Overall gameplay Issues

This is how I try to help new miners in ways that show they can replace their ship as simple as just doing content.

Btw mining is content just as much as mission running or hauling for agents.

New Capsuleers just need time to develop their interest. This is an mmo sandbox and not everyone needs to build their dream castle before the next wave destroys what they have.

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“No one stays” was never the argument. However, EVE has a significant retention problem. The player count is stable, but the accounts per person figure is going up. This means we have a negative replenishment rate. CCP needs to boost long-term player retention probably by something like half a percentage point to counteract this, and that’s a tall order for a game that has no hook to keep new players engaged unless they go through a bunch of esoteric steps like going on the forums and asking existing players for advice on what to do.

If you don’t find my story to be believable, feel free to theorize on how the majority of people who try EVE go through their first month in it. I’m only going by what I can read in reviews of the game, and what people who have tried EVE and quit have told me directly.

Define “normal ship”?

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I’m going by the fact that it wasn’t particularly hard to get past the 'OMG…I only have 9m ISK and I want a Drake ’ phase. My Venture became a Procurer, and that Procurer was making 15m ISK an hour or so. I was easily making over 1bn an month. Not a huge income, as Eve incomes go, but enough to afford my Drake and much more besides.

Actually, first ship I wisely bought was another Procurer in case my first one got ganked…which never happened anyway.

It’s not just this game that many don’t stay, looking at some games on steam that show achievements and when checking progress of percentage of players who had unlocked such shows many don’t complete.

Example not really required but the information is there for those games in question.

One thing about Eve Online is it’s learning curve and please don’t try to flatten that.

For you.

Others will simply refuse to put up with the slow progress and lack of engagement. This isn’t 2008 anymore; gaming is different now. People have a lot more choice now in terms of grabbing some new games and instantly having fun.

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I’m sorry, don’t mean to sandbag your decision though I would like to comment that it should be the responsibility of the large Alliance”s that help retain new Capsuleers and not CCP

You couldn’t have got more carebear than me when I started. When Gix commented early on that I never travelled more than 3 systems from Vittenyn, it was largely true. These days I’m in the top 2% of stargate jumps per year, and go all over the place, but I was quite a timid noob…even scared to do the 21 jumps to Oipo when I joined AO. If anyone shouldn’t have made it past the first month it was me…yet I did and am now thriving and getting kills in nullsec and so on.

If I can make it…anyone can. So there has to be some other reason for noobs not making it.

Not at all. What a dumb, ridiculous take.

It’s not the players’ responsibility to market the game to other people.

The exception doesn’t make the rule.

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Sandbox all that is needed is a solid path to follow, they already installed, we have CSM leaders actively building the community.

But I’m not an exception. Even doing my first DPS multiboxing today scared the bejesus out of me…though amazingly both my ships survived when a lot didn’t. The only exceptional thing I have is sheer determination…and that is why I am still in the game and others are not. Eve simply isn’t the game for people wanting a 5 minutes to glory type of thing. I think the most important skill in all of Eve is dogged unwillingness to give up.

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That can be found at any stage in New Eden, like mining your next ore hold or scanning down that combat site.

The value is different for everyone but no matter the value there will always be determination.

Some decisions are already made before the game had finished installing.

That’s exactly what being the exception entails.

People don’t want to wait for months just to experience some fun new ship. Waiting so long was acceptable two decades ago because gaming was very different, and this game in itself was new and unexplored, so everyone was in the same boat.

There has to be some kind of balance. It’s not a black-and-white difference between “5 minutes to glory” and “t1 cruiser for at least 6 weeks of mission running” like Frostpacker put it.

Giving new players a tangible head start would be perfectly acceptable today.

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I don’t have a problem with that. But the question is then…how would one go about that.

I’m not sure if it was you who suggested the ‘universal income’ idea but I think it is a bad idea…for reasons various people stated. And one would not want to apply it to Alphas or people would just milk it for all it’s worth.

I’d be more inclined to go along the line of parallel skill queues. I mean, if a person can take one subject at college within a year, and another person can take two subjects within that same year, clearly a person is capable of learning two things at the same time. So why are training queues mutually exclusive rather than running in parallel ? Parallel training queues would only apply to completely different skills such as mining vs skilling for combat, or combat vs skilling for trading.

That would mean that a noob could train up to mine AND train up to fly that Drake…both at the same time !

Looking after newbros and helping then out is 100% a responsibility of players.

If current players want the game to grow and to keep a steady influx of new blood into the game.

This doesn’t have to extend to spoonfeeding them, just be cognizant of when you blow up a genuine newbro.

For example, me and some mates blew up a lowsec venture last night. Upon looking at the fit, we concluded they were an actual newbro, not some alt. They probably made more ISK by becoming a killmark than they would have if the venture survived and mined for the next couple of days.

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Starting off new players with a tangible amount of skill points (a few million, at least), and providing them with regular resources of some sort (it can be a combination of ISK and items) would be good places to start, and easily implemented.

Additional mechanics like parallel queues might be great idea, but they’re a secondary consideration due to the delayed nature of their payoff.

A player’s sole responsibility is to play the game for their own enjoyment.

Good game design results in a symbiotic relationship between personal enjoyment and charity toward fellow players. However, ensuring that players enjoy the game is strictly the developers’ responsibility.

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Are they supposed to be able to fly a Drake in 3 weeks ? Who’s problem is it really if they expect that ? The game that is designed to give sufficient warning (from skills to price to - haha - killboards), or the player who fails to notice that this game is played differently ?

Didn’t CCP show at Fanfest that it was at 1.8 accounts on average ?

Join a good corp. It really makes all the difference. And for bob’s sake, get out of hisec as soon as you feel almost ready. You don’t learn this game by doing pve, it’s not what it’s about.

I had a very interesting chat with a former EvE Online ceo yesterday. He went on to play Elite Dangerous. Apparently that game, which is also open pvp from my understanding, is pretty docile when it comes to pvp and its community. He started employing typical EvE tactics e.g., not go “exploring” but hide in a system to hunt the “explorers”, extorting them or blowing up their ships if they would not pay. For us here, in EvE, that would not even make us raise an eyebrow unless one is very new and ignorant. Over there he shocked people with a typical EvE Online approach, still within the rules of that game and obviously within its mechanisms. It just shows that even with similar rules and mechanisms, players don’t necessarily “think” in the same way or better, “evolve” as a community in the same way as the EvE players did. Needless to say that my spokesperson came back to EvE recently, tired of the low level play in Elite (his words). It’s the way we play with our sand that keeps us here. It’s our community, the ways in which we challenge each other. Being a part of a good group makes all the difference. Solo’ing it will be boring to most people who rely on just the pve aspect. Sure, pve is a responsibility of CCP, but only to provide an isk faucet. We provide the main isk sink. And apparently, the typical EvE player thinks differently, compared to other games.

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Doesn’t matter; they want to. And if they can’t do it, they’ll simply get another game and fly their Drake there.

Players have a choice now. They’re not going to sit around and put up with some bloated grindbear showing them their stash and being told that maybe if they “try hard enough,” they’ll “have that too in ten years.”

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If you are supporting a pending change to our skill tree then I do support your view.

NOt really. I’d ahve the time in caracals also helping them out in the long run as well. The only weakness I saw to the caldari lineup. It doesn’t have a nice caldari native t1 dessie to play with missiles.

NOte t1 said. so no jackdaw or flycatcher. Other races new players get a really nice practice ship. If one has masterd the thrasher in their time there…stabber and cane come real easy.

caldari natively lacks this. Now there is the gurista option I will grant.

Learning how to not die in a caracal carries over well to drake really. Even for pve.