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Rroff
Antagonistic Tendencies
1053
|
Posted - 2017.03.12 02:36:36 -
[1] - Quote
Alexander Maxim wrote:Server reset. And I say this as someone who has 10 years into this game. I know many friends who like the new mechanics, but won't play because of the powers that be.
Burn it all. Start from scratch.
I bet that subs would be off the charts.
I doubt it - most people get attached to what they have built ingame and planning to build - many many people would leave and never come back - it is something CCP seems to consistently try to ignore with changes. I don't think new player uptake or returnees, etc. would offset the difference and you'd then lose many people who are the ones into this kind of game who help to keep it alive.
The biggest issue I've had when trying to get people I know IRL into the game is (a) them getting ganked not once but multiple times before they've even learnt to walk in the game let alone run (b) lack of "raid" like content which seems to be the in thing at the moment.
On a related note when alphas went live I along with some other veteran players who like myself had been away from the game for a long time found our ships had been moved back to one of the starter stations and we spent quite a bit of time in local chat trying to help newer players but one thing that really stuck out and was commented on by a few was the lack of ways to really engage with a new player in the game (other than ganking them) i.e. there was no easy way to fleet up and start a mission arc or something that offered something to both the new player and a way for the veteran player to get involved.
I know eve is dying is banded around a lot but if current trends progress based on what I've seen with other games player numbers will drop to a critical point in around 2.5-3 years and once it drops to that level the drop in numbers will escalate based on increasingly less ingame activity. |

Rroff
Antagonistic Tendencies
1053
|
Posted - 2017.03.12 11:58:43 -
[2] - Quote
Teckos Pech wrote: HS is relatively safe. It is not safe if you want to be a complete idiot.
It is relatively safe for someone like myself with 1000s of hours and multiple characters into the game - I rarely get ganked unless I get complacent or someone takes their time to study and target me specifically. For many new players though that isn't the case - many are easy prey and fed on by the bottom feeders - 4 out of 5 people that I've tried to get into the game and have quit have cited being ganked, usually more than once, before they could understand the game being the primary reason and that is after I've tried to guide them around the main pitfalls.
Personally though I'm not a big fan of making highsec too safe I like the potential and challenges that it can bring. |

Rroff
Antagonistic Tendencies
1053
|
Posted - 2017.03.12 12:11:48 -
[3] - Quote
Keno Skir wrote: So did you tell them to fit a solid tank and not to carry more than X amount in cargo? If you did tell them and they still got ganked is that really "them not understanding the game" or is it them ignoring advice and losing as a result?
Sounds like you should help these people out, that you get into the game. If you educate them they won't be bottom feeder food anymore..
Always - but people will always do their own thing - you can lead em to water but you can't make them drink.
Soel Reit wrote:what kind of people run away after being killed once? looooooool  like for real? exist people that give up after 1 try? 
Some do - sadly more than once people have decided to undock with PLEX despite me telling them multiple times not to do that ever - when they see a month's subscription (or more) go down the drain having only played for a couple of weeks they usually quit. |

Rroff
Antagonistic Tendencies
1053
|
Posted - 2017.03.12 12:27:52 -
[4] - Quote
Soel Reit wrote:clearly people not adapt at eve and its law: the jungle law... better that they've gone  eve is not a mainstream game adapt for all and never will be
True on the last bit but ultimately it does need enough active and paying customers to keep the game going and funding updates of future content, etc. |

Rroff
Antagonistic Tendencies
1054
|
Posted - 2017.03.12 21:30:40 -
[5] - Quote
Teckos Pech wrote: It is called learning by doing or trial-and-error. You make a mistake and learn from that mistake. It is a self-correcting process. If you take away that process people cannot learn. They cannot learn that prudence trumps imprudence. It is a good thing when you think about it for awhile.
And for new players the analysis by CCP suggests that when they are killed they tend to stay longer and that it is quite rare, at least for suicide ganks.
Might want to have a chat with your friends if they are getting repeatedly ganked while still new. If it is true, then they are doing something very imprudent...repeatedly.
I'm not suggesting taking away that process but there is certainly some improvements to the way it unfolds in the early part of the game if the name is player retention - ultimately the figures tell a story no matter what romanticised version of it CCP comes up with or philosophical bs some players come out with.
I've offered a lot of advice and support but there is only so much you can do when someone is faced with both the steep learning curve of Eve and possibly negative interactions with other players - those that have persisted have tended to be the ones that haven't been ganked early on - in some cases that might be because they are smarter, quicker on the uptake or more persistent but in some cases its just luck and/or the path they happened to chose avoided it.
Teckos Pech wrote: Exactly. If they are going to be idiots in HS and then get ganked for it and not learn from it, I fail to see how that is my problem and not their problem.
Well ultimately it comes down to whether Eve can afford to lose those players who take a bit longer to get upto speed than others - ultimately the game is in a much better places the more active and the more invested into it is. I'm not really a fan of the attitude of who should and shouldn't play the game, maybe their involvement in some parts of the game. |

Rroff
Antagonistic Tendencies
1054
|
Posted - 2017.03.13 11:31:03 -
[6] - Quote
Teckos Pech wrote: No you are wrong.
First off, new players should not be out there booming around in freighters. If they are they are being very imprudent and foolish and that should not be rewarded. Second, again looking at the CCP presentation new players who are suicide ganked or even killed legally tend to stay longer. There could be a type of selection bias here, but the evidence does not show that shooting new players is bad for retention. Third trial-and-error only works when you let players make errors. Remove the ability to make errors, or reduce the costs of making errors and they either are not a method for learning or they stop being errors.
And interactions with other players is what seems to keep people engaged with the game. Both negative and positive interactions. At least that is my view. Trying to limit negative interactions means you limit interactions and on an arbitrary basis and in a way that may end up rewarding players being imprudent and foolish. Once that kind of protection ends it will likely be bad. A player wondering why his foolishness was not costly and suddenly now is costly? Just make it costly from the beginning.
As for keeping players, if you decide that keeping players at any and all costs is the route to go I think you'll end up being ******. Eventually many of the current players will quite. I'd quite. My guess is Daichi, Jonah, Jenn, Torin, Nana, Cade, Scipio, Shae, Linus and many others would quit. You might keep some new players, but a large portion of the long time paying customers would walk. If HS became "locked at safeties green" I'd have to seriously reconsider my financial support for the game. That is some salty nonsense, it is simply a statement of fact. I like playing a game where no matter where I go or what I do there is an element of danger. Take that away and my interest is largely gone.
Or let me put it this way: the idea of making the game safer appears to be costing CCP many long term players. And it does not seem to be resulting in many new subs/players. In fact, the professional ganking groups that have arisen and the HS terrorists that are CODE. maybe be exacerbating the problem....but that is entirely the result of CCPs own blinkered policies.
I doubt I'm wrong - I'm not talking about freighter ganking for instance this is what happened to one person I know - after one of the events that made it to the mainstream press they got interested in the game mostly with a long term goal of getting into "nullsec mining" (that was their idea) didn't play much until they were skilled up for mining barges as they didn't fancy t1 frig mining - lost 2 retrievers to ganks mining near Jita in one day the first having barely paid for the second - I either gave them ISK for or gave them a retriever I can't remember which and recommended they moved to somewhere quieter and they got ganked again having moved to one of the places I recommended and promptly threw in the game.
Interactions with other players need to have some balance to them and unfortunately while it might not be unduly bad for every new player there is a not insignificant number who have a much more negative initial impression - people who are in some cases probably no different to many that do get into the game long term but happened to come off worse in their first few days or weeks. People can wax lyrical about the type of people that stick with Eve or whatever but the reality is many just had a balanced enough experience to learn how to walk before having to face too much of the negative aspects.
I can't pretend to have an answer to it and new player retention certainly isn't the only reason for a declining player base - I'm no fan of making highsec significantly safer and nothing is coming to me right now as to how to solve it. One aspect that I know has been a big factor in some of them quitting is the lack of ability to retaliate - I've been asked more than once before, before someone quit, to help them get revenge and I've had to tell them that there is little that they or I can do to meaningfully interdict for instance someone's random alt that is only used purely for catalyst ganking and so on. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.13 11:49:29 -
[7] - Quote
March rabbit wrote: Well...
For me the the most natural would be to look at every expired and for long not returned account. To look at his characters, they main area of space (high-sec, low-sec, 0.0, WH), main activity (trading, pvp, pve, whatever), they main connections (to discovery other alts of that player) and their area and activity.
And then using this data choose the most problem area of space and activity based on the biggest loss of active players. Maybe contact some of them in personal using email provided.
It would take a lot of time and effort but will provide the most reliable source for any decisions.
I haven't heard about such studies done by CCP. What they did and what they told in that FanFest (and what is widely using as 'ganking is good' by some forumites) is not even close to real searching for reason of losing players.
As proof (my personal anecdote): i know about many people who left the game for last 7 years. And not one of them left because of ganking nor nerfs to it. Some left because their main activity (PVE in 0.0 and evading PvP) is boring. Some other left because RL reasons. Some left because of high-sec PvP mechanics (OGBs, neutral logi and bumpers, station games).
So yeah, for me all this studi was just FanFest fluff. Made purely to make drunk fans happy.
Personally I had characters in or at some time involved in pretty much every part of the game except faction warfare which I've never touched - there are reasons people "quit" the game i.e. boredom but most of those who've played for any length of time have a love for the game and will come back from time to time, those that really quit are another matter.
Most people I know who've really quit (other than those that didn't make it initially) including myself have done so due to too often becoming collateral in sweeping changes where we've been involved in gameplay unconnected to areas that needed changes or rebalancing or whatever but have been ignored and/or even trampled over - the odd time you can write off but when it happens to often you tend to just quit. I still have some love for the game as I'm still posting here but it would take something special for me to ever pay to play the game again or even invest any time in it other than occasionally logging in as an alpha to touch base with old friends, etc. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.13 16:35:20 -
[8] - Quote
Jenn aSide wrote:mkint wrote:Safety is a non-issue. Getting people engaged is the issue, that's where the game has been failing. This is why EVE did better when it was "here is a space ship, **** you". How some of these people can't understand that is beyond me. The 'safety' people honestly think more safety is the answer. They are making the same kind of mistake modern day parents make, ie "if i keep my child safe enough, they will be ok". What they end up with is a bunch of people who can't function in the adult world and who need their participation trophies to feel special. I don't think people like that are capable of changing their ways though, when your whole self image is built around "hey, look at what a good person I am, I oppose space tyranny in a video game", there's just no helping it 
However even with a certain amount of hands off parenting you don't just abandon them to any and all dangers. I don't think that removing the danger is necessarily the answer though - maybe giving them the tools to understand the danger might help. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.17 13:31:32 -
[9] - Quote
Rroff wrote: I can't pretend to have an answer to it and new player retention certainly isn't the only reason for a declining player base - I'm no fan of making highsec significantly safer and nothing is coming to me right now as to how to solve it. One aspect that I know has been a big factor in some of them quitting is the lack of ability to retaliate - I've been asked more than once before, before someone quit, to help them get revenge and I've had to tell them that there is little that they or I can do to meaningfully interdict for instance someone's random alt that is only used purely for catalyst ganking and so on.
Quoting myself here - but on reflection in almost every case (except 1-2) it wasn't (as I'd originally thought) the act of being ganked that turned them away from the game it was the fact that there was usually no meaningful way to extract revenge - even by teaming up with more experienced players.
Only half serious but maybe the act of initiating non-consensual PVP in highsec (excluding as part of a war) should result in that player:
-Unable to leave highsec for the duration of the kill right (maybe with some modification of the kill right duration) -Ship/pod always stays in space if they log off -Unable to dock in stations (or kicked out when they log off) -Have to log at POS or a citadel belonging to the corp they are in (otherwise they'd float in space)
:insert evil smiley: |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.17 21:10:19 -
[10] - Quote
Teckos Pech wrote:
Your proposal fails to do what you claim you want. You are asking CCP to do what you canGÇÖt or wonGÇÖt (mostly won't).
What are you talking about? though my proposal is mostly not intended seriously it would (with a bit of tweaking and some other changes I didn't go into as it wasn't intended entirely seriously) make real consequences for taking an action - the only people who wouldn't like it are those who just like to kill easy targets with little risk of actual comeback. |
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Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.17 21:41:53 -
[11] - Quote
Teckos Pech wrote:
In either sense it isn't going to give you what you are trying to accomplish.
If you want a person to have risk...go increase their risk. Risk is not something the game gives, risk is based off of player choices and actions. People do not want to take the actions necessary to impose risk on other players. Gankers can and do avoid the FacPo, but it would be much harder to avoid players. Get a fleet going, get a guy who can do scanning, warp into the gankers and start activating kill rights and kill them. I bet many of them have several kill rights, so if they come back...kill them again.
Reality is it often doesn't work like that - many are for instance purely catalyst alts that login just for a gank, log out again - would need a lot of luck and being right place right time to even interdict them enroute to a gank - some just shuttle to a waiting orca, etc. with a very narrow opportunity to get them (I'm a little out of date on this so tactics might be different now). |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.17 22:39:23 -
[12] - Quote
Teckos Pech wrote:
So go shoot their catalysts. What is the problem? That you can't impose a 5 billion ISK loss on them? Of course not they are not imprudent. In fact they are quite prudent. This is why it is hard to kill them. But they are doing things to make themselves hard to kill. They are taking actions that reduce their risk.
See it yet?
Prudence is good.
Imprudence is bad.
This true in game. This is true out of game.
If somebody is upset because they lost 6 billion ISK worth of cargo...they should be mad, at least in large part, at themselves for taking on so much risk.
That is nothing to do with imprudence or prudence - the game mechanics massively null any real risk to them without them having to take any steps whatsoever - you'd have to stalk one of them obsessively without sleeping for days on end to even stand a chance of being in the right place at the right time for those few seconds when they are exposed and some of them will just log out and switch to another alt until kill rights have expired and so on.
Neither am I talking about massive losses - there is only so much prudence can protect you when say mining in a retriever - which are quite common gank targets - much of what I'm talking about is new players losing relatively low value stuff (though not so low value to them) in their first few weeks of playing. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.17 23:22:45 -
[13] - Quote
Teckos Pech wrote:No, the mechanics are the environment. See here: https://forums.eveonline.com/default.aspx?g=posts&m=6875713#post6875713
Quote: For example, If I put 700 million ISK work of cargo into my tanked freighter and use a scout and manually pilot I'll likely be fine. On the other hand if I were to put 7 billion into an anti-tanked freighter and not use a scout my actions have caused me to face considerably more risk. Note in both instances the game environment is the same, but it is my actions that dictate the level of risk I am taking on. And why is a pilot mining in a retriever when they can mine a procurer. A procurer can fit a pretty massive tank so that it will take several catalysts to burn you down, at least 4 maybe 5 or 6. And how many miners are ganked while watching Netflix or the like? Again player actions. Choosing a retriever, a very gankable ship. Fitting it with not tank. Watching Netflix. All imprudent actions IGÇÖm afraid. Actions are what make a difference. For the suicide ganker he is taking actions to minimize his risk. He uses a fast aligning ship, he uses safe spots, he uses citadels, he uses cheap ships. He is using the environment to his best advantage whereas their targets, generally, are not. Edit: Christ I feel like I'm having the same conversation over and over again...some EVE version of Ground Hog Day.
None of my argument is about people piloting freighters and getting ganked - I'm not disagreeing with any of those arguments at all - I take a lot of precautions using blockade runners, etc. and if people haven't learnt how to minimise the risks by the time they are able to fly those kind of ships then I have little sympathy for them and there simply is no helping them.
I'm talking about a very demonstrable loss of potential subscribers as new players which could possibly be avoided and with the trend of a declining player base it isn't something that should be trivially dismissed. I'm not saying here that every or a large number are not turning into long term subscribers due to this but at the same time atleast my experience suggests it isn't an insignificant number.
You are focusing way too much on specifics related to my argument than seeing the whole argument in broad strokes for what it is hence this is likely to go around and around :s at the end of the day someone using an alt to gank an inexperienced player can be almost if not entirely immune to repercussions by doing very little themselves the balance of the game is steeply in the ganker's favour and only those who like picking on targets that are unable to fight back would defend against measures that would make it a bit more equal. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.17 23:30:06 -
[14] - Quote
Teckos Pech wrote:Oh, and according to CCP new players are suicide ganked with a probability of about 1%. So suicide ganking is not a big problem for them.
Honestly I find CCP's statistics somewhat romanticised to fit the narration they want to tell - while I'm not suggesting like 60% of all new players face it or something I'm fairly certain it is a bigger factor than that. Sometime around 2014-2015 I was involved in around 10 people trying the game, some I know IRL and some from another forum and atleast 3 of them were suicide ganked a couple of them repeatedly in the first few weeks of playing. Around that time I was working IRL with a bunch of guys that were either in IRC or corps with ties to them who also confirmed a similar story with people they had tried to get into the game. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.17 23:59:50 -
[15] - Quote
Teckos Pech wrote:Rroff wrote:Teckos Pech wrote:Oh, and according to CCP new players are suicide ganked with a probability of about 1%. So suicide ganking is not a big problem for them. Honestly I find CCP's statistics somewhat romanticised to fit the narration they want to tell - while I'm not suggesting like 60% of all new players face it or something I'm fairly certain it is a bigger factor than that. Sometime around 2014-2015 I was involved in around 10 people trying the game, some I know IRL and some from another forum and atleast 3 of them were suicide ganked a couple of them repeatedly in the first few weeks of playing. Around that time I was working IRL with a bunch of guys that were either in IRC or corps with ties to them who also confirmed a similar story with people they had tried to get into the game. Wow 10 dudes you know vs. CCP's sample of 80,000. Yeah, I'm impressed. 
Be dismissive all you want - I'll be very surprised if I'm completely wrong about this :D sadly its an all to common story that people are dismissive of what I say but end up realising I was on the money all along in the long run. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 00:03:47 -
[16] - Quote
Teckos Pech wrote:http://kotaku.com/eve-player-gets-revenge-on-griefer-four-years-later-1793393532 Quote:They say revenge is a dish best served cold. In EVE Online player Darvo ThellereGÇÖs case, it was cold as the uncaring vacuum of space.
DarvoGÇÖs story began back in 2013. He was just taking his first steps in the gameGÇÖs massive galaxyGÇöbanding together with other overwhelmed newbiesGÇöwhen a player named Kackpappe decided to give him ****. And by GÇ£give him ****,GÇ¥ I mean he declared war.
GÇ£His goal wasGÇöthis is what he stated to usGÇöto ruin our game experience and harass us until we stop playing,GÇ¥ wrote Darvo on the EVE subreddit. GÇ£We fought backGÇöin kestrels, as the noobs we were. In the end, after a few months of daily harassment, he dropped the war. And I made a promise to him: GÇÿI donGÇÖt know how or when, but the day will come that I will find you and I will take all your stuff.GÇÖGÇ¥
These things happen :D some friends of mine had their POSes knocked over 3 times in a row in war decs - on the 4th time with the POS in RF and no PVP experience the CEO berated the entire corp to sitting on the gate into the system in armageddons - griefers jump in, jumped back out again and never came at them again without a single shot fired.
Though they then moved to wormhole space to avoid war decs and my alliance at the time (unknown to me until it was nearly over) then razed their wh system to the ground. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 00:09:20 -
[17] - Quote
Trasch Taranogas wrote: No, these sale pitches wont work.
Yeah sadly a romanticised vision that only actually happens rarely. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 00:15:26 -
[18] - Quote
Teckos Pech wrote: Of course, I am dismissive. Using a sample of 10 vs. 80,000. Sure clusters can and do happen. But looking at the cluster and then trying to draw an inference from it strikes me as suffering from the Texas Sharpshooter fallacy.
Figures can be manipulated to show just about anything. You should know this. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 01:11:21 -
[19] - Quote
Teckos Pech wrote:
Now the NPE throws all kinds of stuff at you is my understanding....so they have changed that....and look subscriptions are falling.
One of the reasons I think is that "raids" are the in thing at the moment and Eve doesn't really cater for that. If you look broadly at the streamers and forums, etc. for games that are approximately in the same group as eve its all about them raids. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 10:07:47 -
[20] - Quote
Teckos Pech wrote:Rroff wrote:Teckos Pech wrote:
Now the NPE throws all kinds of stuff at you is my understanding....so they have changed that....and look subscriptions are falling.
One of the reasons I think is that "raids" are the in thing at the moment and Eve doesn't really cater for that. If you look broadly at the streamers and forums, etc. for games that are approximately in the same group as eve its all about them raids. "Raids" WFT is that?
Well not just raids but canned content people can jump into or form a team for and do over and over and over and over again seems to have become one of the staples of the genre in general for the last 3-4 years and incursions aside Eve doesn't really cater for it and incursions have their own complications when it comes to catering for it. In some ways the gameplay is anathema to Eve but a small amount might be an enabler to getting some players deeper into Eve instead of quitting i.e. fleet participation earlier on can propel them towards corporations, etc. |
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Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 15:59:35 -
[21] - Quote
Vokan Narkar wrote: There was said a lot of their activities, some believe they are discouraging new players from the game, some say they only filter players who would not enjoy eve anyway. Be it as it is, what they are doing is fine by game rules and so they will keep doing that.
Players should never be gatekeepers or who can and can't play a game.
But yeah its all nonsense if they really embraced the crap they spout they'd have no problem with measures that balanced the consequences and made highsec a more dynamic place to play.
|

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 19:57:52 -
[22] - Quote
Teckos Pech wrote:
This is not WoW or some other MMO. This is EVE. Here the players drive the content. The wars, big and small, the intrigue the plotting the backstabbing, etc. Some of the most fun I have had in game is when the **** really goes against "my side". In those instances there are usually no end to the fleets I can get in and the targets are plentiful. Some of the battles even make the non-gamer news.
And read my last post to Trasch.
You can wax lyrical about that stuff but again for many new players if won't be something they experience before they form an opinion of the game.
I'm not advocating turning it into WoW or other MMOs but borrowing a little from some similar games could go a long way to pushing the activity levels and new player retention upwards rather than the current tailing off trend and bridge the gap between the initial experience and the fuller eve experience.
When I started the game, I had friends/family in PL and a group from another forum I frequent to help me through the first few weeks - without that I very much doubt I'd have gone on to spend nearly 6 years subscribed to the game - I think people underestimate what it can be like for people who don't come into the game through entities like SA and Reddit, etc. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 21:01:31 -
[23] - Quote
Teckos Pech wrote: I did not come in via Reddit, SA or anything else. I came in because I saw an ad somewhere and thought, "Hey cool." I thought that PvP would be rampant, that as soon as I undocked I'd get shot. It was almost disappointing when I did undock. All these ships in space around the station and nobody shooting anyone.
So I am (or was) the new player you are describing while you were not. This fact is at least a little bit ironic. You sit there typing out, "No, new players they can't make it on their own, look at me." And I say, "Yes, they can look at me." You didn't go through the experience you describe whereas I did and made it.
Do I want the game to borrow from WoW? No. My guess it will simply result in new players putting off finding a good corp/alliance and then leaving the game.
I'm not at any point saying new players can't make it on their own - in almost every post I've stressed that this is a small but not insignificant number of (potential) players that are being turned away from the game that could be captured as long term customers with a little tweaking to the experience they encounter.
Neither am I saying the game should borrow from WoW - but I am saying that the game could borrow some aspects from the wider genre to improve the experience in certain areas. |

Rroff
Antagonistic Tendencies
1055
|
Posted - 2017.03.18 22:28:24 -
[24] - Quote
Teckos Pech wrote: What do people want to see removed? Freighter ganking, suicide ganking in general, prohibit low sec status people from HS...
Just some of the things that have been lost/removed and things people often complain about. And just off the top of my head. I'm sure there is more.
And yes, there has always been trade hub camping. Going to trade hubs to look for targets if you don't have the standings to use locator agents is a good alternative strategy. It is not a 0, 1 thing here. But we have certainly moved more towards 1 (trade hub camping). How many 2, 3, 4,...small number war dec corps are there now? IDK, but it doesn't seem like many.
And look, the stagnation/decline could be both removal of HS content and the overall direction of MMOs. They are not mutually exclusive hypotheses.
Personally I don't want to make highseec safer infact to a degree (having spent quite a long time in wormhole space) I'd like the opposite. As per my revisit to this thread my interest is in making it so that taking those actions have more real consequences that can breed a more dynamic back and forth. I would actually go as far as to apply those principles to the war dec system and bounty system if it was upto me (as well as preventing people just leaving corps to skip decs, etc.).
Regarding bringing in canned content similar to certain aspects of other MMOs I think people would come around to what I have in mind if they saw it in action - infact I think it wouldn't change the overall dynamic of Eve at all as it would be designed to encourage people to progress more into the game instead of lapsing in NPC corps, etc. |

Rroff
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Posted - 2017.03.19 11:26:59 -
[25] - Quote
^^ There was a load of ads pushed through facebook at one point which had PVP as one of the marketing points - I think it was based off a reworked version of this video https://www.youtube.com/watch?v=AdfFnTt2UT0 which tends to push a heavy PVP perspective. |

Rroff
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Posted - 2017.03.19 15:28:28 -
[26] - Quote
March rabbit wrote:Rroff wrote:^^ There was a load of ads pushed through facebook at one point which had PVP as one of the marketing points - I think it was based off a reworked version of this video https://www.youtube.com/watch?v=AdfFnTt2UT0 which tends to push a heavy PVP perspective. Even in this video you have: - person peacefully mining rocks (and nobody suicides him) - person quietly exploring (and nobody kills him) - one fleet attacks another (both sides came especially to fight) - 3rd party - yes, here is something "unusual" but again: these guys attack already fighting groups All in all not that 'rampant' PvP. I would say more: this video tells that people do DIFFERENT things, mining, exploring, trading, fighting. Far from what Teckos is trying to say.
I used to get a variant of that video in my facebook feed - due to having a few friends on there who play it with something like "X, Y and Z like Eve Online" and then a video below which was about 90% PVP stuff and then like 2 seconds of market and mining images at the end which made the game seem far more PVP orientated than a lot of the marketing. |

Rroff
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Posted - 2017.03.19 23:06:40 -
[27] - Quote
Trasch Taranogas wrote:@Teckos Pech
You are a wise man.
Eve is a huge social experiment.
To me it seems the playerbase has been very steady except for the Alpha-peak. Maybe everybody is overreacting on Eves death.
We have unfortunately seen many examples of game developers that during success hires too many people and then when "normality" sets in the downhill starts (lookin at you too Rovio)
Yes and no - there is a definite trend there if you look at any metric* but it doesn't mean that the outcome is inevitable. But based on around 20 years of experience with both sides of the fence when it comes to video games (as a player and developer) my experience would suggest that Eve is if everything continues on current trends in a downwards decline to a critical point around 2-3 years from now where declining activity levels will go into a spiral as less activity will breed less activity combined with the lower income meaning less investment in updates to the game. (This is more an instinctive thing than something necessarily calculated).
And I honestly believe the solution partly lies in embracing a certain, though limited, amount of canned fleet content both in PVP and especially PVE that brings people together earlier in the game - especially mission arcs for say 2-4 players that don't have them running back to agent after every site and take them around the game world a bit.
* Even the graph posts a couple of pages back of concord activity when you filter out the various factors tends to show a declining trend in active players as well. |

Rroff
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Posted - 2017.03.20 20:07:17 -
[28] - Quote
Maximillian Bonaparte wrote:Eve may be in a rut. I am not convinced it is dieing right now. http://eve-offline.net/?server=tranquilityHowever it could be true that Alpha clones are not doing anything for the growth of the game. Alpha's are restricted to never being more than an alpha unless they pay...so they have no great goals to accomplish or look forward to. It might do better if there is a Beta clone option, and perhaps a Ceta clone option (where you pay a samller subscription), and then the full Omega option (monthly subscription).
Eve is in a decline not a death throe, nothing to say it can't be reversed, etc. but its pretty obvious by any objective measurement that since 2013 the trend is downwards and measures have only produced spikes and done nothing to reverse the trend just delay it.
I think it is worth hanging out in a starter system sometime see what is going on and the disconnects in some of the early parts of the game and what old timers have come to expect/potential for someone with more experience - some of the conversations when I came back to see what the alpha stuff was about was interesting to me.
Also looking at some of the posts above I think some don't realise that some people want to get involved with other players but don't want to jump into something structured/corporation atleast not initially and there is a bit of a gap there. |

Rroff
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Posted - 2017.03.21 15:18:09 -
[29] - Quote
Frostys Virpio wrote:
Voice comms mostly became a thing when large group cooperative game play became a thing because people realized it's much easier to tell someone to do something than it is to type. Typing a command to someone else essentially mean you stop doing your own job because you would still need your hands for that and usually take more time than just saying the exact same word. Any competitive group will want to have better communication. Why some people would rather stay in the "stone age" of comms and still type stuff is a mystery to me.
Yeah some stuff like flying logi in a small to medium sized fleet (might get away with it more if you have redundancy in a large fleet) is going to put you at a severe disadvantage if you aren't using voice comms and just going to result in people losing ships unnecessarily.
Don't understand the resistance to it myself - though it can be a bit of a wall to get past initially - I'm pretty socially reserved and almost introverted but after a couple of hours realised no one gives a **** - jump on a couple of the bigger public roams that use voice comms and (aside from the amount of inane babble will drive you crazy) you pretty soon get used to it - there is almost always someone who loves the sound of their own voice enough to take any pressure off you to engage in anything beyond the most basic conversation.
Do understand for some there are issues like one of my previous corp had to play in a busy/community living room or something which made it difficult. |

Rroff
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Posted - 2017.03.21 17:53:49 -
[30] - Quote
Outside of (really) casual roams most fleets I've been in have imposed "battle comms" any time anything is going on and anyone talking over the FC, etc. unless its critical to what is going on gets muted.
Text can't even come close if you are playing the game seriously for many roles in PVP for instance if say you just accidentally burnt out your local reps on a triage carrier you need the FC to know like as of yesterday and every moment they aren't seeing the text message and/or having to take attention from other things to read that text is costing valuable time and so on. |
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Rroff
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Posted - 2017.03.21 19:22:21 -
[31] - Quote
Gogela wrote:I don't think alpha accounts have anything to do with it. There's an impression amongst some gamers that the older players are entrenched and nobody could "catch up" to them... I obviously don't believe this but that's the prevailing impression. I think CCP should speed up training for lower SP accounts. Something like <10 mil SP gets you an 10x multiplier. 10-30mil SP = 8x training multiplier, etc...
I'm just over 200 mil SP. I actually wish skills weren't even a thing. 'If you can buy it you can fly it' is my attitude.
I think that is more an issue for some (not all) new players when they are confused with what skills and fittings, etc. they need and not aware so much of the parts they can play with lesser skills in a fleet and so on. Most lose that impression once they get upto reasonably decent cruiser skills with T2 medium weapons and mostly T2 modules, etc. it might be worth some kind of more structured progression to that point if the name of the game is broadening the appeal of the game.
If you start accelerating the earlier bits too much there is a risk you just move the problem on without really solving it.
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Rroff
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Posted - 2017.03.21 20:42:00 -
[32] - Quote
Scialt wrote: I'd say voice communications are faster when you need confirmation that the other person understands what you're telling them or need feedback... but they tend not to be quicker when you are simply providing information. If I need to tell my wife that I'm on my way to pick our son up... a text is faster than a phone call. If I need to check if she wants me to pick up dinner... and if so from where... and what she wants to order... yeah, you call.
Saying: "Primary is ship A, secondary is ship B" doesn't require feedback. Broadcasting for reps doesn't either. The benefit from voice only comes from not having to stop controlling your ship to type... not from anything inherently beneficial from using voice to communicate. Not only that... if my wife was asking me something at the moment a voice command came in I miss it permanently... while a text command is still there for me to read a second later when I look back at my screen.
Good luck with getting the attention of the right person fast enough if say you are logi and someone in fleet is wandering out of rep range, etc. with both the issues of getting that specific persons attention fast and not dropping reps if the hostiles swap targets or spread damage, etc. at the same time.
Granted there are fleet roles where very little feedback is required but its very rare that text makes things more fluid in any kind of medium sized PVP action. |

Rroff
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Posted - 2017.03.22 14:10:13 -
[33] - Quote
Isengrimus wrote:Interesting that the OP happily ignores the fact that, comparing to the same time last year, we had 6k characters more online in the recent weekend that there were in the corresponding weekend a year ago. 6k characters is around 15% increase - this is not negligible.
All of the proposed ideas are terrible, for the reasons elaborated above.
As someone else pointed out though unfortunately it hasn't reversed or even stabilised the trend, just delayed it a bit. |

Rroff
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Posted - 2017.03.22 22:38:01 -
[34] - Quote
Issler Dainze wrote:So lets unpack this. Folks could try Eve for free previously with all sorts of promotions where you could get a 30 day trial. They tried it and very much like a cupcake frosted with liverwurst decided Eve was not for them. So CCP makes it so you play play a slightly crippled version of Eve for free but for longer and the liver cake still seems to be unpopular. Who would have guessed!
Could it be that there is a limited number of people that like their cupcakes combined with their liver based lunch items? That might be where an answer can be found.
So what would make that mythical Eve that matches the player base of other games like WoW have achieved? I'd argue you couldn't still have "Eve" and be WoW. What would you have to change in Eve to get WEvE? (WoW/Eve)
- Dumb it down. I would have to be a lot more simple. - Add more rinse and repeat PVE - Make it "easier" to relate to. Understanding that you are your ship and not some sort of Elf wandering around a Forrest seems to be a leap too far for the simpler minds. - remove any actual risk. - get rid of all elements that allow "immoral" activities like scamming or ganking. You know all the stuff that makes Eve what Eve is. - add lots of pointless bling! Give your characters "unique" hats and silly clothes. - add pets because of the puppies and bunnies! - make things in the game that sort of map to the real world. Let you bake a holiday pie, collect Christmas presents or something Halloween themed! - make PvP consensual
So basically remove everything that makes Eve special.
Another thing I find interesting about Eve is it is true that the game has reached the point where a lot of low hanging fruit is gone. Big alliances have sowed up a lot of the valuable stuff in Eve. But I think you have to view that as forcing you to adapt. The game gets harder the longer you stay in it which is good. I does mean you learn new approaches and look for new opportunities. Doing the same thing will not always produce the same results. I think that is not such a bad thing. Those other games can keep their elves and holiday baking!
First part is on the money IMO Eve has already picked up most of the people that are likely to suit its gameplay but I don't think it impossible to broaden its appeal without taking away what makes Eve, Eve though it might offend the most hardcore purists.
A structured progress (a more streamlined version of the old certificates) for the skills and modules for a player's first frigate and through to a T2 weapons, mostly T2 modules fit and core competency for a cruiser would go a long way. Likewise canned 2-4 player PVE arcs with a structure to push randoms to working together and 1-2 similar opportunities for likewise in PVP - I'll expand on it sometime I'm not typing on a tablet that has decided to run super slow :s |

Rroff
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Posted - 2017.03.23 21:04:57 -
[35] - Quote
Ashterothi wrote:This is nonsense even from a factual level.
According to EVE Offline statistics, the current 24 high is 35,434 on Wednesday. The high of the week was PCU of 42,395. By contrast the maximum prior to Ascension was pushing 29k at most. To get even above 35k PCU you have to go all the way back to June and the infamous WWB.
That means our new normal was the most active time in the year leading up to ascension.
That is all without a strong advertisement push. That is all without a complete NPE. That is all without a new lore portal/website. That is all without a new AI that creates realistic encounters of all kinds.
_Pretty sure_ this claim is unfounded, but time will tell.
You have to look at the bigger picture though - Ascension has spiked the numbers but not reversed or stabilised the overall trend just delayed it a bit. |

Rroff
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Posted - 2017.03.23 22:12:30 -
[36] - Quote
Someone has to buy that gametime though and realistically many older players will still be paying atleast semi-frequently for some accounts even if they are fully funding others via PLEX. |

Rroff
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Posted - 2017.03.24 14:34:30 -
[37] - Quote
Mistress Corvinus wrote:The Only way to fix the issue, is to address the extreme SP advantage vets have over new players. The only way to do so is to either launch a additional server along side tranq and see how low sp players react aka if they flock to it, or completely wipe the main.
I disagree - but the game does need a good balance of content that caters for the SP difference - especially I think some people who aren't maybe the immediate target audience for Eve online but not that far off get put off by the perception of the advantage of SP before they've really got upto speed with the game.
I was kind of mulling over the potential of canned PVP arenas in this context, though one of the draws for the game for me was spontaneous rather than arranged/contrived PVP.
I have almost zero experience of faction warfare so some of this might be entirely stupid but I was kind of thinking it would be kind of cool if there was say NPC faction titans in highsec and some kind of assembly/staging post in the relevant opposing lowsec faction warfare space where people could gather and join say a restricted 5 man t1 cruiser hull fleet (no corp restrictions from the highsec side, other side have to be part of the relevant faction) and be jumped into a walled garden 5v5 scenario in the relevant lowsec space where the winning fleet get some LP reward - scenarios being along the lines of say an NPC gallente federation rorqual supplying operations behind enemy lines suffered warp drive failure and is stranded in panic mode while trying to repair it - winning conditions being if it manages to warp or not after coming out of panic mode or one fleet is wiped with the deadspace pocket locked only to those 5v5 combatants (atleast until one side is defeated), etc. etc. the point being that in these kind of scenarios it would balance out the amount that skill points affected the outcome and also if implemented right with a progression from frig upwards would possibly attract people to go omega to get into the higher tiers that required ships they can't fly - plus be a reason for alphas to keep coming back if they can take part in upto the cruiser tier, etc. |

Rroff
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Posted - 2017.03.24 21:52:09 -
[38] - Quote
Galaxy Pig wrote:Luckily though, the majority don't support stupid ideas like cloak fuel...
This thread delivers!
#Tears #Butthurtcarebears #OscarsSoWhine
Cloaks are fuelled with tears - its a never ending supply. |

Rroff
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Posted - 2017.03.25 11:02:06 -
[39] - Quote
Rain6637 wrote: I like these suggestions.
Problem is you can't force people into low sec - if they aren't going of their own accord now measures designed to push them towards it will result in most of them quitting the game. Moving L4s will just result in a lot of people who only log in to run those missions for the 1000th time in their in faction BS/marauder finding other games to play. |

Rroff
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Posted - 2017.03.25 21:20:52 -
[40] - Quote
Rain6637 wrote:Rroff wrote:Rain6637 wrote: I like these suggestions.
Problem is you can't force people into low sec - if they aren't going of their own accord now measures designed to push them towards it will result in most of them quitting the game. Moving L4s will just result in a lot of people who only log in to run those missions for the 1000th time in their in faction BS/marauder finding other games to play. Highsec ISK is what kept me there for so long actually. Moving out of starting areas is a standard MMO convention.
Trite - but the reality is you can't just force that on people - they will quit, in droves.
Also Eve isn't your standard MMO and there isn't a defined starting area as such other than vaguely the starter systems. |
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Rroff
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Posted - 2017.03.25 21:59:09 -
[41] - Quote
Jonah Gravenstein wrote:Rroff wrote:PPS you haven't moved out of the "starter" bit of the game until you've lived in wormholes for awhile. Local is scary after living in wormholes.
The dscan jitters are the worst. |

Rroff
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Posted - 2017.03.25 22:00:54 -
[42] - Quote
Terminal Insanity wrote:has anyone considered a "pre-sear" (guildwars) type of area? Where new players are created, and can live up until a certain SP threshold? At any time they can cross through the new eden wormhole and join the main server.
That kind of idea has been floated a few times but generally isn't popular. IMO it would be better to equip new players with the tools to better understand what they are facing (easier said than done) than wall them off.
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Rroff
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Posted - 2017.04.01 16:58:23 -
[43] - Quote
Rosie Hazelcrush wrote: same here, ingame since 2009.
seriously, reset everything. delete all skillpoints, all chars, all corps, all alliances, all blueprints, all citadels, every single isk and asset in the game. respawn all stations, belts (they should be random anyway), moons, agents, everything. re-link the stargates to create a new universe. open servers. boom. eve's persistence has reached a problematic status.
in this regard, refineries is a much needed and far too late coming patch. should have happened earlier. may i add another killer change to it: make BPOs decay over time.
addendum: why not introduce cycles/intervals to the game. every x years a reset happens. adjust skill training time/skill and bpo costs/etc accordingly. allow dual-char training on one account by default. it would focus the game onto what it really is, a fierce competetion, who can reach, settle and hold the outer edge of space first, starting from zero.
This won't work - most people become attached to what they have built, Eve already has pulled in the larger part of people who are interested in this type of game. Many many people will instantly quit, the tiny number of people the change will make the game appealing to, who were previously put off by trying to break into an established game environment, won't even cover a fraction of the loss from the player base. Some might trickle back in when enough time has past they feel like starting over but most won't.
The premise isn't without some merit though as the world has moved on a long way since the early days of the game - some areas could be tweaked to offset legacy domination, etc. |

Rroff
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Posted - 2017.04.02 16:17:44 -
[44] - Quote
Scatim Helicon wrote: If this was to happen there would be no big upheaval like you suggest, the former owners would simply have agreed diplomatic agreements that they move back in and re-establish and the status quo would be preserved, all you're suggesting is CCP making the game more irritating for those groups which generate publicity and headlines. You'd also be dooming the game to guaranteed lull periods - who is going to commit to a war over the resources in the region next door knowing it would all be reset next month? For that matter, who is going to bother logging in to mine or rat or adjust market orders knowing that everything is going to be deleted and zeroed soon anyway?
That is a very good point - people would scale their expectations with the cycles and invest a lot less in long term planning, etc. which means they are less invested in the game and more likely to be pulled more and more away from it as other things take up their interest. |

Rroff
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Posted - 2017.04.19 22:04:03 -
[45] - Quote
Ti-di isn't just about latency - with the amount of data required when fights get that big and server IO and other hardware/software performance bottlenecks it is pretty much required for reliable, albeit delayed, gameplay - the alternative is either the old crashing and unreliability or waiting for another couple of generations of backend hardware/software progress. |
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