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Eve online learning curve
Eve online learning curve








eve online learning curve
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This is a basic function, and I’m fine with it.

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I started working my way through the industrial tutorials…and about halfway through you need to gather resources from within the system, but it isn’t your own private patch of asteroids.

eve online learning curve

But the same reader also included what he went through with the new player experience: There are a few possible reasons, including the incomprehensible UI. Now, why they dropped the game is unknown. We don’t have any data on that, but I would guess that if you included those people in the chart, people who invested enough time to get through the tutorial, that 50% number would grow substantially.

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Does altering that vision, which appeals to a good number of their long term subscribers, to chase another demographic make sense? That sort of thing has blown up in developer faces in the past with things like the NGE in Star Wars Galaxies or Trammel in Ultima Online.Īnd that still leaves the biggest group, the 50% of players who just walk away without even getting into missions or mining, a group that I would guess is actually vastly under represented in that chart.Ī reader dropped me a note that, among other things, pointed out that the chart above doesn’t address people who download and play the trial, made it through the tutorial, and then never subscribed. CCP clearly has a goal and a vision for EVE Online.

eve online learning curve

That can lead to a more philosophical discussion. There is a not insubstantial number of players out there who look at that chart and say, “Well, duh! Provide a richer (and safer) PvE experience!” To make money, give people what they want. I might ask if people stay longer because they do those things, or do they do those things because they stay longer, but I’ll allow for the moment that CCP has data that drives their assumption. They engage in more of the wide range of activities that make up EVE Online, get involved in PvP, appear on kill mails, and stay with the game for a long time.Ĭlearly, if you have a game whose revenue benefits most from retaining subscribers for the long term, this chart represents a problem.ĬCP’s response in the video is to try to get the new player experience to push people into areas of the game that have high retention rates. So those people tend to end up leaving as well.Īnd then there is the small group, described as 5-10% of players who pay/subscribe, who end up beyond missions and mining. You end up the master of level 4 missions or you earn and skill yourself up to mining in a Hulk… or I guess a Mackinaw these days… and there isn’t much more to do other than grind rep with specific factions, make ISK, and do the same thing over and over again. (The tutorial was a lot less smooth back then.) It is basically the closest EVE has to a standard MMORPG progression path.īut as with leveling in games like WoW, there is a limit to it. That is the route I took way back when I started playing EVE, two or three new player experiences ago. That is certainly where the current new player experience pushes you. After putting down money, they decide the game isn’t for them and they are gone.Īnother large chunk goes on into mission running or mining and never goes any further.

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Basically, of new players who subscribe… which means that they got past the trial account period and actually paid money… half of them leave by the time their first subscription period runs out.










Eve online learning curve