How newbies carved a foothold in EVE Online.
It was Janurary of 2006, and North Star Networks (NSN), a corporation
in the elite Mercenary Coalition alliance, was running into trouble.
They had been hired on a short-term contract with a simple mission: go
to S-UA84 in Syndicate and slaughter Goonfleet, a corporation made up
almost entirely of newbies unable to fly anything larger than a
frigate. A small outfit specializing in fiendishly expensive and
faction-fit Heavy Assault Cruisers (technically, a 'heavy assault
ship', but no one calls them this), NSN had anticipated easy pickings.
Sure, Goonfleet outnumbered them by a ratio of 4 to 1, but they were
newbies. Newbies in frigates couldn't even touch someone in a HAC; they
had no armor, did no damage, and had no skills. Yet as soon as NSN
entered Goonfleet territory, things began to go wrong. Swarms of tiny
frigates began to mob the HACs; twenty goons would be destroyed for
each NSN pilot, but the ammunition being used to shoot down a frigate
cost more than the frigate itself. A single HAC lost was the equivalent
of two whole fleets of frigates. A loss to newbies was simply
inconceivable; the rest of the Mercenary Coalition was called into
Syndicate to help NSN against Goonfleet. Something seismic was shifting
in EVE, though few realized it at the time; the failed NSN contract was
the beginning of the end of the Old Guard in EVE, and marked the
ascendancy of the newbie.
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EVE has legitimately acquired a reputation as being the most Darwinian
of MMOs, and for many years that perception was advanced by CCP's
unstated policy of doing their level best to make the game as
newbie-unfriendly as possible. It seemed that the Icelanders
affirmatively did not want the hoi polloi to play in their spaceship
playground. In order to get past the barriers of entry, a prospective
newbie would need to run through a formidable gauntlet of both tedium
and frustration: nonexistent or incorrect documentation, a deliberately
misleading playerbase, a character progression system inherently tilted
towards the old guard, and quite possibly the world's most boring
tutorial ever conceived in any game, anywhere, ever. These were the Bad
Old Days.
Assuming that a newbie made it past the tutorial - or skipped it midway
through, which was the most common reaction - he entered a world where
skillpoints accumulated over time, which meant that it would be
literally impossible to catch up to an older player’s level
of power. The game forums were a minefield of players lying about how
the game worked, and there was essentially no manual for the game at
all - fundamental gameplay mechanics would change abruptly, and often
the only way one would discover this is after getting blown up or
surprised in some way. Economically, newbies were excluded entirely
from the top level of the market because they had no way to acquire a
T2 blueprint, which was the only way to produce a Tech 2 item or ship.
These precious BPOs had been given out through a 'lottery system' in
the earliest days of the game, and they granted a functional monopoly
on production to the oldest and richest players. At an alliance level,
T2 monopolies allowed certain sets of players to buy these precious
items at or near build-cost, while on the open market they could only
be acquired for up to two hundred times build cost - the Cap Recharger
IIs spring to mind. With their superior knowledge of the game, higher
skillpoints, and better economic situation, the position of the 'old
guard' in EVE was unassailable.
Even in this dark era, however, it was possible for a single newbie to
make a difference. Scorned and ignored in 0.0, a newbie who managed to
overcome the endemic fear of losing his ship that plagued most
Empire-dwellers could wreak havoc. Armed with knowledge and training,
even though he lacked in skillpoints and isk, one pilot, Paradigmblue,
managed to tackle and hold a Moros dreadnought barely four days into
EVE. "Two points on the Moros" became a rallying cry of the power of
the newer players against the old.