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Thread Statistics | Show CCP posts - 15 post(s) |
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CCP Phantom
C C P C C P Alliance
5306

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Posted - 2015.02.19 15:05:48 -
[1] - Quote
When new players join the wonderful world of EVE Online for the first time, they might get overwhelmed with information and might feel a bit lost or even confused. While there has been already good progress better informing new players about the rich and exciting possibilities and game play in EVE (lots is comfortably accessible to new players just hours or a few days after they started playing!), it is time to ramp up the New Player Experience!
A new system that gradually will replace the current tutorials is under development and first results are already available: behold the new Opportunities system.
Opportunities will offer new players the chance to explore EVE on their own pace in a non-linear fashion and with as little spoon-feeding as possible - new players are encouraged and supported by the Opportunities system to become active on their own early on.
Read more about this new system, when it becomes available and how it will be introduced in CCP Rise' new dev blog Opportunities Abound - The New Player Experience.
CCP Phantom - Senior Community Representative - Volunteer Manager
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Alphax45
Radio New Vegas
53
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Posted - 2015.02.19 15:16:33 -
[2] - Quote
OMG: IT'S HAPPENING!
Serious now: This is pretty good. GG CCP :) |

l0rd carlos
TURN DOWN. The Camel Empire
1169
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Posted - 2015.02.19 15:17:44 -
[3] - Quote
Looking good!
German blog about smallscale lowsec pvp: http://friendsofharassment.wordpress.com
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4941
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Posted - 2015.02.19 15:24:27 -
[4] - Quote
\o/
Less handholding is good. As long as the information needed is still there :)
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Traiori
New Eden Renegades This can only end well
203
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Posted - 2015.02.19 15:27:15 -
[5] - Quote
Why not make opportunities give a small, almost negligible, amount of assignable SP? Maybe an hour or two of training at base rates, with the intent of ensuring that it totals under 48h total?
Whilst SP traditionally comes from time only, the most frequent concern I hear from new players is that they don't have the skills for this or that, and that it takes time away from their training to pick up the basic required skills. Giving a nominal amount of SP as a reward for exploring the game would both provide them with a reimbursement for the new aspects that they're encouraged to try alongside allowing them to feel less of the "week one" training fatigue.
Better still, offering 250k SP (or whatever) is a huge advantage to a new player with only 600k SP but is measurably less useful to current players with 60-100m+ SP. It wouldn't even be a tenth of most skills in my skillqueue at the minute, but would probably be the entirety of most of my friends new player account skillqueues. Some kind of training booster (ala cerb accelerator) would work equally well I suppose, offering 30-60 minutes of advanced training via drugs...but would be more useful to older players who would immediately start trying to buy the booster in vast quantities.
You'd also have to tie rewards to the account I suppose, lest we all start using these rewards to generate gank alts in 250k SP training time less. |

Benny Ohu
Chaotic Tranquility Warp to Cyno.
4283
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Posted - 2015.02.19 15:28:30 -
[6] - Quote
i dislike the mission-based tutorials, which i feel railroad people into running level one missions alone, and i like the sound of opportunities a lot. i'd like opportunities to strongly consider encouraging newbies to team together to do some of the later chores. the landmarks seem like a good spot for newbies to interact with others
maybe opportunities can give rewards via the system that gives us holiday items and plex. i forgot the name - it's the thingo on the character menu. players could claim rewards for completing opportunities anywhere, preventing them being tied down to highsec starter systems, or allowing them to set up where they feel like (except the claim window isn't ingame anymore?) |

BugraT WarheaD
151
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Posted - 2015.02.19 15:29:25 -
[7] - Quote
It's really sexy. I would love that kind of tutorial while I started the game 8 years ago :D
Very very good improvement to the game CCP people. |

Phext
SIGBUS
24
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Posted - 2015.02.19 15:31:02 -
[8] - Quote
Would have helped me a lot back then. Nice idea. Question: the NPC's are displayed with a red cross above the +. Did I miss something or is this just a new Icon for those opportunities rats?
:wq!
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Darkblad
Hilf Dir selbst in EVE
737
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Posted - 2015.02.19 15:31:18 -
[9] - Quote
So from Feb. 20th the Rogue Cloning Facilities make sense \o/
I'm curious as to how new players will get along with this. That said, can anyone recommend a good brainwashing service? This way, I can fully experience the Opportunities system just like a real new player. 
EVE Infolinks GÇó Mining Handbuch GÇó Colortags/Timer
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Dersen Lowery
Drinking in Station
1456
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Posted - 2015.02.19 15:34:03 -
[10] - Quote
Sounds great! I particularly like the way you're starting them off in a site, in a ship, in space.
Proud founder and member of the Belligerent Desirables.
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CCP Fozzie
C C P C C P Alliance
12239

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Posted - 2015.02.19 15:34:51 -
[11] - Quote
Phext wrote:Would have helped me a lot back then. Nice idea. Question: the NPC's are displayed with a red cross above the +. Did I miss something or is this just a new Icon for those opportunities rats?
We are working on some future changes to bracket icons, which are visible on the internal test server where the screenshots were taken.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Vic Vorlon
Aideron Robotics
25
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Posted - 2015.02.19 15:36:17 -
[12] - Quote
Nice work, these are good ideas! I remember the tutorial feeling very weird in places, like when I had to jump to the system next door, pick up a license and look at hulls floating in space. I'm glad that bit is gone. |

Sugar Kyle
Snuff Box Snuffed Out
965
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Posted - 2015.02.19 15:43:40 -
[13] - Quote
Rookie chat is going to be a bit confusing for a bit!
Member of CSM9 - CSM9 Weekly Updates
Running for CSMX - ReElect Sugar Kyle
Low Sec Lifestyle - An Eve Blog
@Sugar_Kyle
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Paukinra
Big Diggers Get Off My Lawn
28
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Posted - 2015.02.19 15:54:19 -
[14] - Quote
I really like that these arn't restricted to certain systems, I remember when I joined my first corp (before finishing the tutorials) having to fly ~35 jumps to go finish the tutorials.
Minor SP gains could be interesting, although too much could make gank alts too fast to train... The idea of rewards via the redeeming thingy has potential, and sticks to the idea of doing the tasks where you like.
Any ETA on a dev blog for the new icons?  |

Red Teufel
Mafia Redux Feign Disorder
425
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Posted - 2015.02.19 15:55:19 -
[15] - Quote
Wow I'm impressed. Seriously CCP, I'm impressed. |

Jaffa Hashur
Illustrious Continuum
0
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Posted - 2015.02.19 15:56:27 -
[16] - Quote
Here is your feedback hamburger:
Awesome, goes way better with the rest of the game than mission way of doing things.
When a new player leaves tutorials in the current system the have been rewarded modest amount of resources as ships/skills and modules. In the new system they will have to start making isk from hour 1 to afford to buy skills. I'm a bit worried about new players development being hampered by this. Though you could create an opportunity like 'talk someone into donating money to you' to get around this and push to socialize.
I'm really looking forward to seeing this and everything that this opens up on SISI/TQ.
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Two step
Aperture Harmonics No Holes Barred
4859
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Posted - 2015.02.19 15:58:13 -
[17] - Quote
No rewards seems like an odd decision. At the very least, completing an opportunity should point you towards a way to make ISK at the end using the skills you have learned.
Why not have them give a module that will help the player do more of what they just learned to do? Finish the mining one, get an extra mining laser, market one and get a market skillbook, etc?
CSM 7 Secretary
CSM 6 Alternate Delegate
@two_step_eve on Twitter
My Blog
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Blue Harrier
182
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Posted - 2015.02.19 15:58:59 -
[18] - Quote
Typical Devs I just spent a busy week starting Monday by activating an old account ready for, Tuesday and Tiamat deployment, Wednesday my 69th birthday and busy all day, so today I start training up my new character to try out the new (now old) NPE and then you go and announce your going to change everything.
However I have to say it looks good, pity the only way I can try it out on SiSi is to delete one of my characters. Not to worry IGÇÖll start it off later and it should be complete by the time the update is deployed. Looking forward to comparing the old with the new.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
1328
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Posted - 2015.02.19 16:00:04 -
[19] - Quote
Traiori wrote:Why not make opportunities give a small, almost negligible, amount of assignable SP? Maybe an hour or two of training at base rates, with the intent of ensuring that it totals under 48h total?
Whilst SP traditionally comes from time only, the most frequent concern I hear from new players is that they don't have the skills for this or that, and that it takes time away from their training to pick up the basic required skills. Giving a nominal amount of SP as a reward for exploring the game would both provide them with a reimbursement for the new aspects that they're encouraged to try alongside allowing them to feel less of the "week one" training fatigue.
Better still, offering 250k SP (or whatever) is a huge advantage to a new player with only 600k SP but is measurably less useful to current players with 60-100m+ SP. It wouldn't even be a tenth of most skills in my skillqueue at the minute, but would probably be the entirety of most of my friends new player account skillqueues. Some kind of training booster (ala cerb accelerator) would work equally well I suppose, offering 30-60 minutes of advanced training via drugs...but would be more useful to older players who would immediately start trying to buy the booster in vast quantities.
You'd also have to tie rewards to the account I suppose, lest we all start using these rewards to generate gank alts in 250k SP training time less. This idea has potential, I think. Perhaps it shouldn't come in the form of SP, but maybe something like skill vouchers, that can be consumed to instantly gain a rank in a skill? Like, you, as an Amarr Pilot, complete the "shoot a ship and loot it" opportunity, and among the rewards is a voucher for Small Energy Weapons 3?
With careful restrictions and restriction on scope, you could put in an additional carrot in this form.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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SilentAsTheGrave
Brave Newbies Inc. Brave Collective
6
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Posted - 2015.02.19 16:00:51 -
[20] - Quote
@ CCP Rise and Team Team Pirate Unicorns,
I have read many notable players who say that doing PvE content should closer reflect a ship fitting that is functional in a PvP environment. To help bridge the gap a bit. I think that is a good idea. Is there any effort to do this? It just would feel better to stay and fight because you have a fit that gives you a chance against another player(s) instead of the current option - dock up; staying to fight is suicide. The most optimal way to do the PvE content should be with a PvP fit. Granted these are just my opinions, but I believe more action between players would be nice. |
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Innominate
GoonWaffe Goonswarm Federation
638
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Posted - 2015.02.19 16:02:56 -
[21] - Quote
Why is it that every time the NPE comes up, we get a new set of tutorials and that's it? The tutorials are mediocre but not that terrible aside from a few specific issues.
The focus always falls on the first couple of days of playing Eve, but this isn't where the major problems arise. The current tutorial missions can be a bit confusing but they aren't the real NPE, nor the problem with it. The first day(s) of the game while you're working through the tutorial missions and newbie epic arc and have something to do aren't all that bad and present an accurate(if perhaps too honest) picture of Eve Online.
It's when those tutorials end that the problems arise. Week two through ten are where things are really rough. The game provides no guidance on what to do and the options available to players in this gap are laughable. They're complete wastes of time that earn so little that a new player is better off begging for isk. They learn the basics and decide what they want to train for but quickly realize that but nothing they can do right away is worth doing. During this period too many people end up just training skills rather than playing the game, waiting for the time when they'll be able to fly something worthwhile only to quit instead.
The problem with the NPE isn't the first few days, it's the first 60 days. Redoing those first few days again isn't going to help if that first 60 days isn't improved. |

Sugar Kyle
Snuff Box Snuffed Out
966
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Posted - 2015.02.19 16:07:15 -
[22] - Quote
Innominate wrote:Why is it that every time the NPE comes up, we get a new set of tutorials and that's it? The tutorials are mediocre but not that terrible aside from a few specific issues.
The focus always falls on the first couple of days of playing Eve, but this isn't where the major problems arise. The current tutorial missions can be a bit confusing but they aren't the real NPE, nor the problem with it. The first day(s) of the game while you're working through the tutorial missions and newbie epic arc and have something to do aren't all that bad and present an accurate(if perhaps too honest) picture of Eve Online.
It's when those tutorials end that the problems arise. Week two through ten are where things are really rough. The game provides no guidance on what to do and the options available to players in this gap are laughable. They're complete wastes of time that earn so little that a new player is better off begging for isk. They learn the basics and decide what they want to train for but quickly realize that but nothing they can do right away is worth doing. During this period too many people end up just training skills rather than playing the game, waiting for the time when they'll be able to fly something worthwhile only to quit instead.
The problem with the NPE isn't the first few days, it's the first 60 days. Redoing those first few days again isn't going to help if that first 60 days isn't improved.
The second part keeping them after they atr caught also had a team dedicated to them and work is being done in that area. This is one part of a large multidimensional project. Your other points have not been lost by CCP or members of the CSM nor is this a finished project.
Member of CSM9 - CSM9 Weekly Updates
Running for CSMX - ReElect Sugar Kyle
Low Sec Lifestyle - An Eve Blog
@Sugar_Kyle
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Maennas Vaer
High Flyers The Kadeshi
22
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Posted - 2015.02.19 16:09:28 -
[23] - Quote
Innominate wrote:Why is it that every time the NPE comes up, we get a new set of tutorials and that's it? The tutorials are mediocre but not that terrible aside from a few specific issues.
The focus always falls on the first couple of days of playing Eve, but this isn't where the major problems arise. The current tutorial missions can be a bit confusing but they aren't the real NPE, nor the problem with it. The first day(s) of the game while you're working through the tutorial missions and newbie epic arc and have something to do aren't all that bad and present an accurate(if perhaps too honest) picture of Eve Online.
It's when those tutorials end that the problems arise. Week two through ten are where things are really rough. The game provides no guidance on what to do and the options available to players in this gap are laughable. They're complete wastes of time that earn so little that a new player is better off begging for isk. They learn the basics and decide what they want to train for but quickly realize that but nothing they can do right away is worth doing. During this period too many people end up just training skills rather than playing the game, waiting for the time when they'll be able to fly something worthwhile only to quit instead.
The problem with the NPE isn't the first few days, it's the first 60 days. Redoing those first few days again isn't going to help if that first 60 days isn't improved.
CCP Rise wrote:THE FUTURE OF THE NEW PLAYER EXPERIENCE
We have a long ways to go. We already have a lot of new content planned and would be very happy to see the Opportunity system expand to become a medium-term goal setting tool that can answer the most common noobie question: GÇ£what do I do nowGÇ¥. At the moment though, weGÇÖre just excited to get this into the hands of new players and see what kind of impact it has. |
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CCP Delegate Zero
C C P C C P Alliance
176

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Posted - 2015.02.19 16:09:36 -
[24] - Quote
Our minds are still very open on rewards, we just need to see how things work without them and build from there. Some form of reward structure would have to be tailored to the experience the Opportunities framework provides.
On post 'New Experience' (however many days it might be) - this approach is very much looking to the longer term. We just have to get the foundational pieces in first. Thoughts on how mid- to long-term Opportunities could work are very welcome too.
CCP Delegate Zero | Game Designer | @CCPDelegateZero
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Ripard Teg
Stimulus Rote Kapelle
1010
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Posted - 2015.02.19 16:14:07 -
[25] - Quote
Innominate wrote:The problem with the NPE isn't the first few days, it's the first 60 days. Redoing those first few days again isn't going to help if that first 60 days isn't improved. This. A lot.
There's a huge gamble hidden between the lines in this change. Since Opportunities will not be paying much if any ISK, they're going to leave the player at the end of the trial period without the basic ISK stock pile they need for a couple of starter ships, fittings, and skill books to fly them properly. It seems to me that the concept here is to drive players into a corp right off so that they'll have someone to beg for the ISK that they need just to keep from getting strangled in the crib. And I have no doubt one of the upcoming Opportunities is going to be "Find a corp!"
But there's a very real possibility that the change is just going to accelerate and emphasize the new player's feeling that he's going to be eternally SP- and ISK-poor and they'll say "Screw this, I'm outta here" instead since finding a first corp is hard.
Sugar, I'm glad to hear that this time period is on CCP's radar. Hopefully, the CSM is emphasizing this point. And hopefully, we'll be hearing from CCP about their plans in this area quite soon.
Another question: why is friends/family testing being done here instead of another round of external testing? If anything was ever begging for a test group that's never heard of EVE, this is it.
aka Jester, who apparently was once entrusted to Wield The Banhammer to good effect.
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Milla Goodpussy
Federal Navy Academy
154
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Posted - 2015.02.19 16:18:13 -
[26] - Quote
Would it be so much to ask for the Tutorials to advise or explain what the hec is going on in eve online at the current time? I honestly liked mittens idea for the NPE better, atleast it made sense but as usual seems they don't want to do that cause it requires much much work , and welp we cant have that now can we.
new bro's should be restricted in their own space, receiving guidance from ISD,CCP, etc.. call it friends and family-thera something.. put it all off in your wormhole for all I care. then once they mature let them out to the rest of us..
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.
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Vincent Athena
V.I.C.E.
3156
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Posted - 2015.02.19 16:19:18 -
[27] - Quote
Do you have to start a new character to try out the NPE? I know Ive told my sister (who logs in very occasionally) that if she needs to, she can always re-run the tutorials. Will this new system be the same? You can try it out at any time, in case you want a refresher?
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CCP Rise
C C P C C P Alliance
4879

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Posted - 2015.02.19 16:20:30 -
[28] - Quote
We did friend and family testing on this version, though limited because it wasn't on TQ and also limited because our tests were more about the flow of the content we have than the choices made after the content was complete.
I really want to highlight that one of the huge benefits of this system is to NOT drop people after a tutorial with no idea what to do next. But, we decided to release now, with limited content, since we think we can learn a lot even now by doing so, rather than waiting another release or two when we have content to fill a few weeks.
We are still building towards that as fast as we can so hopefully this will be a non-issue in a couple months.
@ccp_rise
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CCP Rise
C C P C C P Alliance
4879

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Posted - 2015.02.19 16:22:48 -
[29] - Quote
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.
@ccp_rise
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Mixu Paatelainen
New Eden Renegades This can only end well
212
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Posted - 2015.02.19 16:31:04 -
[30] - Quote
That's more like it. Good stuff. |
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Mynxee
Signal Cartel EvE-Scout Enclave
76
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Posted - 2015.02.19 16:33:57 -
[31] - Quote
What a great direction for the NPE, great work on the concept of Opportunities! Some thoughts:
-- Rewards should still be given, much like one is paid in the military to attend schools associated with one's specialty. Rather than viewing that negatively as a carrot that might cause players to go through material they doesn't interest them just to get the ISK, view it as an opportunity (yeah, I went there :P ) for them change their minds about a given topic (especially as you get into more career-specific things, which I assume will happen eventually) once they experience it. Encouraging people to try different things is never a bad idea in EVE!
-- With less hand-holding, there still needs to be contextual info about why sets of tasks are important to learn and how they fit into the bigger picture of life in New Eden. On both an opportunity and a task level, that may not always be as obvious as you might think. Some contextual info provides strong motivations to engage with learning and be thinking about how it will apply to one's aspirations in-game.
-- Hope to see probe scanning and other exploration related Opportunities in the queue sooner rather than later.
-- Is it the plan to eventually map opportunities into groupings relative to specific careers, once there's enough content to do that with?
-- Offering a few suggestions for the kinds of things that users might explore and find out on their own could be useful. Sometimes people don't realize the extent of freedom of choice that we have in New Eden and that you write your own story in the game by taking the initiative. Never hurts to remind them of that with relevant examples.
-- So glad you kept Aura around. She is the iconic voice of New Eden, long may she live.
-- Is there a plan--once you have a big catalog of Opportunities in place--to reference those in relevant Evelopedia topics?
With a recent focus on helping new bros and 20+ years of work in instructional design and training development, this NPE evolution is very exciting and looks like fun to work on. What are the best ways for players to help you guys with this effort once it hits TQ (or before)?
Lost in space, looking for sigs...
Blog: Outlaw Insouciant
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Vincent Athena
V.I.C.E.
3156
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Posted - 2015.02.19 16:34:41 -
[32] - Quote
CCP Rise wrote:The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Have you shown cause and effect here? That is, is the cause of the players leaving the game their lack of social activity? Or is it that the players who have no interest in social activity find this is not the game they were looking for, and move on?
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elitatwo
Eve Minions Poopstain Removal Team
569
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Posted - 2015.02.19 16:43:36 -
[33] - Quote
A note on the reward thing, maybe don't give out like 100 million isk but give them books instead and hint to the noobies that they always will be keep buying new ones.
What could also be good for noobies to know is that EVE is not a one-time log-in shooter where you log on and kill monsters and log off again. What they may or may not discover is that EVE is a very long time commitment, one the things I already knew a while before I installed the 450mb trial once upon a time ago.
And skills (books). Never not talk about skillbooks and maybe give noobies a one time payment of 25.000 isk for opening the training que and training Engineering to level 2 or injecting a new book, so they assosiate skill training as something that is always a good thing but it will take some time before they reach everything at the magic level V.
Speaking of, it should be noted that not everything does need to be at level V to be 'useful'. In the early days in EVE people train some levels of skillpoints to fit some module they want to try out.
Make them take a trip through highsec, let's say 7 systems long and tell them about the navigation skills along the way.
I remember that 7 jumps used to take like 2 hours because I would need to make several jumps of 4-5AU and then have to wait until my capacitor recharged to make another one 
EVE was big back then.
signature
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Innominate
GoonWaffe Goonswarm Federation
640
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Posted - 2015.02.19 16:43:43 -
[34] - Quote
CCP Rise wrote:I really want to highlight that one of the huge benefits of this system is to NOT drop people after a tutorial with no idea what to do next.
What do you expect new players to do when they have finished the tutorial?
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CCP Rise
C C P C C P Alliance
4879

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Posted - 2015.02.19 16:44:13 -
[35] - Quote
Vincent Athena wrote:CCP Rise wrote:The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Have you shown cause and effect here? That is, is the cause of the players leaving the game their lack of social activity? Or is it that the players who have no interest in social activity find this is not the game they were looking for, and move on?
Simple answer is no. The closest come, for now, to establishing cause is to simply ask using exit surveys or other similar feedback channels. Otherwise we are doing the best we can with correlation.
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!
@ccp_rise
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CCP Rise
C C P C C P Alliance
4879

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Posted - 2015.02.19 16:45:15 -
[36] - Quote
Innominate wrote:CCP Rise wrote:I really want to highlight that one of the huge benefits of this system is to NOT drop people after a tutorial with no idea what to do next. What do you expect new players to do when they have finished the tutorial?
For now, we expect most of them will go to the career agents. We make a direct hand off from our new system to the career agents in this release.
Later on we want to have enough content in this system that we can have them investigating game systems for weeks just based on Opportunities.
@ccp_rise
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handige harrie
Hedion University Amarr Empire
284
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Posted - 2015.02.19 16:45:44 -
[37] - Quote
hmmm, with some adjustments, I smell an improved and more dynamic mission system.
Baddest poster ever
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Innominate
GoonWaffe Goonswarm Federation
641
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Posted - 2015.02.19 16:47:28 -
[38] - Quote
CCP Rise wrote:Innominate wrote:CCP Rise wrote:I really want to highlight that one of the huge benefits of this system is to NOT drop people after a tutorial with no idea what to do next. What do you expect new players to do when they have finished the tutorial? For now, we expect most of them will go to the career agents. We make a direct hand off from our new system to the career agents in this release.
The career agents as in the ones that form the current advanced tutorials? Ok, so you've got the first few days covered, what's next? Edit: When the tutorials complete, pretend they no longer just dump the player into the game, what options does the new player have as far as things to do? |

Sven Viko VIkolander
The Forbidden Fleet
325
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Posted - 2015.02.19 16:51:50 -
[39] - Quote
I have been a huge fan of the new vision for the NPE since it was first announced by Rise et al at fanfest. I am glad to see it finally taking shape. 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. It seems like this would be a good system for launching players into content that will get them through those difficult first 10-60 days while also never, by itself, giving new players rewards.
Also: Some friends have started the game and so I've been spending time lately in new player systems helping them and talking to other new players. I've noticed a lot of new players using / talking about the new anomalies (the mini respawning belts). Do you have any metrics on how widely these are being used? They seem very popular and I am glad to see iteration on the idea of mini-sites coming.
Finally...
Ripard Teg wrote:[quote=Innominate] It seems to me that the concept here is to drive players into a corp right off so that they'll have someone to beg for the ISK that they need just to keep from getting strangled in the crib. And I have no doubt one of the upcoming Opportunities is going to be "Find a corp!"
What's wrong with getting help from others or being directed by the opportunities system to find a corporation? Presumably, corporations can help new players in more ways than just by giving them isk, but even that is not necessarily a bad thing... I mean, you of all players used to ask for isk on your blog lol |

Altrue
Exploration Frontier inc Brave Collective
1614
|
Posted - 2015.02.19 16:54:04 -
[40] - Quote
As someone who have done a lot of guides on youtube and on websites, and who had to redo the tutorial many times to keep the information up-to-date, I'm very curious to see what the opportunities system has to offer.
That being said, I'd immediately suggest that you add some solid reward for players when completing Opportunities. It doesn't have to be ONE REWARD = ONE OPPORTUNITY. If each opportunity gave one point, you could simply give players various rewards when they reach various fixed amount of points. This way, new players can still do whatever they like AND get rewards, without feeling compelled to specifically do something they don't like.
Also, what is the end-goal of that system? To completely remove career agents? Including the aura crash-course?
Signature Tanking - Best Tanking
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Aeril Malkyre
Knights of the Ouroboros
391
|
Posted - 2015.02.19 16:54:46 -
[41] - Quote
This seriously looks incredible and engaging. Plus simple. Way to go folks. |

Vincent Athena
V.I.C.E.
3156
|
Posted - 2015.02.19 16:55:55 -
[42] - Quote
CCP Rise wrote:Vincent Athena wrote:CCP Rise wrote:The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Have you shown cause and effect here? That is, is the cause of the players leaving the game their lack of social activity? Or is it that the players who have no interest in social activity find this is not the game they were looking for, and move on? Simple answer is no. The closest come, for now, to establishing cause is to simply ask using exit surveys or other similar feedback channels. Otherwise we are doing the best we can with correlation. 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! Maybe every player should start with a ship that can carry at least one drone, and be given just enough base skills to use it. Then make "use drones against an enemy" be an opportunity.
Also, you need to think about opportunities that do involve social interaction, ib case that really is the cause.
Know a Frozen fan? Check this out
Frozen fanfiction
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Mynxee
Signal Cartel EvE-Scout Enclave
77
|
Posted - 2015.02.19 16:56:46 -
[43] - Quote
Innominate wrote:The career agents as in the ones that form the current advanced tutorials? Ok, so you've got the first few days covered, what's next? Edit: When the tutorials complete, pretend they no longer just dump the player into the game, what options does the new player have as far as things to do?
Doesn't Rise's comment quoted below suggest how it will evolve into something that could take up at least a new bro's trial period and well beyond?
CCP Rise wrote:Later on we want to have enough content in this system that we can have them investigating game systems for weeks just based on Opportunities.
A new concept, with content being constantly filled in, will take time to significantly supplement or (even hopefully) supplant what we have now. That's okay...as these things go, it will provide more opportunities for refining methodology, topics, tasks, feedback, etc. Progress is progress and this Opportunities approach is a nice step in a good direction.
Lost in space, looking for sigs...
Blog: Outlaw Insouciant
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Valterra Craven
454
|
Posted - 2015.02.19 16:57:06 -
[44] - Quote
CCP Rise wrote: But, we decided to release now, with limited content, since we think we can learn a lot even now by doing so, rather than waiting another release or two when we have content to fill a few weeks.
This is what really annoys me about CCP. You guys are not a new gaming company. You'd think you'd have learned by now that releasing content half finished is pretty much always a bad idea (incarna being a prime example). You have a new release cadence for a reason. Please use it. |

Milla Goodpussy
Federal Navy Academy
155
|
Posted - 2015.02.19 16:58:14 -
[45] - Quote
CCP Rise wrote:Vincent Athena wrote:CCP Rise wrote:The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Have you shown cause and effect here? That is, is the cause of the players leaving the game their lack of social activity? Or is it that the players who have no interest in social activity find this is not the game they were looking for, and move on? Simple answer is no. The closest come, for now, to establishing cause is to simply ask using exit surveys or other similar feedback channels. Otherwise we are doing the best we can with correlation. 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!
this is the picture coming up in my mind.. as you rise work on this.. I also begin to assume you listened to your CSM members who all went in on their ways of recruiting new players.. you said to yourself that Social Activity is important in eve online... yes it is, however what you do not see is how certain ones actually bully/grief those into force-joining corps/alliances..
folks join cause they hear or see about those huge ships and big battles.. that is the concrete foundation of eve popularity.. its not about drones.. well maybe once they see a gallente ship they do but hey... its very small lucky chance I found some swell guys to keep me around.. new bro's are having a hard time finding the cool guys cause of the griefing. you guys allow griefing and plenty ways around it and seems to continue being in denial about it...
is there a fix to bumping coming? nope is there a fix to cloaky camping coming? nope you think these don't have an effect on players? you think a player would rather just move to another system or finally give up playing if these bad habits continue?...i'll wait
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Aliventi
Blue Republic RvB - BLUE Republic
824
|
Posted - 2015.02.19 16:58:37 -
[46] - 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. I am really liking this opportunities idea. I think it will be a big improvement over the current NPE.
One of the things that some players and I came up with during a discussion about NPE is that new characters start off with a pitiful amount of SP. 56.489 SP doesn't give you many useful skills. The new player can't use an AB or a MWD, a warp disruptor, they have no capacitor skills, no weapon upgrade skill, no hull upgrades skill, no industry skills, no mining frigate skills, etc. Are you okay with this starting SP? Are you considering revamping the starting skills that a player has so they can complete more of these opportunities without having to wait time and again for 15-30 minutes for a level 1 skill to finish training?
Part of the reason I ask is when I was in Flying Dangerous we loved recruiting and taking day 1 new players and bringing them on our PvP fleets as tackle. Since we were roaming Syndicate at the time we had to have them train 5.5+ hours just to be able to use an MWD (to get out of bubbles they may have landed themselves in or to chase targets) and a t1 warp disruptor so they could point things. I imagine that a similar wait is present in many other potential career fields such as mining, mission running, FW, etc. Are you considering revamping the starting skills so that corporations that actively recruit new players will know they have a basic set of skills (i.e. not have to train 5.5+ hours to be useful to a 0.0 PvP fleet, mining fleet, mission running group, etc) so they can start helping the corp achieve the corps goals from the second they join? |

DaReaper
Net 7
1793
|
Posted - 2015.02.19 16:58:47 -
[47] - Quote
Blue Harrier wrote:Typical Devs I just spent a busy week starting Monday by activating an old account ready for, Tuesday and Tiamat deployment, Wednesday my 69th birthday and busy all day, so today I start training up my new character to try out the new (now old) NPE and then you go and announce your going to change everything.
However I have to say it looks good, pity the only way I can try it out on SiSi is to delete one of my characters. Not to worry IGÇÖll start it off later and it should be complete by the time the update is deployed. Looking forward to comparing the old with the new.
Happy late birthday =D
OMG Comet Mining idea!!! Comet Mining!
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Titus Tallang
EVE University Ivy League
72
|
Posted - 2015.02.19 17:00:48 -
[48] - Quote
I am absolutely thrilled by this change. The new system as presented is infinitely better than the currently-existing NPE, which, while offering a somewhat workable introduction to basic concepts, also serves to make new players get used to being told what to do by agents.
Thus leading them to become single-track high-sec mission runners.
Thus leading to them quitting the game once they get bored of it.
I've seen it too often (and may thus be bitter about it).
Great job Team Pirate Unicorns. This is a change that is long overdue, and very welcome - and the potential I can already see in the new system is tremendous.
PS: Don't be afraid to have higher-"tier" opportunities be activities that some people would consider "shady". Stuff like "suicide gank a player" (while explaining the consequences in basic terms) comes to mind. These are supposed to be optional, after all, and I see no reason to exclude valid gameplay from the list.
Teaching Director - EVE University - http://wiki.eveuniversity.org/
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Dersen Lowery
Drinking in Station
1456
|
Posted - 2015.02.19 17:07:02 -
[49] - Quote
Vincent Athena wrote:CCP Rise wrote:The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Have you shown cause and effect here? That is, is the cause of the players leaving the game their lack of social activity? Or is it that the players who have no interest in social activity find this is not the game they were looking for, and move on?
Based on the number of times I've seen new players talk in Local about how they don't know what to do next... maybe they could mine, I don't know... I'd guess that boredom and lack of direction are far more lethal to new players than anything else.
Proud founder and member of the Belligerent Desirables.
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CCP Rise
C C P C C P Alliance
4887

|
Posted - 2015.02.19 17:09:24 -
[50] - Quote
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.
@ccp_rise
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Harvey James
The Sengoku Legacy
1098
|
Posted - 2015.02.19 17:12:02 -
[51] - Quote
making PI easy too understand, quicker too setup and more info on what too make and how etc.. are much needed even for older guys
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists.
ABC's are clearly T2 in all but name.. remove drone/fighter assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please.
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Noriko Mai
2063
|
Posted - 2015.02.19 17:12:10 -
[52] - Quote
CCP Rise wrote:[..]But, we decided to release now, with limited content, since we think we can learn a lot even now by doing so, rather than waiting another release or two when we have content to fill a few weeks.[..] No offense, but this release with limited content thing seems to get a bit out of hand. Notifications are still bugy and the new map is too. Both haven't seen any progress for a while now. And it doesn't look like there is something in the works... As much as I like the new release schedule it seems to encourage you to release alpha/beta features and then do the typical CCP "We finish it later" move. Later is sometime soonGäó. And soonGäó is... yeah, maybe, eventually, sometime... oh look we have new beta feature!
Come On Everybody, support Dark Opaque theme
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Suede
Caldari Provisions Caldari State
24
|
Posted - 2015.02.19 17:14:05 -
[53] - 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.
so are you going to remove the Attributes and Leaning Augmentations |

Milla Goodpussy
Federal Navy Academy
156
|
Posted - 2015.02.19 17:17:15 -
[54] - 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 :)
either I play too much ps3 games. but looking at the list im expecting a trophy for it.. ---- DING! give us trophy list ccp rise give it to us now! |

Mike Azariah
The Scope Gallente Federation
2494
|
Posted - 2015.02.19 17:26:25 -
[55] - Quote
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
Mike Azariah-á CSM8 and now CSM9
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4941
|
Posted - 2015.02.19 17:27:41 -
[56] - Quote
Suede wrote: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. so are you going to remove the Attributes and Leaning Augmentations
Funny you should mention that.
It's been discussed
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Odeva Pawen
Aideron Robotics
23
|
Posted - 2015.02.19 17:28:31 -
[57] - 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!
Drones OP confirmed. |

Harvey James
The Sengoku Legacy
1098
|
Posted - 2015.02.19 17:30:48 -
[58] - Quote
Odeva Pawen wrote: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!
Drones OP confirmed.
drones certainly need a good nerf .. remove drones from non droneboats would also be nice
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists.
ABC's are clearly T2 in all but name.. remove drone/fighter assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please.
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Ned Thomas
Sebiestor Tribe Minmatar Republic
923
|
Posted - 2015.02.19 17:58:07 -
[59] - Quote
I like it. I can see a lot of potential with the system and look forward to seeing it in action.
I do think there needs to be some achievements associated with the more nefarious side of Eve. Things like losing a ship to Concord, gaining a suspect timer, gaining a criminal timer, be in a corp that declares a war, bumping the same ship multiple times in a given time frame, successfully suicide ganking someone, etc. Hell, come up with an opportunity for "doubling" someone's isk (I have no idea how that would work). Besides showing people that they can be evil bastards in Eve, it would also serve as a warning to a new player looking through opportunity tree that these things do exist and are considered valid gameplay.
Just my two cents.
Vote Sabriz!
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Milla Goodpussy
Federal Navy Academy
157
|
Posted - 2015.02.19 18:03:47 -
[60] - 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
stop telling me what I want and why I should want to play the game. if I play the game to collect trophies and achievements like on my ps3 and ps4.. guess what.. it keeps me playing!..
im so not voting for some folks this go around.. I promise this |
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Obidiah Kane
Black Rebel Rifter Club The Devil's Tattoo
0
|
Posted - 2015.02.19 18:08:38 -
[61] - Quote
This looks great - I tried to get my little gaming clan to join up last year; two stayed, three bailed on 21 days, all middle aged hardcore gamers...I will try and get one of the three to run through this new set up once its released - just from the screenies I get a better feel of the game trying to engage me.
The unique structures are great too, no matter how many times I said 'but it's space..it's like that', the 'it all looks the same' was repeated endlessly from my friends - until the dynamic and game play grab you, having impressive or pretty things to look at is crucial.
Looking forward to seeing it live. |

Alain Colcer
Agiolet Security and Logistics
128
|
Posted - 2015.02.19 18:12:07 -
[62] - Quote
As a recruiter in a corp, i would like to know if the new player has completed a sub-group of opportunities...and start from there.
Will that be taken into account? would be nice for it to be shown in the character screen. |

Tarpedo
Incursionista
1483
|
Posted - 2015.02.19 18:12:19 -
[63] - Quote
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.) |

Ambassador Crane
Hellhound Productions
128
|
Posted - 2015.02.19 18:38:58 -
[64] - Quote
Forget the drones. It's because you're not starting them off with strippers! I'm tellin ya, it's all about the strippers!
But otherwise, it does look like a very interesting direction for NPE and I will certainly be interested in having a look and watching this develop further. |

Soldarius
Kosher Nostra The 99 Percent
1109
|
Posted - 2015.02.19 18:43:17 -
[65] - Quote
Obidiah Kane wrote:This looks great - I tried to get my little gaming clan to join up last year; two stayed, three bailed on 21 days, all middle aged hardcore gamers...I will try and get one of the three to run through this new set up once its released - just from the screenies I get a better feel of the game trying to engage me.
The unique structures are great too, no matter how many times I said 'but it's space..it's like that', the 'it all looks the same' was repeated endlessly from my friends - until the dynamic and game play grab you, having impressive or pretty things to look at is crucial.
Looking forward to seeing it live.
Care to share their reasons for leaving?
As for rewards for opportunities, why not LP? Starter corps have LP stores. Ex: University of Caille has +1 implants for 750LP and 750k isk. They can choose what they want and either plug it in or sell it for more. Although, that might push them into missions.
Some SP might be better. But it would need to be limited or you'll get people farming SP. This however, would serve as an excellent lead-in for teaching about the skill queue.
http://youtu.be/YVkUvmDQ3HY
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Sam Spock
The Scope Gallente Federation
46
|
Posted - 2015.02.19 18:54:21 -
[66] - Quote
You could add some of the skill books that the current tutorials give you to the drops in the new landmark sites. Speaking as someone who enjoys finding things I would go "what's that do" and jump in and check it out.
For people who want to use newbies in rookie ships to do tackle and stuff would the civilian warp disruptor and stasis web be good enough? If they drop from the landmark sites then the newbies will have them.
From what I recall the rookie ships also have a 5m3 drone bay. Velators at dawn here we come!
Here is a crazy idea: add a rookie ship only deadspace pocket to the starter systems that allows combat without concord getting in the way and put that as one of the opportunities.
Giving you Inconsistent grammar, speilling and Punct-uation since 1974!
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Obil Que
Star Explorers Reckoning Star Alliance
205
|
Posted - 2015.02.19 18:59:39 -
[67] - 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: Broadcast a chat message in w-space Lot of options for us going forward :)
Followed closely by "Complete your first out of pod experience" I welcome my new local chatting newbie overlords |

Saisin
State War Academy Caldari State
215
|
Posted - 2015.02.19 19:04:43 -
[68] - Quote
These are excellent news!
I really like the non-linear approach and the fact of starting in a ship heading straight in space to a specific location that spawned just for you (I hope I understood correctly that each new player will have there anomaly spawning in the starter system when they first log in...)
I would recommend that probing be prohibited in starter systems though, by simply removing the ability to laucnh probes there. This would make sure nobody can mess with them as they figure out the first steps of a hopefully long and productive life in New Eden.
"surrender your ego, be free". innuendo.
solo? There is a new hope...
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Abby Silverwind
Demonic Retribution
5
|
Posted - 2015.02.19 19:11:58 -
[69] - Quote
Looks great. Some of the best changes to the NPE in the last 10 years. Love that it moves away from the mission based system which pushes new players into L1 missions. Hopfully the these will eventully include intoductions to pvp and other experiance's that are not covered by the current system.
<3 Abbs'
Even though I walk through the valley of the shadow of death,
I will fear no evil,
for you are with me;
Your rod and your staff,
they comfort me.
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War Kitten
Panda McLegion
5865
|
Posted - 2015.02.19 19:12:16 -
[70] - 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!
Everyone wants to have their own minions of death!
Seriously though, it could be that it feels like a 'pet class' from other MMOs, and that strengthens the feeling that you're not alone in this cold harsh world and that at least someone will help you kill those nasty NPC redplusses. Soloing is traditionally easier for pet classes, and until one finds the right corp or social group, soloing is the way forward.
Perhaps the NPE should put more emphasis on drones... and tell players about the wonderfulness of the Ishtar that they should be training for... 
I find that without a good mob to provide one for them, most people would have no mentality at all.
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Memphis Baas
171
|
Posted - 2015.02.19 19:18:03 -
[71] - Quote
CCP Delegate Zero wrote:Our minds are still very open on rewards, we just need to see how things work without them and build from there. Some form of reward structure would have to be tailored to the experience the Opportunities framework provides.
In my opinion, skill books are excellent as newbie rewards. Newbies need a lot of skills so books are valuable to them, whereas veterans already have the skills so the core books are pretty much worthless to them.
Also: The user interface you have for these Opportunities, once the newbies are done with the NPE, they'll probably expect those user interface elements to continue throughout the game. Which may not be the case. |

Damjan Fox
Fox Industries and Exploration
104
|
Posted - 2015.02.19 19:27:55 -
[72] - Quote
Good job CCP. Looking great so far.
Only two things, i'd like to mention.
1. Please don't spam new players with achievements/trophies. Don't treat players like stupid monkeys ("You pressed the right button! Good job! You unlocked bla bla...) like many other games do.
2. You want to give as little as possible guidance and let the player discover the game.
Quote:we need to use testing to find out exactly how little explanation we can get away with Fair enough. But i see a lot of potential for frustration, if you don't give the player enough information about the task.
For example: "Mine X m3 of ice in nullsec" If i was a new player, i'd for sure want someone to tell me, that there are gate camps and bubbles along the way, what warp scrams are, etc. (You know, all the stuff that will get you killed) BEFORE i take my new retriever, which i spent most of my hard earned ISK on, on a suicide mission into null. Instead of just "Go to Null, find Ice Belt, press F1".
But anyway, i think this is a first step in the right direction. Good luck and keep it up!
PS: Just out of curiosity, do you have any numbers for us, on how many players actually stick to the game? Maybe a percentage of trails upgrading to full accounts? |

Bienator II
madmen of the skies
3182
|
Posted - 2015.02.19 19:42:42 -
[73] - Quote
it could be a good replacement for the tutorials but don't think it should go further than that. "Killing a drifter" achievements will open a can of worms i am not sure you want to open. I already can see the "eve play through in 40 days" yt vids.
Let players create rulesets for other players to solve. Try to innovate instead of copying things form other games. Achievements are for GTA but not for player driven sandboxes.
again: great as tutorial replacement but PLEASE don't go too far.
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Phig Neutron
Rubicon Cubism
31
|
Posted - 2015.02.19 20:02:01 -
[74] - Quote
This looks good. Make sure it includes some cooperative activities. Here are some suggested tasks:
Fleet Activities: 1. Join a fleet. 2. Give or receive boosts. 3. Take squad/wing/fleet warp. 4. Broadcast 'enemy spotted'. 5. Activate a fleet assistance module (armor rep, remote sebo, etc)
PVP basics: 1. Get 'suspect' status. 2. Get somebody to shoot you. 3. Shoot a weapon or use an offensive module. 4. View your kill or loss report. 5. Type "gf" or ASCII art in local.
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Givi Oskold
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2015.02.19 20:08:49 -
[75] - Quote
Unlike a lot of the players posting here, I'm an actual new player. I have to say that I find this change a bit confusing.
First off, EVE is very difficult to get started in with other players. The mechanics are just that and learning them is just like learning any other game. EVE is by far the most difficult game I've ever seen when it comes to socializing though since the level of distrust and disdain for new players is so high. Even reading these replies feels a bit like "What will the peasants be doing this year?". I am aware that it isn't the intent to be like that, but yeah.
Because socializing is actually difficult, I'm not sure how moving new players even further away from the game population is helpful. The missions are boring but they get the job done and it's the best way to get he skills and ships needed to actually attempt playing this game. I'm not clear on how removing access to the game itself is an "opportunity".
If you want a better new player experience, why not have some more variety in the missions instead of looping 5 missions until you stop logging in due to boredom?
What if the Corporation Finder was improved so instead of sitting in a station running skill sheets we might actually get into the game? The only reason the Corp Finder is only one step away from an RNG mechanic that provides almost no information to shop for potential groups to join. To be honest, Dotlan does a better job than the Corp Finder. Don't even get me started on the recruitment forum.
How about a tool like EFT, but in-game so we can actually see what the items do and learn how to put fits together without losing what little money we have or squandering SP on skills it turns out we didn't need yet? That would be enormously useful.
What if the overview DIDN'T need to be unf*@ked? What if it came out of the shoot ready to go so we could tell if we are looking at an actual hostile player or not? Some might consider that useful information.
We need to be able to get INTO the game, not moved further away with fewer rewards and less money. We actually NEED those missions to get anything done since we need the money. We're boned on SP since there isn't a way to grind those. Actions really mean very little in EVE.
Maybe I'm doing this wrong, but I already treat all the starter missions and Epic Arch missions as "opportunities" that I either choose to do or not. I'm not really seeing a difference in that regard. For instance, you can forget thinking that I'm going to be running all over the universe doing that Sisters mission thing. That's like 30 or 50 missions isn't it? Not even once my friend. If you think I should do that you better have a bucket of plex at the end of THAT rainbow!
How many people actually finish all of a tutorial before they go and just start playing a game, no matter what game it may be? Very few I'm sure. I came for pew-pew, not a class.
In a weird way, this new player experience looks like running dailies in Guild Wars 2. I really would advise never, ever getting to that point in EVE. Daily quests are awful, awful, awful.
That was all very negative, so how about some positives? I think EVE is a good game, even with its' issues. All games have issues. The new player experience isn't all that bad until you try to move into another corporation. that would be the players who cause that, so I don't fault CCP at all on that. New players can play the entire game at lower levels quite quickly and that's good.I don't mind the training since at least it seems like I'm dong something in the game. It does seem odd that there is little reward for actually PLAYING the game though. The game is quite nice looking too, which is always a plus.
Feel free to unleash the hate (like you needed my permission). |

Phig Neutron
Rubicon Cubism
31
|
Posted - 2015.02.19 20:16:04 -
[76] - Quote
Givi Oskold wrote:Because socializing is actually difficult, I'm not sure how moving new players even further away from the game population is helpful. The missions are boring but they get the job done and it's the best way to get he skills and ships needed to actually attempt playing this game. I'm not clear on how removing access to the game itself is an "opportunity".
Confirming that none of what you are saying makes any sense at all. It sounds like you think the boring tutorial missions are "the game", and that by getting players out into space exploring belts, stations, etc, and interacting with other players, that would be "removing access to the game itself". What?
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Mynxee
Signal Cartel EvE-Scout Enclave
77
|
Posted - 2015.02.19 20:16:06 -
[77] - Quote
Bienator II wrote:it could be a good replacement for the tutorials but don't think it should go further than that. "Killing a drifter" achievements will open a can of worms i am not sure you want to open. I already can see the "eve play through in 40 days" yt vids.
Let players create rulesets for other players to solve. Try to innovate instead of copying things form other games. Achievements are for GTA but not for player driven sandboxes.
again: great as tutorial replacement but PLEASE don't go too far.
I see nothing wrong with achievement awards/rewards. The right kind in the right amounts provide strong incentives and the gods know EVE's steep learning curve can sometimes require some incentive to stick with it.
What would REALLY be cool (once there is sufficient content in place) would be if players could could create one or more sharable Opportunities Sets that include a series of specific tasks. It would be even cooler if game mechanics gave a CEO or Directors a way to assign such a set to a character and then get notification when that character had completed the assignment, upon which we could then assign them a corp achievement medal. Thinking about megacorps like Brave Newbies, how nice would it be if the medal could be given automatically once requirements were completed (assuming the wallet contained the ISK to cover medal costs...maybe medal cost could be charged at the time of issuing an Opportunities Set assignment?). Just brainstorming ideas and how some things we have and do already could be more integrated with the NPE. Might even factor into new players wanting to join a player corp.
Lost in space, looking for sigs...
Blog: Outlaw Insouciant
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Dalloway Jones
Republic Military School Minmatar Republic
272
|
Posted - 2015.02.19 20:22:42 -
[78] - Quote
CCP Rise wrote:Innominate wrote:CCP Rise wrote:I really want to highlight that one of the huge benefits of this system is to NOT drop people after a tutorial with no idea what to do next. What do you expect new players to do when they have finished the tutorial? For now, we expect most of them will go to the career agents. We make a direct hand off from our new system to the career agents in this release. Later on we want to have enough content in this system that we can have them investigating game systems for weeks just based on Opportunities.
Wait so this system isn't getting rid of the career agents? Because they are part of the problem in my opinion. There is WAY too much overlap with the career agents which is A. boring and B. confusing. I would include a bit of streamlining to the career agents as well if possible.
We don't need a military and advanced military agent. Just combine them and cut out the overlap. We don't need a business and industry agent that teach a lot of the same skills. Just condense it into one agent. And as an afterthought I would take away the Destroyer as a reward at the end of military training. I feel like this encourages new players to keep rushing ahead to the next big ship instead of learning how to use and skilling up the old one.
And I would definitely use this new system to push players into PvP while they are brand shiny new and don't have much to lose. The first thing that I see a lot of rookie help and NPC corps chat doing is warning people to stay away from low and null sec. The more time that passes without a player getting his feet wet the more he feels he has to lose. Maybe have some sort of starter wormhole areas that only new players in rookie ships can access where they have some PvP objectives with each other just to give people a taste. |

Grookshank
Brave Newbies Inc. Brave Collective
44
|
Posted - 2015.02.19 20:33:00 -
[79] - Quote
Sorry, to be a negative Nancy, but it looks to me like this makes the same mistake as before: The tutorials, no matter how you improve their lining and interface only introduce new players to EVE as a single player mining, missioning and market game. It is not that the current tutorials already do that job decent. The problem is: there is zero player interaction in the tutorials and the opportunities look the same. |

Gregor Parud
Ordo Ardish
1178
|
Posted - 2015.02.19 21:22:16 -
[80] - Quote
I'm liking this a lot, especially if it starts to replace the hilariously terrible tutorial texts which just result in new players going "holy crap, please kill me now". One thing though, please also include more "naughty" achievements. It doesn't have to be anything substantial but at least it conveys to "the right type of new players" that there's some tricks and fun to be had in EVE. |
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Gilbaron
Free-Space-Ranger Nulli Secunda
1630
|
Posted - 2015.02.19 21:28:36 -
[81] - Quote
Ned Thomas wrote:I like it. I can see a lot of potential with the system and look forward to seeing it in action.
I do think there needs to be some achievements associated with the more nefarious side of Eve. Things like losing a ship to Concord, gaining a suspect timer, gaining a criminal timer, be in a corp that declares a war, bumping the same ship multiple times in a given time frame, successfully suicide ganking someone, etc. Hell, come up with an opportunity for "doubling" someone's isk (I have no idea how that would work). Besides showing people that they can be evil bastards in Eve, it would also serve as a warning to a new player looking through opportunity tree that these things do exist and are considered valid gameplay.
Just my two cents.
Make another player write a griefing ticket about you because of something you did while following the rules :D
Build your empire !
Rent Space in Feythabolis and Omist
Contact me for details :)
|

Dersen Lowery
Drinking in Station
1456
|
Posted - 2015.02.19 21:33:18 -
[82] - Quote
War Kitten wrote:Everyone wants to have their own minions of death!
Seriously though, it could be that it feels like a 'pet class' from other MMOs, and that strengthens the feeling that you're not alone in this cold harsh world and that at least someone will help you kill those nasty NPC redplusses. Soloing is traditionally easier for pet classes, and until one finds the right corp or social group, soloing is the way forward.
We had a newbie who named all of his drones individually.
He finally stopped after the rat aggro change started killing them too frequently.
Proud founder and member of the Belligerent Desirables.
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Galen Dnari
Damage Unlimited
18
|
Posted - 2015.02.19 21:53:47 -
[83] - Quote
To me, the character "creation" process basically simulates growing up. You graduate from "university", and there you are out and about in New Eden. Things have changed over the years, though, so maybe I "remember" some things that are no longer true. Anyway, it seems to me that one of the choices in character creation is, or used to be, what your parents do or did for a living. That might affect starting skills a bit. Which school you choose to attend (military, trade, industrial) should also affect your starting skills. The bottom line though, to me, is this: every new "graduate" should have a skillset that reflects the school he attended and to some small extent, maybe, his parents' professions.
Every new graduate should be able to fly his racial rookie ship with at least level 1 mastery. Every new graduate should have at least level 1 mastery in the social skills. Every new miltary graduate should be able to fly at least one racial combat frigate with at least level 1 mastery. Perhaps he should be able to fly all of them with that mastery. Every new industrial school graduate should be able to fly a venture and his racial industrials with at least level 1 mastery. Every new trade school graduate should be able to fly his racial industrials with at least level 1 mastery, and have trade skills to level 1 mastery. There may be some appropriate tweaks to this: neural skills and thermodynamics come to mind.
Rookie ship and social skills would amount to 29,910 SPs, 1,335,000 ISK worth of skill books, and a bit over half a day's training for 29 skills. Adding all the frigate skills (the Military school path) brings it to 86,564 SPs, 2, 361,000 ISK for skill books, and a bit less than a day and a half training for 48 skills. You can see the skill plans here and here.
I don't know, maybe a new graduate already has most of these. I'm pretty sure he won't have all of them.
http://eveboard.com/ub/1939472205-31.png
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Memphis Baas
172
|
Posted - 2015.02.19 22:08:26 -
[84] - Quote
This is a bit off-topic (thread is about the Opportunities system), but if you have broad general information that you wish to convey, such as for example that EVE Careers flowchart I saw on the internet, you could have sort of a "graduation" process after, before, or part of the character creator. "What careers are you interested in? Put a checkbox in anything that looks interesting below."
Because the Opportunities system seems very hands-on, "here are some goals, figure it out". It's not easy to convey a general guide about the game through that system. On the other hand, you could do a full screen gorgeous-concept-art-and-text brief interactive tutorial to follow the character creator, to give them a synopsis of the game before they "graduate", get shoved into the pod, and get thrown into the Ibis and left in space to figure things out. |

Severyn Talus
Blue Republic RvB - BLUE Republic
0
|
Posted - 2015.02.19 22:28:49 -
[85] - Quote
I really like the direction this is going, and look forward to trying the Opportunities system when it's released. I recently went through the current NPE with an alt, and having to read one wall-of-text after another wasn't a positive gameplay experience.
Speaking of drones, the Rookie ships do have a small drone bay. How about adding a Civilian Combat Drone alongside the Civilian Mining Drone?
Also, how about adding a small ore hold to the Rookie ships? That way the progression for a mining oriented player could be mine a holds worth of veld, buy two Miner I modules. Mine a few more holds worth of ore, and then have enough capital to invest in a Venture and a mining frigate skillbook. |

Erasmus Grant
Roid Traders Syndicate
16
|
Posted - 2015.02.19 22:31:17 -
[86] - Quote
Now all you got to do is get your GMs do their jobs compensate you for time lost towards skillpoints lost when you have billing issues. |

Circumstantial Evidence
168
|
Posted - 2015.02.19 22:38:08 -
[87] - Quote
Fostering player interaction is challenging: you can lead a horse to water, but you can't make them drink. The NPE starts players in a system full of other players, and will quickly lead them to a landmark site where they will see other player ships. But the NPE also needs to expose players to basic game mechanics... which can be used for yourself, or with others.
But... Time to mine?!
I think it might be better for this "opportunity," to first describe the *benefit* rather than the *process* - which some players view as incredibly boring.
But then it gets complicated, and so I don't know if what I offer is a better way to organize it, because the benefits of mining depend on player goals: is it manufacturing (which can lead to usage of item, or ISK,) or direct ISK, through resale of minerals or ore?
I imagine CCP office whiteboards (and other surfaces) are covered with stuff that looks something like this:+ Making ISK |-Shoot red crosses |-Mine rocks, sell ore on market |-Market Trading: buy low, sell high |-Planetary Industry |-...etc
+ Making stuff |-Mine rocks, reprocess to minerals ||-OR Get minerals (by other methods) |-Get a BPC |=Use BPC + minerals to build something ||-Use it ||-Sell it The word "get" implies different ways things can be aquired, some less nice than others. I don't know how much CCP wants to be seen leading new players towards "less nice" methods.
About new player ship loss / ganks: I don't think its a problem for player retention in the first month, when you don't have much to lose, as it is after the second month.
You liked what you saw in the first month, and are building a character and isk, perhaps moving a bunch of stuff around, other players have been friendly to you. But out of nowhere, your overloaded hauler carrying more than 50% of your net worth, is taken out (in highsec) by "LoL" guy, who thanks you for the loot. That's the decision point, where some will say "screw this game, I'm not paying for another month of (mission/mining) grinding to get that stuff back." |

beakerax
Pator Tech School Minmatar Republic
39
|
Posted - 2015.02.19 23:04:28 -
[88] - Quote
Bienator II wrote:it could be a good replacement for the tutorials but don't think it should go further than that. "Killing a drifter" achievements will open a can of worms i am not sure you want to open. I already can see the "eve play through in 40 days" yt vids.
My instinct is to agree with this GÇô presenting new players with a set of arbitrary goals from above could potentially be very misleading.
On the other hand, difficult goals that a new player can't possibly accomplish by themselves (like killing a Drifter) are something that might get new players actually talking. Maybe they fleet up from their starter corp to find one and get massacred, maybe older players start leading Drifter-killing roams for newbies. It could be a great way to boost engagement.
Be careful though  |

Arthur Aihaken
X A X
4064
|
Posted - 2015.02.19 23:24:43 -
[89] - Quote
What about the possibility of introducing daily, weekly, monthly (etc.) 'Opportunities' that scale up and result in more challenges for either sole or group play and reward players with SP bonuses? (not ISK or loot) You'd get more players actively logging in to complete 'Opportunities', and they'd also be undocking and roaming about.
I am currently away, traveling through time and will be returning last week.
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Arthur Aihaken
X A X
4064
|
Posted - 2015.02.19 23:25:50 -
[90] - Quote
What about the possibility of introducing daily, weekly, monthly (etc.) 'Opportunities' that scale up and result in more challenges for either sole or group play and reward players with SP bonuses? (not ISK or loot) You'd get more players actively logging in to complete 'Opportunities', and they'd also be undocking and roaming about.
Examples could include: GÇó Mine xx of Felspar [daily|weekly|monthly] GÇó Kill xx of NPC [frigates|cruisers|battleships] [daily|weekly|monthly] GÇó Salvage xx m3 or xx ISK of loot [daily|weekly|monthly] GÇó Travel to xx unexplored systems or wormholes [daily|weekly|monthly] GÇó Scan down xx anomalies [daily|weekly|monthly]
I am currently away, traveling through time and will be returning last week.
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Octoven
Phoenix Productions Headshot Gaming
391
|
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
|
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
|
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
|
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 :)
|

Hal Morsh
Icendus Corux Warp to Cyno.
260
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|

Diemos Hiaraki
Perkone Caldari State
13
|
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.
|

Soltys
17
|
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
|
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.
|

Chance Ravinne
WiNGSPAN Delivery Services
92
|
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
|

Rain6637
GoonWaffe Goonswarm Federation
29960
|
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.
|

Sing Khai
Native Freshfood Minmatar Republic
6
|
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
|

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. |
|

Vesan Terakol
Capsuleer Outfitters Bad Intention
114
|
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
|
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
|

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
|
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
|
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
|

Darkblad
Hilf Dir selbst in EVE
737
|
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
|

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!!!!
|

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
|

Dalloway Jones
Republic Military School Minmatar Republic
272
|
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.
|
|

Hoshi
Brave Newbies Inc. Brave Collective
50
|
Posted - 2015.02.20 11:48:41 -
[121] - Quote
Trying it out on Sisi atm and so far I like it. I do have one problem with it and that is the reward part. Not so much as an incentive but to get the things actually needed to do some of the early Opportunities. I follow the oppertunities in the default order and get to the inject a skill while still only having 5k credits. I am not sure what the cheapest skill in the game is but I am fairly sure that even if I go to that new noob plex and start farming 2k bounty npcs it's going to take a while before I can afford to buy that first skill to inject.
"Memories are meant to fade. They're designed that way for a reason."
|

Hoshi
Brave Newbies Inc. Brave Collective
50
|
Posted - 2015.02.20 11:57:28 -
[122] - Quote
Dalloway Jones wrote: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? When i finished all the Opportunities that are available on Sisi atm it directed me to the career agents.
"Memories are meant to fade. They're designed that way for a reason."
|

John WarpingSlow
WoHo Academy WO'S HO'S
29
|
Posted - 2015.02.20 12:05:21 -
[123] - Quote
From the devblog:
Quote: REWARDS
The final point I want to mention is that, for now at least, we have no rewards associated with completing Opportunities. One of our original goals was to separate tutorial content and rewards so that players donGÇÖt feel compelled to do something they arenGÇÖt interested in just for money. That said, we can also acknowledge that starting without tutorial rewards may be very harsh so we are still open to changes related to starting assets and income. This is something we hope to learn more about after release.
Will the faction standings rewards be kept? If not, what replaces those?
They are necessary to give new players a leg-up towards better PVE mission offers, as well as for older players with seriously damaged faction standings to work the Faction Standing Repair Plan.
|

hfo ohforf
Ramm's RDI Tactical Narcotics Team
0
|
Posted - 2015.02.20 12:46:09 -
[124] - Quote
Starmap: i cant seem to zoom in far enough to see the moons (for scanning or warp-direction-bounces). |

Beta Maoye
55
|
Posted - 2015.02.20 13:18:18 -
[125] - Quote
The Opportunities Map is interesting. "Time to fight" task is finely divided into several easily understood steps which is very nice. Orbit a hostile Lock a hostile Activate weapons Destory your target Grab the loot
I hope someday the Opportunities Map will provide some kind of advance combat training such as hostile analysis. I would like to see "Hostile Analysis" training in the Opportunities Map to be something like that: Assess a hostile Type of ship and ship traits Speed and Signature Locking range and speed Sensor type and strength Tanking type Resistance distribution Weapon type Damage distribution Range of weapon Tracking speed Orbit distance
Subsequently the Opportunities Map will show players the fitting options available to them that is possible to counter each of the items in "Hostile Analysis". I think that will make new players appreciate the sophistication of eve combat early and thus having more fun in advancing their characters. Because kept being killed without knowing the reason is not fun at all. |

Elenahina
Agony Unleashed Agony Empire
125
|
Posted - 2015.02.20 16:06:38 -
[126] - Quote
Harvey James wrote: .. remove drones from non droneboats would also be nice
Why? Seriously, what would be the reasoning here?
Agony Unleashed is Recruiting - Small Gang PvP in Null Sec
|

Dersen Lowery
Drinking in Station
1457
|
Posted - 2015.02.20 16:21:05 -
[127] - Quote
Dalloway Jones wrote:But they aren't taking it away. At least I don't think so.
Not in the near term, because replacing them is not easy. You don't want to change the NPE so that at the end of it newbies only have their rookie ship, 5,000 ISK, and a handful of achievements. As terrible as they are, the career agents (and Aura, through her oh-by-the-way tutorials) hand out a lot of useful stuff.
What I would change about the career agents:
1) The first thing they would do is give you a starter kit for their relevant arc. Scanning? Here's an Imicus (not a Navitas, as per the current agent, who only gives you an Imicus when you're done). Here are some skillbooks. These are the relevant hull bonuses that make it a good ship for the job, and here are some basic modules to take advantage of them. This way you learn what ships are good for what, instead of learning to use half-fit logistics frigates for just about everything except what they're bonused for.
2) If you're going to have a series of missions--or objectives--to give new players (potentially) tens of millions of ISK via mining (*cough* Cash Flow for Capsuleers *cough*), put asteroids in the overview, and if you don't give them a Venture at least give them a mining laser and a clue. To be fair, I understand that the default overview is no longer a joke. Excellent.
3) Teach the mechanics correctly. Webbing a ship doesn't make the pilot "stand down," not even if it's a rat pilot. Remote shield boosters don't repair warp drives. The starter kits would obviate the need for randomly handing out modules from multiple sources for what often seem like arbitrary reasons. Rewards should be rewards, not things you need for the next mission.
4) Flesh out the areas that the current agents only indirectly touch on: EWAR and logistics.
5) Downplay autopilot. Seriously.
It might be complex to code, I don't know, but I see an opportunity to add objectives for things like arbitrage and trading, too. Did you just fill up your Nereus in one station, fly to another, and sell at a 5% (or 10%, or more) profit? Objective! Did you do it in the same station? Objective! Etc.
Proud founder and member of the Belligerent Desirables.
|

Ravasta Helugo
Republic University Minmatar Republic
299
|
Posted - 2015.02.20 16:56:59 -
[128] - Quote
Hoshi wrote:Dalloway Jones wrote: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? When i finished all the Opportunities that are available on Sisi atm it directed me to the career agents. Oh ok. Thank you.
I fully support the new system. I still favor some kind of reward for completing achievements, though. |

Edward Olmops
DUST Expeditionary Team Good Sax
250
|
Posted - 2015.02.20 17:25:37 -
[129] - Quote
In that example in the Devblog I got a bit confused about the names of the opportunities.
"let's get moving" "to the stars" "faster than light"
???
So which one actually tells me how to move? (assuming I am new to the game I might not even know there is a difference between warping and jumping - but I am stuck here even as a vet)
Maybe better stick to the paradigm "fluff follows function" ;-)
Possibly the opportunities could be named like questions? E.g.
How do I ... ... move my ship around? ... warp to something? ... travel to another star system?
and please please
HOW DO I MAKE MONEY??? (because that is the only thing 76% of all new players think about) |

Marox Calendale
Human League
37
|
Posted - 2015.02.20 18:01:14 -
[130] - Quote
Opportunities seems to be a great possibility for increasing new player experience. I think it has also potential for adding a little bit more pve content, next to lvl 4 missions, incursions etc.
I would like to see some grades of increased difficulty. May be like associate, professional and expert, while associate would be the absolut begining experience and expert would be something you can do only in a high skilled group of people. While associate would lead new players only through highsec, the professional would lead them to low sec, null sec and wormhole. |
|

Jackyla Terokkar
Pator Tech School Minmatar Republic
0
|
Posted - 2015.02.20 18:05:18 -
[131] - Quote
Hoshi wrote:Trying it out on Sisi atm and so far I like it. I do have one problem with it and that is the reward part. Not so much as an incentive but to get the things actually needed to do some of the early Opportunities. I follow the oppertunities in the default order and get to the inject a skill while still only having 5k credits. I am not sure what the cheapest skill in the game is but I am fairly sure that even if I go to that new noob plex and start farming 2k bounty npcs it's going to take a while before I can afford to buy that first skill to inject.
I agree with Hoshi in his concern. I think the cheapest skillbook available on the Market is 75k ISK. The starting opportunities only give you 11k (5k inheritance and 6k for bounties). You wont be directed to the Career agents after you finish ALL the opportunities (so a new player will have to come up with the 75k ISK to complete the opportunities, before he is referenced to the Career agents. |

Jackyla Terokkar
Pator Tech School Minmatar Republic
0
|
Posted - 2015.02.20 18:12:32 -
[132] - Quote
Another comment I would like to make is that, after Declining the initial offer to do the Opportunities I could not find a link to the Opportunities map in neither Neocomm, nor the character sheet; I could also not find an option to reset the tutorial (in the hopes of getting the offer again)
(I finally managed to get the Opportunities map after completing one at random and double clicking that notification)
|

Jackyla Terokkar
Pator Tech School Minmatar Republic
0
|
Posted - 2015.02.20 18:20:09 -
[133] - Quote
The current text for "Inject a New Skill" is: "New skills can be acquired from the Market. A good way to discover what skills you might be interested in is the Interbus Ship Identification System, which can be found in Neocom. Once you have a new skillbook, right click and select inject."
As a non english person, this was a somewhat non logical order. I somehow linked getting the new skillbook with the ISIS. Would the sentence not be better like : "A good way to discover what skills you might be interested in is the Interbus Ship Identification System, which can be found in Neocom. New skills can be acquired from the Market. Once you have a new skillbook, right click and select inject."
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Dersen Lowery
Drinking in Station
1457
|
Posted - 2015.02.20 19:05:16 -
[134] - Quote
Jackyla Terokkar wrote:The current text for "Inject a New Skill" is: "New skills can be acquired from the Market. A good way to discover what skills you might be interested in is the Interbus Ship Identification System, which can be found in Neocom. Once you have a new skillbook, right click and select inject."
As a non english person, this was a somewhat non logical order. I somehow linked getting the new skillbook with the ISIS. Would the sentence not be better like : "A good way to discover what skills you might be interested in is the Interbus Ship Identification System, which can be found in Neocom. New skills can be acquired from the Market. Once you have a new skillbook, right click and select inject."
This native English speaker approves of your reordering.
Proud founder and member of the Belligerent Desirables.
|

Gregor Parud
Ordo Ardish
1187
|
Posted - 2015.02.20 19:41:25 -
[135] - Quote
Darkblad wrote: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.
The tutorial should achieve two things:
- give newbies some basic knowledge (the current tutorial is retardedly long, boring and prone to make newbies quit) - make them go "holy shitballs, this is COOL!", that will result in them being more willing to invest time to conquer the initial brick wall
Giving them a Rokh with incoming NPC at 240km where they have to work to kill them all before they get too close will surely get their attention more than "sit here in this ibis with a single pop gun". Sharpshooter Opportunity and they get the skill. |

Phoenix Jones
Isogen 5
1083
|
Posted - 2015.02.20 23:35:29 -
[136] - Quote
You might as well start each race off with a fit combat ship. A very basic ship, with very basic fits. Adjust the rookie ships slot layout as below.
The gallente noob ship, give it 2 training blasters, give it training ammo (can only be used in training blasters, about 2000 rounds), fit the mediums with a training afterburner and a training sensor dampener (extremely low effectiveness). Fit the low with a training magnetic stabilizer and small training armor repairer. The training blasters can also use t1 ammo. The training ammo cannot be put into any other weapon besides the training blaster.
The caldari noob ship should have two training rockets, training rocket ammo (2000 rounds) It should have an afterburner, training shield booster, and a training multi spectrum ecm. The low should have a training rocket ballistic system.
The minmatar noob ship should have two training auto cannons, with training rounds (2000). It should have a training afterburner, a training target painter and a shield booster The low should have a training gyrostabilizer.
The amarr noob ship should have 2 training pulse lasers, with two training crystals The mods should have a afterburner, a training tracking disruptor The lows should have a heat sink, a training armor repairer.
The ships should come with a training drone (gallente 2), of their races type.
What this does is introduce the new player into a viable noob ship, showing he basics of that races abilities, and introducing ewar from the get go. It also provides (on death), all players with a functional noob ship.
Set these people up from minute 0 with something that is fully functional and looks cool. In addition it gives them an idea of what the heck their actual ship fit should look like, so they are just a little less lost.
Mission rewards should give the players a ship, and a recommended fit. Yes recommend a fit for their ships they get. Recommend two options, a training fit and a player built fit (stop people from gouging newbies from day 1). You only need to hold their hand for a few hours until hey become less overwhelmed. People replicate what they see, and if you shownthem what it could look like, they can expand on it.
You may just want to keep them in that rookie ship till they are comfy. Sometimes immediately throwing a new ship at them when they have no clue what a fit is.. Dunno.
The first 5 minutes. An intro to eve online
Let's simplify the introduction to eve. Start them in a blank system with nobody there. Teach them how to move around with the keys (WASD, these should be already pre mapped by default in all new installations, fix this) and the overview (hide everything else, the left bar, capacitor, fittings, chat, hide it all). Once they have succeeded in moving, introduce them to right click menu. Make them do three types of warps. Make them jump a gate (move systems). Have them warp to a coordinate on the overview, then Have a Titan of the race of the pilot cyno in, introduce the Titan and tell them this is the largest ship, that players and corporations own these and costs hundreds of billions, and some other fluff about interaction, butteryfly effects, etc. do a visual walk around of the Titan so they see it and remember it. If you want, have a super or something else there looking pretty. this should be in text and voice acted. Then tell the player to approach the Titan manually or by the overview, let the player right click on the Titan and take a Titan bridge (hide all other rightclick menus at this time). Have the Titan do a countdown (it's fake but that's fine). After that, once in the new system, introduce them to the probe system (so they know there is more crap than what is just on overview), show them a green anomaly and have them warp to it. It is a wormhole. Introduce them to right clicking the wormhole, showing how to read the text so they know wtf it is (this introduces them to Show Info). They've now seen a gate, seen a Titan, and seen a wormhole. They jump the wormhole. The wormhole spits them out in their designated rookie system.
There goes your newbie island. No need for combat, crazy long explanations (comes later) or some gigantic mess of hundreds of UI buttons. It's their newbie ship, the overview (everything else including local, in game chat rooms, etc is hidden), and three objectives. Move around, warp to stuff, make three jumps (gate, Titan bridge, wormhole). They see something cool, they learn to move, they get comfortable with the core element of eve (the overview), and they are not overwhelmed. It teaches them the CORE of interacting with eve, which is movement, overview, exploration, rightclick, show info, what is a bridge, what is a gate, what is a wormhole. They now have the ability to learn.
You don't need massive detail, you need to remove 90% of eve's UI for the first 5 minutes so they can get comfy with it. You can expand on that if needed, but ultimately the first 5 minutes should be, move your ship, see something huge and cool, jump and see the three major jump effects, and rightclick stuff.
That's the intro.
After that, introduce the capacitor bar, other menus, etc. go Over the buttons (you can because you have a fit ship). After that aura does a decent job. Basically mission 1 from here on out.
With all of that, realize that All the vets of eve experience the new player experience each time they die and wind up in that hunk of poorly fit rookie ship with the single titanium. Upgrade the ship to reflect their race at least with basic noob functionality.
Yaay!!!!
|

Chance Ravinne
WiNGSPAN Delivery Services
95
|
Posted - 2015.02.21 00:30:22 -
[137] - Quote
Phoenix Jones wrote:You might as well start each race off with a fit combat ship. A very basic ship, with very basic fits. Adjust the rookie ships slot layout as below.
The gallente noob ship, give it 2 training blasters, give it training ammo (can only be used in training blasters, about 2000 rounds), fit the mediums with a training afterburner and a training sensor dampener (extremely low effectiveness). Fit the low with a training magnetic stabilizer and small training armor repairer. The training blasters can also use t1 ammo. The training ammo cannot be put into any other weapon besides the training blaster.
The caldari noob ship should have two training rockets, training rocket ammo (2000 rounds) It should have an afterburner, training shield booster, and a training multi spectrum ecm. The low should have a training rocket ballistic system.
The minmatar noob ship should have two training auto cannons, with training rounds (2000). It should have a training afterburner, a training target painter and a shield booster The low should have a training gyrostabilizer.
The amarr noob ship should have 2 training pulse lasers, with two training crystals The mods should have a afterburner, a training tracking disruptor The lows should have a heat sink, a training armor repairer.
The ships should come with a training drone (gallente 2), of their races type.
What this does is introduce the new player into a viable noob ship, showing he basics of that races abilities, and introducing ewar from the get go. It also provides (on death), all players with a functional noob ship.
Set these people up from minute 0 with something that is fully functional and looks cool. In addition it gives them an idea of what the heck their actual ship fit should look like, so they are just a little less lost.
Mission rewards should give the players a ship, and a recommended fit. Yes recommend a fit for their ships they get. Recommend two options, a training fit and a player built fit (stop people from gouging newbies from day 1). You only need to hold their hand for a few hours until hey become less overwhelmed. People replicate what they see, and if you shownthem what it could look like, they can expand on it.
You may just want to keep them in that rookie ship till they are comfy. Sometimes immediately throwing a new ship at them when they have no clue what a fit is.. Dunno.
The first 5 minutes. An intro to eve online
Let's simplify the introduction to eve. Start them in a blank system with nobody there. Teach them how to move around with the keys (WASD, these should be already pre mapped by default in all new installations, fix this) and the overview (hide everything else, the left bar, capacitor, fittings, chat, hide it all). Once they have succeeded in moving, introduce them to right click menu. Make them do three types of warps. Make them jump a gate (move systems). Have them warp to a coordinate on the overview, then Have a Titan of the race of the pilot cyno in, introduce the Titan and tell them this is the largest ship, that players and corporations own these and costs hundreds of billions, and some other fluff about interaction, butteryfly effects, etc. do a visual walk around of the Titan so they see it and remember it. If you want, have a super or something else there looking pretty. this should be in text and voice acted. Then tell the player to approach the Titan manually or by the overview, let the player right click on the Titan and take a Titan bridge (hide all other rightclick menus at this time). Have the Titan do a countdown (it's fake but that's fine). After that, once in the new system, introduce them to the probe system (so they know there is more crap than what is just on overview), show them a green anomaly and have them warp to it. It is a wormhole. Introduce them to right clicking the wormhole, showing how to read the text so they know wtf it is (this introduces them to Show Info). They've now seen a gate, seen a Titan, and seen a wormhole. They jump the wormhole. The wormhole spits them out in their designated rookie system.
There goes your newbie island. No need for combat, crazy long explanations (comes later) or some gigantic mess of hundreds of UI buttons. It's their newbie ship, the overview (everything else including local, in game chat rooms, etc is hidden), and three objectives. Move around, warp to stuff, make three jumps (gate, Titan bridge, wormhole). They see something cool, they learn to move, they get comfortable with the core element of eve (the overview), and they are not overwhelmed. It teaches them the CORE of interacting with eve, which is movement, overview, exploration, rightclick, show info, what is a bridge, what is a gate, what is a wormhole. They now have the ability to learn.
You don't need massive detail, you need to remove 90% of eve's UI for the first 5 minutes so they can get comfy with it. You can expand on that if needed, but ultimately the first 5 minutes should be, move your ship, see something huge and cool, jump and see the three major jump effects, and rightclick stuff.
That's the intro.
After that, introduce the capacitor bar, other menus, etc. go Over the buttons (you can because you have a fit ship). After that aura does a decent job. Basically mission 1 from here on out.
With all of that, realize that All the vets of eve experience the new player experience each time they die and wind up in that hunk of poorly fit rookie ship with the single titanium. Upgrade the ship to reflect their race at least with basic noob functionality.
I really like the idea of showing new players how a ship is "properly" fit. Get them used to a balance of offensive, defensive, propulsion etc. modules.
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
|

Arthur Aihaken
X A X
4067
|
Posted - 2015.02.21 02:09:04 -
[138] - Quote
I had a chance to check this out on SiSi and I like where it's going. A few points I'd like to reiterate (mine and others):
GÇó There needs to be some sort of reward/incentive. Carrots are good (SP is even better for new pilots). GÇó While I realize this is the 'initial' release, some foresight should be given now into organizing this into more categories, ie: Basics, Intermediate, Advanced, Expert, etc. GÇó There also needs to be some kind of Daily|Weekly|Monthly reward system (again, SP) tired into both PvE and PvP activities. Trading, industry, exploration, mining, combat, etc. Not only would this greatly enhance PvE (which is sorely lacking at present), but it would encourage players to actually undock and entail some risk.
Some examples for daily 'Opportunities' could include things like: GÇó Sneak into a low-sec system without being detected (locked) GÇó Extract yourself from or dodge a low-sec gate camp trap GÇó Bump a miner or steal from a miner GÇó Steal some mission loot or interfere with another mission (NPC triggers) GÇó Gain % corporation or faction standing GÇó Come to the aid of another player under attack (NPC or player)
Again, I can't really emphasize enough of having SP for a reward. You can make (or buy) ISK, but training into new skills is the biggest hurdle and challenge in retaining new players.
I am currently away, traveling through time and will be returning last week.
|

Oreb Wing
Black Fox Marauders Spaceship Bebop
82
|
Posted - 2015.02.21 06:16:47 -
[139] - Quote
Opportunities:
Isk's No Object: Fly a faction ship Investor: Complete a buy/sell order Resist Hole: reach 80% resist profile on any damage type Lore: Complete a Mission Arc Good Samaritan: Complete a COSMOS mission Vigilante: Kill a suspect/criminally flagged player Bounty Hunter: Activate a kill right and collect a bounty Ashes To Ashes: Destroy a Clone Soldier Dust to Dust: Do an orbital bombardment
Rewards:
SoE epic arc rewards 250k SP upon completion(can be done once only, who does it twice anyway!) Do tutorial missions still reward 1m+ on the last few missions completed? If they have high payouts (for a new player), maybe this will encourage newbro's to complete every tutorial.
There is no grey area when the light of reason directs wisdom
|

Chu Jung
Red Federation RvB - RED Federation
0
|
Posted - 2015.02.21 07:38:20 -
[140] - Quote
What would have been helpful to me in my new player experience would have been big bold letters under the combat career that said "this career path has the most future gameplay options". 
I quit the game the first time because I pigeon holed myself into mining skills only to realize i couldn't actually do any damage to anything. After coming back once I doubled down on that mistake by spending time on industry and science.. to discover incredibly complicated systems with little profit potential from the get go. Only after a third go 'round and training actual combat skills did the game have any actual stickyness.
I did like the idea about the SP help for "truly" new people as the training at this point in such a mature game can be overwhelming.. might have helped alleviate the situation I got myself in (assuming you direct the points for them, otherwise I would have spent them on more mining skills I'm sure).
Also that persons suggestion about a noob ship that is fitted properly with some alternate fitting options.. and of course not completely useless (level 1 mission runner capable imo)... was a pretty good idea.
Lastly that other persons point about the game dumping you into the sandbox at the end of the SOE epic arc.. is right on the money. That was the point I decided, "I guess I'll mine".. doh!
Never posted before but since my "NPE" was not a good one, just thought I'd toss in my 2cents. |
|

TheSmokingHertog
TALIBAN EXPRESS
289
|
Posted - 2015.02.21 07:59:52 -
[141] - Quote
Jackyla Terokkar wrote:The current text for "Inject a New Skill" is: "New skills can be acquired from the Market. A good way to discover what skills you might be interested in is the Interbus Ship Identification System, which can be found in Neocom. Once you have a new skillbook, right click and select inject."
As a non english person, this was a somewhat non logical order. I somehow linked getting the new skillbook with the ISIS. Would the sentence not be better like : "A good way to discover what skills you might be interested in is the Interbus Ship Identification System, which can be found in Neocom. New skills can be acquired from the Market. Once you have a new skillbook, right click and select inject."
"A good way to discover what skills you might be interested in is the Interbus Ship Identification System, which can be found in Neocom. New skills can be acquired from the Market. Once you you acquire a new skill book, its placed in your inventory, locate the book, right click and select inject. When not all required skills are trained, look at the "show info" tab "prerequisites" to acquire those books first."
Corrected that for you. |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
827
|
Posted - 2015.02.21 08:07:10 -
[142] - Quote
Ran thru the current oppurtunity set.
Had an opportunity not get recognized that was completed before down time. Really needs a sell something opportunity. The fact that the default 100 isk item is never the station you are at even if you can buy it there is still messed up. Character sheet home station cannot be right clicked to set destination. Inconsistent with the rest of the UI and the first place new players will look because the autopilot location search function is not shown right away.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
|

Rain6637
GoonWaffe Goonswarm Federation
29980
|
Posted - 2015.02.21 13:43:48 -
[143] - 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.
|

Phoenix Jones
Isogen 5
1086
|
Posted - 2015.02.21 15:18:52 -
[144] - Quote
Rain6637 wrote: Aura falls short of the MS Office Paperclip. Would it be more motivating to have, instead of a holo-woman, an R2-D2? Not just for players, but for devs? Instead of having to pay a voice actress, you could just use flashes and beeps?
You think that's a good idea, don't you. Pay the voice actress already!
If you really REALLY want to do something cool, have CCP Mimic do the voiceovers in Eve. If your doing in-game instructional voice, it might as well be from a developer. Aura's fine but robotic.
I means she's right freaking there!!!!
Yaay!!!!
|

Rain6637
GoonWaffe Goonswarm Federation
29981
|
Posted - 2015.02.21 15:32:46 -
[145] - 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.
|

Bienator II
madmen of the skies
3184
|
Posted - 2015.02.21 16:39:52 -
[146] - Quote
i tried it and i really like it. Teaches things like manual piloting much better as the old tutorial.
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
|

Mharius Skjem
Opacity Circles
313
|
Posted - 2015.02.21 18:39:48 -
[147] - Quote
'Hostile Ships not controlled by players...'
Shouldn't it be 'hostile ships not controlled by Capsuleers'
Immersion is dying fast in this game.
A recovering btter vet, with a fresh toon and a determination to like everything that CCP does to Eve...
Don't take me too seriously though, I like to tease a bit on the forums, but that's only because I love you...
|

Damassys Kadesh
Eternal Damnation of the Woken Mind Solo Enterprises
45
|
Posted - 2015.02.21 18:44:02 -
[148] - Quote
Forgive me if this has been brought up (here or elsewhere) but a screenshot from the Dev blog reminded me of this:
I think it would be very helpful to have NPC overview icons colorized based on standings. The example that I'm thinking of is in Factional Warfare, where you will see a red NPC inside a complex even if they are friendly to your faction. I'm sure there are a few other instances where this could apply.
While on this subject, has there been any thought to colorizing the targeting indicator (on the overview) to show incoming buffs? Like so:
-being targeted = yellow -being aggressed = red -being buffed = green (or blue) (-being buffed and aggressed alternates the colors?)
This is basic information that would be very helpful for new players as they encounter these situations.
Prepare to be cleansed
|

Zloco Crendraven
BALKAN EXPRESS Shadow Cartel
661
|
Posted - 2015.02.21 18:52:29 -
[149] - Quote
Opportunities are awesome. I hope there are many of all kinds and pretty soon. I think they can replace the ship spinning feature :)
But i think there needs to be some rewards in them. I am of an opinion that sp rewards would be the perfect solution to spice up the feature and make it very important for everyday life in New Eden. Take for example DUST514 i think they overdone it a bit there by earning sp trough playing but it is an awesome feeling progressing your character trough playing also.
Separate opportunities into groups. Example: Opportunities about fighting gives you sp in gunnery, missiles, spaceship command Opportunities about mining gives you sp in resource processing... And so on.
It doesn't have to be an awful lot of sp. Let say around the number of 1 mil sp if all opportunities are completed.
BALEX, bringing piracy on a whole new level.
|

Tyrendian Biohazard
Ubiquitous Hurt
345
|
Posted - 2015.02.21 19:03:32 -
[150] - Quote
I ran through the new NPE on stream and highlighted it here.
My few thoughts
- Showing hot-keys in conjunction with the icons would be nice. I myself have typically bound keys, and tend to look for what it is when I start a game to see if it is something I would want to remap.
- A highlight feature for the buttons when the opportunity is active. Perhaps something that is a square starting around the edge of the screen, and collapses down to the button. Similar to how if you minimize a window to the Neocom. It would help draw focus to the important areas of the UI.
- I personally didn't have a problem, but the "Lock Asteroid" opportunity doesn't specifically state about finding an asteroid on the overview similar to how it does with NPCs to shoot. I think it should be uniform in how this information is presented (in this case, the overview) especially when in areas of the game there are asteroid looking objects that are not mine-able.
- The "Buy Something" opportunity doesn't specifically state what to buy, which is OK for openness, but would be nice to have it lightly guide towards buying a skill book to lead into the skill training opportunity.
- The "Inject Skill" references the Ship Identification System, but doesn't show what the icon looks like on the Neocom. Would be helpful to identify that.
- "Inject Skill" opportunity comes early when character has no money. it is nice as it helps guide a new player to "hey, you need to make a bit of money before progressing", but also a bit of a curve-ball as it seems to be the only opportunity that really makes you go outside the defined area to accomplish the task. Specifically going to a Rogue Clone site and kill rats, or mine.
- Possible to add hacking containers to Rogue Clone sites in addition to just combat and mining inside them?
- It might be nice to be able to reset the opportunities (individually, or as a whole). There are times in my EVE career I've done things, and didn't know how I did it. It can be reviewed since the opportunities don't disappear altogether, but also might be nice for the new players to entirely reset them so that they can be done multiple times, with the appropriate triggers, to understand what they are doing.
- Would be nice that when completing the warping opportunity, that there is a brief mention that gates that lead to your destination are yellow. This would help in the hand off to the career agents.
Anyways, just my 2 cents! I love the work on this. It blows me away how simplified it is in its explanation, but also doesn't really change the mechanics of the game. It allows for openness, but guides appropriately. Great work!!
My twitch stream to help new players:
http://www.twitch.tv/biohazrd51
|
|

XeX Znndstrup
Federal Navy Academy Gallente Federation
62
|
Posted - 2015.02.21 22:01:13 -
[151] - Quote
Old tutorials are not so bad. These ones and Opportunities new system could work together.
Some players need to be coached with tutorials. Others will like freedom offered by the new system.
Think about this before breaking current tutorials.
After... Eve Online will always be a game that supposes some patience. New players who stay in the game are those who like what Eve proposes. I don't really think that current tutorials can explain why some don't stay more than 14 days. The only reason is they don't try to understand or try to be helped. Because they like more accessible and immediate games. You will never succeed in keeping players if they like Left 4 Dead game type.
A new player has a lot of mean to understand this world : tutorials, GM, Rookies channel, Evelopedia, forums. If you want to take the time to understand, you have really a lot of informations for this. The problem is that it takes time to read or ask. But isn't this also the pleasure and the interest of this game ?
"Long is the way, and hard, that out of hell leads up to light".
John Milton, Lost Paradise.
|

Sohl Ni-Zha
Es and Whizz Hedonistic Imperative
30
|
Posted - 2015.02.22 00:20:39 -
[152] - Quote
'That CCP executive producer we have now... Well I can only be sorry she isn't the prime minister of my country's government.
delivering. drugs. -áIG channel: Narcotics
|

Fuzzanator
Icarus Project
0
|
Posted - 2015.02.22 02:21:06 -
[153] - Quote
the Opportunities new system is great it will be even better if you add even more opportunities to it |

ergherhdfgh
Imperial Academy Amarr Empire
380
|
Posted - 2015.02.22 14:48:40 -
[154] - Quote
Traiori wrote:Why not make opportunities give a small, almost negligible, amount of assignable SP? Maybe an hour or two of training at base rates, with the intent of ensuring that it totals under 48h total?
Whilst SP traditionally comes from time only, the most frequent concern I hear from new players is that they don't have the skills for this or that, and that it takes time away from their training to pick up the basic required skills. Giving a nominal amount of SP as a reward for exploring the game would both provide them with a reimbursement for the new aspects that they're encouraged to try alongside allowing them to feel less of the "week one" training fatigue.
Better still, offering 250k SP (or whatever) is a huge advantage to a new player with only 600k SP but is measurably less useful to current players with 60-100m+ SP. It wouldn't even be a tenth of most skills in my skillqueue at the minute, but would probably be the entirety of most of my friends new player account skillqueues. Some kind of training booster (ala cerb accelerator) would work equally well I suppose, offering 30-60 minutes of advanced training via drugs...but would be more useful to older players who would immediately start trying to buy the booster in vast quantities.
You'd also have to tie rewards to the account I suppose, lest we all start using these rewards to generate gank alts in 250k SP training time less. I don't like the presedent this sets I also think it kind of works against your original goal. Yes new players feel like they don't have the skills that they need to be useful or effective but just handing them skill points would only exaggerate and reinforce that feeling. To get them beyond that you need to show them how quickly that level 1 skills train and how they can be useful right off the bat. Just giving them skill points to me sends the message that they are only as useful as the number of skill points that they have which is a mistaken conclusion that many of them come to anyway. |

ergherhdfgh
Imperial Academy Amarr Empire
380
|
Posted - 2015.02.22 15:49:50 -
[155] - Quote
I think this all sounds decent. I like the idea of getting missions out of the NPE. With the breadcrumb style questing that many of the WoW clones use to teach players and then lead them into dailies many players come to Eve from other (WoW like) MMOs with an expectation of something similar. So they do the tutorial missions then run level 1 missions and get bored by level 2 missions and then start wondering why they are playing this game. So getting missions completely out of the NPE I think is great. Missions need to be something that they come across on their own no different than any ofher "profession".
Another problem that I see with a lot of converts from other MMOs is getting them over the concept of a level cap or BiS (Best in Slot) gear. Many of them feel that they can't PvP and won't be useful with out faction fit T2 Dreadnaughts. They have to be taught that bigger is not always better and more expensive is not usually ideal especially in PvP. So these new players wait on skill points and save up and build a pimped out ship that took them a month of doing level 2 missions to afford only to loose it with in 5 seconds of jumping into low sec for the first time. I can't even remember how many forum posts I've seen on this. Players wondering how anyone could even play this game when you have to grind missions for a month just to PvP for 5 seconds.
On this next point keep in mind that I spend a bit of time on the New Player Q&A section of the forum so this might be something common only to the player type that goes there for answers. That being said I see a lot of players trying to "go it alone" and they think that they can solo eve. They go to the forum for help and shortly there after leave a rage post about how this game is not playable. This game needs to be played with friends and I think they need to get that idea in their head as soon as possible. With that in mind maybe we could have some type of group content in the new player areas.Something that forces new player to fleet up and help each other out or get help from vets or something like that to complete a specific goal. But ideally not content that is just too difficult for them and they need to be "carried" through.
Continuing on the group efforts idea I think that there are some core game mechanics that could be changed to help new players. I throw these out there in the base idea state knowing that they need to be fine tuned and knowing that I am talking about core game mechanics here but listen with an open mind and try to see if these idea can be improved on and not just shoot them down. That being said let's move forward.
So I think that either fleet boosts need to be moved from skill based to be fleet sized based or incorporate fleet size into the boost system. Either that or get rid of command ships and the associated boosts and make those boosts fleet sized based. The idea here would be that just being in fleet is a help to everyone else. It gets all players not only new players thinking more towards group dynamics and less towards solo game play. For mining boosts I've even had some ideas about ways that we could work this in with yield to create a more interesting and more group focused dynamic but I'll not divert down that path here.
Burner missions I think were a good idea but I was thinking that they should be something more group focused. As they are now you can solo them with an expensive fit T2 or faction frig if you are nearly all level 5 skills. However if you want 2 people to do them both ships need to be expensive fit T2 or faction frigs with high skills. There might be a way to do these with cheap ships with 5 or more people but at lower group sizes they don't seem to scale. I'd love to use those as an excuse to get new players feeling useful in fleet. Burners are frigs only so it's something that they can fly and if they could help me do content that I either can not do alone or would be very difficult to do alone that would be great.
Also for the health of the game in general but also to help new players if we could just start thinking of new game mechanics for PvE mostly (since PvP is already a "the more the merrier" situation) that incorporate group play. For example I can bring new players with me into level 4 missions or running higher level anoms in null or what ever we do for isk but I really just wind up splitting the bounties with them. From an isk stand point it's mostly me doing it just to have friends with but it would be nice if soloable content were somehow more beneficial to do in groups.
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ergherhdfgh
Imperial Academy Amarr Empire
380
|
Posted - 2015.02.22 16:02:08 -
[156] - Quote
Another idea that I have to help new players is the ability to make "all level 5" characters on SiSi. This I think would help new players in many ways. First off they could go on SiSi and get on their all level 5 character and PvP vets and see how the skill points don't make them a better player. Also this would allow them to try out various things and help envision the future or at least see what vets are talking about.
Some examples of what I mean are that they could get in a dreadnaught or a titian and see for themselves that it's not an "end game" goal that they actually need or even want to plan for. Also they could try out different ships for example and see which path they want to go down on TQ. So they could try out all 4 Marauders would be one example and decide if they want to focus on missiles or projectiles or lazors or hybrids etc... |

ISD Ezwal
ISD Community Communications Liaisons
3888
|
Posted - 2015.02.22 16:35:40 -
[157] - Quote
I'm posting this on request and on behalves of the character Dredd Lochness Munster as he as a new player can not post it here himself. The original post can be found here. ISD Ezwal.
Trial, so can't comment in the official thread.
I was never a fan of the "board your ship in space" tutorial.
However, the new one leaves a TON to be desired.
In the "kill a rat" opportunity, it should have them show info on the gun to see range.
It starts them with 5K ISK. Then it tells them to buy "something" from the market. Maybe a hint to buy a unit of ammo or something else that is cheap. No mention of jumps, or that items don't move on their own?
Finally, it tells them to buy a skill from the market, then inject it and train it. And yet, they now have less than 5K ISK. Off singularity, they are not going to be able to get skill books for 100 ISK.
I hope this is a test of the opportunity mechanism, and NOT a test of the content. Mechanism A+++++++. Current content = D.
ISD Ezwal
Vice Admiral
Community Communication Liaisons (CCLs)
Interstellar Services Department
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Acelin Verand
Federal Navy Academy Gallente Federation
0
|
Posted - 2015.02.22 18:05:58 -
[158] - Quote
Ran through the "Opportunities" system today. I sincerely tried to approach my run-through as a completely objective, new player and I made a couple observations/notes along the way:
- Camera zoomed in too closely on log-in... Perhaps touch on camera controls as you did in the current tutorial (03:Camera Movement)? - Did not really explain "Open Cargo" or that you must be within 2,500m... maybe intentional. - Fitting a module is not really explained at all... - For the market portion, perhaps provide a recommendation to a skill book that is appropriate and affordable for a new pilot? (Maybe Repair Systems?) - Pointing straight to the Career Agents is fine, however knowing how to get to them might be worth explaining.
Keeping in mind the demographics and reputation of EVE, I agree that simplifying the NPE is a correct decision. I understand and appreciate the challenge of balancing a "hand-holding" methodology against a completely free one, however I would argue that a game like EVE should lean towards hand-holding through the most critical aspects of the gameplay. At least until the new player/pilot can be reasonably expected to figure it out on their own. Thank you for your efforts and thanks for the "opportunity" (cheesy, I know) to provide input. |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
827
|
Posted - 2015.02.22 18:42:12 -
[159] - Quote
This new system is begging for a ISIS style skills and career visualizations to complement it.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Rain6637
GoonWaffe Goonswarm Federation
30408
|
Posted - 2015.02.23 16:03:05 -
[160] - 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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Sly Visionz
Calibrated Chaos Dead Terrorists
0
|
Posted - 2015.02.24 09:09:27 -
[161] - Quote
Is there any way to include the ability to easily join channels, whenever the tutorial is complete, that allow relatively near instant content to anyone? specifically new players of course. Like spectre fleet, RvB ganked, and some of the newer player friendly incursion groups?
It took me about a year and a half of playing before I learned about the highly active npsi groups and incursion channels of that day.
Hopefully we can speed up that as I've heard it is a similar time frame for the few I've asked.
NPSI fleets are so dang fun and I always fall back on them when I'm bored.
If I'd have known about them when I was new I wouldn't have been mining for my beginning 6 months. |

Reiisha
708
|
Posted - 2015.02.25 08:07:41 -
[162] - Quote
Suggestion: Add goals to the tutorial that cannot (easily) be reached.
For example: Hunt a certain player, visit a certain nullsec system to pick up an item, kill a battleship - Whatever. Leave it to the player to find a way to actually do it and simply give hints, not instructions.
The current NPE is far too focused on handholding. It needs to make suggestions, not give orders. Adding the above things (at random and very few, maybe just one) gets new players to think more along the lines EVE demands.
If you do things right, people won't be sure you've done anything at all...
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Dratholon Pak
Kabala Incorporated
0
|
Posted - 2015.02.25 11:57:27 -
[163] - Quote
To give players both a sense of what they can really do in game and rewards that help them build the ISK and ships needed to get going, would you consider offering a mercenary opportunity set that actually mimicked the mechanics of searching for and accepting an actual mercenary contract?
Likewise an opportunity that led a player through the incursion mechanics (still confusing to me) that had substantial ISK rewards like they do in the game.
A wormhole living opportunity, or PI, or moon mining or POCO bashing, or Refining/compressing at a POS.
These are some things that were tantalizing to me as a new player, but I had no way to figure out if I wanted to invest in the skill points to actually do them effectively and some are so expensive that I had to wait until I found a corp to join that had the resources to let me try them out.
What good are the research skills? Oh... yeah, if I want to make a shiny ship or lots of ISK, that would help. Now I see...
These Ah-HA! moments are cool! How can we build a taste of them in the NPE Opportunity system without making it WOW easy and keep an authentic experience of the actual game mechanics? |

BeanBagKing
The Order of Atlas
314
|
Posted - 2015.02.25 14:16:49 -
[164] - Quote
With the downtime I finally got around to trying these on SISI.
Some opportunities had already been completed, I'm not sure how these were chosen. For example, in Time To Fight, the "Destroy your target" was completed. Now, I've obviously killed rats in my past, so this kind of makes sense. However, I've also orbited, locked, and activated my weapons on rats as well. So why weren't these checked?
I'm torn between not awarding a completion to an opportunity unless the opportunity window is open, so a new player has an understanding of what they are accomplishing, and awarding them automatically as soon as it is completed. The first gives them a clear understanding of what they are doing, but could be tedious to do a bunch of stuff they've already done. The second may not make some things clear, why they've accomplished one thing and not others, or something they've accomplished completely by accident as new players fumbling with buttons.
Edit: The more I think about this, the more I think opportunities should -not- be completed unless that window/step is up. It provides very clear feedback that "You've done the thing!". I just docked, unloaded some cargo, and checked off the "Move items from Cargo to Hanger". Now, I know what I've done, but there wasn't really any feedback from a new players perspective that "I've done the thing that completed the task!" because that opportunity wasn't up. I can see noobs clicking buttons, completing tasks, and not having any clue why.
Or, if left as is, I would love to be able to right click on an Opportunity in the Map and click "Reset all" to zero my progress in that area. This way if a new player does complete things and doesn't understand why, they can reset the tutorial and start fresh.
Under "Lets Get Moving" I would suggest adding an additional "Align to an Object". While both are very similar and use a similar icon, aligning is probably used more in fleet combat and new players need to know that one is off grid.
Under "Time to Fight" - "Grab the Loot" the first wreak I looted didn't have loot in it. I can see a very confused noob wondering what's going on. Perhaps change the icon description to "Icon for wreaks with loot" and consider adding an empty wreak icon below that with "Icon for empty wreaks"
Under "Time To Mine" - "Orbit an Asteroid", my understanding from my carebear friends is that orbiting is bad. You want to sit at an optimal location to mine as many asteroids as possible so you don't have to constantly readjust your position. I was going to say use this as an opportunity to use "Keep at range", but why can't I keep an astroid at range?
Combine "Faster Than Light" and "To The Stars". They just seem semi related under some title like "interstellar travel", and it feels a little silly to have two categories with only 1 item under each. |

ShadowNeo29
O.S.E.F A.A.A.A.A
15
|
Posted - 2015.02.25 14:33:14 -
[165] - Quote
You should begin to stop ban old players unfairly before doing something for new players.
We are tired of corrupted GMs. |

Huren Ogeko
Huren Ogeko Corporation
2
|
Posted - 2015.02.25 17:00:07 -
[166] - Quote
not sure if anyone reported this or if this where bugs should be reported but because of the extended downtime being extended today I was playing around on the test server and noticed a bug in how opportunities work.
I was flying a minmatar talwar with missile fit when I was given the "time to fight" opportunity. It seems since I am minmatar char the opportunities system assumed I was going to use a projectile weapon and refused to complete the "activate weapons" objective when i shot at belt rats using missiles. I was able to get check marks on every other part of it but that. I went back to station and grabbed a noob ship and got completion when activating the civilian gun without problem.
overall I much like the new system over the old never ending wall of aura text of the old system. you have a +1 +1 +100 from me even though I am not all that new. |

Darkblad
Hilf Dir selbst in EVE
751
|
Posted - 2015.02.26 13:36:00 -
[167] - Quote
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.
EVE Infolinks GÇó Mining Handbuch GÇó Colortags/Timer
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CCP Wideo
C C P C C P Alliance
4

|
Posted - 2015.02.26 13:43:15 -
[168] - Quote
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. |
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Darkblad
Hilf Dir selbst in EVE
751
|
Posted - 2015.02.26 13:54:14 -
[169] - 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. Thanks for your quick response! It appears like that really is for new accounts only. 
EVE Infolinks GÇó Mining Handbuch GÇó Colortags/Timer
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Quintessen
Messengers of Judah
473
|
Posted - 2015.02.26 22:40:45 -
[170] - Quote
I like some of the core concepts of this, but it still makes a lot of assumptions about what people know.
Click and hold for the radial button isn't mentioned anywhere and click-and-hold isn't something a lot of players are going to try so you're going to throw them towards the right click menu by default.
Little-to-no context is provided for players in how an object can be interacted with in the game. EVE still needs to do a much better job of this. For other successful, open world game, they usually do a very good job of making it clear what can be interacted with and how.
The other issue that this still seems to have is that EVE tends to punish those who explore more often than it rewards them. See something in the far distance you want to investigate, head there and more often than not you're going to die. There needs to be a way that young players can manage their difficulty besides going to websites. The game needs to do a better job of saying you have at least some chance of succeeding at this opportunity. There's lots of risk in EVE, which is fine, but very few ways of measuring that risk within the client itself.
The concepts core to turret, missile and drone weaponry aren't discussed at all. You start off in a ship and press your attack button, but nothing explains to the user why they aren't hitting.
Also there's a timing issue with the loot button. If kill and enemy you will stop orbiting them, but since you're under 2500 meters you can click-to-loot their wreck. The problem is you're going to quickly fly off and no longer be in range so after you've hovered over each piece of loot and say loot all, you're now too far away from the wreck and clicking on it won't help. [An ancillary suggestion here is if you were orbiting something when it dies you should continue orbiting its wreck or the spot where the object was last.]
Please send this to a focus group of people who have never played EVE and see how they do. This is too important to get wrong.
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Rain6637
GoonWaffe Goonswarm Federation
30616
|
Posted - 2015.02.26 23:46:52 -
[171] - 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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Pretty Pony Princess
Princess Club
6
|
Posted - 2015.02.27 12:56:57 -
[172] - Quote
CCP Wideo wrote:For now they're only visible for 50% of new users, so existing users won't see them I'm afraid. Will there, in the future, be an option for existing characters to try them out on TQ? Just like the tutorials can be redone. |
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CCP Wideo
C C P C C P Alliance
5

|
Posted - 2015.02.27 13:56:47 -
[173] - Quote
Pretty Pony Princess wrote:CCP Wideo wrote:For now they're only visible for 50% of new users, so existing users won't see them I'm afraid. Will there, in the future, be an option for existing characters to try them out on TQ? Just like the tutorials can be redone. This is still in discussion. We'll see how the current A/B test goes and then go from there.
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Vincent Athena
V.I.C.E.
3169
|
Posted - 2015.02.27 14:49:27 -
[174] - Quote
CCP Wideo wrote:Pretty Pony Princess wrote:CCP Wideo wrote:For now they're only visible for 50% of new users, so existing users won't see them I'm afraid. Will there, in the future, be an option for existing characters to try them out on TQ? Just like the tutorials can be redone. This is still in discussion. We'll see how the current A/B test goes and then go from there. When I was on Sisi, it was active for me, and I am an existing player. I feel they should be active for existing players in some form. My sister is an occasional player, and sort of needs a refreasher these days. I'm sure others get into the same situation.
Know a Frozen fan? Check this out
Frozen fanfiction
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CCP Wideo
C C P C C P Alliance
5

|
Posted - 2015.02.27 16:34:28 -
[175] - Quote
Vincent Athena wrote:CCP Wideo wrote:Pretty Pony Princess wrote:CCP Wideo wrote:For now they're only visible for 50% of new users, so existing users won't see them I'm afraid. Will there, in the future, be an option for existing characters to try them out on TQ? Just like the tutorials can be redone. This is still in discussion. We'll see how the current A/B test goes and then go from there. When I was on Sisi, it was active for me, and I am an existing player. I feel they should be active for existing players in some form. My sister is an occasional player, and sort of needs a refreasher these days. I'm sure others get into the same situation. A valid point, I'm glad you found it useful enough to want your sister to see it too. For now however we're focusing on seeing how well the opportunities work for new players before we develop the system further. On singularity is was turned on for everyone so we could get feedback and so helpful older users would be able to support the noobs. She should still have access to the old tutorials if she needs a refresher.
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Noriko Mai
2085
|
Posted - 2015.02.27 17:03:00 -
[176] - Quote
While I like the new Opportunities, I'm missing an option to reset them. And with this being another new beta feature, are you going to fix at least some of the issues with the notification system (still in beta mode)? I assume it's the same team, it's NPE too.
Come On Everybody, support Dark Opaque theme
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CCP Wideo
C C P C C P Alliance
5

|
Posted - 2015.02.27 17:23:53 -
[177] - Quote
Noriko Mai wrote:While I like the new Opportunities, I'm missing an option to reset them. And with this being another new beta feature, are you going to fix at least some of the issues with the notification system (still in beta mode)? I assume it's the same team, it's NPE too. We have bug fixes going in all the time, but if there are any bugs still bothering you (pun narrowly avoided) submit a bug report using the help menu in game and we'll get to them as soon as we can. :)
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Archibald Thistlewaite III
The Royal Society for the Prevention of Miners
707
|
Posted - 2015.02.27 18:01:56 -
[178] - Quote
CCP Wideo wrote: For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.
This is making Rookie Help difficult. Some new players are struggling with opportunities and the older players in there don't know what they are on about. The other half doing the tutorials can't help either. |

Noriko Mai
2087
|
Posted - 2015.02.28 02:51:53 -
[179] - Quote
CCP Wideo wrote:Noriko Mai wrote:While I like the new Opportunities, I'm missing an option to reset them. And with this being another new beta feature, are you going to fix at least some of the issues with the notification system (still in beta mode)? I assume it's the same team, it's NPE too. We have bug fixes going in all the time, but if there are any bugs still bothering you (pun narrowly avoided) submit a bug report using the help menu in game and we'll get to them as soon as we can. :) LOL. My bug reports are ignored for about 3 mothths now. So why should I even bother... Fix your ****. I don't care anymore...
Come On Everybody, support Dark Opaque theme
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Zappity
Stay Frosty. A Band Apart.
1785
|
Posted - 2015.02.28 07:06:40 -
[180] - 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. I take it this is to see whether there is an improvement in new player retention between the groups. You could have broadened it beyond 50% and still had a statistically significant study, you know :)
I hope you share the results in a few months. It would be fascinating to see.
Zappity's Adventures for a taste of lowsec.
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Suitonia
Genos Occidere Warlords of the Deep
463
|
Posted - 2015.02.28 18:33:27 -
[181] - Quote
I created a Trial account and went through the current opportunities, it looks a whole lot better! There is a minor nitpicks I can think of though, it would probably be nice if the opportunities suggested which skill book you buy for the skilltraining opportunity or provided you with a skill book to inject itself as a reward for completing the first part to "set a skill in training" (as the starting money on the character is still 5,000 isk, and the majority of skillbooks cost more than that), and it's an easy way (from looking in rookie chat at a glance) for characters to get lost browsing the market to find skills that they can afford. The previous Aura Agent used to give the "repair systems" (Amarr/Gal) or "shield operaton" (Min/Caldari) skill out as a reward for completing the 1st or 2nd mission as part of that chain, and it only costs 2,000 isk or so on the market, so providing the 'repair system/shield operations' skill as a reward for the earlier part of the opportunity, or at least, suggesting that the player purchase either of these skills would be a big improvement and would streamline the process a bit.
Are there any plans for a voice-over for the opportunities text? One of the things that I remember was kind of frustrating about the trial, back when I started in 2007 (when the trial was way worse, and no-where near as concise or pretty as it is now :) ) was the lack of voice and having to read big-walls-of-text myself. I'm not sure if you have a way of adding voice overs to the client where you can click on a speaker icon or something and have a voice-over of the text on screen, but it would be a very big improvement, even it was just an in-house voiceover like CCP Logibro/CCP Mimic whom have been doing a fantastic job with the Flight Academy videos on youtube. It would add a lot to the player experience and eve in-client doesn't have a lot of audio explanations mostly visual or written.
Contributer to Eve is Easy:
https://www.youtube.com/user/eveiseasy/videos
Solo PvP is possible with a 20 day old character! :)
https://www.youtube.com/watch?v=BvOB4KXYk-o
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BeanBagKing
The Order of Atlas
314
|
Posted - 2015.03.01 14:51:16 -
[182] - Quote
There's a bit of new player experience feedback coming from over on reddit, in case the devs aren't paying attention there.
Noob went though the experiences, got to the part about buying a skill book, and couldn't.
https://www.reddit.com/r/Eve/comments/2xjkzt/so_um_where_did_the_tutorial_go_newbie_help/
Here's his followup post.
https://www.reddit.com/r/Eve/comments/2xjojv/alright_first_few_hours_went_ok/ |

Slavealt
Sheep Can Hear A Zipper From A Mile Away
13
|
Posted - 2015.03.02 09:55:40 -
[183] - Quote
Honestly? I just started a new trial on TQ, and got pushed the new Opportunities system. My first thought was...how in all that is holy did this go live? I'm not knocking the concept, but it seems SUPER unfinished, and I can see it chasing newbies away. There are zero rewards associated with the opportunities, and many of them have virtually no instructions.
I can see new players getting frustrated as all hell, especially when it gives you "Buy something from the market" and "Inject a skill book". When I got to these, I had exactly 5,000 ISK. This isn't enough to get anything useful from the market, and not enough for any skill books that the new player would likely find, if he even knows where to look for skill requirements. The worst part is, it gives no clear hints on what to do if you get to a part that you can't complete. The EVE UI is still terrible (worse than the old one IMO with these monocolor icons, but that's an opinion thing), and most newbs aren't going to want to poke around for a half hour to try to figure out what is supposed to be a tutorial.
As is, all this seems to do is cause a cluster**** in rookie chat, because it is very barebones, and the A/B deployment causes most people to have no idea what the hell the Opportunities newbs are talking about. This should never have launched until it actually had some more useful content, or at least is fleshed out a bit more. At least make it clear for fresh newbs how to get a little isk to be able to do anything. |

Rain6637
GoonWaffe Goonswarm Federation
30717
|
Posted - 2015.03.02 11:38:31 -
[184] - 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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Gregor Parud
Ordo Ardish
1229
|
Posted - 2015.03.02 12:47:11 -
[185] - Quote
I've been trying to do the new NPE (lots of questions asked in Rookie I don't have an answer to) but I'm just not getting them. I created several alt accounts and tried 15 chars in total, none of then got the new NPE.
Is there any way to force it?
I'm old Gregor.
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4986
|
Posted - 2015.03.02 12:49:36 -
[186] - Quote
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.
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Gregor Parud
Ordo Ardish
1230
|
Posted - 2015.03.02 13:54:47 -
[187] - Quote
Well, got it but oh boy... Don't get me wrong, I REALLY like the idea but the execution is horrible and it's amazing that for such a short bit of tutorial there's no many issues, mostly ones that could so easily have been avoided.
I approached it as a newbie and made notes on anything that made no sense and rather than try and bug report it somewhere (because we all know how well that works) I'll just dump it here.
* "Approach an Object" should state selecting a closeby NPC so it aproaches, if you select a celestial you don't get approach, this is not explained
* NPC need more EHP so you can actually read the "destroy your target" opp before you pop the target
* "Grab the loot" should include a cargo icon and explain looting range
* "orbit an asteroid" Should explain to switch overview to mining tab
* "lock an asteroid" should include locking via selected item window
There needs to be a better divider between the different main opportunities. Going from mining to explaining FTL needs a transition
* "faster than light" should mention to switch back to General/warp to overview tab
* "dock in a station" should, again, mention switching back to General/warp to overview tab
* Fit a module does not in any way explain how to organise the item hangar so one can drag the mod onto the ship. It could also talk about the window fetish EVE has and how to organise/close windows you don't need
* "Buy from the market" is a horrible mess that catches all newbies. Why not direct them to Trade Goods so they buy from cheap npc order. also it does not explain HOW to buy something, at all. The whole Opp makes no sense at the moment and tbh has no place here, newbie bought something, no idea what, and then the tutorial just goes on with undocking.
* "Start skill training" , why the HELL does this follow the "jump to new system" Opp? I'm hanging in space on a gate while doing the skill NPE.
* "inject a new skill" Asks me to buy a random skill (...) without explaining how to do it or which one to buy, while I'm still in space at a gate. It also mentioned ISIS for a brief second for no logical reason. This Opp catches all newbies out and frankly is a fcking mess. Also, newbies don't have the cash to buy a skill so that's kind of a deal breaker. Once (somehow) bought it's not explained how to find the station to get
This is dumb as hell.
* It needs an explanation transitioning from the NPE Opportunities system to the career agents window, and how to travel between several systems with the route and all that (the single jump one isn't enough).
I'm old Gregor.
|

Koebmand
Silverflames
25
|
Posted - 2015.03.02 14:35:47 -
[188] - Quote
So yeah, I went and tried it too.
To start with the end / TL;DR; version:
Stuck in space, floating next to a star gate I got no idea why I jumped through while being told to buy a skill book for money I don't have.
This being what the actual new player gets is a disaster.
From the start:
The first area:
- The welcome screen buttons should be more explaining, people just click Decline, they wanna fly and shoot, not read - and they get stuck. More like a button to skip tutorial if you are a veteran player alt and a continue if not. Or maybe just a Next button and put a vets option in the ESC menu.
- Not sure the additional opportunities having Accept / Decline buttons is good idea, confused newbies might decline additional goals while they already have one.
- Could use some explanation to kill all 3 pushers to get the items. Maybe make the looting a loot 3 wrecks instead of looting 1 wreck goal.
- Wrecks in general overview makes it unusable later on, why not give the new people a Loot tab and leave General usable?
Faster Than Light
- Eve doesn't FTL, it warps, call it "Punch it" or "Engage" basically anything but FTL. Maybe "Engage at Warp 3" and add a short note that ships warp at different speeds (and the 3 is of course because Rookie Ship warps at 3 AU/s).
Dock in a station:
- The icon shown for the station is wrong.
Fit a module:
- Inventory window always cover Objectives, even when clicking on Objectives to give it focus. Makes it hard to read on small screens.
Buy from the market:
- New player doesn't really have any money, need to be lucky there is some ammo or similar they can buy.
To The Stars:
- How about leading the new player to the Career Agents so they can get money etc?
- Need to include how to set routes.
- Need to explain sec levels and how to check which ones your route goes through.
Inject a New Skill:
- Add ISIS after Interbus Ship Identification System, so the new player know the name of the button to click.
- New player can not afford a book.
And even if the new player manage to get someone to guide them to the career agents. How are they supposed to do them without the tutorial explaining things like scanning, talking to agents etc? (for those that don't know, even if an older player link them the tutorial that fx explains how to open the probe scanner and find anomalies and signatures it is blocked and they can not read it). |

Odo
State War Academy Caldari State
0
|
Posted - 2015.03.02 14:38:49 -
[189] - Quote
Gregor Parud wrote:* It needs an explanation transitioning from the NPE Opportunities system to the career agents window I agree with literally everything Gregor has said, especially the bit quoted. The biggest thing in Rookie Help right now is "What how do I get a skill book? I can't afford a skill book, what do I do? Okay, I did some opportunities, now what?"
The NPE should be so much more guided than this. I think the old way is a bit bloaty and overreaching, but the new way is just a kick in the balls. "Here's a spaceship, good luck." The explanations for the opportunity goals are seriously lacking in depth, they're in no discernible order, and they don't leave you with any sense of how to play the game. |

Rain6637
GoonWaffe Goonswarm Federation
30719
|
Posted - 2015.03.02 14:47:54 -
[190] - 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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Gregor Parud
Ordo Ardish
1230
|
Posted - 2015.03.02 15:29:41 -
[191] - Quote
Now that I did the NPE I'm getting more and more angry because this is not a test on sisi, this is actually on TQ. I'm not talking about the UI or coding because that seems (for once) fine, one can always see improvements but on the whole it's workable and complete. I am talking about the actual tutorial text which is the EASIEST to get right.
We get newbies in Rookie channel frustrated, lost, screaming for help on how to buy "a skill" in a manner they don't know, from a place they're not at with money they don't have. There's so many obvious and easy to solve issues happening that one really has to wonder if people tested it at all. This whole thing reeks of amateurism and is a throwback to a CCP I'd rather forget ever existed.
Excellence is an attitude, this NPE is not that and in its current form it's doing more harm than good.
I'm old Gregor.
|

yyy
Royal Amarr Institute Amarr Empire
0
|
Posted - 2015.03.02 17:11:29 -
[192] - Quote
I'm sitting in the Rookie Help channel, trying to help new players who have 'Opportunities' - omg it's chaos! Do CCP want to encourage new players or do they want to make them log off because that is what is happening. Come and talk to the people who are confronted with this when they first log in, then change it..... |

Rain6637
GoonWaffe Goonswarm Federation
30719
|
Posted - 2015.03.02 18:59:30 -
[193] - 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.
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4992
|
Posted - 2015.03.03 01:05:30 -
[194] - Quote
Rain6637 wrote: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]
This isn't Drama Drama's the meaningless crap that happens, and gets in the way of getting the job done.
As for voice, the biggest problem is, once you've recorded it, if you need to change something (which never happens. honest) you have to either find the same voice actor (hoping that they're still doing it, and won't charge an arm and a log), use a different one, or rerecord the entire thing for consistency.
I do understand where you're coming from though.
(I used to be a capsuleer like you, until I took an arrow to the knee)
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
|

Rain6637
GoonWaffe Goonswarm Federation
30721
|
Posted - 2015.03.03 01:13:23 -
[195] - 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.
|

Kale Freeman
Dirt 'n' Glitter
37
|
Posted - 2015.03.03 07:21:27 -
[196] - Quote
Steve Ronuken wrote:Rain6637 wrote: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] This isn't Drama  Drama's the meaningless crap that happens, and gets in the way of getting the job done. As for voice, the biggest problem is, once you've recorded it, if you need to change something (which never happens. honest) you have to either find the same voice actor (hoping that they're still doing it, and won't charge an arm and a log), use a different one, or rerecord the entire thing for consistency. I do understand where you're coming from though. (I used to be a capsuleer like you, until I took an arrow to the knee)
Have the voices be the various NPCs speaking to you. If your tutorial consists of being passed around from one NPC to the next to the next, each one explaining something new each step. Each NPC has a different voice. No need to re-record the whole tutorial to keep things consistent.
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CCP Wideo
C C P C C P Alliance
5

|
Posted - 2015.03.03 10:25:46 -
[197] - Quote
yyy wrote:I'm sitting in the Rookie Help channel, trying to help new players who have 'Opportunities' - omg it's chaos! Do CCP want to encourage new players or do they want to make them log off because that is what is happening. Come and talk to the people who are confronted with this when they first log in, then change it..... Hi there, I've been watching rookie chat whenever I can, but unfortunately can't always be there. Our thanks to you and everyone else who's been taking the time to help new players out.
If you do find yourself talking to a new players in the opportunity system and they're lost or find something impossible to do then encourage them to submit a support ticket or bug report as is appropriate. Remember this is an experiment so any information we can get back from the new players is super valuable and will help us identify and fix issues.
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Gregor Parud
Ordo Ardish
1232
|
Posted - 2015.03.03 11:50:58 -
[198] - Quote
CCP Wideo wrote:yyy wrote:I'm sitting in the Rookie Help channel, trying to help new players who have 'Opportunities' - omg it's chaos! Do CCP want to encourage new players or do they want to make them log off because that is what is happening. Come and talk to the people who are confronted with this when they first log in, then change it..... Hi there, I've been watching rookie chat whenever I can, but unfortunately can't always be there. Our thanks to you and everyone else who's been taking the time to help new players out. If you do find yourself talking to a new players in the opportunity system and they're lost or find something impossible to do then encourage them to submit a support ticket or bug report as is appropriate. Remember this is an experiment so any information we can get back from the new players is super valuable and will help us identify and fix issues.
I'm sorry but no. It shouldn't NEED to be bug reported as ANYONE who does this NPE finds the glaring issues straight away and if we players find them then one would expect that any half decent dev or QA would certainly find them. The fact that this actually made it to TQ in this form is terrible. See my above replies for the why and how.
Also: you don't experiment with newbies. If you want to try something new at least make sure it's decently complete and not half arsed or broken. |

Koebmand
Silverflames
26
|
Posted - 2015.03.03 15:23:27 -
[199] - Quote
CCP Wideo wrote:
If you do find yourself talking to a new players in the opportunity system and they're lost or find something impossible to do then encourage them to submit a support ticket or bug report as is appropriate. Remember this is an experiment so any information we can get back from the new players is super valuable and will help us identify and fix issues.
Are you seriously telling us to tell the new player "Hi, welcome to Eve. You got the and and improved New Player Experience, please start filling out bug reports about this and how those things you don't know could have been explained to you better."?
I do not think this will make them stay ... |

Koebmand
Silverflames
26
|
Posted - 2015.03.03 15:36:30 -
[200] - Quote
Rain6637 wrote:
PS: You need someone to make Aura's voice, conventional or otherwise. Narrate every single thing that has text, including item stats.
Aura could definitely use more voice, but I would rather not have everything narrated.
Like the part where scanning is explained, having to sit and wait for voice when skipping back and forth to try make head and tails of that would have been beyond painful. And yes I was sitting and feeling very lucky there was no voice when I was new and learning that. |
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Gregor Parud
Ordo Ardish
1241
|
Posted - 2015.03.03 15:52:30 -
[201] - Quote
Why not use the old fashioned stylised flash "movies" to explain stuff like that, accompanied by text. Those vids are easy to make (and edited later on if it's needed) and can be set to autorepeat showcasing what's explained while said newbie is reading the text. |

Jack Soto
Grey Toxic Sword Northern Associates.
1
|
Posted - 2015.03.03 17:24:39 -
[202] - Quote
New Player Experience dev team, this video might contain data interesting to you (I'm not the author). It's a NPE description from a relative newbie player. https://www.youtube.com/watch?v=f9lV7Lzcgj8 |
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CCP Wideo
C C P C C P Alliance
5

|
Posted - 2015.03.03 17:35:01 -
[203] - Quote
Great link, thanks :) |
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Gregor Parud
Ordo Ardish
1249
|
Posted - 2015.03.04 13:12:39 -
[204] - Quote
I made a YT info vid for two reasons:
- to help newbies deal with this NPE - to explain the problems and issues to people who are interested in this whole stuff
[sarcasm] It might be handy for devs to watch this because apparently videos like this are needed [/sarcasm]
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
828
|
Posted - 2015.03.05 02:13:45 -
[205] - Quote
Will there be a way to remove the opportunities icon from the upper left UI? Opportunities are annoying to all the bitter vets out here.
I think if you say no at the beginning opportunities should go in active and only show up in the Neocom as something you can turn back on.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Gregor Parud
Ordo Ardish
1257
|
Posted - 2015.03.06 08:04:11 -
[206] - Quote
Well, it's actually worse than I thought. From a dev reply in Rookie channel to some rookie going "halp!" it pretty much seems as if the "buy skill book but you don't have any money so good luck with that" is intended.
It seems they're supposed to mine for it which, given how the concept of asteroid belts and the selling of ore is not explained, isn't exactly going to work, now is it. They're asking a newbie to mine 20-40k isk in an ibis, with one civvi mining laser... On top of that it seems they don't want customers who play a few hours before down time because by that time those asteroids (would a newbie even find them) will be empty.
I'm all for a more old school, less hand holding version of EVE but you do not achieve that by giving newbies nothing to work with, because that's just moronic. |

Mysteriala
HC - Degc
0
|
Posted - 2015.03.07 14:28:30 -
[207] - Quote
I just had a friend go through the tutorial for the first time, it all went pretty well. Until he had to buy something from the market and he only had 10k ISK and could not find anything he could buy. I gave him a hint that he could buy some ammo for cheap, but then he got stuck because he tried to buy a ammo crystal, which is a bit more expensive. Same thing happened when the opportunities asked him to inject a skillbook. He could not buy one, because he didn't have any money. |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
828
|
Posted - 2015.03.07 19:09:56 -
[208] - Quote
While the opportunities system has some new missions on Sisi that are not ready for deployment yet.
There are a few issus:
New opportunities are bare bones. While it reinforces that a action has been done it does not incentives doing those actions. The window UI cannot be re sized.
When we get to talking about using drones players need a location to show control range. The only location that info is shown is when you try to send a drone to far.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Darkblad
Hilf Dir selbst in EVE
781
|
Posted - 2015.03.09 12:42:37 -
[209] - Quote
Great Idea to keep opportunities affected newbies away from all tutorials, even if they get links to them. It's certainly an easy task to understand things like scanning signatures or using data/relic analyzers without any kind of guidance from the game. Pointing newbies to the help channels Instead also is very handy (the opportunities mentioned in the dialog don't yet cover those topics), especially for players of a supported language where there's no GM and also no ISD presence in that specific Help chat. The community will handle that.
One true advantage, though: New players quickly get a feeling for the way CCP sometimes releases features. Unfinished.
EVE Infolinks GÇó Mining Handbuch GÇó Colortags/Timer
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Koebmand
Silverflames
30
|
Posted - 2015.03.10 03:31:14 -
[210] - Quote
If I have understood this right, there is going to be a evaluation of how many players on Tutorial stays in game and how many on Opportunities stay in game.
How are you going to factor out all the old players that "quit" because they were only created to see what Opportunities was like?
This is going to be heavily skewed towards tutorials quitting, because everyone will make maximum 1 Opportunity, but as many Tutorials as it takes. I saw it posted earlier in this thread 1 person made 15 tutorials before they got that 1 opportunity account to see it. |
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CCP Skrekkur
C C P C C P Alliance
8

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Posted - 2015.03.10 16:17:53 -
[211] - Quote
@Koebmand We have ways of telling if an account belongs to a new player or not, and all reports we do filter out accounts of existing players, regardless if they are genuine alts or just taking a peak. It would also be easier to try the opportunities on SISI instead of creating new trials until you get it. |
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Masao Kurata
Z List
190
|
Posted - 2015.03.11 16:58:19 -
[212] - Quote
Putting the tutorial on a diet and getting players into the sandbox earlier is a great initiative although this is by no means there yet, but.... how the hell do you turn it off? If there are "opportunities" you simply do not want to do ever (such as mining), there seems to be no way to get the whole system to just go away. |

TheSmokingHertog
TALIBAN EXPRESS
299
|
Posted - 2015.03.11 17:59:54 -
[213] - Quote
CCP Skrekkur wrote:@Koebmand We have ways of telling if an account belongs to a new player or not, and all reports we do filter out accounts of existing players, regardless if they are genuine alts or just taking a peak.
It would also be easier to try the opportunities on SISI instead of creating new trials until you get it.
We are aware that the SISI build currently contains some work in progress opportunities so at the moment it is not perfect 1-1 comparison to TQ. As we do more tests we are also looking into improving our processes around it.
We can definitely do better in allowing existing players to try out A/B tested new player experiences.
If CCP can tell if it is not a new player account, then pls disable the tutorial for each alt account I make, its really annoying that you have to fight the client to get Aura out of the way. |

Ima Wreckyou
The Conference Elite CODE.
858
|
Posted - 2015.03.11 22:36:37 -
[214] - Quote
There is an easy fix to the reward problem. Just create an opportunity "Scam someone out of >100mil ISK".
the Code ALWAYS wins
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Koebmand
Silverflames
32
|
Posted - 2015.03.12 02:47:32 -
[215] - Quote
CCP Skrekkur wrote:@Koebmand We have ways of telling if an account belongs to a new player or not, and all reports we do filter out accounts of existing players, regardless if they are genuine alts or just taking a peak.
When people make a new trial using a new random throwaway gmail / yahoo account, you still know ? which is afaik the only way you can make a new trial.
CCP Skrekkur wrote:It would also be easier to try the opportunities on SISI instead of creating new trials until you get it.
Can't see what actually went live on SiSi, so meaningless to do them there to see what is going on on TQ.
TheSmokingHertog wrote: its really annoying that you have to fight the client to get Aura out of the way.
ESC -> General Settings -> Help -> Show Tutorial -> tick off |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
830
|
Posted - 2015.03.12 02:53:05 -
[216] - Quote
TheSmokingHertog wrote: its really annoying that you have to fight the client to get Aura out of the way.
ESC -> General Settings -> Help -> Show Tutorial -> tick off[/quote] That options is not in the sisi client currently.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
|

BeanBagKing
The Order of Atlas
315
|
Posted - 2015.03.13 22:15:04 -
[217] - Quote
Reddit post for CCP's attention: https://www.reddit.com/r/evenewbies/comments/2yycgd/opportunities_tutorial_frustration/ |

Rain6637
GoonWaffe Goonswarm Federation
30858
|
Posted - 2015.03.14 10:44:34 -
[218] - 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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Barduck Martins
Hell Lead Co.
0
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Posted - 2015.03.16 13:17:43 -
[219] - Quote
I started the game as the "old" module of aura and tutorials and now i helped my girlfriend start her account and the feedback for me is negative. She tryed to do the opportunities as any new player wants help starting to understand the game and she passed most of the time in the regional market (and that is not fun for a new player) because it says buy something or inject a skill book wich they dont possess and they dont know yet how to make isk so she searched forever to find a new skill that she could buy. The old system didnt required that until the career missions and there we got isk and the other stuff. So i think the opportunities dont teach them the ropes and thats what is expected from a tutorial that by the way was removed and therefore they cant learn a bit more neither have missiles to lunch on the career mission of caldari that demandes the use of missile launcher and it says to press f12 for the tutorial that no longer exists. Sorry for the long text but on the reply on my ticket i was told that the best way to give suggestions was by this f+¦rum. Thanks. |

Cajun Waffles
Hedion University Amarr Empire
0
|
Posted - 2015.03.18 23:12:22 -
[220] - Quote
"The final point I want to mention is that, for now at least, we have no rewards associated with completing Opportunities."
This is silly. Players want to be rewarded. Maybe give them a "decoration" once they've all been completed along with a BPO frigate.
Just having notifications going off when you complete different things within the game isn't all that appealing IMO. |
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Udonor
Native Freshfood Minmatar Republic
69
|
Posted - 2015.03.19 09:34:25 -
[221] - Quote
Finally you decide Linear tracks and TMI are bad.
How about killing the practice of spawning all new toons in a handful of rookie systems too? very boring.
Have rookies spawn randomly throughout hi sec. Random distribution would encourage new players to interact with veterans immediately. Increase pressure to at least try player corps immediately. Any perceived burden of mentoring would then be spread across all players in hi sec, not just the few recruiting or operating near rookie systems.
No need for rookie system restrictions. No more areas with roids, rats etc eaten bare by the new sheep. No more of the same tired old sugar daddy recruiter/mentors able to hang around. No captive marketing opportunities. No constellations where 50% of rookies hang for 2-3 weeks afraid to move on to better things.
The only down side? Rookie recruitment opportunities would be distributed evenly among corps and end wardecs to monopolize recruitment in rookie systems. But enough reasons to wardec or leverage corp size to advantage will remain. |

RookieInfo ReadMyBio
Republic Military School Minmatar Republic
0
|
Posted - 2015.03.19 11:23:36 -
[222] - Quote
A few points:
1. Fearing teh Gambler's Fallacy symptom of creating 65 trial accounts to find all of them with the "old" tutorial system, I "got lucky" and found that the first trial account received the Opportunities Abound.
2. I confirmed that "Contracts are restricted on trial accounts."
3. Since a good number of rookies in new accounts are completely underwhelmed and lost; and some are rage quitting after ranting in Rookie Help channel, I created an EVElopedia guide Opportunities to help them out.
4. It would be great if Opportunities Abound were rolled back from the live server until polished. |

BeanBagKing
The Order of Atlas
315
|
Posted - 2015.03.23 22:16:54 -
[223] - Quote
https://www.reddit.com/r/evenewbies/comments/2zydkn/old_aura_tutorial_vs_opportunities_tutorial_system/
Feedback for your attentions |

Raphendyr Nardieu
Chapter Six Chapters.
2
|
Posted - 2015.03.24 14:14:31 -
[224] - Quote
Some time ago I got an idea about opportunities. At least it would be cool to have at least few like "See Titan" and it would be done when you see titan on the grid or something.
Any case, few of these "not so useful, but funny" opportunities would be cool. |

Darkblad
Hilf Dir selbst in EVE
814
|
Posted - 2015.03.25 15:24:17 -
[225] - Quote
RookieInfo ReadMyBio wrote:A3. Since a good number of rookies in new accounts are completely underwhelmed and lost; and some are rage quitting after ranting in Rookie Help channel, I created an EVElopedia guide Opportunities to help them out. This is just great! Though it appears a bit weird that there are (still) walls of text (sort of) required to provide helpful guidance. But that is certainly not your fault. 
EVE Infolinks GÇó Mining Handbuch GÇó Colortags/Timer
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Koebmand
Silverflames
41
|
Posted - 2015.03.30 13:02:01 -
[226] - Quote
Was talking to someone who got Concorded, and realized - there really is not much that tells new players how this or sec status of systems.
Definitely something that could use to have an explanation in the new system. |

Gregor Parud
Ordo Ardish
1327
|
Posted - 2015.04.02 11:40:43 -
[227] - Quote
This changed NPE is still as cringe worthy as the previous one, just in different ways. I can see that for some opportunities improvements have been made but the new ones are a hurdle as big as ever. I honestly, REALLY, don't get how this can happen and how people can not figure out that being rigged to fail is a bad thing to do.
There's a few "really?" situations going on, and then suddenly you get to "find a low slot item (...) and fit it". Ok, find it WHERE? And wtf is a low Slot Item? I stopped bothering checking the rest.
This sort of nonsense such a shame, the NPE mechanics are great and very much welcomed but it's as if the people deciding what to put in just aren't exactly on par. You guys really need someone who actually proof reads this stuff and is listened to when commenting. |

Koebmand
Silverflames
41
|
Posted - 2015.04.02 20:47:20 -
[228] - Quote
Or maybe - actually try play through it ... |

Gregor Parud
Ordo Ardish
1331
|
Posted - 2015.04.06 07:42:17 -
[229] - Quote
Well, here's my view on this iteration of the NPE and it's pretty much unchanged. |

Dana Goodeye
Quafe Commandos Point Blank Alliance
1
|
Posted - 2015.04.13 11:28:14 -
[230] - Quote
i hope some dev ppl gonna read this, so heres my opinion about how we should and could keep the newbies in eve =P first of all, i know there are a lot of a$$hats -úerking around harassing mocking and or scamming newbies just because tbey can, but its not the usual thing. sometimes when i have the mood and the time, i sneak in to the rookie help, giving advices and offering 101 pvp exercises. and im really proud, because i had about 10 newbies, 6 of them still around, the oldest is a year old, the youngest less than 3 months. and if the isdn would find out, im picking up 1-5 days old newbies, im duelling with them (but not killing them), doing lvl4 missions, losec ratting and even small gang pvp with them, i would propably get banned from the rookie help. but i can tell what the newbies needs are. and its not just a help chat, and silly starter missions. they actually need some ppl to teach them in real. teach them about skilling, dscan, bookmarks, concord, gate and station guns, fitting, what to do and what not to do.. having fight with them, teaching them to manage their ships, mods, how the warping works, fits and $hit. they are undocking without a clue these days. i can help some of them when i have the time the mood for that near hek. and im pretty sure, im not alone. but please... when we doing this, we somewat breaking eve rules, dont we? and again... 6 of 10 of my newbies are still active... i know 6 ppl isnt that much... but for me, its a sucess :) so. wanna keep newbies around? fleet them up, give them 101 pvp exercise, do lvl 4 missions with them in active tanked ab frigs, drive them to losec and rat with them :P give them fun, and the feel of sucess, still let them know, eve is a harsh place. the light hearted ones gonna leave soon. the others gonna stay :) and to be honest, i think throwing together newbies isnt a goox idea if they have 0 experienced ppl among them to teach them. |
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Razk Geary
EVE University Ivy League
0
|
Posted - 2015.04.17 13:14:42 -
[231] - Quote
As a new player, I got thrown into the new opportunities experience and I can say it was really confusing. one of the "opportunities "say put something on your medium slot, but at that point I hadn't even open my fitting window, and yes the 2 dashes are pretty obvious after a while, but then again it took a lot of fiddling on my own, I see this question a lot on the Rookie help channel. The next opportunity was the load ammunition in a module, I don't know if you remember this but your weapons when you begin are civilian grade and they do not take ammunition, I spent a lot of valuable newbie money trying to find the right kind of ammo to load my civilian weapons, additionally these "opportunities" don't give any kind of rewards (hey even 1k seems a lot of money at my level) and I didn't get any of the valuable SB that Aura gives you to begin with.
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TheSmokingHertog
TALIBAN EXPRESS
305
|
Posted - 2015.04.17 15:16:21 -
[232] - Quote
As a veteran I would like to try this, when will everyone have access? |

Styphon the Black
Forced Euthanasia Soviet-Union
23
|
Posted - 2015.04.27 14:30:23 -
[233] - Quote
You really need to add in rewards for the new bros. There isn't much point in having this "a tutorial" at all if you aren't going to give a least some sort of reward for doing it.
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Grinder2210
Most Unknown
29
|
Posted - 2015.04.29 16:14:41 -
[234] - Quote
Once again CCP Proves they don't think PVP is one of your Opportunities in EVE online
Yes you do have a lose a ship ( ships can be lost to rats ) Yep you also have lose a pod ( Pods can be self destructed )
Were is the Kill a ship Opportunities? Blow up a mobile tractor unit? Get on a Kill Mail ? Take part in a POS kill ? Take part in a Capital kill?
Just saying these and more are all Great Opportunities for New players
And for a game that is Player VS Player at it's very core i think is a huge oversight to not have at lest one For new players to try out |

Vaclav Palimpsest
Pator Tech School Minmatar Republic
0
|
Posted - 2015.04.30 02:37:43 -
[235] - Quote
OK, one day in to EVE Online and I'm asking myself how there could be so many people playing this game? I'm working my way through the tutorial, what I now understand is the "new" opportunity system, but I'm already stuck grinding ore in a starter ship trying to get the cash to buy all the skills and gear and shps its going to take to get through the basic tutorial. I peeked ahead and I'm going to have to get the ship I'm currently in destroyed to get out of the tutorial. The vets tell me about all the ships I'm going to get but so far the tutorial is giving me nothing. Oh, and they say I have to go through a wormhole and nobody knows what's on the other side. Really? As if the newbie isn't already figuratively lost, the game is trying to get him really lost in the first 3 days.
I've played a lot of these games and I don't need hand holding but I really didn't expect the devs to try and drive me off in the first 72 hours. Tomorrow I'm quiting the tutorial. I have no idea if I'll ever get to the career paths. I'm a little frustrated in that I did what I thought was a lot of research and I'm finding out that it's nothing like the actual experience. |

Raphendyr Nardieu
Unpublished Chapter Chapters.
12
|
Posted - 2015.04.30 09:24:22 -
[236] - Quote
Vaclav Palimpsest wrote:OK, one day in to EVE Online and I'm asking myself how there could be so many people playing this game? I'm working my way through the tutorial, what I now understand is the "new" opportunity system, but I'm already stuck grinding ore in a starter ship trying to get the cash to buy all the skills and gear and shps its going to take to get through the basic tutorial. I peeked ahead and I'm going to have to get the ship I'm currently in destroyed to get out of the tutorial. The vets tell me about all the ships I'm going to get but so far the tutorial is giving me nothing. Oh, and they say I have to go through a wormhole and nobody knows what's on the other side. Really? As if the newbie isn't already figuratively lost, the game is trying to get him really lost in the first 3 days.
I've played a lot of these games and I don't need hand holding but I really didn't expect the devs to try and drive me off in the first 72 hours. Tomorrow I'm quiting the tutorial. I have no idea if I'll ever get to the career paths. I'm a little frustrated in that I did what I thought was a lot of research and I'm finding out that it's nothing like the actual experience.
It might help if you just do the basic opportunities. I believe there is supposed to be a lot of them ( http://cdn1.eveonline.com/www/newssystem/media/67138/1/Overviewmockup550.jpg ), so they are not the tutorial. They are opportunities.
After you get on to the flying and get some cash from the starting system, you should plan for the career agents. E.g. you will get free venture from the mining career missions.
I should personally test how this opportunities thing works without starting money. |

Ein0r Niiminen
The Blues Corporation
12
|
Posted - 2015.05.03 16:36:41 -
[237] - Quote
I havnt played since december 2014, so i was not really aware of this new opportunity system. I tried to introduce a friend of mine to Eve, told him to do the tutorial and once he is done i will accompany him with the career agents. First we searched for the Aura Tutorial. 10minutes later we discovered the opportunity system. So i told him to do the opportunitys as they were given to him. It worked with the OPs to fly around. But once items were needed, it was a mess
1. He had to put Items from one Hangar to another one. He didnt have any item to move. So he unfitted his weapon to move it around, forgetting the weapon in the item hangar later on. 2. He had to fit modules into high,mid,low slots. He was also unable to do the latter, since he had no items. The opportunity told him to get them on the market. Since he was an Amarrian, i suggested to get a civ armor repair. 500k.. yikes.. I could have equipped him, sure, but that is not the point of a begginers tutorial :/
In the end we completely ignored it, i showed him how to move around, overwhelming him with all my knowledge.. Until we ignored all those other opportunities and i showed him the way to the career agents..
He said that this sort of tutorial was too confusing for him.
In my oppinion the NPE set the bars a bit too high in terms of its forced autonomy
|

Masao Kurata
Franchise Warfare
220
|
Posted - 2015.05.04 04:24:16 -
[238] - Quote
The system is called "opportunities" for a reason. It is not a tutorial, you do not have to progress through it, there is no reason to do everything in it other than to discover more things that you can do. There is no pot of gold at the end, nor any false promises. The only major issue is that some players are expecting a tutorial and apparently the name isn't enough to clue them in that if they can't do see how they'd do something in a few minutes, maybe they should just pick another opportunity. Or just fly around, or shoot someone, or do laser shows or whatever they like because EVE is a sandbox and it's better for it to be a sandbox from day one for new players.
Personally, and I know I'm not a new player so my experience is different, I went through opportunities experimentally and found myself having fun making a fit just from the things dropping in the new player anomalies then when the time came to lose a ship, went out into null and killed a cyno with a rookie ship fitted with civilian modules before it died. |

Joia Crenca
Science and Trade Institute Caldari State
103
|
Posted - 2015.05.04 05:22:39 -
[239] - Quote
Is CCP getting feedback from new players on this? Both those that are happy and those that aren't? |

Milla Goodpussy
Federal Navy Academy
238
|
Posted - 2015.05.05 23:48:12 -
[240] - Quote
Joia Crenca wrote:Is CCP getting feedback from new players on this? Both those that are happy and those that aren't?
they are not listening, they are silenced like crickets and the fact many are bringing up clear feedback that this system is incredibly lacking common sense and how on earth did it get passed to release is beyond any level of thought. it makes my brain bleed that its pretty obvious a person who's skilled and already playing the game in a large coalition came up with this idea.
in fact I think its frustrating the new bros even more and they're going to give up.
the UI is bland and boring and just plain ugly
there is no rewards for doing anything with it
can others even see what you've completed or not?? what the hell is the point of having achievements when you cant even show off you have achievements!.. good grief have they not ever heard of xbox or playstation trophies!..
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