• Re: EVE and getting new people to play

    From Ant@21:1/5 to Spalls Hurgenson on Sun May 11 00:48:12 2025
    I tried EVE Online last year, but it was too grinding and confusing so I
    gave up.


    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    So there's this article, discussing the problem on getting new players
    to invest their time in EVE, the long-running sci-fi MMORPG. One of
    the issue the game has is that many of its current players have been
    playing the game for literal decades, and -as such- newcomers are at a distinct disadvantage when starting up their virtual empires. There's
    just much less room for newbies to manuever.

    CCP Games is suggesting that the solution is to give the players
    themselves the ability to create new missions. Right now the game has
    its own starter missions to get you into the game, and then some
    procedurally generated stuff, but none of those take into account the
    actual politics and state of affairs in the virtual universe, so -once
    they leave the safe 'tutorial zone', new players are often dropped
    into deep end, surrounded by a lot of very large, very hungry sharks.
    With user-created missions, those missions would be under the aegis of
    some of the larger empires, offering some protection against the other
    sharks and allowing new players a chance to level up some more before
    taking off on their own.

    Will it work? I've no idea. It might, but that's not really -as I see
    it- the problem anyway. Because I think EVE has a bigger issue, and
    it's obvious in how CCP Games frames this new advance. They describe
    it as "freelance jobs" designed to create a "player-driven,
    player-created gig economy." And that's the biggest issue right there.

    EVE isn't suffering from a lack of new users because they can't level
    up fast enough. It's got a problem attracting new users because the
    game isn't seen by outsiders as something that would be particularly
    fun. It's been described as a sci-fi spreadsheet, and too much of the discussion about the game -by its creators and its players- revolves
    around the BUSINESS aspects of the franchise.

    So describing your Big New Idea as a way to create a "gig economy"
    isn't, I think, the best move.

    Again, it's not that I have an objection to EVE, its gameplay, or this
    new idea. But EVE is struggling in how its /perceived/ and if your annoucement makes it sound like this game is going to be WORK then I
    think marketing has missed the point entirely.
    --
    "The Lord is not slow in keeping his promise, as some understand slowness. He is patient with you, not wanting anyone to perish, but everyone to come to repentance." --2 Peter 3:9. Hot ma's weekend!
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  • From JAB@21:1/5 to Spalls Hurgenson on Sun May 11 19:16:58 2025
    On 10/05/2025 14:20, Spalls Hurgenson wrote:
    So there's this article, discussing the problem on getting new players
    to invest their time in EVE, the long-running sci-fi MMORPG. One of
    the issue the game has is that many of its current players have been
    playing the game for literal decades, and -as such- newcomers are at a distinct disadvantage when starting up their virtual empires. There's
    just much less room for newbies to manuever.

    It's something that World of Tanks also suffers from. As they added more
    crew skills and equipment types for tanks in an effort to give long
    standing players something to work towards the gulf between them and new players has significantly increased.

    I kinda feel sorry for new players who are encouraged to get to the
    higher tiers as fast as possible (that's where WG make their money) and
    they encounter players with maxed out tanks that will just shred them to
    pieces before they even know what's happened.

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  • From candycanearter07@21:1/5 to Spalls Hurgenson on Sun May 11 20:00:04 2025
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 13:20 this Saturday (GMT):

    So there's this article, discussing the problem on getting new players
    to invest their time in EVE, the long-running sci-fi MMORPG. One of
    the issue the game has is that many of its current players have been
    playing the game for literal decades, and -as such- newcomers are at a distinct disadvantage when starting up their virtual empires. There's
    just much less room for newbies to manuever.

    CCP Games is suggesting that the solution is to give the players
    themselves the ability to create new missions. Right now the game has
    its own starter missions to get you into the game, and then some
    procedurally generated stuff, but none of those take into account the
    actual politics and state of affairs in the virtual universe, so -once
    they leave the safe 'tutorial zone', new players are often dropped
    into deep end, surrounded by a lot of very large, very hungry sharks.
    With user-created missions, those missions would be under the aegis of
    some of the larger empires, offering some protection against the other
    sharks and allowing new players a chance to level up some more before
    taking off on their own.

    Will it work? I've no idea. It might, but that's not really -as I see
    it- the problem anyway. Because I think EVE has a bigger issue, and
    it's obvious in how CCP Games frames this new advance. They describe
    it as "freelance jobs" designed to create a "player-driven,
    player-created gig economy." And that's the biggest issue right there.

    EVE isn't suffering from a lack of new users because they can't level
    up fast enough. It's got a problem attracting new users because the
    game isn't seen by outsiders as something that would be particularly
    fun. It's been described as a sci-fi spreadsheet, and too much of the discussion about the game -by its creators and its players- revolves
    around the BUSINESS aspects of the franchise.

    So describing your Big New Idea as a way to create a "gig economy"
    isn't, I think, the best move.

    Again, it's not that I have an objection to EVE, its gameplay, or this
    new idea. But EVE is struggling in how its /perceived/ and if your annoucement makes it sound like this game is going to be WORK then I
    think marketing has missed the point entirely.


    That's definitely an interesting approach, but I still feel like it
    might be one of those games where you can't do a lot impactful if you're
    an "outsider", and I hate those kinds of games.
    --
    user <candycane> is generated from /dev/urandom

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  • From Ant@21:1/5 to JAB on Sun May 11 22:55:28 2025
    JAB <noway@nochance.com> wrote:
    On 10/05/2025 14:20, Spalls Hurgenson wrote:
    So there's this article, discussing the problem on getting new players
    to invest their time in EVE, the long-running sci-fi MMORPG. One of
    the issue the game has is that many of its current players have been playing the game for literal decades, and -as such- newcomers are at a distinct disadvantage when starting up their virtual empires. There's
    just much less room for newbies to manuever.

    It's something that World of Tanks also suffers from. As they added more
    crew skills and equipment types for tanks in an effort to give long
    standing players something to work towards the gulf between them and new players has significantly increased.

    I kinda feel sorry for new players who are encouraged to get to the
    higher tiers as fast as possible (that's where WG make their money) and
    they encounter players with maxed out tanks that will just shred them to pieces before they even know what's happened.

    Don't they have limits on what levels players can play with? I only
    played WoT @ E3 back in 2014 briefly. It wasn't a bad game, but I prefer playing Battlefield 1942, etc.

    --
    "But I tell you who hear me: Love your enemies, do good to those who hate you..." --Luke 6:27. :) Ma's Day including queen ants on a hot ma weekend!
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
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    | |o o| |
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  • From Ant@21:1/5 to Spalls Hurgenson on Sun May 11 22:53:24 2025
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Sun, 11 May 2025 00:48:12 -0000 (UTC), ant@zimage.comANT (Ant)
    wrote:

    I tried EVE Online last year, but it was too grinding and confusing so I >gave up.


    EVE is a game I've tried to get into (and failed), I think, three
    times. It definitely has a learning curve that makes it difficult to
    approach (although I read that CCP Games was working on that?), but
    the biggest problem I had with it was that the overall goal of the
    game just wasn't appealing to me. It was playing for the sake of
    playing, and if I'm sitting down to spend a few precious hours to play
    video games, I much prefer a game that tells me a story (either
    directly through its narrative or through its world-building). EVE's
    'plot' (as much as it exists) is told through the other players, and
    that's just not what I want to have to deal with. Add to that the
    rather grindy and repetitive gameplay and there's very little that EVE
    has to offer me.

    Exactly. I don't have time to play games these days. I want quick fun games.
    --
    "But I tell you who hear me: Love your enemies, do good to those who hate you..." --Luke 6:27. :) Ma's Day including queen ants on a hot ma weekend!
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
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  • From vallor@21:1/5 to JAB on Mon May 12 11:03:38 2025
    On Mon, 12 May 2025 08:46:05 +0100, JAB wrote:

    On 11/05/2025 23:55, Ant wrote:
    JAB <noway@nochance.com> wrote:
    On 10/05/2025 14:20, Spalls Hurgenson wrote:
    So there's this article, discussing the problem on getting new
    players to invest their time in EVE, the long-running sci-fi MMORPG.
    One of the issue the game has is that many of its current players
    have been playing the game for literal decades, and -as such-
    newcomers are at a distinct disadvantage when starting up their
    virtual empires. There's just much less room for newbies to manuever.

    It's something that World of Tanks also suffers from. As they added
    more crew skills and equipment types for tanks in an effort to give
    long standing players something to work towards the gulf between them
    and new players has significantly increased.

    I kinda feel sorry for new players who are encouraged to get to the
    higher tiers as fast as possible (that's where WG make their money)
    and they encounter players with maxed out tanks that will just shred
    them to pieces before they even know what's happened.

    Don't they have limits on what levels players can play with? I only
    played WoT @ E3 back in 2014 briefly. It wasn't a bad game, but I
    prefer playing Battlefield 1942, etc.


    Nope, as soon as you've researched a tank at any level you can take it
    out for a spin which is made worse by you have to grind out a tank
    through play to get it to its top configuration which depending on the
    tank tier could easily take fifty to hundred battles unless you want to
    use real money to skip that part.

    They did try to partially mitigate this by providing a system that
    protects newbies from experienced players until they played a certain
    amount of games, have some unknown skill level or researched a certain
    tank tier. The problem is one of their big money spinners is tier VIII premium tanks which are available just by opening your wallet and WG
    want you to play higher tiers so that's what new players are pushed
    towards.

    It also doesn't help that WG have a habit of selling what are over
    powered premiums and it's just not fun realising that you have an
    in-battle disadvantage just because you didn't open your wallet.

    "pay to win" sux.

    When Elite Dangerous started allowing early-access and pre-built
    ships with ARX (their money-based currency), a lot of people yelled
    it was "pay to win". I never saw it that way, and the community
    seems to have accepted it.

    It's handy. When I set up Mrs. Vallor's ED account, I "opened my
    wallet" and bought a Cobra Mk V, which is one of the nicest small
    ships in the game. It basically skips some of the grind of working
    her way up to an Adder, where she could make space bucks for getting
    the Mk V anyway. Note that the latter isn't engineered -- there's
    no way to skip that part (gathering materials and unlocking engineers),
    so it's still not "pay to win". (But, it is a slight advantage to avoid
    some of the grind).

    --
    -Scott System76 Thelio Mega v1.1 x86_64 NVIDIA RTX 3090 Ti
    OS: Linux 6.14.6 Release: Mint 22.1 Mem: 258G
    "Do NOT look into laser with remaining eyeball!"

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  • From JAB@21:1/5 to Ant on Mon May 12 08:46:05 2025
    On 11/05/2025 23:55, Ant wrote:
    JAB <noway@nochance.com> wrote:
    On 10/05/2025 14:20, Spalls Hurgenson wrote:
    So there's this article, discussing the problem on getting new players
    to invest their time in EVE, the long-running sci-fi MMORPG. One of
    the issue the game has is that many of its current players have been
    playing the game for literal decades, and -as such- newcomers are at a
    distinct disadvantage when starting up their virtual empires. There's
    just much less room for newbies to manuever.

    It's something that World of Tanks also suffers from. As they added more
    crew skills and equipment types for tanks in an effort to give long
    standing players something to work towards the gulf between them and new
    players has significantly increased.

    I kinda feel sorry for new players who are encouraged to get to the
    higher tiers as fast as possible (that's where WG make their money) and
    they encounter players with maxed out tanks that will just shred them to
    pieces before they even know what's happened.

    Don't they have limits on what levels players can play with? I only
    played WoT @ E3 back in 2014 briefly. It wasn't a bad game, but I prefer playing Battlefield 1942, etc.


    Nope, as soon as you've researched a tank at any level you can take it
    out for a spin which is made worse by you have to grind out a tank
    through play to get it to its top configuration which depending on the
    tank tier could easily take fifty to hundred battles unless you want to
    use real money to skip that part.

    They did try to partially mitigate this by providing a system that
    protects newbies from experienced players until they played a certain
    amount of games, have some unknown skill level or researched a certain
    tank tier. The problem is one of their big money spinners is tier VIII
    premium tanks which are available just by opening your wallet and WG
    want you to play higher tiers so that's what new players are pushed towards.

    It also doesn't help that WG have a habit of selling what are over
    powered premiums and it's just not fun realising that you have an
    in-battle disadvantage just because you didn't open your wallet.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Mon May 12 19:32:12 2025
    On 12/05/2025 17:11, Spalls Hurgenson wrote:
    But with World of Tanks (and Ships, and Planes, and whatever other
    variation on the theme they've made) it's always been pretty obvious
    the game was pay-to-win. It's generally why I avoid the franchise (I
    gave it a chance a few years back). In terms of gameplay and polish, I
    was actually rather impressed; it/is/ a fun game but boy-oh-boy,
    there was a lot of push --both by the developers directly and by the
    way the game was designed-- to get you to BUY BUY BUY. And while it
    was galling, the obvious intention from the start was for new players
    to Git Gud through the power of their wallets.

    As someone who started playing in the closed beta (2010) and I'm going
    to have to disagree. The first few years the formula was very simple,
    money equalled saving time with the likes of a premium account (more
    credits and exp.) or premium tanks (worse than fully upgraded tech tree
    tanks but again more credits and exp.) There where some very light pay
    to win elements such as premium ammo/consumables but they really burnt
    money badly so hardly anybody used them. It was a pretty level playing
    field wallet or not.

    Then premium ammo/consumables became available for credits (get that
    premium account) and premium tanks became better than their tech tree equivalents. Next up was Xmas lootboxes with really OP tanks.

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