# Ideas to improve new player experience and retention

**URL:** <https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148>\
**Category:** General Discussion\
**Created:** [September 1, 2019, 7:56am UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148 "2019-09-01T07:56:12Z")\
**Posts on this page:** 20\
**Page:** 5

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**Author:** ![Dark\_Drifter](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/dark_drifter/32/514870_2.png) [@Dark\_Drifter](https://forums.eveonline.com/u/Dark_Drifter)\
**Post date:** [September 2, 2019, 10:57am UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/81 "2019-09-02T10:57:20Z")

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> [@Hugo\_Spacca](#):
>
> 1. Anomalies and exploration . Everybody loves this. It is fun and unpredictable. So, the spawn rate on those is extremely low. It is quite impossible to find decent sites anywhere in highsec. Players spend too much time warping around jumping to find that one site. Abyss is a great success because people can do it as much as they want. So, Improve the spawn rate so that there are always a lot of sites everywhere. It does not hurt anyone, does not hurt the game, and makes new players entertained. Doesn’t have to be all high tier DED. Just let players log in, have their fun. Be happy.

The spawn point is this way for a reason, maybe if CCP integrated the exploration system in to this with belt rats randomly generating an exploration “quest “ to a random Anomaly (any level, sanctums/havens would be super rare)

these could spawn in any space (not sec restricted)

would be dependent on the rat you killed

> [@Hugo\_Spacca](#):
>
> Combat missions. Bring in more combat mission types. This is also where new pilots love to see and work towards getting bigger and better ships. There are not enough missions. It gets very repetitive very quickly. Improve LP for the hardest missions.

The Mission system in EVE is woefully bad and needs to be ripped out and replaced with something more engaging and better

> [@Hugo\_Spacca](#):
>
> 1. Level 5 security missions. Bring Level 5 missions back to Highsec where they belong. This provides higher tier PvE content for players that do not care at all of PvP. It is not going to happen that PvE casual players bring their expensive PvE Fits in Lowsec where they get hunted, killed, or just waste time waiting for quiet time to do what they love: PvE. Tweak rewards as needed but let players be engaged in group content.

Not to sure on this one, I see the logic in the reason you present. I would like to see some data on level 5 mission uptake and completion from CCP before agreeing to it though

> [@Hugo\_Spacca](#):
>
> 1. Resource wars. Resource wars are awesome! Bring them back. Why nobody did those: 2 main issues:
> 
> the rewards were insultingly bad.
> 
> limit faction of empire combat ships able to join the sites was a major issue.
> 
> Quick fix:
> 
> -Do not limit the faction combat ships to the area of empire highsec. No new player wants or can spend months to train let’s say minmatar ships only because their corporation plays in minmatar space. And what if the corps moves to caldari space? train everything up for caldari race up to battleships and cruise missiles? Extremely unlikely. Limit the class as used to be (frigates, destroyers, etc) but let players bring whatever faction of ship they can fly.
> 
> Rewards. Rewards are really bad. Change this. And this is where you can differentiate a bit between empire highsec factions. Let players use LP and LP only, to buy something meaningful for their industry. This is called resource wars after all, right? Why not LP can buy some minerals, materials for industry, invention, and so on? It would be great for the indy people to also have some pew pew time for a change.

I agree here, the content is engaging however, the rewards suck. I would like to see the faction livery skins made permanent and applied to all related empire hulls. Maybe these could be gated through LP, no to LP purchasing Ore though. Maybe add a small amount of ABCs to each site. The harder the site the more ore spawns. And yes remove hull class restrictions.

> [@Hugo\_Spacca](#):
>
> 1. Incursions. Incursion nerf did hurt the PvE players quite a bit. Do whatever is needed to shake things up. ISK/Hour too high? well make all sites harder a bit more random, so that you really need a very good fleet to pull off the HQ sites. smaller or worse groups will have to do VG or Assault sites instead. Do not starve players from their content!

I don’t think there is any real issues with incursions, they just need to role back the change they added with invasions.

> [@Hugo\_Spacca](#):
>
> 1. Invasions. Make those worthwhile to do for Incursions people. They would love to. Bounty+LP instead of Loot is much better for very large fleets.

I understand the line of thought however, currently the reward for these is the loot to build and maintain T2 Trig ships (there is some ISK payout if I am not mistaken)

> [@Hugo\_Spacca](#):
>
> 1. Alpha accounts. Remove destroyers, attack battlecruisers and combat battlecruisers from alpha clones. Want to try the game? sure. want 100 alpha accounts to grief people that pay their subscription? not cool.

Im Note sure that this would fix the issue of ganking. Alfa account made it easier yes, however I like many of my old corp mates have dedicated gank alts on each account we own (used to be heavily involved in hulkageddon)

> [@Hugo\_Spacca](#):
>
> 1. Stealing. Stealing is a criminal act in highsec. No more exploiting the mechanic that one toon shoots and gets killed by concord, and another one takes the billions loot with really no real consequence.

Stealing is the act of removing someone’s belongings without their permission. This is the same in game. The current fleet & corp mechanics make laundering loot passible. Your proposal would not fix the issue

> [@Hugo\_Spacca](#):
>
> Loot. Ships destroyed near gates or stations, get their loot instantly confiscated by concord. It goes in asset safety and player can get it back after some time, paying some fee similar to asset safety.

I would re pose this as say that a % of destroyed assets are removed to asset safety.

Piracy in highsec is primarily done through the medium of ganking.

Failing that, a bigger base percentage of loot could be destroyed if the victim was killed by a player who has a loss mail with concord on. This would mean that there is still a margin for profit for the wolf, but the sheep know that they can recoup some of the value through asset safety.

> [@Hugo\_Spacca](#):
>
> Suspects and Criminals. Players that become suspects and criminals, will have a very long timer that stacks up according to their previous criminal activities. Kill a player in highsec? Sure. get blown off by concord with no chance of escaping. Get a huge security standing penalty, respawn in lowsec. try to make your way to highsec and get shot on sight by concord. Offending player gets a mail from concord. Concord offers to clean their security status, but they need to pay concord an amount of isk equal to killmail value +30% admin fees.

No to this. The current system works vary well

> [@Hugo\_Spacca](#):
>
> Security status can slowly come back with time. But it should take an X amount of hours depending on value of the kill or loot stolen, not minutes. Logging off will not contribute towards the cooldown. No docking ins NPC stations or Players structures, no taking gates. Want to be badass? go and do it in lowsec and null sec, see how it goes.

The current system issues a penalty to Sec and corp standing (if in NPC corp) based on the aggressors sec status in relation to the victims standings.

I would potentially be on-board with a faction standings hit for a suicide gank in related space.

> [@Hugo\_Spacca](#):
>
> Criminal and Suspect timer. Per point 4, it should take an X amount of hours depending on value of the kill or loot stolen, not minutes. Logging off will not contribute towards the cooldown. No docking ins NPC stations or Players structures, no taking gates.

No to this.

> [@Hugo\_Spacca](#):
>
> Security Status. Security status should be hard to get back, not 10 minutes belt ratting. Either Pay concord A LOT of isk, more than the value of the killmail per point 4. Or work really hard to get it back. Players get a security standing bonus plus some bounty from concord for shooting suspects and criminals in Highsec.

No to this.

The current system was implemented because CCP witnessed SUB atrophy as returning players would not always have great security status, the Tags were added to Lowsec belt rats as a way for these players to claw back security status. The spawns are sufficiently rare.

Most players can not claw back a sufficiently low Sec status in to minuets. It is doable in Null with a few hours work. Most players that live below 0.0 security status with concord spend a lot of time carefully managing their security status. Through aforementioned belt rating and Tag hand ins.

(I am aware that suicide gankers don’t do this do don’t count them in this comment response)

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**Author:** ![Root\_er](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/root_er/32/184965_2.png) [@Root\_er](https://forums.eveonline.com/u/Root_er)\
**Post date:** [September 2, 2019, 12:42pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/82 "2019-09-02T12:42:26Z")

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> [@Hugo\_Spacca](#):
>
> **1. Alpha accounts.** Remove destroyers, attack battlecruisers and combat battlecruisers from alpha clones. Want to try the game? sure. want 100 alpha accounts to grief people that pay their subscription? not cool.

I’m afraid that might not help as well as you hope.  
Off the top of my head, I know a few cruisers that would work pretty well as replacement for current suicider meta. On top of that, destroyers are very important for newbies as they require little skill but offer a lot of advantage over a frig for PvE.

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**Author:** ![Ramona\_McCandless](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ramona_mccandless/32/468438_2.png) [@Ramona\_McCandless](https://forums.eveonline.com/u/Ramona_McCandless)\
**Post date:** [September 2, 2019, 1:14pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/83 "2019-09-02T13:14:07Z")

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> [@Root\_er](#):
>
> destroyers are very important for newbies as they require little skill but offer a lot of advantage over a frig for PvE

Eh only because the NPE doesnt actually teach em how to fly a ship beyond “Orbit —\> F1”. Destroyers are undertanked, over sig’d deathtraps

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<div class="post-metadata">

**Author:** ![Root\_er](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/root_er/32/184965_2.png) [@Root\_er](https://forums.eveonline.com/u/Root_er)\
**Post date:** [September 2, 2019, 3:00pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/84 "2019-09-02T15:00:33Z")

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However bonused, 7-8 turrets would beat 3-4 any day.  
They might be undertanked (which is kind of the point), but they can do great things. I managed to do 4\10 in one on one of my alpha characters (less than 1M SP) just for kicks. There is no other ship that would be able to do it for an alpha, T1 cruisers are basically just slightly bigger deathtraps for an alpha with ■■■■ application.

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**Author:** ![Ramona\_McCandless](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ramona_mccandless/32/468438_2.png) [@Ramona\_McCandless](https://forums.eveonline.com/u/Ramona_McCandless)\
**Post date:** [September 2, 2019, 3:01pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/85 "2019-09-02T15:01:49Z")

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Sorry, cant disagree more.

Statistically, Destroyers are outclassed by the ships either side of them, no matter high or low you set the bar.

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**Author:** ![Root\_er](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/root_er/32/184965_2.png) [@Root\_er](https://forums.eveonline.com/u/Root_er)\
**Post date:** [September 2, 2019, 3:11pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/86 "2019-09-02T15:11:55Z")

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That’s alright, we can agree to disagree.  
Just to reiterate, destroyers have a use for alphas, as that’s the first ship upgrade that’s easy to reach, gives a nice sense of progression and I personally know a few peeps who really loved upgrading to them as newbros.

Removing them would hurt retention more than improve.

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**Author:** ![Ramona\_McCandless](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ramona_mccandless/32/468438_2.png) [@Ramona\_McCandless](https://forums.eveonline.com/u/Ramona_McCandless)\
**Post date:** [September 2, 2019, 3:13pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/87 "2019-09-02T15:13:07Z")

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I didnt say remove them.

I want them buffed so they have a use other than as suicide fodder or salvage barges.

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**Author:** ![Cora\_Namoor](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cora_namoor/32/116921_2.png) [@Cora\_Namoor](https://forums.eveonline.com/u/Cora_Namoor)\
**Post date:** [September 2, 2019, 3:14pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/88 "2019-09-02T15:14:21Z")

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In Groups yes.

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**Author:** ![Ramona\_McCandless](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ramona_mccandless/32/468438_2.png) [@Ramona\_McCandless](https://forums.eveonline.com/u/Ramona_McCandless)\
**Post date:** [September 2, 2019, 3:16pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/89 "2019-09-02T15:16:08Z")

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Id ask how you came to that conclusion, but it really doesnt seem worth the effort.

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**Author:** ![Uriel\_the\_Flame](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/uriel_the_flame/32/490165_2.png) [@Uriel\_the\_Flame](https://forums.eveonline.com/u/Uriel_the_Flame)\
**Post date:** [September 2, 2019, 3:34pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/91 "2019-09-02T15:34:56Z")

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Don’t touch my salvager Catalyst nor my 8 festival launcher fireworks & snowballs Catalyst either, I even earned killrights with them salvaging other people’s stuff / shooting snowballs at people with them. 😛 A few months ago I even upgraded my salvager cat fit to be even more efficient as my original fit was made when I was fairly new to fitting and haven’t updated it ever since. Also back in the day I completed the SoE epic arc with my Catalyst including killing Dagan and the other boss guy. There are more uses for a ship beyond combat (may it be PvP or PvE).

> **[Steam Community :: Screenshot :: Reached 1 billion bounty on my main. :D](https://steamcommunity.com/sharedfiles/filedetails/?id=1400204810)**
>
> Steam Community: EVE Online. Reached 1 billion bounty on my main. :D

  

> **[Steam Community :: Screenshot :: Cleanup after Crimson Harvest site completion](https://steamcommunity.com/sharedfiles/filedetails/?id=1189832024)**
>
> Steam Community: EVE Online. Cleanup after Crimson Harvest site completion

  

> **[Steam Community :: Screenshot :: Spoils of war (salvaging incursion battle...](https://steamcommunity.com/sharedfiles/filedetails/?id=926315972)**
>
> Steam Community: EVE Online. Spoils of war (salvaging incursion battle fields)

  

> **[Steam Community :: Screenshot :: Soloing Kritsan Parthus because challenge...](https://steamcommunity.com/sharedfiles/filedetails/?id=861269321)**
>
> Steam Community: EVE Online. Soloing Kritsan Parthus because challenge accepted

  

> **[Steam Community :: Screenshot :: Soloing Dagan... up close and personal](https://steamcommunity.com/sharedfiles/filedetails/?id=861346286)**
>
> Steam Community: EVE Online. Soloing Dagan... up close and personal

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<div class="post-metadata">

**Author:** ![Haulie\_Berry](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/haulie_berry/32/388021_2.png) [@Haulie\_Berry](https://forums.eveonline.com/u/Haulie_Berry)\
**Post date:** [September 2, 2019, 3:57pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/92 "2019-09-02T15:57:56Z")

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> [@Hugo\_Spacca](#):
>
> **3. Level 5 security missions.** Bring Level 5 missions back to Highsec where they belong.

Lol, no.

Move level 4s to low sec where they belong.

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**Author:** ![Nicolai\_Serkanner](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nicolai_serkanner/32/358049_2.png) [@Nicolai\_Serkanner](https://forums.eveonline.com/u/Nicolai_Serkanner)\
**Post date:** [September 2, 2019, 5:01pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/93 "2019-09-02T17:01:42Z")

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> [@Luke\_Skywalking](#):
>
> OP started this thread in goodwill

He actually didn’t. He just wants to change the game to his own liking and ■■■■ the consequences.

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<div class="post-metadata">

**Author:** ![Xuixien](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/xuixien/32/416896_2.png) [@Xuixien](https://forums.eveonline.com/u/Xuixien)\
**Post date:** [September 2, 2019, 7:33pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/94 "2019-09-02T19:33:39Z")

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Destroyers are meant to kill frigates, and they do so pretty well. That said, some dessie hulls are ■■■■ and need more slots.

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**Author:** ![Ramona\_McCandless](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ramona_mccandless/32/468438_2.png) [@Ramona\_McCandless](https://forums.eveonline.com/u/Ramona_McCandless)\
**Post date:** [September 2, 2019, 7:41pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/95 "2019-09-02T19:41:03Z")

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Are we taking all destroyers or just the gunboats? Ive always found the missile destroyers underpowered. Which is a shame, I really quite like them.

Id just like to like them all a bit more.

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<div class="post-metadata">

**Author:** ![Haulie\_Berry](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/haulie_berry/32/388021_2.png) [@Haulie\_Berry](https://forums.eveonline.com/u/Haulie_Berry)\
**Post date:** [September 2, 2019, 9:06pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/96 "2019-09-02T21:06:20Z")

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I remember seeing some inconsequential “buff” the corax received some time back and thinking, “Sure, just slap a bandaid on a leper, that’ll fix 'er right up.”

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<div class="post-metadata">

**Author:** ![Eivar](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/eivar/32/178879_2.png) [@Eivar](https://forums.eveonline.com/u/Eivar)\
**Post date:** [September 2, 2019, 11:38pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/97 "2019-09-02T23:38:08Z")

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All this subterfuge over the innocent posting of a dedicated player. Are we ashamed of ourselves? Of course not, this is EVE weʻre talking about.

To the OP – Your ideas are appreciated even if they donʻt amount to anything, because they show you care about the game, and are part of the rest of us loony players - old, new, beentheredonethat, aggressively narcissistic, even beta types (::cough::). Donʻt let what these morph into stop you from participating, suggesting, posting, whatever. Youʻll get flamed regardless; the pvp doesnʻt stop just because youʻre outside the game 😛

Also, “griefers” and “gankers” are not the same things. Griefers violate ToS and are reportable. Gankers, well, theyʻre player-made content and can be dealt with by game mechanics.

IMHO, you and your corp should stretch yourselves a bit. You may be surprised by what youʻre capable of because you take 10% more risk. You donʻt have to go straight to 0.1 space. Find 0.4s with good escape routes to 0.5s and give them a whirl. Baby steps, grasshopper, baby steps.

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<div class="post-metadata">

**Author:** ![Miulan\_Ng](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/miulan_ng/32/167268_2.png) [@Miulan\_Ng](https://forums.eveonline.com/u/Miulan_Ng)\
**Post date:** [September 2, 2019, 11:45pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/98 "2019-09-02T23:45:37Z")

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Regarding player retention, IMO there should be room in EVE for players who want to play/stay in hisec. Further, some of these folks won’t be interested in being part of player-owned corps.

Some people just aren’t built for interacting with others- a prerequisite for successful corp membership, which is more or less part of playing in null- and have fun doing things on their own. IRL, I work with people who find team relationships painful and a source of real anxiety.

EVE players (and _potential_ players) who prefer playing solo in hisec for whatever reason may be a significant customer base. With this in mind, keeping PVE fresh- via abyssal space, trig invasions, and dare I say updating our _venerable_\* repertoire of missions- seems like a reasonable CCP goal.

\*by _venerable_ here, I mean _old_. Like, _really_ old. That Damsel character is seriously middle-aged by now. Is there a maximum age for a _damsel_?

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<div class="post-metadata">

**Author:** ![baloney](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/baloney/32/157031_2.png) [@baloney](https://forums.eveonline.com/u/baloney)\
**Post date:** [September 2, 2019, 11:51pm UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/99 "2019-09-02T23:51:50Z")

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> [@Miulan\_Ng](#):
>
> IMO there should be room in EVE for players who want to play/stay in hisec

What’s keeping them from playing in highsec? I don’t understand

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<div class="post-metadata">

**Author:** ![Karak\_Terrel](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/karak_terrel/32/373453_2.png) [@Karak\_Terrel](https://forums.eveonline.com/u/Karak_Terrel)\
**Post date:** [September 3, 2019, 12:00am UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/100 "2019-09-03T00:00:36Z")

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tldr: I want more convenience and better isolation for my PVE but can’t be bothered to use existing game mechanics to make myself safe. So I pretend this is about new players, retention and CCP’s wallet because my actual reasons for this requests are too embarrassing.

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<div class="post-metadata">

**Author:** ![Eivar](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/eivar/32/178879_2.png) [@Eivar](https://forums.eveonline.com/u/Eivar)\
**Post date:** [September 3, 2019, 4:29am UTC](https://forums.eveonline.com/t/ideas-to-improve-new-player-experience-and-retention/187148/101 "2019-09-03T04:29:20Z")

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> [@Nicolai\_Serkanner](#):
>
> He actually didn’t. He just wants to change the game to his own liking and ■■■■ the consequences.

Donʻt we all? If we had our way, EVE would be a different game for each of us. It was his first post, heʻs not the haggardly troll most of us are, so I donʻt see the sad agenda you see.

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