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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
827
|
Posted - 2015.10.10 18:22:00 -
[1] - Quote
Looking at http://eve-offline.net/ you usually see anywhere from 100 to 400 new characters created per hour for Dust514 alone.
The thing is, they aren't in the game. At least not for long. The new player experience as is stands is pretty much 2-5 rounds in the Academy", then they are thrown into deep end against Proto stomping veterans.
One thing is a game being tough, that is a must as it'll be boring otherwise. But what Dust provides isn't a tough game for new characters, but rather an exercise in futility. And that is just not fun at all, especially not when combined with the rest of the Dust gameplay and progress system being what it is.
The question is, how can CCP and Dust keep new players around for long enough to make them feel like that actually can have fun playing? Getting slaughtered repeatedly, while trying to figure out how to actually play the game certainly seems to have proven to be the wrong track.
The odd part is, that CCP already have a system in place that seem to work most of the time., and EVE have had that since the very beginning. Players start in highsec space, and can venture into low and nulsec right away if they feel suicidal, however most stay in high sec to get at least the basics down, and get some SP into their character to at least get out of the "militia" level ship and fittings. (called "Civilian" modules)
Dust can't have PvE though, making that track somewhat difficult to just copy. However Dust could, and should allow lower tier players to choose if they want to go into matches in low sec, or stick to high sec with limits on gear and perhaps even player SP.
I proposed something similar some time ago, and the answer from other players was that there wouldn't be enough players around to fill matches. I've thought about that and I beg to differ. If there are 200+ new characters created every hour, there should be enough players to keep those lower tier matches full, while allowing the players to gain experience and SP as well as actually having fun.
The fact is, Dust is running out of players, as those that leave for various reasons aren't being replaced with new characters. |
shaman oga
Nexus Balusa Horizon
4
|
Posted - 2015.10.10 18:33:00 -
[2] - Quote
New players does not exist. Only alts.
Regressed to blueberry level.
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postapo wastelander
Corrosive Synergy
1
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Posted - 2015.10.11 20:35:00 -
[3] - Quote
Dewie Cheecham wrote:Looking at http://eve-offline.net/ you usually see anywhere from 100 to 400 new characters created per hour for Dust514 alone. The thing is, they aren't in the game. At least not for long. The new player experience as is stands is pretty much 2-5 rounds in the Academy", then they are thrown into deep end against Proto stomping veterans. One thing is a game being tough, that is a must as it'll be boring otherwise. But what Dust provides isn't a tough game for new characters, but rather an exercise in futility. And that is just not fun at all, especially not when combined with the rest of the Dust gameplay and progress system being what it is. The question is, how can CCP and Dust keep new players around for long enough to make them feel like that actually can have fun playing? Getting slaughtered repeatedly, while trying to figure out how to actually play the game certainly seems to have proven to be the wrong track. The odd part is, that CCP already have a system in place that seem to work most of the time., and EVE have had that since the very beginning. Players start in highsec space, and can venture into low and nulsec right away if they feel suicidal, however most stay in high sec to get at least the basics down, and get some SP into their character to at least get out of the "militia" level ship and fittings. (called "Civilian" modules) Dust can't have PvE though, making that track somewhat difficult to just copy. However Dust could, and should allow lower tier players to choose if they want to go into matches in low sec, or stick to high sec with limits on gear and perhaps even player SP. I proposed something similar some time ago, and the answer from other players was that there wouldn't be enough players around to fill matches. I've thought about that and I beg to differ. If there are 200+ new characters created every hour, there should be enough players to keep those lower tier matches full, while allowing the players to gain experience and SP as well as actually having fun. The fact is, Dust is running out of players, as those that leave for various reasons aren't being replaced with new characters.
Potemkin villages friend, nothing else.
"Caller of the Monolith"
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zzZaXxx
XxAMBUSH FTWxX
820
|
Posted - 2015.10.12 12:15:00 -
[4] - Quote
*sound of zombies scraping at the door*
I win
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.14 17:53:00 -
[5] - Quote
Dewie Cheecham wrote:Looking at http://eve-offline.net/ you usually see anywhere from 100 to 400 new characters created per hour for Dust514 alone. The thing is, they aren't in the game. At least not for long. The new player experience as is stands is pretty much 2-5 rounds in the Academy", then they are thrown into deep end against Proto stomping veterans. One thing is a game being tough, that is a must as it'll be boring otherwise. But what Dust provides isn't a tough game for new characters, but rather an exercise in futility. And that is just not fun at all, especially not when combined with the rest of the Dust gameplay and progress system being what it is. The question is, how can CCP and Dust keep new players around for long enough to make them feel like that actually can have fun playing? Getting slaughtered repeatedly, while trying to figure out how to actually play the game certainly seems to have proven to be the wrong track. The odd part is, that CCP already have a system in place that seem to work most of the time., and EVE have had that since the very beginning. Players start in highsec space, and can venture into low and nulsec right away if they feel suicidal, however most stay in high sec to get at least the basics down, and get some SP into their character to at least get out of the "militia" level ship and fittings. (called "Civilian" modules) Dust can't have PvE though, making that track somewhat difficult to just copy. However Dust could, and should allow lower tier players to choose if they want to go into matches in low sec, or stick to high sec with limits on gear and perhaps even player SP. I proposed something similar some time ago, and the answer from other players was that there wouldn't be enough players around to fill matches. I've thought about that and I beg to differ. If there are 200+ new characters created every hour, there should be enough players to keep those lower tier matches full, while allowing the players to gain experience and SP as well as actually having fun. The fact is, Dust is running out of players, as those that leave for various reasons aren't being replaced with new characters.
No PvE, no protected space for new people to play without being assrammed by full proto killing machines, until one of these two things is fixed, NPE will always be a disaster. |
Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
833
|
Posted - 2015.10.14 18:39:00 -
[6] - Quote
Vesta Opalus wrote:No PvE, no protected space for new people to play without being assrammed by full proto killing machines, until one of these two things is fixed, NPE will always be a disaster.
I was thinking more in the line of giving the players the ability to set their desired "sec level" by changing stations, their difficulty level being the level of the system the station they selected is in. Scotty will then match them into games based on that.
Any player can select a lower sec status, but they are limited in their upward movement to safer levels by their SP. 4 or 5 million SP for each level, meaning one with 20/25 million SP is limited to 0.0-0-5 sec level matches, 40-50 million SP is limited to 0.0 sec. (in Pub matches)
Example. A 10M sp player in an 0.5 sec status will get selected into matches with players having between 10 and 25M SP A 9.9M sp player in an 0.2 sec status will get selected into matches with players having between 5 and 40M SP
Also the upper sec levels 0.8 to 1.0 could have limits on gear the players can use. For instance 1.0 is limited to Militia and standard gear, 0.9 introduces advanced gear, and 0.8 introduces proto gear, while anything goes, including officer gear below 0.8.
FW matches should probably have some slightly different numbers tied to them as they only happen in empire space. Corp matches are by nature unlimited. Again, they could limit the proto vehicles and ADS'es in empire space, like they limit certain ships from entering it in EVE. Just to create a challenge for pub matches :P
CCP have to select 40-80 home stations though one or two for each level, for each race, preferably all in named systems :P |
Haolo Geardreck
Calvary Won't Arrive
7
|
Posted - 2015.10.14 19:23:00 -
[7] - Quote
SP separation won't be a solid fix. My main is 17mil and I'm pretty terrible. But also I generally don't mind facing stompers, as to me even causing them to hesitate or retreat feels like a small victory. LoL has a good system set up. Bases a personal ranking on win/loss and how tough the opposition was. But CCP could also use KDR. So now it based on teamwork AND personal skill measured against the opposition. Squads would have a multiplier, as they tend to have better communication and teamwork.
G Commando/Sentinel, A Assault/Logistics, M Scout
- Terrible FPS gamer
- Decent Strategy gamer
- Good RPG gamer
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Regnier Feros
Dead Man's Game
896
|
Posted - 2015.10.14 19:33:00 -
[8] - Quote
Vesta Opalus wrote:Dewie Cheecham wrote:Looking at http://eve-offline.net/ you usually see anywhere from 100 to 400 new characters created per hour for Dust514 alone. The thing is, they aren't in the game. At least not for long. The new player experience as is stands is pretty much 2-5 rounds in the Academy", then they are thrown into deep end against Proto stomping veterans. One thing is a game being tough, that is a must as it'll be boring otherwise. But what Dust provides isn't a tough game for new characters, but rather an exercise in futility. And that is just not fun at all, especially not when combined with the rest of the Dust gameplay and progress system being what it is. The question is, how can CCP and Dust keep new players around for long enough to make them feel like that actually can have fun playing? Getting slaughtered repeatedly, while trying to figure out how to actually play the game certainly seems to have proven to be the wrong track. The odd part is, that CCP already have a system in place that seem to work most of the time., and EVE have had that since the very beginning. Players start in highsec space, and can venture into low and nulsec right away if they feel suicidal, however most stay in high sec to get at least the basics down, and get some SP into their character to at least get out of the "militia" level ship and fittings. (called "Civilian" modules) Dust can't have PvE though, making that track somewhat difficult to just copy. However Dust could, and should allow lower tier players to choose if they want to go into matches in low sec, or stick to high sec with limits on gear and perhaps even player SP. I proposed something similar some time ago, and the answer from other players was that there wouldn't be enough players around to fill matches. I've thought about that and I beg to differ. If there are 200+ new characters created every hour, there should be enough players to keep those lower tier matches full, while allowing the players to gain experience and SP as well as actually having fun. The fact is, Dust is running out of players, as those that leave for various reasons aren't being replaced with new characters. No PvE, no protected space for new people to play without being assrammed by full proto killing machines, until one of these two things is fixed, NPE will always be a disaster. Dust 514 4man, 8man, 16man horde survival mode pls
I LIKE PIE
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Lady MDK
Kameira Lodge Amarr Empire
440
|
Posted - 2015.10.14 19:48:00 -
[9] - Quote
OK Some of this idea is lifted from another thread...
The academy should could be split into grades. 2,3 or maybe 4 steps where match making pits you against similar level 'graduates'.
If there is any concern about whether the number of people playing is enough to fill these groups - make the academy start of with smaller groups, maybe pitting the equivalent of 2 fire-teams against each other. Then 2 groups per team in the next grade and so on in match made battles - team voice comms should be encouraged for team play.
Public contracts should then be changed as well in my opinion.
Since the academy is now a bigger portion of the game and one that is using match making and carries on for much longer, and encourages people to work in fireteams, then squads upto platoons of 16. I believe public contracts should be changed to no longer have match making.
Both public contracts and FW should be changed to a similar battle chooser to a PC without matchmaking, showing the world that the fight is to happen on, the map details and, if possible to implement, the roster that is currently queuing.
This way the academy is brought forward in terms of the time you spend in it encouraging you to play as a group and forming stronger bonds between players, and then you have public contracts and FW as the standard gameplay fighting for an NPC corp or faction one paying ISK and the other paying LP. And the endgame being PC paying out ISK and DK.
It should also be that maybe the academy introduces the warbarge strikes at grade 2 or 3 and since public contracts are used later on in a mercs lifespan EVE side strikes could be brought into public contracts? However striking a planet in highsec would give them a suspect flag but no concord responce.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
834
|
Posted - 2015.10.14 20:35:00 -
[10] - Quote
Haolo Geardreck wrote:SP separation won't be a solid fix. My main is 17mil and I'm pretty terrible. But also I generally don't mind facing stompers, as to me even causing them to hesitate or retreat feels like a small victory. LoL has a good system set up. Bases a personal ranking on win/loss and how tough the opposition was. But CCP could also use KDR. So now it based on teamwork AND personal skill measured against the opposition. Squads would have a multiplier, as they tend to have better communication and teamwork.
IMHO, It'll still be a better fix that what is happening now. But encouraging people to play in squads is also desirable, though well working squads are insanely OP :P |
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
672
|
Posted - 2015.10.14 21:11:00 -
[11] - Quote
I have made this risky suggestion before, but I'd like to make it again here. I think it is very applicable:
The Matchmaking Engine HAS improved the game substantially, (though it will NEVER be able to do what players are expecting and demanding be done---NO artificial software script can predict a human player's combined performance and motivation in the next match, and pair her up against an "equal" combi-performance-n-motivation human player). Scotty HAS raised itself to a level where the word "matchmaker" is falling into our subconscious while we're in the gameplay, instead of being up front in our minds all the time (maybe in another year, it will be as forgotten in the background as Aim Assist).
So with a certain amount of comfort and elbow room put into our matches now, there is also room to restore some of the "Progression Difficulty" Dust used to have for new players.
What I mean is, hold new players back longer (MUCH longer) in Battle Academy. Get the WP threshold back up to a level where 15 year old addicts that spend 16 + hours a day at their fav games, can't burn through and unlock their Academy diploma too fast to really understand anything about the game.
A certain percentage of "new players" will always be the passerby type---they don't sit on a game that lasts longer than 9 hours to beat; they want to have fun mixing it up on a new title every few weeks--and kudos for them. If that type of player is properly quarantined in Battle Academy long enough, she will have her 3 weeks of fun and leave, without stepping into post-Academy and accidentally derailing our FW or Dom gameplay.
Simultaneously, players looking to stay in Dust longterm would also have the chance to benefit from a much longer, tougher semester in Battle Academy phase, until they've exploited the HECK out of every Militia item around, memorized how they work by heart due to the much longer repetition of use, learned the subtle differences of advanced gear mixed with their Militia suits, and start understanding the value of networking with older players via mail and forum, so they can prepare for the deep end of the pool BEFORE they're under the water.
Battle Academy needs to be deeply lengthened back to where it used to be, OR further. The "new" kids playing starting this game rack WPs at a rate that doesn't give them any honest Academy time.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
83
|
Posted - 2015.10.15 01:22:00 -
[12] - Quote
CELESTA AUNGM wrote:I have made this risky suggestion before, but I'd like to make it again here. I think it is very applicable: The Matchmaking Engine HAS improved the game substantially, (though it will NEVER be able to do what players are expecting and demanding be done---NO artificial software script can predict a human player's combined performance and motivation in the next match, and pair her up against an "equal" combi-performance-n-motivation human player). Scotty HAS raised itself to a level where the word "matchmaker" is falling into our subconscious while we're in the gameplay, instead of being up front in our minds all the time (maybe in another year, it will be as forgotten in the background as Aim Assist). So with a certain amount of comfort and elbow room put into our matches now, there is also room to restore some of the "Progression Difficulty" Dust used to have for new players. What I mean is, hold new players back longer (MUCH longer) in Battle Academy. Get the WP threshold back up to a level where 15 year old addicts that spend 16 + hours a day at their fav games, can't burn through and unlock their Academy diploma too fast to really understand anything about the game. A certain percentage of "new players" will always be the passerby type---they don't sit on a game that lasts longer than 9 hours to beat; they want to have fun mixing it up on a new title every few weeks--and kudos for them. If that type of player is properly quarantined in Battle Academy long enough, she will have her 3 weeks of fun and leave, without stepping into post-Academy and accidentally derailing our FW or Dom gameplay. Simultaneously, players looking to stay in Dust longterm would also have the chance to benefit from a much longer, tougher semester in Battle Academy phase, until they've exploited the HECK out of every Militia item around, memorized how they work by heart due to the much longer repetition of use, learned the subtle differences of advanced gear mixed with their Militia suits, and start understanding the value of networking with older players via mail and forum, so they can prepare for the deep end of the pool BEFORE they're under the water. Battle Academy needs to be deeply lengthened back to where it used to be, OR further. The "new" kids playing starting this game rack WPs at a rate that doesn't give them any honest Academy time.
This, and a sequence of daily missions (like Eves career missions) that are required to graduate from academy. Get kills with x/y/z gun, hack points, repair teammates, use x/y/z races suit, scan enemy players. You get the idea. Also like the career missions, some of them should reward the corresponding skillbook and a handfull of the items.
Something is killing new player retention.
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Haolo Geardreck
Calvary Won't Arrive
8
|
Posted - 2015.10.15 01:46:00 -
[13] - Quote
Bit you also don't want it set so an alt or new profile can remain indefinitely
G Commando/Sentinel, A Assault/Logistics, M Scout
- Terrible FPS gamer
- Decent Strategy gamer
- Good RPG gamer
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Shaun Iwairo
Simple Minded People Pty. Ltd.
85
|
Posted - 2015.10.15 02:06:00 -
[14] - Quote
Haolo Geardreck wrote:Bit you also don't want it set so an alt or new profile can remain indefinitely
I think alts already skip the academy. In April Rattati said he rolled a new account to experience the academy and he saw lots of the same names going 20/0 then being recycled to get back in. Pretty sure he put a stop to that shortly after. He also indicated that an unusually high KD is a trigger to automatically graduate.
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
89
|
Posted - 2015.10.15 04:53:00 -
[15] - Quote
When is the next CPM election? I think a candidate that stands for improving the NPE stands for the health of the game. There's been a lot of us throwing ideas around on this topic so between us I'm sure we could come up with someone that's a good representative.
Something is killing new player retention.
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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
837
|
Posted - 2015.10.15 06:41:00 -
[16] - Quote
Haolo Geardreck wrote:Bit you also don't want it set so an alt or new profile can remain indefinitely
One of the thoughts I had when KDR was mentioned as a metric earlier. The problem with KDR is you can game it. A player can purposely drop his/her KDR by going into high end pubs in free starter fits and have fun list running around annoying the enemy without a real chance of doing much, and be doing it for free, while dropping the KDR like a brick from space. |
Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
837
|
Posted - 2015.10.15 06:45:00 -
[17] - Quote
Shaun Iwairo wrote:Haolo Geardreck wrote:Bit you also don't want it set so an alt or new profile can remain indefinitely I think alts already skip the academy. In April Rattati said he rolled a new account to experience the academy and he saw lots of the same names going 20/0 then being recycled to get back in. Pretty sure he put a stop to that shortly after. He also indicated that an unusually high KD is a trigger to automatically graduate.
Which is why I modelled the OP from EVE, where the "academy" is optional though highly encouraged, even for new alts. You do get a few items, nothing serious really if your main is space rich, but you also get some easy reputation. |
Shaun Iwairo
Simple Minded People Pty. Ltd.
93
|
Posted - 2015.10.15 07:47:00 -
[18] - Quote
Dewie - for the second to last reply;
I wouldn't worry about KD gaming, from what I've read about it the MU system sounds pretty robust. That is - how CCP assigns a 'real skill' number to each account. I'm pretty confident it's the matchmaker that runs into problems and is taking last-resort options very frequently.
for the last reply;
I see what you're saying, but new characters doing the Career Missions in Eve aren't being put in PvP situations with other new characters. Letting new players opt out of the academy is reasonable, but you've also got to have a mechanic that ensures the new characters in the academy are actually new to Dust or you run the risk of the sadistic bastards farming the academy for cheap thrills.
At the moment the best system for NPE that i've either heard from someone else or myself is this:
Battle Academy is broken into three grades. These grades should invisible to the new players so they just seem to be 'in the academy' throughout. Each grade has a set of missions that need to be completed before graduating. The missions within the tiers can be completed in any order to prevent a go here, do that, now go here, now do that kind of experience. Missions, where appropriate, will reward skillbooks, items and less often a chunk of SP.
If a new player is learning how to walk and jump and change their gun in the first grade, by the third grade they'll be fitting up active vs passive tanked suits, understand weapon optimals and know what the specialized suits (logi/assault/scout etc) do. Most importantly, by the end of grade 3 they'll understand the importance of SP allocation and being able to run at lease one suit at ADV level. The first grade would use Ambush, second would add Dom to the mix and the third would add Skirmish. IMO least overwhelming game mode -> most. The three grades would be based in three different solar systems so they have their own local chat. This is important for the next bit.
(Now this is really pipe-dream stuff) Established players could apply to be a mentor, and once the GMs accept their application they'd be moved into the grade 3 system (Eve has a similar system of players being allowed in the newbie help channel). From local chat they could round up almost-graduates and form squads. A mentors main responsibility would be to inform the new players of the things that the tutorial can't - the meta, the finer points of the maps, etc. You know, good mentor stuff.
After some metric has been reached the new player graduates the academy with a message that says something like "Congratulations, you've graduated! Your next step is to to play some public contracts where you'll be evaluated for our Matchmaking system. Things will get a bit rough, but it won't last long - you'll soon be in your skill appropriate bracket. Good luck out there Mercenary!" They'll then have a chance to re-allocate their skillpoints sensibly, and into something they'd like to run with.
With an NPE as fleshed out as that we should end up with more new players willing to stick around, which would result in an increase in the playerbase. An increased playerbase would mean that the matchmaker would have a greater chance of doing it's thing properly, so public contracts won't be the cluster cuss of old/new/MLT/OFC that they are today.
Sorry for the wall of text, this is a subject that I'm especially passionate about.
Something is killing new player retention.
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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
839
|
Posted - 2015.10.15 09:47:00 -
[19] - Quote
Shaun Iwairo wrote:Sorry for the wall of text, this is a subject that I'm especially passionate about.
No problem. It is a subject I really wish CPP would be more passionate about as ell.
It seems to me they are too busy making new skins to sell, to take the time to figure out why they have to make so many. |
LOL KILLZ
LulKlz
408
|
Posted - 2015.10.15 13:22:00 -
[20] - Quote
Dewie Cheecham wrote:Looking at http://eve-offline.net/ you usually see anywhere from 100 to 400 new characters created per hour for Dust514 alone. The thing is, they aren't in the game. At least not for long. The new player experience as is stands is pretty much 2-5 rounds in the Academy", then they are thrown into deep end against Proto stomping veterans. One thing is a game being tough, that is a must as it'll be boring otherwise. But what Dust provides isn't a tough game for new characters, but rather an exercise in futility. And that is just not fun at all, especially not when combined with the rest of the Dust gameplay and progress system being what it is. The question is, how can CCP and Dust keep new players around for long enough to make them feel like that actually can have fun playing? Getting slaughtered repeatedly, while trying to figure out how to actually play the game certainly seems to have proven to be the wrong track. The odd part is, that CCP already have a system in place that seem to work most of the time., and EVE have had that since the very beginning. Players start in highsec space, and can venture into low and nulsec right away if they feel suicidal, however most stay in high sec to get at least the basics down, and get some SP into their character to at least get out of the "militia" level ship and fittings. (called "Civilian" modules) Dust can't have PvE though, making that track somewhat difficult to just copy. However Dust could, and should allow lower tier players to choose if they want to go into matches in low sec, or stick to high sec with limits on gear and perhaps even player SP. I proposed something similar some time ago, and the answer from other players was that there wouldn't be enough players around to fill matches. I've thought about that and I beg to differ. If there are 200+ new characters created every hour, there should be enough players to keep those lower tier matches full, while allowing the players to gain experience and SP as well as actually having fun. The fact is, Dust is running out of players, as those that leave for various reasons aren't being replaced with new characters. The past couple days I've started to notice this. Proto Everywhere. When in pubs I prefer to run in an ADVsuit most of the time. If not that in a Standard or Apex. I shouldn't have to run Proto to have fun in Pubs. Don't get me wrong I have plenty of ISK to Proto Stomp but then I'd be part of the problem. Maybe the problem is everyone selfish need to one-up everyone. What is so hard about not running Proto in a Pub match. Just don't do it.
\0/
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
676
|
Posted - 2015.10.15 14:20:00 -
[21] - Quote
When I began Dust 514 just before the release date, I didn't even KNOW there was a Battle Academy phase I was going through. I didn't know that there were other game modes that my NeoCom screen just wasn't showing me (or telling me about), and I didn't know that something called WarPoints was being slowly tallied up in my matches, and was the (I think 25,000) threshold that would actually release me into the tougher environment.
And I think that was GOOD. Good not to really know what's being measured (so you can't try exploiting it), and if we do know what's being measured, make sure it's the singularly HARDEST number to raise in our regular repeated matches.
Though it seems weird to think of it, maybe if a player has achieved the WP threshold, but 90% of it was through simple kills, she should NOT qualify for graduation. Same with players who reach the threshold entirely by "the ole Stim-Medic needle marathon" routine and hacking installations.
If there was a way to create a WP threshold column for each essential team play activity in Dust, X-number in the hacking nulls column that MUST be reached, X-number in a Assist-kills column that MUST be reached, a column for Squad-command bonus earnings, a column for transport points, etc... all adding up to 60% of the grand total (and make it a grand total 40,000 or so WP), we might be onto something effective. And Shaun's suggestion to re-fit the Daily Missions would boost a player's reward for doing the "right" activities in the match, and help their education even more.
If CCP chooses not to "teach" new players what the game is about with a deep wordy tutorial, then the only other way to get them to become helpful players efficiently (not counting those players who just have a knack for learning this stuff on their own--kudos for them!)... is to "herd" them like cattle or mice into the desired 'good co-op' behavior. It might not be cruel to herd them, just as long as they don't consciously realize that's being done to them---the game should always feel like FUN and not a class where I know I have to collect 135 Biology credits to get outta here.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.15 14:48:00 -
[22] - Quote
CELESTA AUNGM wrote:
If CCP chooses not to "teach" new players what the game is about with a deep wordy tutorial, then the only other way to get them to become helpful players efficiently (not counting those players who just have a knack for learning this stuff on their own--kudos for them!)... is to "herd" them like cattle or mice into the desired 'good co-op' behavior.
I like! I think something like this could really help with NPE. Hope they integrate something like this into Achievements ......................
Achievement (Tier I) * Kill 100 mercenaries using plasma weaponry.
Description Plasma weaponry is [insert fancy words + EVE / Gallente lore]. Weapons which employ plasma tech include Assault Rifles, Shotguns, Ion Pistols, Plasma Cannons, etc.
Rewards 100,000 SP. 100,000 ISK. 20x Assault Rifles, 20x Shotguns, 20x Ion Pistols
Achievement (Tier II) * Kill 1000 mercenaries using plasma weaponry.
Description Plasma weaponry is [insert fancy words + EVE / Gallente lore]. Weapons which employ plasma tech include Assault Rifles, Shotguns, Ion Pistols, Plasma Cannons, etc.
Rewards 500,000 SP. 1,000,000 ISK. 100x Assault Rifles, 100x Shotguns, 100x Ion Pistols
We could come up with hundreds of these things. For more technical tasks (for instance, using Squad Commands), the Description would include instructions on how to access the squad command wheel and a brief summary of each squad order.
Dropsuit Usage Rates
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Shaun Iwairo
Simple Minded People Pty. Ltd.
107
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Posted - 2015.10.15 23:15:00 -
[23] - Quote
Celesta, great idea! While they'll still have to reach a 60% threshold in everything they need to learn, it allows them to attain the other 40% in areas they really want to learn.
Something is killing new player retention.
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Devadander
Woodgrain Atari
855
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Posted - 2015.10.15 23:52:00 -
[24] - Quote
The lack of a real "high sec" area is the main reason NPE is so terribad.
We need a mode (even if its just one) that is tier-locked to MLT frames, weapons, equipment, and modules. Giving a place for newberries (and vets..) to grind sp and missions without having to go all sex nuts and ****** strong 110% of the time.
I have mulled every possible idea around in my head, this is the only one that can't be exploited. Even if you q, your skills only help so much. Two berries catch you alone it's over.
A few academy tweaks, slightly better tuts, and a MLT mode would ensure us a much needed transfusion.
I know this is New Eden. I know they need to HTFU. I know getting stomped by 100m+ players in your starter fits, and earning 1-3k sp a match, doesn't make one harder.
0.2 isk
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Devadander
Woodgrain Atari
855
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Posted - 2015.10.15 23:54:00 -
[25] - Quote
O.o So wait....
I can type sex, but not retardant?
Lolwut?
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.18 21:30:00 -
[26] - Quote
shaman oga wrote:New players does not exist. Only alts.
There is roughly 2 new players per 100 new characters. The rest are indeed alts.
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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
843
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Posted - 2015.10.18 21:35:00 -
[27] - Quote
deezy dabest wrote:shaman oga wrote:New players does not exist. Only alts. There is roughly 2 new players per 100 new characters. The rest are indeed alts.
All the more reason to try to turn the tide. |
Shaun Iwairo
DUST University Ivy League
163
|
Posted - 2015.10.18 21:44:00 -
[28] - Quote
deezy dabest wrote:shaman oga wrote:New players does not exist. Only alts. There is roughly 2 new players per 100 new characters. The rest are indeed alts.
Interested as to how you got that number confirmed. I'll take it with a grain of salt until I see a GM or DEV tag attached to it.
Either way that's 60 new players every day on our worst days and 140 on our best. With a daily login peak of around 2000, you think you'd expect to see some growth if the NPE was doing what it was meant to.
Something is killing new player retention.
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Haolo Geardreck
Calvary Won't Arrive
11
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Posted - 2015.10.19 05:04:00 -
[29] - Quote
Usually I see 20-35k players online. Why bother with new alts? To me that's just wasting time gaining sp/wp
G Commando/Sentinel, A Assault/Logistics, M Scout
- Terrible FPS gamer
- Decent Strategy gamer
- Good RPG gamer
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Shaun Iwairo
DUST University Ivy League
179
|
Posted - 2015.10.19 05:57:00 -
[30] - Quote
That's for all of New Eden. See here for Dust specific logins.
Something is killing new player retention.
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