These forums have been archived and are now read-only.

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

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: Inception - The new player experience for EVE Online

First post
Author
KIller Wabbit
MEME Thoughts
#21 - 2016-10-18 17:02:26 UTC  |  Edited by: KIller Wabbit
I. So only active accounts can get on Sisi. If we have all three character slots already filled, exactly which steps should we go through in order to free up a new slot in order to go through Inception?

II. In the past NPE's could be gone back through by "vets" in order to pick up training in areas they might have bypassed when they first joined or, more importantly, so they know what is not trained in the NPE so they can structure corp/alliance training programs correctly.

a) Is it going to be possible to bypass Inception completely - this for new players that are going to directly join a corporations where they will have training and support?

b) I assume you don't want vets to back-trace through Inception because of the skill injector. Having vets tromp through the NPE is always useful for the above reasons and additional QA. How about vets still be able to back-trace through, but if you don't have the minimum SP that a new player starts off with the mini-injector is not granted?
Bertral
Les chevaliers de l'ordre
Goonswarm Federation
#22 - 2016-10-18 17:06:17 UTC
I fear that this new NPE will only teach new players that EVE is about quests and story-driven objectives. How do you plan to prepare them for the EVE sandbox ? Won't they feel even more lost than before when they find that nobody tells them what to do anymore ?
Eric Shang
Russian Villiage Boys
Pan-Intergalatic Business Community
#23 - 2016-10-18 17:22:16 UTC
Went on test and noticed the new ship EFT built in thing.

1) Can you make it so you dont load in simulation mode first thing. Rather have it where you click it to activate it. Currently you open it up and it is auto simulation mode.

2) When you buy multi buy. Is there a way to remove items from the multi buy? I might have 10 DC2 and all the guns but need the rest for a fit. Can you make it so you can remove the itmes you dont need and buy the rest. Forcing me to buy it all or nothing is a bit silly. If this is there... then it is not very clear cause I looked for this function and could not find it

Ex Pirate - Now a reborn priest for Faith Singularity

My Pirate Journey: http://ericshangthepirate.wordpress.com/

Rivr Luzade
Coreli Corporation
Pandemic Legion
#24 - 2016-10-18 17:38:47 UTC  |  Edited by: Rivr Luzade
Eric Shang wrote:
2) When you buy multi buy. Is there a way to remove items from the multi buy? I might have 10 DC2 and all the guns but need the rest for a fit. Can you make it so you can remove the itmes you dont need and buy the rest. Forcing me to buy it all or nothing is a bit silly. If this is there... then it is not very clear cause I looked for this function and could not find it

The "X" left of the amount field if you hover over each row in the multi buy window?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

CCP Delegate Zero
C C P
C C P Alliance
#25 - 2016-10-18 17:42:23 UTC
Minchurra wrote:
Will the existing tutorial career agents continue to be available?


Yes. Might change in future releases but for now, they will remain in place.



CCP Delegate Zero | Content Designer - Writer | @CCPDelegateZero

CCP karkur
C C P
C C P Alliance
#26 - 2016-10-18 17:43:18 UTC  |  Edited by: CCP karkur
Eric Shang wrote:
Went on test and noticed the new ship EFT built in thing.

1) Can you make it so you dont load in simulation mode first thing. Rather have it where you click it to activate it. Currently you open it up and it is auto simulation mode.

2) When you buy multi buy. Is there a way to remove items from the multi buy? I might have 10 DC2 and all the guns but need the rest for a fit. Can you make it so you can remove the itmes you dont need and buy the rest. Forcing me to buy it all or nothing is a bit silly. If this is there... then it is not very clear cause I looked for this function and could not find it
Hi, we have a thread for the fitting simulation here. Feel free to join us there and share your feedbackSmile In short, 1) that shouldn't happen, I'll make sure it's ok. 2) there's an X on each of the items in the multibuy window, where you can remove the items.

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Elenahina
Federal Navy Academy
Gallente Federation
#27 - 2016-10-18 17:54:08 UTC
Chan'aar wrote:


Reality will be a sudden wake up call.


To be fair that's true of the entire game.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Ralph King-Griffin
New Eden Tech Support
#28 - 2016-10-18 18:03:59 UTC
EmpireOfDust wrote:
Who will be able to experience the new NPE? My girlfriend started playing EVE recently and would probably benefit and enjoy the new story. Will this option only be available to accounts created after it goes live?

Roll an alt, they will be Free come November.
JonnyPew
Doomheim
#29 - 2016-10-18 18:46:11 UTC
This sounds very good Big smile

EVE Online video content creator

http://www.youtube.com/JonnyPew

Maenth
The Thirteen Provinces
#30 - 2016-10-18 18:49:51 UTC
I think this sounds fantastic, as long as it does a good job of teaching new capsuleers how to find opportunities for earning ISK on their own.

My only hope is that the new player does NOT contribute to destroying Drifter ships by attacking them, because right now they are EVE's legendary-tier enemy that many veterans would struggle against... and it's nice for legends to remain legendary! If the new player does attack and destroy, then Sansha would be more appropriate for the story, IMO. But ifour NP doesn't attack and destroy then okay, as long as it's cool :D

Drones. Drones are a means to an end. An end to the ruthless Caldari 'progress' machines. An end to the barbaric 'redemption' proposed by the Amarr. What they see as chaos shall be my perfect order, merely beyond their comprehension.

Quintessen
The Scope
Gallente Federation
#31 - 2016-10-18 20:17:35 UTC
One major thing that I think majorly hurts new players is that once you step outside missions, it's incredibly hard to find content that you know will be challenging, is doable and is sufficiently rewarding.

There is a reason other games use levels as indicators. It's not just for comparisons, but to make it easy to find content that is appropriate for your skill and equipment level. Most of the content in this game is unmarked. Bounties gives you some idea, but isn't really all that accurate. It sucks as a new player to scan something down, go there and get killed in a few seconds because you had no idea how difficult the enemies would be.

The opposite happens a lot too where you find a too easy site, kill everyone in a very little bit, but find the rewards completely worthless. The progression of PvE content in this game outside of missions is opaque.

This, and not overly kind rewards are why, players gravitate towards missions and then get bored. Unless you want to live on a website listing the difficulties of each site (which are still often hard to glean), you just have to risk blindly. I'm all for risk. Other games have risk. But blind risk is just frustrating. This is something I hope gets addressed soon.
Swiftstrike1
Swiftstrike Incorporated
#32 - 2016-10-18 20:34:37 UTC
Dev Blog is nice, but this is 2016 - if you want to show off the new intro sequence you should do it in the form of a "let's play" video.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Mara Rinn
Cosmic Goo Convertor
#33 - 2016-10-18 20:45:10 UTC
Quintessen wrote:
There is a reason other games use levels as indicators. It's not just for comparisons, but to make it easy to find content that is appropriate for your skill and equipment level. Most of the content in this game is unmarked.


For open space there are at least two indicators: ship size and number of enemies.

For exploration there are the names of the discovered sites (in ascending order: Hideout, Lookout, Watch, Vigil, Provisional Outpost, Outpost, Minor Annex, Annex, Base, Fortress, Complex, Provincial HQ, Fleet Staging Point). There are DED rated sites which get a direct numerical value out of 10. I guess the main difficulty is that you can't put pips or other ornamentation on a target's health bar when there's no target visible.
Nevyn Auscent
Broke Sauce
#34 - 2016-10-18 21:42:55 UTC
How is this meant to fit into the lore?
Is this a simulation process for new capsuleers to teach them, or is this meant to actually be a never ending (or infinitely repeating) large attack by drifters on all four empires?
Circumstantial Evidence
#35 - 2016-10-18 22:47:27 UTC  |  Edited by: Circumstantial Evidence
Mara Rinn wrote:
Quintessen wrote:
There is a reason other games use levels as indicators. It's not just for comparisons, but to make it easy to find content that is appropriate for your skill and equipment level. Most of the content in this game is unmarked.
For open space there are at least two indicators: ship size and number of enemies. For exploration there are ...
I think the various types of combat anomalies and exploration sites do need better risk/reward markings. Players have to consult external lists, or lose ships figuring stuff out on their own. The DED ratings are good on sites that have them, but the "unrated" sites should have... a rating. It could be different rating scale, perhaps fewer bands that could encompass DED 1-3, 4-6 (etc) to preserve a sense of mystery.
TomyLobo
U2EZ
#36 - 2016-10-18 23:07:51 UTC
The Caldari chick is HOT! I approve.
Daichi Yamato
Jabbersnarks and Wonderglass
#37 - 2016-10-18 23:15:52 UTC
This looks good.

Voice acting will be a god send after years of walls of text. How long do you think it will take to work through these missions?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Norad Krividus
Native Freshfood
Minmatar Republic
#38 - 2016-10-18 23:54:19 UTC
You guys need to do this with all the missions! Make the missions more dynamic, more appealing and more immersive and you will appeal new players! Hopefully this won't only be the tutorial cause there is potential for a lots more than just that.
Mara Rinn
Cosmic Goo Convertor
#39 - 2016-10-19 00:11:26 UTC
Circumstantial Evidence wrote:
Mara Rinn wrote:
Quintessen wrote:
There is a reason other games use levels as indicators. It's not just for comparisons, but to make it easy to find content that is appropriate for your skill and equipment level. Most of the content in this game is unmarked.
For open space there are at least two indicators: ship size and number of enemies. For exploration there are ...
I think the various types of combat anomalies and exploration sites do need better risk/reward markings. Players have to consult external lists, or lose ships figuring stuff out on their own. The DED ratings are good on sites that have them, but the "unrated" sites should have... a rating. It could be different rating scale, perhaps fewer bands that could encompass DED 1-3, 4-6 (etc) to preserve a sense of mystery.


For me, part of the attraction of EVE is the excitement of trying something new knowing that there is a signifcant probability of losing your stuff.

From my recollection of previous CCP discussion of the NPE, part of it involves a catastrophic failure which then leads you into the quiet plotline that is the rest by f the game. This is the one key feature I am looking for in Inception: give the new players a hand, even a bit of spoon feeding, build up their basic knowledge of game mechanics, then when they start to feel confident you pull the rug out from under them, watch them lose the assets they have worked hard to master, and when they "come to" you offer a cool drink and another opportunity.
Mara Rinn
Cosmic Goo Convertor
#40 - 2016-10-19 00:30:23 UTC
Daichi Yamato wrote:
This looks good.

Voice acting will be a god send after years of walls of text. How long do you think it will take to work through these missions?


Given five sites, I would be expecting about an hour or two if you listen to all the spoken words and follow instructions without exploring the world on your own, goofing up, or otherwise wandering off script :D