The Curious Case of the NPE


The First Haunting

Last year at EVE Fanfest, CCP introduced the new producer for the New Player Experience: CCP Ghost. As some readers of my material here and listeners of The Mind Clash Podcast might have gleaned by now, I am not a fan of Ghost and I don’t necessarily think he is as amazing as some members of the community believe him to be. That’s not what this article is about, as much as I would like it to be. This is, however, a question of how Ghost and his team, Team Genesis, have come thus far in their quest to improve the NPE and where it is going.

The best way to sell an idea is to plant it in the minds of those you wish to entice and be about as vague as possible. Doing this allows the people to make of the idea what they want, mold it how they choose, and inevitably not feel let down by empty promises and undelivered products. Every presentation delivered to the EVE players from that point regarding what the NPE is and will be has been just that. Very vague and nothing specific enough for us to evaluate later as to whether or not it has achieved its target. While some user input has been collected on the potency and success of the first few iterations of the new tutorial, it’s hard to say (from the player’s perspective) whether or not it has actually created an environment rich with new players. New Player is the key part of the equation of NPE after all.

Spirit of the Project

From the very start of it, all we knew was that CCP Ghost and his team were going to seek out a revamp of the tutorial, something that most veteran players would agree that was clearly lacking from the moment the server came online. This was what had turned me away from the game every time I tried to give it a go after creating my account in 2006; the lack of a decent tutorial system to teach me how to play what is considered to be the most complex video game on the market. When the numbers come out and show that players who try the game first time and quit do so in the first two hours of the game, then Jita 4-4… we have a problem.

So more than 10 years after launch, CCP decided that they needed to do something about the horrible retention rates and gave us Inception. The Inception release gave players access to the NPE which featured an all new introductory storyline, pitting the new capsuleer against a Drifter Hive. Each step of the tutorial gets a player ready to enjoy the game: from navigating and targeting to orbiting and repping. It took a few iterations and feedback to get some of the bugs and kinks worked out, but finally, there was a working tutorial that saw more completion rates and gave a better understanding of basic game mechanics.

There’s still a problem here. After the completion of the tutorials where you in your corvette (rookie ship) single-handedly attempt to take on the Drifters, whom we know as one of the fiercest foes in all of New Eden, everything is business as usual. Seek out an agent, accept the mission, the complete mission for some ISK, rinse and repeat until you are blue in the face. Nothing else has changed with the game after the tutorial and that exciting intro mission is all but irrelevant as nothing else in the game connects with it. All those new players that finally made it past the magic two-hour window, are not sticking around very much longer than two weeks after they realize that they still don’t know how to progress.

Did the NPE actually help improve player retention? Maybe it did, but it’s hard to say considering that the integration of Alphas potentially brought thousands of older players back into the game just to see what was going on. Personally, I’m not convinced that the masses of Alpha clones aren’t actually returning players. They already know how to play, but couldn’t or wouldn’t continue paying a subscription fee. I myself have three separate Alpha only accounts created after Ascension, so it is hardly unreasonable to think that others are doing the same.

Mission One Complete

You could say that I am not a fan of Inception or the way CCP as a company handled Alphas with the Ascension release. I was so unimpressed that I attempted to create a Discord Server and start an initiative to help new players navigate through their first steps in New Eden. Unfortunately my plan never really took too far off the ground. I found it more difficult to give new players free and unbiased assistance than it was to convince them that I could double their ISK. Because of the culture we created in EVE Online—one that CCP and the community warn the influx of new players about—it is hard to make them believe you aren’t trying to scam them. Sad but true.

Based on what was explained to us at both Fanfest and Vegas 2016, the Drifters were supposed to play a vital part as the “Enemy” in the NPE. Yet all they are is a blip on the radar to the new player. Past the tutorial, the casual players will likely never see anything again like they saw in those first few hours of the game. While I wish I could say what is coming next is going to change how the new player becomes magically more involved with the game and the New Player “Environment”, there was nothing presented at Fanfest 2017 that indicated something was heading our way any time soon.

The two major takeaways from Iceland over Fanfest weekend regarding the NPE was that Team Genesis wanted more feedback from the player base and that Total Net Worth is somehow supposed to motivate a player to continue playing the game. This is actually business speak for “We don’t know what to do next, so maybe you could tell us”. From the perspective of the players who want to see this game continue to grow for many more years to come, CCP didn’t give us much to go off for the next phase of the project or really shown what the “Operations Center” may or may not be.

The Second Genesis

There may not be many people who actually know what the next phase is, especially amongst the player population. We can tinfoil all day long about what we think may be coming next, which we do quite a bit anyway, but at the end of the day, it is up to Team Genesis. What we do know is that New Eden has already experienced CCP’s more advanced NPC Artificial Intelligence when they introduced Drifters. Unfortunately, that AI turned out to be a bit too radical and overpowered, and subsequently removed from the game as a major feature. Just a few months ago, the NPC Mining Fleets showed a toned down version that roams through your space.

Next month we’ll be seeing the latest incarnation of that AI when the Blood Raider Shipyards come online to lure in fleets that hope to snag up some new Capital blueprints as loot. This is where CCP and Team Genesis has the real potential to shake things up in the NPE. For the past 13 years, players min/maxed agent missions down to a science, to the point where they do missions just to get ISK, Loyalty Points (LP), or to regain status with a Faction. They have been stale and stagnant, with the only breath of fresh air coming from the recent attempts of “holiday events” like the Crimson Harvest and Shadow of the Serpent.

Imagine the possibilities of a new wave of NPC’s with such emergent behavior that your interaction with them has the potential of shaping the entire cluster. Not just one where your choice of ship and fit would change how the site spawns enemy combatants but will have an effect on how all sites from that faction behave when you warp in. If you have been farming Angel Extravaganza over and over again for the past few weeks, it should stand to reason that the next time you warp in there or into another Angel site, they meet you with a dreadnaught or carrier. Even crazier still is the idea of the Drifters. Certainly, every player was on pins and needles waiting to see this new foe would change the game, yet we have found them for the most part left as a placeholder in a lost chapter of The Empires of New Eden. It’s time that we see a change in EVE Online.


Capsuleers, we deserve better than this. Yes, this is a sandbox game and the narrative is driven by those who play it. Eventually, though, all the kids in the playground are going to grow up and move on. As with any organization, whether it be a physical process or virtual community, growth and integration of new people is the only way it will continue to prosper. At some point, players are going to need more of a reason to log in besides chatting with their friends on comms while mining and playing another game on a second screen, all while hoping that something is going to happen.

If EVE Online is to continue past 2020, then we need new players. The only way to retain new players is for CCP to do the following:

  • Better marketing of the game in general.
  • A more robust and in-depth tutorial system that brings interactivity to all playstyles, not just focusing on PvP.
  • An integrated mentorship program that relies on volunteers to guide new players through their first steps through the game.
  • A training simulator to allow players to experience fleet combat without risk of loss.
  • Do something more with the Drifters. Or, just let them fade into a forgotten memory.

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  • Caleb Ayrania

    Lots of mediocre salt, and then you reframe the exact vision CCP has been talking about as your own. 1/10 maybe you just dont keep track of what CCP is saying.

    April 23, 2017 at 10:24 AM
    • Kael Decadence Caleb Ayrania

      Mediocre salt? C’mon that was above average salt at best. I’d give it 2/10 for the ability to form words without crayons and paste at the very least.

      April 23, 2017 at 1:33 PM
      • Caleb Ayrania Kael Decadence

        Problem is you skip the arguments and go straight for he grr CCP and hat ghost ad hominems. Hence it becomes a really poor read.

        Plenty of things you could criticize Ghost for and Team Genesis, but they have delivered something that is MILES better than what we had, and constructive critique is a lot more likely to be listened to.

        Personally I have a huge issue with the Corvettes shooting Drifters and faxes, its DUMB. Traditionally when you design “foreshadowing” in games you grant the appropriate upscaled tools to do so. SO If you get to see how your character later will be killing dragons, you also the the bling armor and the dragonslayer sword etc, and then you lose it when you return to normal/newbie mode..

        But skipping these parts and jumping straight to salt is just meh.

        April 23, 2017 at 4:03 PM
        • Kael Decadence Caleb Ayrania

          I’m glad you didn’t see my first version of this. Comparatively, this one is like salt free seasoning.

          April 23, 2017 at 4:51 PM
          • Can confirm. This is Lake Tahoe to the original Pacific Ocean in regards to salt content.

            April 23, 2017 at 10:16 PM
  • Pew Pew

    “Nothing else has changed with the game after the tutorial and that exciting intro mission is all but irrelevant as nothing else in the game connects with it. All those new players that finally made it past the magic two-hour window, are not sticking around very much longer than two weeks after they realize that they still don’t know how to progress.”

    Ex – fucking – actly.

    Build a hole, throw the new players in to it, throw a load of enemies in there, only the strong emerge.

    Think Dark Souls but harder!

    April 23, 2017 at 11:21 AM
    • Arrendis Pew Pew

      That’s kind of what they had, Pew. It wasn’t working.

      April 23, 2017 at 5:03 PM
      • Pew Pew Arrendis

        Well I see what you mean. I wrote out what I think here

        Basically forcing people into a problem sufficiently hard they need to cooperate to solve it is, IMO, different from leaving them alone.

        April 23, 2017 at 7:42 PM
        • Bill Bones Pew Pew

          Any problem “sufficiently hard they need to cooperate to solve it” is 10x harder than “a problem so hard that nobody will bother solving it”, even in real life, so go figure what for a videogame…

          April 24, 2017 at 1:24 PM
          • Pew Pew Bill Bones

            Some people want easy problems and are daunted by hard ones. Some people are bored by easy problems and actively seek out hard ones.

            Which type of person do you think will stick with EVE in the long run?

            April 24, 2017 at 2:14 PM
          • Bill Bones Pew Pew

            Don’t change the terms now. You’re asking total strangers to figure out that they must cooperate in order to earn the privilege of playing a bloody videogame.

            That’s not how human psychology works.

            April 24, 2017 at 7:52 PM
          • Kael Decadence Bill Bones

            Yeah it seems very counter intuitive. Forcing team play for not just greater rewards but requiring it to thrive is kinda backwards for a video game

            April 25, 2017 at 10:08 AM
  • Rolfski

    At this year’s Fanfest I was expecting a new NPE v2.0 presentation that would at least cover much-needed NPE features like, new players teaming up with other players in the first few hours and an overhaul of the incredibly boring career agent system.

    Instead we got presented with a cool new intro video and some interface improvements that should give a better understanding of personal goals and progression. And while these features are certainly useful, I couldn’t help but feeling disappointed about the NPE presentation.

    But then again, much of what is needed the most to drastically improve the NPE is directly tied to the completely retarded PVE mechanics of this game. And this is a gigantic rework that CCP, like the NPE, has left to rot for way, way too long.

    Overhauling the hopelessly outdated PVE mechanics of this game is a mega project that contains way more than reworking the AI (which is a huge project in itself). For this game to bring PVE up to today’s MMO standards it needs to rework stuff like (dynamic) mission generation, quest and mission design, the reward system, looting & crafting mechanics, mining, planetary interaction, mission UI & voice-overs, story telling, etc.

    As was said in the presentation, the far majority of new players, like any MMO, start with PVE, before the move-up to coop and then PVP. So only after a PVE overhaul can we probably expect real improvement in the retention rates of this game.

    April 23, 2017 at 12:02 PM
    • Kael Decadence Rolfski

      Don’t forget about the funny ski trip story. That was the highlight of the entire event right?

      April 23, 2017 at 1:30 PM
      • Rolfski Kael Decadence

        There was indeed a lot of fluff in CCP Ghost’s presentation, just like last year really. I can relate to his vision though.
        Team Genesis might not have had the most ambitious presentation this year, but what they have put out so far for the NPE, is a zillion times better than what CCP has done in all the ten years before.

        I think the serious PVE problems of this game is what’s slowing them down. To make matters worse, the PVE presentation, although showing some very cool stuff, was simply not enough. Smart AI only goes so far in making the NPE more interesting and the PVE presentation failed to present a real overhaul that is so badly needed for this game.

        April 23, 2017 at 5:15 PM
        • Kael Decadence Rolfski

          I saw nothing cool or enlightening during the NPE presentation. I was so disappointed.

          April 23, 2017 at 10:58 PM
          • Alaric Faelen Kael Decadence

            I flatly gave up on Ghost’s presentation when after 10 minutes he had yet to make a point or mention Eve Online.
            He might be decent at coding, but geez does that man love to hear himself talk.

            Rolfski does have a solid point- most players begin with PvE- so it behooves CCP to prioritize that initial PvE experience. However, I think that kind of PvE needs to basically be newb level, and not very rewarding. Advancement really needs to focus on the fact that Eve has 100,000 other people playing it, and that fleets are more than just the sum of their parts.

            The PvE experience for new players should leave them thinking “just imagine the possibilities if I had 5 other dudes in a fleet with me!” Sadly, it does the opposite, often driving players further into their mother’s figurative basement. There needs to be a stifling plateau in doing stuff alone in a massively multiplayer game.

            April 24, 2017 at 6:39 PM
          • Kael Decadence Alaric Faelen

            He isn’t a code guy. I’m pretty sure you could say his career field is criminal psychology from what I understand. He came to CCP for his pretty hair I think.

            April 24, 2017 at 6:45 PM
          • Bill Bones Kael Decadence

            He came to CCP because CCP Seagull met him and was impressed by his passion about studying the human brain. He shared some of his ideas, like how people builds tight bonds towards stories, and CCP Seagull figured that could be what EVE needed. So at one poin he just was thinking to change his career (he had been chasing fiscal criminals like tax evaders) and CCP Seagull enticed him with a challenge about EVE’s NPE and here we are.

            The Scandinavian clique works in some unusual ways truly.

            April 24, 2017 at 7:57 PM
          • Kael Decadence Bill Bones

            Bill, I was wondering when you would show up. I appreciate the insight. In theory it sounds like the right fit, but I think maybe CCP could have found a better “expert” for this project.

            April 24, 2017 at 8:32 PM
          • Bill Bones Kael Decadence

            CCP Ghost is more like a solution looking for a problem. CCP Seagull headhunted him to solve an issue, not because CCP had figured that they needed a CCP Ghost, but because a CCP Ghost was in hand and looked like a solution.

            April 25, 2017 at 7:03 AM
          • Kael Decadence Bill Bones

            Damn. I couldn’t have said it better

            April 25, 2017 at 10:09 AM
          • Alaric Faelen Kael Decadence

            Oh I agree he might actually be good at what he does. But the fact remains he loves an audience. Simply a case of ‘get to the point already’ in his presentation.

            April 26, 2017 at 12:20 AM
  • Nope

    Player mentoring?! No!
    Any game that requires a mentor ISNT attractive to prospective new players.
    What IS attractive is an introduction that sets the scene for your experiences and clearly lays out your initial available opportunities. This needs to be vaguely similar to other games in order to empower a nervous new player to find confidence and self encouragement to continue.
    Besides, a new player has a multitude of useful resources that allow them to play solo (if that’s their choice, we have to respect that) or that enthusiastically encourage them to join groups like Brave, PH and even eve uni. If a player wants mentoring, it’s available but selling ‘mentoring’ as a feature to attract new players.. no.

    April 23, 2017 at 1:54 PM
    • Kael Decadence Nope

      So instead you have to rely on searching through YouTube videos? Organizations in Eve already do this so why not make it an official function? The fact is… This isn’t like any other video game. Period.

      April 23, 2017 at 9:21 PM
    • Kael Decadence Nope

      Also it doesn’t help that only a handful of new players find out about those groups. What good is having corps that help new players if they never hear about them. We can’t keep thinking that dropping kids off in the deep end and saying figure it the fuck out is the best solution to game design. This game is too vast not to have deeper training and if it can’t be taught in a tutorial, then player guidance is the best best thing.

      April 23, 2017 at 10:57 PM
  • Erik

    Scripting. Add in-game scripting to the game. That is all.

    April 23, 2017 at 8:33 PM
    • Kael Decadence Erik

      How do you mean?

      April 23, 2017 at 10:53 PM
      • Let players script actions that can now only be made manually in the client. For example, let me write a script that flies my ship. And yes — let me script my ship to mine.

        April 24, 2017 at 4:16 PM
        • Kael Decadence Erik

          Oh absolutely not. Have you met any other EVE player ever?

          April 24, 2017 at 4:33 PM
          • I’ve been playing Eve since 2006.

            April 24, 2017 at 4:34 PM
          • Kael Decadence Erik

            EVE nerds will find a way to script all kinds of crazy stuff. Recipes for disaster if you ask me.

            April 24, 2017 at 6:35 PM
    • Alot Erik

      Well, I’d say open up to the community as to how NPC missions are designed and coded backside so that the masses of coders who play this game could out PVE design CPP, developing their own scenarios, stories and tutorials which CCP could add after the NPE to further introduce people to the game.
      If designers are allowed to put their own spin on the events in such missions, a highly profitable career for existing programmers could be to rent their design skills out to large corps who’d want mention of their organisations in the list of PVE missions that new players would be likely to run through.

      April 24, 2017 at 10:36 AM
  • Alaric Faelen

    You lost me at consequence-free ‘training’ combat.

    You are already an immortal space god for whom death doesn’t matter. Ships are replaceable- indeed the worst thing a player can do is be attached to a ship because that is where risk-averse behavior stems from.
    How much more irrelevant do you want to make PvP in the game that we need ‘safe spaces’ to pull the trigger on someone? We already have a childish Duel mechanic to erode the value of PvP.
    All a non-loss training mechanic for PvP will do is give players yet another reason to avoid ‘real’ PvP. Another excuse why they won’t dare leave high sec. And why should they if they can do PvP without any risk or loss?
    Sorry but no. I think the exact opposite needs to happen- players need to see losses as merely the cost of doing business. CCP already proved that being ganked helped retention rather than hurt it, so I don’t see any value in pretend PvP. What Eve needs is people that accept loss, not yet another mechanic to shield players from it.

    April 24, 2017 at 12:03 AM
    • Kael Decadence Alaric Faelen

      I’m not saying losing a ship for the sake of losing it to teach a lesson. I mean being able to load up scenarios for you or a small group to test out tactics and practice fighting harder targets. Not sure how that would be a bad idea.

      April 24, 2017 at 4:34 PM
      • Alaric Faelen Kael Decadence

        I could see that, but think group PvE (like missions) should be the vector for that kind of thing. I think PvE is sadly under-used for training purposes and wish CCP would do more to break the paradigm of PvE being obsessively solo, and useful only for grinding isk.
        I often suggest new players fleet up for PvE (other than Incursions, which isn’t new player content). Most of the fleet roles available to players only ever see use in PvP. There is no real use (again, outside Incursions) for Command Ships, Logi, EWAR, Tackle….in PvE. For too many players, the first time they do anything but F1 guns is in a real PvP fight. I know the first time I ever used a remote repper was in the heat of a PvP battle with my corp-mates relying on me to do something I had zero experience with.
        CCP needs to make PvE about more than just shooting red triangles. I’d wholly support expanding basic combat PvE to require specialist roles. This would out and out force players to work together, and by extension, learn fleet support roles in addition to just firing guns or slinging missiles.

        April 24, 2017 at 6:27 PM
  • Eli

    What would be exciting is to see long player quests (differing from epic quests in that it is profession specific) which could be a mixture of combat, puzzle, resource gathering, manufacturing, travelling to exotic locations and environments and dealing with special AI npc’s as well as different endings. All of this could culminate into something special (rare blue prints, DED modules, rare subsystems for tech3 cruisers, limited edition or rare ships, unusual capital mods, etc).

    April 24, 2017 at 4:53 AM
  • Alot

    Personally, I think the only thing that could tempt new players out into the great abyss of Null Sec would not be in depth training but rather rewards so great that they would be motivated to train themselves – featuring that mmo currency which is both priceless and worthless, subscription time.
    As a once off quest, give players the ability to accept a contract to go “undercover” for one of the NPC factions into Null Sec. The quest would involve liquidating all their owned assets at market value and having their total isk taken away from them until the contract was over (with the quest being unavailable to players with too many assets). Thus without any possessions and a large(ish) isk sum provided by the NPC corp, the player would be given a list of time limited objectives to complete in null sec, each of which would reward 5 days subscription time (the first of which being to be blown up by another player). Limited to about 40 days obtainable game time (and starting with absolutely no resources for other players to scam off the questing players) I’d assume this would motivate most interested parties to go loko – they’d have nothing to lose and much to gain after all.

    April 24, 2017 at 7:46 AM
    • Kael Decadence Alot

      Not bad ideas.

      April 24, 2017 at 4:36 PM
  • AFK

    AAA marketing runs into the tens of $millions, so forget anything resembling that.

    With the current direction of CCP I’d say the next likely idea will be a one-time 60million SP level boost in the cash shop for $59.99.

    April 24, 2017 at 1:20 PM
  • Kael Decadence

    Oh God no. That sounds horrible.

    April 24, 2017 at 4:35 PM
  • Jump Clone

    Quite a few pve-centric corporations exist, exploring lore and recruiting new people. The problem is just that Eve is also a strategy game with far richer players than pvers are.

    Should CONCORD bounties et blue loot disappear, Eve would become far more livable for average players

    April 25, 2017 at 3:36 AM
  • Dirk MacGirk

    Why do you continue to lay this at the feet of a single dev? If you want to find some kind of ultimate culprit to fit your narrative, why not just go straight to Seagull? Or would publicly laying the wood to Seagull not be as easy as taking it to Ghost?

    For the record, he’s not a coder, but he is a developer none the less. Think of it as an ideas guy who was brought in to try something different. Someone with a different perspective who wasn’t so deep into the weeds. Will it work? Who knows, but the guy has only been around for a year and is trying to break away from something that has been around for more than a decade. Player-built star gates have been discussed since 2014. Do you honestly think a solution to EVE’s NPE (that suits your desired outcome) is going to come overnight? Why not cut Ghost and Team Genesis some slack while they work through an issue that has no easy solution. A solution that one could probably assume is both long term and multi stage. Hell, it may not even have a truly sufficient solution given the type of game, age of game, depth, breadth and all that.

    As I’m sure you are well aware, the NPE is not some minor thing. In fact, it goes well beyond those first few days and possibly even weeks. If you were to logically think this out you might even consider the fact that it’s not the NPE that is broken as much as it is the part that comes after, which is intended to sustain a relatively new player long enough until they catch some bigger hook into the game. Insofar as the NPE is concerned, it may be the best we can hope for is to simply get new players to not give up as quickly as they once did (a 100% gain in time before quit would be huge), and hopefully make some incremental gains in new player retention. But in the end, this doesn’t come down to a single developer, regardless of the face they put out front or the size of the axe you have to grind.

    April 25, 2017 at 6:41 AM
    • Kael Decadence Dirk MacGirk

      I feel like I mentioned and acknowledged several times in this thread that Ghost is not a code dude. Tracking. Also I made sure to make this more about the team and a systemic problem altogether instead of an attack on Ghost. Do you want to see the version I originally wrote? Now that one was a slam piece, no doubt. This is an article presenting a problem, exploring some ideas, and formulating some solutions.

      I actually whole heartedly agree with you Dirk. The tutorial is not the problem. I don’t even think it’s the post tutorial environment. I think it’s a cultural problem that tries to force three quarters of it’s player base into doing something they don’t want to do, and insisting that if they don’t it’s because they aren’t playing the game right. I would have thought that bringing in somebody who wants to deal with the human psyche would have tried to work on that issue first though, truth be told.

      But this is a deeper problem than the NPE or the PvE side of things. I wish I had a better answer that wouldn’t mind my thumbs, but perhaps we could talk more about it later.

      April 25, 2017 at 1:01 PM
      • Dirk MacGirk Kael Decadence

        I mentioned the coder vs. non coder in relation to you response down below “He isn’t a code guy. I’m pretty sure you could say his career field is criminal psychology from what I understand. He came to CCP for his pretty hair I think.”

        And I’m generally aware of the original article. Another straight up hit piece would not have been appropriate, but since it was already written I would imagine that it probably had a lot of influence on this version. For starters, right out of the gate you’ve got, “I’m not a fan of Ghost…That’s not what this article is about, as much as I would like it to be.” I understand that the genesis of many articles and show topics are over disagreement about certain issues. I just wonder if you’ve got a bit of Ghost on the brain.

        As for the cultural environment, that would need to be discussed further since I’m not sure what you mean by the culture forces “three quarters of it’s player base into doing something they don’t want to do, and insisting that if they don’t it’s because they aren’t playing the game right.”

        April 25, 2017 at 2:28 PM
        • Alaric Faelen Dirk MacGirk

          I was the one that used coder in relation to Ghost. It wasn’t meant as an actual assessment of his position- just a shorthand for anyone that works on video games.
          Sorry if that caused confusion- please don’t get wrapped up on that point.

          April 26, 2017 at 12:26 AM
          • Dirk MacGirk Alaric Faelen

            And I only put it in there to clear up the point. It’s not a primary issue lol

            April 26, 2017 at 4:24 AM
        • Bill Bones Dirk MacGirk

          The “cultural problem”:

          What players actually do: solo highsec PvE.
          What CCP wants them to do: multiplayer nosec PvP
          The problem: CCP prioritizes what they want instead of what players actually do
          The result: massive loss of solo hichsec PvE types in all stages

          “You should leave highsec….”
          “You should join a corp…”
          “You should PvP…”


          “Play our way or go away”.

          April 26, 2017 at 6:40 AM
  • Jacques d'Orleans

    Well he didn’t say “AAA” levels of marketing, he said “better marketing in general” and he has a point there. They could do some better marketing for EvE, without reaching AAA Multi Million Dollar budget levels, that’s for sure.
    When I started playing EvE in 2014, I’ve never had heard about EvE before. It was a YouTube Video which sparked my interest in EvE.

    April 29, 2017 at 2:54 PM
  • Admiral Asparagus

    They can redesign that NPE all they want, but until they introduce a way for players to experience the game without making it a second job, they’ll be in the same boat. I don’t think this will happen until there is a legitimate reason for the game’s largest alliances to allow “regular” players into their space to mine and rat like they do in the high sec–and even then it may (read: probably) won’t work. For some fucking reason I’ve been playing this terrible game since beta and every day it becomes more and more obvious the underlying game systems are the problem.

    May 9, 2017 at 3:54 PM