CCP is of the opinion that skill points don’t mean ■■■■. Which, not gonna lie, I find super hard to believe. That extra 5-20% IS the difference a lot of time, especially when it comes down to a slug fest between 2+ players.
That being said, there SHOULD be some sort of catch up mechanic(to a point) that helps new players. I honestly think that would be something like: Starting skills are now Racial Frigate to 4, Primary weapon to 4(S)/drones 4, weapon skills and other magic 14 to 3/4. You know, give the newbros the ability to not completely suck the first 2 weeks. Training Drones 5 the other month was literally me slotting it in while going away for a week, because ■■■■ that. It is basically an REQUIRED skill, from anything from pve, pvp, (and if I’m not mistaken, a requirement for a bunch of other skills), and for a week you would see no other “unlock” in the game.
That’s a hard sell in the first 1-3 months. Mechanics, hull upgrades, etc, a lot of the “hidden power” type of skills are also deceptive. They either don’t look that important, or are SUPER important(T2 repper with a hull that has repair bonus? HUGE) and therein mandatory. A week here, a week there, half a week there…
And that’s before I respecced. I specced Int/memory, and even with implats, some of the non specced skills(as expected) are just like…WOW. If I was totally new, that WOULD be a “■■■■ this” moment for me.
The game has done a decent ammount of change for a better new player experience. But you know what? It STILL doesn’t pop up how to scan down an anomoly when you get assigned that career mission. It STILL doesn’t walk you through how to equip a repper/shield module on missions it recommends them on, not to mention overpriced goods in those systems(players), ignoring those modules need skills/skill books, etc.
IF we want better retention rates, we need some basic hand-holding for the noobs, and a damn compression on the basics. Even having some basic fits for your character’s racial t1 frigates would go a long way.