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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Octoven
Phoenix Productions Headshot Gaming
391
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Posted - 2015.02.19 23:52:29 -
[91] - Quote
When I initially created my character the tutorials were a bit crap to be honest. This was when the old character creator was still around that allowed a player to choose their career path when making the character. For example I went industry so I started with...if im not mistaken Industry V. Also some other skills related to the industry path. When I got in game I had to start training learning skills....but I had the industry skill package I started with to help me play the game while those skills were being trained.
The largest problem with this system was the player started with skills they had no idea what they did. So they stripped it and gave newer players a minimal amount of skills and a faster learning period with the accelerator imp. That doesnt really solve that issue though. There are two problems new players face in eve.
1. What can I do in eve? 2. Am I able to do it?
So lets take a simple skill: Warp Drive Navigation. Lets also take a pvp opportunity where in the player moves 12 jumps away to low sec to run with mates. 4 jumps later...."Hold up guys my capacitor has to recharge cuz my skills suck". The same story is heard from various aspects of the game. New players just don't really get enough usability skill wise starting out. So they put skills in and do lvl 1 missions for 1-2 weeks while some usable skills train up.
I think the better solution is a combination of revamping the NPE in addition to bringing back some of the older skill sets. So you introduce the opportunities and give them an overview of most things in eve to do which answers "What can I do in eve?"
Now we need to address, "Am I able to do it?" Again, this isn't a matter of can I go sit in a titan day 1. Give them advanced opportunities to do that more correctly mirror the current career agents. At the completion of these offer them a choice of a level 5 skill for example, Industry, Mining, Gunnery, Missile Operation, CPU Management, PG Management, Astrometrics. When they choose one, you can then outline some support skills they will receive in addition to that level 5 skill. This kind of brings back some of the utility of the old skill packages from the character creator, but places them in game at a later time once the player is familiar with the skills and features of the game, rather then shoving it in their face before they even see space. Of course it more correctly addresses the initial week training period where players do not feel like they can do anything for lack of skills. |
Sabriz Adoudel
Glorious Revolutionary Armed Forces of Highsec CODE.
4698
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Posted - 2015.02.20 00:01:51 -
[92] - Quote
CCP Rise wrote:Quote:I still think the main thing that keeps pushing new bros away is the fact of the many many levels of griefing that you folks do allow.. but of course you wont nerf that cause that also would hurt someone else's game. perfect thinking here.
We have tried and tried to validate the myth that griefing has a pronounced affect on new players - we have failed. The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Isolating players away from the actual sandbox seems very contrary to what we would like to accomplish.
Exactly.
As a predator that is often accused of griefing, I do occasionally hit a newbie by mistake. While a veteran that loses a ship to me will be mocked, a rookie will get advice on how to recover from their loss, how to prevent it happening again, and on how they can get involved in the 'dark side' of EVE themselves.
My alliance members generally do the same. Several people have joined us after losing a ship to us and then getting chatting.
Back on topic.
One concern I have is that the opportunities of new players to make enough ISK to recover from a frigate or destroyer loss are limited, especially when most newbies do not realise they can do the career agents missions multiple times by doing them at a different agent.
I can take a HAC or even a Marauder into an engagement with a bit of a #yolo attitude, knowing that if I lose it, the loss will be trivial (for a HAC) or at worst a nuisance (Kronos). New players do not have this ability even with T1 frigates.
If this lowers the rewards a newbie gets in their NPE, this is a problem.
Some other things that should be Opportunities:
- Go suspect - Go criminal - Shoot a player ship that shot you first - Shoot a player ship where you shoot first - Probe down a signature to 100% with Core Scanner Probes - Probe down a signature to 100% with Combat Scanner Probes - Destroy a player-owned deployable (MTU, Mobile Depot or similar) - Deploy an interdiction bubble
And a few listed as 'advanced opportunities' that are marked with a disclaimer "These are optional, difficult activities that might take you months of play"
- Destroy a POCO - Destroy a POS - Kill an opponent in solo PVP (so you are the only person on the killmail) - Kill two opponents in solo PVP within a minute of each other - Destroy a sovereignty structure
Chaos. Opportunity. Destruction. Excitement... Vote #1 Sabriz Adoudel for CSM 10
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Arthur Aihaken
X A X
4064
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Posted - 2015.02.20 00:28:25 -
[93] - Quote
Sabriz Adoudel wrote:As a predator that is often accused of griefing, I do occasionally hit a newbie by mistake. That's probably because you'll shoot anything and everything.
I am currently away, traveling through time and will be returning last week.
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Gilbaron
Free-Space-Ranger Nulli Secunda
1631
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Posted - 2015.02.20 00:46:52 -
[94] - Quote
i would very much prefer skillpoints in opportunity-related skills over material things as a reward. scanned down something ? 10.000 SP in astrometrics. salvage site ? another 5.000 in astrometrics and 10.000 in salvaging. wormhole found ? yet another 5.000 in astrometrics and
no more than maybe 2 or 3 million total, but those should make life for a newbie that much easier
you could also combine this with an incentive to make players subscribe. for example, you could give some SP in cloaking for scanning down a wormhole, but only to subscribed accounts (should be awarded retroactively, of course)
Build your empire !
Rent Space in Feythabolis and Omist
Contact me for details :)
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Hal Morsh
Icendus Corux Warp to Cyno.
260
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Posted - 2015.02.20 01:03:32 -
[95] - Quote
Good job CCP!
This looks good I likey.
CCP - Outpost code is scary.
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
1034
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Posted - 2015.02.20 01:49:42 -
[96] - Quote
Great job guys, this system has been long overdue but just by looking at the pictures it seems a lot more inviting than reading swats of text. Should be interesting to see what this system will do in the future!
My YouTube Channel - EVE Tutorials & other game related things!
My Website - Blogs, Livestreams & Forums
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BeanBagKing
The Order of Atlas
314
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Posted - 2015.02.20 01:51:49 -
[97] - Quote
Dev Blog wrote:The final point I want to mention is that, for now at least, we have no rewards associated with completing Opportunities
One reward that I think would be worthwhile is a medal. It's an underused system, and to borrow a quote, "A soldier will fight long and hard for a bit of colored ribbon.". Not only would this give them some non-monetary reward to show off, it would also be something useful to corps that recruit new players. A requirement could be that they have the medal showing they completed the "Opportunities", or if each has it's own medal, that they have all the ones corresponding to "PvP" and "Ratting", but a particular corp may not care about "Mining", etc. |
TigerXtrm
Black Thorne Corporation Black Thorne Alliance
1034
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Posted - 2015.02.20 01:52:03 -
[98] - Quote
Sabriz Adoudel wrote: - Destroy a POCO - Destroy a POS - Kill an opponent in solo PVP (so you are the only person on the killmail) - Kill two opponents in solo PVP within a minute of each other - Destroy a sovereignty structure
Those aren't opportunities, those are achievements. And personally I'm not sure if I want to see actual achievements in the game.
My YouTube Channel - EVE Tutorials & other game related things!
My Website - Blogs, Livestreams & Forums
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Nevyn Auscent
Broke Sauce
1922
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Posted - 2015.02.20 02:06:54 -
[99] - Quote
This looks amazing for the NPE, I have a couple of direct questions/comments and a follow on thought.
Firstly, direct questions. Once this hits TQ, will there be a way to deliberately opt into being in a test group or will it be random. Also if rewards are not being given, all the items that used to come from the newbie tutorials should be awarded on account creation instead in that case, otherwise rewards need to come alongside the opportunities (in a believable fashion).
Follow on thought, could this develop into a new mission system, where by 'Opportunities' pop up randomly as you travel/with time, and you can chose to follow up those opportunities or not. These could include PvP opportunities if there are Outlaws/Criminals in the vicinity in High/Low and the like also, to make people more aware of targets they can shoot without neg standings. |
Nolan Kotulan
Nova Tabula Rasa
94
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Posted - 2015.02.20 02:08:32 -
[100] - Quote
TigerXtrm wrote:Sabriz Adoudel wrote: - Destroy a POCO - Destroy a POS - Kill an opponent in solo PVP (so you are the only person on the killmail) - Kill two opponents in solo PVP within a minute of each other - Destroy a sovereignty structure
Those aren't opportunities, those are achievements. And personally I'm not sure if I want to see actual achievements in the game.
This. Making such opportunities achievements is just ridiculous and have nothing to do in that game.
Aren't you talking about "New Player Experience"?
Is "Killing a Drifter" or "setting a POS" a NPE, really?
I don't like all this new NPE at all. Tutorials and career agents are just fine and very well done like they are actually.
And I'm fully against these releases of unfinished new features, just like the totally new buggy notification system.
Per aspera ad astra
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Arthur Aihaken
X A X
4064
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Posted - 2015.02.20 02:32:12 -
[101] - Quote
Gilbaron wrote:...you could give some SP in cloaking for scanning down a wormhole, but only to subscribed accounts (should be awarded retroactively, of course) Or take away SP for every hour spent cloaked.
I am currently away, traveling through time and will be returning last week.
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Diemos Hiaraki
Perkone Caldari State
13
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Posted - 2015.02.20 02:55:14 -
[102] - Quote
Looks really interesting. I'm not sure what to think about the lack of rewards and personally I'd like to see a reduction in training time to relevant core skills for the activity done, or for modules like the microwarpdrive the first level of high speed manoeuvring trained automatically.
One small thing I would really like done for the NPE is to have the 'Science 4' requirement for overheating changed to something more related to ship combat. For combat pilots it appears to be a wasted day training with no benefit for a very very long time.
Tarpedo wrote:This is nice but could be even better if "old player experience" had open-end missions too ("kill any 10 NPCs in asteroid belts", "visit 3 landmarks", "do 3 missions for a fleet", "pop 5 player ships", "get killmails for 100 million isk", etc.)
Even though the NPE is more important atm I'd like to second this. Looking back on this characters history, there are times I've quit due to what I perceived as a lack of progression. I'd consider something like the ISIS, but where skills and career paths combine (since a lot of skills don't apply to ships and aren't represented on ISIS.)
If a pilot is training for exploration for example you'd expect the player after x amount of time to have hacked a certain amount of sites. Over an extended period you could add goals for higher class sites that unlock tags like faction tags for players to lose - in this example of an explorer it would be something like 'John Smith's Fearless explorer' tag. Collecting these tags could then be used for pirates or any other PvPer for their career paths.
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Soltys
17
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Posted - 2015.02.20 03:02:36 -
[103] - Quote
CCP Rise wrote:
Salvage another playerGÇÖs loot Find and take another playerGÇÖs abandoned drone Pod kill another player Broadcast a chat message in w-space Visit the EVE Gate Visit a shattered planet Defeat a Drifter Battleship Help fend off a Sansha incursion Survive a ghost site hack Mine X m3 of ice in nullsec Mine X m3 of gas in w-space Build a T2 ship or module Plug in a hardwiring implant Consume an illegal booster Sell an item via contract
Lot of options for us going forward :)
Please avoid turning this game into some bastard kid of this X this.
Are players looking for and/or needing(?) that kind of stuff really the kind of players you're looking for ?
Better introduction to the game - in space, more "dynamic", etc. - sure but ... this ? |
Ravasta Helugo
Republic University Minmatar Republic
298
|
Posted - 2015.02.20 03:02:57 -
[104] - Quote
You need to have rewards, particularly if you are getting rid of the old tutorial system.
The current system sets new players up with:
- A destroyer
- Two industrial ships
- Two mining frigates
- One of each kind of T1 combat frigate
- A variety of modules
- Skill books to use all of the above.
- Around 300k isk
That is a fortune to a new player. Don't take it away. |
Arthur Aihaken
X A X
4065
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Posted - 2015.02.20 03:22:03 -
[105] - Quote
Soltys wrote:Please avoid turning this game into some bastard kid of... There's nothing wrong with carrots. Particularly carrots of the SP kind, especially since being able to earn SP bonuses would allow players to train into various skillets faster. As we already have "Masteries", it wouldn't necessarily be a bad idea either for rewarding some SP for completely mastering a particular ship.
I am currently away, traveling through time and will be returning last week.
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Chance Ravinne
WiNGSPAN Delivery Services
92
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Posted - 2015.02.20 05:02:35 -
[106] - Quote
CCP Rise wrote:Quote:I would really like to see the opportunity system branch into more advanced gameplay which would also help new players make isk--such as, opportunity goals for setting up PI on a planet, for doing research on a blueprint, for participating in an incursion, for joining faction war and running a "plex," for visiting a wormhole, for killing a sleeper in a wormhole, for running a lvl 1 or lvl 2 lvl 3 or lvl 4 mission, for having 10m isk in the wallet, and so on. It would also be nice, as other people suggested, for the system to have "social" goals, such as joining a fleet, starting a conversation with another player, getting a kill mail, and so on. This looks incredibly similar to my list. Can go a lot further though as well. Look at wingspantt's: Salvage another playerGÇÖs loot Find and take another playerGÇÖs abandoned drone Pod kill another player Broadcast a chat message in w-space Visit the EVE Gate Visit a shattered planet Defeat a Drifter Battleship Help fend off a Sansha incursion Survive a ghost site hack Mine X m3 of ice in nullsec Mine X m3 of gas in w-space Build a T2 ship or module Plug in a hardwiring implant Consume an illegal booster Sell an item via contract Lot of options for us going forward :)
I wouldn't pay any mind to that WINGSPAN hack. He is a newb who can barely gank an AFK Iteron V.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
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Rain6637
GoonWaffe Goonswarm Federation
29960
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Posted - 2015.02.20 06:54:45 -
[107] - 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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Sing Khai
Native Freshfood Minmatar Republic
6
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Posted - 2015.02.20 07:18:58 -
[108] - Quote
how do I experience the new player system?
Im on SISI and its the 20th. what do I do now? haha
uh, Im serious. |
Indahmawar Fazmarai
3775
|
Posted - 2015.02.20 07:52:17 -
[109] - Quote
I agree that the new system is way better than the current one, and probably new players will be very better set for exploring the game this way.
On the other hand, that's another nail on the coffin for ingame avatars.
The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! Ingame chat channel: The Greater Fool Bar
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Gregor Parud
Ordo Ardish
1180
|
Posted - 2015.02.20 08:29:19 -
[110] - Quote
I'm STILL very much in favour of overhauling the complete game introduction thing and newbie systems.
Why not start the game as a "CQ simulation" in a shielded set of systems (only accessed by new characters), where all the characters have a whole bunch of SP and have unlimited access to premade bigger/cooler ships, BS, perhaps logistics, inties and whatnot of all races. Where they can toy around, do funky tutorials "kill that BS with your bomber", "use this AF to kill a BC", "use this BR to evade a gatecamp", "use this orca to gang boost these npc miners for a minute (while having gang links explained in the mean time) after which you have to haul their mined ore back to station" etc etc etc. Funky stuff, advanced play styles but brought in a basic, easy to understand manner. Where every completed challenge would give that new character some related skills and assets upon completion of the entire tutorial.
And then do the whole "well soldier, that was the simulation. Now you're becoming a pod pilot" where they "clone" to the real game world and lose all those funky SP in the process. It would convey the lore, it would be awesome and it would give them some funky things to aim for because they're flown that funky ship or done that funky play style, now they KNOW what they want to be doing and training for. |
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Vesan Terakol
Capsuleer Outfitters Bad Intention
114
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Posted - 2015.02.20 08:41:57 -
[111] - Quote
I really like the underlying principle of this system. It reminds me of the tutorial/achievement system from a certain other sandbox game of blocky nature.
Now, i perceive this as good (or at least better than what we had before). Every time i tried to introduce a friend to EVE, i had to tell him, that the tutorial is important (as it sets you up with a lot of th skillbooks that i would honestly forget to recommend to obtain) but absolutely horrific. "Just bear through it." And i got the answer "Why should i?" And assisting someone without literally sitting beside them and reading the tutorial too was really hard for me.
I also like the long-therm goal: Pointing you towards activities you might have otherwise never realized existed.
And based on the presented data, i believe that "Launch your drones" should be somewhere amongst the first available objectives :P
Now, the topic of rewards was brought several times. I firmly believe that EVE is not about the list of awards you will get when you do this or that. It is about scraping the reward yourself from the asphalt after you splattered someone into it. This is not to say that the starter gear (the guns and ships you get throughout the tutorial and career agents) Is not important or should not be adjusted (i do feel that the destroyer is a bit out of place there, it is a rather specialized hull with low defenses that has the tendency to die a lot).
I feel that you should be able to appreciate the reward of doing the action and not be blinded by the reward the tutorial gives you.
And since this is based of an achievement system, I want to express my concern that achievements in EVE should be about what you and the other players feel like something big. There shouldn't be a list of arbitrarily selected activities that a person should struggle to accomplish. And i do appreciate the effort to verbally differentiate the "opportunity" system from that.
As a final note, it would be really nice if uncompleted opportunities would "pop up" when the opportunity to complete them is presented:
"Hey, this is a wreck of a player and it has stuff in it. Why don't you check out what's inside! (unless the person who produced it is still there)"
"Look, there is an anomaly here! Probe it down and get horribly murdered inside!"
Like a small marker above the object of interest which expands to the full text when you hover the mouse above it. And maybe also a counter in the top left corner: "Visible opportunities in this system: 7" |
Darkblad
Hilf Dir selbst in EVE
737
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Posted - 2015.02.20 10:35:25 -
[112] - Quote
First short thing from my initial experience on Sisi:
I noticed the question panel from Aura but rather wanted to see all opportunities, like "try before you buy" (this panel disappears when I open the map/ISIS. Aura's question window disappeared an now I'm lost! Well, sort of.
EVE Infolinks GÇó Mining Handbuch GÇó Colortags/Timer
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TheSmokingHertog
TALIBAN EXPRESS
287
|
Posted - 2015.02.20 11:02:30 -
[113] - Quote
Would try them all for sport reasons... :D
Lets find out how all stuff in new eden works.
Off course, if players could make template goals, or corporations that would be awesome. |
TheSmokingHertog
TALIBAN EXPRESS
287
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Posted - 2015.02.20 11:12:26 -
[114] - Quote
Mike Azariah wrote:The only problem with a list of trophies or achievements is that some will mistake it for the actual purpose of game play. Which it is not.
We do need to make sure that the starting player has access to isk, but if they route from opportunities to the career agents then the isk and ships are still there.
m
Maybe we should make certain goals available based on a background timer, so you will have to find things to do yourself while waiting for the nxt things on the list comming up. However, if you do something advanced behind a timer, you can unlock it. So, when you google it, or find the wiki you can speed things up ;). |
TheSmokingHertog
TALIBAN EXPRESS
287
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Posted - 2015.02.20 11:16:29 -
[115] - Quote
CCP Rise wrote: As a funny side note: one of the stronger indicators for whether or not someone sticks with EVE is whether or not they used combat drones during their first 30 days. Maybe using drones is just so awesome that they decide to sub right then and there?! Or maybe it's just correlation related to depth of engagement. You be the judge!
Thats nice for combat minded people, can you produce a snippet that is pointing towards people that go into the "enabling" part of EVE. Think about trading, shipping, etc...
Mike Azariah wrote:The only problem with a list of trophies or achievements is that some will mistake it for the actual purpose of game play. Which it is not.
We do need to make sure that the starting player has access to isk, but if they route from opportunities to the career agents then the isk and ships are still there.
m
Maybe we should make certain goals available based on a background timer, so you will have to find things to do yourself while waiting for the nxt things on the list comming up. However, if you do something advanced behind a timer, you can unlock it. So, when you google it, or find the wiki you can speed things up ;). |
Darkblad
Hilf Dir selbst in EVE
737
|
Posted - 2015.02.20 11:26:57 -
[116] - Quote
Gregor Parud wrote:Why not start the game as a "CQ simulation" in a shielded set of systems (only accessed by new characters), where all the characters have a whole bunch of SP and have unlimited access to premade bigger/cooler ships, BS, perhaps logistics, inties and whatnot of all races. Where they can toy around, do funky tutorials "kill that BS with your bomber", "use this AF to kill a BC", "use this BR to evade a gatecamp", "use this orca to gang boost these npc miners for a minute (while having gang links explained in the mean time) after which you have to haul their mined ore back to station" etc etc etc. Funky stuff, advanced play styles but brought in a basic, easy to understand manner. Where every completed challenge would give that new character some related skills and assets upon completion of the entire tutorial. Rookies have other challenges to master that may appear tiny for veterans. Giving them the opportunity (sic!) to board a ship they can fly once they're adult but still being unaware of the core mechanics won't help that much. However, such experiences could certainly trigger an Opportunity, so once the rookie has reached a point where he did this all by himself provides some further feeling of having achieved something.
EVE Infolinks GÇó Mining Handbuch GÇó Colortags/Timer
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Darkblad
Hilf Dir selbst in EVE
737
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Posted - 2015.02.20 11:31:55 -
[117] - Quote
TheSmokingHertog wrote:Maybe we should make certain goals available based on a background timer, so you will have to find things to do yourself while waiting for the nxt things on the list comming up. However, if you do something advanced behind a timer, you can unlock it. So, when you google it, or find the wiki you can speed things up ;). What if certain Opportunities are invisible to the player? This might result in players trying all sorts of things, just to find out if they get an achievement opportunity completed note (not that much unlike mastery level 5, but hidden). This will also result in opportunities being something that could be mistaken for a goal of the game, but at least there's an incentive to experiment, think in a "sandbox" way.
EVE Infolinks GÇó Mining Handbuch GÇó Colortags/Timer
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Phoenix Jones
Isogen 5
1082
|
Posted - 2015.02.20 11:33:58 -
[118] - Quote
I'm going to post an article link. The point isn't the alod, it's the conversation.
http://www.themittani.com/news/alod-poor-little-rich-guy
People joining eve are still thinking in tank, dps, healer terminologies. You may want to address that in someway in the tutorial, because in this case, it came down to the interviewer of the article to teach the person the basics.
Yaay!!!!
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Sabriz Adoudel
Glorious Revolutionary Armed Forces of Highsec CODE.
4703
|
Posted - 2015.02.20 11:40:58 -
[119] - Quote
TigerXtrm wrote:Sabriz Adoudel wrote: - Destroy a POCO - Destroy a POS - Kill an opponent in solo PVP (so you are the only person on the killmail) - Kill two opponents in solo PVP within a minute of each other - Destroy a sovereignty structure
Those aren't opportunities, those are achievements. And personally I'm not sure if I want to see actual achievements in the game.
They are medium term goals, not 'achievements' in the WOW sense. (I did play that game, and understand the role they play there).
They are tasks that are beyond a rookie (although the single solo PVP kill is doable). But they are goals that seem within reach.
Chaos. Opportunity. Destruction. Excitement... Vote #1 Sabriz Adoudel for CSM 10
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Dalloway Jones
Republic Military School Minmatar Republic
272
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Posted - 2015.02.20 11:45:06 -
[120] - Quote
Ravasta Helugo wrote:You need to have rewards, particularly if you are getting rid of the old tutorial system. The current system sets new players up with:
- A destroyer
- Two industrial ships
- Two mining frigates
- One of each kind of T1 combat frigate
- A variety of modules
- Skill books to use all of the above.
- Around 300k isk
That is a fortune to a new player. Don't take it away.
But they aren't taking it away. At least I don't think so. Can we get some clarification on this? The rewards that you have listed are not part of the NPE. They come from the careers tutorial agents. It sounds as if that isn't changing (though I think it needs to be looked at again soon).
This new player experience is replacing the old one where Aura has you go out and find a ship and do a few simple missions and you end up getting your certificate and looking at the fleet of your players ships. She then sends you to the career agents which apparently have not changed.
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