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Kalin Droga
Contra Operative Knights SpaceMonkey's Alliance
0
 |
Posted - 2012.07.08 19:39:00 -
[151] - Quote
J'Poll wrote:Epic Arcs seed money into the game by it's rewards. Epic Arcs seed items into the game by it's rewards.
Epic Arcs can be done every 3 months by a player.
So basically it will give another ISK appearing thing in EVE, making inflation even higher. Anything you add or remove to a game, changes it. Unless it's a window of text only.
adding a Storyline into the game explaining the races histories current situation and point the player towards what types of ship a race flies how to fly them and providing skillbooks/ships/modules(partly) to aid them towards a goal helps build a connection to both the game and your character, it also allows the player to learn about the game AND how to play the game, they could also add in a sense tech x civilian modules acquired through past story missions to help them progress through and ultimately all they would have acquired from the arc would be knowledge on how to fly, where to fly, what to fly along with skillbooks up to cruiser level for basic fitting, this basically transforms those boring tutorial missions into a Lore mission arc that can only be completed once with the tutorial text still being in aura to read at a later date.
Doesn't this keep everyone happy? |

Tyler Rainez
16
 |
Posted - 2012.07.09 13:26:00 -
[152] - Quote
Quote: * Make Aura a hologram (heck if they can bring 2pac back as a hologram you can do that too) * When you load your first screen, Aura spawns in the room and approaches you and talk in a way 2 human beeings would talk to each other. It should not feel like someone is reading from a piece of paper... * * * She talks in a normal speed and feeds you with the most basic informations so that you not confuse the harsh world of eve with world of warcraft. * Than she has to EXPLAIN the GUI and give you a fast short overview. MOST important part of game in the first 2 minutes. It is the connection between the player and EVE. Since we are in the captainsquarters she could use the big screen to explain the GUI. Not force you to read wall of text or only talk to you. but SHOW you. The big tv shows your GUI that you actualy see on your monitor. And since we love magic, we introduce 3 BUTTONS. Pause, Repeat last XX and show me text. Who knows, some ppl play without audio or are deaf. * While she keeps on talking you hover over GUI elements and walk around your captainsquarter. So you get audio, video, text and power to press Next, Previous whenever you wish. * * stuff happens * * Now important: When you leave the station, there should be always Auras Head/Avatar in a window floating somewhere. Since she is a hologram it should not be that crazy to project her image somewhere on your screen. While she is giving you orders, so you learn the basic stuff in space, she is loaded with a FAQ which suits the actual task you are doing. If a task should. lets just pick here 8 seconds, and you are not yet done, Aura should approach you and ask whats the fraking problem. Thats called preemptive help. i just came up with it. But we do not want to spam a smart new player with a bunch of hints and advices, which he would not need in the few first seconds, so we have to wait a amount of time. Give the new player the freedom to think on his own, but do not let him feel as if he has lost control of what is happening.
* While you are flying/warping from A to B to do some who cares... Aura has 150 seconds to present you a nice CCP PROPAGANDA overview (trailer) what your possibilities in EVE are. You get audio, video, pictures BUT NO **** TEXT. * You arrive at point B and BOOOM here come your careeragents into play. You saw the propagande just few moments ago, you maybe have a clue what might intereset you and you pick your first mission from that agent. * Aura hologram is gone, the new agent hologram comes.
The tutorial has to be fluid without a bunch of lame ass text in a ugly windows.
And i do not see what false hopes a good interactive tutorial would raise with new players that EVE could not provide later.
Late to the game but to offer some feedback on the current tutorials I found this HOMEMADE video and thought if one guy can do this why can't CCP?
What the tutorials should look like
I started in 2006 and believe me, the tuts now compared to back then have come a long way.
P.S. Bring back Aura's tease when you got pod killed....I miss that!!! |

Breezly Brewin
Vril Metaphysics Society
31
 |
Posted - 2012.07.09 20:32:00 -
[153] - Quote
i took a while doing the tutorials, listened to rookie chat, looked up terms on evelopedia. i had a few issues with the manufacturing and not having the book i was supposed to train (shieold operation or afterburners?). all in all got it all done and enjoyed every minute of it - i enjoyed the seemingly laid back chill atmosphere of the game. i can see how this isn't for everyone...
however ISDs are VERY helpful in game when they are online and they specifically answered a few of the questions i had. i think it is awesome that there are even ISDs in the first place and generally work really hard to answer questions. at my first impression i was blown away the game even had in game live help like that. (impatient people that repeated their question over and over till they got a direct ISD response were still obnoxious) |

Bunolagus
NIPTO
0
 |
Posted - 2012.07.10 06:21:00 -
[154] - Quote
Something that I didn't learn in the first hour of play was the importance of third party tools. After discovering Evemon, EFT, Eve-central, dotlan, and Eve-survival my life in eve became much easier. I recently introduced my 18 year old daughter to eve. She loved the character creation with its' fancy interface, body jewelry and makeup but she didn't make it past her first hour of play. I think the character creation and the captains quarters are little more than a distraction. They set unrealist expectations with new players. I spent about 15 minutes trying to explain to my daughter that all of her efforts in creating her character would mostly be rewarded with a small thumbnail in the upper corner of her screen.
In the end (which came quickly) the thing that drove her away was the complexity. She wasn't interested in playing spreadsheets in space. She closed eve and opened up D&D online so she could dance on the bar in one of the taverns.
On a personal note. The same thing that drove her away from eve is the same thing that keeps bringing me back. I curse Eve for being such a time sink and leave only to return months later and obsess over my latest big idea in-game.
To summarize; I think maybe the character creation and captains quarters set unrealistic expectations. |

Xiang Jing
State War Academy Caldari State
0
 |
Posted - 2012.07.10 21:26:00 -
[155] - Quote
So, last night I logged some time in this game. I had ran the trial a few months ago, but at the time was subbed to another MMO and didn't want two subs at once. Now that I have dropped that, I came back to Eve with the full intention of really committing myself to learning it and spending time in it, because what little I played and what I have read seemed very appealing.
A quick note; last night I completed all the Eva tutorial missions and ran a couple of the early agent missions (combat ones) that Eva points you towards. Suffice to say I am very early in the game. I think the biggest adivce is to go in with an open mind. I pick up most MMOs these days in one day of play because they share common gameplay elements; Eve I am still clueless as to much of everything. But I go back to my first MMO days, and even though some of the early MMOs I played were standard operating procedure in terms of how they played; at the time, they seemed entirely new to me. I can recall running around in Guild Wars, for instance, as a healing monk using a bow, simply because it had more damage than my staff. Ouch.
I found the tutorial so far to be largely sufficient for my needs. Given the enormity of Eve, I don't think the tutorial can come close to covering everything without being 100 hours long, and that would definitely get boring. I feel like I have at least learned how to pilot my ship from one point to another, use the inventory and skills system, and other basic gameplay elements that are required.
If I may make a few suggestions for the tutorial, it would be to make sure that the tutorial is absolutely clear on what to click and when, particularly given how many icons the UI throws at you right from the get-go. In that regard, I find that the voice over from Eva being different from the text boxes can be a bit disconcerting, as I often felt that one or the other didn't go as in-depth as, well, the other. Secondly, I wouldn't mind seeing more flashes/arrows/etc. indicating what menu or box to push. The tutorial does this easily enough for, say, "Character Screen" or "Inventory Screen" but then once inside a window it often neglects to highlight which tab or subgroup to choose, if it's a multistep process. I spent a few pauses on occasion trying to figure out exactly where an item I had to pick up and move to my ship was located in a dock, or if I was in the right window in my character screen.
The biggest hurdles to this game or more... adjustment based. I have read time and time again to just "go out there" on my rookie or early ships because the cost of losing it is comparatively small, and learning combat is more important than learning the skills for combat. But to make that leap is so hard because it is daunting and new. Do I pick a fight? Do I watch one? Once I lose will that person stalk me for the rest of my Eve days? Etc. Taking the first leap is hard. I guess in that way, I wish the tutorial might suggest ways to do that, or encourage some early group combat of sorts. Or even just tell a new player a few things to expect and that early combat isn't a bad choice (if true). For those not looking for combat, perhaps give them a nudge towards how to start a trading career or some such. What you might look for. Obviously, the community wants this to be a sandbox, non hand-holding game, so I wouldn't suggest that the tutorial really "helps" you to get or do something, but at least tellls you how to get to that point or what to expect. Once you do get there, well, the rest is up to you.
I'll be spending some more time tonight running missions and hopefully getting a better feel for the game. I am not entirely sure what I want to do yet, or even how to go about doing it, but the expansive and more comtemplative gameplay seems like a real goldmine. Cheers. |

J'Poll
Pioneer's of the Galantic Wars Ethereal Dawn
340
 |
Posted - 2012.07.10 22:43:00 -
[156] - Quote
First of all, Welcome (back) to EVE.
Xiang Jing wrote:A quick note; last night I completed all the Eva tutorial missions and ran a couple of the early agent missions (combat ones) that Eva points you towards. Suffice to say I am very early in the game. I think the biggest adivce is to go in with an open mind. I pick up most MMOs these days in one day of play because they share common gameplay elements; Eve I am still clueless as to much of everything. But I go back to my first MMO days, and even though some of the early MMOs I played were standard operating procedure in terms of how they played; at the time, they seemed entirely new to me. I can recall running around in Guild Wars, for instance, as a healing monk using a bow, simply because it had more damage than my staff. Ouch.
That's the right attitude.
Xiang Jing wrote: I found the tutorial so far to be largely sufficient for my needs. Given the enormity of Eve, I don't think the tutorial can come close to covering everything without being 100 hours long, and that would definitely get boring. I feel like I have at least learned how to pilot my ship from one point to another, use the inventory and skills system, and other basic gameplay elements that are required.
Indeed, covering everything you can do in EVE will take hours (think 100h is even not enough). And that will scare even more people away, cause nobody wants to play a (seemingly) never ending tutorial.
Xiang Jing wrote:If I may make a few suggestions for the tutorial, it would be to make sure that the tutorial is absolutely clear on what to click and when, particularly given how many icons the UI throws at you right from the get-go. In that regard, I find that the voice over from Eva being different from the text boxes can be a bit disconcerting, as I often felt that one or the other didn't go as in-depth as, well, the other. Secondly, I wouldn't mind seeing more flashes/arrows/etc. indicating what menu or box to push. The tutorial does this easily enough for, say, "Character Screen" or "Inventory Screen" but then once inside a window it often neglects to highlight which tab or subgroup to choose, if it's a multistep process. I spent a few pauses on occasion trying to figure out exactly where an item I had to pick up and move to my ship was located in a dock, or if I was in the right window in my character screen.
1.) Indeed, voice over and text should match. As it also means that people who don't like to listen (and can read faster) can go faster through the tutorials.
2.) Like the idea of flashy buttons (or arrows) that point you in the right direction.
Xiang Jing wrote:The biggest hurdles to this game or more... adjustment based. I have read time and time again to just "go out there" on my rookie or early ships because the cost of losing it is comparatively small, and learning combat is more important than learning the skills for combat. But to make that leap is so hard because it is daunting and new. Do I pick a fight? Do I watch one? Once I lose will that person stalk me for the rest of my Eve days? Etc. Taking the first leap is hard. I guess in that way, I wish the tutorial might suggest ways to do that, or encourage some early group combat of sorts. Or even just tell a new player a few things to expect and that early combat isn't a bad choice (if true). For those not looking for combat, perhaps give them a nudge towards how to start a trading career or some such. What you might look for. Obviously, the community wants this to be a sandbox, non hand-holding game, so I wouldn't suggest that the tutorial really "helps" you to get or do something, but at least tellls you how to get to that point or what to expect. Once you do get there, well, the rest is up to you.
1.) Watching fights (on youtube for instance) helps a lot, specially those with voice over about the decisions made and why [great example are the video's by Rooks and Kings]
2. I support the idea of Aura giving you a nutch into different directions, a lot of the possibilities in EVE aren't covert at all in the tutorials. Like the idea that Aura at least mentions them, what you do with it is then yours.
3. Trying hazardous stuff out when you start can indeed be more 'safe'. When you first enter EVE a frigate seems expensive. But later on you find them easy to replace, so try stuff out in frigates (rather loose a frigate then a cruiser / battlecruiser which cost a lot more). Tip: Ships are tools, they are there to be used and are expandable, use them in that way. Inject your skillbook before you leave the station. Neo didnGGVt learn Kung-Fu by having it sit in his usb drive.-a If it moves, shoot it. If it doesn't move, poke it with your gun and then shoot it. We are not running, we are advancing in the opposite direction |

BrainResin
Science and Trade Institute Caldari State
0
 |
Posted - 2012.07.11 08:10:00 -
[157] - Quote
I'm a new old player. I started playing almost a year ago, but RL intervened when I was still a N00b, so I'm still a N00b.
Well I reactivated my account the other day, so I decided to do the Aura's tutorials in order to reacclimatize to the game. It's better than it was, but I still ended up getting bored with it after about 3 missions.
So I stopped with the tutorial and went to google and youtube instead, where I found some Agony Unleashed Uni advice for N00bs and Eve University youtube lectures. I also found a bunch of awesome blogs, containing huge amounts of information, many of which apart from being full of all the info I need, are well written and an absolute pleasure to read. Now that's the kind of stuff that does make me excited to log in.
IDK, it's a sandbox game, so it makes sense to me that the best new player resources are generated by other players. I guess maybe genuine New Players who are probably used to being spoon fed by themepark games may need a bit of help realising that, perhaps Aura could give them a nudge that-a-way? A tutorial in sandbox survival?
I don't think I have the fortitude to persist with Aura's tutorials, but fortunately there's no need because the web abounds with amazing player generated tutorials and resources. Watch the Eve Uni Tackling tutorial, by the time you are a quarter of the way through watching one you won't be able to stop yourself logging into the game to try apply the theory you've learnt.
Anyway it's great to be back. And a huge thanks to all the players and Corps who have put so many great resources, tutorials and videos for n00bs out on the interwebs.
|

Lallante
Blue Republic RvB - BLUE Republic
54
 |
Posted - 2012.07.11 16:21:00 -
[158] - Quote
I've been playing since beta IV (2002).
The elitism in this thread is hilarious and terrifying.
The OP has really legitimate points. The guys saying "well he should just listen to the tutorial and read the text" completely miss the point and remind me of my marketting director at work who recently said "it's not that the adverts are bad, it's the customers that don't like them who are wrong".
If many people find the tutorial too slow and boring to sit through, then the tutorial is too slow and boring. That's a fact. |

Nebt Ronuken
Republic Military School Minmatar Republic
0
 |
Posted - 2012.07.11 17:42:00 -
[159] - Quote
I have one mission left in the tutorial and in my opinion they were helpful with the basics. After doing one or two quests in each arc I quit listening and skimmed through for the useful information, but there were a few times when I had to consult Google.
The quests did get repetitive but I found the quests rewards worth doing. After completing most of the tutorial I'm sitting on 3.8M ISK and have a couple of ships in reserve. The extra ships that I got from doing the quests make me feel a little better about exploring into low sec space. While the money I have is by no means enough I feel that if I loose a ship I have enough to re-outfit a new one to continue playing.
My biggest gripe, and it isn't a big deal, was accepting a quest and then having to wait for the necessary skill to do that quest to train. Which 7-8 minutes is a drop in the bucket compared to later skill levels. |

Oraac Ensor
School of Applied Knowledge Caldari State
21
 |
Posted - 2012.07.11 18:02:00 -
[160] - Quote
Lallante wrote:If many people find the tutorial too slow and boring to sit through, then the tutorial is too slow and boring. That's a fact. Wrong. It's only too slow and boring for those particular people.
The tutorials have to be pitched at the lowest possible denominator in order to ensure that everyone, however dim and slow-learning, can benefit. That makes it inevitable that some will find the process slow and boring. |
|

Shaxx Traitoris
Republic Military School Minmatar Republic
0
 |
Posted - 2012.07.12 01:05:00 -
[161] - Quote
My experience in short with the trial thus far is that the game looks great but missions are dull and repetitive. Mining is boring but the game economy is interesting. There is definitely a steep learning curve but I was expecting this. Competitive player versus player combat could be more accessible early on by lowering the importance of building skills for months and years.
My main gripe is really the last part, which would not be terribly bad if during the build-up to being competitive in player versus player there were more things to do in the game for us player versus player oriented individuals. That is other than grind flavorless missions or mine lifeless rock in high security space. Really, as I did these things, the thought often occurred to me, I might as well just log in a few minutes a day and set my skills to level for a few months before I actually started 'playing'. But realistically, I cannot do that, I need to play the game to learn how to build a character, navigate the user interface and learn how to maximize my combat efforts. I get the feeling the first months are going to feel more like a job than anything else.
My thoughts on what might alleviate some of these things, you could in the starter military stations for each race, have a 'noob on noob' room/area with structured/consensual player versus player combat. Concord would not get involved unless there was pod-killing after the fight. Noobs could construct fleets of noobs and engage in group combat early on (which appears to be one of the best features of Eve).
It would need a skill point cap where exceeding a certain number disallows admittance to the area and ship restrictions, limiting it to just the cheapest early frigates and or just the rookie ships. It would be explained lore/immersion wise in the game as a mock-pick-up fight simulator to prepare combat capsuleers by sparring and honing their skills for future engagements.
I will at this point be fully subscribing and plan on giving a good shot at over-coming the 'cliff' learning curve and giving you old-timers a hard time in space.
See you on the battlefield (eventually). |

Vlad Eiriksson
Federal Navy Academy Gallente Federation
0
 |
Posted - 2012.07.12 20:07:00 -
[162] - Quote
My first hour....
The first thing I did with my new cloan was check my package. Good to go! 
I listened to my teacher and I began to check out my new digs. Nice.
I accidently undocked and found my self in space. Took me about a minute to figure out how to dock. Fun and scary LOL.
I found the tutorial was very nice comparing to other experiences. It was easy to go back if neccessary.
One thing I like was I could actually use the furniture in my quarters. I could sit back and relax while checking out my new entertainment center.
I leanred the interface and found it most useful while complex. But I like complex systems so for me, I love it.
I liked the turtoriles and found them most useful.
My first hour was great, I got a feel that this universe is big and complex. Exactly the game I was looking for.
Vlad |

J'Poll
Pioneer's of the Galantic Wars Ethereal Dawn
342
 |
Posted - 2012.07.12 22:31:00 -
[163] - Quote
Shaxx Traitoris wrote:My experience in short with the trial thus far is that the game looks great but missions are dull and repetitive. Mining is boring but the game economy is interesting. There is definitely a steep learning curve but I was expecting this. Competitive player versus player combat could be more accessible early on by lowering the importance of building skills for months and years.
My main gripe is really the last part, which would not be terribly bad if during the build-up to being competitive in player versus player there were more things to do in the game for us player versus player oriented individuals. That is other than grind flavorless missions or mine lifeless rock in high security space. Really, as I did these things, the thought often occurred to me, I might as well just log in a few minutes a day and set my skills to level for a few months before I actually started 'playing'. But realistically, I cannot do that, I need to play the game to learn how to build a character, navigate the user interface and learn how to maximize my combat efforts. I get the feeling the first months are going to feel more like a job than anything else.
My thoughts on what might alleviate some of these things, you could in the starter military stations for each race, have a 'noob on noob' room/area with structured/consensual player versus player combat. Concord would not get involved unless there was pod-killing after the fight. Noobs could construct fleets of noobs and engage in group combat early on (which appears to be one of the best features of Eve).
It would need a skill point cap where exceeding a certain number disallows admittance to the area and ship restrictions, limiting it to just the cheapest early frigates and or just the rookie ships. It would be explained lore/immersion wise in the game as a mock-pick-up fight simulator to prepare combat capsuleers by sparring and honing their skills for future engagements.
I will at this point be fully subscribing and plan on giving a good shot at over-coming the 'cliff' learning curve and giving you old-timers a hard time in space.
See you on the battlefield (eventually).
I like the idea.
Just keep in mind:
2 weeks and you can be a hero tackling frigate.
PvP isn't mainly about Skillpoints, it's more about knowledge, attitude and the will to learn from others. Inject your skillbook before you leave the station. Neo didnGGVt learn Kung-Fu by having it sit in his usb drive.-a If it moves, shoot it. If it doesn't move, poke it with your gun and then shoot it. We are not running, we are advancing in the opposite direction |

Valda Renalard
Auracorp
0
 |
Posted - 2012.07.13 09:23:00 -
[164] - Quote
I've seen other MMo's over the years & played their trials and Eve is the first one that I have ever been willing to pay to play. I decided that in my first hour. The fact that I didn't have to shell out $60-80 first helped too. Eve reminds me of visiting Chicago and getting off the L at the wrong stop in a really bad neighborhood. Scary as hell, yet thrilling when you finally make it back to the safety of a station. I'm glad the tutorials are as they are. Eve is deeply complex and I appreciate all the help I can get! I love it and hope to continue playing for years to come. |

Apollo Antollare
The Scope Gallente Federation
0
 |
Posted - 2012.07.13 22:22:00 -
[165] - Quote
I started playing about a week and a half ago. I like the game a lot and I thought the tutorials were easy enough to understand.
When I first entered the captain's quarters (or whatever you call it) I thought it was cool that I could walk around and sit on the couch and stuff. You walk way too slow though and there really isn't any point to walk around that place at all. The game looked cool, space and everything looked really nice. I had no idea what any of the windows or menus did. I just followed the tutorial as close as I could to get my ship. Warping for the first time was AWESOME. Aura should walk you through EVERY little step and I think she should have a voiceover for everything. It would help to hear the tutorial instead of read through everything. I looked at the map and was amazed at how huge New Eden was. It was disappointing when I found out you can't do anything with all those planets though. I knew about planetary interaction but I wish there was something more. I destroyed that fuel depot and the explosion was nice. I thought it was going to be more realistic but it was still cool to watch.  When I started the career agent missions, I was surprised to see that there were no voiceovers. I thought that a game that has been around for years would have voiceovers for at least the tutorial missions. There were less ships in the game for each race than I though but there were still a lot. More interesting quests would be nice? My corp became The Scope a couple days ago. Not sure how THAT happened. 
Most people say the tutorials are boring and hard to understand, I think they were kind of boring but I was excited for what was going to come next and I didn't think it was that hard to follow. Overall, I am liking the game a lot, even mining and exploration which a lot of people are calling "boring".
|

J'Poll
Pioneer's of the Galantic Wars Ethereal Dawn
347
 |
Posted - 2012.07.13 23:04:00 -
[166] - Quote
Apollo Antollare wrote:I started playing about a week and a half ago. I like the game a lot and I thought the tutorials were easy enough to understand. When I first entered the captain's quarters (or whatever you call it) I thought it was cool that I could walk around and sit on the couch and stuff. You walk way too slow though and there really isn't any point to walk around that place at all. The game looked cool, space and everything looked really nice. I had no idea what any of the windows or menus did. I just followed the tutorial as close as I could to get my ship. Warping for the first time was AWESOME. Aura should walk you through EVERY little step and I think she should have a voiceover for everything. It would help to hear the tutorial instead of read through everything. I looked at the map and was amazed at how huge New Eden was. It was disappointing when I found out you can't do anything with all those planets though. I knew about planetary interaction but I wish there was something more. I destroyed that fuel depot and the explosion was nice. I thought it was going to be more realistic but it was still cool to watch.  When I started the career agent missions, I was surprised to see that there were no voiceovers. I thought that a game that has been around for years would have voiceovers for at least the tutorial missions. There were less ships in the game for each race than I though but there were still a lot. More interesting quests would be nice? My corp became The Scope a couple days ago. Not sure how THAT happened.  Most people say the tutorials are boring and hard to understand, I think they were kind of boring but I was excited for what was going to come next and I didn't think it was that hard to follow. Overall, I am liking the game a lot, even mining and exploration which a lot of people are calling "boring".
Not really EVE, but you can do more on the planets then just Planetairy Interaction.
Dust514 is a MMO shooter for the PS3. It's completely linked to EVE Online, so actions in EVE change Dust, actions in Dust change EVE. Dust will mean the battles go from between the stars also to on the planets.
At this stage Dust514 is in the close beta stage.
Your corp became The Scope because:
You left (or got kicked out of) EvE University.
In EVE you are always part of a corporation, there are 4 options,
A) The NPC starter corporation you automatically join when you create a new character, this depends on race etc. The only way to get into it is by making a new character.
B) A NPC corporation by default. This is the NPC corporation you automatically join when you leave one of the corporations that are listed as C) and D). For your race / bloodline that would be the Scope.
C) A NPC Faction Warfare corporation. You join these by signing up for the militia.
D) A Player runned corporation. Made by players, build by players, owned by players and destroyed by players. Inject your skillbook before you leave the station. Neo didnGGVt learn Kung-Fu by having it sit in his usb drive.-a If it moves, shoot it. If it doesn't move, poke it with your gun and then shoot it. We are not running, we are advancing in the opposite direction |

Jett0
Surface Warfare The 99 Percent
167
 |
Posted - 2012.07.17 02:20:00 -
[167] - Quote
ISD Athechu wrote:While this thread gives great feedback please make sure to keep the feedback coming and not to bump the topic just to keep it towards the top.
Sorry, what was that again? Okay, okay...
The NPE is something I've always felt should be a major priority for change. I read somewhere that CCP has something that is giving them data on when people tend to quit during the tutorials. I'm curious as to what those metrics are currently saying.
Personally, I liked the Apocrypha "crash course" better than the Incarna tutorial. The first thing I remember doing was shooting something, and that was a great initial impression. And as others have pointed out, the Incarna tutorial broke some consistency with the career agents. I think an overhaul of the entire section is needed. I would remove the civilian modules entirely and split the career agents into shorter, more digestible arcs. Maybe something along the lines of three missions each.
I've introduced a lot of people to EVE, and the ones who quit did so because the game violated their expectations in some way. Not "this game wasn't what I thought it'd be" but more "I assumed something based on a previous scenario, and the information didn't apply to this new scenario."
For example, the mission where you take damage from that cloud thing (I forget the specifics) was confusing to a few people. In their minds, the game had established that damage to your ship always came from some kind of action, whether it's you blowing up the container in the beginning, or another ship shooting you. They expected that when they took damage, there would be some kind of visual indicator, a shot / explosion / etc. The death cloud does neither. All you get is a little message and your shields mysteriously dropping.
None of them died from it, but it left them with a feeling that they were doing something wrong when they weren't, and discouraged them from playing again. Occasionally plays sober |
|

ISD Athechu
ISD STAR
40

 |
Posted - 2012.07.20 04:52:00 -
[168] - Quote
Just as something to let all of you know. If you haven't checked it out there are a lot of changes on the test server Sisi with the tutorials and they look good. Might wanna check them out so you can give more feedback.
If you don't know how to get onto Sisi
http://wiki.eveonline.com/en/wiki/Singularity ISD Athechu Commander ISD STAR (Support Training and Resources) EVE New Citizens Q&A Resources |
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Oraac Ensor
School of Applied Knowledge Caldari State
21
 |
Posted - 2012.07.20 09:33:00 -
[169] - Quote
Jett0 wrote:I've introduced a lot of people to EVE, and the ones who quit did so because the game violated their expectations in some way. Not "this game wasn't what I thought it'd be" but more "I assumed something based on a previous scenario, and the information didn't apply to this new scenario."
For example, the mission where you take damage from that cloud thing (I forget the specifics) was confusing to a few people. In their minds, the game had established that damage to your ship always came from some kind of action, whether it's you blowing up the container in the beginning, or another ship shooting you. They expected that when they took damage, there would be some kind of visual indicator, a shot / explosion / etc. The death cloud does neither. All you get is a little message and your shields mysteriously dropping.
None of them died from it, but it left them with a feeling that they were doing something wrong when they weren't, and discouraged them from playing again. If that's true then there isn't much hope for such people.
I don't see how anyone could think that the game has already "established that damage to your ship always came from some kind of action, whether it's you blowing up the container in the beginning, or another ship shooting you" when they are still in the tutorials and still being taught further aspects of the game.
Or how they could think that they've done something wrong when the mission instructions clearly state what is about to happen. |

Inxentas Ultramar
Rangers Of The Emperor The Legions Of The Emperor
0
 |
Posted - 2012.07.20 11:42:00 -
[170] - Quote
I've just watched my friend play the tutorial on my PC, as he ran into the shader issue on his (somewhat older) computer. He's intelligent enough to "get" games of this complexity (just like me he enjoys RPG's, even those of days gone by), and only had some marginal problems.
1. The tutorial told him to mine an asteroid from a field, but it looked empty (asteroids not being on the overview by default). He jumped the gate and mined the exact same resource a system further. The mission agent didn't approve (and left the mission unfinished), but he figured out that he "probably needed to trigger a quest dialogue" in the original belt. He finished the quest on his own, and sold the extra Veldspar he mined too.
2. Sometimes he would click on "next" before doing the specific action requested (and he got the next bit of dialogue). If you need to do a few complex tasks in succession, this can be problematic to memorize, but he didn't seem to have that many issues with it. The only thing he asked was how to open the scanner, with his mouse already hovering over the buttons next to the HUD.
While the tutorial is still a bit rough around the edges, my friend enjoyed that the tut put him in a live environment right away, and that he recieved skillbooks and mods as a reward. |
|

Jett0
Surface Warfare Tribal Band
173
 |
Posted - 2012.07.20 23:55:00 -
[171] - Quote
Oraac Ensor wrote:If that's true then there isn't much hope for such people.
I don't see how anyone could think that the game has already "established that damage to your ship always came from some kind of action, whether it's you blowing up the container in the beginning, or another ship shooting you" when they are still in the tutorials and still being taught further aspects of the game.
Or how they could think that they've done something wrong when the mission instructions clearly state what is about to happen.
I actually don't disagree, but I think this deserves some clarification. For one, I realized I was confusing two of the missions. Here's the actual offender, which a friend of mine ran just yesterday:
There's a mission (basic military arc, I think) where the instructions state something like "Go to this place and check it out." (Yeah, I know. Half of them say that.) When you get there, there's a stargate, and nothing else. A message pops up instructing you to approach the stargate, and be wary of incoming hostiles.
When you get to the gate, some small green clouds appear around it and a message pops up stating the stargate has done damage to you. The cloud expands and the gate continues to do damage. At this point, the friend I'm helping figures out he needs to run. He burns out (he's still expecting hostiles to appear at some point) and the gate continues to do damage at increasing amounts. Unknown to him, he had completed the mission the moment the gate had erupted.
He eventually figured out he needed to warp out, but instead of "Wow, that was unexpected. Cool." it was "Er... well, I guess I finished it." As I write this, I'm realizing that I've actually completed a lot of missions by "accident" like this. Maybe a "Mission Complete" notification front and center is warranted. (Apologies if any of this is fixed on SiSi. I can't get to it just yet.)
For reference, said friend is very intelligent. He actually told me later about some random container with goodies in it with a drake sitting not far off. Without even knowing about the flag system and "free stuff" scams, he figured out what was going on. I think he'll do well.  Occasionally plays sober |

Tara Maroo
Ichi Nin No Guntai
0
 |
Posted - 2012.07.21 05:15:00 -
[172] - Quote
The Big Lebowski wrote:Yuriko Deathstrike wrote:I dont know if the OP is complaining that the tutorials are too hard, or that the tutorials are too hard for a task that is so simple. So why do you respond if you have no clue what i am talking about? It seems to me that some people here in the forums just love complaining about the complains of other players. And by the way i am not complaining about any core elements of the game. I just complain about the first hour of EVE and what i have been presented. ownd.
You're just like a snobby teenager, enjoy rage quitting when you are lost and no one wants to interact with you due to your **** attitude and unwarranted self importance. Whine more baby boy |

Jett0
Surface Warfare Tribal Band
175
 |
Posted - 2012.07.21 09:16:00 -
[173] - Quote
ISD Athechu wrote:Just as something to let all of you know. If you haven't checked it out there are a lot of changes on the test server Sisi with the tutorials and they look good. Might wanna check them out so you can give more feedback. If you don't know how to get onto Sisi http://wiki.eveonline.com/en/wiki/Singularity
Just got done with a test Minmatar character. Wow. "This is an enemy ship (not as good as yours)" was pretty awesome.
All feedback I have is extremely nitpicky. Not fixing these won't end the world, but here you go:
* Not that it matters for a civilian module, but the tutorial never told me to turn the shield booster off. In fact, I don't think cap management is ever mentioned.
* Under "12. The Next Mission", the popup pointing at the Agent Missions menu had no text. Speaking of which, is there a way to remove the menu entirely? (Not the "hide" button)
* Under "15. Basic Combat", you're instructed to right-click a target that's out of targeting range, a concept that's not explained. Obviously, the option to lock doesn't appear, but because of instant aggro and "target back" (again, not something that's explained) you end up with a lock without actually following instructions. For the sake of consistency, I would argue it's now time to have "target back" default to zero.
* (Opposite scenario) Under the same section, the weapon button is highlighted with a popup, and rightly so. In my opinion, the feature where you click the weapon module and then lock needs to go. It's not how the tutorial describes the process of locking and firing. I've only ever seen new people get tripped up by it, and I could see this section being confusing if the weapon is clicked before a lock is acquired (again, the button highlight grabs more attention than the tutorial window, especially with a hostile bearing down on you). I don't think it's widely used anyway, if YouTube is to be believed.
These minor issues aside, I just want to say well done. This is by far the best tutorial EVE has ever had. Occasionally plays sober |
|

ISD Athechu
ISD STAR
42

 |
Posted - 2012.07.21 18:33:00 -
[174] - Quote
Jett0 wrote:ISD Athechu wrote:Just as something to let all of you know. If you haven't checked it out there are a lot of changes on the test server Sisi with the tutorials and they look good. Might wanna check them out so you can give more feedback. If you don't know how to get onto Sisi http://wiki.eveonline.com/en/wiki/Singularity Just got done with a test Minmatar character. Wow. "This is an enemy ship (not as good as yours)" was pretty awesome. All feedback I have is extremely nitpicky. Not fixing these won't end the world, but here you go: * Not that it matters for a civilian module, but the tutorial never told me to turn the shield booster off. In fact, I don't think cap management is ever mentioned. * Under "12. The Next Mission", the popup pointing at the Agent Missions menu had no text. Speaking of which, is there a way to remove the menu entirely? (Not the "hide" button) * Under "15. Basic Combat", you're instructed to right-click a target that's out of targeting range, a concept that's not explained. Obviously, the option to lock doesn't appear, but because of instant aggro and "target back" (again, not something that's explained) you end up with a lock without actually following instructions. For the sake of consistency, I would argue it's now time to have "target back" default to zero. * (Opposite scenario) Under the same section, the weapon button is highlighted with a popup, and rightly so. In my opinion, the feature where you click the weapon module and then lock needs to go. It's not how the tutorial describes the process of locking and firing. I've only ever seen new people get tripped up by it, and I could see this section being confusing if the weapon is clicked before a lock is acquired (again, the button highlight grabs more attention than the tutorial window, especially with a hostile bearing down on you). I don't think it's widely used anyway, if YouTube is to be believed. These minor issues aside, I just want to say well done. This is by far the best tutorial EVE has ever had.
Yeah just remember it's still in testing. But it's good feedback to give :)
ISD Athechu Commander ISD STAR (Support Training and Resources) EVE New Citizens Q&A Resources |
|

Django Returns
ARES Unlimited
112
 |
Posted - 2012.07.21 21:49:00 -
[175] - Quote
Tara Maroo wrote:The Big Lebowski wrote:Yuriko Deathstrike wrote:I dont know if the OP is complaining that the tutorials are too hard, or that the tutorials are too hard for a task that is so simple. So why do you respond if you have no clue what i am talking about? It seems to me that some people here in the forums just love complaining about the complains of other players. And by the way i am not complaining about any core elements of the game. I just complain about the first hour of EVE and what i have been presented. ownd. You're just like a snobby teenager, enjoy rage quitting when you are lost and no one wants to interact with you due to your **** attitude and unwarranted self importance. Whine more baby boy
Why so mad? It seems to me that you are a typical sheep, who got used to a specific way of doing things. You fail to improve or adapt? Maybe its time to use your brain for critical thinking?
It is better to suggest 10 ideas, where 8 are crap, than to be silent and think that everything is fine. |

Horace Nancyball
The Whiskers of Kurvi-Tasch
8
 |
Posted - 2012.07.22 10:27:00 -
[176] - Quote
Hey! Don'd diss Aura. She's a hottie.
The Big Lebowski wrote: I heard that the game is deep and complex, but this tutorial is just complicated and boring. How about that lady starts talking and gives some hints where to press on the screen to open that inventorywindow.... Cant open it... WHERE is it?
So you've heard EVE is "deep and complex" and yet expect to be taught everything there is to know in an hour? Here's the thing, "deep and complex" remains difficult and enthralling for years. I've been playing for six years or so and still don't have a clue about much of the stuff in the game. Any game that becomes "easy" after a couple of hours is an EASY game. EVE is popular with a particular type of game player because it remains challenging and you will never feel that you know it all. I fear you may not be such a player. However fear not I hear CoD is still recruiting. |

Sara Seraph
FaintHeart Industries
5
 |
Posted - 2012.07.25 06:09:00 -
[177] - Quote
When I started, I was completely lost - no real gaming experience before. So some of the veterans tend to forget what it is like being brand new.
It was not the tutorials - which are much better now - that has kept me around, but those first few helpful actual players I met.
I must have been extremely lucky. They showed patience and took time to answer all the myrid of questions I had, such as moving, jumping, reading a map, what the overview does, how to find items in my assets window, etc, etc, etc
Only once the absolute basics were understood, could I begin to look out and grasp the opportunities available in EVE.
So I give thanks to those gentlemen. *curtsy* |

Desmond Robinson
Sonoran Sun Legion Eternal Strife
1
 |
Posted - 2012.07.27 01:51:00 -
[178] - Quote
The Big Lebowski wrote:All posts, which sound like: * you just dont get it * this is eve, not World of Warcraft * it takes time to have fun and see the beauty of EVE * eat it or starve can be treated as spam. I am talking about the first hour of EVE. Nothing else. Quote:What the OP needs to realise that this game differs very much from other MMOs to a point where your vast x years experience with [insert 5 different MMOs] means absolutely nothing. Partially because this is effectively an old school MMO and doesn't cater for the "COD crowd" and mostly because it's so frecking complex you NEED it to be explained to you slowly. I do not see any complexity in the process of getting from point A (station) to point B (ship) to get into my first ship. The task is trivial, but the way how it is explained and presented is complicated and not appealing. One should not confuse complicated with complex. And the point is: This is just the first hour with the most trivial tasks to do. And yes, i really wrote down every thought/action that was not clear within the first few moments. I mean, how are really complex tasks and situations going to be explained? Well i saw it 10 minutes later. I did the first few scanningmissions and there i was like: REALLY REALLY, You want me to do the same annoying thing like 4x?? Really??? There were like 5 different anomalies which could be found in the exactly same process, but i had to repeat them.... WELCOME to EVE! ( http://youtu.be/c0M7jkv3xkQ )
So I decided to find the "New Player Experience" thread and post a link to some videos I wish I'd had when I started. I found this thread so here we are! See below.. wish I'd had watched these before I ever began. http://youtu.be/iUlXAK16fr0 http://youtu.be/QlfbaRfuORI
Yes.. be glad you didn't get killed as one of your first experiences in EVE. I do remember feeling the same way though.. the new user interface could use some love. So check out the videos, and I hope the New Player Experience Team can incorporate them somehow, because this author does a great job with a simple explanation to explain everything you see when you first start the game.
I sent the first "10 things" video out to any of my friends I wanted to get interested in EVE. EVE is not for everyone. Enjoy!
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Discova
Rim Worlds Republic Solar Citizens
2
 |
Posted - 2012.08.03 13:43:00 -
[179] - Quote
Eve is all about patience and planning. It is highly complex and needs to be explained.
People who expect everything to be easy and handed to them in the first few minutes is not going to like this game.
Eve is unforgiving and brutal and is the reason why it has lasted as long as it has. They don't cater to the lowest common denominator nor whiner. They seem to have a firm grasp on their product's scope and vision and are true to it. (Disclaimer: That is not to say they haven't had their slips, like the clothing and goggles but I digress)
Be patient, learn from your mistakes and you will enjoy what Eve has to offer. |
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CCP Sisyphus
C C P C C P Alliance
39

 |
Posted - 2012.08.03 14:52:00 -
[180] - Quote
Jett0 wrote: //snip nice feedback// These minor issues aside, I just want to say well done. This is by far the best tutorial EVE has ever had.
Thank you! Lot of efort was put into these changes, and we're hoping they will make a positive impact :) CCP Sisyphus | Team PE | @CCP_Sisyphus |
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