The document provides recommendations to CCP based on analyzing emotion drivers in Eve Online expansions from 2008-2016. It finds that expansions focusing on rewards, achievement, and player conflict like Odyssey and Rubicon increased positive emotion. It recommends that CCP concentrate on these drivers, increase coverage of player wars to boost awareness and emotion, and monitor top happy players to ensure their positivity does not decrease over time.
7. The last thing CCP wants is for their
user base to decrease over time.
8. 2008 Releases
● Empyrean Age
○ Factional Militia and Ranks
○ Factional Warfare Agents
○ Statistics
● Quantum Rise
○ Medal Systems
○ Credentials verified
Quantum rise expansion
Empyrean age
9. 2010-2011 Releases
Tyrannis: This expansion worked on
planetary interaction to make infrastructural
progress.
Incursion: Based on people’s
recommendation.
Reward and achieve are having the highest
correlation for both these years.
Tyrannis
Incursion
10. 2012 Releases
● Posemo and social show a direct relation.
● Inferno- Update of kill mails to kill reports,
new skin tones and a resculpture for every
character.
● Retribution- revamp of the bounty system,
which deals out payment on financial loss.
● 2012- Social is higher than posemo.
● 2012= 0.74; Positive
Social
Posemo
Inferno
Retribution
11. 2013 releases
● Odyssey release provided rewards for
finding new sites, in 2013 reward is
slightly higher and drives posemo.
● Rubicon expansion had new features
like new ships, life improvements and
graphical upgrades which drove
posemo.
● Bloodbath of B-R5RB improved anger
and motivated players to support their
team members.
● 0.7 correlation.
Bloodbath war
Odyssey
expansion
rubicon expansion
12. 2014 Releases
● Kronos
○ new ships and major remodeling of old ships
○ customizable audio enhancements.(Tenant,
Achieve)
● Oceanus
○ New features: wormhole nebulas, cloaking
effect, burner missions and interceptors
(Tenant, Social)
● Phoebe
○ changed long distance travel, mechanics,
exploration rewards, mission objective
guidance, market order creations and other
transactions within the game.(Reward,
Achieve)
● Rhea
○ no loss of skill points because of
death.(Reward)
13. 2015 Releases
● Tiamat
○ new hostile non- player characters and new
player dungeons (Tenant, Achieve)
● Mosaic
○ SKINS could be bought from the New Eden
Store
○ small modifications were made to the
planetary infrastructure. (Certain, Tenant,
Reward)
● Vanguard
○ updated shaders for all stations and outposts
○ a Halloween in game event. (Social)
● Frostline
○ new ships, new damage effects, changes to
ship hulls
○ winter holiday event. (Reward, Social)
14. 2012 inferno
expansion
2016 citadel
expansion
2013 odyssey
expansion
2016 world war bee
2013 foundation war
2012 CFC war
● During 2012 Inferno expansion the risk level
increases along with the positive emotion. Such
effect also occurs during 2013 odyssey
expansion and when 2015 to 2016 the citadel
expansion introduced a new type of massive
starbase
● During “world war bee” the players’ risk and
positive emotion level reaches record high.
Sharp raises also showed up during 2013 the
“foundation war” and also 2012 CFC war.
Recommendation:
Increase Risk Level
15. Recommendations:
● Concentrate on the drivers of Posemo such as Reward and Achieve and release features in like Odyssey and
Rubicon that incentivize and motivate the players.
● Bloodbath War in 2013 drastically increased anger and motivated players to express positive emotions towards
their team members thus driving posemo.
● Increase Player Conflicts: CCP should keep focusing on igniting conflicts between players thus increasing the risk
level to increase the players positive emotion through expansion packs with warfare system upgrades and
weapons.
● Increase News Coverage of player warfares: CCP should start a “NEWS” team to report updates and news
about players warfares to increase players awareness of wars.
● Strategies: That include combination of ‘detailed’ rewarding system. Increased Interaction between the players and
statistics related to the same.players within the same level of the hierarchy. Providing statistics of the same.
16. ● Keep a track of the top happy
players to ensure that their
positivity does not drop.
● Monitor the features that
makes them happy/sad and
bring changes accordingly.
● It can be the voice of more
than one player.