experiences). The amount of those "not logging in" is much less than those that haven't played the game, and the latter group constantly receives more numbers.
On the actual model, here's a direct quote from a videogame industry study:
Quote:Our main empirical findings using videogame console sales, prices and software titles data from the 32-64 bit generation are as follows. Both prices and software availability have significant effects on hardware growth. Prices have a bigger effect on sales of consoles in the initial time periods, while the number of software titles in the market has a bigger effect in the later time periods. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.08.30 19:43:43 -
[16] - Quote
Teckos Pech wrote:Quote:As adoption progresses, the potential market declines and the sales level rises. There's no "decline" in a game without a competitor. That quote explains consoles, because they're a platform that's being antiquated with every innovation. There being no competitor -- no innovation -- makes this "point" completely underwhelming. There are no other sandbox MMOs.
The whole model with, frankly, the whole argument and set of responses for it, are ham-fisted completely. Noted, there has been no actual definition for the model in this.. neither "imitation" nor "innovation". So, unless there is one, the whole discussion from this relies on making up definitions. So why imply understanding of the statements? Price is what it takes getting to any goal, analogous because the only goal of a console is getting the console and playing games. So it stands, that barrier of entry for any "first" goal (plausibly stats or relevancy in a niche) and the accessibility of goals beyond that are relevant for figuring out the quality of the game.
If an end product of "gameplay" is decent stats, is SP not ludicrous? If the further goal is playing multiple roles and classes well, does that not seem inaccessible? Obviously, recruiting for the game could have that recruit doing very little of their playstyle for as much as they're interested.
Quote:The benefits of no SP include showing a 1 week sub how to 1v10. I'd like you to find an example where that's plausible with starter-level SP. That 1vAll playstyle is prevalent in videos, and it's a major example (for fresh subs) of a goal, because of the obvious blobbing trends.
Probably the most profound benefit of no SP is the "word-of-mouth" recruitment options. What if a movie star finds the game? What's the likelihood of being interested in a spaceship game that only allows frigates for the majority of beginner action? ..What about for flying anything? The more interesting design is the system with the most chance of being suggested after playing it. Even if the movie star can afford a character, the low chance of that also being plausible or interesting for the relevant "crew", whether acquaintances or social media followers, disincentivizes that chain reaction -- in other words, if there's nothing to talk about, there's nothing to recommend. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.08.30 21:17:19 -
[17] - Quote
Teckos Pech wrote:*Drivel* Stay on topic? If you can't explain how the model fits, then why reply? Saying that a video game, with no reason for decline (as is shown by any upset that the PCU is low), *should* have reason for decline (just because it's a product) is worthless.
Nothing's saying that the model is worthless, but if that's the draw, there's plenty of reason for saying so:
A game without SP, originally having it, is a fresh product (experience).
"The coefficient of innovation p is so called because its contribution to new adoptions does not depend on the number of prior adoptions."
The potential market ("often determined using marketing research, e.g., surveys") increases with openness and options.
"In the Bass Model each adopter is assumed to make one and only one adoption." (It's a subscription game.)
These either undermine the model or undermine much of what's listed in this thread as the model's applicability. |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.08.31 00:00:20 -
[18] - Quote
Teckos Pech wrote:Removing SP is not going to make the game a new product. So, first the model is practical; then the model is non-practical? Thus this statement is just speculation?
Teckos Pech wrote:All games have some sort of process for moving ahead. In games like World of Warcraft, World of Tanks, and War Thunder it is via playing the game and some sort of leveling. Those are sandboxes? Actually, most of their content is leveling. Yet even WoW got a rise in subs after an expansion pack, and the idea of those being completely re-subscriptions is unfounded. |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.08.31 01:58:41 -
[19] - Quote
Zan Shiro wrote:Its not unfounded. Bliizzard knows full well they get re-sub surges on new expansions. then months later....they hemorrhage subs as many players "beat" the expansion, say I have raided till I puked, reached new max level and done it all and leave. You see the WoW is dying threads quite regularly if you look around. Usually on other gaming forums when those zealots are trying to make their game seem better. Always comes in the midtime between expansions.
Then after new expansions...Wow is alive again. these aren't new subs exclusively. Its game fade effect. I work with quite a few people who do this. Play the crap out of expansions, get bored, leave game and say see you next expansion blizzard. Yet there are 900 million in the PC gaming demographic.
http://www.forbes.com/sites/jasonevangelho/2014/04/28/as-global-pc-game-revenue-surpasses-consoles-how-long-should-console-makers-keep-fighting/
Teckos Pech wrote:What if there was a new expansion, you came back and found leveling did nothing for you, you got everything right up front that leveling normally gives you. Would you stay for a bit then never, ever come back? For EvE, getting items is still gameplay.
It's basically asking about the idea that's already posted (and relevant with a diffusion discussion) -- the fresh options for advertising through social media, and how plausibly close this causes communities to come together is refreshing. The game should match that potential. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.08 12:44:13 -
[20] - Quote
bump |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.09 10:30:05 -
[21] - Quote
Teckos Pech wrote:Duke Morgan-Elite wrote:For me the most daunting is to wait for the 20 days skill to finish. What about letting people fly any ship with any module, straight away, or with some minor training times and you will then learn skills as you use ships and modules which will take you roughly same or faster and leave old training system for people that can not play game too often so that they can catch up too? So you have to wait 20 days for the skill to finish or log in every day for 2, 3, 4, or more hours a day for 20 days to get that skill....the latter is awesome, while the former sucks? Okay....  If the point is that the training is ludicrous, why strawman so much? One main point is removing SP completely.
Teckos Pech wrote:faction items This is being pulled from nowhere, as the post it's replying on literally just says "items", so..
--
Learning is made worthless by gating. Is that not a problem for interest and reward? Is the game seeming shallow and with very little to do not inherently because of the progression? SP is either effecting a fresh sub's choice positively or it is negatively effecting the likelihood of that sub. Golly, it seems like having few options for a sandbox game might seem a deterrant. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.09 19:02:00 -
[22] - Quote
Teckos Pech wrote:There is only a problem of GÇ£very little to doGÇ¥ if you are here to play the game solo. This is a game where having friends is always a benefit in terms of having something to do in the game irrespective of SP. This is not a game that is particularly ideal for the solo player (note by solo I donGÇÖt mean solo PvP, but where you play the game as if everyone else was an NPCGÇöi.e. you rarely, if ever, interact with them). Except this is a game, and can and should be played as one even if the corp comms are empty.
Yet there's apparently no rebuttal for the idea that learning and progression being deterred is probably *detrimental* for an experience that is advertised as open and free. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.10 12:40:25 -
[23] - Quote
Teckos Pech wrote:SP might be there to foster group play...groups getting together to overcome their deficiencies as individual players and create something greater than the sum of the parts....like build a space empire. This has been posted somewhere: "Doesn't, plausibly, a large group of fresh characters having powerful ships find that option.. of aggressing sov? Yet barely so if they only have frigates and limited stats?" Hence, "subs are an SP problem, because the game seeming fun is an SP problem."
There's already a system that limits the amount of clients, but it's for limiting trials.
Yet, with the amount of risk in the game, rewards balance out -- including through supply and demand. If there's more demand, supply not only has to match that; but supply can also set the cost of the niche. Also, more targets (for whatever playstyle) is more content. Even in this quoted reply, the implication is that there would be more ships in space if any option is open. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.11 12:04:37 -
[24] - Quote
Teckos Pech wrote:Oh FFS....who said anything about guys only in frigates carving out a space empire. So, there's one limitation. There are plenty more. "Would Freelancer be as acclaimed if it had a ludicrous SP system?" Why is that? Why does it seem like there is no flock of subs for the only sandbox MMO? The most obvious answer is that it plays very little like one.
Logic would dictate that "subs are an SP problem, because the game seeming fun is an SP problem".
Source: https://www.reddit.com/r/Eve/comments/3bf0ro/eves_loggedin_player_numbers/ |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.11 15:41:42 -
[25] - Quote
Teckos Pech wrote:Subs were not a problem when SP were even worse, so no to you logic.
Whether the amount of subs effects the experience is only one area of the conversation. In other words, "subs are of an SP equation, because fun comes from SP". If SP is fine at 0, then plausible entertainment is as unlimited as the sub's initiative for fulfilling a goal.
Rivr Luzade wrote:True pilot mastery of ships, however, require a lot more skill training and personal experience. "A veteran should be able to show a fresh sub how to 1v10."
"Forget carrots and sticks.. the essence of motivation is effectiveness."
|

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.11 17:48:10 -
[26] - Quote
There's no inherent issue with a sandbox without an SP progression. There's plenty of discussion on how SP is a mitigating factor of fresh subs, and reduced veteran interest without replacements literally seems a "problem". What's the solution, then?
Is it worth admitting that a declining sub trend negatively effects the gameplay experience, which could further effect the sub trend? What about overall gameplay fatigue -- could it be reinvigorated by no-SP gameplay, with the option of teaming up with whatever fleet and of learning whatever role seems great? Dynamism is central.
Is more option sets more dynamic? Yes. Is actual dynamism in a "sandbox game" more interesting than arbitrary limitations? Yes. Then, are arbitrary limitations enough for limiting subscriptions? Here could sit a bunch of studies on motivation; but unless the willingness is there for admitting how interesting a truly open game could play, how uninteresting a very limited experience could seem and effect subs, and how abundance (and of subs as well) positively effects gameplay and content prevalence, there's probably no *motivation* for posting that, because there's no *effectiveness*.
|

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.11 19:00:35 -
[27] - Quote
Teckos Pech wrote:Unbalancing the game to supposedly save it is not the solution. That I'm sure of. Gating is no inherent game balance. What, is dosh the issue? Every ISK faucet is under a button.
Yet, upshipping requires more funds. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 11:46:55 -
[28] - Quote
SP reduces gameplay -- the amount of content -- which is the main criticism with the game. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 13:15:47 -
[29] - Quote
Daichi Yamato wrote:Dror wrote:SP reduces gameplay -- the amount of content -- which is the main criticism with the game. The 'content' most people are complaining about has nothing to do with sp and is mostly complained about by vets. The content noobs are complaining about that they cant get into because they dont have the sp is not actually out of their reach. There are bigger criticisms to the game than sp. If you truly think that the degree of a 'problem' is defined by the amount of people whining about it then get in line after; ganking, wardecs, afk cloaking, jump drive nerfs, fozzie sov, the toxic playerbase, the detached dev team, jita scams, plex prices etc etc Whining =/= problem There can't be one without the other with EvE, though. Either SP reduces the amount of gameplay per character, which effects the whole game, or it effects nothing.
The examples provided in the thread are fresh pilots banding together with frigs vs whatever they feel like flying (SP vs no SP); or showing a fresh sub how to 1v10 like in videos. That's content as well, and it's obvious how much SP negatively effects gameplay goals; so how much more sub count and the gameplay from that? |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 14:54:42 -
[30] - Quote
Rivr Luzade wrote:That is content you aspire to participate in at some point. So not content. Nice. |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.12 15:38:29 -
[31] - Quote
Rivr Luzade wrote:*Discussion not about SP, but skillful play (which can be learned).*
Rivr Luzade wrote:*The implication that this is somehow evidence about the validity of SP.*
--
Daichi Yamato wrote:Sp does effect gameplay. But that in no way means that lack of sp means you are denied content. Ships, modules, and playstyles defined by fittings aren't content? If not flying ships nor playing the market nor industry.. then there's plenty of space here to define "content", but the point stands. SP limits gameplay. That's its whole. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 16:46:26 -
[32] - Quote
What gameplay does SP add? Because, as posted through this thread, it limits literally everything; and everything is possible without it. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 17:06:33 -
[33] - Quote
[quote=Rivr Luzade]/quote] Excuse, the question is what gameplay comes from SP. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 17:37:57 -
[34] - Quote
Actually, a level playing field is what "balance" ordinarily is referencing. Beyond that, it's already possible for a fresh sub to PLEX through starter SP from the bazaar. So this must seem an awful feature, then? If not, then there's no point in the balance discussion except that it's probably a reason for some unsub trends.
It's already mentioned that reducing alts is plausible through an already-implemented feature. Yet with the multiboxing nerf (no broadcasting), limiting characters is unnecessary.
Ah, but the discussion is about content. None of that is so.
A player already can't do "everything" and can benefit from fleets. That's no feature of SP's. Then the point is that it *does* limit options and effectiveness? "Well that seems awful." |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 18:40:26 -
[35] - Quote
Teckos Pech wrote:So, now it's about reducing alts? The very quote in that reply says that limiting alts is unnecessary, and going on about that strawman in an extravagant manner is as well.
Yet reducing alts is plausibly replaced by "real" characters that come for sandbox features, of which SP provides basically nothing. Is it a gamble? One simple check is just increasing starter SP for how the subs trend.
There's no decent point provided for "no SP is Alts Online" that's anything but already possible. Ships still require funding without SP, and those characters still require pilots licenses. This seems like the one method of reducing liquid ISK as well.
Yet if SP inherently reduces content, even through making fresh subs seem ineffective (and whatever that also causes), and what would benefit the game and subscription appeal is more content.. what's the suggestion? That problem is directly about progression and feasibility. Why not set up the probability of more subs? Why doesn't this come out as the most important aspect of these replies?
Rivr Luzade wrote:*Examples of games with progression, including CoD, BF, Cities Skylines, and Witcher 3* Those are single player games that have no other reward mechanics but creative goals and completion. Even the multiplayer examples are games with no greater dynamic systems, like an economy. None of this is evidence about the validity of sandbox MMOs without gating. Yet there's no reply on SP's effect on actual gameplay content? |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 19:31:31 -
[36] - Quote
Teckos Pech wrote:Benefiting new players will undoubtedly have a disproportionately larger benefit to more established players. That is NOT good for game balance nor good for new players. Except, it's already stated that increasing the probability of grouping up (as fresh characters) is great. If there's no reason for reliance on veteran characters, that's a whole niche of socialization that comes.
So the reply on the idea of SP limiting subs is that the depth of the game is limiting subs? That makes no sense with how mastery and skillfulness are some of the most prevalent ideas; but how can mastery and skillfulness thrive with limitations on ships, modules, and every other mechanic? It's like going to a buffet and finding that it requires one dish per plate per table. The place might seem interesting, but there are other methods of getting some of what those dishes are.
Teckos Pech wrote:SP limits game play to some degree, that does not necessarily limit content. You are making an assumption that needs to be proven. How is limiting gameplay not limiting content? Every character that finds a neat idea for a ship or fitting can find the initiative to fly it. What's the cost of learning something, willfulness? What if that willfulness is met with gating? "Why play if the options don't seem interesting?" |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 20:50:31 -
[37] - Quote
Rivr Luzade wrote:It limits it, not prohibits it. Playing the game vicariously through others is still not gameplay, nor "content".
Rivr Luzade wrote:If an option loses appeal just because you need to train a couple of hours, days or a week or two for it, the idea wasn't intersting or great to begin with. How would that be realized without playing it? |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.12 21:57:56 -
[38] - Quote
Daichi Yamato wrote:The reliance on vet players is not really for sp. Its for game knowledge.
Removing the sp wouldn't do much to make noobs less dependent. How can a ship be learned if it's behind gating? |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.13 00:16:21 -
[39] - Quote
Teckos Pech wrote:They weren't necessarily talking about flying a specific ship, but about other aspects of the game that are more universal. Yet the whole idea is without basing. They both exist simultaneously, low effectiveness and low experience, but one can be fixed with gameplay. Thus SP reduces gameplay, which reduces overall PCU effectiveness, which causes stale play. As posted, "A group of newbies could learn the game and infiltrate sov with advanced ships." Neither them nor sov is getting that content. |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.13 14:50:42 -
[40] - Quote
Rivr Luzade wrote:You do not need others to fly around solo in a frigate and fight other people.
Yet everything else is prohibited, and frigates have a tiny target selection (especially with low SP).
Rivr Luzade wrote:Dror wrote:How would that be realized without playing it? Because they stopped playing because they couldn't have what they want instantly. This is both a non-sequitor and quite the projection.
There are games that offer everything from the start. With Minecraft as the example, it even has a creative mode. Yet, if progression is the main point of SP -- that's already existent with the economy and risk. The commonality is that these are playing on realism -- for MC, it's survival and discovery and exploration -- the roleplay of a character in the middle of nowhere. For EvE, the progression setting is the same. Where, then, is the similar option for progression and discovery? It's gated, for apparently no reason. "Why play if it's so limited?" There's no progression reward for playing. The reply is, obviously, that this is great for some demographics, but that's only with the idea that some form of XP system is helpful. How can a game seem interesting if it's unrewarding? How can the reward of flying well-fit and great-meta ships be found if it's gated? Why is it not OK to unsub from that?
Teckos Pech wrote:And you have in no way addressed the issue of game balance. Unbalancing the game does not fix it, by definition. That has been answered, and the definition of balance here is non-standard. If there are game mechanic issues with freedom, then they're a simple fix.
Daichi Yamato wrote:A ship can be learned if it's behind gating through being told and EFT That's no exclusive for gating. It's possible without such.
How is relying on veteran fleets not relying on veterans for SP? |

Dror
Center for Advanced Studies Gallente Federation
6
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Posted - 2015.09.13 23:05:17 -
[41] - Quote
Teckos Pech wrote:Dror wrote:Rivr Luzade wrote:Dror wrote:How would that be realized without playing it? Because they stopped playing because they couldn't have what they want instantly. This is both a non-sequitor and quite the projection. It it is a non-sequitor and projection that people stopped playing because they did not get what they wanted instantly, then there goes your argument right down the crapper. You have just spent page after page telling us specifically this is why people are leaving the game. Now, when that does not suit you your turn around and say, "No it is not true." So which is it? People are quitting because training times are too rough, or they are not? You simply cannot have it both ways, or if you insist, I'll spend every day logging into the forums and reporting all of your future posts in this thread as nothing but trolling. It's a non-sequitor as follows:
"If an option loses appeal just because of (a ludicrous amount) of training, then the idea wasn't interesting enough or great to begin with."
"How would that be realized without playing that option?"
"Because they stopped playing because they couldn't have what they want instantly."
They can realize that the gameplay/playstyles wasn't interesting or great enough without playing? Because they quit?
|

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 00:35:10 -
[42] - Quote
Daichi Yamato wrote:Dror wrote: That's no exclusive for gating. It's possible without such.
How is relying on veteran fleets not relying on veterans for SP?
I didnt say it was exclusive. Youre trying to say noobs depend on vets for their sp. Which is wrong. Your also saying a noob is better off flying big ships out the box, but theres a long history of ALODs involving bought characters that suggest it is not only more costly to learn the game this way but also more upsetting.
"How is relying on veteran fleets not relying on veterans for SP?" With low SP, there are fewer ship, fitting, and effectiveness options. They aren't filling stations with items, because they don't have the skill points. They aren't banding together as freshies and infiltrating sov, because they don't have the effectiveness. How is that not relying on veterans for SP? |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 02:02:47 -
[43] - Quote
Teckos Pech wrote:Daichi is that the noob is still earning his own SP, but that a noob can rely on more veteran players to help them obtain content and additional game play.
And why is it that you keep insisting that new players have to be competitive with the veterans. That is just daft. Actually, it's just repeating the same idea, that SP in no way is relied on from veterans, just knowledge. That's inaccurate.
|

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 02:36:33 -
[44] - Quote
Teckos Pech wrote:No it is true. If you think it is false, explain why.
Dror wrote:"How is relying on veteran fleets not relying on veterans for SP?" With low SP, there are fewer ship, fitting, and effectiveness options. They aren't filling stations with items, because they don't have the skill points. They aren't banding together as freshies and infiltrating sov, because they don't have the effectiveness. How is that not relying on veterans for SP? |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 09:50:58 -
[45] - Quote
Daichi Yamato wrote:Dror wrote:
"How is relying on veteran fleets not relying on veterans for SP?" With low SP, there are fewer ship, fitting, and effectiveness options. They aren't filling stations with items, because they don't have the skill points. They aren't banding together as freshies and infiltrating sov, because they don't have the effectiveness. How is that not relying on veterans for SP?
How is it relying on sp? You dont have to be literally flying along side a vet to receive knowledge, that knowledge can be passed on by a one day old alt. And buying equipment off the market does not require sp. Freshies are infiltrating parts of sov and they have before. And WH's and fw and high sec. It's relying on veteran SP, because fleets will be flown with veterans before the SP is gained for supporting a fleet without veterans. Buying equipment off the market for any effectiveness does require SP, lest the items sit in the station.
If the items are sitting in the station, that's the general idea of "SP reduces content". |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 10:15:48 -
[46] - Quote
Daichi Yamato wrote:Fleets are flown without vets. Theres a list of killmails in this thread that show that.
And why are items sitting in station? Are you saying that because I can buy but cannot fit an invulnerable field II I am missing out on content despite the fact I can fit a meta version that does 80% of the job?
THATS your argument?
Are there not whole ships and classes behind SP? Are those ships not way better, if not the only method of effectiveness at some forms of content or playstyles?
Quote:"Why play if it's so limited?" There's no progression reward for playing. The reply is, obviously, that this is great for some demographics, but that's only with the idea that some form of XP system is helpful. How can a game seem interesting if it's unrewarding? How can the reward of flying well-fit and great-meta ships be found if it's gated? Why is it not OK to unsub from that? |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 10:57:17 -
[47] - Quote
Rivr Luzade wrote:It is completely OK to unsub if this playstyle does not suit your taste. That is your choice. Everyone has different tastes and preferences. However, the playstyle itself does not need to bend so that it suits this particular kind of preference.
This is oddly, still, setting up "playstyles" as something that can be judged without playing. Especially without a lot of experience, watching videos gives very little for even what target options a ship/fit includes. If unsubbing happens before even a decent interpretation of playstyles is plausible, how is that not a game problem?
Rivr Luzade wrote:You do not need to fly T2 ships to have great fun in PVP, you do not need to use T2 or T3 ships in order to be efficient in PVE. This isn't what's being stated, and is thus a strawman.
There is a ludicrous amount of training between starting and being effective. Inb4 "tackle frigates":
Aerasia wrote:Removing SP isn't required, but it is preferred. SP doesn't provide anything but a time barrier for content. It's why some hulls have really weird pre-reqs - CCP just needed a skill with an X day training time to gate off piloting that hull. That's not an engaging system, it's a freemium game that forgot to give you the option of buying Smurfberries. And I refuse to be content with "CONTRIBUTING" to a fight. New players aren't here to be your little sister, tagging along for the ride. If I can teach a week old player how Duffo did what he did, there's no reason they should be prevented from replicating that.
Following suit, responses in bold:
Rivr Luzade wrote:It is not about realizing whether something is great or not before you play it. Why? Isn't a game about being played and experienced?
It is about doing some research an activity and evaluating base on that research whether you want to invest time and money into the skill training. With what game experience?
However, if you already stop before the research and think, that's not worth your sub, your idea was indeed not great and your way to play games is neither wanted nor welcome in this hobby/game. What prerogative is there deciding what subs CCP and the game deserve?
Daichi Yamato wrote:Its not like 40% of the population are going to follow you. Actually, supposedly, 50% already have.
Source
Warm memo that subscriber amount is overall less important for sustaining more subs than a decent amount of characters playing the game. |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 17:01:29 -
[48] - Quote
Rivr Luzade wrote:It is absolutely what you state. You have been doing nothing but stating that any activity in the game is barred and gated behind massive SP walls that are prohibiting people from experiencing content and activities in the game. This is simply not true.
This seems a sort of reoccurring idea, so here. What is a main, alternative reason that characters would unsub? Ganking? That's been disproven and, in fact, is shown (in development keynotes) that the opposite is true. The characters who got ganked had the highest retention rate (1% of the study group), the ones who had gotten in a wardec or other purposeful engagement had slightly less retention (13.5%), and the ones who lost no ships were most likely to unsub (85.5%). As for account cancellation, less than 1% cited ship loss / harassment as the reason. That seems plenty of evidence against PvP being the deterring factor of the game, frankly.
If there's no alternative for the idea that SP limitations are unrewarding, then what basis is there for deemphasizing SP as a problem?
From one of the keynotes, the goals for fresh subs:
Confidence
Progress
Purpose
Excitement
Does SP promote literally any of these? In fact, what happens when a ship fitting is found, but it doesn't fit? Plausibly, a program like EFT would be downloaded, which shows not only a list of reasons why that's so, but also the ships performance next to Lvl 5s. The point is that figuring out how much training the game requires ("for decent effectiveness" at this point, because min-maxing is common in all games) becomes apparent. For "the type of playstyles that should be welcome to the game", as it's put in some of these replies, it becomes apparent just how ineffective any one ship is. How much more for the less "initialized" style of sub? Yet the truth is that these biases and stereotypes are unfounded and silly. A lot of the statistics for the keynotes aren't discussing the mobile game demographic, it's discussing those that have (beyond a starter account!) subbed for the game.
Rivr Luzade wrote:The character bazaar is there for a reason.
Dror wrote:What if a movie star finds the game? What's the likelihood of being interested in a spaceship game that only allows frigates for the majority of beginner action? ..What about for flying anything? The more interesting design is the system with the most chance of being suggested after playing it.Even if the movie star can afford a character, the low chance of that also being plausible or interesting for the relevant "crew", whether acquaintances or social media followers, disincentivizes that chain reaction -- in other words, if there's nothing to talk about, there's nothing to recommend. Subs are important for the company and the game, as stated in the company's videos. "Better players.. because the best players are the ones that stay. It should scale well, in case there are tons of players coming in from 'This is EVE'. Players as content.. because that's great for setting up a lot of gameplay."
..Or why fresh subs are great for veterans: "Having friends that could get in the game but haven't. A lot of our best content comes from new players -- they're enthusiastic.. some are less than experienced, so they are great targets. New players as recruits.."
Even the company sets up fresh subs as great for content. |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 21:04:44 -
[49] - Quote
Rivr Luzade wrote:The alternative reason is that those who unsub because they cannot get the kind of instant action they want are trying to play a game that is not made for them and should not be made for them. What fantasy land is it where SP brings in heaps of subscribers? |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 21:15:54 -
[50] - Quote
Kaarous Aldurald wrote:It's certainly one of the things keeping me subbed to EVE. The skillpoint system as it stands is extremely casual friendly, since even someone with severely limited playtime like me can earn progression. If this were like WoW, where nothing advances without significant playtime investments and the whole game is structured to favor no-lifers, I simply would not play it.
I'm not alone either, not by a long shot. Except, WoW provides almost-max level characters for money now, albeit a pretty low price -- some free. |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.14 22:02:19 -
[51] - Quote
Daichi Yamato wrote:And it loses subscribers like a bucket with no bottom if they dont constantly create new expansions. The only reason WoW is ECMing its sub numbers is because of some funky design decisions, like messing with professions. Most of the gameplay is solid, even after multiple tunings. It's getting boring, because it's not a full MMO. That's apprently plenty of reason to unsub. |

Dror
Center for Advanced Studies Gallente Federation
6
|
Posted - 2015.09.15 00:09:45 -
[52] - Quote
Daichi Yamato wrote:No, its been a trend with wow for years. It was more severe recently because they didnt release an expansion for longer than usual. Supposedly because they were focusing on other games. Then yes, non-progression would keep a demographic unsubbed. |

Dror
Center for Advanced Studies Gallente Federation
7
|
Posted - 2015.09.16 12:13:26 -
[53] - Quote
Daichi Yamato wrote:And apparently half the eve population again. It's neat that the discussion can promote such insight. If there has been mention of statistics for this, it would be helpful that they're shared.
One idea is checking this and other MMO "PCUs" for their placement with content scheduling. For games like WoW (as mentioned), the trend is pretty obvious. |
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