These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Your First Hour And Experience In EVE: Feedback from new Players

First post First post
Author
Mara Rinn
Cosmic Goo Convertor
#81 - 2012-06-16 09:57:19 UTC
Here's how I'd arrange the NPE:

You log in, create your character.

You are shown a cut scene which details the process of capsuleer-ising a mortal.

You wake up in a tank of jelly and are decanted. Across the room from you is your original body, being flushed into the biomass treatment system.

The technicians in the room with you explain what to do (walk out the door, down the hall, say hello to the people there)

Down the hall is a reception area where there will either be other pilots, or Aura.

Talk to Aura -> get sometimes-wrong automated tutorials

Talk to player -> player guides you through some portion of game that you asked about

This might not result in a complete tutorial in EVE, but at least it will provide a means to get new players in contact with recruiters as soon as humanly possible.
ISD Athechu
ISD STAR
ISD Alliance
#82 - 2012-06-16 10:20:07 UTC  |  Edited by: ISD Athechu
Mara Rinn wrote:

Talk to Aura -> get sometimes-wrong automated tutorials


Just out of wondering what is wrong within the tutorials specifically? Information is wrong? The way the are setup? The way they are worded? They don't do something that they should?

If a tutorial is bugged (as in you warp to your mission location and nothing is there or the tutorial does't give you your item it says it would) you can file a petition under Game Play > Missions in Progress and let a GM know as a work around for now. I know there is a lot of opinions in this thread but the more people that voice what is wrong or should be fixed can only help the NPE Team.

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

Mara Rinn
Cosmic Goo Convertor
#83 - 2012-06-16 11:02:56 UTC
ISD Athechu wrote:
If a tutorial is bugged (as in you warp to your mission location and nothing is there or the tutorial does't give you your item it says it would) you can file a petition under Game Play > Missions in Progress


I've provided feedback through various threads: the common issues are things like the Industry skill book not being granted by a tutorial, when other skills that rely on Industry are granted by tutorials. Then there's certain modules being given to the pilot who has to use them, but the pilot won't have that skill by that point in the tutorial. With the Neocom and Unified Inventory certain buttons are no longer visible.

Crompton Aberforth's thread contains a fair serve of feedback from new players: https://forums.eveonline.com/default.aspx?g=posts&t=53598
J'Poll
School of Applied Knowledge
Caldari State
#84 - 2012-06-16 12:13:17 UTC
Sway Lorelei wrote:
J'Poll wrote:
??

Mining I
Hacking I
Salvaging I

Neither of those 3 skills take 3 - 7 hours to train to level 1

Actually any of those skills can be trained to II in about 2 hours. And I is enough to start the profession, higher skills is to make it more effective.


Um, what? Maybe you should check the pre-requisites there... Salvaging alone requires Mech 3, Survey 3, and Electronics 1 before you can even inject it. Likewise, Hacking requires Science 3, Electronic Upgrades 3, Electronics 2, and Engineering 2 before you can even inject it. I believe Science and Mech may be bestowed at character creation, but the others need to be trained, and there's no way you getting to Salvaging for instance in anywhere near 2 hours, let alone Salvaging 2. Mining is relatively much easier to come by. This is also failing to consider other skills that also need to be trained just to keep up with tutorials and the rewards granted from them; i.e. the frigate skill(s) that require several hours of training alone.

In any case, like I said before, I don't expect to jump right into the game and be able to have access to everything, or have all these different bonuses or anything like that. But the basics ought to require less time and/or pre-requisites (as to lessen required training time) than they currently do, IMO. Either way, I'm not here to get into an argument about the matter, I'm just offering my opinion as a new player. You can take it or leave it as you like.


You are right about the pre-required skills, Forgot that Salvaging and Hacking had pre-reqs.

Then again, 3 to 7 hours might look long for a new player. But I used that time to read on guides, ask for help on stuff. And also later on you will look back at those days where you could train multiple skills a day, instead of having skills that take month to train.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Tony Two Bullet
Monocle Madness
#85 - 2012-06-17 01:33:11 UTC

Back in the old days, there was no tutorial.

You were given 10,000 ISK, a rookie ship and a kick out the door!

Now adays, there's a lot of wealth flying around, and plenty of folks to help you out.

Best thing about EVE is the player made content that focuses on what we make, rather than anything that EVE game mechanics can give us.
Gen Fesslenski
Caldari Provisions
Caldari State
#86 - 2012-06-23 19:15:56 UTC  |  Edited by: Gen Fesslenski
Bart Wart wrote:
Tazarak theDeceiver wrote:
I've had many friends who are intense gamers not make it 2 hours in Eve. In nearly every game they play, they maneuver with WASD. I'll try to convince them that "CLICKING IN SPACE" really is flying a ship and you'll eventually get over it... but you know what? Only one ever has? It still irks me myself. I could probably lure many players to Eve if they could just fly their ships with WASD or a joystick.


I don't know whether to laugh or cry. I just found out that you can fly in any direction you want by clicking in space. At first, I didn't believe you, so I had to log in to try it myself. Sure enough, it works. I've logged probably 100 hours in this soul crushing game, spread out over 5 years. This piece of information should be the first thing Aura tells you to do once you undock, even before locating your first ship.



This is a perfect example. I actually did end up playingt he entire way through the tut, because I read somewhere that there were big ISK and stuff rewards (I was actually reading about the SoE arc but couldnt tell lol) but util I was out with a corp I didnt know you could double click.

Why? Wall of text syndrome.


J'Poll wrote:

You are right about the pre-required skills, Forgot that Salvaging and Hacking had pre-reqs.

Then again, 3 to 7 hours might look long for a new player. But I used that time to read on guides, ask for help on stuff. And also later on you will look back at those days where you could train multiple skills a day, instead of having skills that take month to train.


Bold and underlined what I see as the important point. Last time I checked, new players, especially those that hit the trial, didnt want to have to log on pick a char and skills then log on and off repeatedly for the next three days picking skills. I've said this elsewhere but I think it would be pretty cool to actually have a player class Bio mean something by giving that player a small amount of starting skills that lean the player towards his race bloodline's preference. Upon having a research about what to put where, I saw this : http://www.eve-wiki.net/index.php?title=Starting_skills

While it looks a bit more extreme than I was thinking (starting with lvl5s!?), having a mining/trading/indy/warlike bloodline closer to that retriver/freighter/research/ubertank etc would actually make it easier for a new player to actually do something as soon as he/she started playing.

Lets remember, while you spent your 3 to 7 hours reading guides, most players haven't even decided they like the game enough to even stick at it yet, let alone researched how to get better.
J'Poll
School of Applied Knowledge
Caldari State
#87 - 2012-06-23 20:41:34 UTC
Gen Fesslenski wrote:


Bold and underlined what I see as the important point. Last time I checked, new players, especially those that hit the trial, didnt want to have to log on pick a char and skills then log on and off repeatedly for the next three days picking skills. I've said this elsewhere but I think it would be pretty cool to actually have a player class Bio mean something by giving that player a small amount of starting skills that lean the player towards his race bloodline's preference. Upon having a research about what to put where, I saw this : http://www.eve-wiki.net/index.php?title=Starting_skills

While it looks a bit more extreme than I was thinking (starting with lvl5s!?), having a mining/trading/indy/warlike bloodline closer to that retriver/freighter/research/ubertank etc would actually make it easier for a new player to actually do something as soon as he/she started playing.

Lets remember, while you spent your 3 to 7 hours reading guides, most players haven't even decided they like the game enough to even stick at it yet, let alone researched how to get better.


And that's why EVE is different then other MMOs. It requires research and longer term planning.

I started and just tried different things out till I found out what I like.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

The Big Lebowski
State War Academy
Caldari State
#88 - 2012-06-24 02:02:10 UTC
Its kinda getting boring. I mean EVE. Only when your spare time is limitted you see how your possibilities in EVE are limitted...

The only thing atm i can relate too in EVE: my skilltraining.
Xtrah
Overload This
#89 - 2012-06-24 19:39:19 UTC
The Big Lebowski wrote:
Its kinda getting boring. I mean EVE. Only when your spare time is limitted you see how your possibilities in EVE are limitted...

The only thing atm i can relate too in EVE: my skilltraining.


Join a corporation, it's what keeps you going, keeps it fun. Solo is the most boring way to play this game.
Jett0
Ministry of War
Amarr Empire
#90 - 2012-07-01 06:21:17 UTC
Bump.

Occasionally plays sober

Lord Arakkis
The Scope
Gallente Federation
#91 - 2012-07-02 02:55:58 UTC
All I can say is im new and my first day with EVE was all I needed to solidify this as my main MMO. Im sure Ill get my fair share of bumps and bruises through the learning stage, but im more than willing to risk that to play a game so detailed and expansive that also hits the niche I like...SCI FI SPACE COMBAT!

Your still a child in the eyes of the universe

ISD Athechu
ISD STAR
ISD Alliance
#92 - 2012-07-02 03:43:46 UTC  |  Edited by: ISD Athechu
While this thread gives great feedback please make sure to keep the feedback coming and not to bump the topic just to keep it towards the top.

Forum Rules wrote:

Spamming, bumping and pyramid quoting are prohibited.
Spam is defined as the repetitive posting of the same topic or text or nonsensical posts that have no substance and are often designed to annoy other forum users. This includes “first” and “go back to another game” posts. Bumping posts in order to keep them near the top of the list is also prohibited. Petitions or "signed" posts are a version of bumping and likewise are not permitted. Pyramid quoting is a response to a forum thread that contains the quotes of four or more previous posters, sometimes with additional spaces added unnecessarily. Posts of this nature are not conducive to community spirit and are unwelcome.


This thread has been added to EVE New Citizens Q&A Resources

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

XanoX Khardula
The Fallen Company
#93 - 2012-07-02 09:07:52 UTC  |  Edited by: XanoX Khardula
I know this topic is getting old. I'm totally new to MMO's, i never played World of Warcraft nor other similar clones.
And i wanted to express my feeling and experience when i started playing EvE for the first time yesterday as well as giving some personal feed back about the good and bad things as i see them so far with my newbie knowledge.

I want to say i'm a Canadian-French from Quebec and English isn't my natural language but i did choose to play in English so there would be less confusions when i ask for help in game.

----- 1 : Login-in and character creation.

I loved the cut-scene and the character selection screen, my toughs was : this game look good, character customization is deep enough to have my own and unique avatar, but why wasn't i shown some Space Ships model from those races before i could choose ? Then i got to Youtube and made a few forum research. But in overall, it is eye candy and look professional.

As a new player i would give this section : A grade

----- 2 : First steps in the game.

I see my Character, i move around and find it awesome since i tough it was only a Space/Ships game. Then, i ask myself why can't i run ? Weird, maybe i don't know the key binding. I go in options, can't find it.

Then i listen to the tutorials, take the time to read and listen, since many people warned me about the complexity of the game. First i said to myself : Not another slow and boring robotic voice without emotion explaining tutorials !? Well, its a space game, i should have known better.

I pass over 10 minutes looking at the Ui, all the buttons (hovering), the menus, skills, etc. And i was like : Wow, there is a lot to learn, but i like it. What i didn't like quite so much is the design of Ui. Instead of being a bit user-friendly, its like this game have its own exploitation system just like Windows XP. I know it was by design because it would have been a lot more time consuming and complicated to do something more user-friendly. After a while i felt like it was a good thing, its efficient and a lot clearer as you use it over time. But having many windows layering in my screen make the game a bit less immersible.

As a new player i would give this section : B- grade

----- 3 : About the tutorials themselves.

I found the tutorials quite clear and well explained despite the boring voice, but they need a mature and patient player. Witch is not a bad thing in my opinion. They show us the basics, and if i needed more explanations the community answered me with open arms. A player who take the time to listen and read should have no problem at all.

As a new player i would give this section : C+ grade

----- 4 : The first missions.

Then i got in my pod, in space. I closed the tutorial window by mistake. It took me a little while before i found how to Warp where i needed to go and open the tutorial window again, like i said, a newcomer would not find the Ui very user friendly, but only for a few hours, then you get used to it.

I get where i was suppose to go, find the ship. But it wasn't very easy to spot. I had to look at my Ui and read the list of objects in the system then click it, then click approach and then click board, not so intuitive when you are not used to the controls. But it was not too complicated, anyone can do it.

It took me about 35-40 minutes to get the first step done, since i was looking at all the Ui buttons and windows etc. I found it time consuming at first, i was a bit impatient to get my ship and get into action.

As a new player i would give this section : B- grade

----- 5 : Some suggestions.

Maybe some will agree with me, others won't but in most games now a day there is a kind of quest helper/status to help players.
I'm aware there is the journal and i can set destinations to o where i need to be. But it is not tracking my current quest progress.

Something that could be added is a new tab on the "Right system objects list window"

Example : Picture new Tab

Under that tab it could look something like that with the usual yellow circles and green arrows used for skills to show your progress so far :

"Finished (v) Not finished (o)"

---Mission Name---
v - Warp to sector X (clickable to set destination)
v -- Kill any resistance at X location
v --- Use the acceleration gate toward Y sector (clickable to set destination)
v ---- Destroy the pirate station in Y sector

o ----- Assassinate the pirate leader at Y location
o ------ Turn in the mission Z location (clickable to set destination)

It happened to me to get somewhere kill everyone and get back to "turn in" the quest many jumps away and realize there was something i forgot or didn't realize there was another acceleration gate and more enemies to kill there too, a bit frustrating.



I found it a bit sad there was no real use for the avatar, can't go somewhere with others to chat or play mini-games or sit on a bench, dance or having our own room we could customize or what ever.



Well, i have PLENTY more suggestions to say, but its 5 am and i'm still awake ! I'll get back and complete it later.

All in all, this game is great, i have been playing for 2 days and i got my Destroyer, 400 millions and all ready starting having fun :)
Still on my trial account and thinking about paying for a few months and see how i like it !
Acot Voth
State War Academy
Caldari State
#94 - 2012-07-02 22:04:04 UTC
Block of text warning, if you don't like blocks of text move along please there's nothing to see here, move along. In MMOs you only get one first impression and it's often a make or break experience. Below is my review of EVE from day one until traveling to the Sisters of EVE. I'm taking the perspective that the starter experience is designed for retention of the new player, a player that is probably coming from an over hand holding modern MMO. The reactions below aren't exactly how I as a former SWGer reacted, but how I feel the majority of new EVErs (the theme park folk) would experience them.

I also want to say I love EVE. It’s the first MMO since SWG that gave me a certain feeling in terms of accomplishment. The statements below are not me being negative, they are me being critical with the goal of improving the new EVE experience to retain more players, resulting in EVE making more money, resulting in more EVE funding, resulting in a better EVE.

A First Impression Review strictly based on what I have seen and done (the starter stuff), not what I have read and will eventually be capable of doing:

Gameplay: 7/10. It’s very awkward at first. Even after you get more comfortable with it you still feel out of sync because of the UI. Fitting is very interesting and deep but also very overwhelming to the newb.

Graphics: 10/10. Space is simply breathtaking. The ships have great detail and all of them, across all races, look great. The characters look great, but sadly they are (at this point) pointless.

Innovation: 9/10. CCP stands alone for innovation and risks with their product. Fortunately I feel they usually do the right thing, make the right change, and EVE continues to evolve for the better. If they add WIS and the other group exploration/pvp stuff they get a 20 out of 10.

Polish: 6/10 The UI/Gameplay/Audio being out of sync makes it feel very unpolished despite being (overall) pretty polished. I encountered only a few bugs (what MMO doesn’t have some), and none of them were game breaking.

Lasting Appeal: I’m intrigued enough by the amount of stuff I don’t yet understand or even know of, as well as the additions CCP is working on to hang around for a while longer but I doubt many new players that didn’t come from the old school MMOs (UO, EQ, SWG) would do the same.

Social: Chat works fine, lots of help available, lots of Corps to help if you know where to find them. CCP needs to talk to the helper guilds and get some newb programs set up to help direct new players. I think getting a new player into a corporation and getting them up to speed might be the best/easiest/cheapest way to retain them in current EVE.

Overall: It was rough. I got beat up, podded, battered and bruised but I’m still here. I’m still learning. I realize in EVE time I’m probably about to start trying to learn how to crawl. I suspect it will be 3-6 months to walk, and a year to run.

Eve’s Starter Content Conclusion: I like this concept, I like the challenge, and I like learning curve but I doubt most new players would be so welcoming. I play games to expand my brain, to learn, to be challenged and to overcome those challenges despite very limited game time. My biggest worry is that only having 1-2 hours every couple of nights isn’t enough time to get a return from EVE. In terms of the majority of new players, I think they play just to have fun, to enjoy, to be entertained and not to take it too seriously. I have no problem with that style of play but I don’t see current starter EVE being able to retain many of those player types. On one level I’m glad for that, it helps keep the amount of annoying players lower than other games through the evolutionary process. On the wanting EVE to have enough players to run for a longer time with a larger budget level, I hope they find a way to strike a happy medium between scary hard and theme park easy starter stuff.

For you block of type fans I have more in depth breakdowns and suggestions below.

Creating my character:
I was impressed. It is the deepest creator I've seen in a long time. The only problem I had was once I had my character mostly done it began to load extremely slow. My suggestions for this feature is more. More options, tattoos, double earrings, beards, etc. Overall I was feeling impressed.

Caps Quarters:
After loading into my quarters I felt the movement was slow and awkward. Naturally the first thing I did was walk around, look in the mirror (very cool), then try to leave through the door of eternal lockedness. I also tried to interact with the room and environment but wasn't able to. It was puzzling as to why such a nice looking feature seemed to have so little actual content. From my readings I was aware of the issues, but it was still surprisingly odd. It made EVE seem unfinished right off the bat. My suggestion would be to get that door to open even if it's only into a few bar like social areas so the entire things feels like it has a purpose, rather than feeling incomplete. More interaction with objects in the room would also be nice. The TV screen with actual relevant information was extremely cool and made everything in the game seem more real and connected. It's a small feature but one of the most interesting I've seen in an MMO. I also loved that both the quarters and space itself had a distinct feel depending on your starter race although it is obvious to me that Amarr and Minmatar space need much love, Gal and Cal space looks like a rich multi colored painting. Amarr and Min space look like a 1 color painting, obviously not as deep and fleshed out.
Acot Voth
State War Academy
Caldari State
#95 - 2012-07-02 22:05:08 UTC
Tutorials Begin:
The first couple of missions were simple and they needed to be, this game plays like no other. I went through all of the tutorials and started to get a feel for the actual game and how it plays. I liked how the tutorials covered the different things I could do in game. Some of the info needs to be worded better or in a simpler way. A number of times I forgot an object in my hanger because when I checked the journal it showed a nice green check next to the object. I would then undock, head to delivery location, arrive, and realize the check was counting it because it was in my hanger but not my ship’s hangar so I had to fly back and repeat. A few times I followed the mission to the location and arrived at a gate but was not told to use said gate so I assumed it was a dead mission spawn like I used to get in SWG. A few times selected a waypoint from the journal, warped to it, and it was nothing, dead space. It took me awhile to realize that for some reason I often had to warp to the location in the journal, then open the journal again, warp to it again, and then arrive at it. Then there was the scanning missions, major revisions/help needed. From the rookie chat it seems like half the players get stuck, half skip it entirely.

I know this is a newb mistake but you have to keep in mind many players are coming from a WOW like MMO and are used to being punished for intuition. When these things happened I would use the help menu but didn't get any useful info from it. Maybe the tutorials need an onscreen waypoint arrow system, or a "get another clue" option to help guide us a bit more. As I look back I have to lol at myself for being so newbish, but remember at the time I'm doing this I'm still just trying to wrap my head around what EVE is, how it works, and if I'm about to be killed by someone (as the forum reading I had done made it sound). Thankfully I'm a SWG vet so I spent many hours on forums and googling for help, but again, I doubt most people testing the waters would be willing to put in so much effort to get through what they view as the noob zone tutorials. I'm pretty sure if I was a theme parker I would have quit a few different times under the idea that the end didn't justify the amount of effort, confusion, frustration, and time spent.

Tutorials End:
After completing the tutorials I still wasn't sure what I wanted to do, but I had a good sense for the variety of activities EVE had to offer. At this point it would be nice to get an ingame mail listing some of the paths I could take, or places I could go, or things I could do (without having to hit the forms again). I found that I spent as much time on forums or googling as I did playing which I think is a major detractor from the game itself. CCP needs to keep a new player playing, not drive them to the net, especially the negative world of forums.

Newb Zone Suggestions:
Most of EVE needs to stay a harsh, cold, nasty place, but the newb experience needs to become softer in order to keep new players, then introduce them slowly into the harsher game. More phases of newb zones might do the trick. Phase 1: Super safe super simple, make it feel like a theme park newb zone (get them in, give them goals, show them some shiny and some explosions, get them hooked). Phase 2: Add some complexity but keep them on a simplified exciting path doing the tutorials. Phase 3: Give them a warning, things are about to get hard, life in EVE is rough, prepare to experience loss but keep them feeling powerful doing more in depth tutorials. Phase 4: Things get real. I want them to get real serious, real fast. They get an innocent delivery mission to observe a battle and take note. They go watch a massive NPC fleet battle, then get owned by the fleet. This is where the tough EVE lessons that the tutorials touch on begin to show. Phase 5: They finish up the tutorials and are (for example) taken (still safely) to the beginning of the Sisters of EVE quest start. I say safely because it took me 3 attempts at 15 mins an attempt due to some gate camping. I embrace PVP and EVE but again, this is me taking my first step into the world and I can’t even get to the mission that is referred to as being the new player starting point. I’m cool with that, but I doubt most new players would tolerate it, instead opting to rage quit and log into theme park X to get more out of 15 mins than clicking warp 8 times and getting killed. Once they get to the starting quest place, all bets are off and they are in the “real” EVE as it is now. Just to be clear, EVE should not change, just the first few hours of gameplay need to change, need to be more structured and secure to retain new players and get them wanting more before they are humbled.
Acot Voth
State War Academy
Caldari State
#96 - 2012-07-02 22:06:05 UTC
Game Suggestions
Travel:
I love the need to travel. Travel in MMOs spawns player content and encounters but 85 jumps is just maddening. People don’t play to spend 2 hours traveling. Super gates with negative consequences via ship damage or shut downs are an easy fix. Make them cost a lot and very very risky ex. they are located in very hot pvp areas. I’ll admit this is personal because I have very limited play time so travel that takes me 30 minutes cuts deeply into my 1-2 hour time a little too much to enjoy.

Audio:
More AI audio, more gameplay audio. By audio I mean the works, music, explosion, effects, guns, you name it. Audio gives a movie scene it's feel, the same can be said of MMOs. The greatest tragedy in a game as deep as EVE is that the audio/ui/gameplay sync is so off which makes the game look unpolished and shallow. At the moment I have a soundtrack that I like, but that doesn't que into what is happening onscreen, and I have a bunch of very anticlimactic combat noises and I have a dead UI. Getting all of the audio on the same page will give EVE a cohesive, rich, polished feel. Right now I get a major disconnect between what I'm doing with the UI, what is happening on my screen, and what I'm hearing.

UI:
The UI itself needs major overhauling. I find myself feeling stuck with the layout, and worse than that I'm repeating odd paths to accomplish simple tasks. It also feels overly crowded, over complicated without justification, and it takes away from what happens on screen. As mentioned above it needs more audio as well. SWG had a nice audio to gameplay to music sync going, maybe that would be a good place to reference.

Other:
Along that SWG path, the player content creation tools were not the best, but they were the best ideas. If they were done right they could be genre changing. Players making content for the game is the greatest trick a dev team could pull. I really believe the next big MMO will be based around this concept. Look what having a taste of it has done for Minecraft, and more properly for TES.

Getting players emotionally invested in a character is HUGE for retention. Currently the real time skill system accomplishes this. The deep char creator helps. Most of the people I show it to say the same thing, “I can’t get over just being a ship”. The lack of avatar is a big deal to a lot of players. If we had something like WIS people would connect on an even deeper level. Cantinas kept SWG alive for years and that sort of environment adds a lot to the overall feel of a game. This combined with the other exploration stuff the dev team recently spoke about will easily take EVE to another level and attract a whole new player base. Without adjusting the things I’ve mentioned above I don’t see many of them sticking around. Because of where I come from and the fact that I have done a lot of researching I know the more you put into EVE the better it gets. I also know that the newb missions stuff is just a scratch on the surface of what EVE is. Unfortunately I doubt most new players will do the research or tolerate getting through the beginning stuff. Considering how amazing EVE is, I can’t imagine many players would leave once they get hooked, I just don’t think the starter stuff has the right bait to hook them at the moment.

I have plenty of more in depth suggestions pertaining to fleshing out a better starter foundation, but I think I’ll save it for a slow rainy day when those people that love blocks of type need something to do.
Django Returns
Viziam
Amarr Empire
#97 - 2012-07-02 22:51:19 UTC
You can imagine how disappointed i was and still am, so that i did not pay the money for my 2nd account The Big Lebowski. I realized that CCP has no desire to change anything and they are fine with the fanbois they already have. They have no competiton in the area of internet spaceship business, so they have no pressure to improve.

All the talking and discussing ist waste of time. They are making good money, therefore never change a running system.
ReiAnn
Nova-Tek
#98 - 2012-07-03 00:30:22 UTC
I was running the tutorials with a new toon. Overall better, but why is there so much repetitive ones? I shouldn't get the same book over and over again. They are also rather all over the place. Mining in security. Buiding in trade. Maybe actually make the industrial one, actually industrial.
Notsag Telperion
The Scope
Gallente Federation
#99 - 2012-07-03 05:21:09 UTC
My first hour in game maybe started even before i went in-game

A friend told me some incredible stories about the game knowing im a sci fi battleships lover and showed me the trailer "I was there" and then some others, so i decided to try the game.

* Entered the game not knowing what i should expect and found the character creation really impresive , i was able to completly recreate myself in the game


* Once inside the game started reading the tutorials and ended sitting in the captains room trying to figure out all the information that was being given to me , asked a few questions in the rookie chat and most of the people there kindly took their time to answer most of them.


* Stared at the room's tv for a few minutes until i figured out it was actually information of things going on in the game at the moment (thats when the inmensity of the game hit me and i hadnt even jumped on the ship and got outside)

* After that i mostly spent my time flying arround doing the tutorials and trying to understand the game.
Luba Cibre
Global Song Setup
#100 - 2012-07-03 06:28:31 UTC
Acot Voth wrote:
Travel:
I love the need to travel. Travel in MMOs spawns player content and encounters but 85 jumps is just maddening. People don’t play to spend 2 hours traveling. Super gates with negative consequences via ship damage or shut downs are an easy fix. Make them cost a lot and very very risky ex. they are located in very hot pvp areas. I’ll admit this is personal because I have very limited play time so travel that takes me 30 minutes cuts deeply into my 1-2 hour time a little too much to enjoy.


You may think that such things like a "super gate" would be awesome, but those kinds of gates bring alot of implications with them.

1) The force projection is getting way easier, that may not be a concern for you, but if you can bring a full fleet of people within 2 minutes from one end of the galaxy to the other, your actual territory you can defend gets too big.

2) The consequences you're suggestions aren't critical enough. For e.g. if a Goonswarm Federation Fleet want to use this kind of gate and have to pay 50m per ship to use the gate, they wouldn't care, because they've so much money. And damaging ships wouldn't be that bad, because you've logistics to rep you and nanite repair paste to repair your overheated modules.

3) The very hot pvp areas you think of doesn't exist. There are definitely spots in the universe, in which people heavily pvp, but those are player created and move as soon as the fleet moves on. So you can't make a "npc structure" like your stargate inaccessible through player actions.

4) With such stargates the universe becomes smaller and doesn't feel big anymore. That's the case with e.g. TES 4: Oblivion...the world was in theory really big but with the waypoint system it became small and unemergent.

"Nothing essential happens in the absence of noise."