Overall gameplay Issues

Good riddance.

We don’t need those people.

You got what right there ? Evidence that over half of people register but never even log in. Or did some ganker leap out of their PC and gank them ?

Well, that’s a two parter. The “unexpected” part would certainly be caused by two players getting too close to each other. So more or less at the initial stage, the only people who would be trying to do this on purpose, would be cheap suicide frigates.

As for content at location, If CCP were to make it technically possible, it seems fine to have pve content in those locations as well. Not to mention the possibility of building outposts out there, and then using it as a supply point to scan hyperspace for people to interdict.

That actually becomes less of an issue with the proposal. Since free flight warping becomes an option, you can just fly around any of those bubbles. Granted, it’s also not likely going to make a huge dent in people’s ability to catch people with that tactic, since people are lazy, and will primarily just use the current direct warp coordinates.

LOL, I imagine it’s a bit of a brown seat moment. But I think that’s fine. The only reason why you’d get knocked out of hyperspace, is if you ran out of fuel, got interdicted by another player, or turn your own hyperspace module off.

The idea is hyperspace travel would be dangerous. You don’t want it to just replace gate travel as the defacto method.

Took me a while, but here it is, DOT in action in our pvp game

Yes, that was an entire fleet, lol, with more than just a brown stain left behind. The victorious ones - although I don’t understand anything they say - seemed to have a guud time at least :stuck_out_tongue:
Do we need more of that ? Not sure yet :thinking:, let’s learn how to deal with this single instance first :wink:

We do, and I think that’s a very callous way to look at it. They leave because they don’t understand how to broaden their experience of the game while simultaneously having their progress regressed by losses. Every player that bails robs us of a potential part of the community.

I was really hoping you would ponder the metrics in both graphs and wonder how they match up. Yours shows that 85% of people don’t die within 15 days. Mine shows that 90% of people already quit by then. Obviously they aren’t going to die because they’re not playing.

Yes! :stuck_out_tongue: More seriously though, the dot isn’t the issue, just the way it’s employed. The issue with the example given, is there’s very little counter gameplay. There’s a reason why a few people have been very vocal about not wanting bubbles in Zarzakh.

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That’s not rational.

No game needs everyone to play it. If someone doesn’t play, that’s perfectly fine. A community is not better merely because it includes more people, and someone is not “bad” for the community merely because they do not encourage new members. Quitters are gonna quit, and losers are gonna lose. That’s just the natural cycle of life.

The quality of players is more important than the quantity.

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That’s both hyperbolic and a fine bunch of bunk. Everyone will eventually lose. Everyone will eventually eat dirt because of circumstances beyond their control. For many people that happens pretty quickly.

The quality of a player is improved over time, not inherent from the start. Nobody starts this game as an omniscient PvP veteran.

Indeed. However, it’s the mindset that separates the future pilots from the quitters, and that mindset has to be okay in that first few weeks. So from both graphs combined, up to the degree they even have a relation, most people quit without even having experienced a ship loss due to pvp. The game is not theirs, they haven’t acquired the taste.

It does take a special kind of stubbornness to keep playing or keep coming back. I left WoW behind for good, but I’m still floating in and out of EVE. Not sure if that says anything.

It does. You experience the same thing that brought me back to the game already 5 years ago. It’s special and unique. Dunno if it is appropriate, but welcome back to the fold :smiley:

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Well, I did eat that smartbomb trying to get an alt into Zarzakh so I could play around in low/null as a Gurista. Managed to get there through Turner instead. That counts for something I guess.

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No-one except our intrepid OP apparently…

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So we’re devolving to genetic fallacies now? Okay.

Anyway, you should probably be aware that CCP’s current track is very much in tune with what I’m generally advocating for. You can see the signs:

  • Instanced, short-form PvE content like abyssals
  • Daily quest and milestone rewards
  • Severe nerfs to open-world PvP mechanics
  • “Fast travel” mechanisms
  • Unreasonably lenient reimbursement policies

But the problem isn’t necessarily this new direction, but rather the nature of the changes and how they’re implementing them. CCP doesn’t seem to have many, if any, dedicated/hardcore gamers (like me) on staff. So they don’t have the internal knowledge of what things actually work and are actually enjoyable, for gamers.

And that should be much more scary to you than my support for loosening restrictions on new players and giving them a head start. But I’m basically talking with a bunch of brick walls here. The average EVE forum vet is someone who doesn’t play other games, and basically spends all day huffing their own farts about how they’re the cream of the crop for having been here over a decade and having accumulated a few hundred billion ISK worth of garbage. People like that won’t budge a millimeter when it comes to leveling the playing field a bit, because they’re deathly afraid of giving up even a modicum of the prestige they’ve accumulated in this game, because they don’t have any anywhere else, because they don’t play other games.

No, you don’t. Those figures are very much in line with the industry average for long-term player retention for the F2P/MMO/games-as-a-service model.

and now tell us where are the numbers on this shart which tells us how many of them got gankes ? oO

and btw … about 50% of all registrations didnt even survive that long that they can log in to this game …

i´m pretty sure CCP can calculate such “offline” players xD and they didnt show on their first graph :wink:
and … maybe you show us the evicance that youre interpretations of 2 completly different statistics have the same point …

Oh and your chart’s just so much better? How many people do you think just let their training queue cook for a month? Oh and let’s not forget that pie graph is from nine years ago.

And 93% of them don’t make it to Day 14. What’s your point?

Maybe you should show me some evidence that the game’s multi-layered brick wall learning curve and vitriolic players don’t have an effect on player retention. That’s going to be pretty hard since it’s empirically evident that they repel tons of people, probably more than once.

yes ! this shart shows how many newbros got ganked in their first 15 days playtime !
remember … 2015 → no alphas ! kepp this in mind for later :wink:

doesnt matter !

and still the only real data´s we got from CCP about the real dangerous ganking … !

the point was that about 50% of all new registrations didnt even log in oO tell me what didnt you understand ?

i know there is an evidance because CCP said this in one of their Fanfests ( maybe also the 2015´s ) but i´m actual to lazy now to do the research for you !
and fact is… newbros which have interactions with other players stay longer in this game then newbros without interactions ! and your “vitriolic player” is a better reason to stay ingame then if the newbro never got shot by them xD

and your shart is only show the login data´s of newbros included with alphas ! ( remember ? i told you to keep in mind :wink: )
your shart never said that they leave because:

  1. they got ganked
  2. they dont get ganked
  3. they found a corp
  4. they dont found a corp
  5. they cant play with all the nice ■■■■
  6. they can play with all the nice ■■■■ but they have to pay
  7. they dont have max skills for free at the first login
  8. they can buy max skills after first login with their credit card
  9. they simply dont like the setting
  10. they realize eve is a long term game and not fortnite in space
  11. they want a wow registration and missed something and now they are registrated at eve online
  12. another wierd assumption why they left the game

and btw … if you dont have datas about something you never can say why something happend ! but your assumptions are wrong because CCP said they are wrong

Data that doesn’t support the conclusion you’re trying to push. If 14.5% of new players die in the first 15 days, and 93% quit in the first 14 days, ostensibly half of the people who died to another player quit within two weeks. Most of the people who didn’t die probably quit in the first week.

I don’t understand how or why you think that is relevant at all. Of 21,000 people that register 10,000 log in. Of the 10,000 that log in 9,300 of them are gone in two weeks. You’re not making a point. You’re just repeating yourself and pretending it’s a point.

It’s funny to see you say that immediately after the old “do your own research” maneuver. You know what research I have? Playing the game. The only game you seem to be playing is sophistry.

your absolutley wrong xD you dont have data then provide your “idea” …
2015 was without alphas and 2019 was with alphas … maybe THIS is the reason and not they got killed ? xD

but youre not able to understand that you cant say why they leave and only making assumptions ! and i know your assumnptions are wrong because CCP said they are not leaving because they got killes … maybe you look for the source of this … easy to find if you want !

ive noticed …

because its easy to find it if you want it xD

thats no research … thats just your opinion without any proovement !

i´m wondering who had play more eve oO i´m sure you have learned everything about eve and their economy, population and whatever in your few years of inactivity Oo

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