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Inception - NPE is now available for testing on Singularity

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pedrohsi1
Doomheim
#21 - 2016-10-26 12:49:39 UTC
The Market is online, I was able to purchase a blueprint, but now the Industry window won't load my blueprints, the Blueprints tab is empty (loading) and nothing else appears in the window if I try to Use my blueprint or to drag it.
Rhivre
TarNec
Invisible Exchequer
#22 - 2016-10-26 12:57:23 UTC
Cleared the first site (to get the mats for building), Did not update at the "Secure location" after destroying all the rats. I am fairly sure I used the radial menu (ugh) for approach, lock, orbit, shoot, in that order on all of the rats, even the ones at 2000m from me
CCP Paradox
#23 - 2016-10-26 13:06:32 UTC
Hi everybody,
Thanks so far for the feedback, we're still hard at work while we're reading this.

The market issue should now be resolved, you should be able to buy the blueprint from the market now without issue.
Also we have reduced the character deletion timer from 10 hours to 10 minutes. This will take effect on the next server restart. I hope this helps you test new characters.

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Faxtarious
Kai-Zen inc.
#24 - 2016-10-26 14:56:14 UTC
After needing to log out due to Market issue, I was unable to locate the BP I needed to buy. The description was Vague and the name of the BP was mentioned once.
It would be impossible for a new player to follow through such a task after having logged off if there isn't more permanent description of the task... like the Vanilla Mission Window found in the Journal.

and btw... what IS the name of this BP... I'm still stuck lol
CCP RedDawn
C C P
C C P Alliance
#25 - 2016-10-26 14:57:34 UTC
Faxtarious wrote:
After needing to log out due to Market issue, I was unable to locate the BP I needed to buy. The description was Vague and the name of the BP was mentioned once.
It would be impossible for a new player to follow through such a task after having logged off if there isn't more permanent description of the task... like the Vanilla Mission Window found in the Journal.

and btw... what IS the name of this BP... I'm still stuck lol


Thanks for raising this up with us and we're in progress right now in alleviating this issue for release.

Also, you're looking for a Civilian Data Analyzer blueprint.

Team Genesis

Sofia Out
Illiterate Pirates
#26 - 2016-10-26 15:11:23 UTC
-When the drifters warp in it would be a good idea to have them added the players overview by default.
It took me pretty long to notice they had even landed on grid because i had the camera pretty zoomed in and it also didnt help that they where white and not red like 100% of all the hostile rats in the game.

-After getting to station the game didnt ask me to hand him the survivors that where so important 2 seconds ago. So i took them for a joy ride to fly into toxic gas and kill pirates
David Therman
#27 - 2016-10-26 15:27:54 UTC
Regarding the pirate fight after being instructed to undock for the first time, a couple of things. Firstly, the gas cloud didn't actually damage the ship, but activating the repper was enough to move onto the next step, "Secure the site". This was the second bug (as mentioned above) because it isn't marked as complete when you clear all 3 waves. I tried to reset the progress back to the last checkpoint, but I ended up warping into the same pocket, so I couldn't progress any further.

Also, might be an idea to have Aura tell us to drop off the survivors once the ship is docked, I forgot all about them. Big smile
TigerXtrm
KarmaFleet
Goonswarm Federation
#28 - 2016-10-26 15:53:36 UTC
Just ran through the tutorial up to the 'Secure the site' phase, at which point I got stuck because it wouldn't update after everything was killed.

However, couple of notes for stuff up until that point.


  • When the Drifters first warp in I acted like a rebelious newbie and started shooting them. They promptly blew me up. This is great, because it isn't just some set piece that does nothing until you follow instructions. However it did cause the tutorial to break completely. I received no new instructions on what to do now that I was in a pod and no instructions on how to reset to a checkpoint (which didn't work even when I tried it). Newbies ARE going to shoot the Drifters and they WILL get podded. Something needs to be in place to catch that sort of behavior so it doesn't break the flow of the tutorial.
  • One of the first tasks is to locate the warp disruption generator on the overview. But it doesn't actually show up on the overview and no newbie in the world is going to find the settings to enable them. Everything you want a newbie to interact with needs to be on the overview by default or they WILL quit before completing it.
  • Promoting the radial menu as the standard method of interacting is good, but it would be nice if basic functions like the F keys and CTRL + click for targeting could be mentioned somewhere. Especially during the pirate shooting it becomes a pretty big click fest.


Sadly haven't been able to test anything else. Hope it will get fixed soon so I can continue. Anyway, what I saw so far, above points aside, was really good. It was engaging, it made me feel like I was doing something useful and it did a great job at introducing new mechanics slowly and gradually enough to understand. Just work out the kinks and make sure this is completely working the day it goes live.

Please notify us of any fixes for certain bugs as they go live so we can stress test it even more. Newbies do the craziest things to break stuff like this.

My YouTube Channel - EVE Tutorials & other game related things!

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pedrohsi1
Doomheim
#29 - 2016-10-26 17:28:55 UTC  |  Edited by: pedrohsi1
TigerXtrm wrote:
Just ran through the tutorial up to the 'Secure the site' phase, at which point I got stuck because it wouldn't update after everything was killed..


Same here on my new character, I thought it happened because I looted the container right after killing the last NPC, without waiting for Aura to update.

Also, the Industry window is still bugged, it won't load facilities, blueprints, or jobs - and it won't display the blueprint/materials either.

I was suprised to see that my existing character also has the same tutorial steps and I can't get rid of them even by closing each dialogue window with Aura/Commander.
Nam Dnilb
Universal Frog
#30 - 2016-10-26 18:03:51 UTC
OK, I made two more steps today, not more because today industry is broken. Someone mentioned difficulty finding the blueprint. This is true and I find the process could use a little more robustness in general. There's plenty ways of opening your cargo and even newbies will figure them out, but you have to do exactly like Aura tells you or the whole thing gets stuck.
Iferie
Third Coast Logistics
#31 - 2016-10-26 18:26:46 UTC
A thought. Not sure if the NPE is going to start for old accounts that are reactivated as alpha clones but if so you may want to insert some checks to ensure that the player is at the appropriate location before the NPE starts. I logged on to look at the new fitting interface, triggered the NPE and had to figure out that the NPE thought I was in Kisogo (where that character started eons ago). It was rather confusing at first. Given that people logging in on long idle accounts using the alpha state will likely be somewhat common getting them to the right location given that they could be anywhere may need some attention.
Hetty Lang
Kratus Tria
#32 - 2016-10-26 18:58:34 UTC
OK how the hell do i turn aura OFF! she's so annoying!
Limarr
Arquebus Co.
Crimson Inquisicion
#33 - 2016-10-26 19:25:33 UTC
Rhivre wrote:
Cleared the first site (to get the mats for building), Did not update at the "Secure location" after destroying all the rats. I am fairly sure I used the radial menu (ugh) for approach, lock, orbit, shoot, in that order on all of the rats, even the ones at 2000m from me



Same issue here started with Gallente
LeHarfang
Federal Navy Academy
Gallente Federation
#34 - 2016-10-26 19:31:33 UTC  |  Edited by: LeHarfang
Alright was able to buy the required BPO and moved on.

Got the same issue when Aura told me to open my cargo. It has to be opened exactly as she says or else the tutorial gets stuck until you follow what she says perfectly. It's a bit limiting in what the players can do, especially in a game that's supposed to be a sandbox and is supposed to reward players for finding their own ways of playing the game.

So once i passed this, i was ready to start manufacturing. However, i found out the industry system isn't working on SISI. So yeah, gonna have to wait until this is back up so that i can test further, sadly.
Fiona Fox
Land of Confusion
#35 - 2016-10-26 19:45:53 UTC
I like it a lot, but have tried 3 characters and the Secure the Location task for the Operation Rogue Cloning Site does not complete for me even after all rats (6) are destroyed, or if the can is looted. I reset to last checkpoint, still does not complete though I did get twice the minerals. Tried in both alpha and omega modes, get stuck there every time.
Koopman van Luxe
Hedion University
Amarr Empire
#36 - 2016-10-26 20:07:54 UTC  |  Edited by: Koopman van Luxe
TigerXtrm wrote:

When the Drifters first warp in I acted like a rebelious newbie and started shooting them. They promptly blew me up. This is great, because it isn't just some set piece that does nothing until you follow instructions. However it did cause the tutorial to break completely. I received no new instructions on what to do now that I was in a pod and no instructions on how to reset to a checkpoint (which didn't work even when I tried it). Newbies ARE going to shoot the Drifters and they WILL get podded. Something needs to be in place to catch that sort of behavior so it doesn't break the flow of the tutorial.


I tried this last night as well. Professor whatsit and the other survivors sadly perished in the resulting explosion, but when I went to dock at the station to get a new ship the tutorial continued as if nothing happened. The fleet commander thanked me for "rescuing" the survivors and gave me a bonus!

It would be very amusing if the fleet commander at least called us out on this, or something like this could occur:

Quote:
On approaching the drifters

FC: ROOKIE WHAT THE HELL ARE YOU DOING? Did you hear me? They are going to tear your little corvette apart! We need those survivors! Warp to the station, NOW!

If player continues approaching, the drifters open fire with special NPC weapons with 0 tracking that can't possibly hit, so the player has laser fire blazing around them

FC: Are you insane? Aura, get them out of there! Emergency override!

Player is now "fleet-warped" to the station

FC: I'll expect an explanation for that little... episode of yours later. For now, I need you to dock at the station and turn over the survivors for debrief. Try not to get yourself killed on your way to the docking bay...



TigerXtrm wrote:

One of the first tasks is to locate the warp disruption generator on the overview. But it doesn't actually show up on the overview and no newbie in the world is going to find the settings to enable them. Everything you want a newbie to interact with needs to be on the overview by default or they WILL quit before completing it.
When I tried this on my alt account with (as far as I know) default overview settings it seemed to work fine?
Avalon Ranger
Hideaway Hunters
The Hideaway.
#37 - 2016-10-26 21:05:22 UTC
Before the tutorial got underway I was able to look the first wreck which later got me stuck.
When Aura tells me to open the wreck and loot it there are no items to loot because I have already looted them.

Solution would be to not spawn the lootable wrecks UNTIL the stage where aura asks you to loot them.
Chuvi Elongur
Eastern Shore Champagne
#38 - 2016-10-26 23:48:38 UTC
I also got stuck on the "Secure the Location" stage for the Rogue Cloning Site (Gallente).

I agree with some of the other posters that alternate methods of completing tasks should be mentioned in addition to using the radial menu. I used the radial menu as Aura instructed, but it would be nice if a new player was told about right click menu and hotkeys. I didn't test if these alternate methods would break the tutorial or not.

One thing that seemed like it could be confusing is shield vs. armor reps. If I'm a new player, flying through the gas cloud in my Gallente ship with an armor repper, I will start the reps when Aura tells me to. Then, nothing is getting repaired as my shields go down, and I hear the alarm for low shields. Now I'm panicking because I have alarm bells going off and nothing is being repaired... until I start losing armor.

After fitting the repper and undocking, I feel like there should be a quick explanation of shield/armor/hull hitpoints and repairing.

And as many others have said before, it's kind of odd that you take survivors and a scientist along to go shoot pirates, lol.

From the limited amount that I've seen so far, I am enjoying the tutorial. It seems like it will be great when all the little kinks get worked out.





Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#39 - 2016-10-27 01:40:11 UTC
continuing from before.

Market worked. bought blue print but NPe locked up after not recognizing that fact that the item inventory was opened.

Noticed the current tutorial moves the passengers after the raid, still.

Having a mouse over that would allow the communication window to change shape but does not does not look good.

Started a caldari character.

Drifter highlight should have been linked to the previous window.

Station not highlighted as it was stated in the text.

Avatar off the undock before the travel to roque cloning site was inside a planet.

Getting a armor repairer without an explanation that you will need that spot for the analyzer and that you will need it only after your shields are all the way gone leaves a lot of questions for the player.

Cloud damage worked this time and did enough to get into hull so the repairer was needed.

Message that there are a lot more pirates was stated with out a second pirate warping in.

I have the tactical overview on with out it I think a new player would be lost and miss a lot of information. Might be a good 3rd message from the commander. "Rookie turn on your tactical"

"Securing the location" did not complete when the last belter hoodlum died. Looting the 6 wrecks before I killed them all might have broke it.
Looting the resource crate did not unlock it neither did waiting for the first skill to complete.
Resetting the event went back to the station undock which means Iot to warp back to the station to complete the step.
No damage from the gas cloud on second pass thru.
Destroying the wrecks did not work either.

Logging that client out and logging back in reset the rats.

Just killing them with out looting did not do the trick.

Will try again after the next patch.







If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Quintessen
The Scope
Gallente Federation
#40 - 2016-10-27 05:20:32 UTC
Two significant issues from a usability perspective.

One, the audio tells the pilot to turn on the repair module when they start taking damage, but doesn't indicate what taking damage looks like. (Or if it did, I've forgotten in between sessions.)

But the visual cues tell you to start it immediately where it will have no apparent effect which will be confusing.

Also, more significantly, for armor tanked ships the module appears to do nothing until the shields are gone. But it's not 100% clear to new players that hit points are 3 stacked bars and not just one. You're probably going to have some panicking people as they start to hear alarms and everything is, in fact, fine. Not a good first impression.

In general, the NPE still isn't introducing core concepts where those concepts deviate significantly from other games. Most games don't have multiple health bars in the same style as EVE. Multiple, yes, but the tend to have clues built in to show that they're different and operate differently.

Have you ever considered actually making different visual effects for the three health bars? Something that would be closer to what they're expecting? A visual update for the console is long overdue anyways.

So far concepts that still haven't been introduced this far into the NPE (second combat portion):


  • Multiple types of hit points -- again, this seems especially important to mention to armor-tanked pilots.
  • Traversal and chance to hit -- you really need something that shows chances to hit visually.
  • Targeting multiple enemies.
  • Max target range -- the button (via radial) is disabled, and because the button is only visible on player action it can be confusing as to why they can't lock on. There's nothing blatantly obvious in the UI what the max targeting of your ship is. Perhaps have them explore some ship details while they're doing the fitting.
  • Any mention of shortcut keys -- F1 would be nice.
  • Damage and resistance types -- this can likely wait until further instruction.


EVE's learning curve is mostly to do with the fact that is so different conceptually from other games and that is presents that information very differently. That's fine, but then it needs to explain things. The only reason I stuck with EVE as long as I did in the beginning was that it was the only space MMO available and my friend walked me through it step-by-step. EVE isn't the only space MMO anymore, though it's competition is still weak. But it would be nice if it actually explained those concepts that are unique or very different in EVE.

Bugs:

I, too, had the issue with clearing the space (and multiple targets) not moving onto the next step. I looted the can. I hope I can continue from there.