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

First post
Author
Alstevar Eastern
Caldari State
#81 - 2016-11-02 00:00:23 UTC  |  Edited by: Alstevar Eastern
Great job on the Navigation voice Aura, "Docking request accepted" is good now. Do the same with "Docking permission requested" please.

Your effective personal standings need to be higher to see the player's signature.

Sgt Ocker
What Corp is it
#82 - 2016-11-02 01:17:44 UTC
Morghash Synner wrote:
Having played the Caldari NPE, I felt I had to mention 2 things

- We're telling our brand new players, that you can kill drifters...
- Along all these quest/storyline steps, it's possible (with the rinse and repeat method) to get stuck ... there's nothing to explain how to step forward or back in the storyline to get back on track

I really like the story aspect, but to be honest, I think there is little to explain to a new player, based on the force aux you're taking out, how difficult it is to kill even a belt rat in starter ship

"Support" is going to be nice and busy resetting new players NPE progression as it seems that is the only choice available - For now.
It might be helpful to include a direct link to submitting support requests in the NPE (a hyper link included with each of Aura's comments)

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.

Yinmatook
Skilled Refugees
#83 - 2016-11-04 14:56:26 UTC
I sincerely hope that the NPE that is on SISI is the inferior first generation of the well polished experience that will be deployed on TQ on the 15th. If it is not, I would strongly recommend that every player going through this crap be very careful to let your abusive and overacted FC complete their dialogue and Aura to complete all of hers and remember that while there are umpteen ways to "approach" something, when she wants you to approach, and she needs you to do it to clear the objective - you need to use the right-click menu or she won't know that you approached.

Also, when they give you the mini-injector and the new frigate. Thank them kindly and let them go deal with the hive. Otherwise, you are doomed to fight that hive, win, and get podded until the end of time - the objective is not reached because it does not let you get your pod out. Even when you click all the x's to make the stupid FC and Aura not blather endlessly, and you set destination, and turn on auto-pilot, you don't move and you get podded, and then you get to go back and destroy the capital ship and the hive and die all over again and again and again.

If this is not the inferior first generation - I pray CCP pulls the plug now.
Mr Justice T
The Graduates
The Initiative.
#84 - 2016-11-10 14:06:44 UTC
Great job!
There should be continuation of such introducion to eve for a bit experienced players. For pve I mean. With some tips for those players such "kill that ship first as it uses ewar on you" and so on.
Julien Brellier
Federal Navy Academy
Gallente Federation
#85 - 2016-11-15 16:03:27 UTC  |  Edited by: Julien Brellier
So....when if this getting finished?

Wish I was joking.

1) No information or advice about weapon ranges.

2) No information or advice about the difference between shield, armour and hull repair modules or when best to use them.

3) Voice acted sections being fired at you on auto-play with no pause between them to let you absorb what the last person just told you, and no means to play back any of them.

4) Docking or any other session change skips whatever voice acting section is currently playing, meaning you miss out on being told what to do next.

5) Leaving the industry window open whilst making the civ data analyser breaks the tutorial; fitting the module then bumps it forward a couple of steps and lets you continue.

6) Skill queue only very briefly touched on and the mini injector barely used at all. Please make Aura suggest other skills to add to the queue and use more of the injector.

7) No fitting advice given at all, no mention of PG, CPU, rig calibration, slot limits, turret hardpoints, missile hardpoints, drone bays, weapons needing ammo, NOTHING.

8) Getting the player to web the Force Auxilliary "to slow it down" Really?! Same player then taking down said capital ship with civilian weapons?! REALLY?!

9) Laughable voice acting from the npc fleet members, all meshing together, very difficult to make out with the amount of "radio static" effect and using the same face for all of the speakers.

10) Capacitor is only casually mentioned in passing (during the afterburner explanation), the importance of it totally ignored.

11) No intro video to introduce players to the backstory of the factions, the drifters, capsuleers, cloning etc.

12) After being given a frigate and thee guns, Aura constantly telling the player to "activate your primary weapon" and the pointer only pointing at the F1 slot may end up with players only firing one bloody weapon.

13) Distances in the NPE are vast and very boring to travel through, even with the afterburner on.

14) Hacking is not explained very well and the firewall icon should be displayed next to the core icon in Aura's description panel so that players know what it looks like before they stumble upon it.

15) The fleet forward base is a mess of little square LCO brackets instead of an impressive array of ships to drool over.

16) Every race being given a Tristan skin.


Yes, the NPE is a million times better then it was but it's still terribly shoddy.
Mark Marconi
Ministry of War
Amarr Empire
#86 - 2016-11-16 20:07:03 UTC
I noticed and did myself see that if you skip ahead and for example kill an enemy before the NPE tells you too you get stuck at that point.

Newbies are getting stuck and leaving.

The CSM gets in the way of CCP communicating properly with the players of this game.

After all we are not just players, we are customers.

Time for the CSM to be disbanded.

Jean Paul Guillotine
University of Caille
Gallente Federation
#87 - 2016-11-27 01:39:29 UTC  |  Edited by: Jean Paul Guillotine
Overall enjoyed the NPE intro scenarios- nicely done. A few (hopefully) useful comments:

Agree with previous criticism that Drifters' actual in-game capability will vary considerably from that experienced in the NPE. This I know for true.

Aura insists on using auto-pilot to navigate from system to system. My corpmates at UoC assure me this is a very bad idea, and may result in getting killed.

Aura also recommends stopping one's ship after every engagement/action. Again, the helpful students at UoC recommend always moving since inertia takes time to overcome, and such delays may result in death.

If a player does something before being told to do so, it seems to throw the NPE off track. I looted a wreck containing a survivor before Aura instructed me to, and the scenario would not move forward since it seemed to be waiting for me.

As a final note, experienced players wishing to try the NPE should do so in a clone without any implants! A veteran Grad Student from UoC found out the hard way that each participant in the NPE gets podded in the end, an experience costing more ISK than I imagined were possible to implant into a clone's head.

If you can keep your head when all about you Are losing theirs and blaming it on you... Then we're probably related.

Sgt Ocker
What Corp is it
#88 - 2016-11-27 05:18:02 UTC
Why do the Aura tips for activating afterburner and weapons have to sit right over your ships information.
Took damage from the seekers but no way of seeing how much because there is an Aura hint covering everything.

Maybe Aura could touch on the easier way to navigate, open wrecks etc by using the right click menu once in a while. The radial menu can be cumbersome, especially if your in a hurry.

Telling "new" players to close the industry tab during the build of the analyzer might save some getting stuck.

Auto pilot - Really? Teaching new pilots such bad habits from the start of their career is probably not a good direction..

Clicking on Aura's hints to navigate? not a good idea, navigation is the single most important thing in new eden - teach noobs to do it the right way.

Why such silly long distances to gates etc? most sites you will land at zero or close to gates, make the bloody training realistic.
127km to the info shard, seriously, Why? 20 or 30km maybe but that far with nothing to do but wait to arrive - Sorry but again make it realistic. Wasting time for the sake of wasting time.

Why is the Fax so far away? If your going to force someone to travel that far at least give them something to shoot along the way. Boring noobs to death during the tutorial is probably not a good way to get them to stay.
And a 70k return trip to the hive after killing the fax, again with nothing to shoot - At least let the few seekers left follow so you can shoot them along the way - My goodness (can't use the word I wanted) who the fuk thought this shite "lets waste time to pad the length of the tutorial out a bit" up.

There is a few more things need tweaking but most have already been mentioned dozens of times..

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.

Helene Fidard
CTRL-Q
#89 - 2016-11-30 03:59:41 UTC
I'm really impressed with the new tutorial, with a few reservations.

As others have mentioned it is very possible to get stuck by completing tasks in the wrong order. Although it is easy to reset the tutorial, based on my time in Rookie Help it's not obvious to a new player how to do that or how to reach the new mission site afterwards.

Also, please stop teaching people to autopilot.

Overall though, good job :)

Hey! I don't know about you

but I'm joining CTRL-Q