These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

New Player Experience proposition

Author
Taggs Corhan
Crimson Reavers
#1 - 2013-05-25 14:35:19 UTC
The new player experience is something of concern for me, as the best source for fresh recruits for anything is the new player; who you can guide and mold into the player that is both needed, and the player they want to become.

So, I have a proposition that will make the new player experience friendlier, without ruining the 'eve is a harsh universe' mentality.

1: When you inject a skillbook, you can utilize the absolute most basic form of that module (meta-0) immediately. You get no bonuses untill it is trained.

What will this do? The worst part of the new player experience right now, is not the tutorial (although that still needs alot of work), its not the mission types, its not even the ships you get to do it in (as the entire thing is -doable- in the noobship.) The worst part, is you get in, you pick up a mission, and then start waiting immediately, 8-10-16 minutes between each step of the tutorial, to train a skill to utilize a module you were given, to be able to complete a mission that requires you use that module.

Now wait a minute you say; this is a good thing, it introduces the player to the fact that they have to wait for the good stuff.

Well sure. But it also breaks the tutorial up in such a way that they don't get to reinforce each lesson. Making it so that the best way to learn to play is to be sponsored by a veteran, and skip the tutorial entirely. Also, to make your account, log in, set training ques for a couple of days, and come back to actually play. . .two days later.

Is this change game breaking? Is it -too- friendly? I don't think so. .. it would only allow you to use unbonused, meta-0 modules the moment you inject the skill for them. This would have no effect on modules that require more than one skill to use, unless each skill can be injected without being trained.

Its like, 'reading the manual' to operate your shield booster. You understand the absolute most basic functions, but don't know any finesse at all. Thats training.

Injecting the skillbook is like reading the manual.

A bulet may have your name on it, but shrapnel is addressed 'to whom it may concern'.

A nuke is addressed to 'Current Resident'

Johan Toralen
IIIJIIIITIIII
#2 - 2013-05-25 15:52:31 UTC
I think you have a point.

But should look carefuly into it if it wouldn't allow to insta create disposable gank alts.
Taggs Corhan
Crimson Reavers
#3 - 2013-05-25 17:06:19 UTC
insta gank alts wouldn't be a massive issue, because you allready make them in the amount of time it takes to unlock destroyers. You don't really train anything else for a gank alt. You just unlock destroyer, toss a few levels in it, and use your racial guns (which you start out trained in). Instant gank alt takes frigate train time and as long as it takes to get destroyer to about 3

A bulet may have your name on it, but shrapnel is addressed 'to whom it may concern'.

A nuke is addressed to 'Current Resident'

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#4 - 2013-05-25 20:17:39 UTC
Idea is ok if limited only to civilian tutorial modules.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Cesare Randor
#5 - 2013-05-25 21:52:48 UTC  |  Edited by: Cesare Randor
Kirimeena D'Zbrkesbris wrote:
Idea is ok if limited only to civilian tutorial modules.

I second this stipulation. The idea should be in place to bend the learning curve for new players. So logically, having it be an isolated mechanic in the tutorial is the only thing that really makes sense.

Great idea overall though. Good to ease the burden of confusion for the average EvE newb.
Taggs Corhan
Crimson Reavers
#6 - 2013-05-25 22:29:42 UTC
If you look at the skill requirements for the civilian modules, they allready have no requirements.

The problem comes when the mission hands you a meta0 webber and says 'go use this on something'

Or starts handing you a noncivilian any module and tells you to utilize it, which then interrupts the flow of tutorials.


Further, if you look at the nested requirements of skill trees as you progress beyond your first few days, You'll notice that having 'no training, but read the manual' won't be an issue for early unlocking things because the modules that matter, will require multiple, nested skill requirements.

Further, being able to use something like a meta0 turret, or meta0 shield booster etc isn't really game breaking. . .and is infact quite encouraging of you to train the skill you have now 'read the manual' for. . . so that you can get past the large drawback of having absolutely no bonus to it.


Every skill, at trained level 1 gives you a bonus to the use of the module that eases the requirements in some way.


Ultimately, I feel that its a change that would ease the life of the early days pilot -minimaly- while allowing the tutorial to flow at a better pace; and have next to no, or no impact at all on the veteran player (save for when he starts a new alt)

A bulet may have your name on it, but shrapnel is addressed 'to whom it may concern'.

A nuke is addressed to 'Current Resident'

Garresh
Mackies Raiders
Wild Geese.
#7 - 2013-05-25 22:38:43 UTC
I see no problem with this. In the grand scheme its giving new players things five minutes early. It would need to be double checked for unfortunate complications. But yeah I'm game.

This Space Intentionally Left Blank

Taggs Corhan
Crimson Reavers
#8 - 2013-05-26 18:41:17 UTC
with each race having access to secondary weapon systems now, even tertiary weapon systems. . . this would be a particularly good idea to help those same newbies experience each weapon system the tutorial introduces them to without having to take a 'meal break' for the train time just to say, Try out rockets, or drones, or lasers, or autocannons etc.

Mostly this is just a bump post to try and keep the thread in current view for the devs, as I think this is something that could REALLY improve the new player experience.

A bulet may have your name on it, but shrapnel is addressed 'to whom it may concern'.

A nuke is addressed to 'Current Resident'

Fzhoul
The Boring Hole Corporation
#9 - 2013-05-26 20:11:51 UTC
+ 1 good creative idea. Full support.
Taggs Corhan
Crimson Reavers
#10 - 2013-05-26 21:39:24 UTC
Kinda psyched that the idea is getting positive responses. Perhaps that, even though its on a low level will get CCP to have a looksie.

A bulet may have your name on it, but shrapnel is addressed 'to whom it may concern'.

A nuke is addressed to 'Current Resident'