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Thread Statistics | Show CCP posts - 15 post(s) |

Rain6637
GoonWaffe Goonswarm Federation
29960
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Posted - 2015.02.20 06:54:45 -
[1] - Quote
On their own, these strike me as good ideas. But then I take a step back and have to categorize them as another type of text-based tutorial. Good, but not great.
Aura is underdeveloped. heh. I mean she's not being utilized to her full potential as an NPC. She should be a figure in CQ, for one. She should have a question tree so players can find information using Aura as an information kiosk in humanoid form.
Also let her walk around (plzplzplz)
There's the issue of local client size due to sound files, but you could make these on-demand, rather than storing them in the client install.
As for a suggestion that is not just a tutorial: replace ship prerequisites with Mastery Level 1. Example: the Merlin's Mastery Level 1 for new characters. As you start getting into T2 and bigger ship classes, Mastery Level 1 becomes more appealing compared to current prereqs.
The reasoning is players will look at ship prereqs that don't make sense to them, and interpret it as something out of reach due to a time wall (and a subscription fee wall). This is especially true when training times fall beyond the trial period.
For all but the smallest ships, there's a rift between the trial period and training time for prereqs. The training periods are painful for everyone, but the trial period in particular is way too early to throw down the gauntlet of "sub and train or don't get stuff."
I hope you'll spend some time asking about prereqs. Skill level V prereqs, and not just Spaceship Command. Disconnect Signature Focusing from Target Painting V, for example. Rename and disconnect Advanced Weapon Upgrades from Weapon Upgrades. Allow T2 ships to be undocked with the T2 ship skill to 1 and the base hull to 1.
CCP Explorer commented on Twitter about Adobe's pricing structure, and he called it atrocious. It's painfully quid pro quo. EVE's prereqs are the same way, and it's how they're perceived, and it doesn't matter what RP logic is used to support them. It's bad and cause for resentment.
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
29980
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Posted - 2015.02.21 13:43:48 -
[2] - Quote
1. You forgot to highlight the undock button before inviting players to give double clicking in space a try.
See all opportunities (opportunities map) is way too convoluted. There isn't enough visual cue to establish a sequence or a common thread. The pentagon layout makes this worse. This is no time for flashy arrangements... why did you suddenly depart from lists in this case? You've outdone yourselves.
2. Are you aware the opportunities dropdown disappears when I undock?
3. Clicking the popup if I happen to remember to double click for the first opportunity brings up the opportunities map. Again, way too confusing and lacks flow (a sequence).
4. You forgot to tell me how to warp anywhere to find a Hostile NPC before "Time to Fight"
why not just call them achievements?
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
29981
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Posted - 2015.02.21 15:32:46 -
[3] - Quote
I'm down with that idea, but there's still the immersion that stands to be broken when an in-game figure tells the player to double click in space. The whole thing would have to be prefaced with an RP explanation that the screen is your perception of your surroundings from the inside of your pod.
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
30408
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Posted - 2015.02.23 16:03:05 -
[4] - Quote
correction: Hexagons. not pentagons.
They still seem after-the-fact.
Gamers dislike tutorials because it implies the fun stuff is still not happening (so it's good to not call them tutorials). I still think they should be called achievements. A familiarity thing.
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
30616
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Posted - 2015.02.26 23:46:52 -
[5] - Quote
CCP Wideo wrote:Darkblad wrote:According to this, TQ now has the new opportunities for some players. I don't, for neither of my accounts. Is that just me having bad luck or did I miss the checkbox to enable it (did'nt find any) - or are opportunities not live on TQ yet. For now they're only visible for 50% of new users, so existing users won't see them I'm afraid. Bravo, bravo. I like the thinking behind it.
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
30717
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Posted - 2015.03.02 11:38:31 -
[6] - Quote
Hey all.
I beat Mass Effect 3 this weekend, to keep my mind off the Sov announcements. Experiencing the beginning of Mass Effect 3 after spending time thinking about NPE recently really made something clear.
EVE needs a scripted action sequence, with voice guidance from Aura. The first hour of a player's gameplay experience in EVE could be full of excitement.
Normally a tutorial section is painful, even when it's engaging, but the run and gun sequence in the first 20 minutes of Mass Effect 3 is painless. Incredible. It includes prompts to hold X to run, and pressing L3 and R3 to drop down ledges and look at objectives.
EVE needs this type of introduction to basic controls.
I'll get back around to doing some animated GIF examples of what these prompts (that I imagine) look like, this weekend, perhaps the next after that. Promise.
PS: You need someone to make Aura's voice, conventional or otherwise. Narrate every single thing that has text, including item stats.
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
30719
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Posted - 2015.03.02 14:47:54 -
[7] - Quote
Steve Ronuken wrote:Rain6637 wrote:Hey all.
I beat Mass Effect 3 this weekend, to keep my mind off the Sov announcements. Experiencing the beginning of Mass Effect 3 after spending time thinking about NPE recently really made something clear.
EVE needs a scripted action sequence, with voice guidance from Aura. The first hour of a player's gameplay experience in EVE could be full of excitement.
Normally a tutorial section is painful, even when it's engaging, but the run and gun sequence in the first 20 minutes of Mass Effect 3 is painless. Incredible. It includes prompts to hold X to run, and pressing L3 and R3 to drop down ledges and look at objectives.
EVE needs this type of introduction to basic controls.
I'll get back around to doing some animated GIF examples of what these prompts (that I imagine) look like, this weekend, perhaps the next after that. Promise.
PS: You need someone to make Aura's voice, conventional or otherwise. Narrate every single thing that has text, including item stats. The problem with that, is the problem that Conan ran into. you finish the tutorial, and suddenly the game is different. By different, do you mean suddenly dead and boring, with no indication of what to do next? That's the problem with the bits of text for tutorials. The game is brutally honest about its gameplay from the moment you finish sculpting the character and picking a name.
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
30719
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Posted - 2015.03.02 18:59:30 -
[8] - Quote
Steve, I probably scared you off, if what Sion says about your aversion to drama is true. But hopefully you will still read this.
That contrast between actual gameplay and expectations... it's already been set by things like the recent player submitted video trailer, and the great stories of epic battles.
We know what the sandbox is capable of, but new players don't... and right now the sandbox has been placed in front of their face without any kind of song and dance. If they've already been teased with EVE at its most exciting, is it truly damaging to provide some artificial action to mask the pain of a tutorial?
I don't think so, because tutorials need to happen. If this isn't accomplished with scripted NPCs, it wouldn't happen at all. I mean, who would handle that new player load... other players? Even if that was successful, how boring!
Players are getting stuck at not knowing how to steer their ship, or warp. So is a flashy scripted tutorial action sequence so bad, especially when new players already expect EVE to be that way?
I'm still curious why voice actors haven't been used. For things like the new hints for missions... they would be so much better if at least a voice would narrate them. They're written very casually, in a conversational style (which I think is great). "You need to eliminate all hostiles in the area." or "You need to warp to the mission location."
Voice... voice... vooooiiceee please someone tell me I'm not crazy for thinking EVE and especially the NPE is missing this basic element that would make things so much nicer!
Lie to me, Jerry, lieee to me. [Chris Rock comedy clip. LANGUAGE WARNING]
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
30721
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Posted - 2015.03.03 01:13:23 -
[9] - Quote
CCP Mimic for Aura: the second decade
Don't post on the forums, devs don't read it. Send GMs your questions with support tickets. Don't be silent.
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Rain6637
GoonWaffe Goonswarm Federation
30858
|
Posted - 2015.03.14 10:44:34 -
[10] - Quote
Don't wait up for the gif feedback I had planned for NPE tips... after seeing the Sterling white/black blouse being cheapened as a bonus item (despite already being offered in a Factional Warfare LP store in-game), I think my veteran experience is being neglected and I'm not in a helpful mood.
Unfollowing thread, like this post or EVEmail me directly if you have something to say.
Help, I can't download EVE
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