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Dev blog: Opportunities Abound - The New Player Experience

First post First post First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2015-02-19 15:05:48 UTC  |  Edited by: CCP Phantom
When new players join the wonderful world of EVE Online for the first time, they might get overwhelmed with information and might feel a bit lost or even confused. While there has been already good progress better informing new players about the rich and exciting possibilities and game play in EVE (lots is comfortably accessible to new players just hours or a few days after they started playing!), it is time to ramp up the New Player Experience!

A new system that gradually will replace the current tutorials is under development and first results are already available: behold the new Opportunities system.

Opportunities will offer new players the chance to explore EVE on their own pace in a non-linear fashion and with as little spoon-feeding as possible - new players are encouraged and supported by the Opportunities system to become active on their own early on.

Read more about this new system, when it becomes available and how it will be introduced in CCP Rise' new dev blog Opportunities Abound - The New Player Experience.

CCP Phantom - Senior Community Developer

Alphax45
Garoun Investment Bank
Gallente Federation
#2 - 2015-02-19 15:16:33 UTC
OMG: IT'S HAPPENING!

Serious now: This is pretty good. GG CCP :)
l0rd carlos
the king asked me to guard the mountain
#3 - 2015-02-19 15:17:44 UTC
Looking good!

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#4 - 2015-02-19 15:24:27 UTC  |  Edited by: Steve Ronuken
\o/

Less handholding is good. As long as the information needed is still there :)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Traiori
Going Critical
#5 - 2015-02-19 15:27:15 UTC
Why not make opportunities give a small, almost negligible, amount of assignable SP? Maybe an hour or two of training at base rates, with the intent of ensuring that it totals under 48h total?

Whilst SP traditionally comes from time only, the most frequent concern I hear from new players is that they don't have the skills for this or that, and that it takes time away from their training to pick up the basic required skills. Giving a nominal amount of SP as a reward for exploring the game would both provide them with a reimbursement for the new aspects that they're encouraged to try alongside allowing them to feel less of the "week one" training fatigue.

Better still, offering 250k SP (or whatever) is a huge advantage to a new player with only 600k SP but is measurably less useful to current players with 60-100m+ SP. It wouldn't even be a tenth of most skills in my skillqueue at the minute, but would probably be the entirety of most of my friends new player account skillqueues. Some kind of training booster (ala cerb accelerator) would work equally well I suppose, offering 30-60 minutes of advanced training via drugs...but would be more useful to older players who would immediately start trying to buy the booster in vast quantities.

You'd also have to tie rewards to the account I suppose, lest we all start using these rewards to generate gank alts in 250k SP training time less.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#6 - 2015-02-19 15:28:30 UTC
i dislike the mission-based tutorials, which i feel railroad people into running level one missions alone, and i like the sound of opportunities a lot. i'd like opportunities to strongly consider encouraging newbies to team together to do some of the later chores. the landmarks seem like a good spot for newbies to interact with others

maybe opportunities can give rewards via the system that gives us holiday items and plex. i forgot the name - it's the thingo on the character menu. players could claim rewards for completing opportunities anywhere, preventing them being tied down to highsec starter systems, or allowing them to set up where they feel like (except the claim window isn't ingame anymore?)
BugraT WarheaD
#7 - 2015-02-19 15:29:25 UTC
It's really sexy. I would love that kind of tutorial while I started the game 8 years ago :D

Very very good improvement to the game CCP people.
Phext
SIGBUS
#8 - 2015-02-19 15:31:02 UTC
Would have helped me a lot back then. Nice idea. Question: the NPC's are displayed with a red cross above the +. Did I miss something or is this just a new Icon for those opportunities rats?

:wq!

Darkblad
Doomheim
#9 - 2015-02-19 15:31:18 UTC
So from Feb. 20th the Rogue Cloning Facilities make sense \o/

I'm curious as to how new players will get along with this. That said, can anyone recommend a good brainwashing service? This way, I can fully experience the Opportunities system just like a real new player. Blink

NPEISDRIP

Dersen Lowery
The Scope
#10 - 2015-02-19 15:34:03 UTC
Sounds great! I particularly like the way you're starting them off in a site, in a ship, in space.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

CCP Fozzie
C C P
C C P Alliance
#11 - 2015-02-19 15:34:51 UTC
Phext wrote:
Would have helped me a lot back then. Nice idea. Question: the NPC's are displayed with a red cross above the +. Did I miss something or is this just a new Icon for those opportunities rats?


We are working on some future changes to bracket icons, which are visible on the internal test server where the screenshots were taken.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Vic Vorlon
Malevelon Roe Industries
Convocation of Empyreans
#12 - 2015-02-19 15:36:17 UTC
Nice work, these are good ideas! I remember the tutorial feeling very weird in places, like when I had to jump to the system next door, pick up a license and look at hulls floating in space. I'm glad that bit is gone.
Sugar Kyle
Middle Ground
#13 - 2015-02-19 15:43:40 UTC
Rookie chat is going to be a bit confusing for a bit!

Member of CSM9 and CSM10.

Paukinra
Corporation Organising Corodinated Killing
#14 - 2015-02-19 15:54:19 UTC
I really like that these arn't restricted to certain systems, I remember when I joined my first corp (before finishing the tutorials) having to fly ~35 jumps to go finish the tutorials.

Minor SP gains could be interesting, although too much could make gank alts too fast to train... The idea of rewards via the redeeming thingy has potential, and sticks to the idea of doing the tasks where you like.

Any ETA on a dev blog for the new icons? Lol
Red Teufel
Calamitous-Intent
#15 - 2015-02-19 15:55:19 UTC
Wow I'm impressed. Seriously CCP, I'm impressed.
Jaffa Hashur
Shiva
Northern Coalition.
#16 - 2015-02-19 15:56:27 UTC
Here is your feedback hamburger:

Awesome, goes way better with the rest of the game than mission way of doing things.

When a new player leaves tutorials in the current system the have been rewarded modest amount of resources as ships/skills and modules. In the new system they will have to start making isk from hour 1 to afford to buy skills. I'm a bit worried about new players development being hampered by this. Though you could create an opportunity like 'talk someone into donating money to you' to get around this and push to socialize.


I'm really looking forward to seeing this and everything that this opens up on SISI/TQ.
Two step
Aperture Harmonics
#17 - 2015-02-19 15:58:13 UTC
No rewards seems like an odd decision. At the very least, completing an opportunity should point you towards a way to make ISK at the end using the skills you have learned.

Why not have them give a module that will help the player do more of what they just learned to do? Finish the mining one, get an extra mining laser, market one and get a market skillbook, etc?

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Blue Harrier
#18 - 2015-02-19 15:58:59 UTC
Typical Devs I just spent a busy week starting Monday by activating an old account ready for, Tuesday and Tiamat deployment, Wednesday my 69th birthday and busy all day, so today I start training up my new character to try out the new (now old) NPE and then you go and announce your going to change everything.

However I have to say it looks good, pity the only way I can try it out on SiSi is to delete one of my characters. Not to worry I’ll start it off later and it should be complete by the time the update is deployed. Looking forward to comparing the old with the new.

"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.

Querns
Science and Trade Institute
Caldari State
#19 - 2015-02-19 16:00:04 UTC
Traiori wrote:
Why not make opportunities give a small, almost negligible, amount of assignable SP? Maybe an hour or two of training at base rates, with the intent of ensuring that it totals under 48h total?

Whilst SP traditionally comes from time only, the most frequent concern I hear from new players is that they don't have the skills for this or that, and that it takes time away from their training to pick up the basic required skills. Giving a nominal amount of SP as a reward for exploring the game would both provide them with a reimbursement for the new aspects that they're encouraged to try alongside allowing them to feel less of the "week one" training fatigue.

Better still, offering 250k SP (or whatever) is a huge advantage to a new player with only 600k SP but is measurably less useful to current players with 60-100m+ SP. It wouldn't even be a tenth of most skills in my skillqueue at the minute, but would probably be the entirety of most of my friends new player account skillqueues. Some kind of training booster (ala cerb accelerator) would work equally well I suppose, offering 30-60 minutes of advanced training via drugs...but would be more useful to older players who would immediately start trying to buy the booster in vast quantities.

You'd also have to tie rewards to the account I suppose, lest we all start using these rewards to generate gank alts in 250k SP training time less.

This idea has potential, I think. Perhaps it shouldn't come in the form of SP, but maybe something like skill vouchers, that can be consumed to instantly gain a rank in a skill? Like, you, as an Amarr Pilot, complete the "shoot a ship and loot it" opportunity, and among the rewards is a voucher for Small Energy Weapons 3?

With careful restrictions and restriction on scope, you could put in an additional carrot in this form.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

SilentAsTheGrave
Aliastra
Gallente Federation
#20 - 2015-02-19 16:00:51 UTC  |  Edited by: SilentAsTheGrave
@ CCP Rise and Team Team Pirate Unicorns,

I have read many notable players who say that doing PvE content should closer reflect a ship fitting that is functional in a PvP environment. To help bridge the gap a bit. I think that is a good idea. Is there any effort to do this? It just would feel better to stay and fight because you have a fit that gives you a chance against another player(s) instead of the current option - dock up; staying to fight is suicide. The most optimal way to do the PvE content should be with a PvP fit. Granted these are just my opinions, but I believe more action between players would be nice.
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