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Inception - NPE is now available for testing on Singularity

First post First post
CCP Paradox
#1 - 2016-10-25 15:43:52 UTC  |  Edited by: CCP Paradox
Hello spacefriends,

Today we have enabled Inception, the new player experience available for all active accounts that have access to Singularity.

For more information on what Inception is, please read up on the latest dev blog from us, Team Genesis:

If you wish to try this experience out for yourself, please create a new character to begin the journey. We're very excited to hear your feedback after trying out the experience.

Should you notice any bugs, please create a report through the in game help menu, (F12) with the word 'Inception' included in the title.

Known Issues

  • Existing characters will have the 'Operations' Info Panel available, and hear the first Operation start. This is for testing purposes currently.

  • It is possible to become stuck during the experience, by completing some actions before you are told to do so. While we are working on fixing these issues, we ask you to please still report them through bug reports or feedback on this thread to ensure good coverage of this issue.
  • The very first task from Aura is brand new, and does not yet have audio hooked up. This is explaining how you can get aura back if you close her. To finish the first task, close the Aura window.
  • While inside a site in space, you may see 'Warp to location' in the info panel, this will not work as you are already in the site.
  • The NPE hands out some items through the redeeming system, please note that since this is a test server, you may find you have some additional items (fleet command bursts) in the redeeming queue.
  • The Reset option to load back to a previous checkpoint will currently not reset the site in space.
  • The final Operation, handing off to the Career Agents is unfinished at this point.
  • Death/Dying at any point during the NPE will be handled by Aura. Currently this is not yet available on Singularity.

Thank you pilots,
-Team Genesis

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Thomas Gallant
Quafe Company Courier Shipping
#2 - 2016-10-25 15:53:18 UTC
Looking forward to seeing what it's like. I know eve is a hard game to learn how to play, and that a good intro to the game is very important, doubly so due to the game's complexity.
Daenna Chrysi
Omega Foundry Unit
Southern Legion Alliance
#3 - 2016-10-25 15:58:41 UTC
From what I saw in the stream yesterday, it is rather hand holdey making it bit of a challenge for experienced players to not to do things before we are told to. But should be an entertaining experience.
#4 - 2016-10-25 15:59:57 UTC
Woooo! Yes! Bring on the new NPE! Big smile

EVE Online video content creator

CCP Paradox
#5 - 2016-10-25 16:35:39 UTC  |  Edited by: CCP Paradox
Update: The NPE is now accessible, as of 18:45 EVE time today.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

#6 - 2016-10-25 17:09:39 UTC  |  Edited by: Sarmatiko
Some thoughts based on yesterday stream:

  • Circadian Seekers as weak entity in NPE is a horrible idea for obvious reasons. Newbies ask daily "How do I kill those sleepers on gates" and now they will simply shoot them and suicide.
  • Some dungeons are overfilled with objects and dust, like hacking part, for example. That is a huge performance hit even for good configurations. Also keep in mind that with streaming client new player will have to load more of those resources. Remember it's NPE, not performance benchmark.
  • Get rid of civilian modules and random fitting modules in redeeming system. "Here, take this new shield Merlin and don't forget to fit Armor Repairer". It will cost you nothing to spawn couple normal modules for some common newbie PVE fits. This will also introduce newbies to ammo and turret reload, because civilian modules only distract them. "Ruining EVE economy with free modules" is not an issue here, because anyone can already do so with free ships from Career Agents.
Amak Boma
Dragon Factory
#7 - 2016-10-25 17:23:27 UTC
launcher fails to update, exits after the update then launch again and downloading patch then reboots start again and begin to download same identical patch that previously was downloaded . i cancel the launcher update and set it to singularity i get icon with file icon and sadface
Jackson Ikkala
Smuff Gallente's home for wayward goons
#8 - 2016-10-25 18:27:46 UTC
Is NPE getting put out to day? hopefully with no server killing bugs and doesnt delete my boot.ini let's never do that again
Macabre Votum
Northern Coalition.
#9 - 2016-10-25 18:51:46 UTC
I highly recommand people to check this out


Villore Accords
#10 - 2016-10-25 19:37:38 UTC
Running this now, noticed one glaring little issue.

When told to kill the warp disruption field generators, they are not on the overview by default because Large Collidable Structures are non selected by default. That's going to mess with new players who don't know how to adjust overview settings. Similarly, the NPC enemies that show up are also not shown on the overview by default, which could also be a bit confusing.
The Bastion
#11 - 2016-10-25 19:38:31 UTC
Any chance we could temporarily remove the 10 hour restriction on biomassing characters to facilitate testing of this feature?
Jadek Kin
#12 - 2016-10-25 19:53:29 UTC  |  Edited by: Jadek Kin
The Navy mentor compels recruits to take up suicidal jihad against the drifters to become independent capsuleers? That was unexpected.

Top kek CCP. Please make 72 virgin long-limb roes and 1 copy of Pax Amarria available after activating the medical insurance clone.
Alphina Erkkinen
Science and Trade Institute
Caldari State
#13 - 2016-10-25 20:46:22 UTC
Xynthiar wrote:
Any chance we could temporarily remove the 10 hour restriction on biomassing characters to facilitate testing of this feature?

I agree , a temporary removal of this feature could have helped to test a new player for each of the 4 races this evening .

but ....

Market issue still not resolved at 20:38 Evetime , (sniff) , stuck at buying a blueprint (sniff), so can't test all those
shiny new features. Well better luck tomorrow, hopefully the issue is resolved then.

I like the new way of NPE , feels much more interactive and a bit like the tutorials from other computer games.

The idea of killing a few 'weak' drifters might be misinterpreted later in the game, as they are much stronger.

Would have loved to have this at my Eve start , would have avoided to leave Eve and come back only 1/2 year later
(after having read all the online manuals .... Lol )

Makes me even want to try this NPE for each of the 4 races and box/biomass the character again afterwards.
I know this is silly but it's like testdriving a new car without buying it.

Ok time to go and start the biomass cycle for tomorrow.

Nam Dnilb
Universal Frog
#14 - 2016-10-25 21:23:49 UTC
I tested the NPE right to where you need to buy the BPO, market issues prevented further progress. I had some minor hick-ups, mostly due to having a modified overview and client settings, so these will not be a problem for actual new players. This is definitely your best effort so far and seems quite engaging. Voice work is excellent, I like how you use warp disruption bubbles to stop players accidentally getting lost in space. This used to happen a lot.

One thing though, you should not tell people to orbit without also explaining tracking. It'll lead to players in their brand new cruisers missing their shots and then creating abominations like the small-artillery Omen. Thrust me. I know EVERYTHING about the small artillery Omen.
Emeilys Tarkhenir
Fathom Applied Research and Development
#15 - 2016-10-26 00:46:47 UTC  |  Edited by: Emeilys Tarkhenir
I just played a short session up to the buying BPO step.

- I agree with other posters that the choice of the Circadian seeker might give a wrong idea of what these NPCs are capable of. I'd suggest renaming it to something like "Damaged circadian seeker" to explain it's weakness (story wise, it could have escaped from a skirmish with the faction navy)

- If flying close to the Drifter battleships, our ship gets destroyed. That's great. But the survivors were lost in the process, and the narrative went on as if everything was alright. Just a change in the text of the next step to acknowledge when the survivors don't make it home could make things look more polished.

- It would be nice to mention something about weapon's range in the attack sequence. In particular, when there are more than 1 NPC, a new pilot could end up orbiting one NPC and trying to shoot another by mistake, and not understand why the weapon is suddenly so ineffective.

- As Nam above me suggests, a small mention of tracking could be in order. In this experience, having Aura explain that keeping the afterburner on will make us more evasive, but also reduce our chances of hitting the target.
Global Telstar Federation Offices
#16 - 2016-10-26 00:55:30 UTC  |  Edited by: Salpun
Most of these where demonstrated on the stream yesterday.

Other characters that log in after you start doing the NPE start the NPE even though they are out side the starter system and even docked.

HQ was not in the overview for the escape to the HQ portion. Adding the name of the station would allow the new player to recognize the one station as the one they want you to warp to.

Allowing the fleet communication window section with the text to be shrunk down would be nice.

Saying that mousing over the weapon icon will show weapons range would be a good addition.

A dedicated chat channel where if you type "say again" in it the test would play the last window again would be a good addition.

The jumps to Aura are to fast if you are trying to read the full text. with no clear way to hold the text on screen.

Dropping of the survivors would be nice before you go fight pirates.

Using the new fitting window it would be nice not to have to go thru 3 screens just to buy a item.

Market was down in Bourynes

Aura identifies the Operation panel as the info panel when directing the player to warp to the smuggler's den.

Gallente mission should say something about hull damage as the rep fitted will only fix hull damage.

Cloud did no damage.

Will tracking be turned on as default for new players?

Will the tactical overview also be default?

Having a salvage drone in your drone bay for all races would show the differences between looting and salvaging. All metal scraps from the smuggler den would put me off from looting.

Lock range is not described. might get some players confused.

World level for sound got turned down for some reason. I don't remember doing that. The voice over still played however.

Stuck at the market issue.

Will finish up tomorrow one the markets are all up or after I run a blue print out to my character hopefully not buying it in the market wont lock it up.

Logging back in in the middle of the market task does not indicate what item I was trying to build or buy.

It tried to reset to the last spot but did not jump back to where it would be useful to start again.

Not having the auto pilot enable yet was annoying when warping back from 6-c to finish the mission. Had to use a normal character and a standard analyzer. no civilian data analyzers where on the market in 6-c.

Even having the blue prints did not get around the block.

If i dont know something about EVE. I check

See you around the universe.

The Scope
Gallente Federation
#17 - 2016-10-26 03:27:49 UTC
Feedback until I got stuck on an issue:

  • Fleet Commander Torelle -- recruit crap gets old and his voice acting was the weakest. Gallente scientist was fine, Aura was fine.
  • On second sleeper, if you were already targeting the sleeper it requires you to un-target and re-target to proceed.
  • "Locate your home station and select dock step"-- arrow seemed to be pointing to a specific thing in the overview and not just the overview itself which was confusing since that item didn't have a dock on the radial.
  • "been doing well" vs. "been doing above average" -- mistake in spoken word vs. transcribed text (said by Aura I think)
  • Redeem Items step requires redeeming all items, not just tutorial ones. -- otherwise blocks you from proceeding
  • If you inject skill from hover instead of drag/dropping, it bugs out and you can't continue (which is where I'm stuck at)

Lastly, the writing is kind of bad for the Gallente side (didn't try anyone else). You're an untrained soldier who is the only survivor of a deadly encounter who is then tasked with saving something. It's a very cliche story that we've all had to suffer through many times before. I think I actually cringed. It's very much likely past the point where you can rewrite it and I suppose it works for a tutorial. I guess I just kind of hoped for more.
S0utherN Comfort
Test Alliance Please Ignore
#18 - 2016-10-26 03:57:45 UTC  |  Edited by: LeHarfang
Also tried the NPE and got stuck at the buying BPO from the market task since markets aren't working. I tried to go in another system to buy said BPO but there were no civilian Data Analyser BPO on market. I tried buying the normal tech 1 one to no avail.

I also agree that the tutorial should mention the item in question in the "Purchase the Blueprint" section. New players might be confused as to which blueprint exactly they need to buy (civilian or normal BPO for example).

Other then that, i liked the tasks i was able to do, especially the way new characters are dropped in the middle of a battlefield filled with friendly wrecks. It does convey the message that New Eden is a dangerous place.

I second the other people here finding it a bit odd to have the seekers be so weak when they are stronger in other parts of New Eden.

I also found it odd that the drifter battleships icons that spawns at the end of that site are white when the earlier circadian seekers icons were red. Having the drifters icons as red would reinforce the idea that those ships are dangerous and would make the player wants to actually avoid/fight them i think. Plus, the color for all rats in the game are red, so why change this pattern when players are learning the game? Might as well make all ships (player or npc) in the game have white icons if you want to go this direction.

And yes, if the player choose to fight the drifters and obviously lose their ships/die to them, the mentor and aura should acknowledge their deaths. If the player goes to the station, the survivors should be removed from cargo as well.

On a more positive note, i did like the idea of having warp disruptors at the site as it was said. From the very beginning, it makes new players experience tackling and interdiction early on.

Well, maybe i'll have more to say later once i'll be able to finish the tutorial.

Edit: Oh right, on the gallente tutorial, in one of the dialogue windows (i think it was after killing the rats at the smuggler den), the commander will speak the first paragraph but will move on to a paragraph that isn't present in the dialogue box.

Edit2: I do like that Aura emphasizes on " this station..." when tasking the player to buy the item though.
Bienator II
madmen of the skies
#19 - 2016-10-26 04:48:38 UTC
are the overview defaults useable now? (i won't test that since i don't want to reset my client settings)

keep in mind that good defaults are part of the NPE. Players should fight other players or NPCs not the client as first step in eve.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Althalus Stenory
Flying Blacksmiths
#20 - 2016-10-26 07:14:34 UTC
I just hope the NPE required blueprint(s) will be "protected" in some way or another, like seeding more than just a few for some station/corp per regions...

EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

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