Okay, as I said I only heard that people felt it was a bad mechanic, unnessecarily drawing from real life time of players. If there was a hacky solution, sure, whatever works. On the other hand these solutions usually still mean extra time investment on a regular basis.
Sure. Even if we had such data we would need more data. Are these old player accounts still old players or accounts bought by new players? Are these new players really new players or alts of old players which they use once for bait and doomheim them after? Everybody knows that no one (despite maybe CCP) has any reliable data, but one thing is for sure: OP told his story of being active for 7 years before taking a break and recently decided to start from zero. He told us his experience and reasons to not do it again. In my opinion his description of the SP wall is absolutetely correct and it is an issue CCP should be looking at. If you see any negative consequences of faster SP progression, let me know.
And sure, old players are leaving EVE too, as I’ve said and as you surely know. As different as the individual reasons may be, there seems to be a clear tendency in regard of the game feeling stale, lack of content and so on. Now imagine we wouldn’t scare off newer players with arbitrary year long waiting time. Maybe and I cannot prove it, but maybe then less older players would be leaving the game, because there would be new “older” players coming in reasonable amount of time.
Thanks and yeah, I guess that evens things out. I guess the crowd who wants BC 5 (like me, I admit) is a bit different from those who want to sit in a Carrier asap. The latter seem to be people who want to rat with higher ticks while the BC-crowd probably wants it for PVP.
From a storyline perspective, I think that’s enough. NPE stands for new player experience and there seems to be a mix up of meanings when CCP uses the term. Experience is not something someone else gives you, but something you make yourself. So a set of colorful, comic-like tasks will be one setting - which in my opinion draws a pretty wrong picture of EVE. A year long arbitrary waiting time for SP progression is another setting - which unironically draws are more realistic picture of how EVE is now. That is what OP was talking about and I personally think that there is no need for this anymore.
I absolutetly agree, we would need that and we have it in form of older players who seek for new PVP buddies. SP progression is only one factor. Being “ganked” in the first 15 days might say a lot about the player though, as these could be types of persons who get out there and play the game immediately instead of staying near the newbro systems for long. Of course these types of players will have a higher retention rate. This entire post is not about making EVE easier. It is about supporting these types of daring new players to be able to have quicker SP progression and to be able to chose between all the great variety of ships and gameplay mechanics EVE offers earlier than 5 years from start, so they can contribute to content and they don’t lose interest.
Surely true, but it misses the point a bit. Just because you have the SP, doesn’t mean you will use them or will be good at it - yes. But reversely, just because there is a chance you won’t be, doesn’t mean you should be excluded from it for years.
Also, as you probably know for yourself, support skills are pretty damn important and the same goes for all Skills that affect your ships. The first fights I had in Thrashers, Ruptures and Stabbers - with their T1 meta fits. The real SP wall is when you want to have reasonably good skills for your ships, not when you merely want to be able to board them.
The data CCP provided there was pretty unspecific, but in general it makes sense that player interaction is an important part for deciding to play EVE. As is the realization that by fate aka mechanics aka year long Skill progression time you are bound to be a victim for all these times or find people who are weaker than you. That’s what I don’t like about it. It spoils the game for many people, old players and new ones alike. It drives the entire game towards risk-adversity.