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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.12 00:29:00 -
[1]
I've made a throwaway alt on Sisi to check out the new character creation and tutorial revamp. These are the issues I've found so far running with a Caldari Achura character:
- Portriat creation doesn't currently work with scene2 enabled - You start with 1 trit and 1 damage controll in your hangar allready in addition to the one you get from Aura - The tutorial for skills and skill queue doesn't cover certificates; I don't know yet if this may be covered later on the carerr tutorial missions but a "you can use certificates to help plan training for your career; we'll return to this later in your training" would not be out of place if that's the case. - The agent for the Military path is located at the Science and Trade institute instead of the State War Acadamy. - In general there's something of a inbalance between the time you get a skill book, the time it takes to train (even speeded up) and the time you're expect to use it for a mission (when it's still got several minutes left to go. Granted, I am moving through the tutorial quickly because I'm not new. - On the Business track for the mining mission (#3 or 4), Aura gives you the Refining skillbook without you having its pre-requisite, Industry, and at no point prior have you been shown how to use the market to get it (though you've been told new skills can be had there. - In the same section, Aura gives you 333 Veldspar - enough to fuffil the mission requirement of trit without actualy having to go on the mining mission.
To be continued. -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |

Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.13 05:00:00 -
[2]
- Uppon finishing mission 4/10 an empty Aura dialog box pops up. I'm not entirely sure this isn't because I'd turned on Scene2, however.
(space reserved + bumpage) -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
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CCP Fear

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Posted - 2009.02.13 09:58:00 -
[3]
More please :)
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A'Sadar Malindra
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Posted - 2009.02.13 10:41:00 -
[4]
As an Amarr character in an Impairor you don't have the CPU to fit a damage control I without offlining the basic miner.
On the first try I clicked through the tutorial quickly and didn't get the hull upgrade skill book. A 2nd try going more slowly and I got the book.
It would be nice if the "valuables" dropped by that very first rat were worth something instead of a single unit of tritanium.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.13 11:00:00 -
[5]
ok I would love to add some love here.
The 1st thing BEFORE ANYTHING should be the skills tutorial, there is no reason to sit in space waiting through tutorials and not getting to the combat one yet.
if it's not combat, keep them out of the plex.
Here is what you must do CCP.
1. When it says "you must have the ____ to continue" continue automatically to the next step when it is opened.
2.After learning the train skills, the next step MUST be a market tutorial. A quick dirty, 5 page tutorial that tells the player how to buy and fit the civilian modules. Have him equip his choice of civilian mods BEFORE going to his 1st fight. AS it is now you never cover civillian modules, this is silly. Just tell them how to train skills, then do skill que, follow that up with fighting the damage control, BUT THEN, market time, tell the player to go in and equip civilian modules of his choice to boost his survivability. Once this is done THEN send him out to learn combat. Then send him back to station to finish up.
TADA.
also you might want to think about making rank 1 skills train the 1st level instantly. This is not exploitable. And allows for players to use the mods they are given right away.
Also later in one of the combat missions for caldari you get 2 rocker launchers, a little tutorial should pop up and say "hey open the market (show little wigit thing pointing at it) open the skill tab (wigit point) now buy this skill here (wigit point)
or
have them show info on the modules, check skills needed, rightclick, show market info.
one or other.
I'll think of more when it's not 4 am :P
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CCP Fear

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Posted - 2009.02.13 11:11:00 -
[6]
Originally by: A'Sadar Malindra As an Amarr character in an Impairor you don't have the CPU to fit a damage control I without offlining the basic miner.
On the first try I clicked through the tutorial quickly and didn't get the hull upgrade skill book. A 2nd try going more slowly and I got the book.
It would be nice if the "valuables" dropped by that very first rat were worth something instead of a single unit of tritanium.
Known and should be fixed in the next SISI update.
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A'Sadar Malindra
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Posted - 2009.02.13 11:11:00 -
[7]
I don't think civilian modules are seeded on the market so suggesting new players buy them wouldn't be a good idea. They're also really crap and not worth fitting.
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Althorn
Caldari Azure Flame
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Posted - 2009.02.13 12:27:00 -
[8]
Dropping new players in with no skills at all - good, gives you choice to pick up the skills that you want.
But also very bad - as some of the skills that you used to get make a marked diffrence on the playablility of the game - no navigation skills make for warping about trying to complete the starter missions really painful. (for example)
At least give them some free books as they progress through the starter story - you give them kit that they can't use - which if I was a brand new guy would have me scratching my head ...
Not a problem for my test character, as I know I can grab the books for 100isk - but when this goes live it is only going to hurt true newbies - my new character that I'm thinking of making after this hits live will have a sugar daddy to help - they won't.
Plus, for the industry character, you ask him to make some fairly complex stuff - like ships - that require rare minerals - no way for a starter to get apart from off the market or reprocessing - which require isk or loot - none of which he has - bit harsh.
And lastly, you take away the fruits of his labour - I know the npc is asking him to make it as a "job" - but perhaps as it is a training exercise - let them keep it?
Or maybe, give them civilian blueprints, ask for 1 - but make it a 10 run or somthing? then they can make some for themselves, and have a source of isk if that blueprint is the only source of civilian kit - ...?
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Braaage
Ministry of Craft
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Posted - 2009.02.13 13:45:00 -
[9]
The biggest problem I can see with the new starter is 5,000 ISK wont buy you any skill - it needs boosting a lot, otherwise it's going to be a very slow painful progression path. |

Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.14 20:14:00 -
[10]
Originally by: CCP Fear More please :)
Yay, blue bars \o/
Nothing new just this moment, but inserting plugs for 2 related feature requests. -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |

Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.17 03:16:00 -
[11]
Um, ok, major WTF. I dug out bookmarks intending to run the other two career branches and got this from both agents:
No more testing untill M10? Or is this temporary while things get banged on with hammers and keyboards? -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |

Matt G
Caldari School of Applied Knowledge
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Posted - 2009.02.17 11:41:00 -
[12]
CCP Fear, what is the point of the 1 pc. of trit? Never understood that part...
And the damage control? Why don't people just get the ship and not this other stuff? Troubleshoot my mind if I sound stupid. |

Onyx Celestia
Glass Cannons
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Posted - 2009.02.17 14:57:00 -
[13]
Edited by: Onyx Celestia on 17/02/2009 15:01:56 Edited by: Onyx Celestia on 17/02/2009 14:57:42 I've had similar tutorial issues to Faraelle except I rolled an Amarr last night and then started the Business 10-part mission first. I too started with an extra trit and damage control in my hangar besides the ones Aura gives during the tutorial.
I also got veldspar in my hangar to refine into trit besides the mission telling me to go mine it, too. I did mine the veldspar anyway, and got the refining training book, but I was still training something else so I didn't bother to train refining at all and I was able to refine all my veldspar into trit anyway. I have to doublecheck to see that my char didn't roll with refining already learned but I don't think so. I wanted to check on that last night, but I started having other problems not being able to warp anywhere no matter how I tried to use the warp to command, and I couldn't seem to dock anywhere either. It was like the game suddenly started ignoring all of my movement commands. So I attributed this to lag and logged off for the night. I tried to get right back on this morning because I have the day off, but Sisi appears to be down.
I will definitely continue with this character, though, and will let you know what else I find.
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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.19 23:55:00 -
[14]
Bump for agent moving issue and a suggestion:
Durring the military career missions if you don't allready, perhaps find a convenient moment to plug Faction Warfare. "Hey, you handled yourself well taking down those Gallente ships. Maybe you might consider joining the militia. You'll be fighting other Navy ships, sure, but bear in mind you'll also be fighting other capsuleers, which is a lot more challenging!" -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |

Kathryn Dougans
Amarr B. S. Radioactive Sheep Farm
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Posted - 2009.02.20 00:40:00 -
[15]
hows the business/military/industry missions working out atm, given the thing with the known issues that missions that require you to deliver an item can't be completed?
Don't ask me about the cows. |

Lost Hamster
Serenity and Hungarian Operational Team
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Posted - 2009.02.20 10:03:00 -
[16]
I have as well created a new character to go through the character generation. My thoughts:
In the upper right corner there is the menu, where you can change the look of the character. Unfortunately that menu is not really user friendly:
Please give a proper name to the fields: Backgr. it should be Background Deco - Decoration
The menu is to small, the arrows are to close to each other. There is no visual independence between the lines. When you click you can not be sure which one you pressed.
I suggest to make it bigger vertically - to have bigger arrow, put there a line to distinguish between the lines or make it smaller in width so it-¦s easier to connect the arrow to the text. Or maybe both.
Something like this:
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Kaivos
Pyydys
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Posted - 2009.02.20 10:56:00 -
[17]
At least some free skill books would be good since they can quickly add up to pretty high price for a new player.
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Daichi Ngaire
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Posted - 2009.02.20 17:07:00 -
[18]
Originally by: Kaivos At least some free skill books would be good since they can quickly add up to pretty high price for a new player.
You get a lot of skillbooks allready just by going through the tutorial and respective missions
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.20 20:48:00 -
[19]
Edited by: Ancy Denaries on 20/02/2009 20:48:08
Originally by: CCP Fear More please :)
Fear...you fail. It's supposed to be MOAR please...or even plzz. 
...
j/k  ----- Why doesn't anyone ever read the forums before posting?
EVE is a PvP game. Adaptation is your survival. |

Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.21 18:45:00 -
[20]
Had to make a new charcter because the sisi mirror got updated. Which leads me to a question: I deleted the user and character .dat files in an attempt to reset the tutorial completion data back to square one. No tutorial pops up from inside the station when I log in as the new character. Is one supposed to? Or is the intended first tutorial the one you get in space when you undock for the first time? -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |

Aya Sin
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Posted - 2009.02.21 22:18:00 -
[21]
Your Advancement
Page 1 of 13 states: "I have now highlighted the Character Sheet on your NeoCom." This is not the case.
Page 2 of 13 states: "Here is a Civilian Damage Control, a module that will increase your shield and armor resistances to damage." The player receives the item, but no information is given as to where "here" is. (The cargo hold icon in the hud is fading in and out, but no new player will notice this.) The damage control is also not displayed on the tutorial page.
Page 4 of 13: This page requires the cargohold to be open. This was neither indicated on page 3 nor does a new player know how to open the cargohold, as this was not explained either. Once the cargohold is open, the tutorial tells me to "Right click on your newly acquired item to bring up it's contextual menu and press show info." At this point I have aquired two new items. Which one am I supposed to right click? I know it's irrelevant, but a new player does not as he doesn't know where you're going with this.
Page 6 of 13: Opening the character sheet brings up a welcome page. You might want make a short notice of this in the tutorial, i.e. "close the welcome page for now". The page also advises me to train a (any) skill, but the next page will tell me to train the "Hull Upgrades" skillbook. I find this unneccessarily complicated, as the new player will immediately have to cancel training of that first skill again.
Page 7 of 13: This page refers to "this module" completely out of context. Please rephrase to something like "The Damage Control module you received earlier will require you to have Hull Upgrades and...." The next sentence reads "You don't have one of them, so it is marked with a red X in front of it." Here you should mention where this is marked as you can no longer be certain that the player is viewing the prerequisites tab of the damage control because you advised him to train a skill. This means he will have read the descriptions of those skills and will neither be viewing the info for the damage control nor will he be on the prerequisits tab. Even if he were, a little bit of context never hurts.
Page 9 of 13: This page requires the cargo hold to be closed (why?). You should mention this on page 8. It also advises me to open the character sheet. Since I was never told to close it, mine is still open and instead of highlighting the character sheet on the Neocom, for some reason my attributes tab is highlighted (with that new white popup bubble)
Page 10 of 13: Very minor issue: This page talks about the character sheet's skills tab as if it was new to the player, which is not the case. (The player was already told to look at the skills and train a skill.)
Page 11 of 13: Very minor issue: This page refers to the "rank" of a skill. In M10, the word "rank" does not seem to be used in context with skills anymore. Instead a training time modifier (1x, 2x....) is listed in both the character sheets skill tab as well as in the show info window of a skill ("training time multiplier"). The latter has always been the case.
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Aya Sin
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Posted - 2009.02.21 22:18:00 -
[22]
Skill training queue
First of all: I'm out in space. I have started learning a skill and I really really want to shoot something now. Is it really neccessary to introduce the skill queue right now? Why not continue with the "shoot the target" tutorial before going into more details about skill training?
Page 4 of 13: Minor Issue: The "Open Training Queue" button could need one of those white info bubble popups, as it's location might not be entirely obvious to a new player.
Page 8 of 13: Possible issue: This page advises me to drag and drop a few skills into the list. I'm not certain if it's just my client, but for me the list filter defaults to "My partially trained skills" which means my list is actually empty. I might have changed that setting if it is global to the account, but I definitely did not change it for my fresh test character.
Page 11 of 13: This page awards the player with three new skills. The skillbook icons are displayed in the tutorial and appear to be interactible. You might want to point out that the player has to use the skillbooks in his ships cargohold, not the ones in the tutorial window. Also make the tutorial skillbook icons non interactible or at least not highlight on mouseover.
Agents
Page 2 of 21: Very minor issue: The "Yes, I accept" button is now called "Accept".
Page 12 of 21: At this point the mission bugged out for me. I returned to the station with the documents in my cargohold. I hit the complete mission button which removed the documents from my cargohold, but did not finish the mission. (I am certain that I did loot the wreck. I even went back into space to verify it: Wreck marked as viewed and empty.)
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Aya Sin
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Posted - 2009.02.22 09:28:00 -
[23]
Oh, and it would also be cool to tell new players about the faster way to target things (CTRL+click) :)
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Kathryn Dougans
Amarr B. S. Radioactive Sheep Farm
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Posted - 2009.02.24 17:36:00 -
[24]
Ok, just finished all 3 10-part missions, for Amarr (Imperial Academy)
A number of things occurred:
Duplicate skillbooks from the "Crash Course" introduction and "Cash flow for Capsuleers" These were Afterburner, Shield Management, Repair Systems and Motion Prediction. They're given in the crash course, but also as rewards. Perhaps these could be changed to something else?
It;s not until mission 6/10 for "Cash flow for Capsuleers" that Aura mentions acceleration gates, but you've already had to use them a couple times before then.
In "Balancing the Books", there's a couple items found in the mission containers that serve no purpose - datacores for civilian technologies, used to be used to invent that Perpetual motion unit, but not anymore.
"Mountains out of Molehills" was glitched, I've bugreported it.
Some npcs don't generate wrecks, only cargo cans. Blood Raider Rookie for example.
And now for the good stuff:
No more Perpetual Motion Unit! I think this is a good thing, as the invention process for it is quite complicated for a new player to grasp.
The skills and things given out give a good range of capabilities for the new player.
Aura giving a lesson on the use of the overview is really useful.
The tutorial dialogues and explanations all seemed to be well written enough to explain things.
Overall, I think these changes are good, and should provide a much more helpful introduction to new players.
Don't ask me about the cows. |
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