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Player Features and Ideas Discussion

 
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- Idea of making EVE more SeXy to new players -

Author
zus
TxivYawg
#1 - 2016-08-19 21:37:50 UTC
Hello ladies and gentlemen

this idea came to me when i was trying to introduce EVE to my nephew 16 years old ,
in general he liked the ships design and environment which is awesome but then he got a little bit overwhelmed over the Skills and where they give a boost,

So i was thinking isn't it possible to ad the skill graphic over the source item or component that effects it or missing and the numerical values ,

For example you are looking at Ships information at the Attributes tab and your mouse cursor points over Armor information small holographic windows pop out with skill information related to the component

This will be more intuitive for new players and also using the same source code that is used at the Training Queue seeing what is going to be trained and in training will make the game appear more intelligent and interactive since this is the page most of the new players will open first
Syrias Bizniz
some random local shitlords
#2 - 2016-08-19 22:05:34 UTC
I like this very much!

A good template could be the "Reprocessing Yield" mouseover!
Lugh Crow-Slave
#3 - 2016-08-19 22:11:49 UTC
so like when you mouse over the probability in invention? meh why not
Syrias Bizniz
some random local shitlords
#4 - 2016-08-19 22:12:29 UTC
Lugh Crow-Slave wrote:
so like when you mouse over the probability in invention? meh why not


... I might want to mouseover more things in this game now.
Lugh Crow-Slave
#5 - 2016-08-19 22:16:03 UTC
it does exactly what you ask and shows what skills are affecting the result and how much they are effecting it. So it should not be hard to translate that bit of the UI to other things. Do you know if there is anything where more than ~20 skills affect it ( at that point they would need to think of something else)
Celthric Kanerian
Viziam
Amarr Empire
#6 - 2016-08-19 22:16:51 UTC
A lot of things could be made easier to understand for new players.

For example, and this is my most embarrasing moment in EVE, but I didn't use heat sinks on Amarr ships until couple of months later after starting because I thought they were for overheating modules....
zus
TxivYawg
#7 - 2016-08-19 22:33:37 UTC
Celthric Kanerian wrote:
A lot of things could be made easier to understand for new players.

For example, and this is my most embarrasing moment in EVE, but I didn't use heat sinks on Amarr ships until couple of months later after starting because I thought they were for overheating modules....



you are not the only one i was using the wrong guns as well for the ship
Lugh Crow-Slave
#8 - 2016-08-19 23:41:30 UTC
Celthric Kanerian wrote:
A lot of things could be made easier to understand for new players.

For example, and this is my most embarrasing moment in EVE, but I didn't use heat sinks on Amarr ships until couple of months later after starting because I thought they were for overheating modules....



while the point is valid i'm not sure the example is considering the description of heat sinks says it ups damage and rof of energy weapons.
Kenrailae
Center for Advanced Studies
Gallente Federation
#9 - 2016-08-19 23:47:00 UTC
+1


Things that make the NPE a better experience and help retain players without sabotaging the core of the game are good. This seems to fit both requirements.

The Law is a point of View

The NPE IS a big deal