So, here is what I think is the actual reason why most new players quit after playing the new player experiance:

I only have my own experiance. I tried and quit eve twice, and both times it was because of the skills. However, i’ve already spoken about this, and I’ve already requested that a poll be put in place.

Perhaps in that particular area, but it would be better if the skillpoint system was there anyway. I’ve been repeating myself ad nauseam on this point.

I believe it is.

Ok, I haven’t experienced that particular feedback loop, but myself as a data sample is about as limited as it can get. I feel though that had the feedback about skills to CCP being routinely asking for a change, we would have seen one far greater than a UI re-skin.

Having said, I would hazard against formulating a correlation or causation in player count without empirical data such as the poll you suggested. There’s a lot of real world and in game variables at play right now that are just as likely to be related.

Yet here you are back again.

Or we can ask quitting players for their open feedback rather than asking leading questions.

Wait…CCP already do that.

I’m talking about polling alpha players after they complete the new player experiance, not after they unsubscribe.

Right poll, wrong polling place.

You’re asking players that haven’t quit why players quit?..

Dude, no. the poll would ask players if they plan to quit, and if they do, why they plan to quit.

You think that would be more accurate than asking players that have actually quit?

I’m wondering if you’ve seen a forum thread for a dev blog lately. The amount of players that ‘plan’ to quit has very little to do with players that follow through with it.

Well, that’s actually impossible, because people who have quit already won’t actually see the poll.

The best place to get polling data is from people who have just completed the new player experiance, as they’re still in the game a that point, and they havn’t actually invested 15 bux in a subscription.

List sources and I’ll read them, the burdan of proof is on you there.

Hi, might these data not be influenced by the players’ experience of the NPE, rather than pinpointing issues usually found further down the progression line?

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That’s not entirely true. CCP could likely easily formulate a survey based on accounts that are no longer subscribing/logging in asking them why they no longer do so.

We, the players, may never see the result, but then the data isn’t really ours to do anything with other than pontificate about anyways.

The irony of asking for sources after this thread…

Check any scarcity dev blog.

Link them, burden of proof is on you bud.

See your topic title says “here is what I think” what you think and what is known by the ones who matter (CCP) is most likely two different things.

You brought up you tried and quit EVE Twice… so why are you back again.

Accidentally left a sub on for 5 months without realizing it. It was back in 2015, and all of the skills I had queued up had trained.

You enjoy the game, learn how to fly, so that by the time you can fly that more expensive ship you do not lose it to a mistake you could have learned in a T1 version of the ship.

Or if you want the ‘experience grind’-experience of other games in EVE, you earn ISK and buy skill injectors with that ISK to speed up your SP gains.

Until 50M SP I did that quite often.

After that not do much because of injector diminishing returns (those injectors are really only worth it for low SP characters, like newbies) and because I could pretty much fly most things I wanted to fly.

These days I’m still unlocking new ships every now and then, which keeps the game fresh, because of the passive skill train mechanism. It’s one of the better learning systems I’ve seen in the many games I have played.

I doubt many would actually bother replying to it.
Side note; I have many unsubbed accounts spread over as many Emails. Last message I got from CCP was telling me how good scarcity was and that they had a discount on “starter kits”.

Thats normal for any poll.

One idea CCP could play with, is making newbies more fit for novice frigate PVP.

This should be entry-level stuff and it’s still heavily time-gated, unless someone generously boosts the new account with plenty of skill injectors.
Fitting skills, support skills and the main skills all add up a lot of time to fly mere T1 frigates without a significant handicap.

As it is now, the game is teaching new players to focus on PvE or becoming an F1 monkey. Frigate PVP could be just what the doctor ordered. Faction warfare could also do with a influx of new players, that can do more than just FW-farming.

What skills do you think you need that you don’t already start with?

I’d aim for enough newbie skills, so that if someone engages in a generally favorable matchup, a character skill difference alone cannot be sufficient for the target to brute force their way out of it.
So for example, making it so that a newbie in an anti-kiter who engages a cheap t1 frigate kiter, will not be punished for it (because the target is skill level 5 across the board).

Specifics will be the tricky part for CCP. I’d lean towards either bypassing the whole problem of skill dependence, in a way similar to the SOCT ships operate, or specializing the schools that the players pick during character creation.

So if we’re going the skill route, I’d suggest something like:
every school teaches 1 small weapon specialization, such as rocket specialization lvl.3 plus rockets lvl.5 OR small blaster specialization lvl.3 plus small hybrid lvl.5, or another small weapon combination (taking into account if it’s appropriate for their empire frigates.) Then I’d buff that empire frigate level to lvl.5 as well.
Then it would be up to the player to distribute their one million referral skill points among the fitting and support skills.