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Thread Statistics | Show CCP posts - 7 post(s) |
Thoirdhealbhach
Liga der hessischen Gentlemen
1
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Posted - 2012.02.17 17:14:00 -
[91] - Quote
Over the course of the last year, I've had four RL friends, who used the 3 week trial and here is a summary of the things they didn't like and ultimately made them leave EVE after the trial time even though they had RL buddies complete with a small corp available for support:
*The tutorials display too much text at once. More audio comments, more visual feedback and more time and visual aids on the usage of the overview would have been good.
*At the time there were too many bugs in the tutorial system. Last year I've heard on two or three seperate occasions of tutorials missions that couldn't be properly completed or were reacting to the players actions in a strange way.
*Tutorials and mission briefings have no visual distinction between "fluff" and "crunch" meaning people had a hard time figuring out what part of the text (which were too long to read anyway) contained vital information and what part was just story. This was perceived as especially frustrating.
*There is very little help from the game to plan your skill queue as a beginner. Much too often us veterans came up with a nice cheap tech1 fitting or some new activity only to find out, that the newbie characters needed another 6-72 hours training time. Far too often I was not able to do a certain activity with a newbie because he either was several hours away from completing the skill or the necessary ship/equipment was not available for trials anyway.
*There is too much vital information stowed away in the wiki or 3rd party webpages/products. Especially the de facto need for an external fitting tool was a big turn off for my friends.
*A tutorial on the general structure of the market window, its categories and the naming conventions of modules would have been much appreciated.
*Skill training during the first few days/weeks is too slow! When you want to introduce a friend to EVE you basically have only one weekend to make a pitch. Eve should offer some serious sense of achievement for the first dozen or two dozen hours of gameplay. While the slow skillpoint accumulation over time is great for the regular user, it is very frustrating and feels like an artificial handbreak if you want to get things going with your buddies.
*There was a general sense, that in theory EVE might offer interesting gameplay choices, but none of them were available for testing during trial, which kind of defeated the purpose of the trial for anyone who is not interested in missions or mining.
*There was the notion, that EVE forces people to pay attention to menial tasks that offer no actual fun and could easily be automated. One example among many others was the need to manually trigger a reload and manually start shooting again afterwards.
*The GUI is outdated.
So this is, what friends who have tried out EVE and were not happy about it have told me.
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gfldex
319
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Posted - 2012.02.17 17:20:00 -
[92] - Quote
Imagine EVE would be a board game. With the information available to players in tutorials and the wiki you couldn't possibly play the game because most rules are not know to players.
In EVE one can very well find out what the rules are. You are going to lose a lot of ships in the process. Most players who quit because they lost a ship have no idea why they lost it. How are they supposed to find a solution? How are they supposed to do better next time?
What happened with the idea of handbooks anyways? Are we all doomed to follow the Apple Way of Blackbox Magic? The game has a tutorial that gives you a mining laser and a railgun and tells you to go shoot rocks and red crosses. It teaches you nothing else. It's been that way for 8 years, so are you really surprised that there are people who aren't aware that this is a pvp game? --Jafit McJafitson |
Dwindlehop
Stimulus Rote Kapelle
2
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Posted - 2012.02.17 17:24:00 -
[93] - Quote
I've had three different friends accept buddy invites to play Eve. All of them should have been easy customers for CCP to pick up, as they had me helping them along, smoothing over Eve's rough spots, and giving them direction. None of them played Eve for more than a month. The single biggest problem with Eve is there isn't always something to do when you log in. They got distracted by other games and started spending more time in other games before they got particularly attached to Eve.
The fix you need to make to NPE is the same fix you need to make to Eve. Inject more life into 0.0 and lowsec. Give characters fresh out of their trial period a niche in 0.0. Connect a nullsec alliance's wealth and war materiel production to 0.0 pilots in space, making jumps from gate-to-gate, generally being both engage-able and defend-able. Make it so when I log in, everyone is who isn't AFK or reshipping is out in space, because there's something to do out there. |
Chokichi Ozuwara
Lucky Dragon Convenience
3
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Posted - 2012.02.17 17:25:00 -
[94] - Quote
I could write an essay on this. I intended to write an essay on this elsewhere. I come from a SaaS background, and look at the new character experience both as a player, and as someone who must retain paying subscriptions in order to grow my revenues.
Of course I am annoyed by the new overview changes, so maybe we can trade. My brilliant insights in return for a useable player interface, circa one week ago.
A few thoughts...
The current tutorial setup is lousy. Instead of making a dedicated learning and training interface for newbs (new customers) someone decided to shortcut and utilize the mission mechanics.
The problem is, missioning is mostly a hisec endeavor, and isn't reflective of most of the game.
To boot, the missions themselves suck and the content is lousy. Introduce a real storyline arc related to the Eve cannon, and you might hook people emotionally on the purpose of the tutes. But that all originates with how CCP sees their new clients, and how seriously they want to retain them as paying users.
Testing on one's wife isn't very useful, because she has a bias to try and take a higher level of interest due to IRL relationship, not to mention they are more likely to mask emotions like disappointment and frustration.
One of the key questions to ask, is why a player can learn more one on one with a corpmate in 2 hours than the tutorial could teach in a week? I recently walked a friend through on skype and he's already died in lowsec 2 or 3 times, within a few days of joining. Investing in GM (paid?) help can yield an ROI assuming you have some basic lifetime customer value data available.
Also, you gotta remove grinding for newbs. Start them at level 5 for the core skills in each skill category or more of the useful skills not bound to the tutorials (like shields). They need to do the tutorial, not earn the tutorial.
Less grinding.
Giving them a broader or more leveled skill base, you open up more modules and ships to them earlier. We're talking about frigates, which frankly everyone should be able to use as early as possible so they can do more than mine and haul.
As someone with experience in SaaS, and a big user advocate in any system, the onramp experience is almost non-existent with this software, although to be fair, I did have a GM contact me when I joined, and I thought that was a nice touch.
Get players doing the fun stuff in eve during the tutorials, and they will learn by doing. Mining and ratting aren't fun for a lot of players (you will have the real #s on population density by sec status), they are grinding.
Don't teach players how to grind. Teach them how to fly and fight. Teach them how to work in a group.
By doing the stuff which triggers a positive emotional response with a high level of novelty, you'll hook people into paying.
Also, strictly from a sales perspective, there isn't enough of a push from free trial to paid. A one time offer like "Pay now and receive 500,000 bonus skill points" or some other small newb advantage which doesn't affect the balance of the game at large, could help increase conversions.
TL;DR Grinding sucks, don't teach grinding. Remove as much grinding as possible from Newbie experience. Also, sell harder. And make the storyline compelling. |
Vizvayu Koga
41
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Posted - 2012.02.17 17:25:00 -
[95] - Quote
Fix bugged game mechanics that allow things like can flipping, suicide ganking and trade window scamming. This is a real issue for newbies because at the beggining it's very hard to get stuff and too easy to loose it. Make it clear where it's safe and where it's not.
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Chokichi Ozuwara
Lucky Dragon Convenience
3
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Posted - 2012.02.17 17:37:00 -
[96] - Quote
Just thought of this, but the best way to learn is to do, and the best chance to do in a guided manner is to join a player corp.
Why not create a market for new pilots? Right now, there isn't much incentive to equip and train them because they are newbs. Maybe Concord can pay corps for new (paying) clients up to their first 3 months. Something equal to 10% of what a 3 month pilot could earn doing PVE.
Creating a market for new pilots to join player corps will make newbs feel desired and valuable, and will incentivize recruitment. Also, the recruitment process sucks. Corps need to be able to advertise in station. Using secure cans around stargates is a horrible kludge that should have been addressed a long time ago. |
Grey Stormshadow
draketrain Confederation of xXPIZZAXx
926
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Posted - 2012.02.17 17:37:00 -
[97] - Quote
GSS 2011.09.25 17:26 wrote:I wanted to build a corporation where everyone would have some important/meaningfull role without a fear that some day some other member had cancelled all their industry jobs, stolen their ships from pos hangar, emptyed corp wallets and hangar. Then I realized that only way to do this is not to hand out any important/meaningfull roles and not to even try recruiting. Current corporation roles/configuration options are very limited and support mainly corporation model where few guys run the corporation and remaining players will be ants forever. Even in this case some inside guy will eventually bail and collect everything corp has as his retirement fund. If you want to improve new player experience and keep more people in game after trial is over, you gotta work with the most important thing in this game. That is obviously the corporation system as a whole. I could take 20 noobs and keep them busy for next year if I knew that none of them will clear my wallet if I give them anything more interesting to do than drilling a rock or salvaging a mission. Obviously this isn't as big problem on pvp side, but posses and storing ships are still good examples. In industry side there is plenty to fix from renting pos labs to multi layer corp lab access rights. There should be daily/monthly limits in corp wallet access rights and plenty of more corp hangars/configuration options to them. For example "can store and take only own items"-option and "can take only X items/day". Traders shouln't be able to collect all the corp deliveries without special permission. They should be able to pick only their own corp purchases if they had permission to purchace in 1st place. Default should be only to sell for corp. More roles, more permissions... generally this means that every job can be divided to many small jobs and distributed to many players. This gives important job to everyone and people feel that they are important part of the corporation. That gives totally different experiment than some ceo going "we have mining op every day - how long before you think this game is boring? - wee!". I'm sure that some ceo living daily in null could give you at least same amount of feedback about stuff that they wanted to change in pos maintaince, jump bridge maintaince and god knows where... however I'm sure you got the idea. ^^most important thing in EvE atm - IMO (Quote source) This again... as it is pretty much the key for new players not to hit brick wall if they don't choose the PvP path and be happy with it.
Get |
wicked cheese
Imperial Research Inovations
1
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Posted - 2012.02.17 17:37:00 -
[98] - Quote
eve only needs one thing for the new player experience:
an ingame wikipedia (much like civilizations civilopedia) that covers all items and game concepts, giving examples and even history lessons.
since ccp more than likely wouldnt have the time to take on that large of a project a group of community selected officials could moderate/edit it while normal players can send them updates to be posted. hopefully that would keep some of the bullshit out lol
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gfldex
319
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Posted - 2012.02.17 17:47:00 -
[99] - Quote
Kane Hart wrote:Unfortunately one the things I found was the recent suicide gankings are actually tearing the enjoyment out of the game for a couple my friends who recently came back and one of them being fresh and new to the game.
That could have been done by a 2 day old char. And 800B would be a nice start into the game, would it not?
The game has a tutorial that gives you a mining laser and a railgun and tells you to go shoot rocks and red crosses. It teaches you nothing else. It's been that way for 8 years, so are you really surprised that there are people who aren't aware that this is a pvp game? --Jafit McJafitson |
Dwindlehop
Stimulus Rote Kapelle
2
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Posted - 2012.02.17 17:50:00 -
[100] - Quote
After thinking about it a little more, I have an addition to my request above for a niche in 0.0 for new players. CCP Legion, please make the tutorial feature Eve's combat mechanics as she is actually played, not according to some weird CCP idea of how Eve combat could be. The new player should leave the tutorial knowing how to apply tackle while the target attempts to escape and how to escape when faced with overwhelming force. |
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Axl Borlara
T.R.I.A.D
21
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Posted - 2012.02.17 17:57:00 -
[101] - Quote
The hardest problem is balancing the game design with business sense.
Eve is hard. There's a lot to learn and it takes a lot of time and patience. And that's good.
However, by definition, that fact will limit your potential customer base.
No obvious answer there.
Despite choosing to play a MMORPG, there are lots of people who have no intention of mixing with other people. They are quite happy mining/missioning/etc and making isk to collect shiny ships to do more of the same. Yes, it's more efficient to work together with friends - you need to spend less and get much more profit. But no, this type of person would much rather spend billions on their own shiny ship to enable them to do everything by themselves. And that's all fine. After all, they pay to play the game just like anyone else. The problem here is that when someone comes along and kills them, despite being 'safe' in their spot of high-sec, they tend to get stroppy and leave. Other people come along and interfere with their style of game play.
For people who are really new to the game, try and get some information across to them before they undock for the first time.
A big banner along the lines of:
"Know that your ship will get destroyed. As will many others. Your pod will also get destroyed, along with your body contained within it. But you are a Capsuleer. You will return. And you possess the ability to unleash your wrath on the perpetrators."
Let people know that Eve is hard. They will die. But it will be worth it. Also let people know that you don't need a whole bunch of skills or isk to have fun. It's much more important to work with others than it is to be uber_skilled yourself. You can make isk, you can even (help) kill other players. But it's immensely harder by yourself. Join a corp and established players will hardly bat an eyelid when handing out a few million isk and a couple of ships.
Anyway, that's enough rambling with no particular direction. For now at least.
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Axl Borlara
T.R.I.A.D
21
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Posted - 2012.02.17 18:05:00 -
[102] - Quote
Alara IonStorm wrote: Basically give liberal boosts to the bottom of the pyramid and fight lol fits by giving players an early understanding of Basic Ship fitting.
Just saw this post on page 2.
In my opinion, handing out more free stuff to new players is as wrong as it gets. You can give new players 50 million skill points and a whole fleet of ships and modules. They will still go out and lose it all straight away as they don't know what to do with them.
Give people the information they need. Once they have the right information, they will be in a much better state to use what they have. |
Tazarak theDeceiver
Southern Cross Knights Order Of The Unforgiving
11
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Posted - 2012.02.17 18:21:00 -
[103] - Quote
I could probably get 15 people to try Eve in the next month if we could fly our ships WASD. This is the biggest hurdle I've had trying to bring friends over for free trials.
For anyone experienced in MMO's and FPS games, the clicking in space to move the ship is just too freakin whack compared with every other game they've played and enjoyed. I think many of them would grow and adapt to the playstyle; but for those used to games with some manner of twitch reflex Eve seems embarrassingly slow to them at first. A WASD and quick key/hot key setup is the most efficient process, and forcing people from this system into a "point and click" game just has never worked for me.
Also, the fact the mouse wheel zoom is backwards in Eve is a deal breaker. It still drives me crazy. |
Vae Abeo
EVE University Ivy League
11
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Posted - 2012.02.17 18:26:00 -
[104] - Quote
Tanaka Aiko wrote:make sure noobies can't be abused on their first days. scamming and griefing are parts of eve many enjoy, but there should be a protection for those who just entered the game, as they have way more chance to ragequit than others if it happen to them while they don't have much attachment to the game.
one of my first experience on eve, like 1hour after beginning, was being can flipped and killed. not knowing what would happen on my first death (maybe i'll lose my skills ? and i don't have money to buy a new ship, how will a buy a new rookie ship ?), and not knowing how this guy on his biiiiiig ship could kill me (hell maybe i'll be killed 10 times a day without reason ?) made me wonder if this game was a good idea.
they need to understand the dangers of others players, what they risk, what will happen if **** happen, and what they can do to avoid these basic things.
and be sure they don't like having lots of things to read, and most of them won't read it if you give them like this. give them some missions where they can experience this.
also maybe allowing rookies ships to be upgraded for free (spawning with more slots, and more mods), for characters less than 30days old, and only usable on high sec, could be an idea. Somehow I agree to this, i had the same experience and overall losing 200k isk is not a big deal but as a new player it was quite demoralizing especially since the game couldve been explained much better and ultimately i lost a ship due to lack of game mechanics.(Interestingly enough I found the guy in the E-uni v RvB war and got him to 25% hull before losing point)
"Please CCP. Make NEW UI. one that will not look like **** and make EVE obsolete. one that will make EVE feel like game and not office work. one that will help new players and old players to enjoy playing EVE.
On last year FanFest you shown us ideas for new UI. Whats with that???
You update game graphic on standard of 2012. and UI is left in 1990s. Sorry, but, UI is just horrible in all aspects."
This is another REALLY big issue it took and still takes forever to set and get the ui and overview to be really useful, please make the UI more interactive and adaptable all the clicking shows a lack of time and effort/thought on the design. This in itself can make the game exhausting.
Also get with Kelduum or Seamus from E-Uni (or any of the older members) they deal with TONS of new people and questions in fact even I hear the same things over and over, these are obvious weaknesses not covered in any tutorial. Most of the material from the E-UNI wiki and videos should be tools new players have at their disposal they are actually a decent jump off point for new characters. Seriously i hear people answer tons of new player questions by just directing them to the uni. Personally I feel this is something that shouldn't have to be covered by players (but is done so without complaint). Which brings me to my last point:
The best way to help new characters is to SHOW them in a video of how to execute various exercises; so we are clear a FRAPS with a voice overlay of everything you are doing and the REASONS for those actions would be invaluable to new players.(If you dont know what i mean look-up autodesk tutorials they are a perfect template to base this off of) . You could implement a rewards program so that actual players can provide content moderated by CCP (probably with a like/dislike system) if CCP maybe doesnt have the resources to undertake such an endeavor. (obviously a can of worms to abuse but i said CCP moderated ) |
Catho Sharn
Don't Die Interstellar Enterprises
18
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Posted - 2012.02.17 18:27:00 -
[105] - Quote
I've been playing for a couple years now, so I can't offer direct commentary on the new player experience. Several of my friends have started playing over the last few months and I've noted a couple things they've said:
1. The new player experience is pretty good actually. All of them did the tutorial missions and picked up the basics of the game with little problem.
2. Once they were done the tutorials however, all of them hit the same flat spot: "Now what?"
Now with friends in game that question has an answer, but if someone starts playing without a buddy, it's a different story. New players get pointed to the epic arc, but on the path of new player to hooked player I think the end of the tutorials is probably the weakest link. I don't know of a good solution, but figured I'd provide the feedback in case it's helpful.
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Xercodo
Disturbed Friends Of Diazepam Dark Matter Coalition
903
|
Posted - 2012.02.17 18:37:00 -
[106] - Quote
Cover every loop hole of explanation.
Don't explain everything to death but leave nothing open to interpretation.
Also less text and more voice and videos would be awesome.
Take damn near every tutorial that exists now and turn it into one of those CDIA videos. Things like explaining skill training, the skill queue, gun tracking, and probe scanning could REALLY stand to have some visual aids. What'd be even cooler is making these videos in a interface that looks like the CDIA videos themselves and use the existing tech you guys have for the CQ screen to display said videos.
(Also redo the scanning tut video to include the alt function and put in some over visual aids discussing how the probes communicate. For instance when a player has a red ring show them an animation showing a cone coming from the two probes and a cross section showing them how it makes sense that two probes seeing a signal make a ring. For three probes show the cones again but this time fade them out and highlight the two dots where the three cone bases intersect showing them how three probes interacting creates two dots. And note to them how multiple probes helps.)
A recreation of the tracking guide that everyone know and loves in as an official video would be awesome and hopefully prevent newbs from thinking that falloff goes in both directions. >.>
The videos from World of Tanks are a great example of the sorta stuff im talking about, but when you highlight a menu make sure to also magnify it as that's one of the problems i had with the WoT ones. Sure they'd highlight the button or interface they were talking about but the areas were still only a small fraction of the screen to try to figure out.
And when a UI element is highlighted make sure it's highlighted within a video for at least 3 full seconds or for the entire length of the discussion about said UI element. Use single solid highlights and pull back on the flashing. The Drake is a Lie |
Lotto Wayl
Helheimr Technologies
2
|
Posted - 2012.02.17 18:39:00 -
[107] - Quote
All new players start in NPC corporation, which is IMO bad idea... they should start on their own(without corp) and than find player driven Corp.
Necessary addition to current Corp system:
1. Add corp within corp, which I mean some sort of academy for newbies, where they can still be in chat with vets and stay active in given division.
2. Make newbies worth within corp... more newbies in "academy" should mean BUFF for entire corp.
It's just an idea - dont bash me for trying to help.
Fly safe o7. |
Reilly Duvolle
Hydra Squadron
368
|
Posted - 2012.02.17 18:50:00 -
[108] - Quote
Bah.
I spent 30 minutes to compose a thorough post, but ofc I forgot that you have to copy your post before you post with this forums, because it will eat anything you spend some time on composing.
And I cant really be assed to do it again, so....
FIX
YOUR
DAMNED
FORUM!
HOW HARD CAN IT BE? |
Andrea Griffin
116
|
Posted - 2012.02.17 18:53:00 -
[109] - Quote
New players have a lot of misconceptions.
Emphasize that "Bigger is not always better."
I recently brought a new player to the game (he's enjoying himself by the way, he loves the complexity) and he wondered what good frigates and cruisers were for when you could have a Big Battleship with Big Guns and all that. We then had a long discussion about weapon sizes - turret tracking and signature resolution in particular. Once that was done, he realized that small ships DO have a place in PvP, and was thrilled to learn that smaller ships have a fighting chance against larger ones.
I think that a practical exercise during the tutorials would be helpful and encourage some players to specialize in smaller ships early on. Take one of the generic "shoot the bad guys" missions and have the pilot tackle a battleship; once that's done, have supporting NPCs come in and blow the larger ship up (make it take 10-15 seconds instead of insta-pop, that would make it more exciting). At range, the battleship should be able to track and damage the player (though not much), but in a close orbit, the battleship should be missing pretty much every shot.
Emphasize (somehow) that "Old Characters Don't Always Win".
A pilot that specializes in, say, interceptors for a little while is going to be just as good as a six year old character before too long. That is one of the gems of Eve's skill system. Old characters can't fly X much better than a young pilot that specializes in X, and that means that anyone can become an expert in something without a whole lot of time invested. The only difference is that old players have had the time to specialize in Y and Z, too.
Also, an old character doesn't mean that a lot of training has been invested.
Planetary Interaction Needs a Tutorial.
I recently ran through some of the career agents to help out my standings, and if I remember correctly PI was mentioned only in passing. There should definitely be some kind of interactive PI tutorial - it doesn't have to be complicated, just plonk something down on a planet, harvest a resource, export it.
Low Security Space is "Instant Hell-Death"
As many of us know, low sec space isn't all that scary - if you have a good idea on how to protect yourself. It would be nice to have one of the career agents provide the new pilot with some of those tools. Teach the player how to use the directional scanner, for example, and explain why it is useful. Tell them about warp core stabilizers and why they help - or don't. Emphasize again the value of smaller ships (they get into warp more quickly, are harder to target), which again will help fight the "Bigger is Better" mentality.
Answer the Question, "What do I Do Next?"
A lot of people ask this, too. Once they're done with the career agents they all wonder, "What do I do next?" Although, instead of dumping them onto new mission agents, perhaps they could be redirected to the personality test thing (which is nice, but could be expanded), and after that, to the recruitment forums. Encourage people to join a player corporation. They make the game much more entertaining, plus it's wonderful to have a real person answering questions.
--
Also, please fix the forums. If my active session has timed out and I hit post, at the very least PLEASE re-populate the text entry box with my text (or, better yet, just post my message). I shouldn't have to train Copy and Paste to Level 5 so that I don't lost my posts. It's not you guys who need to repair what has been broken, it's us. CCP Wrangler |
Ms Mirple
Perkone Caldari State
0
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Posted - 2012.02.17 18:53:00 -
[110] - Quote
NO to any sort of safe space. I agree with the idea of the tutorials sending the new player off to be killed in low sec or null sec though. This is part of the game and the sooner you get them uses to it the better. Also the one thing I love about this game is the rush i get when I am losing or about to lose and manage to get out of losing a ship. If you want to farm isk and never have a fear of losing your shinny ship change MMO's to something easier (insert lame MMo here). Every one of us that plays this game had the steep learning curve and still play its because that it keeps the dumb or less interesting people out of this game. One more point is Carebear tears are the sweetest tears in this game. |
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Skye Aurorae
No Bull Ships
158
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Posted - 2012.02.17 19:08:00 -
[111] - Quote
I find that a lot of new pilots come to the game with many misconceptions regarding gameplay, PVP, markets and other aspects so I put this video together to help educate players (and yes, get a few plex from buddy invites).
http://www.youtube.com/watch?v=c0M7jkv3xkQ
I keep planning to make more videos on the 'first days in eve', but it takes a lot of effort. Skye Aurora is a 7 year old Girl Who Wants to be on the CSM! Unfortunately, the Lawyers say you have to be 21, so.. Vote for Scott Manley / Skye Aurorae for CSM 7 An Expert in Dealing with Childish Arguments Over Toys. https://forums.eveonline.com/default.aspx?g=posts&t=68506 |
Camios
Minmatar Bread Corporation
59
|
Posted - 2012.02.17 19:11:00 -
[112] - Quote
People should know how to use the directional scanner, the session timer stuff, the existence of bubbles, the usage of "tactical" 200km-of-gate bookmarks and of instant undock bookmarks, the usage of a cloak device, the importance of mwd reapproach trick and mwd + cloak trick, This is what they need to know if they want to go solo in lowsec-nullsec or just if they want to survive in a war.
They just must know how enhance their survival rate once **** hits the fan. |
Sinooko
The Night Wardens Viro Mors Non Est
15
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Posted - 2012.02.17 19:11:00 -
[113] - Quote
Beltayn, this blog is pertinent to you and I was wondering if you had any suggestions for improving the first few hours/days/weeks of Eve Online.
http://community.eveonline.com/devblog.asp?a=blog&nbid=3421 New dev blog: The ease of EVE
Beltayn: I found the easiest way to improve the first few days was to uninstall the game and watch this trailer: http://www.youtube.com/watch?v=5u5mUHIt4IE&feature=relmfu
World of Tanks Teaser #3 World of Tanks is a team-based massively multiplayer online game dedicated to ar...(truncated)
Beltayn: In all seriousness though it was just overwhelming there was a whole lot of content to take in and it wasnt possible to break and come back because Id already forgotten how to do what I learned in the previous tutorial.
Beltayn: I feel like though it may be fun at first it will eventually reach a point where there is too much to do and accomplish to make the game fun. Much like the point in SPORE where you are able to conquer entire star systems. Playing the early points in the game developing your genetic structure and the like were great. But once you get to that point its just silly.
Beltayn: Like in WoW when the only way to finally get your quest log clear for a few days and feel like youve completed something is to just not accept new quests.
Beltayn: If I want a game where I am a starship captain I will just build a DOS shell and play Star Control 2. |
Skye Aurorae
No Bull Ships
158
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Posted - 2012.02.17 19:13:00 -
[114] - Quote
I'd just like to add, that one of the things I do encourage new players to do is get some cheap frigates and Join Red vs Blue to have fun with PvP, this really seems to help with the community/fun side of things. Between the tutorial missions, and the Sisters of Eve Arc the new players suffer from Mission fatigue, but the missions are too lucrative to pass up for a newbie. Red vs Blue really gets a lot of pilots excited. Skye Aurora is a 7 year old Girl Who Wants to be on the CSM! Unfortunately, the Lawyers say you have to be 21, so.. Vote for Scott Manley / Skye Aurorae for CSM 7 An Expert in Dealing with Childish Arguments Over Toys. https://forums.eveonline.com/default.aspx?g=posts&t=68506 |
Alara IonStorm
1606
|
Posted - 2012.02.17 19:16:00 -
[115] - Quote
Axl Borlara wrote: In my opinion, handing out more free stuff to new players is as wrong as it gets. You can give new players 50 million skill points and a whole fleet of ships and modules. They will still go out and lose it all straight away as they don't know what to do with them.
Wow way to blow things out of proportion. Apparently giving them less ISK then I spend on a Thrasher Fit and Less SP then I train in a day = 50mil SP and a whole fleet of ships.
Starting new players off with a tiny bit more targeted in the right places is a good thing. We already give them Starting ISK and SP and a tiny bit extra is not going to spoil them.
Not the end of the World.
Axl Borlara wrote: Give people the information they need. Once they have the right information, they will be in a much better state to use what they have.
Umm duh of course this is a good idea. But this has 0 to do with a minor buffing the starting stats.
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Kein Echerie
The Scope Gallente Federation
1
|
Posted - 2012.02.17 19:18:00 -
[116] - Quote
hmmmmm I like this plan |
Crash McMalley
Thunder Chickens Indecisive Certainty
1
|
Posted - 2012.02.17 19:21:00 -
[117] - Quote
Fitting guide is a great idea. I can remember not understanding (still at some points) why some things needed fitting and others didn't.
Get them into new player friendly corps. Best thing about EVE are the people you go out with to find some pew pew |
Ms Mirple
Perkone Caldari State
2
|
Posted - 2012.02.17 19:27:00 -
[118] - Quote
One more thing and I know this has been posted in other forums but CCP needs to clean up modules that are never used in game so the new player doesn't look at these and try to use them.
One other Idea is to creat NPC's that would assist you on early missions so you get an Idea on how fleet engagements work. Or require some missions to have 3 people in a fleet to enter the site. This will encourage more team oriented goals and get players working together sooner. |
Nova Fox
Novafox Shipyards
3179
|
Posted - 2012.02.17 19:28:00 -
[119] - Quote
I always felt that the inspace tutorial epic mission arc could need some tweaking to help show players than even a small frigate can do very useful things.
Aurua will point that an agent requires your help as you are the 'nearest' available help. Agent goes onto explain that they had a battleship captain on a mission running into an issue and requires reinforcement.
Mission 1 Rescue NPC freindly Batlteship Battleship is getting shot up by a smaller ship that it cant track, the captain explains that his ship was designed for long range attacks and cannot protect itself from close threats. Player then gets a how to target and saves the battleship from getting destroyed.
Mission 2 Optional Find Safe spot for battleship. Player receives a minimal 'prefitted' astrometrics frigate ship for probe launching. Captain of the battleship gives player instruction on how D-Scan works to actually see if there is such safe place. Then encourages the player to use the onboard scanner to pinpoint the site. Player will be tasked in finding a forward command post thats not bookmarked. Captain will discuss the various ways to setup the D-Scan and what results on the onboard scanner and advantages and disadvantages.
Mission 3 Repair Battleship. Player finds the forward outpost and triggers the npc battleship to warp in and park near the outpost player can then receive a prefitted mining frigate to help resupply the outpost with the materials it needs to repair the ship.
Mission 4 Protect the outpost. Player is given a Attack type prefitted combat frigate and is tasked in defending the outpost from attackers this is to reinforce what the player learned in mission 1. Captain will give some pointers on tanking this time around as the player will be the target of damage.
Mission 5 Find hostile base of operations This mission is to reinforce what player has already learned in mission 2 and introduces the concept of probe launching the captain will give detailed explination on how to find locations. For role play purposes the captian expalins that a spy put a signal amplifier making it easier to find than most nomral sites.
Mission 6 Escort the Battleship. Once you located the site which its entrance is a locked gate you return to station to get your second prefitted intercept combat frigate with electronic warfare systems. You accept the next mission and the captain says hes already gone and unlocked the gate and went into the mission and it will be your job to kill smaller targetrs while he handels the defense systems. Pilot will be introduced to the broadcast system as the battleship captain will be pointing out targets for the player to attack.
After all small hostile targets are dealt with and the battleship brushes off the remaining defenses of the base a trigger event will start where the hostile battleship captain undocks and makes an attempt to get to the next gate.
Your battleship captain orders you to attack the larger and much more dangerous battleship and try to prevent it from escaping using your prefitted webifier. Pilot webs pirate battleship, friendly battleship sinks bad guy pilot completes the arc and rewards the final combat frigate for the race with a small prefit and a package of cheap modules.
Players are then encouraged to consider thier future options in space and emphasis that specializatoin and making specific goals is important to keeping up with older players in eve.
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Ms Mirple
Perkone Caldari State
2
|
Posted - 2012.02.17 19:34:00 -
[120] - Quote
Nova Fox wrote:I always felt that the inspace tutorial epic mission arc could need some tweaking to help show players than even a small frigate can do very useful things.
Aurua will point that an agent requires your help as you are the 'nearest' available help. Agent goes onto explain that they had a battleship captain on a mission running into an issue and requires reinforcement.
Mission 1 Rescue NPC freindly Batlteship Battleship is getting shot up by a smaller ship that it cant track, the captain explains that his ship was designed for long range attacks and cannot protect itself from close threats. Player then gets a how to target and saves the battleship from getting destroyed.
Mission 2 Optional Find Safe spot for battleship. Player receives a minimal 'prefitted' astrometrics frigate ship for probe launching. Captain of the battleship gives player instruction on how D-Scan works to actually see if there is such safe place. Then encourages the player to use the onboard scanner to pinpoint the site. Player will be tasked in finding a forward command post thats not bookmarked. Captain will discuss the various ways to setup the D-Scan and what results on the onboard scanner and advantages and disadvantages.
Mission 3 Repair Battleship. Player finds the forward outpost and triggers the npc battleship to warp in and park near the outpost player can then receive a prefitted mining frigate to help resupply the outpost with the materials it needs to repair the ship.
Mission 4 Protect the outpost. Player is given a Attack type prefitted combat frigate and is tasked in defending the outpost from attackers this is to reinforce what the player learned in mission 1. Captain will give some pointers on tanking this time around as the player will be the target of damage.
Mission 5 Find hostile base of operations This mission is to reinforce what player has already learned in mission 2 and introduces the concept of probe launching the captain will give detailed explination on how to find locations. For role play purposes the captian expalins that a spy put a signal amplifier making it easier to find than most nomral sites.
Mission 6 Escort the Battleship. Once you located the site which its entrance is a locked gate you return to station to get your second prefitted intercept combat frigate with electronic warfare systems. You accept the next mission and the captain says hes already gone and unlocked the gate and went into the mission and it will be your job to kill smaller targetrs while he handels the defense systems. Pilot will be introduced to the broadcast system as the battleship captain will be pointing out targets for the player to attack.
After all small hostile targets are dealt with and the battleship brushes off the remaining defenses of the base a trigger event will start where the hostile battleship captain undocks and makes an attempt to get to the next gate.
Your battleship captain orders you to attack the larger and much more dangerous battleship and try to prevent it from escaping using your prefitted webifier. Pilot webs pirate battleship, friendly battleship sinks bad guy pilot completes the arc and rewards the final combat frigate for the race with a small prefit and a package of cheap modules.
Players are then encouraged to consider thier future options in space and emphasis that specializatoin and making specific goals is important to keeping up with older players in eve.
This Idea is perfect. The only thing I would change is Battle ships are not always long range but strees that tracking is very important in game. |
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