I wanted 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.
Live players and all players both show people who are online. The difference between live and all is what your time/weather settings are locked to. Live players ONLY shows other online players who are using live time and weather, this is why the weather button on the in game tab doesnt work. All players shows any player currently online, regardless of what time or weather they have set.
For me is the opposite, I see no reason to use any other mode than live multiplayer. If I am flying multiplayer with someone I want them to have the same weather and time I have. I would never play multiplayer if not using live mode.
Things have changed. In October 2019 roughly 70% of DMs and players I surveyed on Twitter played primarily in person. That's dropped to 26% in 2022. This doesn't necessarily mean less people are playing in person (though that'd be no surprise given Covid-19); it may mean many more people are playing than ever before and most of them are playing online.
Either way, more people are playing online than ever before and this changes how we find and maintain a group. For one, there's a bigger pool of players online than there is for local games. And, as always, there are more players seeking a game than there are DMs willing to run games.
Finding players for online games is different than finding players for in-person games. The pool is much larger and the barriers to entry are much lower. This is good and bad. We have many more players we can survey which means many more players we'll want to filter to find the right players for our game.
You may get a lot of players from layer 1 so you want to filter further to find the players most likely to fit well into your game. We can use Google Forms for this to create an online application for new potential players.
Writing a form like this is tricky. We don't want to fill it with a bunch of obvious questions with clear "right" and "wrong" answers. We want to use the form to find the players who best fit our game. Your own questions may vary but here are a few example questions that can help:
Add any other questions that help differentiate your game from other D&D games. Do you use theater of the mind for combat? Be sure to mention that. Do you use a particular technology stack like Roll20, Foundry, or Owlbear Rodeo? Mention that. Do you focus more on story than combat or vice versa? Mention it. Anything that sets apart your game from the rest is worth putting in.
Your job here isn't to sell your game. It's almost to sell them off of your game. This is a filter, not a sales pitch. You want only those players who you think will really like your style of game. Make that clear.
This application process might seem arduous but it's a great way to filter out a bunch of people who really aren't committed. If they can't fill out a form, how committed will they be to the game itself?
You've gone through respondents to your form and chosen players you think will fit well into your game. Next, it's time to talk to them. Schedule a time to meet with them online and chat with them as close to face to face as we can (video helps a lot here). Get them talking. Don't start blabbing on about your games. Get them to talk about their games. Ask them questions. Use the answers from the survey to dig deeper.
Getting them talking helps you not only get answers to your questions but also helps you see how comfortable you are with them. These are people you want to be friends with. You're going to have to manage them when you're running your game. Keep in mind they may be nervous themselves so give them some leeway but really ask yourself if they feel right for your game. We do have some nasty subconscious biases that can get in the way here so be careful. We tend to like people like us which might be fine for a D&D game but it may expand our game quite a bit more if we keep our subconscious biases in check when talking to people not like us.
The main thing to ask yourself is: Do you like talking to them? Did you feel comfortable with them? Did they make you laugh? I know this sounds like speed dating, and in some ways it's exactly that. But these interpersonal connections matter when it comes to someone we're going to run a game for every week.
Next, run a game! Get your new players into a one-shot game. Maybe it's a two hour game you've always wanted to run. Maybe it's a longer game. You can run a multi-session game if we want to. This is the best way to see if you all fit well as a group. One thing to keep in mind is that, while a player might be the right fit for you, you might not be the right fit for them. You have a style. You have things you like to do. They may not dig it. That's totally fine. Best to get the right people to the right table even if that table isn't yours.
It's possible that, after carving through a couple of these layers, you have a good feeling about someone right away. It's fine to skip step 4 and go right into a campaign. Just be ready for them to either step away or for you to have to have a hard conversation about the player not being the right fit if things go south. Many people have run games with players who didn't fit or work out. It happens and it's ok. No harm. This is just a game we're talking about.
This layered process for finding players can seem arduous. It's a lot of work, both for you and the player. Finding the right people for the right DM at the right table is worth the effort. Fixing problems later takes a lot of energy and can disintegrate an entire table if things really don't work out. Take your time, get to know your potential players, and, as a result, you may enjoy adventures you'll remember the rest of your life.
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