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Dev blog: Opportunities Abound - The New Player Experience

First post First post First post
Author
Sly Visionz
Baba Yagas
The Initiative.
#161 - 2015-02-24 09:09:27 UTC
Is there any way to include the ability to easily join channels, whenever the tutorial is complete, that allow relatively near instant content to anyone? specifically new players of course. Like spectre fleet, RvB ganked, and some of the newer player friendly incursion groups?

It took me about a year and a half of playing before I learned about the highly active npsi groups and incursion channels of that day.

Hopefully we can speed up that as I've heard it is a similar time frame for the few I've asked.

NPSI fleets are so dang fun and I always fall back on them when I'm bored.

If I'd have known about them when I was new I wouldn't have been mining for my beginning 6 months.
Reiisha
#162 - 2015-02-25 08:07:41 UTC
Suggestion: Add goals to the tutorial that cannot (easily) be reached.

For example: Hunt a certain player, visit a certain nullsec system to pick up an item, kill a battleship - Whatever. Leave it to the player to find a way to actually do it and simply give hints, not instructions.

The current NPE is far too focused on handholding. It needs to make suggestions, not give orders. Adding the above things (at random and very few, maybe just one) gets new players to think more along the lines EVE demands.

If you do things right, people won't be sure you've done anything at all...

Dratholon Pak
Aliastra
Gallente Federation
#163 - 2015-02-25 11:57:27 UTC
To give players both a sense of what they can really do in game and rewards that help them build the ISK and ships needed to get going, would you consider offering a mercenary opportunity set that actually mimicked the mechanics of searching for and accepting an actual mercenary contract?

Likewise an opportunity that led a player through the incursion mechanics (still confusing to me) that had substantial ISK rewards like they do in the game.

A wormhole living opportunity, or PI, or moon mining or POCO bashing, or Refining/compressing at a POS.

These are some things that were tantalizing to me as a new player, but I had no way to figure out if I wanted to invest in the skill points to actually do them effectively and some are so expensive that I had to wait until I found a corp to join that had the resources to let me try them out.

What good are the research skills? Oh... yeah, if I want to make a shiny ship or lots of ISK, that would help. Now I see...

These Ah-HA! moments are cool! How can we build a taste of them in the NPE Opportunity system without making it WOW easy and keep an authentic experience of the actual game mechanics?
BeanBagKing
The Order of Atlas
#164 - 2015-02-25 14:16:49 UTC
With the downtime I finally got around to trying these on SISI.

Some opportunities had already been completed, I'm not sure how these were chosen. For example, in Time To Fight, the "Destroy your target" was completed. Now, I've obviously killed rats in my past, so this kind of makes sense. However, I've also orbited, locked, and activated my weapons on rats as well. So why weren't these checked?

I'm torn between not awarding a completion to an opportunity unless the opportunity window is open, so a new player has an understanding of what they are accomplishing, and awarding them automatically as soon as it is completed. The first gives them a clear understanding of what they are doing, but could be tedious to do a bunch of stuff they've already done. The second may not make some things clear, why they've accomplished one thing and not others, or something they've accomplished completely by accident as new players fumbling with buttons.



Edit: The more I think about this, the more I think opportunities should -not- be completed unless that window/step is up. It provides very clear feedback that "You've done the thing!". I just docked, unloaded some cargo, and checked off the "Move items from Cargo to Hanger". Now, I know what I've done, but there wasn't really any feedback from a new players perspective that "I've done the thing that completed the task!" because that opportunity wasn't up. I can see noobs clicking buttons, completing tasks, and not having any clue why.

Or, if left as is, I would love to be able to right click on an Opportunity in the Map and click "Reset all" to zero my progress in that area. This way if a new player does complete things and doesn't understand why, they can reset the tutorial and start fresh.



Under "Lets Get Moving" I would suggest adding an additional "Align to an Object". While both are very similar and use a similar icon, aligning is probably used more in fleet combat and new players need to know that one is off grid.

Under "Time to Fight" - "Grab the Loot" the first wreak I looted didn't have loot in it. I can see a very confused noob wondering what's going on. Perhaps change the icon description to "Icon for wreaks with loot" and consider adding an empty wreak icon below that with "Icon for empty wreaks"

Under "Time To Mine" - "Orbit an Asteroid", my understanding from my carebear friends is that orbiting is bad. You want to sit at an optimal location to mine as many asteroids as possible so you don't have to constantly readjust your position. I was going to say use this as an opportunity to use "Keep at range", but why can't I keep an astroid at range?

Combine "Faster Than Light" and "To The Stars". They just seem semi related under some title like "interstellar travel", and it feels a little silly to have two categories with only 1 item under each.
ShadowNeo29
O.S.E.F
#165 - 2015-02-25 14:33:14 UTC
You should begin to stop ban old players unfairly before doing something for new players.

We are tired of corrupted GMs.
Huren Ogeko
Republic University
Minmatar Republic
#166 - 2015-02-25 17:00:07 UTC
not sure if anyone reported this or if this where bugs should be reported but because of the extended downtime being extended today I was playing around on the test server and noticed a bug in how opportunities work.

I was flying a minmatar talwar with missile fit when I was given the "time to fight" opportunity. It seems since I am minmatar char the opportunities system assumed I was going to use a projectile weapon and refused to complete the "activate weapons" objective when i shot at belt rats using missiles. I was able to get check marks on every other part of it but that. I went back to station and grabbed a noob ship and got completion when activating the civilian gun without problem.

overall I much like the new system over the old never ending wall of aura text of the old system. you have a +1 +1 +100 from me even though I am not all that new.
Darkblad
Doomheim
#167 - 2015-02-26 13:36:00 UTC
According to this, TQ now has the new opportunities for some players. I don't, for neither of my accounts. Is that just me having bad luck or did I miss the checkbox to enable it (did'nt find any) - or are opportunities not live on TQ yet.

NPEISDRIP

CCP Wideo
C C P
C C P Alliance
#168 - 2015-02-26 13:43:15 UTC
Darkblad wrote:
According to this, TQ now has the new opportunities for some players. I don't, for neither of my accounts. Is that just me having bad luck or did I miss the checkbox to enable it (did'nt find any) - or are opportunities not live on TQ yet.

For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.
Darkblad
Doomheim
#169 - 2015-02-26 13:54:14 UTC
CCP Wideo wrote:
Darkblad wrote:
According to this, TQ now has the new opportunities for some players. I don't, for neither of my accounts. Is that just me having bad luck or did I miss the checkbox to enable it (did'nt find any) - or are opportunities not live on TQ yet.

For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.
Thanks for your quick response! It appears like that really is for new accounts only. Straight

NPEISDRIP

Quintessen
The Scope
Gallente Federation
#170 - 2015-02-26 22:40:45 UTC
I like some of the core concepts of this, but it still makes a lot of assumptions about what people know.

Click and hold for the radial button isn't mentioned anywhere and click-and-hold isn't something a lot of players are going to try so you're going to throw them towards the right click menu by default.

Little-to-no context is provided for players in how an object can be interacted with in the game. EVE still needs to do a much better job of this. For other successful, open world game, they usually do a very good job of making it clear what can be interacted with and how.

The other issue that this still seems to have is that EVE tends to punish those who explore more often than it rewards them. See something in the far distance you want to investigate, head there and more often than not you're going to die. There needs to be a way that young players can manage their difficulty besides going to websites. The game needs to do a better job of saying you have at least some chance of succeeding at this opportunity. There's lots of risk in EVE, which is fine, but very few ways of measuring that risk within the client itself.

The concepts core to turret, missile and drone weaponry aren't discussed at all. You start off in a ship and press your attack button, but nothing explains to the user why they aren't hitting.

Also there's a timing issue with the loot button. If kill and enemy you will stop orbiting them, but since you're under 2500 meters you can click-to-loot their wreck. The problem is you're going to quickly fly off and no longer be in range so after you've hovered over each piece of loot and say loot all, you're now too far away from the wreck and clicking on it won't help. [An ancillary suggestion here is if you were orbiting something when it dies you should continue orbiting its wreck or the spot where the object was last.]

Please send this to a focus group of people who have never played EVE and see how they do. This is too important to get wrong.
Rain6637
GoonWaffe
Goonswarm Federation
#171 - 2015-02-26 23:46:52 UTC
CCP Wideo wrote:
Darkblad wrote:
According to this, TQ now has the new opportunities for some players. I don't, for neither of my accounts. Is that just me having bad luck or did I miss the checkbox to enable it (did'nt find any) - or are opportunities not live on TQ yet.

For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.

Bravo, bravo. I like the thinking behind it.
Pretty Pony Princess
Princess Club
#172 - 2015-02-27 12:56:57 UTC
CCP Wideo wrote:
For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.

Will there, in the future, be an option for existing characters to try them out on TQ?
Just like the tutorials can be redone.
CCP Wideo
C C P
C C P Alliance
#173 - 2015-02-27 13:56:47 UTC
Pretty Pony Princess wrote:
CCP Wideo wrote:
For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.

Will there, in the future, be an option for existing characters to try them out on TQ?
Just like the tutorials can be redone.
This is still in discussion. We'll see how the current A/B test goes and then go from there.
Vincent Athena
Photosynth
#174 - 2015-02-27 14:49:27 UTC
CCP Wideo wrote:
Pretty Pony Princess wrote:
CCP Wideo wrote:
For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.

Will there, in the future, be an option for existing characters to try them out on TQ?
Just like the tutorials can be redone.
This is still in discussion. We'll see how the current A/B test goes and then go from there.

When I was on Sisi, it was active for me, and I am an existing player.
I feel they should be active for existing players in some form. My sister is an occasional player, and sort of needs a refreasher these days. I'm sure others get into the same situation.

Know a Frozen fan? Check this out

Frozen fanfiction

CCP Wideo
C C P
C C P Alliance
#175 - 2015-02-27 16:34:28 UTC
Vincent Athena wrote:
CCP Wideo wrote:
Pretty Pony Princess wrote:
CCP Wideo wrote:
For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.

Will there, in the future, be an option for existing characters to try them out on TQ?
Just like the tutorials can be redone.
This is still in discussion. We'll see how the current A/B test goes and then go from there.

When I was on Sisi, it was active for me, and I am an existing player.
I feel they should be active for existing players in some form. My sister is an occasional player, and sort of needs a refreasher these days. I'm sure others get into the same situation.
A valid point, I'm glad you found it useful enough to want your sister to see it too. For now however we're focusing on seeing how well the opportunities work for new players before we develop the system further. On singularity is was turned on for everyone so we could get feedback and so helpful older users would be able to support the noobs. She should still have access to the old tutorials if she needs a refresher.
Noriko Mai
#176 - 2015-02-27 17:03:00 UTC
While I like the new Opportunities, I'm missing an option to reset them. And with this being another new beta feature, are you going to fix at least some of the issues with the notification system (still in beta mode)? I assume it's the same team, it's NPE too.

"Meh.." - Albert Einstein

CCP Wideo
C C P
C C P Alliance
#177 - 2015-02-27 17:23:53 UTC
Noriko Mai wrote:
While I like the new Opportunities, I'm missing an option to reset them. And with this being another new beta feature, are you going to fix at least some of the issues with the notification system (still in beta mode)? I assume it's the same team, it's NPE too.
We have bug fixes going in all the time, but if there are any bugs still bothering you (pun narrowly avoided) submit a bug report using the help menu in game and we'll get to them as soon as we can. :)
Archibald Thistlewaite III
The Royal Society for the Prevention of Miners
#178 - 2015-02-27 18:01:56 UTC
CCP Wideo wrote:

For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.


This is making Rookie Help difficult. Some new players are struggling with opportunities and the older players in there don't know what they are on about. The other half doing the tutorials can't help either.

User of 'Bumblefck's Luscious & Luminous Mustachio Wax'

Noriko Mai
#179 - 2015-02-28 02:51:53 UTC  |  Edited by: Noriko Mai
CCP Wideo wrote:
Noriko Mai wrote:
While I like the new Opportunities, I'm missing an option to reset them. And with this being another new beta feature, are you going to fix at least some of the issues with the notification system (still in beta mode)? I assume it's the same team, it's NPE too.
We have bug fixes going in all the time, but if there are any bugs still bothering you (pun narrowly avoided) submit a bug report using the help menu in game and we'll get to them as soon as we can. :)

LOL. My bug reports are ignored for about 3 mothths now. So why should I even bother... Fix your ****. I don't care anymore...

"Meh.." - Albert Einstein

Zappity
New Eden Tank Testing Services
#180 - 2015-02-28 07:06:40 UTC
CCP Wideo wrote:
Darkblad wrote:
According to this, TQ now has the new opportunities for some players. I don't, for neither of my accounts. Is that just me having bad luck or did I miss the checkbox to enable it (did'nt find any) - or are opportunities not live on TQ yet.

For now they're only visible for 50% of new users, so existing users won't see them I'm afraid.

I take it this is to see whether there is an improvement in new player retention between the groups. You could have broadened it beyond 50% and still had a statistically significant study, you know :)

I hope you share the results in a few months. It would be fascinating to see.

Zappity's Adventures for a taste of lowsec and nullsec.