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Mara Rinn
Cosmic Goo Convertor
#21 - 2012-08-02 22:32:36 UTC  |  Edited by: Mara Rinn
20: The Mission Journal

Finding mission information in the Journal

[ Bubble appears for Journal button in the Neocom ]

To view information on your mission, open the highlighted Journal.

Open the Journal, right-click the mission you see listed and select Read Details. This will display a similar window to the agent dialogue you saw when you were first offered this mission.

Click next when you've opened up your mission details.

Setting a destination from the mission Journal

From the Mission briefing window, you can see the name of the solar system that you came from - it's listed as the Drop-off Location. You must take the Pilot Certification Documents you just looted back to the station in that system and hand them over to me. Right-click the system name and Set Destination to that location.

[ Image of mission details window with context menu open over the Drop-off location, with "Set Destination" selected ]

Click next when you've set a destination back to the station.

Using Jump and Dock to return to base

Now the destination is set, Jump back through the stargate with the yellow bracket to your starting solar system. You may need to scroll your overview to find the stargate - because it's a long way away, it'll be down near the bottom of the list.

Once you have arrived in the right system, dock at the station and speak with me again to complete the mission.

Click next when you've docked and completed the mission.
Mara Rinn
Cosmic Goo Convertor
#22 - 2012-08-03 10:16:27 UTC  |  Edited by: Mara Rinn
21: Further Training

Learning about Career Path agents

Now that you've covered the basics of capsule piloting you are ready for some advanced training courses. Each course covers a particular area of specialization such as asteroid mining or advanced combat tactics.

These courses are taught by agents located not far from here, and they'll give you a chance to try out different professions before you decide where you want to specialize first.

When you're ready, request a new mission from me, and I'll explain how to prepare for it.

Click next when you've accepted the next mission.
Mara Rinn
Cosmic Goo Convertor
#23 - 2012-08-03 10:16:41 UTC  |  Edited by: Mara Rinn
22: Long-Distance Travel

The task you've accepted is a Courier Mission. You must bring to your destination the item I just gave you. When you arrive, you can speak with me remotely and complete the mission without returning here.

You'll find the Clearance Documents you need in your Item Hangar. You need to move them from here to your ship's cargo hold so you can carry them with you.

To do this, first locate the documents in your Item Hangar. On the left of the hangar window, you can see a tree view of all the containers you have access to in this location. In this list you should be able to see your ship, which right now is named after your character.

Drag the Clearance Documents onto your ship name, and they'll be moved into your ship's cargo hold. You can click on your ship name to open your cargo and confirm that they're there.

Click next when the Clearance Documents are safely in your cargo hold.

Setting a destination and undocking

The agents who can teach you about career specialization are located a few jumps from this location. You will need to travel through multiple star systems to reach them.

In the Mission Window, you will see the hyperlinked name of the star system you have to travel to - it's listed as the drop-off location. Right-click it and select Set Destination, just as you did in the last mission.

Undock when you are ready to depart the system. Remember than any items you've acquired so far will remain in this system unless you take them with you!

[ Image of mission details showing Drop-off location with context menu open and "Set Destination" selected ]

Click next when you've set a destination and undocked.

Using the autopilot to fly your ship automatically

To reach your destination, you will need to cross several solar systems. Because you've set a destination, you can activate your Autopilot. This will automatically warp your ship to the destination stargates and jump you through them. Autopilot warps are less accurate so this will lengthen your journey time, but it allows you to work on other things while you travel.

It will take you several minutes to reach your destination, so I have prepared some additional reading material for you to peruse while you travel.

Click next when you've engaged the autopilot.
Mara Rinn
Cosmic Goo Convertor
#24 - 2012-08-03 10:16:58 UTC  |  Edited by: Mara Rinn
23: Additional reading

Learning about clones

[ Image - medical facility icon ] Avoiding death is a skill that can take some time to master. Thanks to the modern wonders of cloning technology, however, if you die, you are reborn at your registered cloning facility and a new frigate will be issued to you.

Be aware that unless you have invested in a high-grade clone, you will lose a percentage of skill points based on the quality of the clone you have and how many skills you have. At some point during this week, you will want to click on the Medical button on your station interface and upgrade your clone.

Click next when you're done reading about clones.

Learning about corporations

[ Image - corporation icon from neocom ] Many capsuleers choose to leave their training corporation behind and join a fully capsuleer-run corporation. This will give you the support and expertise of experienced pilots who can teach you the ropes far more quickly than even I can.

When you are ready to join a capsuleer corporation, you can go to your Corporation window from your Neocom on the left, select the Recruitment tab, and search based on a number of criteria.

Click next when you're done reading about corporations.

Learning about skills

Skills train in real time, even when you're not actively playing. Pilots can gain new skills and abilities in anything from a few minutes to several weeks depending on the complexity. Skills also allow you to specialize in a chosen career path, making it much easier for you to quickly catch up with older capsuleers.

You begin with some basic skills, and can utilize skill training to improve upon them and gain new ones. Skills continue training even when you are logged off. As a result, it is a good idea to train short skills while you are playing and switch to longer ones before you disconnect. If you want to switch skills, you can do so by starting another skill training.

To determine which skills you need to train for a particular item, right click on it, choose "Show Info", and go to the "Prerequisites" tab. Both primary and secondary skill sets need to be trained. A green checkmark indicates that the minimum requirements are met, a red X means that the skill has not yet been trained at all, and a yellow circle means that you have learned part of the skill but do not yet meet the required level.

Click next when you're done reading about skills.
Mara Rinn
Cosmic Goo Convertor
#25 - 2012-08-03 10:17:27 UTC  |  Edited by: Mara Rinn
24: Career Agents

Docking at your destination and completing your Mission

Once you arrive at your destination system, locate the target station - it should have a yellow bracket too - and dock up. You should find me in the agents listing: Normally you can't contact agents remotely, but because you have an open mission with me, I'll appear here for now. Start a conversation and complete the mission.

Click next when you've completed your mission.

Learning about career missions

You should now see a new window detailing the various courses on offer at this station. Each is designed to let you experiment hands-on with various activities and careers in New Eden, without investing much time training the relevant skills.

You can take these courses in any order, so start with whatever interests you most. Keep in mind that Declining a mission from an agent is permanent.

Click next when you've decided which career path to start on.

Well Done!

[ Bubble appears for Help button in Neocom ]

And with that, my work with you is done! You now understand the basics of piloting, and you're a fully qualified capsuleer. Congratulations!

I wish you luck on the journey you've just begun. It's a dangerous world that you've just stepped into. Some of the capsuleers out there are truly cut-throat, while others are genuinely altruistic, and they will go out of their way to help you out if you ask them. A lot of your success will depend on being able to tell the difference...

Remember that if you're ever lost, you can always return to these tutorials via the Help button on the Neocom. The Support tab offers a wide range of assistance, including the button to re-open the Career Agents screen I just opened for you. The Tutorials tab lists all the tutorials available, and you can start any one of them whenever you need a refresher.

Fly safe, capsuleer.

Click DONE when you're finished with this tutorial.
Mara Rinn
Cosmic Goo Convertor
#26 - 2012-08-03 10:20:50 UTC  |  Edited by: Mara Rinn
My initial comments are regarding the current content:

  • Through this tutorial, CCP have introduced the bungee label which is pretty cool, but then all the illustrations depict interactions with the overview. Perhaps the illustrations could depict interacting with the object/bracket in space, or the bungee could be connected to the object in the overview in addition to being connected to the object in space? This might help reinforce that the overview and the brackets and the object in space are all related.
  • When I started the tutorial, I was not in a starter system. I wonder if there is scope to have Aura direct the pilot to the nearest starter system before beginning the bulk of the tutorial?
  • In 04: Getting Your Bearings, "Explaining the Overview", Aura introduces the new pilot to the overview (it's the spreadsheet thingy on the right), then asks the pilot to click next, "when you're comfortable with the overview settings". What about "when you're comfortable identifying features in space with entries in the overview"?
  • I would provide the pilot with the weapon and the stack of ammo, instruct them to fit the weapon, place the ammo in the cargo hold, and then do the reloading thing in space. Ammo that magically appears in the cargo hold is incongruous with the remainder of the tutorial (items magically appearing in the item hangar is fine)
  • I appreciate that training skills and queueing skills are separated by other activity.
  • CCP should consider making the default display for the character sheet "Skills available", just my opinion
  • in 14: Target Practice, the pilot is asked to click "next" when "you've finished repairing your ship". The catch is that Aura applies both shield and armor damage, but the pilot is only given one type of repair module. Perhaps, "click next when the repairer has finished repairing it's defensive layer"?
  • When ticking the "auto resize" box, the window will reshape itself leaving the menu in place.
  • The tutorial step about the inventory (22: Long-Distance Travel) comes far too late in the exercise. In the preceeding steps Aura has given the capsuleer various modules which appear in the Item Hangar, so the capsuleer has had to find them.
  • I am not sold on the utility of using green text to avoid orange-text-spam. Italics or bold were invented a long time ago to address the issue of drawing the reader's eye to certain phrases in a block of text. Any different coloured text is likely to make the new player look for a hyperlink.
  • In general, the pacing was decent.
  • There are a number of links in the New Player Experience category of the Evelopedia which would be usefully inserted into this tutorial sequence.


One feature I'd really like to see is guidance at the Career Agent stage based on the results of the Personality Test. For example, recommending people who are interested in piracy or any of the in-space pew pew careers head to the combat and advanced combat agents first, while directing the folks interested in mining and industry to the business and industry agents first.
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