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Inception - NPE is now available for testing on Singularity

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Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#101 - 2016-11-01 00:41:07 UTC

Time Sisi takes to auto load the blueprint took for ever, any way to speed that up would be helpful.

Had a weird "have to be in system to do" that pop up happen right after I docked in station. Its hard message that required a hard okay toggle kept me from doing a bug report on it.

Industry is still to easy to lock up on if you leave the industry window open because you see the flashing jobs tab and see the short amount of time left and leave it open.

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

See you around the universe.

Mara Rinn
Cosmic Goo Convertor
#102 - 2016-11-01 11:34:25 UTC
I've submitted a few bug reports for this, but one thing that keeps happening to me is the Operation objectives simply refuse to update. The latest one was Aura telling me to "set destination" for the career agents. So I opened the Career Agents "funnel" and set destination. The objective didn't update until I undocked, and then Aura went through telling me to undock and head off to the career agent system.

The Operations system seems to be extremely fragile.

I wonder if it might be worth changing it (yes, even at this late hour) so that it's not a series of steps that must be completed in order, but a bunch of objectives that must be completed, along with a set of NPC interactions (i.e.: Aura tips, messages from the faction leader and the SOE scientist).

So you'd end up with one "box" containing two lists. The top part of this list is the NPC interactions as they are triggered, with a "play" icon to allow the message to be replayed (because sometimes we don't get all the information dump in the first listen through), the second list is the objectives that must be completed:


  • Aura Tip
  • Fleet commander message 1
  • SOE Scientist message 1
  • Fleet commander message 2
  • ... etc in chronological order


  1. Set course to «system»
  2. Warp to «location name»
  3. Activate acceleration gate
  4. … etc, with objectives being added as the plot unfolds



This way if a pilot skips a step (such as "Open Industry Window" and then the hidden step "wait for Aura to tell you about delivering a finished job" and then "Click 'Deliver'"), it will still be possible to complete the mission.


  1. Open Industry window (marked as completed when the Industry window has been opened)
  2. Click "Deliver" (marked as completed when a) there are no jobs and b) item of required type is present in inventory)
  3. … etc


Noting that the objectives are "level" triggered, not "edge" triggered. That is, an objective will be marked as completed once some state has been reached. Then the objective will remain "completed" until the operation is over.

Relying on "edges" (i.e.: waiting for a specific button to be pressed) means you can miss events due to the objective step loading after the action has already been done, or the user completing the operation in some other way (e.g.: you're waiting for them to use the radial menu but they used the selected item window instead).

Sorry for trying to tell you how to do your jobs. No doubt you have a dozen reasons why this method won't work. I just needed to get it out of my head.

The intro story is pretty cool, and I especially like that the character is killed right at the beginning so that the player doesn't get all emotionally bound to their cute little pile of original flesh :D
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#103 - 2016-11-02 00:52:11 UTC  |  Edited by: Salpun
Currently if the player does get killed in the first site before the warp bubbles get destroyed the player has to make the journey in their pod to the edge of the warp bubble with aura not commenting on the warp bubble or telling the player a way to make it happen faster.
Got 375 km from the center of the bubble and still could not warp to the station. Bug report submitted.

Will have to start with a new character. Sad

New character still can get locked if you don't close the industry window and deliver the job. Aura says you can build a second data analyzer but I am missing 80 Trit and 116 Pyrite.

At least If I fit the analyzer it clears the block but that is not clear to a new player.

using the alpha clone setting injecting the frigete skill was telling me in was an omega only skill even though the UI was saying I could train level 4.

Aura started the travel operation when I arrived at the gate to the final fight. The step before said to warp to the mark. Had to dock in station to clear it.


No weapons on the Ninazu RNS Liberty

Location that the drifter hive shows as the target needs work.

Circling the center and shooting 40 km out of range does not make sense.

Trying to put the mining upgrades skill in I get the omega skill level required pop up.

A message before you leave about bringing your stuff in your new ship might be a good add.

Set destination to career agents still not working smoothly.

Smooth change over to standard Aura is in place.Big smile

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

See you around the universe.

Mara Rinn
Cosmic Goo Convertor
#104 - 2016-11-02 05:38:37 UTC
I feel that this NPE is like a condensed superhero story which leaves the new player abandoned after a peak PVE experience.

"You are awesome" stories might work well in traditional RPGs and MMOs where everyone gets to be The One that saves the world from The Evil.

Rsther than blowing up this massive structure, why not have the entire fleet be wiped out by the Drifters? It is a clandestine operation, so nobody is talking about it, and you are promoted to capsuleer status while all record of the encounter is sealed and you are no longer recognised by Fleet Command, etc, we were never here, this never happened.

Then start work on other PVE experiences and lore/news to lure the player through the story?

The emphasis at the end of the disastrous final operation should be, "Drifters are too strong for us alone, find friends, build your strength, join us Soon™ for another fight against the Drifters…"

I mean, the current NPE currently dumps you off at the end of a completed story with closure.

Yay! Beat the drifters! Now what?
Sgt Ocker
What Corp is it
#105 - 2016-11-02 08:35:13 UTC
Mara Rinn wrote:
I feel that this NPE is like a condensed superhero story which leaves the new player abandoned after a peak PVE experience.

"You are awesome" stories might work well in traditional RPGs and MMOs where everyone gets to be The One that saves the world from The Evil.

Rsther than blowing up this massive structure, why not have the entire fleet be wiped out by the Drifters? It is a clandestine operation, so nobody is talking about it, and you are promoted to capsuleer status while all record of the encounter is sealed and you are no longer recognised by Fleet Command, etc, we were never here, this never happened.

Then start work on other PVE experiences and lore/news to lure the player through the story?

The emphasis at the end of the disastrous final operation should be, "Drifters are too strong for us alone, find friends, build your strength, join us Soon™ for another fight against the Drifters…"

I mean, the current NPE currently dumps you off at the end of a completed story with closure.

Yay! Beat the drifters! Now what?
You get sent off to do the tutorials with "career agents" and so get to repeat much of what the NPE goes through.
I also believe this new PVE experience is going to lose a lot of potential recruits who have actually done a little research on Eve before signing up, as it just isn't "Eve".

Many I have spoken to about Eve are interested because of the PVP experience - It's when it gets to how to pay for ships to fight in (PVE or Plex) that many lose interest.
Giving new players a very misleading pve introduction to eve, may well backfire really badly.

Oh and I do hope the new npe isn't presented the same way it is on SISI, it really needs an off switch. Logging in to SISI and having some random part of the NPE pop up and start is really annoying.
Logged in 3 characters to test out command bursts and each one had the NPE pop up and start - Each at a different point in the NPE. While the character I created to try out the NPE got locked out (somewhere around blowing up the second warp bubble) and no longer gets the prompts.

Oh and just because it should probably resemble Eve at least a little bit - Wrecks in the NPE really should look like wrecks, not structures..

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

helana Tsero
Science and Trade Institute
Caldari State
#106 - 2016-11-02 11:20:07 UTC  |  Edited by: helana Tsero
Feedback.

- The intro movie does not work for me. All I see is earth and I hear the audio but the movie does not advance.

- Aura and the other characters really need to be an animated character with lip synch. This is 2016. heck even when i played mech commander 10 years ago it had a animated character.

- The operations menu and floating boxes should have some transparency applied. Similar level to Aura.

- In first mission erebus wreck should be a actual wreck not a LCO. that would confuse me if i was a new player because aura tells you to look for a wreck. I see the other ships wrecks on my overview but not the erebus.

- not really keen on how the dialog boxes that indicate wrecks zoom around everywhere as you rotate your camera. the line can move but the dialog box should stay in the corner of the screen or something. It also really ruins the immersion when you have the box so close to the wreck (and moving about)

- you should be able to go back in the dialog tree. Some times the dialog is fast and its not easy to remember what is said. Also there needs to be a way to pause. So much information is given that most new players will not remember it.

- Will new accounts have a set overview with all the necessary things enabled ? because the overview i started with (new character) doesn't show the warp disruption generator or LCOs or Drifters.


In Station
- You finally fixed the bug with the CQ main screen freezing at the ship . YAY !

- the merge items and ships into station panel should be enabled by default. Will make it much easier for new players to find stuff.

- its telling me to find my character sheet. How do i do that ? (pretending to be new) If i click on open your character sheet in operations menu nothing happens. (character sheet on neocom wasn't highlighted)

- It says a acceleration skill book and armor repairer has been issued to me. nothing in my hanger or ship.. Oh wait after I find my character sheet then it tells me they will be in redeem queue. that would really frustrate me... cause i would have spent ages trying to find the afterburner and armor repairer not knowing i had to continue with the dialog before stuff would actually get issued.

- tells me to start the skill training queue by dragging the skill to the top of the training queue. where is my training queue.. (new player probably closed down his character sheet already) should tell them to open up character sheet. (also what if i pressed inject skill.. then i would have no skill book to drag)

- tells me that the fitting window would be highlighted. (it wasn't)

2nd combat area.

- the floating npc "approach, lock, shoot" boxes are really annoying. Just keep them in one place and let the lines indicate where the hostiles are.

- after killing the pirate and pressing dock at station I received following error 12:07:05 Info Failed to resolve keeper, reason='You must be located in a solar system to use this service' but i was still able to dock and proceed.

Undocking and being sent to neighboring system

Which system should i go to ?. oh i was supposed to click on the operations panel and click travel to neighboring system. Would be much better to teach them how to use the route planner. to search for a specific system and then manually travel there. Using the autopilot is a bad idea. Although i can see you wanted them to have the visual of approaching a stargate (which is a worthy visual)

- for warp to destination commands in the operations info panel. You should make them right click and set destination. Just clicking and it auto warps you .... this is not how it works in the rest of Eve.

Sisters of Eve deadspace pocket

- you need to reduce some of the load on the gpu in some of these combat /deadspace environments. to many gas clouds.. my fps is getting halved.

- its telling me there is a sisters of eve outpost in this deadspace pocket. is that the info shard ?

Preparation for fleet battle against drifters.

- I liked the citadel and fleet showcase.

- the section where you get a new frigate and fit weapons is well done. easy to understand an clear instructions on how switch ships and fit the new weapons. Would have been nice to suggest a market purchase to further enhance the new ship.. Perhaps t1 weapons with ammo. Cause the early tutorial runs through the market very quickly and would be nice to have a 2nd run though.

Will update as I progress through.

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

Mara Rinn
Cosmic Goo Convertor
#107 - 2016-11-03 00:55:05 UTC
Lip sync is useful for games where NPC interaction is core.

IMHO if you can't do lip sync and emotional expression at least as well as Mass Effect, you are better off with static pictures. Going all out with NPC animation will mean the new players end up expecting this, then we get NPC interaction via written dialog with passport photos.

Setting low expectations for NPC interation and emphasising that EVE is icredibly dependent on you seeking interaction with other players should be a fundamental priority of the NPE :D
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#108 - 2016-11-03 01:52:25 UTC  |  Edited by: Salpun
Doing a Minmatar pilot this time. Alpha clone and 90% scale client.

New window close is need but some windows are not working perfectly.

The Aura manual piloting window has text over lap inside the window.

When opening the text box for the mentor speech before exploring the wreckage there is text out the bottom of the box. It shows unlike one earlier that seemed truncated.

Aura messages have the text overlapping the symbols a lot from here on out. There was no issues with this before the last two patches.

Professor Tannen also has text outside the window when opened.

Fleet commander Vadari also has this issue a lot.

If I get killed by the drifter battle ships. The lost ship sequence is nice might want to wait to give the full fit until the tutorial gives you the items.

After fitting the new ship the tutrial restarted the escape to HQ Station ( Should be training school to match the name of the station) HQ in a training academy seems wrong.

Had to undock and redock to clear the step.

Good job bringing up the fact it is a training academy.

The delay on clicking use blue print to putting the blue print in the industry window still causes me to do a double take.

If I die with professor Tannen in my cargo hold why is she talking to me later Question

Still having issues doing the industry task if I leave the window open. And still can't produce 2 analyzers with the items provided in the can. Fitting the analyzer got the industry window unstuck.

Lock target on the info shard balloon indicator was directly over the info shard graphic had to use the overview to lock.

Aura finishes twice one before the career agents and then a final turn off after the first mission is accepted. Could be cleaner.

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

See you around the universe.

Martin Gregor
Science and Trade Institute
Caldari State
#109 - 2016-11-03 12:24:41 UTC
Some feedback from me:

Summary :
The looks and feels of this tutorial are really nice, as most of the information you get from it.
Most steps are easy to understand for new players.
But there is still a lot of information missing that new players need.
Also at some points a step is not 100% clear to understand or too fast explained.

Specific:
- A "repeat instructions" button and/or a "back to last instruction" button.
Sometimes its a lot of information or one just gets distracted in RL.

- Skills are the most important factor in this game, yet Aura doesn't really expain in detail why you need them and that you should always have skills in your queue.
She only mentions it once - you are being told to inject a mini skill injector and to skill exactly ONE skill. No word about the queue itself or how to find skill requirements on items.


- Just after destroying the sleeper portal/thingie where you die and get podded, you get a box containing a mining frigate.
Currently it has no use regarding the tutorial.
In addition, the "opening text" of the box is really confusing.
It said something about destroying the box and item integrity, as if there is a chance that the contents COULD get destroyed when opening it.

- After dying, you are in station in a pod and get the instructions to immediately visit the career agents.

- The industry part is missing materials for a second run. In fact, its only missing Tritanium and Pyerite.
If this isn't coincidence, I assume you did that to let the player mine the missing materials themselfes.
Then already add this mining part to the tutorial.

- The default overview is:
a) too small for modern computers. Make the default window bigger so your can read the entries.
b) not set properly for drifters and mission stuff. A lot of important content isn't shown.

- There is a inconsistency about drifter battleships:
In the very first step of the tutorial you are being told that drifter battleships are too hard for your small ship - yet you can kill some of them easily in the last step of the tutorial (fleet battle). Others take no damage at all.

- Right before the "big battle" you get a stasis webifier. No explaination what this is and why you need it.
Still Aura tells you to use it in battle.


- Set destination and warping to sites / stations is always done via the tutorial window thing or autopilot.
Let the player move himself once in a while (and show a hint where to press the button to warp).

- If you are an old / returning character and you do the tutorial, there is a chance that you'll lose a very expensive pod and/or ship in the end without any warning given. Maybe you should warn players with implants and non-default ships that you will die in the next step.

Missing stuff:
- Chat / interaction with other players. Mention player corporations in some way! (e.g. "Nice job, recruit. Some player corporations might be interested in you! Here's where you can find them" *opens recruiting adverts* )

- Explain what system security status means and why it is important to players.

ScooterST
Blue Angels Corp
#110 - 2016-11-04 01:12:48 UTC
When destroying the hive, my ship is destroyed before it explodes and then my pod is destroyed when it explodes. After appearing back in the station and receiving replacement objects, the tutorial replays the section about the hive exploding and then stops without giving any further instructions.
NextDarkKnight
Storm Chasers.
Pandemic Horde
#111 - 2016-11-04 02:58:26 UTC
Posted in the wrong area..

We need a Distance Countdown for opening and looting. It's confusing when you click open container and your ships starts moving but nothing opens. This is very confusion as a New player won't know you have to be within 2500 meters and your ships is moving closer to let you loot. Needs a descriptive way to let the player know the open cargo operation is in progress and you'll see it when the ship gets in range.
Blastil
Aideron Robotics
Aideron Robotics.
#112 - 2016-11-04 05:13:06 UTC
I ran through amarr NPE tonight and here's the list of my notes:

Items are already checked when you're asked to click on the items when learning to redeem items

No indication of WHERE the training queue is

the clue to search can be cut off by opening the market when looking for the civilian data analyzer. This is confusing, possibly a point where a player can get stuck.

got stuck on the delivery portion because I never closed the industry pane, I was never instructed to do so. Recovered by closing industry pane and restarting.

The approach to the info shard is just wayyy too long.

Explain the additional stuff on the radial menu, 'look at' is not easily visible, and a new player may not know that the + sign indicates additional options.

Manual piloting is BROKEN- I go into twitchy dolphin dives whenever I press arrow keys and need to double click in space to recover.

No indication of search field in character sheet.

No indication of where the active ship is, even that its green in color.

They don't tell you to fit guns to your new ship LULZ would then ensue as you attempt to complete final mission without any weapon systems.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#113 - 2016-11-05 04:02:41 UTC
Started a new character. not sure what happened sense my last runthru but the window titles got corrupted and on a new character the first call out by the fleet commander is missing and goes straght to aura's first mission.

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

See you around the universe.

Mama Carebear
Federal Navy Academy
Gallente Federation
#114 - 2016-11-05 18:24:53 UTC
Startet a Gallente Char, set /alpha.

Got through to the first carrer mission in industrie in one session with no problems.

Only one minor hickup, the first mission does not recognize the ore hangar of a venture (I got at the end of the tutorial) Pirate and issues a warning.
Mama Carebear
Federal Navy Academy
Gallente Federation
#115 - 2016-11-06 17:41:14 UTC
Caldari /alpha

Got through to first career agent mission.


what's missing:
* introduction to shield/armour/hull, and that an AR works on armour only
It will confuse new players when they take shield damage and the AR does not show any effect.

Will do non-english client tests next


Matschpirat Tsero
Hammerwerke
#116 - 2016-11-06 18:45:56 UTC  |  Edited by: Matschpirat Tsero
I just broke the first Hacking site by locking and hacking the site BEFORE auroa told me to!
Now aura wants me to hack the already hacked site and i cant progress any further.

the same just happened with the skill lerning...

learned the skill before aura told me to (dont even know how that happened) and now i am stuck again
Rick Stumpf
Nevermore.
#117 - 2016-11-06 21:40:15 UTC
If you use the Mini Skill Injector before Aura instructs you to. You will get stuck because there is no way to advance with out activating the mini skill injector and there is no way to get or buy one on SISI.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#118 - 2016-11-06 22:03:00 UTC  |  Edited by: Salpun
The fix for the warp bubble death at the first site works( allowing the pod to warp out) but it plays the fleet commanders message for after the first warp bubble destroyed in the station before you undock. When you warp back to the site you have to kill the warp bubble again which would not be smooth for a pilot who just lost their first ship.

Issues with the industry window with alpha turned on still happening, But with attachments broke in the bug reporting system its hard to show proof to the bug hunters. CCP Habakuk found something in the logs so I hope that it gets fixed soon.

Still loosing the scientist and or taking her on my pirate raid still might make some one pause.

Redeeming the updated ship early now works cleanly but using the mini skill injector early still locks up the NPE.

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

See you around the universe.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#119 - 2016-11-09 02:20:16 UTC  |  Edited by: Salpun
/alpha /omega codes working again correctly. but only after /alpha activates omega mode the first time you use it.

Note might need to be added that to do industrial jobs on sisi that you must be in the omega state.

Great add to highlight the home station on warp out from the first site.

Issues still outstanding.

Mini injector activation by double click before the NPC asks for it still does not have an out for a pilot stuck at that stage.

On the first site after logging out and waiting over down time. There was not a warp to site option in the info panel. The option showed up but only after I closed Aura. When the drop down opened, the option was there. The option menu needs to be open in that situation.
/alpha clone 90% client

Minmitar NPE pirate Den issues.
-Battery did not damage my ship when I flew past
-Resource crate looting did not get recognized by Aura

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

See you around the universe.

Shaftway Danger
Land of Confusion
#120 - 2016-11-10 22:24:16 UTC
Did the Caldari NPE, here are my comments:

This is a great addition to EVE. I love the voice acting and popup help. Should make a much easier intro to the game than the current opportunities. Love the new explosions.

BUGS

Exploring the Wreckage - wreck icons show loot in them even after being looted. Yes, a nitpick.

Redeem Items - when neocom is aligned right, popup to neocom menu points left.

Escape - Drifter battleships are shown in space, but not on overview. Also, they are Large Collidable Objects?

Aura won't continue if she tells you to open inventory if it is already opened. must close and reopen.

Travelling to the Hive - Undock popup stays on screen after undock, disappears after a minute or so.

SUGGESTIONS:
Character Creation - add a big red warning that your name can not be changed.

Would like to see some sort of cut-sceen cinema that shows the battle before the npe starts.

Add text to looting popup that says within 2500 meters

Should explain shield/armor/structure. Doesn't look like repair module does anything at first, gets kind of exciting as shields melt and alarms go off. Maybe the point i guess.

Nowhere in the NPE is the selected item window mentioned as another way to interact with objects.

Circadian Seekers should probably be renamed something else or the newbros will be in for an eye opener when they try to kill a real one;.

Would prefer the tutorial show the main way to fit ships is through the fitting window, not rclick and fit.

Put skill groups in alphabetical order.

Might mention that more than one target can be locked a time.

Autopilot popup points down, all others point horizontally. A bit hard to see and not consistent.

Teach manual warping instead of autopilot, especially for more than one jump. Way boring and a bad habit.

127km to info shard is waaay too far. I get that it's supposed to be mysterious and a little scary, and the explosion was a nice touch. But still too far and boring.

An empires might - should be ship icons instead of large collidable icons, would be much more impressive.

Overall an enjoyable experience, would play again.