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EVE New Citizens Q&A

 
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Tutorial and Opportunities Suggestions/Comments

First post First post
Author
Xercodo
Cruor Angelicus
#141 - 2015-03-29 03:54:06 UTC
- We need a proper UI tutorial. Not in the context of doing anything, just listing what everything is. Neocom, panels, HUD, overview, chat. station, etc. Back in the day there was a [?] button at the top of some of the more involved windows, we need this back and we need newbs to be made aware of its existence. Put it on every damn window and if you don't want a single linear tutorial to explain UI elements then just make one that ensures they know this [?] is there and let them explore from there.

- Opportunities need rewards, it's the only way these newbs will afford any of their first stuff.

- Let them take the place of career agents, so long as the rewards are largely the same. Let them form a hierarchy like Minecraft does where you have to had got diamond before trying to go to the nether. That sort of thing. First combat can reward guns and such. Killing 10 can give a ship. Add more anoms in the newby areas.

- Make sure they understand how the scanner works before sending them to the anoms.

- Make sure it's clear with the anom names that they aren't the traditional anoms. Don't get their hopes up/down thinking the rest of the game is the same.

The Drake is a Lie

Baneken
Arctic Light Inc.
Arctic Light
#142 - 2015-03-31 10:53:31 UTC
K so I did some quick testing on the opportunities on SiSI and over all experience is that the whole thing is just too random to be followed in a precise pattern which is what most people expect from a tutorial.

Though my first problem on SiSi was that the system had absolutely 0 rats on the belts it was a 1.0 sec but still very weird so perhaps a SiSi issue, anyway had I been a new player I would had been so terribly lost with that one that it isn't even funny.
As a vet though I knew immediately where and how I'm supposed to find a red X to shoot and even that my standard rookie ship would had likely been creamed at the belt with it's single civilian gun and no other fittings ...

However the opportunity assumes that a new player knows all this and gives you no hints at all on where to find that red X not does it hint that you might want to make sure that you actually survive that encounter, unless dying pointlessly in **** fit rookie ship is the goal of the opportunity in question.

Anyway above describes the fundamental problems with the current iteration of opportunities which is how to teach searching information to people who don't even realise that they don't have all the necessary information to succeed in the given task when the actual thing they are getting tasks from is supposed to give them all that information.

So while searching the rats I also 'triggered' two other opportunities of warping and approaching something which where in very frightening 'jack in the box' -like fashion making you first think of 'oh my god did just I f*cked up something major' and then realising that oh it was some random 'mission flag'.

So yeah if you want to keep teaching new players in this fashion you might want to consider the approach of extremely intrusive 'boxes' on screen that scream 'over here stupid' such as when looking for a star gate in 'star gate travel opportunity' it would be surrounded by a huge 'square' with an arrow pointing to it saying "a star gate" followed by another 'square' on screen highlighting "jump" button.

You know like they do on most 3D-art program tutorials since eve UI seems to be modelled after those according to some anecdotal newbie references.
J'Poll
School of Applied Knowledge
Caldari State
#143 - 2015-03-31 18:55:47 UTC
Baneken wrote:
K so I did some quick testing on the opportunities on SiSI and over all experience is that the whole thing is just too random to be followed in a precise pattern which is what most people expect from a tutorial.

Though my first problem on SiSi was that the system had absolutely 0 rats on the belts it was a 1.0 sec but still very weird so perhaps a SiSi issue, anyway had I been a new player I would had been so terribly lost with that one that it isn't even funny.
As a vet though I knew immediately where and how I'm supposed to find a red X to shoot and even that my standard rookie ship would had likely been creamed at the belt with it's single civilian gun and no other fittings ...

However the opportunity assumes that a new player knows all this and gives you no hints at all on where to find that red X not does it hint that you might want to make sure that you actually survive that encounter, unless dying pointlessly in **** fit rookie ship is the goal of the opportunity in question.

Anyway above describes the fundamental problems with the current iteration of opportunities which is how to teach searching information to people who don't even realise that they don't have all the necessary information to succeed in the given task when the actual thing they are getting tasks from is supposed to give them all that information.

So while searching the rats I also 'triggered' two other opportunities of warping and approaching something which where in very frightening 'jack in the box' -like fashion making you first think of 'oh my god did just I f*cked up something major' and then realising that oh it was some random 'mission flag'.

So yeah if you want to keep teaching new players in this fashion you might want to consider the approach of extremely intrusive 'boxes' on screen that scream 'over here stupid' such as when looking for a star gate in 'star gate travel opportunity' it would be surrounded by a huge 'square' with an arrow pointing to it saying "a star gate" followed by another 'square' on screen highlighting "jump" button.

You know like they do on most 3D-art program tutorials since eve UI seems to be modelled after those according to some anecdotal newbie references.



1.0 and 0.9 systems have NO belt rats anyway.

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Vazik Tyros
The Tyros Clan
#144 - 2015-04-09 17:04:04 UTC  |  Edited by: Vazik Tyros
Here's my feedback as a new player who has now experienced both the Tutorial system, where Aura chimes in to give information at relevant moments, and then afterwards (a few days later after creating a second character) I also experienced the Opportunities system:

The Tutorial system is very helpful and well-designed.

The Opportunities system is completely useless. I mean it. I convinced two of my friends to create trial accounts thinking they'd have the same Tutorial I did. They both quit playing within two days and I can guarantee you that the Opportunities system had a lot to do with why they quit.

So, in a nutshell, if you want to lose potential new players, you go ahead and stick with the Opportunities system. If you'd rather recruit new players, scrap the worthless Opportunities system and bring back the much more useful Tutorials.

It's really that simple. Hopefully, management in your organization is wise enough to cut your losses.
Maria Chiaboso
Protocol X
#145 - 2015-04-14 13:55:05 UTC
I have found so far that the rewards are not aligning with what is necessary to use said rewards. I have several repeat skill books after running a total of ~25 starter agent missions.
I know that some of the missions give skill books so im loathe to buy them yet without having finished all of the opportunities yet but i find that hull upgrades and several other skills are needed to actually fit the modules that are given as rewards. not having finished all the opportunities, do i now buy the skill books only to be possibly given them later? do i wait hoping that i will get these skill books as i finish out the opportunities?

Which one of these not tutorials is supposed to give me an idea of a properly fit ship? The amarr agent gave me a shield mod, he says that its not a traditional amarr ship thing.. so um what is a properly fit amarr ship?

I was told to run the advance combat and the regular combat missions at the same time, this gets very confusing as the advanced combat is a lot easier then the regular and they often give the same skill books (but neither of them gave the Hull upgrades, despite each mission line giving modules which need the skill to be used)
Oh yes! give me the hacking skill but not the more necessary Electronics Upgrades.
How long is it supposed to take to finish the mission lines?

Who designed this thing?
Dana Goodeye
Deep Core Mining Inc.
Caldari State
#146 - 2015-04-23 11:48:12 UTC  |  Edited by: ISD Ezwal
heres my idea: first of all, when a newbie finished his/her char, and find him/herself on the station, aura have to tell them to start *) skilling! give them iskies, and tell them to buy this skill, buy it from this station, or in system and go dock up there, then skill that book. dont give them skillbooks as a reward, give them iskies to buy them. teach them how to use the ui, and make a better default overview... make videos to teach them about dscan, baiting, station games, tell them to use active tanked ab frigs fpr lvl 1-2 missions, to tank their miner ship, what is ganking... the thing is, the newbies can feel like "god, i have no idea what to do, mostly because i dont know what i can do, what i should do, and how to do it, *)." this is why cant keep the newbies in eve. my newbies always enjoyed the 101 pvp exercises they got, and its pretty useful, even for a pve pilot. and it can be scripted :P if the mission would have some vids, it could be a pvp exercise mission, with a friendly npc. really, it seems, ccp dont *) the newbies, and without ppl who cares, im sure, 80% of them would be out of eve in a week. if the ccp guys have no ide what kind of vids are needed, check the youtube. they even could be immerse, like sitting in a room as a pupil among others, and watcing and listening auras show ... the starter missions are silly, the newbies still know almost nothing about eve, when they finish them... need advices? get on to the rookie help, and look for the older players. ask them what the newbies needs are. im sure they gonna have far better ideas than *) new silly starter missions...

*) *Snip* Please refrain from using profanity. ISD Ezwal.
Dana Goodeye
Deep Core Mining Inc.
Caldari State
#147 - 2015-04-23 12:04:17 UTC
omm... i should tell what the 101pvp has. firts of all, some info about skilling like tank is int-memo etc. talking about fitting. ab/mwd, active/passive, to decide the goal of the ship, then buy-fit it. then manual fly, tracking with manual fly, countering the manual fly tracking... get in range with spiralling, then dscan, use only range, then only angle search, to find my ship... then bookmarks. tacticals on gates or stations, scan and safe spots, insta-dock, insta- undock... then some pvp with active tanked ships to learn GET POINT! as first =D and to learn managing mods, and your cap. i think all of these ould be scripted in to a more advanced military mission.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#148 - 2015-04-24 21:08:05 UTC
I have removed a rule breaking post.

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Vazik Tyros
The Tyros Clan
#149 - 2015-04-29 03:08:34 UTC  |  Edited by: Vazik Tyros
It's interesting to me that an otherwise intriguing game would choose to push out such an ill-conceived tutorial system that is the new Opportunities. In not a single respect is it superior to the tutorial it replaced. There's no improvement there whatsoever. I could go into detail as to exactly why that is ... but if you still think it's a good idea ... there's probably no reasoning with you, lol.
TheSmokingHertog
Julia's Interstellar Trade Emperium
#150 - 2015-04-30 17:06:57 UTC
Why would you ever want to orbit an asteroid?

When I joined my first mining fleet years ago, people asked me why I not simply would take a belt in my miners range and hold, align to get out and mine that way. Simple answer; I never knew then that you could mine without orbiting ;). Now I wonder why you would ever want to orbit an asteroid, besides maybe being bumped?

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

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Cuniculator Palimpsest
Doomheim
#151 - 2015-04-30 17:37:38 UTC
1. The Opportunity system is fine if you're training an alt and you know enough to quit fooling with it and jump directly to the career agents at some point.

2. If you are a true newbie its an unmitigated disaster. If you don't know that there are such things as career agents or how to get to them the game turns into a frustrating mining grind to raise cash to buy all the skills, equipment and ships you need to finish this "tutorial". All the stuff, BTW, that you could get from a career agent if you knew such things existed. There is nothing in the Opportunity dialogue that offers any clue that there is an alternative to using a rookie ship with a civilian mining laser to raise the money for a frigate. (Oh and then you find out you need to grind for another two hours to get the skill to fly it.)

3. The devs really need to find a complete newbie and watch over his/her shoulder.
Vazik Tyros
The Tyros Clan
#152 - 2015-04-30 20:22:08 UTC
Cuniculator Palimpsest wrote:
1. The Opportunity system is fine if you're training an alt and you know enough to quit fooling with it and jump directly to the career agents at some point.

2. If you are a true newbie its an unmitigated disaster. If you don't know that there are such things as career agents or how to get to them the game turns into a frustrating mining grind to raise cash to buy all the skills, equipment and ships you need to finish this "tutorial". All the stuff, BTW, that you could get from a career agent if you knew such things existed. There is nothing in the Opportunity dialogue that offers any clue that there is an alternative to using a rookie ship with a civilian mining laser to raise the money for a frigate. (Oh and then you find out you need to grind for another two hours to get the skill to fly it.)

3. The devs really need to find a complete newbie and watch over his/her shoulder.


This is pretty much how I see it, being a newbie myself. I got to experience both the old Tutorial and this new Opportunities system ... and I just don't know what the developers are thinking by putting out such an inferior replacement to the old system. They'd be much better off keeping the old system but adding to it some hugely important information that's conspicuously absent (such as how freakishly easy it is to destroy Faction Standings by running Security Missions before you even realize what's happening).

If I didn't know better, I'd swear that they're actually trying to reduce their subscriber numbers. I mean, is there a single new player out there that's told them that Opportunities were more helpful than the old system?
Xaoskun Cebulari
Sebiestor Tribe
Minmatar Republic
#153 - 2015-05-01 14:25:20 UTC
Ok since i ragequited the game just now and wanted to get some info on the OP system you implemented ( and yes i did aura on another account a few days before) im going top tell you what i think about this

It is simpy usless crap.

Basic all one needs to say, here how it goes:
I start in space, ok no prob here, in a ship with one cannon and one drill, nothing more... oh wait 7k isk in my bag <3
So what do i do? I try the OP system, no prob, its not hard, move, click, press, rotate i think i got to the buy something and decide no do some missions, i mean i need items, ships, shield, probes, analizers, aura gave that, so did the starter agents, now i deicide to go to the base im near and do the missions... oh wait NOT A SINGLE AGENT THERE. Well this sucks, but the good people suggested to do the career missions, ok, why not, i just wont start with the military ones, how about the exploration one ?.... Cant, i need some probes, some scanner. What are those things ? How do i use them ? ( well i know what and how since i did aura before and now made a new acc fro ma buddylink)
How am i suppose to play the game, or am i supposed to randomly jump to find some missions, or mine all asteroids to get the money for some items ? And a better ship ?

tl;dr opportunity system sucks so much,that the game should be 18+
Mace Tang
Brutor Tribe
Minmatar Republic
#154 - 2015-05-06 06:11:25 UTC
Reading the Dev Blog it looks like some time and effort went into designing the opportunities system but unfortunately it is completely useless. If it takes too much time to improve it, put the old tutorial back in until this system can be re-worked.

I am an experienced WoW raider and have played countless MMOs (hello Meridian 59!). More importantly, I also played EVE as a PvEr for a couple of years around a decade ago and have a vague memory of how things worked. I’m not saying this for E-peen points, I’ve been around the MMO block and have even played EVE a while back. Even I got lost in the opportunities system. Quick thoughts below:

- It seems that opportunities is really an achievement system. Reason for this change may have been that as EVE is a sandbox, the tutorial should be more 'sandboxy' to match. I respectfully completely disagree with this. As EVE is a sandbox where you can do anything, the tutorial needs to be highly structured. The new system does not hold the players hand enough.

- The player should know at all times what steps they should take to complete an opportunity. There should be no scope for a player to ‘get lost’. Case in point, I was asked to fit something into my low slot. I had no low slot item in my inventory. Having played EVE, I knew I could buy one but I was reluctant to. Did I miss something in previous tutorial missions? Do they seriously expect me to know of my own volition to go to the market to buy a random low slot item or start blowing up some NPCs until one drops?

- For the love of god, suggest things! I don’t know how but, for example, give the player 4 or 5 fittings and then maybe a dialog box can pop up with comments on a fit (ahhh..I see you are trying to shield and armour tank, generally players would advise against this). Otherwise I’m stuck with a whole load of icons with random numbers with no explanation what anything does.

- All new players should follow a highly structured basic tutorial that covers all the basics required if they want to PvE/PvP, haul, manufacture etc. The tutorial can then branch out into a number of different trees depending on what area a player wants to focus on. Each branch should be itself highly structured. Older players can return to a different tutorial branch if they choose to change focus. I don’t know how this can be implemented but this to me would provide for a better learning experience.

- Some missions should be engineered to fail. Get your hauler wrecked. Get ganked by an NPC (pretending to be another player). All other missions should not really be failable. I was asked to go do Career Agent mission. I selected a L1 Security Mission – flew there in my training ship and got vaporized. I personally had no issue with this, but it may be quite demoralising to new players.

- You really need to assume that new EVE players know nothing. I was lucky that once I decided opportunities was useless I just stopped with it altogether and found a corporation to join to get me back up to speed. Unless you tell them in-game, assume new players do not know Eve-Uni or the other training corps, assume they do not scour Youtube or the official forums for training information/videos and assume they are not going to ask.

Just my 2 cents.
Rory Gleasen
After School Geology Club
#155 - 2015-05-13 20:28:21 UTC
First post, brand new player trying to learn this game through the new system.

First the GOOD bit. Straight away in a ship in space with enemy's nearby, quickly learnt the basics of moving then went on to own two pirates. made me feel like a pro right away.
I would have liked something flashing on my overview, like "click here, then here to shoot people" but I figured it out quick enough, so i guess it wasn't necessary.

Went to dock and ticked off an opportunity there, then got the very vague "buy something" opportunity.
1 - what do I need???
2- everything is quite expensive and as a new player I'm pinching every penny
3 - I haven't even worked out a source of income to recoup the cost of buying this wasted item!

I went ahead an bought a unit of ammo I couldn't use and sold it back to complete another opportunity, but it was scary and confusing early on in the game.
I think it's really important to introduce the market, I wanted to check out what I could do to my ship as soon as I docked, but this could be massively improved with some direction. If the mining laser was left off my ship at the start and I was told to buy that, and where i'd find it, that would be perfect. gives me something I clearly need/want, and some assurance that I'll make some money from my purchase.

Next up I chose the opportunity to contact and agent as I'd read that that was a great way to start the game. I got myself a level 1 mission and got blown to pieces very quickly. The tutorial missions weren't even available in the system I started in and It was only by reading the forums and learning they could be found by hitting F12 that I got onto them.
It would be really very simple to use the opportunities system direct new players to the tutorial missions.


I really like the look of the opportunities system, but really, I need something linear.
Martin Gregor
Science and Trade Institute
Caldari State
#156 - 2015-05-16 01:32:34 UTC
I'm helping a friend to get into the game. So I did the "tutorials"...
My experience with these "oppertunities":

My fiend (first time EVE player) was really confused after about 10 minutes, as the oppertunities just said things like "buy something, somewhere" without any sense at all....

So for example, he came to the blueprint thing and this happend:
- He searched the market for any blueprint he could afford - and found the civilan shield booster one.
- Bought it 10 jumps away from the rookie system.
- Wasted 10 minutes to move there just to get an error message, that he needs a skill for it.
- Asked me what a skill is and where he can get it.

So the "tutorials" doesnt explain anything - its just a list of basic things which players can do in this game. No explanaiton at all.

So for this particular player, I had to guide him through the entire carrer stuff or else we would've quit the game after 30 minutes.
Its just no help at all (sorry to say that, but the first turorials from 2006 were far better than this. At least they guided the players through the basic things)

Please bring back the turorials and remove the oppertunities (or keep them as a "progression bar", because they are not more than that)
Armel Halcyon
LEMRA's Right Big Toe of Vengeance
#157 - 2015-05-22 17:55:05 UTC
On my main, i still need to join a capsuleer corporation. I created my own corp before opportunities. Would i need to leave the corp and then return just to complete this one? Why can't it just see that i'm in a capsuleer corp already and just complete it?
TheSmokingHertog
Julia's Interstellar Trade Emperium
#158 - 2015-05-23 01:37:37 UTC
Armel Halcyon wrote:
On my main, i still need to join a capsuleer corporation. I created my own corp before opportunities. Would i need to leave the corp and then return just to complete this one? Why can't it just see that i'm in a capsuleer corp already and just complete it?


This.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Anthonious Sarcuunni
Federal Navy Academy
Gallente Federation
#159 - 2015-06-02 14:38:38 UTC
I think I might be in the minority here.

I tried getting into EVE long ago, back when they first offered the free trial. I had to quit. I couldn't grasp it. That was a long time ago if I recall.

I recently tried it again through steam, and I got addicted. However, I honestly thought the tutorial system here was one of the worst systems I've ever seen in an MMO, but being older wanted to stick with it this time, and I'm happy I did.

I felt there was little to no explanation as to what needed to be done, and what was explained was incredibly vague, leaving me guessing what I needed to do or asking people in chat. I eventually figured out the basics I think and where to get agents. I honesltly felt that after I created my character that the game dropped me in Duripant patted me on the back and said good luck. The opportunities I thought were the tutorial turned out to not be, as when I picked the agent opportunity, i was searching, picked an agent 45 jumps away, jumped to them, and died in what I'm guess was null space. thankfully I was only in my starter ships and not the uninsured ships from the packages I bought.

The tutorial needs to be cleaned up and turned into a proper tutorial before dropping people into the game. A small area that goes over the things such as mining, scanning, movement, combat, etc, then the player gets moved to the starter station. The things are already there, however they are not clear as to what is the tutorial and not.

Part of me still is not sure where / how I'll get missions after I complete the first intro agent missions, or where to go.

I can really appreciate what is going on here, and its complexity level, I just really think that the tutorial is completely sub-par for this game and what players need to know. They can't teach everything, but what is here isn't really good I feel and could be much better.
Praedar Wujin
Center for Advanced Studies
Gallente Federation
#160 - 2015-06-03 22:09:46 UTC
So I decided to give Eve another try. (Three or four years ago, I played Eve for a couple weeks.) Starting a new character, I experienced the new Opportunities system, which went along okay until I was told to Sell and then Buy something on the open market.

Looking into my Item Hanger, I discovered one Civilian Armor Repairer (CAR) and one blueprint for the same. Being wise, I decided to sell the CAR, not the blueprint. I put it up for auction at the recommended price of 249 gold (1g = 1 ISK), telling myself I would just turn around and buy it back, thus satisfying the Opportunity.

Oops! A standing buy order (yes there was one: apparently CARs are highly prized items, especially in newbie areas) snatched up my CAR right away. Unfortunately, there were only 2 CARs being sold, both for 500,000g. So instead of being out 249g to satisfy the Opportunity, I was out a CAR plus however much I paid for 1 unit of ammunition, which satisfied the buy requirement. Probably that was way overpriced too, but never mind.

Having had my fill of the Opportunity system, I decided to try some missions. A story mission was available, but I figured I should hone some skills first, so I took a regular level 1 mission instead. After defeating the 2 rookie pirates and 1 not-so-rookie pirate, I fled the scene, hoping to regenerate my shields and (somehow) repair my armor damage before tackling the last pirate. This would have been fine, except that I fled to the nearby “abandoned” space station, where 4 pirates quickly dropped me down into my pod.

No problem. Back at the training station, I hopped into a brand new ship (free of charge!), went out, and capped the last bad guy. Unfortunately, he had a CAR (watching it in action made me truly jealous), and by the time I finally finished him off, I was down to 50% armor. A bit of mining quickly gained me the materials necessary to build a CAR of my own, but: I lacked the necessary Industry skill, which (like so many things in this newbie sector) was selling well above what I could afford to pay.

So now I face a dilemma. Do I shift my base of operations to Dodixie (it’s only 8 jumps away!!!), so as to have access to a non-beginner market, where at least some of the items aren’t there to scam newbies? If I do that, my fear is that the beginner story missions won’t be available, and I’ll be forced to turn around and do another 8 jumps once I have either Industry or the much-longed-for CAR.

The other option: strip my trusty blaster and my mining laser off my damaged ship. Detonate the ship. Then claim a brand new one that (theoretically) will also come with a blaster, whereby I will double my firepower, thus making up (somewhat) for not having an armor repair module. Is that cheating? Will I be banned for gaming the system? (<- I’m trying for sarcasm.)

Buyer beware: I get that. It’s kind of hard, though, when the beginner tutorial (call it what you will) sets you up to get screwed over. Couldn’t they at least have the Buy step come before the Sell? Then I could have bought 1 round of .45 hollow point, sold it back, thus leaving me with a CAR (which I could then fit into a slot on my ship, satisfying step 2 of a later Opportunity!).

FWIW, I just did 3 of the career missions. Discovery missions, I think. Anyway, they were wonderful, and basically identical to the Surviving Eve videos from Eve University/Seamus D., so I never felt too lost. Free skill books, a free ship (!). Nice.