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Gauthier Zitnik

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Aug 5, 2024, 1:08:49 PM8/5/24
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Iwanted to share my perspective as a new player regarding the EVE Online experience. If you believe that new players play a crucial role in the economy and growth of EVE Online, then please continue reading as I aim to be concise in conveying my idea.

Firstly, I want to express my gratitude for the warm welcome I received in the game. The EVE community has demonstrated maturity, with players communicating in a professional manner or immersing themselves in roleplay, enriching the universe with thematic interactions. The user experience in terms of interface and learning resources is fantastic, considering the vast array of options and gameplay styles the system offers, all masterfully condensed by the designers.


Encouraged by the support I received from the customer service, I wish to share my perspective and idea with the community to make it more relevant and potentially bring about implementation. However, I must admit that I was initially hesitant due to learning about how some suggestions aimed at new players were received by veteran players, and their resistance to change. I understand that everyone has a history, and history often involves conflicts. Nevertheless, let me now get straight to the point.


These two points, seemingly insignificant, are probably the main reasons for the high churn rate of new players and their premature departure before giving the game enough time to learn and progress, even after investing in PLEX or personalized promotions.


The direct consequence of this is financial, as players work hard to earn enough to purchase their ships, only to find that someone who might be seeking mere amusement to troll and disrupts their experience. Alternatively, players may become apprehensive about trying thrilling activities like hauling, turning their journey into a nightmare for unestablished new players, driving them away from the game.


No one enjoys losing, and modern games strive to create mechanics that mitigate losses, minimizing frustration. I understand the importance of loss in EVE Online, as it drives the economy. However, considering the balance between highs and lows, as a new player, I have a simple suggestion:


Enhance the INSURANCE service by introducing the option to cover your ship and components up to 95% or even 100% of its value. This change will alleviate the fear of loss and encourage players to explore PvP and low-security areas, increasing the dynamic gameplay of ganks and attacks for those who enjoy it while allowing others to coexist peacefully in high-security space. Numerous ideas from the community can be shared to refine this system and boost the economy. Only data will determine their effectiveness.


I sincerely believe that by implementing such improvements, EVE Online can become a more inviting and engaging universe for all players, fostering growth and making it a thriving community for years to come.


In EVE Online, any player may attack any other player if they choose to, no

matter where they happen to be. This is because EVE Online is essentially

a PvP (Player versus Player) game at its core.


If someone thinks step 4 is simply wrong then they are wanting to change the core gameplay loop of Eve Online. This game is not for them. Other games let players accumulate resources endlessly and progress bars go only up and to the right. Many Eve Online players find those games shallow and meaningless because the successes are so much more meaningful when genuine failure (which is not losing) is an option.


Agree this is so stupid, just let us get the choice to have fun. The ones that think its fine as it is and not realizing the player base isnt that big and that u should go through discord to find players to create a group with etc dont use it.


And lets say its cause of they think it ruins early ladder climbing (how anyone can compete with streamers anyway). Thats the only valid argument I can find. Ok make it 1 week delay then let us choose the difficulty. Then the ones that compete is lvl99 a long time ago anyway.


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I'm also seeing this bug but it was happening before the update dropped as well. New one for me though is the player appears to be offline only when trying to invite them. If you try and accept that players invite "Host not found" error.


Indeed, regular invites work. PMs don't work, sometimes the game tells you the person does not exist, and clan invites don't work. This makes trading and recruiting for a clan almost entirely impossible.


When trying to message the user I got the below errors, after he messaged me, a new chat window (still the same user) opened and we were able to chat. I submitted my logs on Wednesday already and today again: ID #2927092


Still continues to be a big issue. Last time I was on I was trying to buy something and SEVEN usernames in a row just gave me "no online player found with alias".

And no, restarting the game didn't help.


Yesterday, I was in a party with a couple friends and I noticed I could go into my contacts and give them a call. I tried multiple times and each time...nothing happened. My friend never received the call and I never received theirs; the phone just kept ringing. Each time you call someone, it takes $10 from your bank account (for some reason).


That's nice and all, but it still doesn't explain what happens when you call another player. Does anyone know what is supposed to happen when you call someone in-game? I even checked to see if any private chats or parties are created, but nothing happens! The phone just endlessly rings.


Each time I tried calling another player (who also has a Xbox 360 since the game is not cross-platform), the person I was calling never received the call and never got a notification that I was even calling them. However, every time I was charged $10. I would let the phone ring for several minutes at a time with no response.


Question:What is the point of this feature and why does it cost $10? For example, you can call Lester and he can locate a car for $100. Since I am being charge $10 for each call made to another player, I am expecting something to occur (i.e. the person you are calling answers the phone and immediately spawns near you). I'm not concerned with what happens behind the scenes.


The point of the feature is to enable one to one voice calls from inside the game(I have succesfully used this feature to talk with friends). It doesn't matter if you're in SP or MP. The reason why it costs 10$ is to add immersion and to act as a yet another money sink in GTA online.


I'm guessing that as your friends get migrated to your phone's contact list, It sets up a VoIP server to connect you to your friend similar to skype. A Co-worker of mine has the game and was explaining the situation you described. I feel that in order for you to make a call (like you would in real life) You must pay the cell phone company for your phone call. (Just an added twist for continued immersion)


He was saying it is similar to private chat but as I do not own the game I cannot verify. I know that Xbox Players can make a private chat between two people and it is along the same mechanics, but they can also do party chat using the Xbox Live services, It would make sense that Rockstar included that API into their game to allow this capability without breaking immersion.


TL;DR The cell phone is supposed (Not owner of game so again guessing) to establish a private chat between the two of you without the need of xbox or sony menus to initiate a chat and just as a way of making it seem real they charge you from your ingame account.


It's just a matter of time until the players notice that they can avoid the rage-quit penalty by killing their web browser through the task manager. So you shouldn't try to differentiate between these cases.


Intentionally and unintentionally leaving should be treated the same, as it's impossible to be sure which scenario happened in every case (e.g. a user plugging out their network cable versus the connection dropping). The only exception is to not wait for them if they were to explicitly select a "concede" option (but otherwise treat this option the same).


Apart from that, I would say there isn't really a "right" answer to this. Some options just may not make sense for some specific game. Other than that, different games treat this differently for different reasons, and they may also have special cases (e.g. allow players to concede in tournaments, but not in regular play). Even games that are very similar treat this differently (e.g. League of Legends allows conceding most of the time while Dota 2 only allows this in some tournaments).


If the games only take a few minutes, you probably don't want to wait for disconnected players nor give remaining players a choice in terms of what happens (in order to keep the pace going). But either replacing them with a bot or just ending the game could make sense.


When there are multiple players in the game that needs to agree on something (whether it's the decision to concede or wait or continue with a bot), this could make things complicated and make players angry at other players or you. So one should be careful when implementing things like that.


Why they leave could depend on a number of factors, including which device they're playing on, which country they're in, what penalties there might be for leaving and a number of other things specific to the game. But the bottom line is how often they end up leaving. You'll probably need to look at the data of your game, or at least your target audience, to determine this.


You really, REALLY want to avoid having a tie any time a player leaves or telling players they lost while the game is still ongoing (in case of team games or if you just pick the leading player as the winner).

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