Reading the CSM summit minutes with special focus on stalmate and new player experience, I’m a bit surprised why many of the obvious problems and so little options for solving them were discussed. I always thought, such a summit is a brainstorming event, where ideas - many ideas - are offered and discussed from many (if not all) perspectives.
Some examples:
New player experience: We all know that the number of options are way too many to be overlooked by a new player. It is simply not possible to consider all facts and make a solid decision. Asking at the start if the new pilot is an alt (with no need of intense help) or a realy new player who can choose to get intense help AND special protection. To flag them, visible for others, is a bad idea. Provide a set of challenging missions with comparably very high reward, such as a mandatory training, where the player may get the ship and items destroyed (no loot drop) and 100% replaced until sucess. At the end explain that this was the start, now comes the bitter real life.
The new player first impression is key. If the player is irritated, confused, overwhelmed, what not else - what do you expect?
The first player corp to be joined is critical. Maybe this should be moderated? Such as, only handchoosen and CCP-registered corps are able to accept those new player that had not been in any other player corp before.
Boring missions: Limit the availability of all of the lvl1-lvl3 missions to be run only once but increase rewards and standing gain accordingly.
Role play / faction matters: why not have a special role bonus for each ship hull that is activated by a pilot of the correct faction only. If the bonus can be felt but is not deciding critical, it will be an incentive to stay with your faction for some time (you get a compensate for low SP level) and will limit the options for the new player.
New player confusion: Yes, the obvious Red Dot confusion. It is buggy. It has illogical behaviour, it is confusing. A new player must get the impression: either ‘this is intentional and I will never understand that’ or ‘wow, how buggy and nobody cares to correct it’. Choose one.
New player repellant: High-sec wars. This specifically hurts new player. It may be overcome with the hand-selected first corps.
Ratting, mining, other resource harvest: A very natural behaviour (btw, easy to understand) wolud be, that the re-growth of resources (mineral, gas, rats) will be slower the more intense the harvest is done.
Incentive against stalmate: what if ships (and modules to a certain extent) require faction specific resources that are naturally available only in faction-related regions? What if there is something like permanent development of ships and modules that swapp the power pendulum from one to another faction - ca. 2-4 times per year?
o7