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Player Features and Ideas Discussion

 
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New Player Experience is Broken

Author
Sean Hildreth
Icarus Rising Enterprises
#1 - 2015-03-12 16:56:31 UTC
Well I am obviously not a new player, however, yesterday I created a new character and was going through the new "New Player Experience" to show someone who has never played before. In this new player experience, it centers around "Opportunities" which are basic tasks you complete and then you move on. This is fairly different than before when you started in a station and it guided you through the whole process of using agents and getting your ship, fitting it, and then doing missions. While this new experience is not bad, it leaves a lot of very basic information out for people who have never played before. For example, if you follow exactly what the opportunities tell you to do, then very quickly...within five minutes, a new player will be essentially lost.

I will break it down specifically so everyone understands what I am talking about.

First of, you start in an area of space already in your ship, with a basic load-out of civilian equipment. There are 3 pirate NPC's and some asteroids in the area. The first tasks teach a player how to move around in a pocket of space. Double-Clicking to move, and then approaching an object in your overview. Then you go into your second set of tasks. Orbit a hostile, lock a hostile, activate a weapon and destroy the target, and finally grab the loot. Opportunity 3 is about mining. So you find an asteroid, orbit and lock onto it. Activate your mining laser and mine some ore. While the tutorial no longer gives you exact step by step, "press this button" instructions, a new player will be able to understand and figure out the basis of how to accomplish these tasks with minimal effort on their part. Which I believe is a good way for them to learn how to play EVE. The next opportunity is warping. You find something to warp to and warp to it. Pretty self explanatory. Next is Station Services. You dock, unload the items you picked up from the NPC and mining. Fit a module that you got from the NPC, and then you have to buy an item from the market. Now this is where it starts to show where the tutorial is lacking.

When you begin the game, you are given 5,000 isk to start with. If you followed step by step instructions exactly, you only killed 1 NPC and are therefore given 2,000 isk bounty. With the potential of 6,000 isk total in bounties from all 3 NPC's. Now this is only if you have taken your time, because bounties take several minutes to arrive anyway. But at this point you have potentially 11,000 isk. So right away, what you can buy in the market is extremely limited. Buying a piece of ammo can net you as low as 6 isk or up to all 11,000 isk. But let's assume that a new player buys as cheap as possible. So now they have only spent 6 isk for a single inferno rocket. Leaving them with 10, 994 isk.

The next step is to undock. And then you move on to using a stargate. There is only one choice from this starter system and so it makes that very simple. And finally you move on to the Learning Skills opportunity. This is where the major failure occurs, and where I believe those players who have no experience is EVE are being completely failed.

The first task is to start training a skill, simple enough. However, the next task is to inject a new skill. Well, it tells you to look at ISIS and the market and find skills to train. After going through the entire list of skills, I came across only two that were under the 11,000 isk mark. Spaceship Command, which all character start with already trained, and so that is a useless skillbook. And the Rockets skillbook which is listed at 10,000 isk. Which can't be injected yet, because it requires Missile Launcher Operation, a 20,000 isk skillbook, which you cannot afford yet.

This is an issue, because at this point, a brand new player doesn't know anything about selling items, agent mission running, how to find an asteroid belt, how to find NPC pirates (rats), or how to make money doing any of the countless ways to make money in EVE. They have not yet even been introduced to agents, and so they have no idea to look for one, let alone the career agents. So they are left with begging for help, or flying around aimlessly until they happen to figure it out. Although likely, there is no guarantee that a new player will get sound advice or help from other players. Nor should they have to rely on others to show them how to play at the very basic of levels. Only after they figure out how to make enough to buy a skillbook, are they introduced to the career agents. I believe that this is a serious problem for the new player experience. And will very quickly prove to dissuade New Players from subscribing or continuing to play. Within 5 minutes a brand new player could easily be lost floating in space, with no direction, and no idea how to make the extra isk for so simple a task as buying their first skillbook.

This could easily be fixed. As I am never one to offer complaint without possible solutions, I have several such solutions.

1. It would be easy enough for the starting amount of ISK to be 50,000 isk instead of 5,000 isk. 50,000 isk is still so small as to not allow a player to buy anything truly worthwhile, however still allowing for a small selection of starting skills to be open to them. This would, in my opinion, be the easiest and best fix for the New Player Experience.

2. Lower the cost of key initial skillbooks to under 10,000 isk. I only mean a small selection of the most basic skillbooks. Such as Missile Launcher Operation, Small Energy, Projectile, or Hybrid turrets, Mining, and Shield Operation. These are some of the most basic and starter skills in the game. This would allow a player to potentially have access to a skillbook at a price they can afford in the first moments of the game. This is not truly an effective fix by itself, simply because as I stated before, if a player follows the instructions, exactly, step by step. They will only have killed 1 NPC and therefore only have 7,000 isk.
Sean Hildreth
Icarus Rising Enterprises
#2 - 2015-03-12 17:05:05 UTC
3. Award the player with a given skillbook. It would be easy enough, and would follow the same pattern as the career agents. You would simply be awarded a skillbook for completing the other tasks and opportunities and be instructed to inject this particular skill in the same manner. This is not a very effective fix, because part of the reason why the task instructs new players to purchase a skill from the market is to help teach them about buying skills from the market. Which is of course, where you get the vast majority of all skills.

4. Have an item that needs to be retrieved from a cargo container in the initial area. Have this item then sold on the market by the new player. This would serve to teach new players both about cargo containers in space, as well as how to sell items on the market. This item should be sold for a reasonable price. Around 20,000 isk would be enough to ensure that the player has enough to purchase a skillbook in the opportunity, when it arises. This is another good option, since it also serves the dual purpose of teaching 2 additional tasks to the new player.

While I do have several other solutions, I believe these 4 to be enough to really get the ball rolling on this. While I do like the new "New Player Experience". I see how this one area could be detrimental to actual New Players of EVE Online.

Thank you for taking the time to read this, and I certainly hope that this issue can be fixed in the very near future.
Iain Cariaba
#3 - 2015-03-12 17:57:42 UTC
This is the wrong place for this thread. The official response thread for the new NPE is here.
Feyd Rautha Harkonnen
Doomheim
#4 - 2015-03-12 18:46:40 UTC
A simple answer might be to give every starting player 10m ISk starting money (with a new-toon-creation-fatigue timer on the character creation screen to counter new-toon-for-ISK-farming...)

I distinctly remember how as a brand new player my life was made infinately more simpler and enjoyable when someone in new player chat flipped me 10m ISK. I still had to learn, grow as a player, skill up...but the gut wrenching ballache of initial poverty was removed and I went from feeling like EvE was a second job, to enjoying it...

Obviously it becomes a second job anyway after that, but we don't want brand new players to feel that way when making their 'stay or go' decision.

F
Sean Hildreth
Icarus Rising Enterprises
#5 - 2015-03-12 21:08:13 UTC
The only reason I posted here, is because the in game GM's specifically told me to post it here. I am sorry for any inconvenience.
Rroff
Antagonistic Tendencies
#6 - 2015-03-12 21:30:49 UTC  |  Edited by: Rroff
Feyd Rautha Harkonnen wrote:
A simple answer might be to give every starting player 10m ISk starting money (with a new-toon-creation-fatigue timer on the character creation screen to counter new-toon-for-ISK-farming...)

I distinctly remember how as a brand new player my life was made infinately more simpler and enjoyable when someone in new player chat flipped me 10m ISK. I still had to learn, grow as a player, skill up...but the gut wrenching ballache of initial poverty was removed and I went from feeling like EvE was a second job, to enjoying it...

Obviously it becomes a second job anyway after that, but we don't want brand new players to feel that way when making their 'stay or go' decision.

F


Yeah when I started playing I knew 1-2 other people who'd been playing a long time and one gave me 25m to get started - which was a bit of a double edged sword - it got me into the game a lot quicker and was less frustrating initially but also meant that the pay out for a lot of low level content didn't feel worthwhile in comparison.

I don't think just dumping 10m, 25m or whatever into the starting wallet is the solution though.
Scira Crimson
School of Applied Knowledge
Caldari State
#7 - 2015-03-13 10:56:43 UTC  |  Edited by: Scira Crimson
As a new player I dont really understand the "new player experience" discussion at all.

As long as there is the current SP system any discussion on how to make EVE for beginner easier is cynical.

Why would I care about skill book prices?

I dont mind if I pay 10000 or 10 mio or how well the tutorial is explained, however, I do care about low SP, because this reduces my combat strength easily by 50%.
Even if I specialize for the next 6 months(and from a new players perspective, this is a lot!), I will be still be ~20% weaker than somebody who has a 10 year account. (because there are a lot of useful skills and 4->5 makes a big difference.)

So yes: I can confirm the new players experience is broken, but this is because the Skillsystem excludes you from most activities.

Dont be butthurt about "excludes you from activities". Yes ofc you can do everything even with low SP, but efficiency also matters.

If my combat strengh is only 50% instead of 100%, just because My skills are all ~Lv3 and I dont have T2 stuff, I am effectilvy excluded from low and null security.

Yes, I can faction fit my ship to be viable in PvE in null and low sec, but then I have to risk 2-3x as much value as a full T2 pilot. (and Meta 4 + Lv ~3 is not sufficient for meaningful <0,5 PvE)

THIS is is the new players experience -> high sec carebearing and slowboating
admiral root
Red Galaxy
#8 - 2015-03-13 11:17:34 UTC
Scira Crimson wrote:
If my combat strengh is only 50% instead of 100%, just because My skills are all ~Lv3 and I dont have T2 stuff, I am effectilvy excluded from low and null security.


The only person excluding you is you.

No, your rights end in optimal+2*falloff

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#9 - 2015-03-13 13:41:10 UTC
Scira Crimson wrote:
If my combat strengh is only 50% instead of 100%, just because My skills are all ~Lv3 and I dont have T2 stuff, I am effectilvy excluded from low and null security.

Yes, I can faction fit my ship to be viable in PvE in null and low sec, but then I have to risk 2-3x as much value as a full T2 pilot. (and Meta 4 + Lv ~3 is not sufficient for meaningful <0,5 PvE)

THIS is is the new players experience -> high sec carebearing and slowboating


I have sympathy for your sentiments, but it's not quite as bleak as you say. In the beginning you have poor skills, not enough cap, armour, power grid or dps and your fitting choices are limited. It does indeed feel unfair.

What you do have is the ability to get together with other people and work out a strategy.

Hint: if you can't out-finesse your opponent, throw 20 cheap frigates at him. This is pretty much how Goonswarm and Brave Newbies started isn't it?



Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Iain Cariaba
#10 - 2015-03-13 15:46:07 UTC
Scira Crimson wrote:
If my combat strengh is only 50% instead of 100%, just because My skills are all ~Lv3 and I dont have T2 stuff, I am effectilvy excluded from low and null security.

Yes, I can faction fit my ship to be viable in PvE in null and low sec, but then I have to risk 2-3x as much value as a full T2 pilot. (and Meta 4 + Lv ~3 is not sufficient for meaningful <0,5 PvE)

THIS is is the new players experience -> high sec carebearing and slowboating

That is your new player experience only because you chose for it to be. Good PvP corps love newbies, and are usually willing to throw t1 tackle frigates at you by the dozen, allowing you to lose them left and right without any cost to you. They refer to this as hero tackle, and as tackle, you get to be in the first wave of any engagement.

As for solo pvp, fit up a t1 frig, go lose it, start a convo with the person who fought you. Giving a 'gf' and asking for an AAR from your opponent shows class and a willingness to learn the process. Additionally, if you can manage to avoid whining about being a newbie, while mentioning the fact that you are, you may just get some isk tossed your way. We all know what it's like to be space broke, and a good portion of us are willing to toss some pocket change at you so you can buy a couple more t1 frigs. The trick is to ask without looking like a beggar.

Your statement of, 'but.... I don't have t2,' is a rather pathetic excuse. Outside of guns, most t2 frigate gear only needs lvl 3 skills, at most lvl 4. Any skill you need for most t2 frigate gear can be trained to 4 in a day.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#11 - 2015-03-13 15:51:39 UTC
Another proposal - fit a t1 scanning frigate with core probe launcher, relic analyser and prototype cloaking device. Then waltz through low-sec, w-space and 0.0 hacking pirate relic sites (not the sleeper ones!).

Then laugh at your older, more experienced opponents as they wallow in poverty while you are able to plex your account and fly as many blinged-up faction ships as you like.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

FireFrenzy
Cynosural Samurai
#12 - 2015-03-13 16:56:54 UTC
Also they specifically made it so you dont get "used" to an "effort-responce" loop which it very much not how eve normally operate.

Personally i ran part of them on SISI when they dropped and liked it alot...