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EVE New Citizens Q&A

 
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Tutorial and Opportunities Suggestions/Comments

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Author
Vazik Tyros
The Tyros Clan
#161 - 2015-06-03 22:48:45 UTC
Praedar Wujin wrote:
So I decided to give Eve another try. (Three or four years ago, I played Eve for a couple weeks.) Starting a new character, I experienced the new Opportunities system, which went along okay until I was told to Sell and then Buy something on the open market.

Looking into my Item Hanger, I discovered one Civilian Armor Repairer (CAR) and one blueprint for the same. Being wise, I decided to sell the CAR, not the blueprint. I put it up for auction at the recommended price of 249 gold (1g = 1 ISK), telling myself I would just turn around and buy it back, thus satisfying the Opportunity.

Oops! A standing buy order (yes there was one: apparently CARs are highly prized items, especially in newbie areas) snatched up my CAR right away. Unfortunately, there were only 2 CARs being sold, both for 500,000g. So instead of being out 249g to satisfy the Opportunity, I was out a CAR plus however much I paid for 1 unit of ammunition, which satisfied the buy requirement. Probably that was way overpriced too, but never mind.

Having had my fill of the Opportunity system, I decided to try some missions. A story mission was available, but I figured I should hone some skills first, so I took a regular level 1 mission instead. After defeating the 2 rookie pirates and 1 not-so-rookie pirate, I fled the scene, hoping to regenerate my shields and (somehow) repair my armor damage before tackling the last pirate. This would have been fine, except that I fled to the nearby “abandoned” space station, where 4 pirates quickly dropped me down into my pod.

No problem. Back at the training station, I hopped into a brand new ship (free of charge!), went out, and capped the last bad guy. Unfortunately, he had a CAR (watching it in action made me truly jealous), and by the time I finally finished him off, I was down to 50% armor. A bit of mining quickly gained me the materials necessary to build a CAR of my own, but: I lacked the necessary Industry skill, which (like so many things in this newbie sector) was selling well above what I could afford to pay.

So now I face a dilemma. Do I shift my base of operations to Dodixie (it’s only 8 jumps away!!!), so as to have access to a non-beginner market, where at least some of the items aren’t there to scam newbies? If I do that, my fear is that the beginner story missions won’t be available, and I’ll be forced to turn around and do another 8 jumps once I have either Industry or the much-longed-for CAR.

The other option: strip my trusty blaster and my mining laser off my damaged ship. Detonate the ship. Then claim a brand new one that (theoretically) will also come with a blaster, whereby I will double my firepower, thus making up (somewhat) for not having an armor repair module. Is that cheating? Will I be banned for gaming the system? (<- I’m trying for sarcasm.)

Buyer beware: I get that. It’s kind of hard, though, when the beginner tutorial (call it what you will) sets you up to get screwed over. Couldn’t they at least have the Buy step come before the Sell? Then I could have bought 1 round of .45 hollow point, sold it back, thus leaving me with a CAR (which I could then fit into a slot on my ship, satisfying step 2 of a later Opportunity!).

FWIW, I just did 3 of the career missions. Discovery missions, I think. Anyway, they were wonderful, and basically identical to the Surviving Eve videos from Eve University/Seamus D., so I never felt too lost. Free skill books, a free ship (!). Nice.


Sorry that this was your experience. The old tutorial system was infinitely better than the new opportunities system in every single way.

Every.

Single.

Way!

Had you been going through that tutorial system instead of this one, you wouldn't have found yourself in the position you're in.
Sylvia Lafayette
Taggart Transdimensional
Virtue of Selfishness
#162 - 2015-06-08 22:39:12 UTC
An opportunities about changing overview settings might be helpful. The military career agent has you blow up a narcotic warehouse that you can't see on overview without switching to all objects.
Zyx
Ministry of War
Amarr Empire
#163 - 2015-06-15 12:10:31 UTC
Got hit up by GM Tegrino this morning and had a very nice chat. Since I am not a new player they asked me to post here about my experience with Opportunities.

I found Opportunities to be less intrusive than Aura used to be. However, always one of these, I noticed in Rookie help that most players had no idea that they were to go to the career agents, where to find them, etc. despite this being in the opportunity system already.

My recommendation would either be to bring at least some of the mission-like structure back to Aura or direct players to the career agents much earlier. Maybe as part of the jumping through gates excercise.
estamir Davaham
Sheild Wall Logistics LTD.
#164 - 2015-06-22 10:45:28 UTC
hi, new old guy here, played a long time ago and just made a new account. and i find that i could maby be a good idea to introduce the career agents a tad earlier in the tutorial as some of the "oppertunities" requires some time and isk put into them, and following a carrer path from a agent is in my opinion by far the best way to quickly gain some matriel, ships and experince. and i find it a tad sad that its introduced so late. havng them earlier i feel could benifit new players greatly
Darth Schweinebacke
Wings of Fury.
#165 - 2015-07-01 13:00:37 UTC  |  Edited by: Darth Schweinebacke
From my experience in rookie help the opportunities in the current form are not really helpful, but rather confusing for players.

I guess it would help a lot if not all the opportunities would pop up right away. It would make it a lot easier for new players if they would show up gradualy.

This is how it could work better imo:

You enter the game and get pointed towards the opportunities, but only get an explanation for very basic tasks, like warping around, setting a destination, docking at a station, jumping to other systems.

(I already heared from players that it took them 30 minutes to figure out how to get to a station or jump to the next system).

Better explanations with some images would be nice I suppose, show with images what a station / stargate looks like on the overview, where to click for certain actions and which mouse button to use.

Something like an opportunity to warp to a Station... A little Image that shows a part of the overview with an entry of a station and a mouse curser pointing at it or using a color overlay to highlight it. Then add a little text to it that says "Use your right mouse button to click a station in your overview and select "warp to").

And you do that with all the basic tasks and make it as simple as possible for people to understand.

When you are done with learning how to move around, dock and jump systems new players should get directed to the career agents.

Then whenever they get an item which is required for opportunities from the career agents, the new opportunity pops up.

For example when a player accepts a mission where he gets an armor repairer the opportunity to fit a low slot module becomes available and pops up.

That way you prevent that new players with 5k ISK try to run around and do finish all the opportunities first before going to the career agents, which give you most of the stuff you need to finish them anyway.
Mojo Felix
Royal Amarr Institute
Amarr Empire
#166 - 2015-07-02 05:22:55 UTC  |  Edited by: Mojo Felix
Brand new player here that just started a few days ago. I had watched a Youtube video or two about a week before starting but pretty much forgot them by the time I downloaded EVE. The one thing I did remember is the learning curve was going to be steep going in so I was prepared for that and was well aware that the tutorials were only going to scratch the surface.

That being said, there is a huge misstep on these that makes the new player experience a lot harder than it should be. Specifically, it relates to the helpfulness/visibility of the two current tutorial methods - Opportunities and Career Agents. The problem is:

Opportunities - Visibility 10 out of 10: Helpfulness 2 out of 10

Career Agents - Visibility 2 out of 10: Helpfulness 8 out of 10

The opportunity guy comes in pretty much immediately to help you out, but after about his fourth suggestion, he's not really helping at all - he's suggesting stuff the new player is not ready for, can 't afford or he's just outright trolling you (hey, go get yourself podded - it'll be super fun!).

On the flip side, the career agents are going to give you a specific purpose, specific instructions and, most importantly for a new player, actual money / equipment / skills / ships. However, the career agents are fairly well hidden (I only found out from perusing the forums - I had even randomly went into the help feature and still missed them).

So, in summary, the tutorial that is the most helpful is hard to find and the tutorial that is easy to find is not very helpful.

If CCP wants to continue to use both Opps and CAs, the easy fix is make visiting the Career Agents one of the first opportunities (right after the basics) the new player is introduced to (and tell them to hit F12 to find them).
Geoff Uitra
Caldari Provisions
Caldari State
#167 - 2015-07-02 18:14:17 UTC
Done the old tutorial it was great, this countries thing, I've been doing agent missions and the latter just kept getting done,
I prefer the old way if I never done the old one, well part of it, I would of been lost. Be honest still am lost but in 4 days I've
Out in 70he's not counting research, just cause I really wanted to play.
Chartle Maulerant
Federal Navy Academy
Gallente Federation
#168 - 2015-07-04 12:27:51 UTC
The icon used for the reprocessing plant in the industry opportunity is wrong, the tutorial shows the industry icon with the recycling logo on it, while the actual icon is just the recycling logo.
Dominic Ormand
Center for Advanced Studies
Gallente Federation
#169 - 2015-07-05 16:32:37 UTC
Mojo Felix wrote:

The opportunity guy comes in pretty much immediately to help you out, but after about his fourth suggestion, he's not really helping at all - he's suggesting stuff the new player is not ready for, can 't afford or he's just outright trolling you (hey, go get yourself podded - it'll be super fun!).

On the flip side, the career agents are going to give you a specific purpose, specific instructions and, most importantly for a new player, actual money / equipment / skills / ships. However, the career agents are fairly well hidden (I only found out from perusing the forums - I had even randomly went into the help feature and still missed them).


I also found it hard to rediscover the career agents after I had closed the window. They're so crucial to the newbie experience, that I would suggest having the career agent panel visible in a minimised form at all times, similar to the way the opportunities menu nestles in the top left below the route.

I really do think the career agents are brilliant though, compared to when I first tried Eve a few years back. Lots of ships and cash that don't break the game, but do really help a newbie to get started.

I'd suggest having some explanation of buy/sell orders, or an easy way to access the detailed market view from right-click sell, otherwise new players will constantly be selling to rock-bottom buy orders, as the player above did. Can you put an artificial floor on buy orders in newbie systems?

Sorry, I can't remember if this was in there, or I just missed it, but the probing tutorial in the Exploration missions didn't seem to make it clear about the importance of reducing range on your scan probes after getting an initial signal. Took me some time being an idiot and wondering why I could never get more precise scans, until I reduced the range.

Finally, a common question I see from newbies not used to the sandbox concept is just "what do I do next?" The help button goes some way there, with a link to the career agents, but a slick "activity browser", similar to the "ship browser" always struck me as a good idea. So you could have an initial screen saying 'are you interested in PvE or PvP. Then after clicking on that, show headings for mining, mission running, hauling etc. Clicking on a subtopic could advise the newbie whether it's something they need to join a corp to do, or what equipment they need, or even just a link to the wiki, depending on how much development time you wanted to spend on it. The point is that the new/lost player would always have a "oh god, what can I do" screen that would get them back on track.

I'd like to see the (awesome!) recruitment tool be made more prominent - it is mentioned in the activities of course, but currently the icon says "find information on corporations and alliances" which isn't obvious. Perhaps a separate popup about the benefits of joining a corp, if a new player hasn't joined a corp within x days? I suspect retention is vastly better for players that have found a corp in the course of their free trial. Possibly direct players on to some of the mega-established newbie corps (e.g. Eve University, or RvB if they favour pvp?)

I really appreciated GM Tegrino stopping by and asking how I was getting on - that's a very nice touch. Sorry for the wall of text!
Natalie Leo
University of Caille
Gallente Federation
#170 - 2015-07-06 01:08:31 UTC  |  Edited by: Natalie Leo
While I don't hate the new Opportunities system (it does encourage players to do certain things), it has some setbacks.

Under the old tutorial system, players were instantly introduced to a lot reading. I know, harsh. But anybody who has ever been through Eve's tutorial system knows it didn't tell you to do something and leave you in the dark about how to do it. The number of rookies who ask where this is or where that is, we can instantly tell they're attempting to go through Eve using opportunities (similar to people who think that they need to train for certificates in order to fly a ship properly). Opportunities, as I'm sure we can all agree on, aren't a tutorial but are more like achievements not unlike those you might attempt to get on an Xbox game. I wouldn't guide somebody through an Xbox game that way, and Eve is significantly harder and requires a lot of reading, which the old tutorial system did a nice job of providing links with.

Opportunities do have their moments. I was made to know that rookies are (insert number here) percent more likely to have mined/etc than under the old system. Opportunities certainly dumbed down all the reading, and that does make it a little easier for people who are used to games where they don't get attacked by walls of text. I also think achievements are good because people tend to shoot for rewards (otherwise Xbox achievements wouldn't be sought after).

However, there are some things that should be changed (if it's not too much trouble) to the Opportunities system. One such thing is the fact that since they're applied to all players alike, older players can't do certain achievements without a little bit of hassle (such as joining a corporation). And I'm not sure if perhaps I just made a mistake of something I failed to notice, but when going through the new player experience (NPE) as a new Caldari character, I discovered that since there was no Aura to hand me my Civilian Light Scourge Missiles, I had to train to normal Light Missiles in order to do the "Weapon of Choice" part of the Advanced Military Tutorial. This can easily be fixed, I think if the Opportunities were able to pop up at new things like the old tutorial did such as when introduced to a new mission like that. Simple things like being linked to how to shield tank or maybe scanning are necessary, in my wholehearted honest opinion, to the NPE. Also, the new system's suggestions don't logically follow each other, which is a bit of a problem when new players are trying to get through their first day especially considering they're taking it as a tutorial and think they need to follow it one right after the other.

I don't foresee the old tutorial being brought back, thus I see no reason to angrily shout about how this is all wrong. I don't think whoever came up with Opportunities is an idiot, I simply think that at its current stage, it doesn't work very well. When a rookie asks about how to do (insert opportunity here) I simply direct them to the career agents. I don't know what plans CCP has for the Opportunities system, but I sincerely hope it includes a tutorial because a player having mined doesn't mean they're going to keep playing Eve and a player not having mined doesn't mean they're going to drop Eve.

The Opportunities have their benefits, but they have their drawbacks. The reading might have been a chore, but it was a benefit. While I miss the old tutorial system, I can see the Opportunities system working out better if it had some improvements like linking the reading or giving the skillbooks/ammo/etc the tutorial gave and maybe some retroactive awarding along with a logical progression system.
Heavenly Body
Center for Advanced Studies
Gallente Federation
#171 - 2015-07-09 09:58:08 UTC
The fact that A: I'm told that career agents are the best way to learn how to play EVE, and B: NOTHING other than players tells you how to get to them, means that this new "New Player Experience" is fundamentally flawed.
Drax Beilor
Center for Advanced Studies
Gallente Federation
#172 - 2015-07-09 17:36:14 UTC
Just did "A Friend in Need (4 of 10)"... Had to buy Remote Armor Systems Repair just to complete the mission, and then I get the skill book as a reward...no bueno. I can only sell that book at a minor fraction of what I had to buy one for...should be the Granted Item in the mission along with the module.
Alexandra Katelo
Caldari Provisions
Caldari State
#173 - 2015-07-24 17:27:56 UTC
I'm a new player, and I have to say that while the prospect of Forced PVP scares the **** out of me, that's not what this post is about, it's about the Career agents, and the Opportunites system, which both seem to work decently, but don't seem to work together nearly as well as they could or should.

As a new player I was instantly greeted by the Opportunties system and it gleefully handed out stuff for me to learn and do.

But, it never once mentioned the Career Agents and what they give out. I spent a lot of my starter ISK on stuff, the Career agents give out for free. It was so initially off putting I went to make a new character, and give up 3 days of skill training, till I realized I had auto corrected with judious mining.

What I would suggest is simple, when the tuorial goes out to tell you to find an agent, it tells you how to find the Carrer agents specifically. Or somehow points out they exist. It wasn't until I read a random post in rookie help I realized they were there, and why I was failing lvl 1 starting Security Missions in my tiny little Ibis with my civilian peashooter.

So that's my Feedback hope it helps.
Dominic Ormand
Center for Advanced Studies
Gallente Federation
#174 - 2015-07-25 11:25:21 UTC
Dominic Ormand wrote:

Finally, a common question I see from newbies not used to the sandbox concept is just "what do I do next?" The help button goes some way there, with a link to the career agents, but a slick "activity browser", similar to the "ship browser" always struck me as a good idea. So you could have an initial screen saying 'are you interested in PvE or PvP. Then after clicking on that, show headings for mining, mission running, hauling etc. Clicking on a subtopic could advise the newbie whether it's something they need to join a corp to do, or what equipment they need, or even just a link to the wiki, depending on how much development time you wanted to spend on it. The point is that the new/lost player would always have a "oh god, what can I do" screen that would get them back on track.


I've just stumbled across this excellent image, showing all the possible branching career paths/main sandbox activities.

That was the sort of diagram I was imagining in my earlier post above.
Hadrian Bridgeman
Brave Newbies Inc.
Brave Collective
#175 - 2015-08-14 10:10:42 UTC
So here at Brave Newbies Inc., we're currently in the process of overhauling the resources we offer to new players and as a part of that plan, we decided to actually try the NPE. I'd just like to point out I strongly agree with the suggestion that the career agents need to be highlighted more prominently. It'd be very helpful if we could have them mentioned in an opportunity because it's difficult to find them in their current place.

7o.
Zalhera Beliar
Deep Core Mining Inc.
Caldari State
#176 - 2015-08-29 12:13:12 UTC
I started a new character 2 days ago because I wanted to feel the NPE again, and I decided not to give the alt any money or stuff, and to just play like a newbie again, and after about 1 day GM Tegrino convoed me and asked me about the experience (he does a great job imo), and asked me to post my ideas here, so *insert Marios "Here we go"*

1.
Like some other guys already said, there needs to be a better reference to the Career agents, I would suggest to do that after "faster then light", "Base Your Operations", "Fit for Purpose", "Market Forces", "Time to Mine", "Engines of Creation" and "To the stars" are finished, because at that point you know all the stuff from the opportunities that are needed to run the career agent missions.

There could be a text like "For the next Opportunity we would recommend you to fly to *link career agent station closest to the start system*, you can finish your opportunities there and start the next part of your EvE Online experience, Career agent missions."

2.
Like the Link from the opportunities to the Career Agents, there could be a similar recommendation from the Career agents to the regular agents of that type, or a text that gives you a short info about what you can do with the things you learned.
(for example a text when you finish the mining related career agent that reads "Now you know how to mine, so you could fly to *insert station with next mining agent here* and fly mining missions or mine some ore to sell on the Market")

3.
Since a High slot module, a Med slot module and a Low slot module are required to finish the Opportunity "Fit for Purpose", I would suggest that the loot from the 3 NPCs in the starting side gets fixed, so that for caldari eg you get a civilian afterburner, a civilian shield booster and a civilian cargo hold expander so that you can fit med slot and low slot.

4.
The Caldari Business Career Agents wants you to produce 5k Scourge light missiles, which needs some time, and can block the Industry Agent for quite some time since you can only use one producing line at that point, I think that that should at least be pointed out or even be changed in some way.

5.
A lot of starting players makes the first money through mining, but either don't want to travel to the next larger trade system or don't know how to do that, which causes them to be ripped off by some guys who set up buy orders at those stations at maximum half of the normal price, which is not good for the new players of course.
So if that is possible I would suggest to set automated buy orders that are limited to characters that are maximum 1 week old (for example) which have prices that are buond to the market price, so that new players can make fair money in the beginning without being ripped off by greedy guys who want to make profit of them.
Cliff Askold
Republic Redbacks
#177 - 2015-09-11 13:33:31 UTC
Having new players go roaming around doing opportunities is just making them frustrated with the game. Aura doesn't tell them how to complete the opportunity.

Get them off to the career agents before they go scanning and jumping into wormholes and looking for player corps to join.
Draktis Lextron
Foxconn.
#178 - 2015-09-15 11:18:17 UTC
I am a previous player who unwisely, and unfortunately due to financial difficulties, allowed his account to lapse. I did not have the funds to reactivate my account and so created a trial so I could get my "EVE fix". When I came in again, I decided to play a race I was not familiar with just to get a change, so I chose Caldari. I came in expecting the usual greeting from Aura and to go board my ship and do the prior basic tutorial, which I had done before, was familiar with, and honestly thought was fine for simply teaching a new user to fly, shoot, and loot, as most of the slightly more advanced techniques, along with some great skills books, came from the Career Trainer missions, with some interjections explaining in more detail some of the concepts from Aura, usually along with more skills, LOL. Imagine my surprise, when I was immediately in my rookie ship, with no boarding tutorial, and after the Opportunities were exhausted, no more fun little sidebars from Aura....one of which at least was very useful, as during the Career trainer missions, you get your first Cybernetics. As a starting player, you obviously don't have Cybernetics 1 which is necessary to even plug them in, and depending on where you are in New Eden, the book can be rather pricey for a new character. In the old system, when you got the first one, either by the Business tutorial, or Military tutorial, whichever you did first, you were given that Skill book, so that about a half hour after you clicked "train to level 1", you could plug it in right away, Now you have to search the market for it, and hope no one is going to be price gouging people for it.

I understand the need for updates, and that some parts of the tutorial were woefully lacking, however, some parts of the old system were really useful for acquiring some of the more less thought of skills that you will eventually need.

Over all I love the game, or I wouldn't need a fix so often, and I do like the LOOK of the new system, so I would rate it a B+ for user friendliness, and an A for overall look and appearance.

Thank you for taking the time to read my little rant, and feel free to correct any misconceptions I may have had.

o7 and fly safe

o7, fly safe, and welcome to Eve

Mishaela MisFit Fitchette
Pator Tech School
Minmatar Republic
#179 - 2015-09-19 13:52:03 UTC  |  Edited by: Mishaela MisFit Fitchette
This my experience with the tutorial, as a first time player.

tldr: Improving the points below in the tutorial may lead to less first-time players quit playing during the tutorial already.

The steps where I was close to giving up on the game are marked with (PROBLEM Shocked ) below. My view of new (for me) games is that if the devs are not able to communicate to a new player what they even want from me, they will not be able to produce a good (for me) later game experience. And no, I do not think bad tutorials or game mechanics make for a hard-core game.

Your mileage may vary, and that is fine for me, as differences between people is what makes life interesting. :)


  • I understood in the first 80% of the tutorial mostly what the tutorial designers wanted to convey to me, I think. Two thumbs up! That is very positive in my book, for a game that has such deep mechanics as EVE.

  • The point where I was completely lost in the tutorial was when I followed some of the last "opportunities". The shiny lady told me to produce something with a blueprint. After asking in the Rookies chat channel (PROBLEM Shocked , why not come right out and tell this to the player?), I learned that I would have to buy that from the market. This happened at a time where I had started out, essentially broke, and all of the first ten blueprints I looked at were too expensive for me (PROBLEM Shocked , is a new player really expected to go through dozens of blueprints IN SPACE?). Because I was not told to dock for this (PROBLEM Shocked ).

  • At this time, an hour or so into the game, I was happily flying into the direction of either low sec space or zero security space (not sure how to make those systems out yet), because the last instruction in the tutorial had been "Open the map, pick some star and set it as your destination" (PROBLEM Shocked , you are never told to stop, and autopilot was just introduced in the tutorial as a GOOD THING!). And I liked red more than light blue, so I had selected one of the red stars. :)

  • I finally found a blueprint I could afford, and tried to construct something. After taking ages to find out that I had to buy minerals for this (PROBLEM Shocked ), I had collected everything I needed, as far as I could tell.

  • Still, "The order was not submitted" (PROBLEM Shocked ). Huh? Would a message that is less old school than 1980s Windows ("Are you sure?") be not hard-core enough for this game? TELL me please that I have to buy the skill book for Industry (PROBLEM Shocked ) and train it to 1 (PROBLEM Shocked ), to be able to construct small metal pieces that tear other ships apart?

  • This was the straw that broke the camel's back for me, and I gave the tutorial the middle finger. I was short from doing the same with the game (PROBLEM Shocked : Too much frustration in a first gaming session does not usually lead to happy new players). :)

  • Completely by chance, I stumbled onto the station with the career guys and girls in the next system. I had no idea what they were (PROBLEM Shocked ), but five people who offer their services to me - sounded great.

  • It was only hours later, when I had done forty or so missions for the career people, and was doing the tasks for the LAST of them, that the shiny lady finally announced "You have done all the opportunities. Should I now introduce you to the career guys?" Is this maybe a tiny bit late? (PROBLEM Shocked ) At this point I was glad that the lady was in the same room with me. Things might have been thrown otherwise. Heavy things that hurt on impact. :) Could not we get the career team mentioned DURING the tutorial, instead of a time where most sane people will have given up with the comment "This game is not for me"?


Will I stay to play the game?

Looks like it, considering the amount of reading I have done in the last few days in Wikis and forums about EVE. Not because, but despite the tutorial. :) The tutorial felt in the points I mentioned above like getting hit with a brick in the face. This may represent the rest of the game appropriately (yes, I have seen the experience curve :) ), but might not be exactly what the devs intend - therefore this lengthy response to the topic. Sorry about the wall of text!
Saya Rova
Royal Amarr Institute
Amarr Empire
#180 - 2015-09-21 12:52:09 UTC
Hello everyone,

I'm a new player to Eve, and frankly without the help of a friend I would have quit the game.
As I don't want to repeat what the previous poster said all over again I'm making this short.
The first opportunities should tell you to do all career mission and/or that most other opportunities will be completed once the career mission are over.

Giving two industrial ship is good and all but without the skill to fly them is a bit useless, let's say the first one is given in industrial career and give the skill in business or the other way around.

Further more those are tutorial mission do we really need to make a mission that last 4hours because you have to produce fifty(!) of Infrared S (I'm Amarr so it might not be the same for everyone), a 45 minutes or an hour at most would have been better.

Sometimes the career mission give the same skill twice, I understand that with that you can do the mission in no particular order, how about using opportunities to guide the new player in a particular with warning them that they may find it difficult to complete the other if they don't follow opportunities.

I might add there is an opportunities missing, kill your first capsule/ship owned by another player.

Well it is longer than I though it would be, anyway the game is fun to play even if I didn't like the advanced military that has a kill ratio of 100% (the one you have to die for), have fun and fly safe !