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Thread Statistics | Show CCP posts - 15 post(s) |
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CCP Rise
C C P C C P Alliance
4879
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Posted - 2015.02.19 16:20:30 -
[1] - Quote
We did friend and family testing on this version, though limited because it wasn't on TQ and also limited because our tests were more about the flow of the content we have than the choices made after the content was complete.
I really want to highlight that one of the huge benefits of this system is to NOT drop people after a tutorial with no idea what to do next. But, we decided to release now, with limited content, since we think we can learn a lot even now by doing so, rather than waiting another release or two when we have content to fill a few weeks.
We are still building towards that as fast as we can so hopefully this will be a non-issue in a couple months.
@ccp_rise
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CCP Rise
C C P C C P Alliance
4879
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Posted - 2015.02.19 16:22:48 -
[2] - Quote
Quote:I still think the main thing that keeps pushing new bros away is the fact of the many many levels of griefing that you folks do allow.. but of course you wont nerf that cause that also would hurt someone else's game. perfect thinking here.
We have tried and tried to validate the myth that griefing has a pronounced affect on new players - we have failed. The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Isolating players away from the actual sandbox seems very contrary to what we would like to accomplish.
@ccp_rise
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CCP Rise
C C P C C P Alliance
4879
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Posted - 2015.02.19 16:44:13 -
[3] - Quote
Vincent Athena wrote:CCP Rise wrote:The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Have you shown cause and effect here? That is, is the cause of the players leaving the game their lack of social activity? Or is it that the players who have no interest in social activity find this is not the game they were looking for, and move on?
Simple answer is no. The closest come, for now, to establishing cause is to simply ask using exit surveys or other similar feedback channels. Otherwise we are doing the best we can with correlation.
As a funny side note: one of the stronger indicators for whether or not someone sticks with EVE is whether or not they used combat drones during their first 30 days. Maybe using drones is just so awesome that they decide to sub right then and there?! Or maybe it's just correlation related to depth of engagement. You be the judge!
@ccp_rise
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CCP Rise
C C P C C P Alliance
4879
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Posted - 2015.02.19 16:45:15 -
[4] - Quote
Innominate wrote:CCP Rise wrote:I really want to highlight that one of the huge benefits of this system is to NOT drop people after a tutorial with no idea what to do next. What do you expect new players to do when they have finished the tutorial?
For now, we expect most of them will go to the career agents. We make a direct hand off from our new system to the career agents in this release.
Later on we want to have enough content in this system that we can have them investigating game systems for weeks just based on Opportunities.
@ccp_rise
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CCP Rise
C C P C C P Alliance
4887
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Posted - 2015.02.19 17:09:24 -
[5] - Quote
Quote:I would really like to see the opportunity system branch into more advanced gameplay which would also help new players make isk--such as, opportunity goals for setting up PI on a planet, for doing research on a blueprint, for participating in an incursion, for joining faction war and running a "plex," for visiting a wormhole, for killing a sleeper in a wormhole, for running a lvl 1 or lvl 2 lvl 3 or lvl 4 mission, for having 10m isk in the wallet, and so on. It would also be nice, as other people suggested, for the system to have "social" goals, such as joining a fleet, starting a conversation with another player, getting a kill mail, and so on.
This looks incredibly similar to my list.
@ccp_rise
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