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Science & Industry

 
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Impressions from a newbie on jumping into industry post-crius

Author
Jo TwoTimes
Just Like Home
#1 - 2014-08-23 12:12:39 UTC  |  Edited by: Jo TwoTimes
Hello,
I play eve since about a year, but never tried industry (except PI), and Crius gave me an incentive to correct that.
So I thought I'll give my impression on Crius from an industry newbie perspective: not on balances and skill effects and how much it what better back in the days,
but on how easy it is to jump in the indy business right now.
TL/DR;: like it, couple minor suggestion at the end

1-Tutorial: adequate for manufacturing, almost not necessary as the Ui is so intuitive,
but nothing on research and invention

2-UI: major selling point for a newbie, very good -straightforward to use, very easy to understand what is missing. I like the popup were you can see each skill and the effect it has.

3-no more slots: that's a big boon for the newbie/ I remember when I tried the tutorial 1 year ago; I had to move to another system to find an empty slots, I had no idea on how to look for a station with an indy service, forgot to bring my blueprint....
Without station slot limitation you can always make the tuto build right on the delivery station, much simpler

4-profit making:
I like the fact that you can find a BPO to buy an train to max with any level of funds, and gather a profit:
from day 1 you could buy a tech 1 ammo BPO and manufacture for a little cash.
As soon as you have a couple million you can switch to cheap module, frigates etc.. Progression according to the capital you got seems OK, and you don't need level 5 skills for a profit; only a ME 10 BPO and everybody can get it; This is very good for beginners and should not be changed I think (ie no advanced skill to decrease build cost).

5-dev discussion: I am around since odyssey, and I think I never sees so much answer form the devs to various concerns, change of plans to accommodates criticism, and communication (communication doesn't mean agreeing to everything). The rule on internet is to cry a river and complain, but sometimes we might also acknowledge that someone did a great job both in design and communication.
Thanks greyScale!Big smile great job

So I love industry for the newbie as it is, overall


Couple minor points to improve I feel :

-Confusion between BPO/BPC:
graphics are not clear enough: the slightly different blue background is NOT ENOUGH to discriminate at a glance between BPO/BPC; and it is easy t be confused as a newbie.
likewise, the lack of career agent mission on BPO might make it hard to understand the difference between the 2
for a newbie that goes on the market, its nearly impossible to know that listed blueprint are BPO, and the reason why you do not see tech 2 BPO.

Proposal: why not a little colored triangle like the one to mark faction/tech2, but on the opposite corner of the icon?
why not changing the name for BPO ? "Original Design Specifications " or some other nonsense that is impossible to mix with Blueprint



-Tutorial/ career agent would need some love:
-No explanation on tutorial on research/BP copy
Proposal:Tutorial and career agent mission that asks to do research on BPO instead of the last manufacturing mission; which brings nothing with respects to other simple manufacturing missions

-no explanations on team; I have read the dev blog, but put yourself in the place of someone who starts today in eve (hopefully there are still a few): a tutorial on how to bid and the team mechanism in general would be good;
Tutorial seems indicated, at least some generic info from aura.
Aura should also explain the factory tab on indy panel, and how to find a suitable location to build, and what is cost index


-Enormous science and industry skill tree, while most of it is actually for invention or T2 manufacturing, of no direct use at start . I got lost browsing the trees for what was useful for t1 manufacturing in the science category
-Proposal: split the science skill category in 2: keep in science what is needed for tech 1 prod (5-6 skills); create a new category "invention" for everything tech 2 related

-Couple points more related to invention, for the incoming iteration; but still geared toward newbie friendliness. I understand its a more advanced feature; and a skillless newbie should NOT be able to compete instantly (contrary to tech 1 manufacture), but a newbie should be at least able to understand clearly and easily what is required to start

Proposal:
- invention skills should list what T1 BPC they allow to invent from
-Tutorial and career mission for invention
-Reverse engineering is even more mysterious than T2 invention: some pointers would be good -- I have NO idea what kind of items are needed to start reverse engineering I could find it out of game but some basic pointers should exists in game



Anyone else feels like sharing his indy experience from a newbie point of view ?
Electrified Circuits
Predator Ewoks
#2 - 2014-08-23 13:23:18 UTC
Your spelling is terrible ;) but I do like your ideas for the skills to be split into invention, tech 1 like a tree. Also a listing of which invention skill makes what (by category) would be very usefull too when considering datacores and which ones to buy on which toons
Jo TwoTimes
Just Like Home
#3 - 2014-08-23 17:23:10 UTC
Electrified Circuits wrote:
Your spelling is terrible ;)

yeah i tried to fixed the worst ones ... Oops