![]() |
![]() |
|
|
|
|
Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 330
![]() |
New Players start in a Squad
Can you tell that I think newbie retention is critical? If we want to get any numbers worth mentioning, we need to keep the newbs.
So today's brilliant idea is to put all newly created pilots into a squad automaticly, and create some tools within that squad to make their lives easier. Also, maybe people wouldn't rip folks in the newbie squad or something. I'm sure that some of the folks that like to help out the new pilots would appreciate some support and some in game tools to help them out. |
|
|
||
| Sponsored Links |
|
|
|
|
|
|
Re: New Players start in a Squad
Make that squad membership optional (ask the pilot question when they first log on, maybe make the option stick around until whatever level "newbie" no longer applies or the pilot changes their mind and decides to join after all), then yeah.
Mandatory? No. Forcing the new players to do something isn't exactly going to set a great example on how the game plays. "Welcome to your new life, where you do what we tell you to do and you like it." ![]() |
||
|
__________________
Just another nohbody professional statwh0r3 |
||
|
||
|
|
|
Re: New Players start in a Squad
Actually I was looking at it from a different angle.. Forcing a squad to take on new players is bad. It should be up to both parties concerned.
Some squads like New Dawn might want new recruits, some recruits might want to start out in a fluxing squad. Im not opposed to the idea, but the squad tools should have a way to allow/deny recruiting and players should be given an list when they log-in of which squads that are recruiting and choose one. The recruit would be placed in a temporary status and if he doesnt like the squad or vice/versa he can be let go easily and choose another squad. This would really help with retention I think. |
||
|
||
|
|
|
Member
Faction: non-aligned
Join Date: Jun 2005
Location: over the hills and far away
Posts: 882
![]() |
Re: New Players start in a Squad
Shouldn’t be forced into a squad and who are you going to get to run the squad, unless its something like the old TRI noob squads that used to run, a major reworking of the :Help channel is needed as its absolutely no help to any one now days, people only go in there to tell them to come into :chat. If you had something like the starting NPC corps of Eve then maybe, again this is like the TRI squads of old.
Being forced into a squad from the word go is not a good idea. |
|
|
||
|
|
|
Re: New Players start in a Squad
Noob zone.
When a new players signs up he/she will start in a noob sector or totaly in the sim. Sim might be better because it will not present harsh reality (flight, docking, etc) of Jumpgate. There should be a tutorial explaining basic concepts of everything that can be done in Jumpgate: hauling, mining, PvP, fluxing etc. An indicators on the hud should be very readable To make it more unique, new players should be flying a TRI shuttle. And they would be presented a choice of factions to choose from. At the same time differences should be explained. They should also level couple levels so that once they enter "real" space, they will not feel bad as being lvl 0 or 1. And I think one last lesson should end the tutorial. An unexpected attack from AI drone. New player should understand that they can expect to be attack at any time and sector. Of course, an AI defender should be spawned after the initial shock wears off. Now player and AI should be able to destroy an attacker. OR an option #2 Tutorials should differ slightly, depending on faction. Just like in Auto Assault. Sorry, couldn't help myself. :P Forcing people to join squads is bad. Maybe a totaly safe zone for noobs can be created so that people that want to help, can go there and hand around. Of course no PvP would be allowed (but can still shoot flux). I guess the alternative is something like we have now. A noob shield that goes away when they reach a certain level or attack other player. |
||
|
||
|
|
|
Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 330
![]() |
Re: New Players start in a Squad
I'm not saying they can't leave the squad. Just by default start them in a squad so they can get pointed in the right direction.
|
|
|
||
|
|
|
Re: New Players start in a Squad
I like the idea of putting them in the sim when they start.. and in the tutorial, it can go into how to turn the sim off.
cool idea, Radi |
||
|
__________________
"Come on guys, this is the internet we're talking about. Guys are guys, girls are guys, and kids are the FBI." --Injustice |
||
|
||
|
|
|
Re: New Players start in a Squad
Quote:
WW2OL does a similar thing. When an unsquadded person logs in, they are given a list of squads that are looking for new recruits. Its their option if they want to select a squad or not. They aren't forced to select a squad and they can disable the notification screen under their settings, if they never want to see that page again. On the same token, squads aren't required to advertise on this page, it is an option under the squad tools; the CO/XO of a squad can select to advertise for new recruits. Its just giving new players options and squads options on how they recruit, it isnt forcing anyone to do anything. More info: On the recruiting page that pops up, a brief description of the squad is presented to the player, so they can better decide if thats the route they want to go. That, with the mentor program is an excellent way to get new players into the game and keep them there. |
||
|
||
|
|
|
Re: New Players start in a Squad
Quote:
Xerout |
||
|
||