How to Retain Players in EVE

also, remove aura and jebaiting new players into mining

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I could get behind improving logins and opportunity rewards. But that would depend on the details as well. As for the rest.

I do not see reducing the sub price happening. Not unless something dramatically changes.

Remove confusing game mechanics. Which ones would those be? It is all confusing to one degree or another anyways. Especially for a new player.

The Dev’s did say Null was next up. So we will just have to see what they do and then see what gets love next.

Remove the red safety? That is not going to happen. Most people in High are there for that very thing. Not that it stops the gankers much. But it is there and is not going to change any time soon.

login rewards are telling for the game being so bad you have to incentivize ppl to even login

its probably just to show some number to some clueless stakeholder or project manager

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Wouldn’t make a difference if they put it in. So many people complain about being bumped for hours yet don’t even know about the Higgs Anchor Rig.

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TBH I don’t feel those are the right sort of options (in the OP) for retaining more players or bringing back old ones.

I mean, sure, “remove confusing game mechanics” wouldn’t hurt, and something like “Automatic 15% discount applies on any account auto-renewal” would retain a few people who’re on the edge. And yes, changing Wardecs would help as well, as would the other things @Komi_Valentine mentioned.

The key issues with EVE aren’t the NPE, or the UI, or stale old missions. Although like all the other issues we’ve all been discussing for years, they have their impact.

The primary issue is that EVE is essentially a “solved” and “fully inhabited by vets” game. There are no grand new vistas out there to conquer, as there was in the first 5-6 years. There’s no mysteries… everything in the game can be found in Google, Youtube, and expert guides. There’s no place new players can go where they won’t be dominated by vets with more SP, more game experience, more knowledge and more ingrained habits of survival/safety/winning.

As @Aisha_Katalen says, one thing is to advertise EVE as what it is: a dystopian struggle to compete for success, fully inhabited with vets and corps hungry for your blood, where it’s a struggle just to get started. (And please, stop trying to sell Star Wars cinematic space battles.)

And put something in the NPE that directly says “Other players are here to kill you and take your stuff. That is part of EVE. You will die, they will take your stuff. What makes an EVE player is how you deal with that.” And then point them to a video that summarizes “10 things to know about EVE PvP” in under 15 minutes.

But the main thing would be changing the background setup of the game from the current “no change is good change” status quo, and move some of the wealth generation and resource gathering into dynamic and variable content that needs to be fought over and exploited before it goes away.

I’ve said it before, their “Resource Wars” concept was the seed, the bare kernel, of a direction EVE needs to go in. But as usual, CCP choked on trying to implement a game-changing new concept, and instead delivered a half-baked, poorly thought out bare framework of an idea with rewards so ridiculously bad that it was DoA a few hours after it was released.

Key resources are discovered, various jump gates open up, there are limits on the forces that can jump through them, and a variable environment on the other side (similar to Abyssals). And the space is available for only a limited time.

That’s the sort of dynamic, procedural content that EVE could use to promote conflict and active participation.

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Very much. While those are certainly a part of the game and it’s ok to mention them, new players have no idea of the scale, complexity and what that means simply because it can’t be compared to anything they might have experienced.

Focussing on the self, getting ahead, forming bonds and making friends IS good. Going “here you can be a clone soldier, one of 50000, ps look at these excel sheet graphics of a massive fight” doesn’t work.

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i disagree, for new people everything in eve is a discovery.
even returning vets have a bunch of new stuff to deal with.

noobs are not finding close to half the information available on google, and for a good amount of relatively new content there is no published information out there.

the claim of solved causing no retention makes no sense to me, they are leaving way before anything is solved.
and for the vets that have it solved apparently they are in good position cause they are staying

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They are already opt-in, you can quite happily never get wardecced these days aslong as you don’t opt-in by building a station

Yeah and then it just becomes ADC spam on everything because then everyone else will complain that they are getting ganked, also, they technically have one, it just only works in null and requires a rorq to be on grid

Its already possible, you just have to get really lucky, you’re never going to be able to maintain a hold on a null system if you don’t have the manpower to take it in the first place so this is fine imo

What they need to do is make it harder for the blobs to spread out with some sort of scaling cost

High sec isn’t the focus of the game, never really has been, they aren’t going to do that, and not sure what that has to do with new player retention as new industrialists just can’t compete period against the other established ones anyway

Similar yet not the same

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This. EVE Space has lost its sense of wonder.

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i think thats a personal thing, eve uni wiki been around since forever, and for new content like homefronts its not that easy to find an expert guide

if you vet naturally theres gonna be less to wonder about in eve

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My take on these options as someone who has played, at most, 26-30 months in the last 17 years…

  • Reduce the subscription price

Price never goes down, only up. This option is out.

  • Remove red safety in high-sec

Empyrically, gankers seem to stick around, as unexciting and antisocial as that playstyle seems. Safety changes seem unlikely to alter the landscape in that regard.

  • Remove confusing game mechanics

Putting the players in those mechanics, and demonstrating them, might give new players some agency and a sense of their place in the sandbox. Imagine if the NPE spit you out in FW and explained it to you (d-scan, manual piloting, damage application), instead of the ass-end of highsec with 45 fetch missions.

Explaining or refining the existing mechanics might have a greater effect on retaining players than simple removal.

  • Improve login and opportunity rewards

Free stuff is great. Most of the stuff on these tracks is bunk. Some good boosters and free SP make new players “do stuff better” in space.

  • Stop focusing development on null-sec

Bingo: this is the answer, and it will also never happen.There’s something like, what, 160k accounts in the key components of the Blue Donut Cartel? Those are just the active ones, and not counting the smaller wings or renters. Sure, many of them will be single dudes with like 5-30 accounts, but they’re paying customers. CCP will keep tweaking toys for them to keep them paying sub/PLEX fees. Only way to stop them playing is taking away local, lmao.

All that said, I have read some good ideas here. But we know devs don’t read the forums.

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With respect to confusing game mechanics:

  • You activate a kill right; the target can use a jump gate to escape or immediately dock-up to run the timer out.
  • You accept a duel. Your opponent can immediately dock-up, switch ships and re-emerge with a different fit. And you can no longer “bail” or withdraw from the duel after a period of inactivity (it used to be 5min). So your opponent (with friends) can keep it going indefinitely.
  • How after getting ganked, criminals and suspects can immediately use gates and dock-up.
  • The lethal Triglavian and Edencom gate camps in high-sec.
  • The insanely op Drifter doomsdays in high-sec.

And the new scam feature with Freelance Projects.

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Funny thing about this: @DeT_Resprox has been doing a better job of running this type of content through Eve Pandora for the last several years.

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The game will never be the same. I don’t know if its CCP attempt to go mainstream or what. What I do know it was growing when it was a nitch game. :face_with_diagonal_mouth:

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OMG…you mean it’s not Farmville ?

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Stop focusing on null sec? For the past 2 years, CCP focused only on HS and LS with FW revamps, new (albeit annoying HS PVE content with Homefronts et al), more Low Sec PVE to influence Null Sec from outside null sec (SCC Secure Key sites, although they are now abandoned because worthless), more PVP in Low and High with Insurgencies and so on.

I find this to be a dumb idea. Small groups can already claim null sec systems in areas that are of no value to the big groups. Cloud Ring, Pure Blind, Providence, Fade are inhabited by smaller groups and not big blocks. Anything deeper into null, however, is a stupid idea because then you are dependend on your neighbors. You cannot have a system in Feythabolis, Delve, Omist, Branch, Kalevala or Outer Passage without going through someone elses space to get vital resources and materials. And AS is highly important for these small groups so that they can get their assets out should they get steamrolled by big groups or blocks for whatever reason.

That would help. The Agency was introduced as the One-Stop-Shop for all things PVE and Interaction. CCP started out on that route but somewhere along the way they started to drift again and introduce more windows again for no good reason. Windows that kinda depend on each other for discovery but at the same time do little to interlink and use each other. It’s bonkers. Opportunities should go away again and be fully implemented in the Agency. There’s enough space available in that big window and with a good, properly dynamic and adaptive UI (wheezes heavily :rofl:), a tab in the Agency can host all the things better that are currently locked away in the Opportunities.

Wait, so the only new high-sec content in 4 years (not 2) has been the addition of Homefront operations? Because Equinox and Revenant (both null-sec) were in 2024 and Legion and ? (null-sec again) are in 2025.

Do we count the high-sec nerfs along the way such as the Amarr-Jita highway and the loss of key ores for mining?

I don’t think we’ve ever seen a single expansion devoted solely to high-sec in well over a decade…

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I don’t have an encyclopaedic knowledge of all the games out there, so take this with a grain of salt, but EVE is the only full loot everywhere PVP game. In all other games there’s a place for safe, chill, low risk low reward gameplay.

The other thing about current PVP games is, you launch the game and you PVP. Maybe there’s some sort of mandatory learning phase, like reaching level cap, but after that you’re good to go. No byzantine Crime & Punishment system where people die to technicalities, no grinding ISK, no dicking around for hours looking for targets or opting to gank unwilling participants, no feeling like you’ve joined a Monopoly session four hours late, no spending half a year on mAgiC fOUrteeN.

If you’re going to advertise EVE, advertise it as Kenshi in space.

Maybe it was 4 years ago by now. I’m losing track of time in this ever repeating cycle of poor features from CCP.
HS also has safe Abyssal trace running (even after the nerf) and had a monopoly on Trit for a time (which was nerfed recently). Homefronts are also extremely lucrative (if you multibox and don’t do the stupid thing and run actual multiplayer fleets). Recent events were also focused on High sec and low sec.

No dispute about the nerfs, though.

Lmao.

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