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EVE New Citizens Q&A

 
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Tutorial and Opportunities Suggestions/Comments

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ISD Athechu
ISD STAR
ISD Alliance
#21 - 2012-10-30 19:53:06 UTC
Oh I totally agree it would be awesome it's more of a question on how to do it and who can do it ^.^

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

Eternal Montage
Myriad Sequence
#22 - 2012-10-31 20:34:08 UTC
ISD Athechu wrote:
Oh I totally agree it would be awesome it's more of a question on how to do it and who can do it ^.^


ME! I could do it in about 2 years when I'm done grad school. :P I'll gladly move to Iceland too. I was there for Iceland Airwaves last year and I'm dying to go back.
Ransu Asanari
Perkone
Caldari State
#23 - 2012-11-01 17:25:36 UTC
Posting here, as I don't have access to post in Features & Ideas Discussion as suggested by GM. I'm a brand new player, still on my trial account. Wanted to give some feedback - hoping this can be moved into Features & Ideas Discussion.

I'd like to see a skill check listing on the tutorial pages, so if skills need to be trained up in order to complete a tutorial mission, it can be done before accepting the mission and running down the clock. Also, if certain new skills are required for the tutorial, have them listed as well.

As an example, I was doing Industry Career Agent - Making Mountains of Molehills (3 of 10) which gave me blueprints for a Civilian Afterburner, and I had to mine the ore and travel to another system to use the manufacturing facility.

Nowhere in the tutorial did it say I would need to buy the Industry skillbook and train it to Level 1 before I could complete the mission. I had to warp all the way back to the previous station to buy the skillbook, then return to run the processing. I really feel the mission/tutorial should have had some information on how to best acquire the skills needed to complete the mission. Isn't this the point of a tutorial?

My point is as a new player, there is nothing in the tutorials I've seen so far (I've done Exploration, Military, and Advanced Military) which explains HOW to purchase skills on the market properly, and when they are needed. There are a lot of gaps in the tutorial where a new player is unsure if they missed something because they can't complete the mission.

If a player purchases skillbooks prematurely, they could be given out in later tutorial missions, which would mean they are wasting ISK and at low level this is a problem. If the skills are needed to complete a tutorial mission, the player should know ahead of time so they can spend time gathering ISK in order to purchase them and train them ahead of time.

I'm not expecting the tutorial to give us every skillbook in order to complete the mission, but it should make it easier for new players to know that they will need them. Giving out civilian equipment is one way around the skillbook requirement but doesn't always work.
Jonah Gravenstein
Machiavellian Space Bastards
#24 - 2012-11-01 18:19:40 UTC
The tutorials can be a bit vague in places, rest assured CCP are working on them, they are much improved from the old ones that basically said "here's a ship now go die in a fire"

You might be best reposting this in the sticky above as that is where the Devs and ISD will take most of the tutorial feedback from.

Welcome to Eve, if you get stuck on anything just ask in this section of the forums and we'll certainly try and help you out as best we can.

Fly safe o7

In the beginning there was nothing, which exploded.

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ISD Athechu
ISD STAR
ISD Alliance
#25 - 2012-11-01 18:26:33 UTC
Merged it for you.

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

Jonah Gravenstein
Machiavellian Space Bastards
#26 - 2012-11-05 16:29:29 UTC  |  Edited by: Jonah Gravenstein
I've just run the career tutorials on a new alt and have taken notes on stuff that is either unclear or doesn't make sense.

I've been playing for just over 3 years and this is the first time I've gone through them since I started playing, overall the tutorials are much improved from what they were 3 years ago, here's my findings and suggestions to improve them some more.

Exploration Tutorials
You require a civilian analyser or salvager for the Mag site and a civilian codebreaker for the Radar site, they weren't issued by the exploration agent and it's unclear that you can use an equivalent module purchased off the market if you have the skills. This probably needs fixing so that the agents issue the required modules when they give you the mission. In my case the modules were issued during the business tutorials. From others feedback it looks like there may be inconsistent behaviour here.

Business Tutorials
The business tutorials issue all of the civilian modules required for both the business & exploration tutorials, however there is nothing to say that a new player doing the tutorials should do the business ones before the exploration ones. See paragraph above.

I like that it warns you when you attempt to undock without required items in your cargo, this should be implemented game wide if it hasn't already, I know that in the past, I've gone 8 jumps, docked at destination & then realised that I forgot to put the stuff in my cargo.

Industry
This needs a better explanation of using BPCs, the possibility of obtaining stuff from the market and the Science & Industry dialogue, as someone who's been playing a while I take it for granted on how to do this, but it's not obvious.

Military
I'm doing the Amarr tutorial agents, yet in Cash For Capsuleers 5/10 I've been issued with a civilian shield mod and I get a shield tanking skill for completion, surely the agent should issue a race relevant module (in this case an armour mod) and a relevant skill for completion. For Caldari and Minmatar agents I can understand the shield mod/skill, but for Amarr or Gallente it's rather pointless as they are primarily armour tankers. This needs looking at as it encourages shitfits and loltanks.

Advanced Military
Couldn't find any real faults with this, an insurance window opening or a tutorial on insurance for the 2 missions where you are expected to explode hilariously would be nice.

Offtopic,I love the concept of fitting a ship to explode on impact as used in Angel of Mercy, please please give us a module to do this outside of the tutorials, so many sweet sweet tears to collect Pirate

Suggestions to improve the career tutorials

  • Tutorial career agents should issue the required modules to complete the missions, regardless of whether or not you already have them. (See notes on exploration above)

  • If not the above, it should be required that players do the tutorial agents in a certain order and that the other agents aren't available unless tasks assigned by a required agent are completed.

  • Tutorial agents should issue race relevant modules and skills in the military tutorial, issuing a shield module and skill via an Amarr or Gallente agent is just plain silly.

  • Make use of some of the excellent resources available from both player sites such as the Eve Uni wiki and CCPs own wiki, maybe hyperlinks in the agent conversations to relevant articles that open in the IGB. Especially with regards to both the market and science and industry stuff.

  • For the missions Angel of Mercy and The Stand offer the chance to insure the ship as part of the tutorial, by automagically opening the insurance window as part of the agent conversation, the insurance money would probably be very welcome for a newbie.

The tutorials still require a little polish with regards to the issue of required modules, and race relevant skills and modules for the military tutorial.

8/10, good job devs Big smile

Suggestions for enhanced gameplay that I've picked up from the tutorials

  • The warning you get in the tutorials about undocking without required cargo for mission completion, if this hasn't already been implemented outside of the tutorials it should be, it's a time saver and a half. (Looks like this is now a thing, nice one)

  • A suicide bombing module that allows you to set your ship to explode on impact. OMG gief nao, this is a great idea and well implemented in the tutorials, why is it not available outside of them?

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Eternal Montage
Myriad Sequence
#27 - 2012-11-05 17:09:21 UTC
Perhaps including fits in the later tutorials, or perhaps a designated fitting tutorial. Show new players, roughly, what a missioning ship needs; what a PVP ship needs; exploration; etc.
J'Poll
School of Applied Knowledge
Caldari State
#28 - 2012-11-05 21:02:57 UTC
Jonah Gravenstein wrote:
I've just run the career tutorials on a new alt and have taken notes on stuff that is either unclear or doesn't make sense.

I've been playing for just over 3 years and this is the first time I've gone through them since I started playing, overall the tutorials are much improved from what they were 3 years ago, here's my findings and suggestions to improve them some more.

Exploration Tutorials
You require a civilian analyser or salvager for the Mag site and a civilian codebreaker for the Radar site, they aren't issued by the exploration agent and it's unclear that you can use an equivalent module purchased off the market if you have the skills. This probably needs fixing so that the agents issue the required modules when they give you the mission. Currently the modules are issued during the business tutorials

Business Tutorials
The business tutorials issue all of the civilian modules required for both the business & exploration tutorials, however there is nothing to say that a new player doing the tutorials should do the business ones before the exploration ones.

I like that it warns you when you attempt to undock without required items in your cargo, this should be implemented game wide if it hasn't already, I know that in the past, I've gone 8 jumps, docked at destination & then realised that I forgot to put the stuff in my cargo.

Industry
This needs a better explanation of using BPCs and the Science & Industry dialogue, as someone who's been playing a while I take it for granted on how to use it, but it is not obvious.

Military
I'm doing the Amarr tutorial agents, yet in Cash For Capsuleers 5/10 I've been issued with a civilian shield mod and I get a shield tanking skill for completion, surely the agent should issue a race relevant module (in this case an armour mod) and a relevant skill for completion. For Caldari and Minmatar agents I can understand the shield mod/skill, but for Amarr or Gallente it's rather pointless as they are primarily armour tankers. This needs looking at as it encourages shitfits and lol tanks.

Advanced Military
Couldn't find any real faults with this, an insurance window opening or a tutorial on insurance for the 2 missions where you are expected to explode hilariously would be nice.

Offtopic,I love the concept of fitting a ship to explode on impact as used in Angel of Mercy, please please give us a module to do this outside of the tutorials, so many tears to collect Pirate

Suggestions to improve the career tutorials

  • Tutorial career agents should issue the required modules to complete the missions, regardless of whether or not you already have them.

  • If not the above, it should be required that players do the tutorial agents in a certain order and that the other agents aren't available unless you tasks assigned by a required agent are completed.

  • Tutorial agents issue race specific modules and skills in the military tutorial, issuing a shield module and skill via an Amarr or Gallente agent is just plain silly

  • Make use of some of the excellent resources available from both player sites such as the Eve Uni wiki and CCPs own wiki, maybe hyperlinks in the agent conversations to relevant articles that open in the IGB. Especially with regards to both the market and science and industry stuff.

  • For the missions Angel of Mercy and The Stand offer the chance to insure the ship as part of the tutorial, by automagically opening the insurance window as part of the agent conversation, the insurance money would probably be very welcome for a noob.

The tutorials still require a little polish with regards to the issue of required modules, and race relevant skills and modules for the military tutorial.

8/10, good job devs Big smile


That is what I call a very good review on the tutorials. And from what you say here I can only agree with.

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J'Poll
School of Applied Knowledge
Caldari State
#29 - 2012-11-05 21:08:37 UTC
Eternal Montage wrote:
Perhaps including fits in the later tutorials, or perhaps a designated fitting tutorial. Show new players, roughly, what a missioning ship needs; what a PVP ship needs; exploration; etc.


Theoretically: I really really like your idea. We would be saved from all the civilian hull repairer + civilian shield booster fits etc.

Practically: Very very hard to make because of all the different possibilities.

PvE: Do you want to fight at range and kite the rats, Do you want to be a brawler type with heavy tank and get up close. Each requires a totally different fit, there are a lot of possibilities, not to mention one ships is fitted different then others.

PvP: Well, the options are endless cause there is not 1 way to fit a ship. It's all depending on your ship, your fleet, the guys you are fighting, the location you are fighting etc. So that would be even harder to explain.

What I do like about your idea, maybe explain the difference between Armor tanking and shield. And passive tank, active tank, buffer tank, signature tank etc.

Also explain that for instance rats do a specific kind of damage so you can tank accordingly.

Just minor things that most older people take for granted.

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Jonah Gravenstein
Machiavellian Space Bastards
#30 - 2012-11-05 21:22:18 UTC
@ J'Poll, thanks, I did a marathon of all the career tutorials in one hit and updated the post as I found things that need looking at.

I was like WTF on the exploration tutorial simply because the required modules were not issued by the agent. Luckily I have a stock of civilian items stashed away on this character so I was able to contract them over, without that stockpile I would have been stumped until I did the business tutorial.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Oraac Ensor
#31 - 2012-11-06 21:21:55 UTC  |  Edited by: Oraac Ensor
Jonah Gravenstein wrote:
Exploration Tutorials
You require a civilian analyser or salvager for the Mag site and a civilian codebreaker for the Radar site, they aren't issued by the exploration agent and it's unclear that you can use an equivalent module purchased off the market if you have the skills. This probably needs fixing so that the agents issue the required modules when they give you the mission. Currently the modules are issued during the business tutorials.

Business Tutorials
The business tutorials issue all of the civilian modules required for both the business & exploration tutorials, however there is nothing to say that a new player doing the tutorials should do the business ones before the exploration ones.

Then something went wrong.

I've just taken my latest character through the career tutorials and both the Exploration and Business agents supplied the civilian modules.

Not only that, but I always take my characters through the career tutorials for all races so as to pick up all the freebie racial skills etc, and the modules were provided by every agent involved (edit: for all of the five characters so far created).
Jonah Gravenstein
Machiavellian Space Bastards
#32 - 2012-11-06 21:41:09 UTC  |  Edited by: Jonah Gravenstein
Hmm in that case there appears to be a slightly inconsistent behaviour with the tutorial missions. I'm going to grind the other 2 sets of Amarr tutorial agents because of the standings boosts they give so I shall see if there's a difference between agents and update as I go.

The career agent for exploration that didn't issue the modules to me was Aire Arryns based in Conoban, I randomly went with the exploration before any of the others.

Thanks for pointing it out Oraac Smile

In the beginning there was nothing, which exploded.

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Oraac Ensor
#33 - 2012-11-06 23:15:44 UTC
I did Aire Arryns on 27 October with no problem.
Madyson Tyrus
Doomheim
#34 - 2012-11-27 21:58:41 UTC
I would like to see a set of tutorial missions for Planetary Interaction.

I'm down to Adv. Military as my final tutorial agent, and thus far I think that the Tutorials are pretty good. Far better than they were years ago when I first tried(and gave up on) this game.

I don't know what changes you made to the combat, but it seemed a lot more fun and engaging to me now than it did then. could be cause last time i was caldari, throwing missiles at stuff from 2 solar systems away. *shrug*

I joined with the intent to be an Industry type, Manufacturing and Mining. But through the tutorials I have developed a liking for Exploration and Salvaging. The tutorial does a very good job of giving you a taste of a variety of roles, and giving you enough ships and a balanced skill set to eventually venture in whichever direction you choose.

Bravo, CCP. You just may have won me over this time.
J'Poll
School of Applied Knowledge
Caldari State
#35 - 2012-11-27 22:03:19 UTC
Madyson Tyrus wrote:
I would like to see a set of tutorial missions for Planetary Interaction.

I'm down to Adv. Military as my final tutorial agent, and thus far I think that the Tutorials are pretty good. Far better than they were years ago when I first tried(and gave up on) this game.

I don't know what changes you made to the combat, but it seemed a lot more fun and engaging to me now than it did then. could be cause last time i was caldari, throwing missiles at stuff from 2 solar systems away. *shrug*

I joined with the intent to be an Industry type, Manufacturing and Mining. But through the tutorials I have developed a liking for Exploration and Salvaging. The tutorial does a very good job of giving you a taste of a variety of roles, and giving you enough ships and a balanced skill set to eventually venture in whichever direction you choose.

Bravo, CCP. You just may have won me over this time.


I fully support the idea of something like Adv. Industry which will explain PI and bit of research etc.

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Ralph Vynneve
Aliastra
Gallente Federation
#36 - 2012-12-14 22:51:57 UTC  |  Edited by: Ralph Vynneve
There are redundant and (I believe) missing rewards in the tutorials. In the career agent missions the Propulsion Jamming skill book is offered twice. In a later tutorial, you are asked to fit an afterburner to your ship, but it is not mentioned beforehand that you have to buy the skillbook. I think that one of the Propulsion Jamming rewards is meant to be the Afterburner skillbook.

The rewards in the tutorials need to have better progression. The redundant rewards and apparently missing ones are confusing to a new player.
Lilian Halcombe
Lil's Trading
#37 - 2012-12-21 11:10:46 UTC  |  Edited by: Lilian Halcombe
Dallas Apuri wrote:
Exploration - I loved these tutorials. Setting up the probes, scanning for different types of spots and using the mods to open them up. I wouldn't change this at all.


I despise this part of the tutorial with a passion. I'm still stuck on the first of the advanced ones after 2 hours because the stupid gravimetric thingy I'm supposed to be finding keeps disappearing on me.

I can find it within 1 AU, I move all the probes to 0.5 AU and it vanishes, every single time. I move one back out to 1 AU it appears again. Dozens of attempts now and I still can't find it.

Not to mention the tutorial doesn't explain how to manipulate the map to focus on the probes instead of your ship so I'm stuck with the map focused on my ship trying to manipulate the locations of probes half a system away.

As a tutorial for a new player it is a frustrating, boring annoyance.

If as another poster says I need modules from the business tutorial to complete the exploration one then I'm screwed because I got rid of all of those once I finished the business one for minerals to use in the industrial one.

As for the the other tutorial missions,

Military - OK
Advanced Military - OK
Business - OK
Industry - Not a crafter, couldn't work out how to make stuff properly so I bought them off the market place and finished it that way.

Edit: Well I had a fair bit of help from other players and this tutorial video http://www.youtube.com/watch?v=heYfTA00Idg answered the majority of my questions. Pity there wasn't a link to something like this in the mission because it was tough going out and trying it not knowing how it all worked. After watching this I found the site in about 5 mins.
ISD Athechu
ISD STAR
ISD Alliance
#38 - 2012-12-21 14:32:00 UTC
Lilian Halcombe wrote:


As a tutorial for a new player it is a frustrating, boring annoyance.



Just wanted to say that you could always skip the tutorial if you wanted to it's not required to do but hit's very highly recommended. If you wanted to skip one part of the tutorial you can go into F12 > tutorial tab and then just select the next tutorial down.

Also if you are missing some items for the tutorial or career missions just file a petition under Game Play > Missions in Progress and I'm sure a GM can help out.

But as I suggest it's all Highly Recommended to do.

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

Lilian Halcombe
Lil's Trading
#39 - 2012-12-23 09:28:47 UTC
ISD Athechu wrote:
[quote=Lilian Halcombe]Also if you are missing some items for the tutorial or career missions just file a petition under Game Play > Missions in Progress and I'm sure a GM can help out.


It does seem that the tutorial gives all the required item, the only hard part was working out how to scan but once I watched that youtube video it all made perfect sense and scanning is now one of my preferred professions (although I'm primarily running missions and salvaging stuff at the moment).

Fortunately the in game assistance from other players has been very good so far. Any problems, I ask and someone will usually answer straight away.
ISD Athechu
ISD STAR
ISD Alliance
#40 - 2012-12-23 16:57:15 UTC
Lilian Halcombe wrote:
ISD Athechu wrote:
[quote=Lilian Halcombe]Also if you are missing some items for the tutorial or career missions just file a petition under Game Play > Missions in Progress and I'm sure a GM can help out.


It does seem that the tutorial gives all the required item, the only hard part was working out how to scan but once I watched that youtube video it all made perfect sense and scanning is now one of my preferred professions (although I'm primarily running missions and salvaging stuff at the moment).

Fortunately the in game assistance from other players has been very good so far. Any problems, I ask and someone will usually answer straight away.


That's excellent to hear. Just every so often the tutorials act up and only way to fix them is to petition it. It's rare but it happens so just wanted to make you aware of that option as well in case it's something that you can't get an answer to.

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011