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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Silver Dagger Kondur
Element Underground
18
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Posted - 2014.01.26 16:02:00 -
[151] - Quote
Greets!
I wish I had known about:(that is, the tutorials don't mention)
1. The COMPARE TOOL (dragging several weapons onto it to compare stats, for example.)
2. The STAR MAP and its STATISTICS features - so I could see where the action was!
3. That TRADE HUBS exist to (possibly) get good prices.
4, How to CAPTURE THE PIECES from a decrypted, exploding can.
5. Train and fly what you have, get good at it first! Then train to the next step up (only) etc. |
Ralph King-Griffin
Var Foundation inc.
265
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Posted - 2014.01.29 17:03:00 -
[152] - Quote
Silver Dagger Kondur wrote: 2. The STAR MAP and its STATISTICS features - so I could see where the pirates are!
.
If in doubt...do...excessively. |
Baygun
EVE University Ivy League
6
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Posted - 2014.01.30 18:03:00 -
[153] - Quote
i wish i'd known in advance the only way to have friends in Eve is to drag them from RL pool of friends * Never mind - i should adapt :) in order to survive.
(*) first rule of Eve - "You shall not believe anyone". |
Azrael Talie-Kuo
Federal Navy Academy Gallente Federation
0
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Posted - 2014.01.31 11:00:00 -
[154] - Quote
Factions / Standings & Missions.
Even after days of research of what to look for; I still accept missions that end up fighting ships of the major playable factions.
Its not straight forward, and more so, most people don't even appreciate why standings matter until its too late.
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Arsine Mayhem
Tribal Liberation Force Minmatar Republic
122
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Posted - 2014.02.03 18:50:00 -
[155] - Quote
Ship fitting, and one, if not the best place to start:
http://wiki.eveuniversity.org/Template:ShipsMatrix
battleclinic is horrid for the most part, so I direct people to the above. |
Aswald McSmith
Center for Advanced Studies Gallente Federation
0
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Posted - 2014.02.05 02:26:00 -
[156] - Quote
Well, I've only been playing three or four days but I would have loved to have known several things earlier.
Maybe most importantly, that there even were Keyboard commands for everything. I assumed there were as I was going through the tutorial stuff because I saw mention of a few, but nothing substantive. So I went around doing missions, right clicking on windows and targets and context menus...
...when all I had to do to target something was hold CTRL+Click and go from there. Games, in general, should do a better job in tutorials training via keyboard commands than mouse, mouse takes too long for so many things, especially, I'm finding, in a game of so many layers, menus, etc.
I saw mention earlier about the Overview panel, it would be REALLY helpful if that thing was easier to sort and change on the fly to different categories, like a row of customizible satellite buttons next to the default tab (maybe I can make my own tabs for things I need to track?)
Maybe something like ISIS for skills would be good to have as well, a visual tree of what you have, what level it is, how they diverge into different skills/branches. It's great to know up front that I have Gunnery (for example) but not what it leads into, without going to the market or Google and generally reverse engineering skill requirements until I know what I need to know. Again, a visual skills map.
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Angeleh
Silverflames
1
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Posted - 2014.02.05 12:08:00 -
[157] - Quote
Well I have played before, but I made up an alt and tried being "new".
When aura gives you your first weapon, she says you are probably used to not needing ammo - but at this point in time the player has never owned a weapon at all. Maybe add some information about the rookie ship coming with the ammo-less gun if you get another later instead. Took me a while to figure out what those ammo-less weapons Aura talked about was.
And some of the things I had to help the most with in Rookie Help was:
Hardpoints: "My ship has 3 weapon slots, I have 2 blasters but when I try put in the third it says I can't" and "how do I attach a gun to my Condor?" is something I heard a lot. And I understand the confusion, all other demands a weapon has for the ship fitting is listed in fitting information, but nowhere does it say that a turret needs a "Turret Hardpoint" and a launcher need "Launcher Hardpoint". Would be much less confusion for the new player if hardpoints were added to the fitting tab in weapon info screens.
'You get ammo from Aura right after the gun, if you were on the station when you got it, it is in your item hangar. The tutorial could use to be more clear about when to undock at this point. Maybe change tutorial to teach people to load weapons in fitting window while docked - then undock them and tell how its done in space when need to. This will reduce all the flying back and forth - which I at least would find disheartening when only 5 minutes into the game.
That there actually is a wide range of chat channels to join.
How to look for a corporation, search tool, recruitment channels and forums.
If you do tutorial and then start with business career, you do not have a mining laser, your first ship is boarded in space with no mining laser / gun - not the default rookie fit. And you get your first laser as part of the Industry career.
How to buy and sell. Why is there no market tutorial? A lot of people are also looking for a vendor to sell their loots to.
That you can't change ore holds, drone bays, drone bandwidth, hardpoints, energy slots on your ship (except in the cases that the bonus from ship skills increase it).
Scamming is a fact outside Rookie Help - it is not rare, it is not uncommon, it is normal and you have to look out for it.
*EDIT* Layout fix |
hydraSlav
Synergy Evolved
0
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Posted - 2014.02.05 20:33:00 -
[158] - Quote
Been playing since 2005 (with a huge break in between), and just now i find out you can drag & drop drones to launch/recall them
Also, double clicking a probe/signature in the Scanning window in order to center on it |
Armomin
Aliastra Gallente Federation
0
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Posted - 2014.02.06 17:37:00 -
[159] - Quote
Something that is very common in other games is to highlight a piece of equipment and see how it compares to items that are already equipped. Or at the lest, be able to click multiple similar items and see the differences.
E.g. click 3 types of ammunition for a small gun. Bring up a compare screen that highlights the differences.
If that ability is there, make it easier to find. |
TheSmokingHertog
TALIBAN EXPRESS
186
|
Posted - 2014.02.07 10:15:00 -
[160] - Quote
hydraSlav wrote:Been playing since 2005 (with a huge break in between), and just now i find out you can drag & drop drones to launch/recall them
Also, double clicking a probe/signature in the Scanning window in order to center on it
This has been an update a few patches back by CCP karkur. |
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Silver Dagger Kondur
Element Underground
22
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Posted - 2014.02.09 22:43:00 -
[161] - Quote
Ralph King-Griffin wrote:Silver Dagger Kondur wrote: 2. The STAR MAP and its STATISTICS features - so I could see where the pirates are!
.
LOL! - I just caught that! Nice! :D
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Joel Schvaak
State War Academy Caldari State
0
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Posted - 2014.02.10 00:41:00 -
[162] - Quote
That you should not carry a PLEX in your frigate's cargo hold - regardless of being in 1.0 space. |
MrsClean
Maden Corpse
1
|
Posted - 2014.02.10 21:21:00 -
[163] - Quote
--Gameplay-- That it's a broker market system and works totally unexpected to what I am used from other games, lost alot of money without any scam just by not knowing this!!!
Besides of that nothing, because discovering and making mistakes is fun, if you can recover and can at least gauge what will happen (risk/reward) For example it's ok to lose your ship the first time vs warp disruptors, because you knew about that in the tutorials. Or it's ok to die in low sec, because you didn't expect someone else to scan you so fast, but it's ok because you knew ppl can scan you down. That Discovery and making experience is all fun!
--Social-- In terms of help I wish I had known, that there are people who will help you out personally via messages - which I think is difficult because of all the trolls out there not thanking you at all or behaving disrespectful towards someone wanting to help (just in chats).
You just have to find friendly people under all the black sheeps, for example in my first forum I was there were like only 2 people active and I got nasty answers for not knowing how stuff works... so by that I don't wonder why it's only 2 people (battle clinic).
So I suggest a list of volunteers perhaps where the volunteer will become invisible if he has one person that he is helping. |
J'Poll
CDG Playgrounds
3658
|
Posted - 2014.02.12 12:00:00 -
[164] - Quote
MrsClean wrote: I suggest a list of volunteers perhaps where the volunteer will become invisible if he has one person that he is helping.
Will just leave this here:
ISD - STAR
https://wiki.eveonline.com/en/wiki/ISD_STAR Want to have some chat in game? Need help to get into the game as a new player? Just join my channel: Crazy Dutch Guy |
Kraig Aitchison
State War Academy Caldari State
0
|
Posted - 2014.02.19 03:30:00 -
[165] - Quote
It seems there's a lot of people here that wanted specifics. If any source of information tried to explain every detail of eve, it'd be thicker than a dictionary. Also, there'd be nothing left to learn or discover. Yes, the learning curve is a steep one, but isn't that a good thing? I've only had 3 months of sub time, but I'm still learning new things every day. Can't get enough of this damn game! The only thing I'm kinda half and half on is the pvp. In some ways I wish it were easier to get into, but the fact that it's so complicated is what makes it so epic and unique. Tried it once, got popped and almost had a heart attack when I saw my naked corpse floating in space. No pvp has ever made my heart pound like that. Losing (almost) everything makes for thrilling pvp! |
TheSmokingHertog
TALIBAN EXPRESS
187
|
Posted - 2014.02.19 06:50:00 -
[166] - Quote
Kraig Aitchison wrote:It seems there's a lot of people here that wanted specifics. If any source of information tried to explain every detail of eve, it'd be thicker than a dictionary. Also, there'd be nothing left to learn or discover. Yes, the learning curve is a steep one, but isn't that a good thing? I've only had 3 months of sub time, but I'm still learning new things every day. Can't get enough of this damn game! The only thing I'm kinda half and half on is the pvp. In some ways I wish it were easier to get into, but the fact that it's so complicated is what makes it so epic and unique. Tried it once, got popped and almost had a heart attack when I saw my naked corpse floating in space. No pvp has ever made my heart pound like that. Losing (almost) everything makes for thrilling pvp!
There is a guide that explains everything, its called ISK the GUIDE.
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Zag Aurilen
School of Applied Knowledge Caldari State
0
|
Posted - 2014.02.22 18:03:00 -
[167] - Quote
Scanning, not very well explained in the early mission. I still am a bit lost on how to do it right and efficiently
Skill Learning: Injection over Training Time, never was explained. I just saw the difference now!
Weapons/Ammo: Which is best or better in a situation.
Ships Uses: What situations are bad for "x" ship? Are good for "x" ship? |
Silver Dagger Kondur
Element Underground
23
|
Posted - 2014.02.24 15:32:00 -
[168] - Quote
Zag Aurilen wrote:... Ships Uses: What situations are bad for "x" ship? Are good for "x" ship?
Taking the description tab's contents at its word is a good start. This forum (EVE New Citizens) is often full of good advice. But there are soooo many ships, it'd be difficult, imho, to do a tutorial on even 1 race's ships.
Some folks fit cruisers as exploration vessels, & I've heard some use carriers as cargo transports out of null, so it would be hard to pin some ships to a specific purpose. |
Chaz Tivianne
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.02.25 00:18:00 -
[169] - Quote
I would like the attributes of the ships (or any object) to be explained a little better. Like, what does changing my Velocity Modifier do? There are just some attributes that I don't understand. They make sense, but right off the bat it's all very confusing. For example: The fact that a given turret's optimal range is 10km but the falloff range is, say, 6000m, is confusing to me. Turret tracking, turret signature resolution, signature radius, etc., is all confusing stuff to a new player.
I know this can all be looked up online, but a basic overview might be nice so I know what I'm using on my ships and how to use them. And if there is an in-game guide on that stuff then I missed it, but I believe I completed all the recommended starting missions, and I remember a bunch of tutorials and whatnot. |
Rob Kashuken
School of Applied Knowledge Caldari State
2
|
Posted - 2014.03.05 06:37:00 -
[170] - Quote
That you can fly off and leave your drones orphaned. It's be nice if you have the safety thing enabled that it would warn you that your drones will be left there, like flies absent a corpse.
The contracts system.
D-Scan, and how best to use it.
Overview settings, and why they never stick unless you fiddle around with the tab default options fully.
That running missions for factions outside of the starter set will cause the standings to do down in the opposing faction. Even after about 5 days in, I was -1.97 with Gallente, however there are skills that can rapidly mitigate this. |
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Cynar Pappotte
University of Caille Gallente Federation
0
|
Posted - 2014.03.06 15:35:00 -
[171] - Quote
As someone new not only to EVE but to MMORPG's in general, so far I haven't come across anything that's had me chucking the keyboard around in frustration. I would second this though:
Quote:That you can fly off and leave your drones orphaned. It's be nice if you have the safety thing enabled that it would warn you that your drones will be left there, like flies absent a corpse.
It'd also be handy to know that although tutorial missions can be completed in any order, items given as rewards may need other non-earned skills or items before they can be used. Although I suppose it is a good way of making players learn how to use the market early on... |
Lemon Nado
Gallentinos
2
|
Posted - 2014.03.09 03:07:00 -
[172] - Quote
Gaia Ma'chello wrote:How to find a group to get involved with that would actually be a fun group to get involved with.
Edit: Even now this is an issue.
I agree..... All I encounter is PARANOIA!!! Recently I flew in to null sec and minus true sec with a fast little junker in case I get blown up. At the transition gate was a bubbly gate camp set up as welcome 8). I docked a few times at bases where folks were docked and tried to chat in local.... well.... common response... GTFO... Alright then.... lovely GAME... My comments are not meant bitter, but for example in Team Fortress 2 we had a fun gang together shortly we started to recognize each other a few times. Here it's more like "GET OF MY LAWN!!!".
Links to hook up for fun fleets etc... wold be appreciated. Not ripoff corps and all that carp... Just something to join once in a while for a fun "trip". If that's possible at all....
Lemo
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Seras Shakiel
Imperial Academy Amarr Empire
0
|
Posted - 2014.03.12 13:39:00 -
[173] - Quote
Question I would like answering is how long after buying 3 months subscription can I post on other forums? Or do I have to wait for my remaining 20 days free trial to expire? Check out my full Journey in Eve at:- http://serasshakiel.blogspot.co.uk/ |
deeks87 deacon
Industrial Guard Constabulary
8
|
Posted - 2014.03.14 13:47:00 -
[174] - Quote
CCP Gargant wrote:Greetings new citizens!
We in the Community team have a question we would like your input on. When you started EVE Online for the first time, what about the game confused you the most?
Is there some mechanic or feature, or even just normal game-play, that you wish someone could have pointed out to you right from the get-go? A word of experience you would impart to an even newer member of the EVE Online family?
I would make new members aware of the concept of Awoxing and not being able to kick them from your corp unless they are docked.
Ohh, and that Eve players can be untrustworthy hahah Those who forget the past, are destined to revisit it! |
Seraphi Nephalis
School of Applied Knowledge Caldari State
0
|
Posted - 2014.03.26 05:29:00 -
[175] - Quote
A lot fo good stuff in this thread. I'm kind of a wierd type of 'new' player in that I generally log into EVE once a year or so to see how things have changed. I've got a fairly good grasp of the basics, but mostly just enough to know what kind of questions to ask.
Here are some things I'd wished I'd known all along:
- How security status and standing works, and why they're important or not.
- The difference between Highsec, Lowsec, and Nullsec, and what generally goes on in each.
- That mission instances or 'rooms' are not private, and do not lock people out if they know how to find you inside them.
- That it is not necessary to train skills to level 5 to be effective.
- How attributes effect SP gains.
- The difference between autopilot and manually piloting to places.
- How to operate the galaxy/solar systme map and their respective settings.
- That Highsec =/= safe PVE zone.
- The difference between different level agents, and what to expect from a mission(still a little unclear on that, besides higher generally means more difficulty conditions and/or more specialized ships or groups to complete).
- That killing ships of the 4 major racial factions can significantly hurt your standing with them, even if it's a mission.
- How much ISK/hour is good at lower skill levels, and what some general ideas of how much ISK/hour can be made using different skill paths(Mining/exploring/trading/missions).
- What "Don't fly anything you can't afford to lose" really means. To me anything over a half of my total worth is too much. Anything more than 10% of my current ISK is a hard hit, but easily replaceable. Depends on the person I guess, but some guidelines for new players wouldn't hurt.
There's a lot more that I can't think of. EVE is a game that has such a broad number of things that are possible. And I think it's folly to try and include too much into tutorials. The tutorial missions should really only get a person to the point where they can start understanding the right questions to ask, and from there it should be a fairly simple matter to find things out using Google, Youtube, Rookie Help, and these forums. |
J'Poll
CDG Playgrounds Affirmative.
3883
|
Posted - 2014.03.27 03:41:00 -
[176] - Quote
Seraphi Nephalis wrote:A lot fo good stuff in this thread. I'm kind of a wierd type of 'new' player in that I generally log into EVE once a year or so to see how things have changed. I've got a fairly good grasp of the basics, but mostly just enough to know what kind of questions to ask. Here are some things I'd wished I'd known all along:
- How much ISK/hour is good at lower skill levels, and what some general ideas of how much ISK/hour can be made using different skill paths(Mining/exploring/trading/missions).
- What "Don't fly anything you can't afford to lose" really means. To me anything over a half of my total worth is too much. Anything more than 10% of my current ISK is a hard hit, but easily replaceable. Depends on the person I guess, but some guidelines for new players wouldn't hurt.
There's a lot more that I can't think of. EVE is a game that has such a broad number of things that are possible. And I think it's folly to try and include too much into tutorials. The tutorial missions should really only get a person to the point where they can start understanding the right questions to ask, and from there it should be a fairly simple matter to find things out using Google, Youtube, Rookie Help, and these forums.
To those 2 bullet points:
1. Since when is ISK/hour important???
There are 2 important measurements in EVE, ISK/hour isnt one of them;
A. Are you doing what you want to do? B. Are you achieving the maximum Fun/hour possible doing point A.
2. Dont fly what you cant afford to lose =/= dont fly what you ca t afford to replace.
Simple measurement, if you agree to the fact there is a possibility that the ship that you are about to undock can be blow up before you redock it, and you agree to that fact; you passed the "dont fly what you ca t afford to lose" rule.
I personally flown ships that I did not have the wallet for to replace them when they exploded. I knew that, I knew the risk of undocking it and still did it because in the end a ship is just a bunch of spacepixels worth an set amount of pixelmoney. If you wont be upset if you see a pretty explosion where your ship used to be, go ahead and undock it. Personal channel: Crazy Dutch Guy
Ever wanted to PvP but can't find people to fly with. Look no further and this chat: Redemption Road |
Seraphi Nephalis
School of Applied Knowledge Caldari State
1
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Posted - 2014.03.27 20:39:00 -
[177] - Quote
J'Poll wrote: To those 2 bullet points:
1. Since when is ISK/hour important???
A. Are you doing what you want to do? B. Are you achieving the maximum Fun/hour possible doing point A.
To many people it is very important. ISK, along with skillpoints, can very often determine what a person can or can not do effectively. Just about EVERYTHING in EVE requires a fund of ISK. If you have no income, and no ISK, all you're doing is flying around space in a rookie ship or pod, or sitting in a station watching your SP accumulate. If that's fun for you, sure, knock yourself out. But everything else? Get some ISK to buy the ship/equipment/skills you need to do it.
ISK/hour is concrete and definable. FUN/hour is not, since fun is highly subjective.
Giving a new pilot a better idea of how self-sufficient they're going to be while playing their chosen specialization is something I think a lot of people would find valuable when first starting EVE. Keep in mind we're talking about pilots who have just started the game and have no real idea of what is possible. Having enough ISK to explore all their options could prove extremely useful. |
J'Poll
CDG Playgrounds Affirmative.
3885
|
Posted - 2014.03.27 21:35:00 -
[178] - Quote
Seraphi Nephalis wrote:J'Poll wrote: To those 2 bullet points:
1. Since when is ISK/hour important???
A. Are you doing what you want to do? B. Are you achieving the maximum Fun/hour possible doing point A.
To many people it is very important. ISK, along with skillpoints, can very often determine what a person can or can not do effectively. Just about EVERYTHING in EVE requires a fund of ISK. If you have no income, and no ISK, all you're doing is flying around space in a rookie ship or pod, or sitting in a station watching your SP accumulate. If that's fun for you, sure, knock yourself out. But everything else? Get some ISK to buy the ship/equipment/skills you need to do it. ISK/hour is concrete and definable. FUN/hour is not, since fun is highly subjective. Giving a new pilot a better idea of how self-sufficient they're going to be while playing their chosen specialization is something I think a lot of people would find valuable when first starting EVE. Keep in mind we're talking about pilots who have just started the game and have no real idea of what is possible. Having enough ISK to explore all their options could prove extremely useful. However, the more I think about it, I suppose it wouldn't need to be an exact ISK/h figure. But more along the lines of letting newer players know what they're going to need in order to be successful in a given role. It's not enough to say 'It can be very profitable!" Because almost anything can be profitable with the right skills, the right corp, and the right player.
If you are thinking that you need "x" amount of SP or ISK before you can do something, you are playing EVE wrong. No offense, but ANYTHING can be done from day one. Sure, as a new player it will be hard, but it is NOT impossible.
Also, ISK/hour is very hard to give an estimate guess on, as it is very dependent on HOW you do something, how your fit is and if you do it solo or with friends.
The same the other way. It's hard to say you need "x" ISK to be self sufficient in "y" because it depends on many many factors (local market, what are you using, what are you losing, what are you doing EXACTLY).
And although Fun/hour is much more subjective, it's also MUCH MORE important. Unless you are like all the other mindless high-sec people who value their ISK above the fun they have playing...
Personally, myself I rather LOSE money playing the game and having fun then maximizing my ISK/hour in any way possible and not having fun playing. For the latter I have something they call a real life job. Personal channel: Crazy Dutch Guy
Ever wanted to PvP but can't find people to fly with. Look no further and this chat: Redemption Road |
Jethrow Toralen
Science and Trade Institute Caldari State
0
|
Posted - 2014.04.06 04:11:00 -
[179] - Quote
There are quite a few things I have noticed that could be explained better, or which would enhance the new player experience:
1) The very first tutorial mission does not allow one to right click and 'set destination' from the link location in the mission text while inside the station. That is a bad one - have confirmed it on 2 chars now. After reading that I could set a destination, I spent quite a while wondering what I was doing wrong the first time round.
2) The ability to do multiple helpings of ME and PE research on BPOs in one research run is not explained. I am guilty of contributing to the clogged up research facilities in New Eden because I did not realise one could do more than 1 point of ME or PE at one time. It was only on the third use I noticed there was a drop down box... and that both ME and PE could be set to the required end level in one run. I think this might be a common rookie occurrence, because I checked with the friend who started with me and he also had made this mistake.
3) Acceleration gates. I experienced confusion in my first multi gate deadspace because I thought I was seeing the acceleration gate that I had just passed thru from the 'other side' (and not using it) when I was in fact looking at the new gate that I had to use. More emphasis should placed on these gates as devices that fling you into your own remote pocket of space which is similar to an instance in other MMOs yet different in that other players can discover you with combat tools and also enter.
4) The exploration career missions. Overwhelmingly need a re-write, tho' the interaction with the agent in the field is good and should be kept. Scanner, overlay scanner, probe scanner, directional scanner, relic and data analyzers - all become a jumble to a first day rookie.
Suggest compartmentalise the scanner functions and do not introduce elements into each that do not occur in real in-game use.
Eg. a) Proof of Discovery: Anomalies - this is terrible. The rookie's first introduction conflates ordinary fly-along alt-d scanner-open use with opening a scatter can in data/relic analyzing. This blurs the later learning of what one has to do for data/relic sites. It should be simply presented as a tool for gathering information on the presence of anomalies and signatures in New Eden which replicates in an easy to browse format the green/red diamonds that the pilot sees in space when their full screen overlay scanner is on. For the actual mission, get rid of the scatter can and have the pilot do something that one actually does in an anomaly, like mine a piece of omber or kill an npc in a combat site - and check mark the location, rather than use Proof of Discovery.
b) Signatures. Scanning the data and relic sites. Needs to be clarified that you are using the same scanner tool but with the addition of probes and with the goal of refining the signatures in order to pinpoint their location and warp to them. Also, for goodness sake - please please - do something to make newly resolved signatures stand out (in the tutorial only eg. blink). The first time I did this I spent about 40 minutes trying to resolve a data signature because I did not notice that *I was* successfully resolving it and it was popping up the top with the slew of other green lines (training anomalies). It was not until I left it and came back that I realised I must've successfully resolved multiple data signatures the time before.
5) The salvage mission - salvaging a structure and getting something out of a can is a really really bad idea. You are conflating exploration concepts with salvage concepts. Make the salvage mission target look like a wreck and behave like a wreck when the salvaging is successful. |
Joakim Mecir
Republic University Minmatar Republic
3
|
Posted - 2014.04.07 17:44:00 -
[180] - Quote
I quit after two months playing solo. I sold my plex and liquidated most of my assets and gave them away to people that helped me.
I read about the sandbox mode and thought that I could stay away from PVP. However, you cannot. I thought that I could explore most areas of space. However, as a solo pilot this is very difficult. I thought I could run missions without getting podded. However, I was podded running a lvl 1 mission. This is a sandbox mode game for very experienced players and for groups and corps.
I always felt like this game was using me. It needed new blood so that the more experienced cannibals could eat. I wish I knew that before starting/paying.
I wish that I knew about all of the scamming that goes on. Flying around in constant fear and not being able to trust anybody was pure torture.
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