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EVE New Citizens Q&A

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

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J'Poll
School of Applied Knowledge
Caldari State
#121 - 2012-07-06 07:40:00 UTC  |  Edited by: J'Poll
Django Returns wrote:
I still do not see how story, that has no global effect on any of the big alliances, would change the game in a negative way. How would a story or a bunch of well designed local epic arc quests influence the null sec or whateva other lame ass sec?


It would affect the entire game.

Epic Arcs seed money into the game by it's rewards.
Epic Arcs seed items into the game by it's rewards.

Epic Arcs can be done every 3 months by a player.

So basically it will give another ISK appearing thing in EVE, making inflation even higher.
Anything you add or remove to a game, changes it. Unless it's a window of text only.


Also having to follow a storyline:

WoW is that way ArrowArrowArrowArrow

EVE is the world's 2nd biggest sandbox (only the Sahara dessert is bigger), part of the sandbox is that you are free to do what ever you want to do. See it like this you are given a bucket (ship) and shovel (ISK) and are sent in, how you use these tools is up to you. Now if you implant a storyline in EVE, it will tell you to use your bucket to build towers, use your shovel to build a moat around your castle (aka gone is the sandbox, welcome the rollercoaster MMO)

Want storyline, there is loads of lore about EVE on the wiki's and player blogs. Join a roleplaying corp and suddenly entire EVE is about storyline.

Don't want it, you don't have to do it.
Personally I don't care at all what the lore about EVE is, don't care about any background story in a mission. Open agent, see what I must kill / where I must do that and sometimes what to bring back. Accept mission, shoot red crosses at location. Done, missions to me are just another source of income nothing more.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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Xhaiden Ora
Doomheim
#122 - 2012-07-06 08:57:50 UTC  |  Edited by: Xhaiden Ora
J'Poll wrote:
It would affect the entire game.

Epic Arcs seed money into the game by it's rewards.
Epic Arcs seed items into the game by it's rewards.

Epic Arcs can be done every 3 months by a player.

So basically it will give another ISK appearing thing in EVE, making inflation even higher.


Windmills do not work that way.

The economy would only function like that if new activities were added that you could perform concurrently with your normal activities. When adding new activities or content to the game the metric you're looking for is the rate of isk being added. If adding new Epic Arcs provided a superior rate of ISK gain it would be a problem. However if they had a comparative or lesser rate than similar activities, it would not functionally add more money to the game.



J'Poll wrote:
Want storyline, there is loads of lore about EVE on the wiki's and player blogs.


That's the problem. EVE basically has the best story no one's ever heard of. Story is both a player hook and a conflict driver. One that is woefully underutilized by the game. Just saying its a sandbox so it shouldn't have a point or explaination to it is a ridiculous argument. Just because a game is a sandbox doesn't mean it can't have an engaging universe and in fact a sandbox game can be greatly helped by having compelling worldbuilding to make people care about the sandbox.

Functionally speaking, one of EVE's biggest problems for a new player is a lack of any clear goals combined with the lack of knowledge to define your own goals. It leads to boredom pretty quick. Story driven content could very much help that. Not only does it give a new player a sense of purpose, but it gives them a sense of identity in the game ( Their chosen race, empire, etc ) and drives social tribalism ( Humanity's greatest conflict driver ).


J'Poll wrote:

Personally I don't care at all what the lore about EVE is, don't care about any background story in a mission. Open agent, see what I must kill / where I must do that and sometimes what to bring back. Accept mission, shoot red crosses at location. Done, missions to me are just another source of income nothing more.


Good for you, but that sounds rather boring and illustrates the problem with EVE's worldbuilding perfectly.

Hell, I learned more about the game's storyline and history from 15 minutes of reading Isk The Guide than I ever have in 2 years of playing the game itself.
J'Poll
School of Applied Knowledge
Caldari State
#123 - 2012-07-06 10:07:22 UTC
Quote:
Functionally speaking, one of EVE's biggest problems for a new player is a lack of any clear goals combined with the lack of knowledge to define your own goals. It leads to boredom pretty quick. Story driven content could very much help that. Not only does it give a new player a sense of purpose, but it gives them a sense of identity in the game ( Their chosen race, empire, etc ) and drives social tribalism ( Humanity's greatest conflict driver ).


The whole point of EVE as a sandbox is that you can do what ever you want. Making a storyline like you said for new players will just make most new players do that as they think they should do it. It makes that most new players do the same thing and think they are bound to a certain race etc. which they aren't. If you want story driven stuff, you can actually do that, but like most things in EVE you have to do some research about it yourself.

Maybe EVE should tell a bit about background story, but it shouldn't be part of the game as it will make EVE more a rollercoaster where people just follow the storyline (or think they must follow it) and then EVE will turn in another just grind through the storyline MMO which people tend to find boring in matter of weeks.

The whole thing that makes EVE different from any other MMO is the ability to create your own story and do what ever you like. Set your own goals, instead of rushing to level 50 with perfect gear. Setting your own goals, doing whatever you like is less boring then grind levels to find out you maxed it out and the game becomes boring. Been playing for couple of years now and still find EVE entertaining, did some mining, did some mission running, took a dive into null-sec with that took a dive into PvP, all in all EVE never ever was boring. EVE gets boring if you play it in a way you don't like it, if that happens just do what you like to do and it will become exciting instead of boring.

Quote:
Good for you, but that sounds rather boring and illustrates the problem with EVE's worldbuilding perfectly.

Hell, I learned more about the game's storyline and history from 15 minutes of reading Isk The Guide than I ever have in 2 years of playing the game itself.


I personally find missions boring, I only do them cause it pays of to have standings, other then that I won't touch missions cause I don't like it.

I find reading and whole background about EVE boring. What is the use of knowing what happened in the past if you don't use it at all. Like I care how the Amarr faction was build up, like I care how Caldari and Gallente split up. Doesn't change anything for my gamestyle. For role players it does, and for those people there are plenty of lore stuff to read about it and use it for their role playing game. Why give the majority of the EVE who doesn't care about the lore another feature they don't use.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Xhaiden Ora
Doomheim
#124 - 2012-07-06 12:37:57 UTC
J'Poll wrote:
The whole point of EVE as a sandbox is that you can do what ever you want. Making a storyline like you said for new players will just make most new players do that as they think they should do it.


A sandbox game does not mean you can't have functional storylines, plots, factions, etc. In fact the most popular best selling sandbox games do in fact have all these things. Its EVE thats the odd one out in this regard. So your point is utterly moot. EVE is not the end all be all of sandboxes by which all sandboxes are measured. Its the odd niche sandbox off in the corner that can't have nice things because everyone yells at it whenever it tries anything new.

A true open world sandbox functions as an enviroment onto itself with or without the presence of the player. EVE is a complete void without the presence of its players.



J'Poll wrote:
Maybe EVE should tell a bit about background story, but it shouldn't be part of the game as it will make EVE more a rollercoaster where people just follow the storyline (or think they must follow it) and then EVE will turn in another just grind through the storyline MMO which people tend to find boring in matter of weeks.


Adding story components and interaction to the EVE will in no way negate what the game already is. That's completely absurd. Do you really think CCP put all this work and effort into building EVE's story because they didn't care about it? Of course they care about it. They built it. They wrote it. It's their career and their life no doubt.


J'Poll wrote:
The whole thing that makes EVE different from any other MMO is the ability to create your own story and do what ever you like.


You haven't really played a lot of other MMOs have you? This continued insistence on these forums that all other MMOs are Hello Kitty Online while EVE is this sacred cow is both silly and shows a profound lack of understanding about the industry as a whole. It stifles EVE's potential growth when its own playerbase keeps it in a chokehold from evolving in any way.


J'Poll wrote:
I find reading and whole background about EVE boring. What is the use of knowing what happened in the past if you don't use it at all. Like I care how the Amarr faction was build up, like I care how Caldari and Gallente split up. Doesn't change anything for my gamestyle. For role players it does, and for those people there are plenty of lore stuff to read about it and use it for their role playing game. Why give the majority of the EVE who doesn't care about the lore another feature they don't use.


Again you're inadvertantly illustrating my point perfectly. EVE has no show, only a lot of tell and none of the tell is important because the game has no real components that make it important. Who you are and what you do should be important not just to other players but also to the universe we all inhabit.


J'Poll wrote:

Why give the majority of the EVE who doesn't care about the lore another feature they don't use.


Citation Needed.





J'Poll
School of Applied Knowledge
Caldari State
#125 - 2012-07-06 13:49:08 UTC
Xhaiden Ora wrote:


A sandbox game does not mean you can't have functional storylines, plots, factions, etc. In fact the most popular best selling sandbox games do in fact have all these things. Its EVE thats the odd one out in this regard. So your point is utterly moot. EVE is not the end all be all of sandboxes by which all sandboxes are measured. Its the odd niche sandbox off in the corner that can't have nice things because everyone yells at it whenever it tries anything new.

A true open world sandbox functions as an enviroment onto itself with or without the presence of the player. EVE is a complete void without the presence of its players.


Storylines - Check. Storyline missions, Epic Arc missions, COSMOS missions. Even normal missions have some sort of storyline if they span over multiple missions. And again, the amount of sites with lore about how EVE formed is huge.

Factions - Check. Or didn't you see you could choose out of 4 main races with 3 bloodlines each. Each having their own Faction War you could join to fight their enemy. Or you could site with one of the Pirate NPC factions in NPC null-sec and work for them.

And a sandbox game without players is NEVER going to change. You need interacting within a sandbox for it to change, if it does change without player interaction it isn't a sandbox, it's a theme-park where you are allowed to play with stuff.

Quote:
Adding story components and interaction to the EVE will in no way negate what the game already is. That's completely absurd. Do you really think CCP put all this work and effort into building EVE's story because they didn't care about it? Of course they care about it. They built it. They wrote it. It's their career and their life no doubt.


Yes it does. It gives people (and the majority play EVE for what it is, not for the lore and backgrounds) with yet another list of stupid pop up windows filled with useless info. Let the minority who wants to read on the lore search it if they want too.

With your idea. Let's force everybody through mining as mandatory progression. It's build by CCP and they did all the work in it. It already exist, so let's make every player in EVE go through it. Same idea, see how your idea fails. Some people don't want it so don't force it on them. If you want it you can have it, you only have to do some basic thinking yourself, but lately it looks like EVE is getting overran by mindless people coming from other MMO's expecting it to be the same.

Quote:
You haven't really played a lot of other MMOs have you? This continued insistence on these forums that all other MMOs are Hello Kitty Online while EVE is this sacred cow is both silly and shows a profound lack of understanding about the industry as a whole. It stifles EVE's potential growth when its own playerbase keeps it in a chokehold from evolving in any way.


I've played enough MMOs in the past. All of them were boring cause of the scripted rollercoaster themepark idea. The good thing about EVE is you can do what you want, whenever you want and at any pace you want. EVE isn't as big as other MMOs as EVE actually takes a pair of brains to play, not every gamer likes that, some people want to just log in and have more instant actions. I have friends who tried EVE while coming from other MMOs only to turn back cause they didn't like the long term planning idea.

Quote:
Again you're inadvertantly illustrating my point perfectly. EVE has no show, only a lot of tell and none of the tell is important because the game has no real components that make it important. Who you are and what you do should be important not just to other players but also to the universe we all inhabit.


A typical reply of a high-sec carebear. In EVE your actions can matter, but not if you stick with running mind numbing missions.

Get into FW and you can conquer systems and hunt your enemy.
Get into SOV warfare and you can take over entire regions in massive wars
Also you never heard of player actions that altered the universe (Hulkageddon to alter industry, Goons' Ice Interdiction to make Ice products much more expensive, all player actions affecting EVE in general).

http://www.youtube.com/watch?v=RhxV_VjtqkI

Look and then tell me how Player actions don't change the way EVE works.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

ISD Athechu
ISD STAR
ISD Alliance
#126 - 2012-07-06 20:02:30 UTC  |  Edited by: ISD Athechu
We seem to have gotten a little bit off topic for this thread. This is going to be my final warning for this, I really will hate having to lock this thread but if we get off topic again I will have to.

The topic is about the New Player Experience (Tutorials and the beginning of a new pilot's career in EVE) and how that can be improved. This thread is to here to help find where things need to be worked on and what should be kept for the NPE. If you wish to debate other things such as the Sandbox or what EVE is lacking overall or how a story line will change all of EVE please make a new thread about it.

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

Django Returns
Viziam
Amarr Empire
#127 - 2012-07-06 20:20:07 UTC  |  Edited by: ISD Athechu
Yeah. Those ignorant ppl are ruining my thread and my desperate try to save EVE. Athechu, it is good that you are here now to keep this thread clean.

Lets keep the call outs to a minimum and lets leave the moderation to me please :) - ISD Athechu
Ricand Michelliaos
Estrale Frontiers
#128 - 2012-07-07 19:38:37 UTC
Back in my day, the Tutorial was
"right, here's a ship, that's your lot, good luck"

Be thankful they thought they should touch on it in the first place, my friend.
Raikov Drenn
Deep Core Mining Inc.
Caldari State
#129 - 2012-07-07 20:59:17 UTC
My unsolicited experiences thus far!

Started yesterday.

Ship got damaged. Figured it out by myself.

Got equipment I couldn't use. Figured it out by myself (both skills, appropriate slots and ammunition).

Couldn't find an area - asked in Rookie Chat.

Tutorials were a bit dull, but I used them when needed (the rest of the time I simply closed them, hoping that I wouldn't regret clicking "no" to continue later).

Now I'm approaching my first destroyer (waiting on Frigate level 3 to be trained).

First impressions - pretty darn good. :D

Now I'm just trying to plan how I want my character to evolve, stumbled across certificates and am working towards Calderi Soldier (Basic).

Will start looking for a Corporation once I'm more used to flying bigger and more destructive craft. Would like to say though, excellent community (at least in rookie chat).

So far so good. Smile

Kalin Droga
Serendipity Tech
#130 - 2012-07-08 19:39:56 UTC
J'Poll wrote:
Epic Arcs seed money into the game by it's rewards.
Epic Arcs seed items into the game by it's rewards.

Epic Arcs can be done every 3 months by a player.

So basically it will give another ISK appearing thing in EVE, making inflation even higher.
Anything you add or remove to a game, changes it. Unless it's a window of text only.


adding a Storyline into the game explaining the races histories current situation and point the player towards what types of ship a race flies how to fly them and providing skillbooks/ships/modules(partly) to aid them towards a goal helps build a connection to both the game and your character, it also allows the player to learn about the game AND how to play the game, they could also add in a sense tech x civilian modules acquired through past story missions to help them progress through and ultimately all they would have acquired from the arc would be knowledge on how to fly, where to fly, what to fly along with skillbooks up to cruiser level for basic fitting, this basically transforms those boring tutorial missions into a Lore mission arc that can only be completed once with the tutorial text still being in aura to read at a later date.

Doesn't this keep everyone happy?
Tyler Rainez
#131 - 2012-07-09 13:26:37 UTC
Quote:

* Make Aura a hologram (heck if they can bring 2pac back as a hologram you can do that too)
* When you load your first screen, Aura spawns in the room and approaches you and talk in a way 2 human beeings would talk to each other. It should not feel like someone is reading from a piece of paper...
*
*
* She talks in a normal speed and feeds you with the most basic informations so that you not confuse the harsh world of eve with world of warcraft.
* Than she has to EXPLAIN the GUI and give you a fast short overview. MOST important part of game in the first 2 minutes. It is the connection between the player and EVE. Since we are in the captainsquarters she could use the big screen to explain the GUI. Not force you to read wall of text or only talk to you. but SHOW you. The big tv shows your GUI that you actualy see on your monitor. And since we love magic, we introduce 3 BUTTONS. Pause, Repeat last XX and show me text. Who knows, some ppl play without audio or are deaf.
* While she keeps on talking you hover over GUI elements and walk around your captainsquarter. So you get audio, video, text and power to press Next, Previous whenever you wish.
*
* stuff happens
*
* Now important: When you leave the station, there should be always Auras Head/Avatar in a window floating somewhere. Since she is a hologram it should not be that crazy to project her image somewhere on your screen. While she is giving you orders, so you learn the basic stuff in space, she is loaded with a FAQ which suits the actual task you are doing. If a task should. lets just pick here 8 seconds, and you are not yet done, Aura should approach you and ask whats the fraking problem. Thats called preemptive help. i just came up with it. But we do not want to spam a smart new player with a bunch of hints and advices, which he would not need in the few first seconds, so we have to wait a amount of time. Give the new player the freedom to think on his own, but do not let him feel as if he has lost control of what is happening.

* While you are flying/warping from A to B to do some who cares... Aura has 150 seconds to present you a nice CCP PROPAGANDA overview (trailer) what your possibilities in EVE are. You get audio, video, pictures BUT NO **** TEXT.
* You arrive at point B and BOOOM here come your careeragents into play. You saw the propagande just few moments ago, you maybe have a clue what might intereset you and you pick your first mission from that agent.
* Aura hologram is gone, the new agent hologram comes.

The tutorial has to be fluid without a bunch of lame ass text in a ugly windows.

And i do not see what false hopes a good interactive tutorial would raise with new players that EVE could not provide later.


Late to the game but to offer some feedback on the current tutorials I found this HOMEMADE video and thought if one guy can do this why can't CCP?

What the tutorials should look like

I started in 2006 and believe me, the tuts now compared to back then have come a long way.

P.S. Bring back Aura's tease when you got pod killed....I miss that!!!
Breezly Brewin
Vril Metaphysics Society
#132 - 2012-07-09 20:32:26 UTC
i took a while doing the tutorials, listened to rookie chat, looked up terms on evelopedia. i had a few issues with the manufacturing and not having the book i was supposed to train (shieold operation or afterburners?). all in all got it all done and enjoyed every minute of it - i enjoyed the seemingly laid back chill atmosphere of the game. i can see how this isn't for everyone...

however ISDs are VERY helpful in game when they are online and they specifically answered a few of the questions i had. i think it is awesome that there are even ISDs in the first place and generally work really hard to answer questions. at my first impression i was blown away the game even had in game live help like that. (impatient people that repeated their question over and over till they got a direct ISD response were still obnoxious)
Bunolagus
NIPTO
#133 - 2012-07-10 06:21:51 UTC
Something that I didn't learn in the first hour of play was the importance of third party tools. After discovering Evemon, EFT, Eve-central, dotlan, and Eve-survival my life in eve became much easier. I recently introduced my 18 year old daughter to eve. She loved the character creation with its' fancy interface, body jewelry and makeup but she didn't make it past her first hour of play. I think the character creation and the captains quarters are little more than a distraction. They set unrealist expectations with new players. I spent about 15 minutes trying to explain to my daughter that all of her efforts in creating her character would mostly be rewarded with a small thumbnail in the upper corner of her screen.

In the end (which came quickly) the thing that drove her away was the complexity. She wasn't interested in playing spreadsheets in space. She closed eve and opened up D&D online so she could dance on the bar in one of the taverns.

On a personal note. The same thing that drove her away from eve is the same thing that keeps bringing me back. I curse Eve for being such a time sink and leave only to return months later and obsess over my latest big idea in-game.

To summarize; I think maybe the character creation and captains quarters set unrealistic expectations.
Xiang Jing
State War Academy
Caldari State
#134 - 2012-07-10 21:26:24 UTC
So, last night I logged some time in this game. I had ran the trial a few months ago, but at the time was subbed to another MMO and didn't want two subs at once. Now that I have dropped that, I came back to Eve with the full intention of really committing myself to learning it and spending time in it, because what little I played and what I have read seemed very appealing.

A quick note; last night I completed all the Eva tutorial missions and ran a couple of the early agent missions (combat ones) that Eva points you towards. Suffice to say I am very early in the game. I think the biggest adivce is to go in with an open mind. I pick up most MMOs these days in one day of play because they share common gameplay elements; Eve I am still clueless as to much of everything. But I go back to my first MMO days, and even though some of the early MMOs I played were standard operating procedure in terms of how they played; at the time, they seemed entirely new to me. I can recall running around in Guild Wars, for instance, as a healing monk using a bow, simply because it had more damage than my staff. Ouch.

I found the tutorial so far to be largely sufficient for my needs. Given the enormity of Eve, I don't think the tutorial can come close to covering everything without being 100 hours long, and that would definitely get boring. I feel like I have at least learned how to pilot my ship from one point to another, use the inventory and skills system, and other basic gameplay elements that are required.

If I may make a few suggestions for the tutorial, it would be to make sure that the tutorial is absolutely clear on what to click and when, particularly given how many icons the UI throws at you right from the get-go. In that regard, I find that the voice over from Eva being different from the text boxes can be a bit disconcerting, as I often felt that one or the other didn't go as in-depth as, well, the other. Secondly, I wouldn't mind seeing more flashes/arrows/etc. indicating what menu or box to push. The tutorial does this easily enough for, say, "Character Screen" or "Inventory Screen" but then once inside a window it often neglects to highlight which tab or subgroup to choose, if it's a multistep process. I spent a few pauses on occasion trying to figure out exactly where an item I had to pick up and move to my ship was located in a dock, or if I was in the right window in my character screen.

The biggest hurdles to this game or more... adjustment based. I have read time and time again to just "go out there" on my rookie or early ships because the cost of losing it is comparatively small, and learning combat is more important than learning the skills for combat. But to make that leap is so hard because it is daunting and new. Do I pick a fight? Do I watch one? Once I lose will that person stalk me for the rest of my Eve days? Etc. Taking the first leap is hard. I guess in that way, I wish the tutorial might suggest ways to do that, or encourage some early group combat of sorts. Or even just tell a new player a few things to expect and that early combat isn't a bad choice (if true). For those not looking for combat, perhaps give them a nudge towards how to start a trading career or some such. What you might look for. Obviously, the community wants this to be a sandbox, non hand-holding game, so I wouldn't suggest that the tutorial really "helps" you to get or do something, but at least tellls you how to get to that point or what to expect. Once you do get there, well, the rest is up to you.

I'll be spending some more time tonight running missions and hopefully getting a better feel for the game. I am not entirely sure what I want to do yet, or even how to go about doing it, but the expansive and more comtemplative gameplay seems like a real goldmine. Cheers.
J'Poll
School of Applied Knowledge
Caldari State
#135 - 2012-07-10 22:43:58 UTC  |  Edited by: J'Poll
First of all, Welcome (back) to EVE.

Xiang Jing wrote:
A quick note; last night I completed all the Eva tutorial missions and ran a couple of the early agent missions (combat ones) that Eva points you towards. Suffice to say I am very early in the game. I think the biggest adivce is to go in with an open mind. I pick up most MMOs these days in one day of play because they share common gameplay elements; Eve I am still clueless as to much of everything. But I go back to my first MMO days, and even though some of the early MMOs I played were standard operating procedure in terms of how they played; at the time, they seemed entirely new to me. I can recall running around in Guild Wars, for instance, as a healing monk using a bow, simply because it had more damage than my staff. Ouch.


That's the right attitude.

Xiang Jing wrote:

I found the tutorial so far to be largely sufficient for my needs. Given the enormity of Eve, I don't think the tutorial can come close to covering everything without being 100 hours long, and that would definitely get boring. I feel like I have at least learned how to pilot my ship from one point to another, use the inventory and skills system, and other basic gameplay elements that are required.


Indeed, covering everything you can do in EVE will take hours (think 100h is even not enough). And that will scare even more people away, cause nobody wants to play a (seemingly) never ending tutorial.

Xiang Jing wrote:
If I may make a few suggestions for the tutorial, it would be to make sure that the tutorial is absolutely clear on what to click and when, particularly given how many icons the UI throws at you right from the get-go. In that regard, I find that the voice over from Eva being different from the text boxes can be a bit disconcerting, as I often felt that one or the other didn't go as in-depth as, well, the other. Secondly, I wouldn't mind seeing more flashes/arrows/etc. indicating what menu or box to push. The tutorial does this easily enough for, say, "Character Screen" or "Inventory Screen" but then once inside a window it often neglects to highlight which tab or subgroup to choose, if it's a multistep process. I spent a few pauses on occasion trying to figure out exactly where an item I had to pick up and move to my ship was located in a dock, or if I was in the right window in my character screen.


1.) Indeed, voice over and text should match. As it also means that people who don't like to listen (and can read faster) can go faster through the tutorials.

2.) Like the idea of flashy buttons (or arrows) that point you in the right direction.

Xiang Jing wrote:
The biggest hurdles to this game or more... adjustment based. I have read time and time again to just "go out there" on my rookie or early ships because the cost of losing it is comparatively small, and learning combat is more important than learning the skills for combat. But to make that leap is so hard because it is daunting and new. Do I pick a fight? Do I watch one? Once I lose will that person stalk me for the rest of my Eve days? Etc. Taking the first leap is hard. I guess in that way, I wish the tutorial might suggest ways to do that, or encourage some early group combat of sorts. Or even just tell a new player a few things to expect and that early combat isn't a bad choice (if true). For those not looking for combat, perhaps give them a nudge towards how to start a trading career or some such. What you might look for. Obviously, the community wants this to be a sandbox, non hand-holding game, so I wouldn't suggest that the tutorial really "helps" you to get or do something, but at least tellls you how to get to that point or what to expect. Once you do get there, well, the rest is up to you.


1.) Watching fights (on youtube for instance) helps a lot, specially those with voice over about the decisions made and why [great example are the video's by Rooks and Kings]

2. I support the idea of Aura giving you a nutch into different directions, a lot of the possibilities in EVE aren't covert at all in the tutorials. Like the idea that Aura at least mentions them, what you do with it is then yours.

3. Trying hazardous stuff out when you start can indeed be more 'safe'. When you first enter EVE a frigate seems expensive. But later on you find them easy to replace, so try stuff out in frigates (rather loose a frigate then a cruiser / battlecruiser which cost a lot more). Tip: Ships are tools, they are there to be used and are expandable, use them in that way.

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BrainResin
Science and Trade Institute
Caldari State
#136 - 2012-07-11 08:10:52 UTC  |  Edited by: BrainResin
I'm a new old player. I started playing over a year ago, but RL intervened when I was still a N00b, so I'm still a N00b.

Well I reactivated my account the other day, so I decided to do the Aura's tutorials in order to reacclimatize to the game. It's better than it was, but I still ended up getting bored with it after about 3 missions.

So I stopped with the tutorial and went to google and youtube instead, where I found some Agony Unleashed Uni advice for N00bs and Eve University youtube lectures. I also found a bunch of awesome blogs, containing huge amounts of information, many of which apart from being full of all the info I need, are well written and an absolute pleasure to read. Now that's the kind of stuff that does make me excited to log in.

IDK, it's a sandbox game, so it makes sense to me that the best new player resources are generated by other players. I guess maybe genuine New Players who are probably used to being spoon fed by themepark games may need a bit of help realising that, perhaps Aura could give them a nudge that-a-way? A tutorial in sandbox survival?

I don't think I have the fortitude to persist with Aura's tutorials, but fortunately there's no need because the web abounds with amazing player generated tutorials and resources. Watch the youtube Eve Uni tutorials, by the time you are a quarter of the way through watching one you won't be able to stop yourself logging into the game to try apply the theory you've learnt.

Anyway it's great to be back. And a huge thanks to all the players and Corps who have put so many great resources, tutorials and videos for n00bs out on the interwebs.
Lallante
Blue Republic
RvB - BLUE Republic
#137 - 2012-07-11 16:21:21 UTC
I've been playing since beta IV (2002).

The elitism in this thread is hilarious and terrifying.

The OP has really legitimate points. The guys saying "well he should just listen to the tutorial and read the text" completely miss the point and remind me of my marketting director at work who recently said "it's not that the adverts are bad, it's the customers that don't like them who are wrong".

If many people find the tutorial too slow and boring to sit through, then the tutorial is too slow and boring. That's a fact.
Nebt Ronuken
Republic Military School
Minmatar Republic
#138 - 2012-07-11 17:42:38 UTC
I have one mission left in the tutorial and in my opinion they were helpful with the basics. After doing one or two quests in each arc I quit listening and skimmed through for the useful information, but there were a few times when I had to consult Google.

The quests did get repetitive but I found the quests rewards worth doing. After completing most of the tutorial I'm sitting on 3.8M ISK and have a couple of ships in reserve. The extra ships that I got from doing the quests make me feel a little better about exploring into low sec space. While the money I have is by no means enough I feel that if I loose a ship I have enough to re-outfit a new one to continue playing.

My biggest gripe, and it isn't a big deal, was accepting a quest and then having to wait for the necessary skill to do that quest to train. Which 7-8 minutes is a drop in the bucket compared to later skill levels.
Oraac Ensor
#139 - 2012-07-11 18:02:27 UTC  |  Edited by: Oraac Ensor
Lallante wrote:
If many people find the tutorial too slow and boring to sit through, then the tutorial is too slow and boring. That's a fact.

Wrong. It's only too slow and boring for those particular people.

The tutorials have to be pitched at the lowest possible denominator in order to ensure that everyone, however dim and slow-learning, can benefit. That makes it inevitable that some will find the process slow and boring.
Shaxx Traitoris
#140 - 2012-07-12 01:05:38 UTC  |  Edited by: Shaxx Traitoris
My experience in short with the trial thus far is that the game looks great but missions are dull and repetitive. Mining is boring but the game economy is interesting. There is definitely a steep learning curve but I was expecting this. Competitive player versus player combat could be more accessible early on by lowering the importance of building skills for months and years.

My main gripe is really the last part, which would not be terribly bad if during the build-up to being competitive in player versus player there were more things to do in the game for us player versus player oriented individuals. That is other than grind flavorless missions or mine lifeless rock in high security space. Really, as I did these things, the thought often occurred to me, I might as well just log in a few minutes a day and set my skills to level for a few months before I actually started 'playing'. But realistically, I cannot do that, I need to play the game to learn how to build a character, navigate the user interface and learn how to maximize my combat efforts. I get the feeling the first months are going to feel more like a job than anything else.

My thoughts on what might alleviate some of these things, you could in the starter military stations for each race, have a 'noob on noob' room/area with structured/consensual player versus player combat. Concord would not get involved unless there was pod-killing after the fight. Noobs could construct fleets of noobs and engage in group combat early on (which appears to be one of the best features of Eve).

It would need a skill point cap where exceeding a certain number disallows admittance to the area and ship restrictions, limiting it to just the cheapest early frigates and or just the rookie ships. It would be explained lore/immersion wise in the game as a mock-pick-up fight simulator to prepare combat capsuleers by sparring and honing their skills for future engagements.

I will at this point be fully subscribing and plan on giving a good shot at over-coming the 'cliff' learning curve and giving you old-timers a hard time in space.

See you on the battlefield (eventually).