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New dev blog: Upcoming Tutorial Revisions

First post First post First post
Author
Tanaka Aiko
Ministry of War
Amarr Empire
#41 - 2012-07-30 15:43:33 UTC  |  Edited by: Tanaka Aiko
very nice blog guys, in lots of way :)

liked the idea of telling us the whole process
liked the idea of redoing tutorial with good ideas (welcome to the 21th century :P)
and like a lot what you added for all players (optimal/fallof visible, warp from route, and missions infos)

good job guys ! :)

ps : you should add the pod killing event that some people talked about before, i remember i was really nervous when it happened to me the first time, noobs need to know what do to, and that it's not that bad.
(you should also destroy their ships, while on a noobship (so they know it'll respawn), and with a normal ship (so they know it won't, and they see the loot and insurance)
(explaining them low sec would be nice also)
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#42 - 2012-07-30 15:46:47 UTC
Lord Helghast wrote:
There is a mission in the carrier mission tutorials that you learn to die and deal with it... but they are talking the absolute earliest tutorial missions, you can't have people that come in and first thing that happens on undock is there popped its a bad experience.


Oh, I know all that. I'm relatively new to the game so I still vividly remember my own beginner experience not too long ago. I also have been trying the game practically every year since release, trying to get into it, but never really managed to make it stick.

I guess my point is that you can't tell people it's a harsh and unforgiving universe, and pit them against an enemy that can't possibly kill them. When a game is ludicrously easy it is just as much a turnoff as getting popped.

Though I guess it's a moot point anyway. Now that I think about it, I don't believe I ever had anyone I tried to get into this game come even close to getting popped in any tutorial. Heck, even L1s could be done in a snore coma with just one eye open. I guess what I'm saying is that it is a fine line between making the experience beginner friendly, and making it too easy and boring so they quit for lack of challenge. Myself personally, I tend to prefer games where the very first enemies make you work for it rather than just keel over from the first swing. It tends to be more engaging this way.

Logix42
Taxation Damnation
#43 - 2012-07-30 15:48:14 UTC  |  Edited by: Logix42
When starting a conversation with Aura for the first time, the "People & Places" button on the Neocom begins to flash as it does when a player is offered a new mission. But as a new player I am very likely to click on flashing buttons. When I click on "People & Places" it opens to the "Places" tab. As a new player I would be thinking "Ok, why the hell was this button flashing?"

Edit: Progressing farther through the tutorial, the character icon on the Neocom started flashing, click on it and once again, there's nothing telling me WHY it's flashing

Edit 2: Further along, the journal flashes when I pick up a required item. But when I click on the journal button, there is no information telling me, the 'new player', WHY the journal button was flashing.

Go beyond the edge of space... Explore

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#44 - 2012-07-30 15:55:17 UTC
Salpun wrote:
Tutorial icon can not be removed from the newcom. The option gets covered up by the resume tutorial option and does not remove it from the neocom if highlighted and clicked. Do I need to bug report this?

Edit: I say this becouse there is also no way from inside the tutorial to drag that tutorial to chat. IE a player is not sure which tutorial page to link in chat so he opens up the tutorial and quickly goes thru the tutorials looking for the one that he wants to link. When the page is found you have to open up the help menu to drag the mission you want to chat.

Quoted becouse I added an edit.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

CCP Greyscale
C C P
C C P Alliance
#45 - 2012-07-30 15:59:23 UTC
Please bear with me, can't use the two leftmost fingers on my left hand due to weird braces I got this morning to straighten them out after a dislocation. Any typos are a medical issue.

Serun Onzo wrote:
second player

looks good, is there any chance of seeing that bungee effect out of the tutorials?
seems like it would be a good start to new "in space" UI's


I don't know if there are any firm plans but I'd not be surprised to see this tech used in other places at some point in the future.

Bloodpetal wrote:
New Player Experience : Rookie System Incursion Style Social Interaction

I was looking through your new tutorial on SISI for some curiosity to see what you've done.

I think you've done a great job laying the explanations out in a way that is easy for everyone to understand!


So, as I was doing this, I quickly realized that it was lacking that one thing that I know CCP really wants to bring into the situation... social interaction and player dependency.

And then it occured to me... you should have a "mini-incursion" (not necessarily Sansha) style event going on in Rookie systems. It can be optional or part of one of the missions you make. Make it a 3-5 Rookie Ship experience.


Yup, lack of social gameplay is one of the "big picture" issues with the current tutorial, and newbie incursions are something that's been suggested internally too Smile

Benny Ohu wrote:
This looks OK. I remember one of the common questions in rookie help was 'where do I find the acceleration gate', so will there be a little pointer telling people to rightclick space? (was it there already, I can't remember much of the tutorials)

Other confusions was mainly due to item names and so on, especially when Aura didn't give a book or something the agent wanted you to use. Explaining to rookies they didn't need to fit a shuttle in their cargo if they built it on-site, despite the warning. A bit of difficulty between the 'industry' skill and the 'industry' skillset.

I really can't remember much, though. I guess these are the sorts of difficulties you catch with playtesters?

I worry a little about the tutorials and the Sisters of Eve missions that come after. They seem to shoo new players into mission running, which I think is really bad because missions are a mainly solo activity that gets boring fast. I remember reading a few jokes before starting the game about EVE being the 'singleplayer MMO'. I guess they were from people that never really got into the game? Rookies usually find help for the last couple of missions of the SoE arc, which is good.

I killed Dagan three times with other pilots :D


Yup, finding the acceleration gate was one of the problems we were seeing in playtests too, and there is now a giant green bungee on it which seems to help.

The skillbook not being given was we believe a bug related to the CQ tutorial triggering wrongly, and should hopefully be a thing of the past.

The wider tutorials and general NPE is something that Team PE is still very much looking at, expect more improvements from them down the line.

pipin meh wrote:
Is your new tutorial also telling ppl how boring this game is with broken nullsec, broken lowsec and empire that is now boring as ****?


Yes, we explain all that on page 4.

Kata Amentis wrote:
at any point do you show them the chat channels, or point out local chat, or aim them at any social channel to get them involved with the existing player base?

this has to be in there or you're teaching them how to play a single player game that happens to be a mmo.

get them talking to each other in local, or to the locals in the area as they run around doing the tutorials, open their eyes.


Expanding on Affinity's answer, we mention Rookie Help right at the beginning, and explain Local a bit later on.

Sentient Blade wrote:
Sounds like some nice improvements to the tutorials.

I dare say it would be nicer though if the embedded browser supported some kind of video tag; that would allow you to stream instructional videos inside the client and give people an orientation video for the various elements - even if it's only in English to start.

Or start it in windowed mode by default so people can see them using their normal web browser. Either way I'm pretty sure CCP's art department could come up with some pretty kick-ass tutorial videos.


We'd love to do video in the browser but there are technical issues that we've not revisited in a while. We did actually have the CIDA new pilot orientation video playing on the CQ screen when you first log in, but for various reasons it wasn't working so we dropped it.

Lord Helghast wrote:
HOLY SH*T

Quote:
Repeated user testing showed that new players were far more comfortable right-clicking on everything, to the point where later tutorial steps that forced players to rely on Selected Item were tripping them up because they had no idea how to use it. This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience.



WOW IT TOOK CCP THIS LONG TO F*CKING FIGURE OUT PEOPLE LIKE THE RIGHT CLICK?!?!?!?!?!?!?!?!??!

Maybe now youll understand why we wanted you to bring back all the damn right click options for the inventory shortcuts you stole away...

Don't REMOVE right click options, tidy them up and sort them logically!


We know power users like right-click; we weren't sure whether the same would apply to new players (it apparently does). Also, this isn't an inventory thread.

[quote=Xercodo]Personally, at the start, the list of items in context menu was a little intimidating cause there were a lot of entries that were thus far unexplained besides the navigational ones.

Using the context menu also felt tedious to me and gave me a feeling of "Am I going to use this menu to get...
ReK42
Dreddit
Test Alliance Please Ignore
#46 - 2012-07-30 15:59:42 UTC
Looks good, however the gun tooltip is missing one major thing - tracking.
Peter Drakon
Luminaire Traders and Builders
#47 - 2012-07-30 15:59:55 UTC
Quote:
You can now warp/jump to the next stargate from the Route panel in the HUD


Silly(?) question: how can we do that, because on the picture I dont see anything special?

Thank you, wonderful changes!
CCP Explorer
C C P
C C P Alliance
#48 - 2012-07-30 16:01:47 UTC
Jackie Fisher wrote:
Tooltip picture in the blog shows falloff above optimal. Wouldn't it make more sense to show it the other way around or are you trying to brainwash new players to think like a Minmatar?
Most important number is first/top, since beyond this range (optimal + 1x falloff) you have less than 50% chance of hitting.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Kelduum Revaan
The Ebon Hawk
#49 - 2012-07-30 16:01:49 UTC
St Mio wrote:
P.S. please send Team Five 0 on calligraphy classes...
It could be worse. It could be the old EVE font...
Vincent Athena
Photosynth
#50 - 2012-07-30 16:01:59 UTC
Overall this looks quite good.

But one thing bothers me: You made the assumption that the reason people quit the tutorial is because of a problem with the tutorial, that it was confusing or the player just did not get it. There is another reason: They understood the tutorial completely, but did not like what it was telling them. Take the "navigating your ship" step;

"You mean I got to double click in space?? I cannot fly my ship?? I'm out of here!"

Or "target practice";

"I just turn it on, and its random?? My personal skill is irrelevant?? I'm out of here!"

In other words, people may be quitting not due to the tutorial, but due to the game mechanics. Until you account for that, you do not really know what needs fixing. And you got to consider that if the issue is the game mechanics,maybe that is what needs to change.

Know a Frozen fan? Check this out

Frozen fanfiction

Bloodpetal
Tir Capital Management Group
#51 - 2012-07-30 16:02:18 UTC  |  Edited by: Bloodpetal
Jame Jarl Retief wrote:
After he looked at training times, he just laughed and said the game is not for him because life is too short to waste on a game where it takes 3+ months to get anywhere. It's just too much of a commitment, one most people would be unwilling to make on an unproven game. Perhaps changing the skill training system, or even shifting the focus from character skill to player skill is the way to go.


The issue is the perspective of 3+ months to get anywhere. You can get somewhere right away, you don't have to "Grind" anything and "level up", you can focus on playing the game.

The issue is most people equate "playing the game" with grinding up to the ships you want to fly. Focus does need to be on player skill, too many people don't understand that a small ship can be powerful.

Jame Jarl Retief wrote:

Voiceovers being removed makes perfect sense, since tutorials are being reworked. But no audio for tutorials makes the game look dated and amateurish. In this day and age, there should be voiceovers for missions, for important events, etc. In other genres, voiceovers have been standard since approximately 2004. In MMOs, voiceovers are becoming standard, at least for important key quests, and some MMOs (SWTOR, and partially AoC) have voiceovers for everything. Having a wall of text thrown at you can be softened a bit with a voiceover, even a partial one that only generally describes the next step. Without the voice, it just reinforces the "spreadsheets in space" stigma that EVE has to deal with.


Voice overs = joining a corp and joining voice chat and working with others Blink

Jame Jarl Retief wrote:

Having said that, I think the in-space pointers are going to pay off in a major way. EDIT: In fact, it might be beneficial to re-do the game's UI to make better use of the in-space pointers. That is, instead of clicking an item in space, and the selected item changing, why not bring up the space pointer right on top of what you clicked, giving you the option to approach, warp, etc.? Would make the UI a whole lot more intuitive than it is right now.


I'd like to see this used in other places to be honest rather than just the tutorials. I'd like to see this used as a way to highlight bricks of items in space by holding "Alt" and giving you an easy way to select the object/targets you want, etc. Using this in PVP would be pretty awesome if I could hold down ALT/Shortcut and see all the speed/radials/critical info of ships I am up against right in space. Showing speed, velocity etc outside of just the overview (although I love the overview).

Where I am.

Rattus Norwegius
#52 - 2012-07-30 16:08:53 UTC
Good blog. I really like the walktrough of your process at the start. The process seems a lot better than a lot of players, me included, give you credit for. Hope the implementation is as good also.

On a constructive note: Would it be possible to turn the text "optimal" and "falloff" in the tooltip into a link to a wikipage explaining the concepts thoroughly? They may not be intuitively understandable by new players. (or older.. wasn't there several questions to the commentators on this during ATX?)

If possible, you should also do this to all the things in the show info windows.
CCP Explorer
C C P
C C P Alliance
#53 - 2012-07-30 16:10:49 UTC
Lord Helghast wrote:
Oh and forgot to say, I LOVE the new UI changes all of them, i really hope to start seeing imrpovements in the overall HUD for pvp etc, as it seems the devs are starting to get the hang of the new stuff carbon is offering, lets see some of this filter over from tutorials to the actual gameplay
Go and give CCP karkur a hug if you like the overall UI changes.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Lyron-Baktos
The Scope
Gallente Federation
#54 - 2012-07-30 16:11:03 UTC  |  Edited by: Lyron-Baktos
Looks good. Glad to see the overview given high priority. I remember in my newbie days, warping off on some mission and then wandering round for a while not knowing what to do because the acceleration gate was not on my overview. Also remember another mission where I had to mine a certain ore but guess what? The asteroid that had the ore was also not checked on my overview. I was flying around forever trying to find that little piece of rock. Finally went to google and found out that I had to add it ot my overview. Once I did that, I finished the mission in 5 minutes.

Be sure to plug the newbie section on the forums as part of the NPE as well

oh, tool tip for guns should so tracking speed as well

hope Auora comes back soon, love her voice
CCP Explorer
C C P
C C P Alliance
#55 - 2012-07-30 16:12:35 UTC
Two step wrote:
Why does the blog have the 25th as the date it was released? :P
Added to the dev blog system at that time...

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

CCP Greyscale
C C P
C C P Alliance
#56 - 2012-07-30 16:14:25 UTC
Keen Fallsword wrote:
There is issue you can't align with 2 click on the planet or anything via overview if this thing is not on grid question is why ?


I'm not sure exactly what you're saying here, but it sounds like a non-tutorial bug? Have you fired a bug report?

Khanh'rhh wrote:
If I read the graph right, most people leave whilst being shown the Captains Quarters part of the game?

How is this a surprise? "EvE is WHEEEE spaceships! PEW PEW! Massive sandbox! But .... well, here is a room where you can do absolutely nothing useful whatsoever"

I really suspect you will get a higher retention rate from the NPE if you don't make the first thing they see a half baked feature with double the running requirements of the core game and little to no interaction with it.

Make CQ an optional tutorial AFTER the flying in space tutorial and you will avoid this lopsided and botched message about what EvE is from the start.

I had a look at the NPE recently and I can tell you I would NOT be playing this game if the first thing I had seen were "how to walk around your useless CQ .... oh and BTW it really doesn't work well and the camera is broken."


A lot of it was the skill queue, but a lot of it was also making you walk the full length of the CQ, we suspect. In any case, there's no CQ tutorial at all now. We don't feel that starting in the CQ is harmful to the experience of new players, though, so we've not changed the way the client is initially configured.

Zed Jackelope wrote:
Quote:
Voiceovers are gone for now.... Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out.


No, No, No, No, NO!

You call Caroline Dalton up and you bring her right on back.

This is something I don't mind seeing my RL bucks being spent on.


It's just not feasible, sorry. As soon as we find a single text bug, or we change a feature that's mentioned at the beginning, we either have to re-record or drop the voice, and even if money was no object, the turn-around time on re-records makes it not worth it.

Bagehi wrote:
What do you mean by "quit" in reference to the tutorial stages? Quit the tutorial or the game? If you mean quit the tutorial, number might be inflated because when you guys announce "NEW NPE!" some of us hit the "restart NPE" and check it out, usually quitting it when we reach stuff that is either boring or we've seen before.

Also, the probing tutorial needs a MAJOR overhaul. It is rather lacking in many ways (first and foremost: ever tried doing that first mission in the time allotted with a new character? Because it is next to impossible).


Quit the game Smile IIRC that graph is for trials who've failed to convert to subscribers.

[quote=Jame Jarl Retief]Some thoughts I'd like to share about the blog. Overall impression is very positive, but some things just jumped out at me.

It was mentioned (and shown on the chart) that some people struggled with the part of the tutorial that introduced training queue and all that. Have you guys considered that the queue itself and the training system are the problem, not the tutorial?

What I mean is, I recently tried to get some people I know to play EVE. One of them, just as we reached the part with the skill queue, immediately wanted to see how long it would take for him to fly a specific ship. After he looked at training times, he just laughed and said the game is not for him because life is too short to waste on a game where it takes 3+ months to get anywhere. It's just too much of a commitment, one most people would be unwilling to make on an unproven game. Perhaps changing the skill training system, or even shifting the focus from character skill to player skill is the way to go.

Second thing that jumped out at me is changing the shields on the rookie ship so that the tutorial rats have no chance of killing the player. Did I read that right? Even in the most casual of MMOs, ones suitable for children of 6-8 years old, the beginner monsters have a very real chance to kill you. In some MMOs, being killed and dealing with it is part of the initial tutorial (like in upcoming Guild Wars 2, you where you get incapacitated during the tutorial no matter what you do). Off the top of my head, i can't even remember an MMO where you can't die to the very first enemy you engage.

Voiceovers being removed makes perfect sense, since tutorials are being reworked. But no audio for tutorials makes the game look dated and amateurish. In this day and age, there should be voiceovers for missions, for important events, etc. In other genres, voiceovers have been standard since approximately 2004. In MMOs, voiceovers are becoming standard, at least for important key quests, and some MMOs (SWTOR, and partially AoC) have voiceovers for everything. Having a wall of text thrown at you can be softened a bit with a voiceover, even a partial one that only generally describes the next step. Without the voice, it just reinforces the "spreadsheets in space" stigma that EVE has to deal with.

The +/- for full speed or stop is no better than triangles, really. Plus implies increase, minus implies reduction. If I knew nothing of the game, I would have assumed acceleration and deceleration, not full speed ahead or full stop. Changing the - to a stop sign and + to >> or "full" or something would be more in line with what the buttons actually do.

The new tooltips, while great, will do more harm than good for a new player. They show things like falloff or tracking speed, and the new pilot might see them before knowing what they even mean, or knowing if or how important that information is. Knowing myself, if I saw a tooltip like that, I would immediately start trying to find out how my actions influence tracking and falloff, because my assumption would be that the game is player-skill based, not character-skill based. And knowing EVE's...
Bloodpetal
Tir Capital Management Group
#57 - 2012-07-30 16:15:02 UTC  |  Edited by: Bloodpetal
Vincent Athena wrote:
Overall this looks quite good.

But one thing bothers me: You made the assumption that the reason people quit the tutorial is because of a problem with the tutorial, that it was confusing or the player just did not get it. There is another reason: They understood the tutorial completely, but did not like what it was telling them. Take the "navigating your ship" step;

"You mean I got to double click in space?? I cannot fly my ship?? I'm out of here!"

Or "target practice";

"I just turn it on, and its random?? My personal skill is irrelevant?? I'm out of here!"

In other words, people may be quitting not due to the tutorial, but due to the game mechanics. Until you account for that, you do not really know what needs fixing. And you got to consider that if the issue is the game mechanics,maybe that is what needs to change.


I agree that some people are gonna find themselves unhappy with some of the basic essentials of EVE. I don't think these need to change, but perhaps the way that we perceive our actions.

After I took a short break from EVE, I remember one of my first reactions was getting excited and grabbing my joystick to "Fly" in EVE, when I got in I realized that I had forgotten that I couldn't actually use a joystick (it's not the reason I stopped the first time, but I had forgotten that fact). Although moderately disappointed, I did keep playing of course.

We all know a joystick experience isn't really the right type of flying for EVE, and it seems to be one of the first reactions people seem to have and get excited about (or used to). I don't know of a good UI solution to this other than some other way than just double click to move. Not really an easy solution.

I've written up a series of training guides and drills over the years for instructors to help players understand some fundamentals. I'm wondering if CCP would be interested if I shared these with them to see if they could find a way to implement them through software? They're designed from the perspective of demonstrating game mechanics, not simply lecture. They break the material down into small pieces and drills that can be repeated. I'd prefer to do this through private mail rather than the public forums if you're interested since it's quite a bit of information. It's on a private wiki i can give you access to.

Where I am.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#58 - 2012-07-30 16:17:39 UTC  |  Edited by: Salpun
Salpun wrote:
Tutorial icon can not be removed from the newcom. The option gets covered up by the resume tutorial option and does not remove it from the neocom if highlighted and clicked. Do I need to bug report this?


I'm not 100% sure what's going on there. Is the tutorial window itself still open? I don't think you can remove something from the neocom while its window is open.

Nope window is closed option is there but even with the Neocom unclocked the icon does not get removed.

Edit.

Now it works. Next time i get it to hang ill bug report it.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Atomic Option
NO Tax FAT Stacks
#59 - 2012-07-30 16:18:28 UTC
So amazing! Love everything in this devblog.


Quote:
Voiceovers are gone for now. We really like them, but as soon as the text stops matching up with the audio it's incredibly distracting, and it's not feasible to continually re-record them as adjustments are made. Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out.


Does this imply that *maybe, eventually* EVE will be fully voiced? Because that would be amazing.
CCP FoxFour
C C P
C C P Alliance
#60 - 2012-07-30 16:18:47 UTC  |  Edited by: CCP FoxFour
CCP Explorer wrote:
Jackie Fisher wrote:
Tooltip picture in the blog shows falloff above optimal. Wouldn't it make more sense to show it the other way around or are you trying to brainwash new players to think like a Minmatar?
Most important number is first/top, since beyond this range (optimal + 1x falloff) you have less than 50% chance of hitting.


Just to be clear what is being shown on the pop-up is your optimal range + falloff.

So from this screenshot from the dev blog: http://content.eveonline.com/www/newssystem/media//63099/1/08_new_tooltips.png

The falloff listed in the show info for the gun would be 3,750.
We display optimal + falloff giving the 8,437.

@CCP_FoxFour // Technical Designer // Team Tech Co

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