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CCP Phantom
C C P C C P Alliance
1985

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Posted - 2012.07.30 14:17:00 -
[1] - Quote
EVE is a vast universe and New Eden is incredible rich but also it could a bit overwhelming at the beginning when you do not know anything at all of what is going on.
An important first step into this great universe (which you, the players, shape to a large degree) are the tutorials and the New Player Experience as whole. We like to encourage people to explore the wonders of this universe and to show people the joy of (exploding) internet spaceships - and the tutorials are a way to teach some essential basics. To give new players an even better entrance and overview of New Eden a fearless team began to see how the first contact and the tutorials can be improved.
Read CCP Greyscale's devblog here, learn more about the upcoming tutorial revisions and see how we will improve the new player experience in a first step.
We welcome your feedback, please use this thread for it. CCP Phantom - German Community Coordinator |
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CCP Greyscale
C C P C C P Alliance
1436

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Posted - 2012.07.30 14:18:00 -
[2] - Quote
[Reserved] |
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Caiden Baxter
Renegade Vipers Intrepid Crossing
13
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Posted - 2012.07.30 14:25:00 -
[3] - Quote
First!! SoonGäó |

Serun Onzo
Caldari Provisions Caldari State
0
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Posted - 2012.07.30 14:25:00 -
[4] - Quote
second player |

Salpun
Paramount Commerce
365
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Posted - 2012.07.30 14:36:00 -
[5] - Quote
90% scaling still does not work  Plus all the other bug reports about the NPE are not closed yet.
https://forums.eveonline.com/default.aspx?g=posts&t=131864&p=8 has a couple dev response posts about issues found during testing. Most where covered by the Devblog |

Bloodpetal
Mimidae Risk Solutions
728
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Posted - 2012.07.30 14:38:00 -
[6] - Quote
New Player Experience : Rookie System Incursion Style Social Interaction
I was looking through your new tutorial on SISI for some curiosity to see what you've done.
I think you've done a great job laying the explanations out in a way that is easy for everyone to understand!
So, as I was doing this, I quickly realized that it was lacking that one thing that I know CCP really wants to bring into the situation... social interaction and player dependency.
And then it occured to me... you should have a "mini-incursion" (not necessarily Sansha) style event going on in Rookie systems. It can be optional or part of one of the missions you make. Make it a 3-5 Rookie Ship experience.
The issue is relying on enough rookies in the system to make sure you have enough people to do it together (and to stop too much interference from veteran players). So maybe only allow Rookie Ships into the sites.
The danger factor should be very low, but combined with your tutorial and the necessity for working together, it will create a really cool experience for new players.
I figure the simplest explanation would be to create sites called Drone Training Facilities? Or just have a spattering of different kinds of sites that give a little bit of story from all over EVE. Have some faction pirates from the various factions, have some empire stuff (careful with doing Minmatar attacks in 1.0 Amarr space though, always found that cheesy). For Amarrians, maybe you have to transport some slaves to a facility and get ambushed with a slave rebellion Minmatar event. Or a variety of things that are co-op based. Also, leave room for some griefing so players get used to the idea that not ALL players are "co-operative".
Anyways, I think this is a cool idea and would be awesome for a new player to have an opportunity to do this. Mimidae Risk Solutions Recruiting |

Benny Ohu
Blue Republic RvB - BLUE Republic
238
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Posted - 2012.07.30 14:38:00 -
[7] - Quote
This looks OK. I remember one of the common questions in rookie help was 'where do I find the acceleration gate', so will there be a little pointer telling people to rightclick space? (was it there already, I can't remember much of the tutorials)
Other confusions was mainly due to item names and so on, especially when Aura didn't give a book or something the agent wanted you to use. Explaining to rookies they didn't need to fit a shuttle in their cargo if they built it on-site, despite the warning. A bit of difficulty between the 'industry' skill and the 'industry' skillset.
I really can't remember much, though. I guess these are the sorts of difficulties you catch with playtesters?
I worry a little about the tutorials and the Sisters of Eve missions that come after. They seem to shoo new players into mission running, which I think is really bad because missions are a mainly solo activity that gets boring fast. I remember reading a few jokes before starting the game about EVE being the 'singleplayer MMO'. I guess they were from people that never really got into the game? Rookies usually find help for the last couple of missions of the SoE arc, which is good.
I killed Dagan three times with other pilots :D |

pipin meh
NED-Clan
8
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Posted - 2012.07.30 14:38:00 -
[8] - Quote
Is your new tutorial also telling ppl how boring this game is with broken nullsec, broken lowsec and empire that is now boring as ****? |

Bloodpetal
Mimidae Risk Solutions
728
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Posted - 2012.07.30 14:44:00 -
[9] - Quote
Most important thing ::
We now explicitly teach the Overview, Selected Item and brackets.
:) Mimidae Risk Solutions Recruiting |
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CCP Explorer
C C P C C P Alliance
803

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Posted - 2012.07.30 14:45:00 -
[10] - Quote
We are aware of the bug reports (in particular CCP Goliath and I; we discussed them this morning). Thanks for the good work! Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Salpun
Paramount Commerce
365
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Posted - 2012.07.30 14:47:00 -
[11] - Quote
CCP Explorer wrote:We are aware of the bug reports (in particular CCP Goliath and I; we discussed them this morning). Thanks for the good work! Thanks |

Aethlyn
EVE University Ivy League
133
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Posted - 2012.07.30 14:48:00 -
[12] - Quote
Awesome. I guess things like such a "quest tracker" are so standard in today's MMOs that I completely forgot about having such an UI clue outside the Journal window. Screw SiSi, patch it live now. :) Looking for more thoughts? Read http://aethlyn.blogspot.com/ or follow me on http://twitter.com/Aethlyn. |

Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
99
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Posted - 2012.07.30 14:49:00 -
[13] - Quote
Tooltip picture in the blog shows falloff above optimal. Wouldn't it make more sense to show it the other way around or are you trying to brainwash new players to think like a Minmatar? Fear God and Thread Nought |

David Magnus
125
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Posted - 2012.07.30 14:52:00 -
[14] - Quote
A lot of great changes here! And not just to the NPE, but also a couple nice changes for everyone!
Thanks for your hard work, I hope it pays off in terms of new players! http://soundcloud.com/davidkmagnus/fight-us-maybe http://soundcloud.com/davidkmagnus/winterupdate http://soundcloud.com/davidkmagnus/supercaps http://soundcloud.com/davidkmagnus/pandemiclegion |

Johan March
Repercussus RAZOR Alliance
5
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Posted - 2012.07.30 14:52:00 -
[15] - Quote
First page? Kudos to CCP for making that cliff just a bit less steep. |
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CCP Goliath
C C P C C P Alliance
682

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Posted - 2012.07.30 14:52:00 -
[16] - Quote
Aethlyn wrote:Awesome. I guess things like such a "quest tracker" are so standard in today's MMOs that I completely forgot about having such an UI clue outside the Journal window. Screw SiSi, patch it live now. :)
Stop encouraging the cowboys!!!!  CCP Goliath | QA Director | @CCP_Goliath |
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Kata Amentis
Re-Awakened Technologies Inc
63
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Posted - 2012.07.30 14:54:00 -
[17] - Quote
at any point do you show them the chat channels, or point out local chat, or aim that at any social channel to get them involved with the existing player base?
this has to be in there or you're teaching them how to play a single player game that happens to be a mmo.
get them talking to each other in local, or to the locals in the area as they run around doing the tutorials, open their eyes. Curiosity killed the Kata...
... but being immortal he wasn't too worried about keeping a count. |

Sentient Blade
Walk It Off LEGIO ASTARTES ARCANUM
457
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Posted - 2012.07.30 14:56:00 -
[18] - Quote
Sounds like some nice improvements to the tutorials.
I dare say it would be nicer though if the embedded browser supported some kind of video tag; that would allow you to stream instructional videos inside the client and give people an orientation video for the various elements - even if it's only in English to start.
Or start it in windowed mode by default so people can see them using their normal web browser. Either way I'm pretty sure CCP's art department could come up with some pretty kick-ass tutorial videos. |

Valkyrs
Deep Vein Trading
7
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Posted - 2012.07.30 14:57:00 -
[19] - Quote
Awesome changes, definitely addressed a lot of issues I had when I started. Luckily I had a friend who helped guide me through the process.
The community is a helpful bunch, it might be useful to implement a queue where players could join or leave. Allow the new users to request help from a community member and just open a chat with the next person in queue. Have a little dialog that asks if the player was helpful, if there question was answered, and if they want to seek aid from another user. Obviously those undermining this system should be warned or banned from using it. Maybe have a code of ethics, no soliciting/cursing and warn the new players about this.
I like helping people but it's not always easy to get in touch with them, let me help you help others!
Anyway, I really liked
Quote:You can now get information on mission objectives using a handy panel in the HUD, allowing you to warp to locations without having to rely on the Journal or context menu.
Glad you're making progress with the UI WHILE revamping tutorials. Good show!
And...
Quote:You can now warp/jump to the next stargate from the Route panel in the HUD
If this means what I think it does...oh baby!
Thanks guys, keep up the good work. |
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CCP Explorer
C C P C C P Alliance
803

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Posted - 2012.07.30 14:58:00 -
[20] - Quote
CCP Goliath wrote:Aethlyn wrote:Awesome. I guess things like such a "quest tracker" are so standard in today's MMOs that I completely forgot about having such an UI clue outside the Journal window. Screw SiSi, patch it live now. :) Stop encouraging the cowboys!!!!  Even I'm not that crazy... This will be on TQ in a week and a half if all goes well; go and test on SiSi and give us feedback. Please post back with bug report numbers.  Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Affinity
C C P C C P Alliance
562

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Posted - 2012.07.30 14:59:00 -
[21] - Quote
Kata Amentis wrote:at any point do you show them the chat channels, or point out local chat, or aim them at any social channel to get them involved with the existing player base?
this has to be in there or you're teaching them how to play a single player game that happens to be a mmo.
get them talking to each other in local, or to the locals in the area as they run around doing the tutorials, open their eyes.
yes, we added that :) CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
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Salpun
Paramount Commerce
365
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Posted - 2012.07.30 15:03:00 -
[22] - Quote
Any changes in the new Sisi build? If so I need to run it again.
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Lord Helghast
Dirty Old Bastards Nulli Secunda
106
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Posted - 2012.07.30 15:03:00 -
[23] - Quote
HOLY SH*T
Quote: Repeated user testing showed that new players were far more comfortable right-clicking on everything, to the point where later tutorial steps that forced players to rely on Selected Item were tripping them up because they had no idea how to use it. This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience.
WOW IT TOOK CCP THIS LONG TO F*CKING FIGURE OUT PEOPLE LIKE THE RIGHT CLICK?!?!?!?!?!?!?!?!??!
Maybe now youll understand why we wanted you to bring back all the damn right click options for the inventory shortcuts you stole away...
Don't REMOVE right click options, tidy them up and sort them logically! |

Gilbaron
Free-Space-Ranger Ev0ke
305
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Posted - 2012.07.30 15:06:00 -
[24] - Quote
have you thought of a way to clean up the help channel(s) ? sometimes they feel worse than jita local, even though they usually giva a lot of very usefull information |

Lord Helghast
Dirty Old Bastards Nulli Secunda
106
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Posted - 2012.07.30 15:07:00 -
[25] - Quote
Oh and forgot to say, I LOVE the new UI changes all of them, i really hope to start seeing imrpovements in the overall HUD for pvp etc, as it seems the devs are starting to get the hang of the new stuff carbon is offering, lets see some of this filter over from tutorials to the actual gameplay |

Benny Ohu
Blue Republic RvB - BLUE Republic
238
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Posted - 2012.07.30 15:20:00 -
[26] - Quote
Gilbaron wrote:have you thought of a way to clean up the help channel(s) ? sometimes they feel worse than jita local, even though they usually giva a lot of very usefull information I remember it being OK in the rookie channel when an ISD was around, even if the chat went past very fast some hours. Things could get pretty bad when the ISD weren't around, though.
Russians would ask other Russians for help in the English rookie help channel sometimes. Those that spoke English said the Russian channel was unhelpful. |

Two step
Aperture Harmonics K162
2101
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Posted - 2012.07.30 15:22:00 -
[27] - Quote
Why does the blog have the 25th as the date it was released? :P CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Xercodo
Disturbed Friends Of Diazepam
1270
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Posted - 2012.07.30 15:23:00 -
[28] - Quote
Personally, at the start, the list of items in context menu was a little intimidating cause there were a lot of entries that were thus far unexplained besides the navigational ones.
Using the context menu also felt tedious to me and gave me a feeling of "Am I going to use this menu to get everywhere?"
I would have much more appreciated a selected items tutorial so that I could learn stuff like manual piloting and get used to using the overview to find a target and using selected items for the action instead of trying to find the action in a list.
That said I haven't had the chance to try the tutorials since Tyrannis or so I'm eager to see what's new on SiSi :D (Speaking of which is there a way that I can get a dev or GM to forcibly remove a character for me to let me get around the 10 hours thing to jump right in and try it?)
Oh and make absolutely sure that the first character creation have a bit about how their race does NOT have an effect on their capabilities. The Drake is a Lie |

Keen Fallsword
Billionaires Club The Unthinkables
68
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Posted - 2012.07.30 15:23:00 -
[29] - Quote
There is issue you can't align with 2 click on the planet or anything via overview if this thing is not on grid question is why ? |

Khanh'rhh
1645
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Posted - 2012.07.30 15:24:00 -
[30] - Quote
If I read the graph right, most people leave whilst being shown the Captains Quarters part of the game?
How is this a surprise? "EvE is WHEEEE spaceships! PEW PEW! Massive sandbox! But .... well, here is a room where you can do absolutely nothing useful whatsoever"
I really suspect you will get a higher retention rate from the NPE if you don't make the first thing they see a half baked feature with double the running requirements of the core game and little to no interaction with it.
Make CQ an optional tutorial AFTER the flying in space tutorial and you will avoid this lopsided and botched message about what EvE is from the start.
I had a look at the NPE recently and I can tell you I would NOT be playing this game if the first ting i had seen were "how to walk around your useless CQ .... oh and BTW it really doesn't work well and the camera is broken." - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |
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darmwand
Repo.
66
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Posted - 2012.07.30 15:25:00 -
[31] - Quote
Xercodo wrote:(Speaking of which is there a way that I can get a dev or GM to forcibly remove a character for me to let me get around the 10 hours thing to jump right in and try it?)
Create a new trial account?
darmwand Repossession Agent http://www.repo-corp.net/ Recruitment is OPEN |

Zed Jackelope
The Generic Pirate Corporation Fusion.
7
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Posted - 2012.07.30 15:26:00 -
[32] - Quote
Quote:Voiceovers are gone for now.... Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out.
No, No, No, No, NO!
You call Caroline Dalton up and you bring her right on back.
This is something I don't mind seeing my RL bucks being spent on. |

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 15:26:00 -
[33] - Quote
Any update with the fact that the tutorials are hard to get back to if you want to do them again on a older character. |

Gods Messenger
BLOOM. Bloomswarm
18
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Posted - 2012.07.30 15:31:00 -
[34] - Quote
2 Months ago I invited a real life friend to eve and was trying to run the tutorial with him in empire.
Both him and me couldnt figure out, where to find the things refered to in the tutorial, so after 2 days he gave up on eve.
I hope the new tutorial will be better. |

Logix42
Midnight Elites Echelon Rising
57
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Posted - 2012.07.30 15:32:00 -
[35] - Quote
Right off the bat when you say "It will take around ninety minutes to complete" I think it would increase readability if you use the number 90 instead of the word. Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm |

JamesCLK
Lone Star Exploration Lone Star Partners
192
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Posted - 2012.07.30 15:33:00 -
[36] - Quote
WTB Right click menu that is as sexy as the mission objective HUD panel.  |

Bagehi
Association of Commonwealth Enterprises Test Alliance Please Ignore
91
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Posted - 2012.07.30 15:34:00 -
[37] - Quote
What do you mean by "quit" in reference to the tutorial stages? Quit the tutorial or the game? If you mean quit the tutorial, number might be inflated because when you guys announce "NEW NPE!" some of us hit the "restart NPE" and check it out, usually quitting it when we reach stuff that is either boring or we've seen before. |

Jame Jarl Retief
Murientor Tribe Defiant Legacy
203
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Posted - 2012.07.30 15:34:00 -
[38] - Quote
Some thoughts I'd like to share about the blog. Overall impression is very positive, but some things just jumped out at me.
It was mentioned (and shown on the chart) that some people struggled with the part of the tutorial that introduced training queue and all that. Have you guys considered that the queue itself and the training system are the problem, not the tutorial?
What I mean is, I recently tried to get some people I know to play EVE. One of them, just as we reached the part with the skill queue, immediately wanted to see how long it would take for him to fly a specific ship. After he looked at training times, he just laughed and said the game is not for him because life is too short to waste on a game where it takes 3+ months to get anywhere. It's just too much of a commitment, one most people would be unwilling to make on an unproven game. Perhaps changing the skill training system, or even shifting the focus from character skill to player skill is the way to go.
Second thing that jumped out at me is changing the shields on the rookie ship so that the tutorial rats have no chance of killing the player. Did I read that right? Even in the most casual of MMOs, ones suitable for children of 6-8 years old, the beginner monsters have a very real chance to kill you. In some MMOs, being killed and dealing with it is part of the initial tutorial (like in upcoming Guild Wars 2, you where you get incapacitated during the tutorial no matter what you do). Off the top of my head, i can't even remember an MMO where you can't die to the very first enemy you engage.
Voiceovers being removed makes perfect sense, since tutorials are being reworked. But no audio for tutorials makes the game look dated and amateurish. In this day and age, there should be voiceovers for missions, for important events, etc. In other genres, voiceovers have been standard since approximately 2004. In MMOs, voiceovers are becoming standard, at least for important key quests, and some MMOs (SWTOR, and partially AoC) have voiceovers for everything. Having a wall of text thrown at you can be softened a bit with a voiceover, even a partial one that only generally describes the next step. Without the voice, it just reinforces the "spreadsheets in space" stigma that EVE has to deal with.
The +/- for full speed or stop is no better than triangles, really. Plus implies increase, minus implies reduction. If I knew nothing of the game, I would have assumed acceleration and deceleration, not full speed ahead or full stop. Changing the - to a stop sign and + to >> or "full" or something would be more in line with what the buttons actually do.
The new tooltips, while great, will do more harm than good for a new player. They show things like falloff or tracking speed, and the new pilot might see them before knowing what they even mean, or knowing if or how important that information is. Knowing myself, if I saw a tooltip like that, I would immediately start trying to find out how my actions influence tracking and falloff, because my assumption would be that the game is player-skill based, not character-skill based. And knowing EVE's UI, I would have a heck of a time finding out the answer, and when I did find it, I wouldn't like it because it would essentially take me to that training queue tutorial and explained to me that to increase those I'd be looking at three weeks' training time.
Having said that, I think the in-space pointers are going to pay off in a major way. |

Lord Helghast
Dirty Old Bastards Nulli Secunda
107
|
Posted - 2012.07.30 15:35:00 -
[39] - Quote
JamesCLK wrote:WTB Right click menu that is as sexy as the mission objective HUD panel. 
So do i, why the hell doesn't the right click menu get cleaned up and the New HUD style that is sexy as ****. |

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 15:36:00 -
[40] - Quote
Tutorial icon can not be removed from the newcom. The option gets covered up by the resume tutorial option and does not remove it from the neocom if highlighted and clicked. Do I need to bug report this? |
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Lord Helghast
Dirty Old Bastards Nulli Secunda
107
|
Posted - 2012.07.30 15:37:00 -
[41] - Quote
Jame Jarl Retief wrote:Some thoughts I'd like to share about the blog. Overall impression is very positive, but some things just jumped out at me.
It was mentioned (and shown on the chart) that some people struggled with the part of the tutorial that introduced training queue and all that. Have you guys considered that the queue itself and the training system are the problem, not the tutorial?
What I mean is, I recently tried to get some people I know to play EVE. One of them, just as we reached the part with the skill queue, immediately wanted to see how long it would take for him to fly a specific ship. After he looked at training times, he just laughed and said the game is not for him because life is too short to waste on a game where it takes 3+ months to get anywhere. It's just too much of a commitment, one most people would be unwilling to make on an unproven game. Perhaps changing the skill training system, or even shifting the focus from character skill to player skill is the way to go.
Second thing that jumped out at me is changing the shields on the rookie ship so that the tutorial rats have no chance of killing the player. Did I read that right? Even in the most casual of MMOs, ones suitable for children of 6-8 years old, the beginner monsters have a very real chance to kill you. In some MMOs, being killed and dealing with it is part of the initial tutorial (like in upcoming Guild Wars 2, you where you get incapacitated during the tutorial no matter what you do). Off the top of my head, i can't even remember an MMO where you can't die to the very first enemy you engage.
Voiceovers being removed makes perfect sense, since tutorials are being reworked. But no audio for tutorials makes the game look dated and amateurish. In this day and age, there should be voiceovers for missions, for important events, etc. In other genres, voiceovers have been standard since approximately 2004. In MMOs, voiceovers are becoming standard, at least for important key quests, and some MMOs (SWTOR, and partially AoC) have voiceovers for everything. Having a wall of text thrown at you can be softened a bit with a voiceover, even a partial one that only generally describes the next step. Without the voice, it just reinforces the "spreadsheets in space" stigma that EVE has to deal with.
The +/- for full speed or stop is no better than triangles, really. Plus implies increase, minus implies reduction. If I knew nothing of the game, I would have assumed acceleration and deceleration, not full speed ahead or full stop. Changing the - to a stop sign and + to >> or "full" or something would be more in line with what the buttons actually do.
The new tooltips, while great, will do more harm than good for a new player. They show things like falloff or tracking speed, and the new pilot might see them before knowing what they even mean, or knowing if or how important that information is. Knowing myself, if I saw a tooltip like that, I would immediately start trying to find out how my actions influence tracking and falloff, because my assumption would be that the game is player-skill based, not character-skill based. And knowing EVE's UI, I would have a heck of a time finding out the answer, and when I did find it, I wouldn't like it because it would essentially take me to that training queue tutorial and explained to me that to increase those I'd be looking at three weeks' training time.
Having said that, I think the in-space pointers are going to pay off in a major way.
There is a mission in the carrier mission tutorials that you learn to die and deal with it... but they are talking the absolute earliest tutorial missions, you can't have people that come in and first thing that happens on undock is there popped its a bad experience.
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St Mio
Imperial Academy Amarr Empire
914
|
Posted - 2012.07.30 15:41:00 -
[42] - Quote
Looking good looking good!
P.S. please send Team Five 0 on calligraphy classes as Personal Skills Development :( |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
73
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Posted - 2012.07.30 15:43:00 -
[43] - Quote
very nice blog guys, in lots of way :)
liked the idea of telling us the whole process liked the idea of redoing tutorial with good ideas (welcome to the 21th century :P) and like a lot what you added for all players (optimal/fallof visible, warp from route, and missions infos)
good job guys ! :)
ps : you should add the pod killing event that some people talked about before, i remember i was really nervous when it happened to me the first time, noobs need to know what do to, and that it's not that bad. |

Jame Jarl Retief
Murientor Tribe Defiant Legacy
203
|
Posted - 2012.07.30 15:46:00 -
[44] - Quote
Lord Helghast wrote:There is a mission in the carrier mission tutorials that you learn to die and deal with it... but they are talking the absolute earliest tutorial missions, you can't have people that come in and first thing that happens on undock is there popped its a bad experience.
Oh, I know all that. I'm relatively new to the game so I still vividly remember my own beginner experience not too long ago. I also have been trying the game practically every year since release, trying to get into it, but never really managed to make it stick.
I guess my point is that you can't tell people it's a harsh and unforgiving universe, and pit them against an enemy that can't possibly kill them. When a game is ludicrously easy it is just as much a turnoff as getting popped.
Though I guess it's a moot point anyway. Now that I think about it, I don't believe I ever had anyone I tried to get into this game come even close to getting popped in any tutorial. Heck, even L1s could be done in a snore coma with just one eye open. I guess what I'm saying is that it is a fine line between making the experience beginner friendly, and making it too easy and boring so they quit for lack of challenge. Myself personally, I tend to prefer games where the very first enemies make you work for it rather than just keel over from the first swing. It tends to be more engaging this way.
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Logix42
Midnight Elites Echelon Rising
58
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Posted - 2012.07.30 15:48:00 -
[45] - Quote
When starting a conversation with Aura for the first time, the "People & Places" button on the Neocom begins to flash as it does when a player is offered a new mission. But as a new player I am very likely to click on flashing buttons. When I click on "People & Places" it opens to the "Places" tab. As a new player I would be thinking "Ok, why the hell was this button flashing?"
Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm |

Salpun
Paramount Commerce
365
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Posted - 2012.07.30 15:55:00 -
[46] - Quote
Salpun wrote:Tutorial icon can not be removed from the newcom. The option gets covered up by the resume tutorial option and does not remove it from the neocom if highlighted and clicked. Do I need to bug report this?
Edit: I say this becouse there is also no way from inside the tutorial to drag that tutorial to chat. IE a player is not sure which tutorial page to link in chat so he opens up the tutorial and quickly goes thru the tutorials looking for the one that he wants to link. When the page is found you have to open up the help menu to drag the mission you want to chat. Quoted becouse I added an edit. |
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CCP Greyscale
C C P C C P Alliance
1436

|
Posted - 2012.07.30 15:59:00 -
[47] - Quote
Please bear with me, can't use the two leftmost fingers on my left hand due to weird braces I got this morning to straighten them out after a dislocation. Any typos are a medical issue.
Serun Onzo wrote:second player
looks good, is there any chance of seeing that bungee effect out of the tutorials? seems like it would be a good start to new "in space" UI's
I don't know if there are any firm plans but I'd not be surprised to see this tech used in other places at some point in the future.
Bloodpetal wrote:New Player Experience : Rookie System Incursion Style Social Interaction
I was looking through your new tutorial on SISI for some curiosity to see what you've done.
I think you've done a great job laying the explanations out in a way that is easy for everyone to understand!
So, as I was doing this, I quickly realized that it was lacking that one thing that I know CCP really wants to bring into the situation... social interaction and player dependency.
And then it occured to me... you should have a "mini-incursion" (not necessarily Sansha) style event going on in Rookie systems. It can be optional or part of one of the missions you make. Make it a 3-5 Rookie Ship experience.
Yup, lack of social gameplay is one of the "big picture" issues with the current tutorial, and newbie incursions are something that's been suggested internally too 
Benny Ohu wrote:This looks OK. I remember one of the common questions in rookie help was 'where do I find the acceleration gate', so will there be a little pointer telling people to rightclick space? (was it there already, I can't remember much of the tutorials)
Other confusions was mainly due to item names and so on, especially when Aura didn't give a book or something the agent wanted you to use. Explaining to rookies they didn't need to fit a shuttle in their cargo if they built it on-site, despite the warning. A bit of difficulty between the 'industry' skill and the 'industry' skillset.
I really can't remember much, though. I guess these are the sorts of difficulties you catch with playtesters?
I worry a little about the tutorials and the Sisters of Eve missions that come after. They seem to shoo new players into mission running, which I think is really bad because missions are a mainly solo activity that gets boring fast. I remember reading a few jokes before starting the game about EVE being the 'singleplayer MMO'. I guess they were from people that never really got into the game? Rookies usually find help for the last couple of missions of the SoE arc, which is good.
I killed Dagan three times with other pilots :D
Yup, finding the acceleration gate was one of the problems we were seeing in playtests too, and there is now a giant green bungee on it which seems to help.
The skillbook not being given was we believe a bug related to the CQ tutorial triggering wrongly, and should hopefully be a thing of the past.
The wider tutorials and general NPE is something that Team PE is still very much looking at, expect more improvements from them down the line.
pipin meh wrote:Is your new tutorial also telling ppl how boring this game is with broken nullsec, broken lowsec and empire that is now boring as ****?
Yes, we explain all that on page 4.
Kata Amentis wrote:at any point do you show them the chat channels, or point out local chat, or aim them at any social channel to get them involved with the existing player base?
this has to be in there or you're teaching them how to play a single player game that happens to be a mmo.
get them talking to each other in local, or to the locals in the area as they run around doing the tutorials, open their eyes.
Expanding on Affinity's answer, we mention Rookie Help right at the beginning, and explain Local a bit later on.
Sentient Blade wrote:Sounds like some nice improvements to the tutorials.
I dare say it would be nicer though if the embedded browser supported some kind of video tag; that would allow you to stream instructional videos inside the client and give people an orientation video for the various elements - even if it's only in English to start.
Or start it in windowed mode by default so people can see them using their normal web browser. Either way I'm pretty sure CCP's art department could come up with some pretty kick-ass tutorial videos.
We'd love to do video in the browser but there are technical issues that we've not revisited in a while. We did actually have the CIDA new pilot orientation video playing on the CQ screen when you first log in, but for various reasons it wasn't working so we dropped it.
Lord Helghast wrote:HOLY SH*T Quote: Repeated user testing showed that new players were far more comfortable right-clicking on everything, to the point where later tutorial steps that forced players to rely on Selected Item were tripping them up because they had no idea how to use it. This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience. WOW IT TOOK CCP THIS LONG TO F*CKING FIGURE OUT PEOPLE LIKE THE RIGHT CLICK?!?!?!?!?!?!?!?!??! Maybe now youll understand why we wanted you to bring back all the damn right click options for the inventory shortcuts you stole away... Don't REMOVE right click options, tidy them up and sort them logically!
We know power users like right-click; we weren't sure whether the same would apply to new players (it apparently does). Also, this isn't an inventory thread.
Xercodo wrote:Personally, at the start, the list of items in context menu was a little intimidating cause there were a lot of entries that were thus far unexplained besides the navigational ones.
Using the context menu also felt tedious to me and gave me a feeling of "Am I going to use this menu to get everywhere?"
I would have much more apprecia... |
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ReK42
Dreddit Test Alliance Please Ignore
50
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Posted - 2012.07.30 15:59:00 -
[48] - Quote
Looks good, however the gun tooltip is missing one major thing - tracking. |

Peter Drakon
Independent Traders and Builders MPA
10
|
Posted - 2012.07.30 15:59:00 -
[49] - Quote
Quote:You can now warp/jump to the next stargate from the Route panel in the HUD
Silly(?) question: how can we do that, because on the picture I dont see anything special?
Thank you, wonderful changes! |
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CCP Explorer
C C P C C P Alliance
803

|
Posted - 2012.07.30 16:01:00 -
[50] - Quote
Jackie Fisher wrote:Tooltip picture in the blog shows falloff above optimal. Wouldn't it make more sense to show it the other way around or are you trying to brainwash new players to think like a Minmatar? Most important number is first/top, since beyond this range (optimal + 1x falloff) you have less than 50% chance of hitting. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Kelduum Revaan
EVE University Ivy League
1847
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Posted - 2012.07.30 16:01:00 -
[51] - Quote
St Mio wrote:P.S. please send Team Five 0 on calligraphy classes... It could be worse. It could be the old EVE font...
Kelduum Revaan CEO, EVE University |

Vincent Athena
V.I.C.E. Comic Mischief
861
|
Posted - 2012.07.30 16:01:00 -
[52] - Quote
Overall this looks quite good.
But one thing bothers me: You made the assumption that the reason people quit the tutorial is because of a problem with the tutorial, that it was confusing or the player just did not get it. There is another reason: They understood the tutorial completely, but did not like what it was telling them. Take the "navigating your ship" step;
"You mean I got to double click in space?? I cannot fly my ship?? I'm out of here!"
Or "target practice";
"I just turn it on, and its random?? My personal skill is irrelevant?? I'm out of here!"
In other words, people may be quitting not due to the tutorial, but due to the game mechanics. Until you account for that, you do not really know what needs fixing. And you got to consider that if the issue is the game mechanics,maybe that is what needs to change. http://vincentoneve.wordpress.com/ |

Bloodpetal
Mimidae Risk Solutions Alliance of Abandoned Cybernetic Rejects
733
|
Posted - 2012.07.30 16:02:00 -
[53] - Quote
Jame Jarl Retief wrote: After he looked at training times, he just laughed and said the game is not for him because life is too short to waste on a game where it takes 3+ months to get anywhere. It's just too much of a commitment, one most people would be unwilling to make on an unproven game. Perhaps changing the skill training system, or even shifting the focus from character skill to player skill is the way to go.
The issue is the perspective of 3+ months to get anywhere. You can get somewhere right away, you don't have to "Grind" anything and "level up", you can focus on playing the game.
The issue is most people equate "playing the game" with grinding up to the ships you want to fly. Focus does need to be on player skill, too many people don't understand that a small ship can be powerful.
Jame Jarl Retief wrote: Voiceovers being removed makes perfect sense, since tutorials are being reworked. But no audio for tutorials makes the game look dated and amateurish. In this day and age, there should be voiceovers for missions, for important events, etc. In other genres, voiceovers have been standard since approximately 2004. In MMOs, voiceovers are becoming standard, at least for important key quests, and some MMOs (SWTOR, and partially AoC) have voiceovers for everything. Having a wall of text thrown at you can be softened a bit with a voiceover, even a partial one that only generally describes the next step. Without the voice, it just reinforces the "spreadsheets in space" stigma that EVE has to deal with.
Voice overs = joining a corp and joining voice chat and working with others 
Jame Jarl Retief wrote: Having said that, I think the in-space pointers are going to pay off in a major way. EDIT: In fact, it might be beneficial to re-do the game's UI to make better use of the in-space pointers. That is, instead of clicking an item in space, and the selected item changing, why not bring up the space pointer right on top of what you clicked, giving you the option to approach, warp, etc.? Would make the UI a whole lot more intuitive than it is right now.
I'd like to see this used in other places to be honest rather than just the tutorials. I'd like to see this used as a way to highlight bricks of items in space by holding "Alt" and giving you an easy way to select the object/targets you want, etc. Using this in PVP would be pretty awesome if I could hold down ALT/Shortcut and see all the stats of ships I am up against. Showing speed, velocity etc outside of just the overview (although I love the overview). Mimidae Risk Solutions Recruiting |

Rattus Norwegius
23
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Posted - 2012.07.30 16:08:00 -
[54] - Quote
Good blog. I really like the walktrough of your process at the start. The process seems a lot better than a lot of players, me included, give you credit for. Hope the implementation is as good also.
On a constructive note: Would it be possible to turn the text "optimal" and "falloff" in the tooltip into a link to a wikipage explaining the concepts thoroughly? They may not be intuitively understandable by new players. (or older.. wasn't there several questions to the commentators on this during ATX?)
If possible, you should also do this to all the things in the show info windows. |
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CCP Explorer
C C P C C P Alliance
806

|
Posted - 2012.07.30 16:10:00 -
[55] - Quote
Lord Helghast wrote:Oh and forgot to say, I LOVE the new UI changes all of them, i really hope to start seeing imrpovements in the overall HUD for pvp etc, as it seems the devs are starting to get the hang of the new stuff carbon is offering, lets see some of this filter over from tutorials to the actual gameplay Go and give CCP karkur a hug if you like the overall UI changes. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Lyron-Baktos
Selective Pressure Rote Kapelle
285
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Posted - 2012.07.30 16:11:00 -
[56] - Quote
Looks good. Glad to see the overview given high priority. I remember in my newbie days, warping off on some mission and then wandering round for a while not knowing what to do because the acceleration gate was not on my overview. Also remember another mission where I had to mine a certain ore but guess what? The asteroid that had the ore was also not checked on my overview. I was flying around forever trying to find that little piece of rock. Finally went to google and found out that I had to add it ot my overview. Once I did that, I finished the mission in 5 minutes.
Be sure to plug the newbie section on the forums as part of the NPE as well On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton where the dripping patchouli was more than scent, It was a sun-á |
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CCP Explorer
C C P C C P Alliance
806

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Posted - 2012.07.30 16:12:00 -
[57] - Quote
Two step wrote:Why does the blog have the 25th as the date it was released? :P Added to the dev blog system at that time... Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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CCP Greyscale
C C P C C P Alliance
1439

|
Posted - 2012.07.30 16:14:00 -
[58] - Quote
Keen Fallsword wrote:There is issue you can't align with 2 click on the planet or anything via overview if this thing is not on grid question is why ?
I'm not sure exactly what you're saying here, but it sounds like a non-tutorial bug? Have you fired a bug report?
Khanh'rhh wrote:If I read the graph right, most people leave whilst being shown the Captains Quarters part of the game?
How is this a surprise? "EvE is WHEEEE spaceships! PEW PEW! Massive sandbox! But .... well, here is a room where you can do absolutely nothing useful whatsoever"
I really suspect you will get a higher retention rate from the NPE if you don't make the first thing they see a half baked feature with double the running requirements of the core game and little to no interaction with it.
Make CQ an optional tutorial AFTER the flying in space tutorial and you will avoid this lopsided and botched message about what EvE is from the start.
I had a look at the NPE recently and I can tell you I would NOT be playing this game if the first thing I had seen were "how to walk around your useless CQ .... oh and BTW it really doesn't work well and the camera is broken."
A lot of it was the skill queue, but a lot of it was also making you walk the full length of the CQ, we suspect. In any case, there's no CQ tutorial at all now. We don't feel that starting in the CQ is harmful to the experience of new players, though, so we've not changed the way the client is initially configured.
Zed Jackelope wrote:Quote:Voiceovers are gone for now.... Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out. No, No, No, No, NO!You call Caroline Dalton up and you bring her right on back. This is something I don't mind seeing my RL bucks being spent on.
It's just not feasible, sorry. As soon as we find a single text bug, or we change a feature that's mentioned at the beginning, we either have to re-record or drop the voice, and even if money was no object, the turn-around time on re-records makes it not worth it.
Bagehi wrote:What do you mean by "quit" in reference to the tutorial stages? Quit the tutorial or the game? If you mean quit the tutorial, number might be inflated because when you guys announce "NEW NPE!" some of us hit the "restart NPE" and check it out, usually quitting it when we reach stuff that is either boring or we've seen before.
Also, the probing tutorial needs a MAJOR overhaul. It is rather lacking in many ways (first and foremost: ever tried doing that first mission in the time allotted with a new character? Because it is next to impossible).
Quit the game IIRC that graph is for trials who've failed to convert to subscribers.
Jame Jarl Retief wrote:Some thoughts I'd like to share about the blog. Overall impression is very positive, but some things just jumped out at me.
It was mentioned (and shown on the chart) that some people struggled with the part of the tutorial that introduced training queue and all that. Have you guys considered that the queue itself and the training system are the problem, not the tutorial?
What I mean is, I recently tried to get some people I know to play EVE. One of them, just as we reached the part with the skill queue, immediately wanted to see how long it would take for him to fly a specific ship. After he looked at training times, he just laughed and said the game is not for him because life is too short to waste on a game where it takes 3+ months to get anywhere. It's just too much of a commitment, one most people would be unwilling to make on an unproven game. Perhaps changing the skill training system, or even shifting the focus from character skill to player skill is the way to go.
Second thing that jumped out at me is changing the shields on the rookie ship so that the tutorial rats have no chance of killing the player. Did I read that right? Even in the most casual of MMOs, ones suitable for children of 6-8 years old, the beginner monsters have a very real chance to kill you. In some MMOs, being killed and dealing with it is part of the initial tutorial (like in upcoming Guild Wars 2, you where you get incapacitated during the tutorial no matter what you do). Off the top of my head, i can't even remember an MMO where you can't die to the very first enemy you engage.
Voiceovers being removed makes perfect sense, since tutorials are being reworked. But no audio for tutorials makes the game look dated and amateurish. In this day and age, there should be voiceovers for missions, for important events, etc. In other genres, voiceovers have been standard since approximately 2004. In MMOs, voiceovers are becoming standard, at least for important key quests, and some MMOs (SWTOR, and partially AoC) have voiceovers for everything. Having a wall of text thrown at you can be softened a bit with a voiceover, even a partial one that only generally describes the next step. Without the voice, it just reinforces the "spreadsheets in space" stigma that EVE has to deal with.
The +/- for full speed or stop is no better than triangles, really. Plus implies increase, minus implies reduction. If I knew nothing of the game, I would have assumed acceleration and deceleration, not full speed ahead or full stop. Changing the - to a stop sign and + to >> or "full" or something would be more in line with what the buttons actually do.
The new tooltips, while great, will do more harm than good for a new player. They show things like falloff or tracking speed, and the new pilot might see them before knowing what they even mean, or knowing if or how important that information is. Knowing myself, if I saw a tooltip like that, I would immediately start trying to find out how my actions influence tracking and falloff, because my assumption would be that the game is player-skill based, not character-skill based. And knowing EVE's UI, I would have a heck of a time finding out the answer, and when I did find it, I wouldn't like it because it would essentially take me to that training queue tutorial and explained to me that to increase those I'd be looking at three weeks' training time.
Having said that, I think the in-space pointers are going to pay off in a major way. EDIT: In fact, it... |
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Bloodpetal
Mimidae Risk Solutions Alliance of Abandoned Cybernetic Rejects
733
|
Posted - 2012.07.30 16:15:00 -
[59] - Quote
Vincent Athena wrote:Overall this looks quite good.
But one thing bothers me: You made the assumption that the reason people quit the tutorial is because of a problem with the tutorial, that it was confusing or the player just did not get it. There is another reason: They understood the tutorial completely, but did not like what it was telling them. Take the "navigating your ship" step;
"You mean I got to double click in space?? I cannot fly my ship?? I'm out of here!"
Or "target practice";
"I just turn it on, and its random?? My personal skill is irrelevant?? I'm out of here!"
In other words, people may be quitting not due to the tutorial, but due to the game mechanics. Until you account for that, you do not really know what needs fixing. And you got to consider that if the issue is the game mechanics,maybe that is what needs to change.
I agree that some people are gonna find themselves unhappy with some of the basic essentials of EVE.
I don't think these need to change, but perhaps the way that we perceive our actions.
After I took a short break from EVE, I remember one of my first reactions was getting excited and grabbing my joystick to "Fly" in EVE, when I got in I realized that I had forgotten that I couldn't actually use a joystick (it's not the reason I stopped the first time, but I had forgotten that fact).
Although moderately disappointed, I did keep playing of course.
We all know a joystick experience isn't really the right type of flying for EVE, and it seems to be one of the first reactions people seem to have. I don't know of a good UI solution to this other than some other way than just double click to move. Not really an easy solution.
I've written up a series of training guides over the years for instructors to help players understand some fundamentals.
I'm wondering if CCP would be interested if I shared these with them to see if they could find a way to implement them programmatically? They're designed from the perspective of demonstrating game mechanics, not simply instructing them.
I'd prefer to do this through private mail rather than the public forums if you're interested.
Mimidae Risk Solutions Recruiting |

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 16:17:00 -
[60] - Quote
Salpun wrote:Tutorial icon can not be removed from the newcom. The option gets covered up by the resume tutorial option and does not remove it from the neocom if highlighted and clicked. Do I need to bug report this?
I'm not 100% sure what's going on there. Is the tutorial window itself still open? I don't think you can remove something from the neocom while its window is open.
Nope window is closed option is there but even with the Neocom unclocked the icon does not get removed.
Edit.
Now it works. Next time i get it to hang ill bug report it. |
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Atomic Option
Taggart Transdimensional Virtue of Selfishness
19
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Posted - 2012.07.30 16:18:00 -
[61] - Quote
So amazing! Love everything in this devblog.
Quote:Voiceovers are gone for now. We really like them, but as soon as the text stops matching up with the audio it's incredibly distracting, and it's not feasible to continually re-record them as adjustments are made. Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out.
Does this imply that *maybe, eventually* EVE will be fully voiced? Because that would be amazing. |
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CCP FoxFour
C C P C C P Alliance
298

|
Posted - 2012.07.30 16:18:00 -
[62] - Quote
CCP Explorer wrote:Jackie Fisher wrote:Tooltip picture in the blog shows falloff above optimal. Wouldn't it make more sense to show it the other way around or are you trying to brainwash new players to think like a Minmatar? Most important number is first/top, since beyond this range (optimal + 1x falloff) you have less than 50% chance of hitting.
Just to be clear what is being shown on the pop-up is your optimal range + falloff.
So from this screenshot from the dev blog: http://content.eveonline.com/www/newssystem/media//63099/1/08_new_tooltips.png
The falloff listed in the show info for the gun would be 3,750. We display optimal + falloff giving the 8,437. Content Designer | Team Five 0 @regnerBA |
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Kaycerra
Black Lotus Heavy Industries Ethereal Dawn
20
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Posted - 2012.07.30 16:21:00 -
[63] - Quote
Nifty.
I think taking the incarna content out of the tutorial was a really smart move. Incarna within eve as it is, with Captains quarters, and well, Captains quarters, really just adds a lot of confusion for players. That, and lag. Can't see why you'd possibly want to show off captains quarters and its functionality (Wait... does it really have any? The news articles on the billboard in there are from March, or older...) when it doesn't actually add anything to the game.
Also, I like the changes of removing that second stargate, I found that terribly confusing, it made you wonder if you'd gone thru it, or after, you were always lorking for the second stargate. |
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CCP Greyscale
C C P C C P Alliance
1441

|
Posted - 2012.07.30 16:23:00 -
[64] - Quote
Jame Jarl Retief wrote:Lord Helghast wrote:There is a mission in the carrier mission tutorials that you learn to die and deal with it... but they are talking the absolute earliest tutorial missions, you can't have people that come in and first thing that happens on undock is there popped its a bad experience.
Oh, I know all that. I'm relatively new to the game so I still vividly remember my own beginner experience not too long ago. I also have been trying the game practically every year since release, trying to get into it, but never really managed to make it stick. I guess my point is that you can't tell people it's a harsh and unforgiving universe, and pit them against an enemy that can't possibly kill them. When a game is ludicrously easy it is just as much a turnoff as getting popped. Though I guess it's a moot point anyway. Now that I think about it, I don't believe I ever had anyone I tried to get into this game come even close to getting popped in any tutorial. Heck, even L1s could be done in a snore coma with just one eye open. I guess what I'm saying is that it is a fine line between making the experience beginner friendly, and making it too easy and boring so they quit for lack of challenge. Myself personally, I tend to prefer games where the very first enemies make you work for it rather than just keel over from the first swing. It tends to be more engaging this way.
I totally see your the point, but in practical terms I don't think it's an issue in this case as it's only one mission, you're not going to run into the regen balance-point unless you're *really* slow at killing them, and we've not yet explained how shield regen works so it shouldn't be obvious to new players that eventually they'll reach a point where they're not taking any more damage. In 99% of cases players are going to see their shield going down, realize that they're in danger and kill the enemies really quickly, and in the other 1%, they really do need their hands held 
Salpun wrote:Salpun wrote:Tutorial icon can not be removed from the newcom. The option gets covered up by the resume tutorial option and does not remove it from the neocom if highlighted and clicked. Do I need to bug report this?
Edit: I say this becouse there is also no way from inside the tutorial to drag that tutorial to chat. IE a player is not sure which tutorial page to link in chat so he opens up the tutorial and quickly goes thru the tutorials looking for the one that he wants to link. When the page is found you have to open up the help menu to drag the mission you want to chat. Quoted becouse I added an edit.
I'll pass this suggestion on 
ReK42 wrote:Looks good, however the gun tooltip is missing one major thing - tracking.
We left tracking off because we wanted to keep it simple, and because actually using that number is sufficiently advanced behavior that you probably know your tracking value already.
Or, put another way, it's (IME) rare that you're in the middle of a fight and think "oh crap, what's my tracking in radians/s?"
Peter Drakon wrote:Quote:You can now warp/jump to the next stargate from the Route panel in the HUD Silly(?) question: how can we do that, because on the picture I dont see anything special? Thank you, wonderful changes!
The system name itself can be right-clicked. I didn't screenshot that because I had devhax on at the time :/
Vincent Athena wrote:Overall this looks quite good.
But one thing bothers me: You made the assumption that the reason people quit the tutorial is because of a problem with the tutorial, that it was confusing or the player just did not get it. There is another reason: They understood the tutorial completely, but did not like what it was telling them. Take the "navigating your ship" step;
"You mean I got to double click in space?? I cannot fly my ship?? I'm out of here!"
Or "target practice";
"I just turn it on, and its random?? My personal skill is irrelevant?? I'm out of here!"
In other words, people may be quitting not due to the tutorial, but due to the game mechanics. Until you account for that, you do not really know what needs fixing. And you got to consider that if the issue is the game mechanics,maybe that is what needs to change.
Yup, and this pollutes our data somewhat, but in a way that should be consistent and relatively non-critical. If we hugely improve some bits of the tutorial and we see no impact on quit rates, then we can probably pin that on mechanics and start looking at those. For a first pass, though, we had plenty of pretty major issues in the tutorial themselves that could easily be fixed for the low-hanging fruit trial accounts who actually want to play the game as-is but can't understand it, so we focused on those.
Rattus Norwegius wrote:Good blog. I really like the walktrough of your process at the start. The process seems a lot better than a lot of players, me included, give you credit for. Hope the implementation is as good also.
On a constructive note: Would it be possible to turn the text "optimal" and "falloff" in the tooltip into a link to a wikipage explaining the concepts thoroughly? They may not be intuitively understandable by new players. (or older.. wasn't there several questions to the commentators on this during ATX?)
If possible, you should also do this to all the things in the show info windows.
The thing with tooltips is as soon as you move the mouse off the module, the tooltip goes away :P
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Salpun
Paramount Commerce
365
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Posted - 2012.07.30 16:25:00 -
[65] - Quote
Salpun wrote:Salpun wrote:Tutorial icon can not be removed from the newcom. The option gets covered up by the resume tutorial option and does not remove it from the neocom if highlighted and clicked. Do I need to bug report this? I'm not 100% sure what's going on there. Is the tutorial window itself still open? I don't think you can remove something from the neocom while its window is open. Nope window is closed option is there but even with the Neocom unclocked the icon does not get removed. Edit. Now it works. Next time i get it to hang ill bug report it. Got it if the resume button shows you can not close it. You have to hit the x on the resume tab to remove it.
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CCP Greyscale
C C P C C P Alliance
1444

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Posted - 2012.07.30 16:25:00 -
[66] - Quote
Atomic Option wrote:So amazing! Love everything in this devblog. Quote:Voiceovers are gone for now. We really like them, but as soon as the text stops matching up with the audio it's incredibly distracting, and it's not feasible to continually re-record them as adjustments are made. Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out. Does this imply that *maybe, eventually* EVE will be fully voiced? Because that would be amazing.
If we could get text-to-speech working well, I can't imagine that we wouldn't at least try to implement it universally. |
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CCP Sisyphus
C C P C C P Alliance
33

|
Posted - 2012.07.30 16:26:00 -
[67] - Quote
Bloodpetal wrote: I've written up a series of training guides and drills over the years for instructors to help players understand some fundamentals. I'm wondering if CCP would be interested if I shared these with them to see if they could find a way to implement them through software? They're designed from the perspective of demonstrating game mechanics, not simply lecture. They break the material down into small pieces and drills that can be repeated. I'd prefer to do this through private mail rather than the public forums if you're interested since it's quite a bit of information. It's on a private wiki i can give you access to.
hit me up with those things :)
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Zed Jackelope
The Generic Pirate Corporation Fusion.
8
|
Posted - 2012.07.30 16:32:00 -
[68] - Quote
CCP Greyscale wrote:Zed Jackelope wrote:Quote:Voiceovers are gone for now.... Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out. No, No, No, No, NO!You call Caroline Dalton up and you bring her right on back. This is something I don't mind seeing my RL bucks being spent on. It's just not feasible, sorry. As soon as we find a single text bug, or we change a feature that's mentioned at the beginning, we either have to re-record or drop the voice, and even if money was no object, the turn-around time on re-records makes it not worth it.
Why not just use her for emphasis/flavor for the tutorial, rather than a verbatim reading of the tutorial text?
She IS Aura. No text-to-speech calling me a clumsy pilot would have the same effect. |

Khanh'rhh
1646
|
Posted - 2012.07.30 16:37:00 -
[69] - Quote
CCP Greyscale wrote:Khanh'rhh wrote:If I read the graph right, most people leave whilst being shown the Captains Quarters part of the game?
How is this a surprise? "EvE is WHEEEE spaceships! PEW PEW! Massive sandbox! But .... well, here is a room where you can do absolutely nothing useful whatsoever"
I really suspect you will get a higher retention rate from the NPE if you don't make the first thing they see a half baked feature with double the running requirements of the core game and little to no interaction with it.
Make CQ an optional tutorial AFTER the flying in space tutorial and you will avoid this lopsided and botched message about what EvE is from the start.
I had a look at the NPE recently and I can tell you I would NOT be playing this game if the first thing I had seen were "how to walk around your useless CQ .... oh and BTW it really doesn't work well and the camera is broken." A lot of it was the skill queue, but a lot of it was also making you walk the full length of the CQ, we suspect. In any case, there's no CQ tutorial at all now. We don't feel that starting in the CQ is harmful to the experience of new players, though, so we've not changed the way the client is initially configured. Do you have any numbers / feedback to back this up?
Regardless of whether you are asking them to frog march or not, you are starting players in a feature of the game that most players leave off. It has no interaction with the core game and is actually quite confusing.
There are a few "lets play!" vids of EvE on YouTube, and a significant cause of confusion at the start was trying to work out how walking and flying interacted. Do I need to dock at this warehouse and walk to collect the items for this mission? All that stuff.
We *know* it is a completely useless eye-candy feature (and have forgiven you for it <3) but new players don't, the first thing they try to do is walk around and explore, and there is literally *nothing* for them to do which isn't on the neocom.
Many EvE players will come from games where they are used to their avatar being useful and significant, and having parts of the game exclusively work through them (Star Trek online is the key example people trying EvE will have likely played) so there is an inate sense of expectancy here that goes awry. Remember when everyone tried it for the first time on launch day and were disappointed? You are doing that daily to new customers.
First impressions count, please stop making the first impression of EvE a buggy 3rd person vanity closet. - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |

Nova Fox
Novafox Shipyards
4063
|
Posted - 2012.07.30 16:43:00 -
[70] - Quote
Lovely update even for the people who arent new to the game.
Keep rinsing and repeating hopefully well get the perfect tutorial.
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Rattus Norwegius
23
|
Posted - 2012.07.30 16:46:00 -
[71] - Quote
CCP Greyscale wrote:Rattus Norwegius wrote:Good blog. I really like the walktrough of your process at the start. The process seems a lot better than a lot of players, me included, give you credit for. Hope the implementation is as good also.
On a constructive note: Would it be possible to turn the text "optimal" and "falloff" in the tooltip into a link to a wikipage explaining the concepts thoroughly? They may not be intuitively understandable by new players. (or older.. wasn't there several questions to the commentators on this during ATX?)
If possible, you should also do this to all the things in the show info windows. The thing with tooltips is as soon as you move the mouse off the module, the tooltip goes away :P
Good point! 
I'd still like this functionality added to the show info window, "attributes" tab. Lots of the stuff there is quite confusing, even for people that have been playing a while.
"Accuracy falloff": How many realize this starts at the end of optimal, and is irrelevant within optimal? Is falloff always referred to as "accuracy falloff" btw?
"tracking speed/accuracy" is a cumbersome term, and with units that are sensible, but confusing relative to the wording.
"optimal range": Quite a few think you do less damage if your distance is shorter than this(even ignoring tracking).
"Rate of fire - 4.00s": Unit inconsistency. Is a high number good or bad?
Any and all things to do with signature radius, sensor strength and signature resolution ... Etc..
Finding good info on these things by googling is not trivial: getting hits is easy, finding the ones with reliable info isn't.
|

Mirajane Cromwell
75
|
Posted - 2012.07.30 16:48:00 -
[72] - Quote
Few years ago as a newbie one of the hardest things to understand was how weapon range + tracking works in Eve. At first I thought Falloff included Optimal, I had no clue that falloff meant also reduced hit chance or what signature resolution and radius stats in ships meant etc. After some months of playing someone nice enough showed me this: Eve tracking. After seeing this, it all became clear to me and combat became a lot easier for me. I hope the new tutorials show something like in the above link.
Secondly, in the devblog there's the weapon tooltip. It's nice and dandy but could the tooltip also display the maximum range of weapon (optimal + 2x Falloff) and mention on Falloff range line that the weapon has reduced hit chance at this range?
Then there's the "monsters" called trackingspeed / accuracy in weapon stats and ship's transversal speed that affects hitting the target - it's probably not related to these tutorials but in future revisions of fitting screen, could some dev f.ex add a new info to fitting screen that gives the following info for weapons: Tracks target at optimal range with transversal speed less than "calculated speed value here". I think something like this would help a lot of players to understand what those rad/s and transversal speeds mean. |

Vincent Athena
V.I.C.E. Comic Mischief
863
|
Posted - 2012.07.30 16:51:00 -
[73] - Quote
For those thinking the first combat mission should be capable of blowing you up, and thinking that no one will actually get blown up:
I got my wife to try the game (3? 4? years ago). The story gets odd when she got to shooting things. Targeted and killed one ship. Said "That was easy. Oh look there are two more!" Started flying toward them. While flying over she happened to hover the mouse over the gun and saw the words "No Charge". She thought that meant the gun had run out and could no longer be used. "That's OK, Ill use the other gun". Well, the other gun was the miner, and when that did not work, she sat there, confused, and eventually exploded.
A case where the game gave the player information that they just did not need, and without context, was confusing. And the game was not sufficiently forgiving to the new player to give them time to figure it out. That's why the first combat encounter needs to be safe. http://vincentoneve.wordpress.com/ |

Bagehi
Association of Commonwealth Enterprises Test Alliance Please Ignore
91
|
Posted - 2012.07.30 16:51:00 -
[74] - Quote
CCP Greyscale wrote:Jame Jarl Retief wrote:Lord Helghast wrote:There is a mission in the carrier mission tutorials that you learn to die and deal with it... but they are talking the absolute earliest tutorial missions, you can't have people that come in and first thing that happens on undock is there popped its a bad experience.
Oh, I know all that. I'm relatively new to the game so I still vividly remember my own beginner experience not too long ago. I also have been trying the game practically every year since release, trying to get into it, but never really managed to make it stick. I guess my point is that you can't tell people it's a harsh and unforgiving universe, and pit them against an enemy that can't possibly kill them. When a game is ludicrously easy it is just as much a turnoff as getting popped. Though I guess it's a moot point anyway. Now that I think about it, I don't believe I ever had anyone I tried to get into this game come even close to getting popped in any tutorial. Heck, even L1s could be done in a snore coma with just one eye open. I guess what I'm saying is that it is a fine line between making the experience beginner friendly, and making it too easy and boring so they quit for lack of challenge. Myself personally, I tend to prefer games where the very first enemies make you work for it rather than just keel over from the first swing. It tends to be more engaging this way. I totally see your the point, but in practical terms I don't think it's an issue in this case as it's only one mission, you're not going to run into the regen balance-point unless you're *really* slow at killing them, and we've not yet explained how shield regen works so it shouldn't be obvious to new players that eventually they'll reach a point where they're not taking any more damage. In 99% of cases players are going to see their shield going down, realize that they're in danger and kill the enemies really quickly, and in the other 1%, they really do need their hands held 
It kinda gives new players an overly soft intro to what is billed as a "hard game" - up the difficulty. Most people who get to the point where they are actually in the tutorial are there fully expecting cold and unforgiving.
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Illectroculus Defined
GoonWaffe Goonswarm Federation
82
|
Posted - 2012.07.30 16:52:00 -
[75] - Quote
First of all, great work, I literally help thousands of players start Eve and better tutorials can only help.
I asked about this a while back, forgive me if it's already been fixed: Can we fix the minmatar mission so that the free ammo they give is Fusion S rather than EMP S, Fusion S is a better ammo choice against the enemies in the minmatar career tutorials, and agains the NPC's in their regions. The Other faction tutorial give ammo types that are appropriate to the enemies, so why do the minmatar get a raw deal. |

Atomic Option
Taggart Transdimensional Virtue of Selfishness
19
|
Posted - 2012.07.30 16:53:00 -
[76] - Quote
Like others I'm kinda suprised by the choice of - and + as the stop/fullspeed buttons. The most intuitive symbols would be the diode symbols: |< speed >|
Visually they're also separated from the speed bar and appear to be part of /apply to the background widget rather than speed bar. To fix this they could be given the same background grey as the speedbar but separated by a thin bit to emphasize they're buttons. The Full speed button could pulse blue if the ship is accelerating towards full and stay solid blue when the ship is at full speed.
I made a mockup of how it would look while the ship is stopped. http://img833.imageshack.us/img833/424/09newhud.png |
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CCP Greyscale
C C P C C P Alliance
1445

|
Posted - 2012.07.30 16:56:00 -
[77] - Quote
We're very much aware that the way "to hit" works isn't exactly intuitive, but it's not something we're going to solve with a tooltip 
Bagehi wrote:CCP Greyscale wrote:Jame Jarl Retief wrote:Lord Helghast wrote:There is a mission in the carrier mission tutorials that you learn to die and deal with it... but they are talking the absolute earliest tutorial missions, you can't have people that come in and first thing that happens on undock is there popped its a bad experience.
Oh, I know all that. I'm relatively new to the game so I still vividly remember my own beginner experience not too long ago. I also have been trying the game practically every year since release, trying to get into it, but never really managed to make it stick. I guess my point is that you can't tell people it's a harsh and unforgiving universe, and pit them against an enemy that can't possibly kill them. When a game is ludicrously easy it is just as much a turnoff as getting popped. Though I guess it's a moot point anyway. Now that I think about it, I don't believe I ever had anyone I tried to get into this game come even close to getting popped in any tutorial. Heck, even L1s could be done in a snore coma with just one eye open. I guess what I'm saying is that it is a fine line between making the experience beginner friendly, and making it too easy and boring so they quit for lack of challenge. Myself personally, I tend to prefer games where the very first enemies make you work for it rather than just keel over from the first swing. It tends to be more engaging this way. I totally see your the point, but in practical terms I don't think it's an issue in this case as it's only one mission, you're not going to run into the regen balance-point unless you're *really* slow at killing them, and we've not yet explained how shield regen works so it shouldn't be obvious to new players that eventually they'll reach a point where they're not taking any more damage. In 99% of cases players are going to see their shield going down, realize that they're in danger and kill the enemies really quickly, and in the other 1%, they really do need their hands held  It kinda gives new players an overly soft intro to what is billed as a "hard game" - up the difficulty. Most people who get to the point where they are actually in the tutorial are there fully expecting cold and unforgiving.
EVE is already plenty hard at the beginning without actually killing you outright on your first mission, and with the current level of regen, everyone who's not as confused as as Vincent Athena's wife should get the *impression* that they're immediately in danger and never discover that they were safe all along. If they walk away from that mission feeling like they could've died, then our work here is done. |
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Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
100
|
Posted - 2012.07.30 17:05:00 -
[78] - Quote
CCP Explorer wrote:Jackie Fisher wrote:Tooltip picture in the blog shows falloff above optimal. Wouldn't it make more sense to show it the other way around or are you trying to brainwash new players to think like a Minmatar? Most important number is first/top, since beyond this range (optimal + 1x falloff) you have less than 50% chance of hitting. Its only more important for a weapon type that is mostly used in falloff. If I'm in a Rail or Laser ship in falloff it means I'm doing it wrong!
Anyway its a trivial matter either way as the new info is a huge improvement on what we have now. Fear God and Thread Nought |

Steve Ronuken
Fuzzwork Enterprises
522
|
Posted - 2012.07.30 17:06:00 -
[79] - Quote
How about a square for the full stop, and two filled in arrows for full speed?
http://jesusnjim.com/images/vcrcontrols/fastforward.png
Pretty much just the regular stop and fast forward symbols FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |

Atomic Option
Taggart Transdimensional Virtue of Selfishness
20
|
Posted - 2012.07.30 17:13:00 -
[80] - Quote
The stop square is a good idea, but in many other contexts multiple arrows imply warp. Notably in the selected item window where ->> is warp to the selected object.
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SkillQueueMonitor
Pator Tech School Minmatar Republic
4
|
Posted - 2012.07.30 17:24:00 -
[81] - Quote
I really hope the link for "Fitting Tutorial" has telemetry that CCP can see, because I can see that not only being linked in applicable situations, but also every time someone links a fit that is ridiculous. It will be hilarious. |

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 17:26:00 -
[82] - Quote
Atomic Option wrote:The stop square is a good idea, but in many other contexts multiple arrows imply warp. Notably in the selected item window where ->> is warp to the selected object. Maybe the - needs to be red so it indicates stop as well? |

Aemonchichi
Limited Access Guardian Society
36
|
Posted - 2012.07.30 17:28:00 -
[83] - Quote
great news 8) ccp caring about new player experience is a good thing, this game is just too awesome to only be a niche game, and judging from devblogs and things said by ccp employees at the ATX studio i think they do not plan to make eve too easy
i hope everything works as you guys plan cause new players are the very lifeblood the game we all love needs to continuously be awesome 8) |

Elijah Craig
Trask Industries Li3 Federation
35
|
Posted - 2012.07.30 17:29:00 -
[84] - Quote
I would see these symbols:-
|<< [speed] >>|
And think "back to zero" and "go to max".
Could use those?
They're used on forums etc to mean start and end of thread, so it's in common usage. |

Kitt JT
League of Non-Aligned Worlds Nulli Secunda
51
|
Posted - 2012.07.30 17:30:00 -
[85] - Quote
I'm curious about part three. It says wrap up. And the next expansion is the winter expansion.
So is this kinda like a "Winter Wrap Up?" |

Ashina Sito
Center for Advanced Studies Gallente Federation
44
|
Posted - 2012.07.30 17:32:00 -
[86] - Quote
Please add a "Make a Jump clone" to the beginner tutorials. A major stumbling block for new players is the risk of losing costly (for them) implants early. This makes them shy away form PvP and helps to make them a more risk adverse player in the long run.
Yes, there are options out there to get a jump clone but the new player is unaware of them. Also they typically can't afford one. By the time they find out about JC's and have the ability to access them (standings or isk or in a player corp with access) the damage is already done.
To people who say "risk/reward", you have to get them started... before you can pull the rug out of them. Even a drug dealer says the first hit is free.
Ashina
|

kKayron Jarvis
2
|
Posted - 2012.07.30 17:42:00 -
[87] - Quote
Quote: Voiceovers are gone for now. We really like them, but as soon as the text stops matching up with the audio it's incredibly distracting, and it's not feasible to continually re-record them as adjustments are made. Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out.
this is a most have for me in ganes if they are not there i do not tended to play lose games!
ccp have a look at http://www.texthelp.com it is what i use. |

Istan Mahwi
Aliastra
7
|
Posted - 2012.07.30 17:54:00 -
[88] - Quote
all i wanna say is that roleplaying games have not turned out better due to voice overs. i think that voice overs should be left out of rpgs.
example- Oblivion.
instead of having all the npc's sound ******** by repeating the same things to each other and the player, they could've added layers of depth to each character you encountered. instead of paying actors to say a few lines, they could've more cheaply written a ton more lines and thus the roleplaying aspect would have been deeeeeepened.
get more ppl into eve! i approve of the NPE initiative! ARRRRR
Edit* you guys censor "r e t a r d e d"?.... eve is game. |

Bloodpetal
Mimidae Risk Solutions Alliance of Abandoned Cybernetic Rejects
739
|
Posted - 2012.07.30 18:21:00 -
[89] - Quote
CCP Sisyphus wrote:Bloodpetal wrote: I've written up a series of training guides and drills over the years for instructors to help players understand some fundamentals. I'm wondering if CCP would be interested if I shared these with them to see if they could find a way to implement them through software? They're designed from the perspective of demonstrating game mechanics, not simply lecture. They break the material down into small pieces and drills that can be repeated. I'd prefer to do this through private mail rather than the public forums if you're interested since it's quite a bit of information. It's on a private wiki i can give you access to.
hit me up with those things :)
Shot you a mail, hope you find them interesting :) Mimidae Risk Solutions Recruiting |

Logix42
Midnight Elites Echelon Rising
60
|
Posted - 2012.07.30 18:33:00 -
[90] - Quote
You say in the devblog players prefer the right-click method. However in step 19 of the tutorial you say "To look at a ship or other object in space, select it, and use the the Look At button in Selected Item, which looks like an eye."
Either change this to right click instructions, or add a pointer, pointing to the eye on the selected item panel. Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm |
|

Kuetlzelcoatl
Minmatar Marauders It's A Trap Alliance
2
|
Posted - 2012.07.30 18:37:00 -
[91] - Quote
Keen Fallsword wrote:There is issue you can't align with 2 click on the planet or anything via overview if this thing is not on grid question is why ?
I really hope this is by design. This has been asked for, for so long.
Double clicking to approach can mean ship loss in pvp lag situations when you are ctrl+ clicking to lock targets.
If anythig, it should be optional. |

Morigan Omega
Omega Technologies
1
|
Posted - 2012.07.30 18:41:00 -
[92] - Quote
Do the gun/ammo tool tips include skill/implant modifiers in optimal/falloff/dps numbers? I would assume so, but you know what they say about assuming... |

Vaal Erit
Science and Trade Institute Caldari State
323
|
Posted - 2012.07.30 18:43:00 -
[93] - Quote
So in order of things new players hate the most:
-Incarna -Skill system -Basic flight system -MIssions -Basic Commands
The problem is that fitting and shooting comes way too late in the tutorial. Skills/Incarna/Certifications/Missions are all boring to new players, they want to get into the action and see what the basic mechanics of the game are before getting bogged down in the boring details.
The new players have spoken yet again, CCP. Incarna/MissionsI blows hard and shooting/fitting is cool. Give them what they want! |

Logix42
Midnight Elites Echelon Rising
60
|
Posted - 2012.07.30 19:02:00 -
[94] - Quote
In step 23 Learning about corporations you show new players the corporation search window. There are so many options here it is scary. When I open it I can just imagine the new players screaming as you toss them nonchalantly over the cliff. What about pointing them to something like a list of the "Educational Corps" you have on the Evelopedia? http://wiki.eveonline.com/en/wiki/Educational_organizations Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm |

MotherMoon
Blue Republic RvB - BLUE Republic
1051
|
Posted - 2012.07.30 19:04:00 -
[95] - Quote
CCP Greyscale wrote:We're very much aware that the way "to hit" works isn't exactly intuitive, but it's not something we're going to solve with a tooltip  Bagehi wrote:CCP Greyscale wrote:Jame Jarl Retief wrote:Lord Helghast wrote:There is a mission in the carrier mission tutorials that you learn to die and deal with it... but they are talking the absolute earliest tutorial missions, you can't have people that come in and first thing that happens on undock is there popped its a bad experience.
Oh, I know all that. I'm relatively new to the game so I still vividly remember my own beginner experience not too long ago. I also have been trying the game practically every year since release, trying to get into it, but never really managed to make it stick. I guess my point is that you can't tell people it's a harsh and unforgiving universe, and pit them against an enemy that can't possibly kill them. When a game is ludicrously easy it is just as much a turnoff as getting popped. Though I guess it's a moot point anyway. Now that I think about it, I don't believe I ever had anyone I tried to get into this game come even close to getting popped in any tutorial. Heck, even L1s could be done in a snore coma with just one eye open. I guess what I'm saying is that it is a fine line between making the experience beginner friendly, and making it too easy and boring so they quit for lack of challenge. Myself personally, I tend to prefer games where the very first enemies make you work for it rather than just keel over from the first swing. It tends to be more engaging this way. I totally see your the point, but in practical terms I don't think it's an issue in this case as it's only one mission, you're not going to run into the regen balance-point unless you're *really* slow at killing them, and we've not yet explained how shield regen works so it shouldn't be obvious to new players that eventually they'll reach a point where they're not taking any more damage. In 99% of cases players are going to see their shield going down, realize that they're in danger and kill the enemies really quickly, and in the other 1%, they really do need their hands held  It kinda gives new players an overly soft intro to what is billed as a "hard game" - up the difficulty. Most people who get to the point where they are actually in the tutorial are there fully expecting cold and unforgiving. EVE is already plenty hard at the beginning without actually killing you outright on your first mission, and with the current level of regen, everyone who's not as confused as as Vincent Athena's wife should get the *impression* that they're immediately in danger and never discover that they were safe all along. If they walk away from that mission feeling like they could've died, then our work here is done.
I strongly disagree. There is another mmo, fallen earth, that puts you in a badass *ship* sends you into a tough mission fully fitted, teaches you one by one how to use everything and how to play. Then kills you, and plops you down into *the rookie ship*
This would not only be fun, to have your 1st impression be this awesome badass rifter for instance, but allows for more teaching to take place and for the death toll to be explained straight up, and not something that makes a player quit down the road. It would get peoples hearts pumping, it would would show them what makes eve fun, it would leave a great taste in their mouth if done right.
For instance you should have the ship explode, and have another ship at the next point to climb into. Here's what I would do. Start the player in a pod. Teach them to board ships in space. Make this ship awesome, have an endless wave mode. Gets the blood pumping. Then make is so you lose your ship.
Now your back in your pod, but super reinforce that your pod is you, not the ship. Use the NPE to gets players in the mind set that the ship is expendable. Then have the player warp away to a spot with another free ship. They board it. SEE that's not you killing the player, that's you teaching the player who eve works. Then explain that they don't want to die while in pod. That they are a pilot and these ships are expendable.
Please CCP, :/ why you no support this.
I mean you could even have... ok I've got it!
1st mission Go to the site and retrieve the military's lost vessel 1.start in rookie ship. 2.learn basics 3.NPCs warp in, you lose your ship in a pitched battle. 4. After battle the game explains how NPCs don't shot at pods 5.Fly to rifter/whatever ship you were sent to retrieve 6.Blow up guys with your badass shiny new ship 7.fly back to station with ship 8.Ship is taken back, rookie ship and lots of free gear and skill books are given so the player and work his way back up to that awesome ship he was just flying.
http://dl.eve-files.com/media/1206/scimi.jpg |

MotherMoon
Blue Republic RvB - BLUE Republic
1051
|
Posted - 2012.07.30 19:07:00 -
[96] - Quote
oh and I did feedback before saying, awesome job CCP! I'm really happy overall with the direction and the awesomeness of this dev blog : D http://dl.eve-files.com/media/1206/scimi.jpg |

Che Biko
Humanitarian Communists
103
|
Posted - 2012.07.30 19:20:00 -
[97] - Quote
I'm not sure if this is an issue you also encountered, or it was just me messing up the tutorial because I just wanted to show a friend the game and rushed through it but I made a fresh Amarr character on TQ and started the tutorial.
I was given an armor repairer that I needed to use, but I did not have the skill for. And it didn't help that I had lost half my armor while blowing up a structure, so I was kinda 'stuck' in the tutorial, as I could not tank the...enemies.
I resorted to canflipping in an effort to pay for the skillbook. Got a need for speed? SRV race thread: https://forums.eveonline.com/default.aspx?g=posts&t=134270 Sub-warp racing event thread: https://forums.eveonline.com/default.aspx?g=posts&t=107164 |

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 19:23:00 -
[98] - Quote
Che Biko wrote:I'm not sure if this is an issue you also encountered, or it was just me messing up the tutorial because I just wanted to show a friend the game and rushed through it but I made a fresh Amarr character on TQ and started the tutorial.
I was given an armor repairer that I needed to use, but I did not have the skill for. And it didn't help that I had lost half my armor while blowing up a structure, so I was kinda 'stuck' in the tutorial, as I could not tank the...enemies.
I resorted to canflipping in an effort to pay for the skillbook.
The first mission gives the skill book but you do not need to use it untill you receive the standerd repairer on the second mission.
Rushing is a bad idea though becouse it does not give the skill time to train.
|

MotherMoon
Blue Republic RvB - BLUE Republic
1051
|
Posted - 2012.07.30 19:25:00 -
[99] - Quote
Che Biko wrote:I'm not sure if this is an issue you also encountered, or it was just me messing up the tutorial because I just wanted to show a friend the game and rushed through it but I made a fresh Amarr character on TQ and started the tutorial.
I was given an armor repairer that I needed to use, but I did not have the skill for. And it didn't help that I had lost half my armor while blowing up a structure, so I was kinda 'stuck' in the tutorial, as I could not tank the...enemies.
I resorted to canflipping in an effort to pay for the skillbook.
I remember 5 years ago when you started players off with 300,000 sp. You removed that since you didn't want to give players too many options right away and confuse them. Well that's true, but maybe starting them off with 120,000 sp or something small, nothing beyond level 1, would be a smarter system.
If it was up to me, I would remove those basic skills books from the market even. Give everyone the basic skills at level 1 when they start. Making players inject free skill books is pointless and adds a layer of complexity that's unnecessary. There are so many skills in eve that players will need to buy and train. The core skills should be something all pilots know.
Aren't new players told they just graduated from piloting school? And this is the 1st mission they get to show they know what they are doing? Why would a student who went to school for 4 years not know how to use an armor repairer. http://dl.eve-files.com/media/1206/scimi.jpg |

Che Biko
Humanitarian Communists
103
|
Posted - 2012.07.30 19:33:00 -
[100] - Quote
Salpun wrote:The first mission gives the skill book but you do not need to use it untill you receive the standerd repairer on the second mission. I'm quite sure I was not given one, as I could not find it anywhere, but it might be that I failed to accept the gift. I would assume it would just appear in the hangar, and that it would be mentioned somewhere in the tutorial, but I did not see it. Got a need for speed? SRV race thread: https://forums.eveonline.com/default.aspx?g=posts&t=134270 Sub-warp racing event thread: https://forums.eveonline.com/default.aspx?g=posts&t=107164 |
|

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 19:35:00 -
[101] - Quote
Che Biko wrote:Salpun wrote:The first mission gives the skill book but you do not need to use it untill you receive the standerd repairer on the second mission. I'm quite sure I was not given one, as I could not find it anywhere, but it might be that I failed to accept the gift. I would assume it would just appear in the hangar, and that it would be mentioned somewhere in the tutorial, but I did not see it. It droped into your hanger or will with the NPE this next week. |

MotherMoon
Blue Republic RvB - BLUE Republic
1051
|
Posted - 2012.07.30 19:43:00 -
[102] - Quote
Mirajane Cromwell wrote:Few years ago as a newbie one of the hardest things to understand was how weapon range + tracking works in Eve. At first I thought Falloff included Optimal, I had no clue that falloff meant also reduced hit chance or what signature resolution and radius stats in ships meant etc. After some months of playing someone nice enough showed me this: Eve tracking. After seeing this, it all became clear to me and combat became a lot easier for me. I hope the new tutorials show something like in the above link. Secondly, in the devblog there's the weapon tooltip. It's nice and dandy but could the tooltip also display the maximum range of weapon (optimal + 2x Falloff) and mention on Falloff range line that the weapon has reduced hit chance at this range? Then there's the "monsters" called trackingspeed / accuracy in weapon stats and ship's transversal speed that affects hitting the target - it's probably not related to these tutorials but in future revisions of fitting screen, could some dev f.ex add a new info to fitting screen that gives the following info for weapons: Tracks target at optimal range with transversal speed less than "calculated speed value here". I think something like this would help a lot of players to understand what those rad/s and transversal speeds mean.
Don't worry I'm working on some sexy video tutorial love for this. Maybe so good CCP will think about putting it in game
Salpun wrote:Che Biko wrote:Salpun wrote:The first mission gives the skill book but you do not need to use it untill you receive the standerd repairer on the second mission. I'm quite sure I was not given one, as I could not find it anywhere, but it might be that I failed to accept the gift. I would assume it would just appear in the hangar, and that it would be mentioned somewhere in the tutorial, but I did not see it. It droped into your hanger or will with the NPE this next week.
see? stupid. If anything maybe the NPE should inject and force the skill to level 1 on it's own. http://dl.eve-files.com/media/1206/scimi.jpg |

Kristen Andelare
Abacus Industries Group Aerodyne Collective
11
|
Posted - 2012.07.30 19:51:00 -
[103] - Quote
I strongly disagree. There is another mmo, fallen earth, that puts you in a badass *ship* sends you into a tough mission fully fitted, teaches you one by one how to use everything and how to play. Then kills you, and plops you down into *the rookie ship*
This would not only be fun, to have your 1st impression be this awesome badass rifter for instance, but allows for more teaching to take place and for the death toll to be explained straight up, and not something that makes a player quit down the road. It would get peoples hearts pumping, it would would show them what makes eve fun, it would leave a great taste in their mouth if done right.
For instance you should have the ship explode, and have another ship at the next point to climb into. Here's what I would do. Start the player in a pod. Teach them to board ships in space. Make this ship awesome, have an endless wave mode. Gets the blood pumping. Then make is so you lose your ship.
Now your back in your pod, but super reinforce that your pod is you, not the ship. Use the NPE to gets players in the mind set that the ship is expendable. Then have the player warp away to a spot with another free ship. They board it. SEE that's not you killing the player, that's you teaching the player who eve works. Then explain that they don't want to die while in pod. That they are a pilot and these ships are expendable.
Please CCP, :/ why you no support this.
I mean you could even have... ok I've got it!
1st mission Go to the site and retrieve the military's lost vessel 1.start in rookie ship. 2.learn basics 3.NPCs warp in, you lose your ship in a pitched battle. 4. After battle the game explains how NPCs don't shot at pods 5.Fly to rifter/whatever ship you were sent to retrieve 6.Blow up guys with your badass shiny new ship 7.fly back to station with ship 8.Ship is taken back, rookie ship and lots of free gear and skill books are given so the player and work his way back up to that awesome ship he was just flying.
It doens't have to be the 1st mission, it could be the second. to show how the rookie ships won't be enough. Most players get really confused why they can't keep the rookie ship.[/quote]
+1000 on this idea Having a sort of scripted fight early on (that does NOT count on you combat losses list, that's important) that gives players a goal to strive for (a faster, shinier, more powerful combat ship) and also teaches them that the pod is them, the ship is a tool to use in the game, like a gun in an FPS would REALLY help first-timers understand this core Eve concept. And if you give them that adrenaline rush early on, you've hooked them for life. |

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 19:55:00 -
[104] - Quote
MotherMoon wrote:
see? stupid. If anything maybe the NPE should inject and force the skill to level 1 on it's own.
With the new train to in the right click menu its realy ease to place in training
|

Logix42
Midnight Elites Echelon Rising
60
|
Posted - 2012.07.30 20:10:00 -
[105] - Quote
Section 23: Additional Reading should not include medical clones. Corporations and skills are fine to talk about while your ship is auto-piloting to a station but the medical clones bit should be saved until the player is IN a station. It is more relevant there, where they can actually upgrade their clone while they read that bit of the tutorial. Having them read it while flying in space is a recipe for forgetting and then them cursing you when they die and lose skill points. Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm |

Elsa Nietchize
School of Applied Knowledge Caldari State
29
|
Posted - 2012.07.30 20:24:00 -
[106] - Quote
I don't think a single person in my corp has done the tutorials. Well, aside from myself. But I did them after I'd been playing the game for two years. I too have run into the issue where the agent says "I've given you this skill book/module" and I look in the hanger and don't have it. I can see why my guys don't bother with it.
The first thing I tell them is to run the tutorials, the second thing I tell them are the rewards. Lot's of stuff in the tutorial seems trivial, long winded and without real relevance. I personally feel the career agents are far more useful. Even so, 10 missions is still long winded. That needs to be reduced. But if newbies know the rewards ahead of time it gives them a reason to grind through it.
For the record, I still don't have a firm understanding of how Optimal/falloff works. |

TheSmokingHertog
TALIBAN EXPRESS
63
|
Posted - 2012.07.30 20:27:00 -
[107] - Quote
Bloodpetal wrote:New Player Experience : Rookie System Incursion Style Social Interaction
I was looking through your new tutorial on SISI for some curiosity to see what you've done.
I think you've done a great job laying the explanations out in a way that is easy for everyone to understand!
So, as I was doing this, I quickly realized that it was lacking that one thing that I know CCP really wants to bring into the situation... social interaction and player dependency.
And then it occured to me... you should have a "mini-incursion" (not necessarily Sansha) style event going on in Rookie systems. It can be optional or part of one of the missions you make. Make it a 3-5 Rookie Ship experience.
Yup, lack of social gameplay is one of the "big picture" issues with the current tutorial, and newbie incursions are something that's been suggested internally too 
Just an idea, make them trigger the Incursion Trailer when starting this venture, then they have more storyline information from the start. In some games (like Guild Wars I) the story line made me revisit parts of the game. |

D0main
Royal Amarr Institute Amarr Empire
0
|
Posted - 2012.07.30 20:32:00 -
[108] - Quote
Hello!
It will be great if you will add functionality to create own tutorials (for example: tutorial of pvp aspects for ally mates, etc). With this feature many ingame experts will be able to create many obviousness advanced tutorials for newbies in all specializations and will be able to collect modern eve experience in a ally/corp/public knowledge bases without external instruments like a forums, blogs and others.
With best reguards! |
|

CCP Phantom
C C P C C P Alliance
1991

|
Posted - 2012.07.30 20:32:00 -
[109] - Quote
Two step wrote:Why does the blog have the 25th as the date it was released? :P As CCP Explorer explained, the blog was created on that date. In the future we will adjust this date to properly reflect the date of publication. Thank pointing out that detail!
Also it is impressive to see all this good feedback. As I say, the EVE Community is really great and has an immense insight into EVE Online that it would be a shame not using this knowledge and passion to improve EVE together. CCP Phantom - German Community Coordinator |
|

Obsidiana
White-Noise
110
|
Posted - 2012.07.30 20:36:00 -
[110] - Quote
I almost didn't read the blog post. I'm glad I did. The title said nothing about UI improvements. Tutorials don't affect me; UI improvements do. You might want to tweak that title a smidge.
Question: Why is falloff listed before optimal range on the weapon tool tip?
Request: On the agent menu "Add Waypoint" would be nice to have if the mission is in another system.
That said, I'm going to have to install the test client to take a sneak peak at these new changes. They look great and are the kind of little things that make a big difference. Nice work. 8) |
|

Logix42
Midnight Elites Echelon Rising
61
|
Posted - 2012.07.30 20:42:00 -
[111] - Quote
First career choosen was military so working through it. Step 3 of 10 rewarded a ship, now a new player would be like "cool I'm getting a shiny new ship" click on the complete mission button and *POOF*, mission is complete, can continue on to the next one, but what about that elusive ship? Where did it go? This is the first time the player has been given a ship in a station and does not know where to find it, or if they find it, how to switch to that ship.
The tutorial needs to show the new player the Ship Hangar at this point, which is the first time they are given a new ship other than the rookie one, which they are given in space (See Tutorial 06: Ship Movement) Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm Note: on holidays until September, list may be out of date |

Cloned S0ul
Blood Fanatics
171
|
Posted - 2012.07.30 20:50:00 -
[112] - Quote
Good job CCP, i like things like this star gete (precise indicator) i remember a lot situaton during my 6+ year EvE adventure when i read newbis (where is this stargate or solar sytem) etc, less complicated tutorial for newbis is beter for EvE future, espetialy meny players give up to this game ,because EvE it self is hardcore game. so meny stop playing after bad expirence with compicated aspect at start point. Teemo for president. |

Logix42
Midnight Elites Echelon Rising
62
|
Posted - 2012.07.30 20:51:00 -
[113] - Quote
In step 3 of 10 for the military mission there is some commentary from the NPC in the Local chat channel, this is cool because it adds depth to the story. But what if I'm a new player and have the Rookie chat open, or another chat tab? The local tab flashes this is true, but it's a tiny tab and as a new player I would interested in making these flashing red guys explode. (Yay explosions) This is the first time I would have encountered a NPC speaking to me in the Local tab. It would be good to have a quick note from Aura telling that. Preferably as soon as I warp into the site and he starts talking to me. Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm Note: on holidays until September, list may be out of date |
|

CCP Explorer
C C P C C P Alliance
806

|
Posted - 2012.07.30 20:56:00 -
[114] - Quote
Obsidiana wrote:Question: Why is falloff listed before optimal range on the weapon tool tip? See responses here https://forums.eveonline.com/default.aspx?g=posts&m=1720061#post1720061 and here https://forums.eveonline.com/default.aspx?g=posts&m=1720165#post1720165 Note that this isn't "falloff" but "falloff range", which is optimal + 1x falloff. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Logix42
Midnight Elites Echelon Rising
63
|
Posted - 2012.07.30 21:08:00 -
[115] - Quote
I know I'm posting a lot but hey you wrote a tutorial, I'm testing and giving feedback
So, Step 4 of 10 Military tutorial (Minmatar) I am given a 1MN Afterburner and the Afterburner tutorial pops up. Step 2 of 5 says "To use this module, open the fitting service and drag it to your ship." I try that and it tells me I don't have the required skills. The tutorial has not given me a skill book. And I have not been introduced to the market because I chose the military career path first. (And I was told in step 24: Career Agents "You can take these courses in any order, so start with whatever interests you most.")
As a new player I would be greatly saddened and confused. I can not use this awesome looking rocket booster thingy and I have no idea where to get the skill book to train for it.
The tutorial should provide the skill book or help me find it. Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm Note: on holidays until September, list may be out of date |

Dersen Lowery
Knavery Inc. StructureDamage
52
|
Posted - 2012.07.30 21:15:00 -
[116] - Quote
Really, the character should just be given a lot of those skills at 1, and then given one skill to train as a "how to train skills" tutorial. The amount of time new players spend dicking around waiting for skills to train is annoying, especially since the training times are just long enough to break up the flow of things. |

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 21:19:00 -
[117] - Quote
Bug #141734
When the tutorial icon is of the neocom the resume highlight cannot be closed top of the tab is off the rendered screen. |

Logix42
Midnight Elites Echelon Rising
64
|
Posted - 2012.07.30 21:27:00 -
[118] - Quote
Starting step 5 of 10 Military tutorial (Minmatar) triggers the Acceleration gates tutorial. This is completely unneeded though. In Tutorial 06 of the Basic tutorials you taught me how to use an Acceleration gate. The only information that is new here is "These devices are made to fling you into otherwise inaccessible pockets of space within the solar system." The inaccessible thing is new info to the player. O and something about having to be with 2500m? That's old. If you click on activate now-a-days and you're farther away than 2500m you will approach until you're close enough and then the gate will activate. Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm Note: on holidays until September, list may be out of date |

Logix42
Midnight Elites Echelon Rising
64
|
Posted - 2012.07.30 21:51:00 -
[119] - Quote
(Minmatar) Implants tutorial - Removing Implants, says "Be sure that your clone is up-to-date and that you want to use your implant at this exact time before plugging it in."
New player may have thoughts such as: "Wait a minute, up-to-date clone, what is this new terminology? does my clone have an expiry date? is it like cheese, getting better with age? or does it go bad like last weeks tuna casserole? how does this affect my implants? if I plug in an implant and then upgrade my medical clone do I lose implants?"
Questions that would require an answer... so... ya Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm Note: on holidays until September, list may be out of date |

Logix42
Midnight Elites Echelon Rising
64
|
Posted - 2012.07.30 21:59:00 -
[120] - Quote
Ok before I go any further, it really looks like the advance tutorials, the ones for the career agents have not been updated, before I go scrutinizing them could I get a dev response as to whether they've actually been updated? No point in me dissecting them if there are changes soon to come Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm Note: on holidays until September, list may be out of date |
|

Tarryn Nightstorm
Hellstar Towing and Recovery
557
|
Posted - 2012.07.30 22:07:00 -
[121] - Quote
I've tried the new tutorial-arc on SISi, and overall, I must say, most impressive!
But no more Aura-voice?
Dis maek meh haz a sad :(
But seriously guys, please do try to bring that back when feasible to do so -- Speaking only for myself, of course, but a HUGE part of my initial immersion (read: Falling in love so bloody hard with Mme. EVE) was from that voice-over.
(Her old-style voice and convo, I mean -- the last one, with all due respect to the voice actress, was a bit too stilted, a bit too conscious of the "fourth wall," although I submit that there may be places in the tutorial-arcs where breaking that wall outright is warranted.)
Hoorah for dev-blog!
Why am I dreaming of some strange woman who keeps telling me, "You fail at life because you are cloaked?" |

Logix42
Midnight Elites Echelon Rising
64
|
Posted - 2012.07.30 22:45:00 -
[122] - Quote
Tarryn Nightstorm wrote:I've tried the new tutorial-arc on SISi, and overall, I must say, most impressive!
But no more Aura-voice?
Dis maek meh haz a sad :(
But seriously guys, please do try to bring that back when feasible to do so -- Speaking only for myself, of course, but a HUGE part of my initial immersion (read: Falling in love so bloody hard with Mme. EVE) was from that voice-over.
I also loved the voice over when I began, glad to read in the dev blog that you're actively looking into it. Sooner the better  Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm Note: on holidays until September, list may be out of date |

Rhakina
Oh No You Didn't Oprah
0
|
Posted - 2012.07.30 22:46:00 -
[123] - Quote
One of the things I noticed going through the tutes recently and hearing the cries of folks in help was frequently the items needed (civvie salvager comes to mind) to perform the mission don't appear. There is also (at least in my training area) no way to acquire them readily if they don't. |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
74
|
Posted - 2012.07.30 23:15:00 -
[124] - Quote
CCP Phantom wrote:As I say, the EVE Community is really great and has an immense insight into EVE Online that it would be a shame not using this knowledge and passion to improve EVE together. no buddy no need to try flattering us, I won't let you go out with my sister 
|

Lost True
Paradise project
1350
|
Posted - 2012.07.30 23:18:00 -
[125] - Quote
I wonder how stupid the human should be to fail the tutorial.
I have a proposal to do 2 types of tutorial.
1: Some like an old one, where looks like you CAN lose your ship, with sound and which takes 2 days to complete, 2: For stupid moneygiving mass (by default). Activating a hard tutorial requires a user to perform some difficult action as an IQ test. Like hitting a mentioned help button which isn't blinking. Waiting for WiS for 4 years now. Discussion thread about WiS
|

SpaceSavage
AQUILA INC Verge of Collapse
0
|
Posted - 2012.07.30 23:50:00 -
[126] - Quote
look way better than what I have experienced, I tried to use WASD to move my ship back there |

MotherMoon
Blue Republic RvB - BLUE Republic
1052
|
Posted - 2012.07.31 00:07:00 -
[127] - Quote
Salpun wrote:MotherMoon wrote:
see? stupid. If anything maybe the NPE should inject and force the skill to level 1 on it's own.
With the new train to in the right click menu its realy ease to place in training
but then you have to put the game down for 10 minutes. why? whats that add to the game?
I'm reallt irked ccp wouldn't nip this low hanging fruit in the butt. http://dl.eve-files.com/media/1206/scimi.jpg |

Tric Starless
Native Freshfood Minmatar Republic
9
|
Posted - 2012.07.31 00:44:00 -
[128] - Quote
Then just label it "Maximum Range". Clear. Concise. Not EASILY ameniable to misinterpretation like the current phrasing.
Clarity is good. Maximum Range is better :)
|

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
74
|
Posted - 2012.07.31 01:09:00 -
[129] - Quote
it's nice to let newbie see where the gate is on space, but can you do it at other places ? like putting this ui on the selected item on the overview ?
so you can see which ship is primary, before targeting it, could be usefull while looking at tactical view or seeing where is the pos module you selected on the overview
or attaching this ui to the anchor of the fleet while on battle so you always know if you're close to him or not
i'm terrible at finding my way both RL or in game, so having a clear visual thing would help a lot |

Jarin Arenos
Card Shark Industries
25
|
Posted - 2012.07.31 01:34:00 -
[130] - Quote
CCP Greyscale wrote:ReK42 wrote:Looks good, however the gun tooltip is missing one major thing - tracking. We left tracking off because we wanted to keep it simple, and because actually using that number is sufficiently advanced behavior that you probably know your tracking value already. Or, put another way, it's (IME) rare that you're in the middle of a fight and think "oh crap, what's my tracking in radians/s?"
There is a LARGE skill gap between "understands what tracking is" and "knows what their tracking speed is at all times, factoring in skill and active modules." Please please PLEASE add the option to turn this on for tooltips. Even if it's just as XML editing like the in-space ship tooltips.
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ISD TYPE40
ISD Community Communications Liaisons
47

|
Posted - 2012.07.31 01:43:00 -
[131] - Quote
Thread has had a little clean up work done, content-less posts removed and a friendly reminder to post responsibly. And on topic, it's wonderful to see the Tutorials are getting some more love and polish, they are already way better than they were in my day. ISD Type40 Ensign Community Communication Liaisons (CCLs) Interstellar Services Department |
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Galphii
Sileo In Pacis THE SPACE P0LICE
56
|
Posted - 2012.07.31 02:14:00 -
[132] - Quote
Excellent revisions, I'm sure it'll have an impact on new player retention. Going to run through it myself to check it out :)
Also, the speech component to on-screen text can greatly increase immersion, and I think this should be put back in at a later date once you have all your text sorted out (this should be done in missions wherever possible too, but again, it'll wait til after you've revised the mission system). |

Hakaru Ishiwara
Republic Military School Minmatar Republic
291
|
Posted - 2012.07.31 02:28:00 -
[133] - Quote
CCP Greyscale wrote: Stage Four: Evaluation and adjustment
Once we were done with the main implementation work, we went through several rounds of user-testing with external volunteers. As you'd expect, we learned an awful lot from this, and came away from each session with long lists of adjustments to make. Why did CCP not do this with the Inventory UI revamp project?
CCP Greyscale wrote:A key example of this is how we teach in-space commands. We'd assumed initially that using visible UI functionality would be better than relying on context menus, so we endeavoured to teach with the Overview and Selected Item as much as possible. Repeated user testing showed that new players were far more comfortable right-clicking on everything, to the point where later tutorial steps that forced players to rely on Selected Item were tripping them up because they had no idea how to use it. This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience. CCP is just figuring this out now?
After all of the constructive feedback on the Inventory re-vamp regarding conventional computer user-interface interactions and well thought-out posts on why the removal of right-click access to various hangars was terribly detrimental to game-play....
And CCP took the word of volunteer testers over the word of loyal customers regarding value of right-click contextual menus. Words fail me at this point. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |

Kyrin Ongrard
Darkness Fallsss Against ALL Anomalies
1
|
Posted - 2012.07.31 05:04:00 -
[134] - Quote
While i havent done the caldari tutorial before, one of the BIGGEST things that was confusing to me was how missile "range works". I think one thing that NEEDS to be explained in ALL the tutorials is how flight time and missile speed work together to get your that range you can hit out to. I was maybe 3 months into eve the first time i used rockets and it confused the hell out of me to have to figure out how flight time and speed and all that worked together, especially after basicly being trained to think in terms of optimal and falloff for normal guns and then not have a set number with missils/rockets. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
238
|
Posted - 2012.07.31 05:14:00 -
[135] - Quote
Previously I have suggested that CCP hire/consult with a sociologist or similar to help you understand human nature to create better mechanics as you are apparently surprised every time someone takes a less travelled (read: not working as intended, but not illegal) route to one goal or another. Would be hugely beneficial when it comes to revamping the sov system I'd say.
Now I'd like to expand on that and suggest you hire/consult with an professional educator, preferably one specialized in early developmental psychology/learning, so that you can make your Eve intro as good as can be .. some examples where such experience would have been beneficial:
Quote:...and some bad spots (most notably the bit right at the very start where we try to teach the skill queue before you've even undocked) Your solution is to eliminate it .. hmmmmm. What one does when dealing with noobs children new comers who exhibit disinterest in something that will ultimately help them is to play into their natural curiosity but not forcefully. Introduce the skills as normal (assuming the bad spot doesn't extend that far) and rest assured that they will poke around until they press the queue button .. at which point you can tell them there is a guide available should they want/need it (you can use one of those fancy new pop-ups!) .. most like figuring stuff out themselves though.
Quote:...This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience. If a child refuses to eat nothing but pizza, the absolutely worst thing one can do is to let the little bastard eat nothing but pizza . Yes, the context menu has improved a lot since I started out .. to the point of usefulness even .. but to base the entire introduction to Eve on nothing but will come back and bite you very, very hard as said usefulness is dwarfed by the keys and key+click combos used in competitive Eve gameplay. The right-click will always be there as PC users are very well acquainted with the "when in doubt, R. click" dogma so keep working on the menus to make them perfect failsafe's rather than use them as the starting point and sole content. Again play on the natural curiosity .. take the new player on stroll through the ESC menu at some "early" point, can even be an optional thing as people like to kick tyres and poke engines, or you could mention in the pop-ups when there is a key assignment available and possibly even what the current one is. Computer players will always seek to optimize their gameplay which is what keys and key+click allows.
In short: Good work so far, but you must be careful not to "dumb things down" too far so that the post-tutorial experience suffers. Iconography/menu based interfaces may be alpha-omega on smartphones and other input limited devices but it is because they are input limited not because it is the best interface solution around.
Now let's talk noob ships and blow some up!
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Bob Niac
Macabre Votum Against ALL Authorities
19
|
Posted - 2012.07.31 06:19:00 -
[136] - Quote
Side note.. Woullove to see that acceleration gate graphic used elsewhere. Maybe with a zoom lens effect for the player's selected target? I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Mike Whiite
Keystone Industrial
64
|
Posted - 2012.07.31 06:53:00 -
[137] - Quote
I know your time is limited, but maybe you could consider the following:
Could the final tutorial mission be something like this:
Multiplayer Mission run and or a 2 group PvP.
it should be something that is on a timer. aply to the mission wait certain amount of time, start mission adjust mission to number of participants 1 if no others apply.
it would show a part o EVE that I miss in the tutorial.
|

Hoshi
Paxton Industries Gentlemen's Agreement
21
|
Posted - 2012.07.31 07:02:00 -
[138] - Quote
Tric Starless wrote:Then just label it "Maximum Range". Clear. Concise. Not EASILY ameniable to misinterpretation like the current phrasing. Clarity is good. Maximum Range is better :) But it's not maximum range, just the range where you do 50% damage which is a good guideline to what range you should usually try to keep inside. Maximum range is Optimal + 2x Falloff. Calling it something that it's not is not better. "Memories are meant to fade. They're designed that way for a reason." |

Horus V
13
|
Posted - 2012.07.31 07:11:00 -
[139] - Quote
If you dont use old Aura voice in tutorials you fail! |

malaire
463
|
Posted - 2012.07.31 07:54:00 -
[140] - Quote
Logix42 wrote:Ok before I go any further, it really looks like the advance tutorials, the ones for the career agents have not been updated, before I go scrutinizing them could I get a dev response as to whether they've actually been updated? No point in me dissecting them if there are changes soon to come Devblog says that only initial Aura missions were changed (those which are before Career Agents).
So no changes were made to Career Agents.
From devblog: "... it quickly became clear that the biggest pain point right now is the initial tutorial arc, which loses an awful lot of people before they've even begun to play. The career path missions aren't perfect either, but players who've got to that point have usually already decided that they enjoy the game and want to keep playing." New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else |
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Lost Hamster
Hamster Holding Corp
60
|
Posted - 2012.07.31 08:00:00 -
[141] - Quote
Would be interested to see, how many people quit after seeing the awful inventory system.  |
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CCP Sisyphus
C C P C C P Alliance
34

|
Posted - 2012.07.31 08:28:00 -
[142] - Quote
Thanks for all the comments. Especially from those who actually tried the new aura-tutorials on sisi.
I am taking lots of notes from these comments :) |
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Mechael
Ouroboros Executor Collective
198
|
Posted - 2012.07.31 08:49:00 -
[143] - Quote
New Player PvP Training: Warp to the deadspace arena. Two rookie ships enter, one rookie ship leaves!  Whether or not you win the game matters not. -áIt's if you bought it. |

Abdiel Kavash
Paladin Order Fidelas Constans
768
|
Posted - 2012.07.31 09:32:00 -
[144] - Quote
Quoting myself from features & ideas thread, because this is the official thread and there is a slight chance CCP might look at it...
In response to "make the tutorial longer and make it explain more stuff":
Abdiel Kavash wrote:I personally disagree. (And I must stress that this is my personal opinion as a player, I am not a games designer, I am not trying to tell CCP how to do their job, just sharing my thoughts.)
For some reason many developers in the past few years, now CCP included, pretend that the only interaction a new player has with the game is through the tutorials. They feel the need to explain every tiny bit through lengthy series of "do this, trust me" instructions and/or throw a huge wall of text at the player.
Now I don't know about others, but when I get into a game, especially such a complex one, I tend to do a little bit of reading on it. I knew EVE was advertised as extremely complex, I spent about two weeks browsing the official website, forums, and guides before I even registered to get a feel of the game. Even if one doesn't do this research beforehand, all these resources are readily available - in EVE even without tabbing out of the game through the IGB.
In my opinion the tutorial should explain how to use the UI - how to undock, how to fly your ship, how to shoot at things. As far as I remember that was what it was like when I started. Then there were I think three career agents to show off the various career paths, and off to the real game. The tutorial shouldn't be explaining game mechanics - especially as complex as tracking or fitting ships. These should be explained on the game's webpage in a quick guide, and then in great detail through manuals and gameplay guides.
(Going off on a tangent here, but still related to the NPE - these kind of things are ridiculously difficult to get to from eveonline.com. Personally along with the links "One universe", "The Sandbox" etc. at the top I would add one for "Guides" or "Game Mechanics" or something.)
Quite often showing too much is even worse than showing too little. If the game doesn't explain a mechanic, the player looks for another source of this information. But if the tutorial provides a half-arsed explanation, the player is under the impression that he already understands it, and is content with what he knows. However in fact his understanding is lacking at best and misguided at worst.
The tutorial also shouldn't be explaining how to do things efficiently - as in, how to fit your ships, how to run missions, etc. This is something for the player to explore and discover by themselves. Trying to imprint a certain way of doing things to people early on has the same negative effects as I pointed out above (lack of detail leading to misguided understanding), but also ruins the sense of discovery, trying various approaches and seeing what works - basically everything that makes a game a game, and not just following a set of instructions you read off the screen.
This is not about making the game more difficult for the sake of it being difficult (or conversely easier for the sake of being easier). The information should be readily available,but it shouldn't be forced onto the player in bits and pieces however CCP thinks is the best. I don't like being told by an NPC to fit a web and use it on another NPC. I want to read a little about what webs do, why is it a good idea to use one, and when should one be used.
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Pinky Denmark
The Cursed Navy Tactical Narcotics Team
171
|
Posted - 2012.07.31 09:52:00 -
[145] - Quote
Im amazed how well structured you aproach has been... Hat off for not making any changes to the game "because you think so" and instead actually test it with real people :-)
I have 1 small petty thing about the module tool tip for guns: Optimal within x meters - okay Falloff within x meters - Shouldn't this be falloff AT x meters
Also consider the order of those - I would like charge instealled first, then optimal and then falloff I would be carefull about stating dps. average potential dps might be too long but think about it ;.)
Excellent work - When you get it done with a silk smooth female voice over I might do my tutorial again after these 6-7 years hehe |

MotherMoon
Blue Republic RvB - BLUE Republic
1053
|
Posted - 2012.07.31 10:26:00 -
[146] - Quote
Lost Hamster wrote:Would be interested to see, how many people quit after seeing the awful inventory system. 
nope, new players like it better, sorry only old vets enjoyed windows 3.1 ui over windows 7
http://dl.eve-files.com/media/1206/scimi.jpg |

MotherMoon
Blue Republic RvB - BLUE Republic
1053
|
Posted - 2012.07.31 10:31:00 -
[147] - Quote
CCP Sisyphus wrote:Thanks for all the comments. Especially from those who actually tried the new aura-tutorials on sisi.
I am taking lots of notes from these comments :)
edit: for a couple of questions - We were given a short timeframe to get some awesome people, we had to pick where we could make the best impact. I would have loved to give the career agents a thorough workover, improve a lot of UI, etc. But we tried to hit the biggest problem areas.
Those who have tried the new tutorial will note the use of civvie modules while giving you a quick skill to learn to use the "full" modules in the next missions.
You might have also noticed an extra tab on the skills in your head - you can see what each level of a skill will allow you to use.
why not have basic skills inject and start at level 1? I'm honestly just curious what the goal is to make players train these skills instead of starting them out with them? http://dl.eve-files.com/media/1206/scimi.jpg |

Vegare
The Legion of Darkness
54
|
Posted - 2012.07.31 10:42:00 -
[148] - Quote
devblog wrote:you can now use Back and Next to page through the entire string with no breaks or restrictions. IMO this will lead to a lot of confusion.
The new player will never know if he actually did everything right or not when clicking 'Next'.
Worse is, before recognising that there are no restrictions, he will have the impression of having done everyting correctly even if he hasn't just because he can go to the next page of the tutorial. He will then end up at a dead end sooner or later. This is totally different from every other game tutorial out there... |
|

CCP Greyscale
C C P C C P Alliance
1449

|
Posted - 2012.07.31 10:50:00 -
[149] - Quote
Logix42 wrote:You say in the devblog players prefer the right-click method. However in step 19 of the tutorial you say "To look at a ship or other object in space, select it, and use the the Look At button in Selected Item, which looks like an eye."
Either change this to right click instructions, or add a pointer, pointing to the eye on the selected item panel.
...whoops.
Morigan Omega wrote:Do the gun/ammo tool tips include skill/implant modifiers in optimal/falloff/dps numbers? I would assume so, but you know what they say about assuming...
They should be pulling the actual current stats off the module in question, so yes.
Che Biko wrote:I'm not sure if this is an issue you also encountered, or it was just me messing up the tutorial because I just wanted to show a friend the game and rushed through it but I made a fresh Amarr character on TQ and started the tutorial.
I was given an armor repairer that I needed to use, but I did not have the skill for. And it didn't help that I had lost half my armor while blowing up a structure, so I was kinda 'stuck' in the tutorial, as I could not tank the...enemies.
I resorted to canflipping in an effort to pay for the skillbook.
The existing tutorial on TQ has a bug where this skill doesn't always drop, yeah. Shouldn't be present in the new one.
Logix42 wrote:Section 23: Additional Reading should not include medical clones. Corporations and skills are fine to talk about while your ship is auto-piloting to a station but the medical clones bit should be saved until the player is IN a station. It is more relevant there, where they can actually upgrade their clone while they read that bit of the tutorial. Having them read it while flying in space is a recipe for forgetting and then them cursing you when they die and lose skill points.
New players are going to have neither the money nor the need to upgrade their clone at this point, so I think it's kinda a moot point. We put the additional reading in to fill time while you travel; if we don't mention clones there we're not mentioning them elsewhere as we don't want to break up the actual learning stages with irrelevant info, and we feel that it's better to mention them than not 
Obsidiana wrote:Request: On the agent menu "Add Waypoint" would be nice to have if the mission is in another system.
Already does that 
Logix42 wrote:Ok before I go any further, it really looks like the advance tutorials, the ones for the career agents have not been updated, before I go scrutinizing them could I get a dev response as to whether they've actually been updated? No point in me dissecting them if there are changes soon to come
Yup, career paths have not been touched.
Hakaru Ishiwara wrote:CCP is just figuring this out now?
After all of the constructive feedback on the Inventory re-vamp regarding conventional computer user-interface interactions and well thought-out posts on why the removal of right-click access to various hangars was terribly detrimental to game-play....
And CCP took the word of volunteer testers over the word of loyal customers regarding value of right-click contextual menus. Words fail me at this point.
Edit: Does the new tutorial content include information and a walk-through on how to most efficiently use the re-vamped Inventory UI elements?
Please see this post and understand the context in which that statement was made: https://forums.eveonline.com/default.aspx?g=posts&m=1720042#post1720042
(This is in no way at all about the inventory.)
Kyrin Ongrard wrote:While i havent done the caldari tutorial before, one of the BIGGEST things that was confusing to me was how missile "range works". I think one thing that NEEDS to be explained in ALL the tutorials is how flight time and missile speed work together to get your that range you can hit out to. I was maybe 3 months into eve the first time i used rockets and it confused the hell out of me to have to figure out how flight time and speed and all that worked together, especially after basicly being trained to think in terms of optimal and falloff for normal guns and then not have a set number with missils/rockets.
Hopefully having range info in the new tooltip mitigates a lot of this trouble without having to actually explain it.
Veshta Yoshida wrote:Quote:...and some bad spots (most notably the bit right at the very start where we try to teach the skill queue before you've even undocked) Your solution is to eliminate it .. hmmmmm. What one does when dealing with noobs children new comers who exhibit disinterest in something that will ultimately help them is to play into their natural curiosity but not forcefully. Introduce the skills as normal (assuming the bad spot doesn't extend that far) and rest assured that they will poke around until they press the queue button .. at which point you can tell them there is a guide available should they want/need it (you can use one of those fancy new pop-ups!) .. most like figuring stuff out themselves though. Quote:...This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience. If a child refuses to eat nothing but pizza, the absolutely worst thing one can do is to let the little bastard eat nothing but pizza  . Yes, the context menu has improved a lot since I started out .. to the point of usefulness even .. but to base the entire introduction to Eve on nothing but will come back and... |
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CCP Greyscale
C C P C C P Alliance
1449

|
Posted - 2012.07.31 10:54:00 -
[150] - Quote
MotherMoon wrote:CCP Sisyphus wrote:Thanks for all the comments. Especially from those who actually tried the new aura-tutorials on sisi.
I am taking lots of notes from these comments :)
edit: for a couple of questions - We were given a short timeframe to get some awesome people, we had to pick where we could make the best impact. I would have loved to give the career agents a thorough workover, improve a lot of UI, etc. But we tried to hit the biggest problem areas.
Those who have tried the new tutorial will note the use of civvie modules while giving you a quick skill to learn to use the "full" modules in the next missions.
You might have also noticed an extra tab on the skills in your head - you can see what each level of a skill will allow you to use. why not have basic skills inject and start at level 1? I'm honestly just curious what the goal is to make players train these skills instead of starting them out with them?
We have to teach players to train skills some time. We feel that starting off in this way, with a really clear "look, train this skill and in five minutes you'll be able to do something new" is the strongest way to link cause and effect for skill training.
Vegare wrote:devblog wrote:you can now use Back and Next to page through the entire string with no breaks or restrictions. IMO this will lead to a lot of confusion. The new player will never know if he actually did everything right or not when clicking 'Next'. Worse is, before recognising that there are no restrictions, he will have the impression of having done everyting correctly even if he hasn't just because he can go to the next page of the tutorial. He will then end up in a dead end where the tutorial text does not match his actual progression soon. This is totally different from every other game tutorial out there...
Ideally we'd have the entire tutorial based on a trigger system where it auto-progresses every time you finish the current task, but that'd involve custom code triggers for every single page and we just did not remotely have time to do that. We feel that the current solution is better than the half-way house of some things having auto-advance triggers, some things not letting you progress until you do something, and some things not enforcing it either way. It's not optimal but it is consistent. |
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Vegare
The Legion of Darkness
54
|
Posted - 2012.07.31 11:16:00 -
[151] - Quote
Thanks alot for all the feedback on the feedback!  |

Yatta Vyatta Usoko
Just Another Industrial Corp Barbarian Wine and Cheese Society
7
|
Posted - 2012.07.31 11:19:00 -
[152] - Quote
Zed Jackelope wrote:Quote:Voiceovers are gone for now.... Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out. No, No, No, No, NO!You call Caroline Dalton up and you bring her right on back. This is something I don't mind seeing my RL bucks being spent on.
Yes Yes - bring her voice back.. she was perfect!! i'loved her voice in 2006... |

Mechael
Ouroboros Executor Collective
198
|
Posted - 2012.07.31 11:28:00 -
[153] - Quote
Yatta Vyatta Usoko wrote:Zed Jackelope wrote:Quote:Voiceovers are gone for now.... Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out. No, No, No, No, NO!You call Caroline Dalton up and you bring her right on back. This is something I don't mind seeing my RL bucks being spent on. Yes Yes - bring her voice back.. she was perfect!! i'loved her voice in 2006...
OMG, pretty please!? I miss the old Aura so much ... even though she didn't have any thumbs ...  Whether or not you win the game matters not. -áIt's if you bought it. |

Moonaura
The Dead Rabbit Society
163
|
Posted - 2012.07.31 12:03:00 -
[154] - Quote
Hey CCP Greyscale, why not use that massive TV screen you have in the Captains Quarters to display tutorial videos? New players can select a video and watch it in game.
Keep up the good work. Caldari focused fleet PvP
Join us for 100% Caldari fleets in Faction Warfare and small fleet PvP
www.thedeadrabbitsociety.com/recruitment |
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CCP Sisyphus
C C P C C P Alliance
35

|
Posted - 2012.07.31 12:09:00 -
[155] - Quote
Moonaura wrote:Hey CCP Greyscale, why not use that massive TV screen you have in the Captains Quarters to display tutorial videos? New players can select a video and watch it in game.
Keep up the good work.
We tried that. Works nice enough, but there were problems then with translation, and making the screen into a real media player (pause, replay, etc)... |
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Qjuwert III
Project Promethion
0
|
Posted - 2012.07.31 12:14:00 -
[156] - Quote
Nice ideas! Perhaps they will help me convince even more people to join me in my quest for ISK.
Those dead-sexy in-space pointers are a great idea, they should really be used for stuff like mission objectives and waypoints too. (with the option of toggling the feature on/off for those who wouldn't like it) Maybe with diffrent color codes depending on what generated the pointer. Like that green for Tutorials, Blue for Missions, Yellow for Waypoints etc. I'd be a nice way to reinforce the notion of movement in space that the new nebiulas created. You can se where you are and you can see you destination somewhere around you. It would probably be more effective if it could allow you to se the location your mission objective wants you to warp too, in space.
I don't hate the Overview at all. It reinforces the sense of being in command of a ship. Sometimes I'd like ot feel more like a pilot though. Like when I'm flying in a small ship. Those of my frinds that have been unable to stick with the game "past the tutorial" have all felt that they didnt feel like pilots of a spaceship, but "players of a videogame" giving instructions to a ship. Having great visuals ain't all that great if the game does not encourage you too look around you in space, but simply input a command.
And perhaps the ability to easily lock your camera at a certain angle to your ship would be a welcomed addition. Allowing you to always look at your ship at the same angle, instead of from the same angle. The 3rd person view found in so many action-flight games. Just because you dont control your ship directly with a joystick or or mouse+keyboard, doesnt mean the game cant invoke that same visual sense of being in the heat of battle that other games have. (The new turret/missile effects looks reallistic enough for this visual presentation of the game. I'm certain that many players would appreciate their "Frigate hull" piloting experience to focus more on their ship moving gracefully around space, with the barrages from their opponents flying past them from a more "in touch with the ship" perspective. And some battleship pilots might appreciate an easy way to always look at their sexy-battleship-of-destruction from a certain angle, where their ship looks mighty, their weapons firing deadly barrages with a cinematic feel, and their shields absorbing incomming fire. (Wasn't new shield visuals on the table?) Camera angles and controls could do a lot to present the great visuals that EVE has, and I dont think it would be that hard to implement a "lock camera possition & angle" button. Perhaps with the option of binding a key. |

Scaugh
Blue Republic RvB - BLUE Republic
25
|
Posted - 2012.07.31 12:39:00 -
[157] - Quote
I got to ask you devs if there is a tutorial planned on how it is intended for players to use the Uni. Inv.
Currently I'm so confused with which Uni. Inv. is actually open. Can you explain is it the primary, secondary, tertiary etc.... window which I've opened and I would open such windows.
I'm away at the moment and wont get to try out these SiSi changes.  |

MotherMoon
Blue Republic RvB - BLUE Republic
1053
|
Posted - 2012.07.31 13:06:00 -
[158] - Quote
CCP Sisyphus wrote:Moonaura wrote:Hey CCP Greyscale, why not use that massive TV screen you have in the Captains Quarters to display tutorial videos? New players can select a video and watch it in game.
Keep up the good work. We tried that. Works nice enough, but there were problems then with translation, and making the screen into a real media player (pause, replay, etc)...
why would you need to pause play it?
or this is maybe something your working on? >.> <.< http://dl.eve-files.com/media/1206/scimi.jpg |

Terje Teinturier
Macabre Votum Against ALL Authorities
3
|
Posted - 2012.07.31 13:28:00 -
[159] - Quote
It would be nice if players could add some custom "dead-sexy in-space pointers" in-game, as an "easy" way to extend cinematic options for video creators. It would promote homogeneity among player generated content. |

Rattus Norwegius
23
|
Posted - 2012.07.31 14:04:00 -
[160] - Quote
Hoshi wrote:Tric Starless wrote:Then just label it "Maximum Range". Clear. Concise. Not EASILY ameniable to misinterpretation like the current phrasing. Clarity is good. Maximum Range is better :) But it's not maximum range, just the range where you do 50% damage which is a good guideline to what range you should usually try to keep inside. Maximum range is Optimal + 2x Falloff. Calling it something that it's not is not better.
It's not "falloff" either though..
How about "Effective range"? It is quite intuitive: "My gun can shoot further than this, but this is the maximum range it will be effective at." It even have the advantage of being a common military term for, well.. just this, really. 
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CCP Explorer
C C P C C P Alliance
809

|
Posted - 2012.07.31 14:23:00 -
[161] - Quote
Rattus Norwegius wrote:Hoshi wrote:Tric Starless wrote:Then just label it "Maximum Range". Clear. Concise. Not EASILY ameniable to misinterpretation like the current phrasing. Clarity is good. Maximum Range is better :) But it's not maximum range, just the range where you do 50% damage which is a good guideline to what range you should usually try to keep inside. Maximum range is Optimal + 2x Falloff. Calling it something that it's not is not better. It's not "falloff" either though.. How about " Effective range"? It is quite intuitive: "My gun can shoot further than this, but this is the maximum range it will be effective at." It even have the advantage of being a common military term for, well.. just this, really.  Thanks for the suggestion, we'll think about it. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Dersen Lowery
Knavery Inc. StructureDamage
52
|
Posted - 2012.07.31 14:54:00 -
[162] - Quote
CCP Explorer wrote:Rattus Norwegius wrote:How about " Effective range"? It is quite intuitive: "My gun can shoot further than this, but this is the maximum range it will be effective at." It even have the advantage of being a common military term for, well.. just this, really.  Thanks for the suggestion, we'll think about it.
I second this. If you have Optimal Range, Effective Range and Maximum Range, the relation between them all is intuitive. |

Alastar Frost
Irrationality ILLC Soldiers Of New Eve
24
|
Posted - 2012.07.31 17:12:00 -
[163] - Quote
Just a little idea for the tutorials:
Have NPCs that can show up in your captain quarters and tell you something about the game. What you can do with them: 1. Let them tell you what they have to say ("next" through the main dialogue) 2. Ask questions from a list (queries to a database, gives a random list from the available dialogues of that NPC.) 3. Send them to hell (Vote them down, they will never come back to you) 4. Add them to contacts (subscribe)
The nasty idea behind it: Have the players create those dialogues. 
Points 3 and 4 are there to get a ranking of those NPCs. For point 1 and 2 we would need a convincing interface to build dialogues, but that shouldnt be too hard if it is text based. Making NPCs with the charakter editor is easy, that is already there. They just need a little script for coming into the room and leaving and some gesture while they talk.
Players can share their knowledge with noobies, do a bit of advertising for themsevles and their organization (which leads new guys to corps faster) and fluff out the universe.
Educational Corporations will add a great lot of helpfull stuff into such a system. And i think many people will love to make a cool/funny/whatever guy and put a lot of effort in it.
The downside is: I dont exactly know if the voting system is enough to prevent misuse by spammers and scammers. But wikis work, so why shouldnt this one work?
When this runs a while, you can go through the highly voted list and adapt some of the dialogues for the official help (have own npcs wich "cite" the player made ones. Give some credits ) |

Logix42
Midnight Elites Echelon Rising
64
|
Posted - 2012.07.31 17:57:00 -
[164] - Quote
CCP Greyscale wrote: New players are going to have neither the money nor the need to upgrade their clone at this point, so I think it's kinda a moot point. We put the additional reading in to fill time while you travel; if we don't mention clones there we're not mentioning them elsewhere as we don't want to break up the actual learning stages with irrelevant info, and we feel that it's better to mention them than not
Excellent point, didn't think about them not being able to afford it. Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm
Note: on holidays until September, list may be out of date |

Haifisch Zahne
Hraka Food Processing and Manufacture GmbH
73
|
Posted - 2012.07.31 20:22:00 -
[165] - Quote
I can tell you first-hand from experience that the tutorials, and the entire new user experience, needs a huge make-over.
I have been urging my college-bound nephew to try Eve Online for years now. This summer, he stayed with me for a month, and I got an opportunity to sit with him and start fresh: to create a character with him and do the tutorials. He can see just how exciting Eve Online is, I thought. It started off great with the new Character Creator... *finger twirls* ....
Bottom line, you have lost an Eve Online player. *Permanently lost one for life." (And, sitting there with him, I have to say, I can not blame him. At all.) And, if his reaction to Eve Online is any indicator, you have lost a new player for DUST 514 as well. And, he was in the prime target audience for DUST 514: he's an amazing PS3 first-person killer.
Lost. Gone. Never.
You have a LONG WAY TO GO with the tutorials. Adding little things UI tweaks is not going to do it. A major overhaul.
And, if DUST 514 doesn't have an amazing tutorial system, well, "The Future is *NOT* Yours" at CCP. |

Adrian Dixon
Arbitrary Spaceship Destruction -affliction-
62
|
Posted - 2012.07.31 21:29:00 -
[166] - Quote
Hey, nice work.
I would like to say the module tooltip popup needs some kind of delay or method of activation before it pops up otherwise it will get really annoying really fast, since it instantly pops up as you move your mouse past it. The only way to avoid activating the tooltip unintentionaly is to fly your mouse pointer around the module icons and that is not right I think. The tool tip is a great addition though so thank you. 
Serun Onzo wrote:second player
looks good, is there any chance of seeing that bungee effect out of the tutorials? seems like it would be a good start to new "in space" UI's |

Seismic Stan
231
|
Posted - 2012.07.31 21:54:00 -
[167] - Quote
I wrote a review of sorts on my blog, but in case you'd sooner read it here, I'll copypasta it:
Designing the Future Experience (or "Have CCP Thrown the Storyline Baby Out with the Incarna Bathwater")
To address Blog Banter 38, I decided to get an insight into the current design philosophy behind EVE. In order to better understand how the revitalised CCP would be moving forward and addressing design idiosyncrasies in the future, looking at incoming improvements might be a good barometer of change. After all, there's only one chance to make a first impression, so the upcoming changes to "New Player Experience" will be crucial to the EVE playerbase of tomorrow. How that first experience is received will determine who sticks around and who clicks uninstall.
Singularity, the EVE Online test server open to players, allows early viewing of new content coming to the "real" EVE Online on the Tranquility server. Yesterday, I played through the new tutorial to get an idea of the first impressions New Eden's new arrivals might have. The experience left me excited, impressed but ultimately sad and disappointed.
For those of you without the inclination to read through what has evolved into quite a lengthy post, here's the TL:DR;
New Player Experience = Technically Improved but Increasingly Soulless
For a deeper analysis, read on.
Necessary Sacrifice
The most fundamental change is immediately apparent, with the ship hangar view being used in favour of the Captain's Quarters. This is a complete U-turn on the previous approach and I have mixed feelings about it. On the positive side it keeps focus on the core spaceship gameplay, but the "disconnected" feel is back in force. Established EVE players might not see the problem here, but that's because they've already adapted. For many players who have migrated from more traditional MMO environments, that humanoid avatar connection is vital to ease their transition into the universe of New Eden. However, given the current lack of meaningful content or player interaction in the Captain's Quarters, this was the right decision. It's just a wasteful shame.
The next thing that is noticable is the new tutorial window. Defaulting to the lower-right corner of the screen, it occupies a similar portion of the screen to its predecessor, but appears clearer and cleaner. The most welcome change is the auto-resizing. There was nothing more frustrating with the original UI than having a default window size that required you to scroll down to read the last line of text. I look forward to seeing this technology applied to other UI elements, such as item info and the Unified Inventory.
The flow of the tutorial has more pace and doesn't get bogged down in as many details as before. Without much ado, the new player will find themselves floating in space in their capsule, where they are quickly encouraged to understand the camera controls. This is a great change, with the needlessly bloated previous experience of drowning in windows banished and the disorienting initial in-space experience better explained. Basic gameplay elements are introduced as necessary, with just enough introduction to the overview without having them running for the hills. Ship fitting is handled well too, with a simple step-by-step process being presented in a rewarding manner. Once the rookie ship has been obtained from it's location in space, the rookie is guided to dock up to fit a weapon and a shield module - the default civilian weapon and miner are gone! Sadly, the Aura voiceover has also been dumped, but it would no longer make sense with the new tutorial flow, I can only hope there are plans to record new audio.
Technical Triumph
The real jewel in the crown for the New Player Experience is the floating tooltip technology. This new system boldly directs the player's attention with a laser-pointer-like line leading to an encircled object of focus. This line is "rubberbanded" to a text box containing useful information. Not only is this an absolutely superb way of leading the rookie by the nose and avoiding that "WTF do I do now?" experience which was probably the single biggest cause of loss of interest, it suggests some exciting applications in the future. What if targeted items could be linked and highlighted in such a manner? Imagine a customisable heads-up-display with information previously crammed into the overview able to be presented dynamically.
In support of this new, fresher tutorial interface are some great UI elements streamlining interaction with agents and missions. An elegant Agent Mission drop-down menu hides in plain sight in the top-left of the screen beneath the system information. It cleverly avoids unnecessary screen clutter by being almost invisible until interacted with, when a number of contextual options appear as a dropdown. As with other recently introduced UI elements, it has a smooth feel as you interact with it.
The user interface improvements really are very promising for the future of the client experience as a whole. It could herald the dawn of a more attractive and user-friendly interface throughout the EVE client. Exciting future possibilities are flooding through my mind as I write this. Anyway, I digress. At present, it's just a useful and effective way of presenting information to rookies.
All things considered, the tutorial is a big positive step toward better new player retention and the introduction of elements which could bring so much more to the game as a whole.
The Importance of Words
But for me, there's a problem and it's potentially a big one. Game-breaking even... (continued on Freebooted) Freebooted - Tech4 News - Incarna: The Text Adventure - Guild Launch EVE Correspondent |
|

CCP Greyscale
C C P C C P Alliance
1455

|
Posted - 2012.07.31 23:00:00 -
[168] - Quote
From my point of view you're reading *way* too much into a single decision there. This isn't part of some grand design strategy to eliminate all hint of setting or immersion from EVE. It's the result of doing a one-month tutorial improvement drive and playing it as safely as possible because we want to get it right first time. Again, we've sat through watching people who've never touched EVE before try to just *finish* the tutorial, and we've watched them repeatedly stumble over things you or I would be able to do through muscle memory alone. Dangling bits of lore in front of people is not helpful if they quit the trial out of frustration after five minutes.
As with keyboard shortcuts, efficient techniques, teaching advanced knowledge and so on, whenever we've been faced with a choice between "set the player up in a better place down the road" and "increase the chances of the player getting through the next five minutes", we've always chosen the latter, because without it the former has no chance to pay off. This tutorial isn't a statement of intent that we're stripping lore from EVE any more than it's a statement of intent that we're removing keyboard shortcuts.
Will we add more of this sort of stuff back into the tutorial in the future? Maybe, yes, but only if we can prove to our own satisfaction that it works. Team PE is picking up the baton from us after this release, and I know CCP Sisyphus has plenty more adjustments and improvements he wants to make. For now, though, we've implemented things that we've been able to demonstrate as effective in the limited time available.
Also, new characters still start in the CQ not the hangar view, we're just not explicitly teaching the controls for that environment. |
|

Orisa Medeem
Hedion University Amarr Empire
18
|
Posted - 2012.07.31 23:14:00 -
[169] - Quote
Here are my thoughts: - The pointers and in-space pointers help a lot, but I think you don't use them enough. You should also use them for the ui elements of accept mission button, complete mission button, item hangar in the inventory window, etc. - In the part where it says the stargate will be highlighted yellow, the word yellow is highlighted green. I think you should highlight it yellow. - Can you make the mission shortcut in the upper-left work with both left-click and right-click? It is a bit confusing to use right-click for almost everything, but use left-click just for this. - I understand you are guiding the users to use context menus all the time to simplify the tutorial , but I don't think this is enough of a reason not to teach them all the basic stuff they will need later on. My suggestion here is to include a paragraph on the fourth or fifth time you ask the users to right-click something saying "Keep in mind that you can issue most of these commands by right-clicking the desired element in the overview or in space or by selecting them in the overview and then using the buttons in the selected item window. Try them all to check which you are more comfortable with." - Again, I understand you are trying to simplify the tutorial, but not teaching them about hotkeys as fast as possible is really, really, really bad. As someone who started playing when the chat channel was still the 'master of all the keys' I assure you that the longer you go without using them the worst the playability will be and the harder to change the habits later. The suggestion here is to either add another 'career' tutorial for 'advanced general topics' with all the stuff you dropped and other stuff not otherwise covered or, specifically for the hotkeys, go for a non-canonical way to address this and add a counter for each command type that has a hotkey. Once the user issues a command some ten or fifteen times without using the hotkey, display a tooltip saying what the hotkey for that command is. :sand: -áover -á:awesome: |

Seismic Stan
232
|
Posted - 2012.07.31 23:39:00 -
[170] - Quote
CCP Greyscale wrote:From my point of view you're reading *way* too much into a single decision there. This isn't part of some grand design strategy to eliminate all hint of setting or immersion from EVE. It's the result of doing a one-month tutorial improvement drive and playing it as safely as possible because we want to get it right first time. Again, we've sat through watching people who've never touched EVE before try to just *finish* the tutorial, and we've watched them repeatedly stumble over things you or I would be able to do through muscle memory alone. Dangling bits of lore in front of people is not helpful if they quit the trial out of frustration after five minutes.
As with keyboard shortcuts, efficient techniques, teaching advanced knowledge and so on, whenever we've been faced with a choice between "set the player up in a better place down the road" and "increase the chances of the player getting through the next five minutes", we've always chosen the latter, because without it the former has no chance to pay off. This tutorial isn't a statement of intent that we're stripping lore from EVE any more than it's a statement of intent that we're removing keyboard shortcuts.
Will we add more of this sort of stuff back into the tutorial in the future? Maybe, yes, but only if we can prove to our own satisfaction that it works. Team PE is picking up the baton from us after this release, and I know CCP Sisyphus has plenty more adjustments and improvements he wants to make. For now, though, we've implemented things that we've been able to demonstrate as effective in the limited time available.
Also, new characters still start in the CQ not the hangar view, we're just not explicitly teaching the controls for that environment.
I don't mean to sound negative about the tutorial, quite the opposite, it looks very effective given the time and resources and there's some really slick elements in there. My concern is simply that you see lore as a complication rather than a tool to engage the new player - that's a cultural thing and something you're probably so entrenched in, you're unaware of it. The storyline really shouldn't be an afterthought, it should be ingrained into everything.
I wasn't suggesting that the NPE is the sole symptom of this cultural shift either. There is evidence elsewhere; some of the module name changes eliminated an element of EVE's history. Item descriptions could have been amended to preserve the detail but weren't. The very fact that there are only 4 content developers (and that the Senior Producer holds this up as a good thing) speaks volumes too.
The only time the storyline gets any love is if there's something to market, like DUST 514. The tragedy is, there's always something to market - EVE Online.
There's nothing wrong with any of this. It just makes me sad.
I'll amend my article to reflect my hangar/CQ inaccuracy. Thanks for pointing it out. Freebooted - Tech4 News - Incarna: The Text Adventure - Guild Launch EVE Correspondent |
|

Primaranth
Zener Tech. Skynet 7
0
|
Posted - 2012.07.31 23:55:00 -
[171] - Quote
Hmm...so I wrote a big long post chock full of all sorts of good feedback for new players (much probably off topic)...and then the forum ate my post when i tried to preview it. ugh. I guess that is my punishment for not getting to the point. So here is attempt #2 in far fewer words.
- The tutorial is a good system, the improvements, given a month of work, are great too. - Read post #36, paragraph 3 about long skills time. Great illustration of a key new-player problem. - And thus, the biggest hurdle to getting new players to stick, in my humble opinion, is the skill system when you start. Even having to wait a few hours to get a few basic mods is enough to turn off a new player for good. The first week of skill training is *huge* with respect to what it opens up in the game, even more so if a vet can advise a new player on how to get the biggest bang for that time. - While the problem may not be as critical for a new player trying the game on their own, I think the problem is much larger when an existing player tries to get a friend to play EvE. We get embarrased when we have to tell them how painful the first week will be because of waiting on skills once they are in. They usually never return.
I propose a simple fix that should be possible to fit even into the August 8th release even:
Credit a new account 500k of unallocated skill points (the system is already in place). Let new players decide where they go and instantly train them (have to buy the book first obviously). This way I can get a friend into the game and into some actual fun within 30 minutes, not several days (if they ever come back that is).
If a simple unrestricted credit opens of too many exploits (like insta cyno accounts) then I'd suggest a few restrictions that shouldn't be too severe of coding work:
1. Can not allocate points to level 5 skills (noobs can have a lot of fun still with no level 5 skills). 2. The credit only applies to the first character on a new account (or rather once to an account regardless)
Implement this and virtually all wait-for-skills-new-player-emo-rage-quits--over this reason--should go away. Maybe even only 250k points would be enough. We're talking a free couple weeks of skills to get new players that might be around for years. It's a no-brainer to me.
Cheers |
|

CCP Greyscale
C C P C C P Alliance
1457

|
Posted - 2012.08.01 00:25:00 -
[172] - Quote
Seismic Stan wrote:I don't mean to sound negative about the tutorial, quite the opposite, it looks very effective given the time and resources and there's some really slick elements in there. My concern is simply that you see lore as a complication rather than a tool to engage the new player - that's a cultural thing and something you're probably so entrenched in, you're unaware of it. The storyline really shouldn't be an afterthought, it should be ingrained into everything.
It's not either/or, though, it's both at the same time. It's a powerful tool, but it's also the case that adding additional dimensions of value is inherently adding complication, which means adding risk to the project, and it was the team's assessment that we couldn't afford the risk in this case.
(I'm assuming it's obvious to everyone that a month is a very short amount of time for any kind of start-to-finish development project?) |
|

Herr Nerdstrom
Wildly Inappropriate Goonswarm Federation
2
|
Posted - 2012.08.01 00:55:00 -
[173] - Quote
Nice changes. |

COMM4NDER
Umbrella Holding Inc Umbrella Chemical Inc
96
|
Posted - 2012.08.01 01:45:00 -
[174] - Quote
love the changes, Tried few of them on SISI however noted that the "tool tips" on modules when flying around are a bit fast to show up in my mind and just become annoying.when you use your mouse to activate things.
Bigger delay or some way to personalize this would be gold =)
Otherwise thumbs up o/ Features & Ideas Tag shortcuts - Make an FC enjoy his position more! Overview - Show fleet members only! |

Freezehunter
258
|
Posted - 2012.08.01 02:08:00 -
[175] - Quote
COMM4NDER wrote:love the changes, Tried few of them on SISI however noted that the "tool tips" on modules when flying around are a bit fast to show up in my mind and just become annoying.when you use your mouse to activate things.
Bigger delay or some way to personalize this would be gold =)
Otherwise thumbs up o/
Yes, please give us a way to customize tool tips and what they show like we can customize the overview.
Personally, I want way more info out of them so I don't have to show info on everything every 30 minutes because my memory is crap. Inappropriate signature, CCP Phantom. |

MailDeadDrop
Rage and Terror Against ALL Authorities
68
|
Posted - 2012.08.01 02:22:00 -
[176] - Quote
Logix42 wrote:Right off the bat when you say "It will take around ninety minutes to complete" I think it would increase readability if you use the number 90 instead of the word. "It will take around ninety minutes to complete" vs "It will take around 90 minutes to complete"
Providing rationale for this suggestion: I believe the AP Style sheet says that numbers larger than nine should be written as numerals (exception for numbers which begin a sentence). And obviously the AP Style sheet is for English and is also very heavily American oriented, so different rules may apply for UK English or other languages.
MDD |
|

Chribba
Otherworld Enterprises Otherworld Empire
4339
|
Posted - 2012.08.01 08:46:00 -
[177] - Quote
I can learn again! hehe
|
|

Salpun
Paramount Commerce
365
|
Posted - 2012.08.01 08:58:00 -
[178] - Quote
A Training video tab in the help menu would work just as well |

ITTigerClawIK
Galactic Rangers
127
|
Posted - 2012.08.01 10:41:00 -
[179] - Quote
Quote:We've adjusted shield regen on Rookie Ship a little, so that tutorial NPCs no longer have any chance of killing them.
This is very unfair for those poor tutorial NPCs and i demand a change to give them "a chance" :-P
|

The Snowman
Aliastra Gallente Federation
47
|
Posted - 2012.08.01 11:35:00 -
[180] - Quote
CCP Greyscale wrote: It's a powerful tool, but it's also the case that adding additional dimensions of value is inherently adding complication, which means adding risk to the project, and it was the team's assessment that we couldn't afford the risk in this case.
I completely agree.
When I was taking driving lessons, the instructor never spent any time telling me about the history of the roads or the car.
Playing Eve, unlike other games, is a little bit more like learning to drive than it is learning the controls of a new game. Nothing should get in the way of that learning process. You dont want a new players imagination to wander at this point.
Stuff about Lore can always be added post tutorial.
Once the player knows how to drive he will then start thinking about his career! its at this point, at the end of the tutorial where history and lore can be fed in to wet the appetite and get the imagination going.
|
|

Kenpachi Viktor
Gradient Electus Matari
193
|
Posted - 2012.08.01 12:11:00 -
[181] - Quote
I loaded up Sisi and ran through the tutorial on a new character
The only issue I have with it is having to click next all the time. When I played Portal 2 it asked me to do an action, and then doing the action progressed the tutorial, with out restricting me from doing other things.  What is the point if every race has an Jam/Damp/Disruptor/ ship etc? Not every race has to be a fluffy little mirror of each other, it's seriously not needed. Things like Gallente having the only drone BS and Caldari having the only ECM BS are incredibly cool distinctions that only add to EVE in both game play value and flavour. |

Lyric Lahnder
Noir. Noir. Mercenary Group
84
|
Posted - 2012.08.01 13:20:00 -
[182] - Quote
Keep iterating on the NPE like this and you will be rewarded with new players. Dont let this be your last step in work on this it needs to be a living growing thing.
It will be a happy day, when all the players who commit time to answering questions in the New Citizen Q&A forum of those who are crying out in frustration and asking the same questions about the starter tutorial over and over again will stop hearing those questions because they are well enough explained in the starter tutorials.
Were always happy to help new players in that sense but the fewer questions we have to answer related to the starter tutorials the better. Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |

Tlat Ij
Hedion University Amarr Empire
19
|
Posted - 2012.08.01 15:39:00 -
[183] - Quote
A couple things I noticed while running through the tutorial:
1. I managed to finish the mission that gave me the Armor Repairer before I had finished training the skill by about 50 seconds, so when I tried to fit the armor rep it didn't work and it took me a second to figure out why. While new players might not be able to get through the tutorial that quickly some might, so having something in the tutorial mentioning that may help.
2. For 18: Interstellar Travel the system I was told to go to was different than the one shown in the tutorial. That could easily confuse a new player who would expect to go to the system shown in the tutorial. |

Alastar Frost
Irrationality ILLC Soldiers Of New Eve
24
|
Posted - 2012.08.01 17:45:00 -
[184] - Quote
maybe it would be good to have special skillbooks for the tutorials that almost instantly give that skill. (like 10 sec training time left). this should only work for level 1 of the skill and only for the basic skills you get from the tutorials.
Yes, this would save new players (and alts) a few hours of training time if they play through the tutorial and use those special books, but why not? If that is limited to the basic skills and level 1, i dont see much chance to abuse that. Even if players farm the tutorials for those books and sell them to alts, its not that much time you save. |

Salpun
Paramount Commerce
365
|
Posted - 2012.08.01 18:26:00 -
[185] - Quote
Rerunning the NPE today a couple things stood out.
Green lines are fixed Still there are gaps between the line and the object circle.
But the inventory needs either a close inventory line in the NPE before you warp off or a line about resizing it so players know they can adjust the interfaces, after the first mission is complete.
Its just odd that if you dock with the inventory open worse if you resize it. The item hanger just pops up center screen before you get told to open it. |

Bagrat Skalski
Poseidaon
4
|
Posted - 2012.08.01 19:29:00 -
[186] - Quote
Quote:we can get a really good text-to-speech implementation (which we are actively looking at)
Yes you can!
http://www.ivona.com/us/ |

SillyWaif
36
|
Posted - 2012.08.01 21:44:00 -
[187] - Quote
Hi,
Maybe I missed it while skimming all the posts but how can we turn OFF the new tooltips? 
For a n00b it looks fancy and maybe it is useful for other players but for me its a on-off flickering BIG piece of game real estate with info i don't need nor want. I run missions most of my time and when i can lock a target I can hit it too. It doesn't add anything. 
Edit: Stating the obvious: I am a missile spewing Caldari |

Ytamii Arval
Native Freshfood Minmatar Republic
28
|
Posted - 2012.08.02 05:17:00 -
[188] - Quote
A way to disable tooltips is long overdue. It took less than two minutes before I found these huge new ones intolerable. Frankly, I can't play this game with such an extreme annoyance. To have those big boxes constantly popping up during combat is unthinkable distraction.
Much like the unified UI, this isn't something I will get used to over time; rather, it's something that gets more annoying each time I see it. I find zero value in them, as in no useful info whatsoever. But that's tangential: I don't want them to become informative; I just want them gone. A long adjustable delay (long meaning at least 3 seconds) might be tolerable, but really I want them off.
The other changes look great.
I was hoping to see some of the promised iteration on the unified UI; you'd think after playing this game for six years I'd know better.  |
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CCP Sisyphus
C C P C C P Alliance
39

|
Posted - 2012.08.02 10:54:00 -
[189] - Quote
Oh lord that is classic. Hours of entertainment with strange voices.
I love getting the foreign languages to read out english :) |
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Steve Ronuken
Fuzzwork Enterprises
532
|
Posted - 2012.08.02 12:12:00 -
[190] - Quote
Huh. That Ivona's pretty good. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
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zxsteel
13
|
Posted - 2012.08.02 14:52:00 -
[191] - Quote
Your best fight to teach new players, not in game voices, but Videos that are 2 mins long and make a short area of them. make it short and sweet.
PS not all of us like to read, we do like listening and picture books!   |

Sandy fr
101st Space Marine Force Nulli Secunda
0
|
Posted - 2012.08.04 00:45:00 -
[192] - Quote
are u blind ccp ? may be.. more translation languages will help (YOU) new players i saw many french(1) ppl who left because they didn't understand the tutorial AND the game too
ho wait... in my "pareto" majority of them left in the part 1 to 4...just when the game start ./o\ mother of languages...
(1) replace this langauge by something not US/RU/DE/JP |

Mirielle Asaki
Mendacious Industries
0
|
Posted - 2012.08.04 08:03:00 -
[193] - Quote
I recently ( = a few months back) ran a new character through the NPE and the career paths. It was pretty illuminating to see the questions in the Help channel (and I think in Local?) from totally lost new players. It might be an idea to have *all* the devs take an hour a week (month?) to forcably sit in those channels and read what comes by.
I like what you've changed thus far, and a month is a very short time in software development. Good job!
Some small suggestions to improve things even more:
- Integrating the *full stop* and *max speed* buttons visually with the spped bar would help a lot with recognising their function. Reusing the forum First and Last button images could help as well.
- About Captains Quarters: having it helps making people realise that their ship isn't the character (also, new players just spend time on getting their avatar "just right" in the character designer). What might help is either removing the button that suggests you can get out of the Captains Quarters (the one mentioning the toxic atmosphere in the station), or replacing/modifying the text to make it perfectly clear nothing more is implemented at this time.
- Starting to move your ship also seems to be a point of confusion. Star Trek Online (if I remember correctly) just uses WASD style controls, so people used to any other MMO (and to walking around in ground missions there) just naturally start moving. Which is not "the EVE way", I know, and changing/adding something like that is probably well beyond a development sprint of a single month. Curious to see what you've come up with for this.
- I would suggest keeping the Aura voice-over for flavour bits in the tutorial. Even if it's just for highlighting particular spots along the journey (the start, the end, and perhaps a few "well done" and "WTF" moments). Having her voice adds a lot of flavour.
Let's hope this will keep more people to actually start playing! |

MeBiatch
Republic University Minmatar Republic
502
|
Posted - 2012.08.04 17:10:00 -
[194] - Quote
how about the enhance the tactical overlay to be used as a tool to help new players...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Dersen Lowery
Knavery Inc. StructureDamage
60
|
Posted - 2012.08.05 03:07:00 -
[195] - Quote
It might be useful to have a tutorial on movement pop up as soon as the game gets a WASD keypress from a new player in space. |

Vaerah Vahrokha
Vahrokh Consulting
1792
|
Posted - 2012.08.05 06:31:00 -
[196] - Quote
A suggestion for the "STOP" and "FULL SPEED" functions on the HUD:
Draw a "button" shape around that + and - so that they look like buttons and not just graphic scenery. Auditing | Collateral holding and insurance | Consulting | PLEX for Good Charity
Twitter channel |

gk0r
Cloudkin Black Legion.
0
|
Posted - 2012.08.06 09:26:00 -
[197] - Quote
Epic changes, thank you CCP for looking at the 'basics' and re-evaluating and re-thinking these concepts.
Top 3 things I liked:
- New contextual menu. I love the simplification that reduces the annoying mouse-overs. I love how visually engaging and separated each portion of that right-click contextual navigation is.
- Module tooltips are incredible. Yay!
- Warp changes off HUD - once again, no more annoying mouse hover overs or clicking the overview.
Great work, I am very excited. |

Maratega
FREE GATES HUN Reloaded
11
|
Posted - 2012.08.06 16:32:00 -
[198] - Quote
The Agent Mission panel need to display the mission STATUS: complete with a GREEN flag! STATUS incomplete: RED cross And display the other thing: looted mission item in cargohold - green flag! or red cross.
We dont want all the clickfest, we just want to kill - green flag - go home!
listen to players! |

Thorian Crystal
Bene Gesserit ChapterHouse Sanctuary Pact
5
|
Posted - 2012.08.07 08:18:00 -
[199] - Quote
Have you already fixed the overview? There is no point trying to teach how it works when it doesn't even work. I mean, there is at least the bug where if you add something to the overview, it gets added to all of the tabs instead of the tab you want to add it to.
And where are the horizontal scroll bars? |

Leemi Sobo
65
|
Posted - 2012.08.09 12:42:00 -
[200] - Quote
this looks pretty awesome  last time i played the tutorial back in 2005 was like
- undock
- turn camera
- fly to station turret
- warp to complex
- shoot npc
- fly a bit
- shoot another npc
- warp to next pocket
- mine 100 veldspar
- warp to station + dock
- refine veldspar
- give the agent tritanium
- get item from agent
- undock
- go to neighbor system
- dock at station
- unload cargo
- DONE
after this "tutorial" i had 6000 ISK and 56000 or so skillpoints and knew EVERYTHING about the game 
how are the chances that veterans can finally learn how to play the game with the new tutorial ? 
greetings Leemi |
|

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
102
|
Posted - 2012.08.09 15:25:00 -
[201] - Quote
wanted to try on an existing character, but there's something wrong : * you can't click on "aura" or other highlighted button on the text to open a show info * it does not say WHERE do we begin sure, a noob should be on where he spawn (while us can find it by searching on people and place), but what if a real noob cancelled the tutorial and wanted to come back to it 30mn later when he got 5 jumps away and is totally lost ?
i do it sometime on games ; wanting to check a bit before doing tutorial, and i'm sure i'm not alone doing that. |

Skippermonkey
Tactical Knightmare
1308
|
Posted - 2012.08.29 11:38:00 -
[202] - Quote
CCP Greyscale wrote:[Reserved] A month later and still nothing entered in your post
admit it, you just wanted to be first
 My homeboys tried to warn me But that butt you got makes me so horny |

Nico elScorpio
Infinite Space Inc. Valkyrie Coalition
0
|
Posted - 2012.08.29 19:44:00 -
[203] - Quote
I wonder if it is really sooo much the tutorial that makes new players leave after while..
I can imagine it's more like as soon as players recognize the depth and complexity of EVE during doing the tutorial they more less consciously make a decision:
1. Hell yeah i really like this, i want to use my brain here, i like exploring unknown things without knowing what i come to, i want to get in this because somehow its fascinating, that is what i was missing in childish and brainless games with Orcs and dragons and bullshit..
2. Ugh what's this, i have no clue what this is all about, looks ******* complicated and i feel i have not even scratched the surface. It's nothing for me because a) my brain capacitor is not stable / skilled sufficiently or b) i wanna start a computer game, direct access and fun and leave again, i cant get that here and i am out. was worth a try.
and then they either stay or leave?! of course it makes sense to improve the tutorials, improvements are always good, but i think that just help people to come to this decision earlier.
But of course for CCP i hope they can hold as many players as possible in their great game and make it grow. |

Nico elScorpio
Infinite Space Inc. Valkyrie Coalition
0
|
Posted - 2012.08.29 19:51:00 -
[204] - Quote
double post. |

c wana
Gateless Gate Research Institute A Gathering of Hungry Ghosts
0
|
Posted - 2012.09.02 18:15:00 -
[205] - Quote
I've just run through the new player tutorials and 4 of the 5 career tutorials. Generally the new introductory tutorial seems like an improvement. I noticed a couple of things on the career tutorials though. First, for the Gallente advanced combat tutorial, I was using the frigate given to me at the end of the basic combat tutorial: an Atron. Unfortunately, this becomes a problem when you get to the drone section of the advanced tutorial, since the Atron no longer has a drone bay. Perhaps it would make more sense to give out an incursus or a tristan at the end of the basic combat tutorial? At the very least, you should include some explanation as to what to do if your ship doesn't have a drone bay when you get to that mission. (Or just hand the player another Velator, which would also work just fine.)
Also, I seem to recall that the career tutorials used to point you at the Sisters of Eve Epic Arc missions, but now it seems they don't, or if they do I missed it. Is this by design? If so, you should probably remove the comment about examining the offer by Sister Alitura in the tutorial triggered at the end of the industrial career arc. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
319
|
Posted - 2012.09.17 14:32:00 -
[206] - Quote
Just rolled a new character on an existing account. Observations so far:
1) I do not have access to the Rookie Help channel where I might presumably get and give help related to this tutorial. Yeah, the account is bitter-vet-old, but stil... I rolled a new toon and was looking to experience the new character stuff.
2) I really miss the Aura voice-overs. IMHO, it is a poor and thin excuse to remove the voice aspect of the tutorials because the content might change. Put some effort into the tutorials in order to give them longevity and thus get more value out of the voice actors' work. Not having the voice content is a seriously big void in this project.
Was your project budget that small that you couldn't hire the voice talent and keep them on-contract for future iterations?
More later. +++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

Daedra Blue
Atomic Biohazard
24
|
Posted - 2012.09.18 08:27:00 -
[207] - Quote
Hakaru Ishiwara wrote: 2) I really miss the Aura voice-overs. IMHO, it is a poor and thin excuse to remove the voice aspect of the tutorials because the content might change. Put some effort into the tutorials in order to give them longevity and thus get more value out of the voice actors' work. Not having the voice content is a seriously big void in this project.
Was your project budget that small that you couldn't hire the voice talent and keep them on-contract for future iterations?
More later.
I really wonder how hard it would be with all these quite mature text readers to create an inhouse text reader engine that resembles aura. I'm pretty sure you would be better off not having to store hours of sound and rerecord on every change and you could be using it on all kinds of history and text and holoreels and stuff allover the place. |

Flamespar
Woof Club
446
|
Posted - 2012.09.18 12:18:00 -
[208] - Quote
I recently took some friends through the current tutorial. Both of them closed the tutorial after reading that it takes 90 minutes to complete.
I then spent 2 hours listening to them complain about how hard EVE is and how they don't know what to do.
I recommend removing the notification that the tutorial takes 90 mins I can post on a forum, therefore I represent everyone. |

Hakaru Ishiwara
Republic Military School Minmatar Republic
319
|
Posted - 2012.09.18 20:00:00 -
[209] - Quote
Daedra Blue wrote:Hakaru Ishiwara wrote: 2) I really miss the Aura voice-overs. IMHO, it is a poor and thin excuse to remove the voice aspect of the tutorials because the content might change. Put some effort into the tutorials in order to give them longevity and thus get more value out of the voice actors' work. Not having the voice content is a seriously big void in this project.
Was your project budget that small that you couldn't hire the voice talent and keep them on-contract for future iterations?
More later.
I really wonder how hard it would be with all these quite mature text readers to create an inhouse text reader engine that resembles aura. I'm pretty sure you would be better off not having to store hours of sound and rerecord on every change and you could be using it on all kinds of history and text and holoreels and stuff allover the place. That's a great idea.
+++++++ I have never shed a tear for a fellow EVE player until now. Mark GÇ£SeleeneGÇ¥ Heard's Blog Honoring Sean "Vile Rat" Smith. |

DoMe Now
Brutor Tribe Minmatar Republic
1
|
Posted - 2012.09.18 21:19:00 -
[210] - Quote
Can you add a skip all button for all of us alt makers ?
|
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Roll Sizzle Beef
Space Mutiny
1312
|
Posted - 2012.10.16 18:05:00 -
[211] - Quote
Created a alt and was running though the Industry tutorial and I noticed something. As if the BPC system wasn't annoying enough to grasp. All the tutorial bpc creation missions, the afterburner, cap boosters, the miner frig. They all have very short and quick run times right? Keep the flow of the learning going. However people live in these rookie systems, I notice all the manufacturing slots filled up for days. I can easily jump one or two jumps away for a vacant slots, yet the NPE does not explain how to use the sub menus for location and range etc. And when you have to create the miner frig in another station, it offers no solution to getting the manufactured goods back to the rookie system.
The current set up for industry tutorial forces rookies outside of the womb build a desk and drag it back inside. A bit daunting for a few hour old player. Though I don't think much can be done about it tell they actually work on manufacturing again. Like a system that has single personal slot reserved specifically for under 30 day old players |

Huttan Funaila
222 EVE 2 2 2
26
|
Posted - 2012.10.16 19:10:00 -
[212] - Quote
I recommend adding contracts to the business line, and replacing the 5th mission since you get the contracting skill book at the previous step. Not everyone knows how contracts work (creating one, or accepting one), nor what to watch out for.
Possibility 1: Instead of delivering the datachip, contract it to the agent. This will need some way to replace the chip when folks mess it up.
Possibility 2: The agent issues the player a courier contract. This will teach how to accept and complete contracts. |

Byrrssa Crendraven
Anti - Social B A C K B 0 N E
5
|
Posted - 2012.11.16 05:29:00 -
[213] - Quote
Was running through the tutorial and it was talking about skills. In the picture it shows you can right click a skill and it will say train now to level ?. But, it don't. All you get is Add at the bottom. |

TheSmokingHertog
TALIBAN EXPRESS
68
|
Posted - 2012.11.20 07:39:00 -
[214] - Quote
Byrrssa Crendraven wrote:Was running through the tutorial and it was talking about skills. In the picture it shows you can right click a skill and it will say train now to level ?. But, it don't. All you get is Add at the bottom.
Do you have all prerequirements fully trained? |
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