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EVE New Citizens Q&A

 
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Feedback on the New Player Experience

First post
Author
Omar Ser-Amon
Imperial Shipment
Amarr Empire
#1 - 2012-02-16 07:00:06 UTC
Now that I'm in the game for 1 month (and have played a bit ages ago, plus read quite a lot about the game) I'd like to give some feedback on my first pieces of experience, especially how I see my first days and the tutorial looking back at it now.

- Char creation and moving into the "room" view for the first time is impressive, though later I was using the ship spinning mode and entered my pilot room less and less often, and then usually as a visual relaxation or to create a feeling of immersion.

- Tutorials nicely explain the ideas of career paths. It's nice that military tutorials hint on the pvp aspects of the game (webbing, etc.)

- Missing a tutorial on Science and Planetary Interaction. Maybe there are some words about Science, but PI is basically a nonexistent concept for a starting player. Also the concept of Militia is a bit vague (see later).

- In the Exploration tutorial, some visual aid on the placement of the probes would be valuable, also to indicate to the player that all probes can be moved w shift-click and all can be moved out-in w alt-click.

- I have done all tutorials, but I have learned only from the Rookie Help channel that there is a "SOE Epic Arc" starting on Arnon. This is very un-immersive, I think if this is a lore-rich introductory mission line, this should be evident from the game, like popping up an 'agent of interest' notice or some other notification. I'm kinda reluctant to do these missions now because I have the silly feeling that I shold not 'know' about this...

- Some more hints on the following issues in the tutorials would be useful: corporations, wormholes, trading, POS, refining/reprocessing, tracking speed, optimal range and falloff (guns), missile flight distance, meaning of orbit/keep distance, how to change/save overview settings

- Generally the clarification of item names is a very good idea. How I bought some weeks later Medium Beam Lasers thinking that they are (maybe) Medium weapons, while they are actually Small...

- Petitions: it would be nice to have some stronger notice on the fact that your petition status has changed, also to tell ppl that there is some communication going on there under petition/messages.

- Neural Remaps: it'd be nice to have some more explanation on what this is and how it works.

- Security: there was some discussion on this at the forums, it would be super nice to know which players can I shoot (red? yellow? skull?), what can I loot, etc.

- Militia: what is this, what happens exactly when I join, advantages, disadvantages; I know there are like 3 sentences on this in the Militia window, but that text is somewhat vague and frightening. Maybe a tutorial on this would help too. (Also, it's not evident if this replaces my corp or it is something completely different.)

- Cloning is pretty nicely explained.

- Journal / Epic journal. This looks a bit sloppy. In the center there are only notifications with "Mission 1 complete." "Mission 2 complete" "Mission 3 complete" "Mission 4 completed" (note the inconsistency in grammar and punctuation), while the missions themselves are on the right side in a list. This is pretty un-epic, it'd be nicer I think if the mission names would be in the center, and maybe simply put "(complete)" after the mission names once they are complete. This is mostly cosmetics though.

In general, I'm pretty happy with the new player experience, and the general feedback I'd like to give about this is all efforts / energy put into developing this is well worth the time in my view. I think it's important that the player feels that proper care was put into this and he's not just 'thrown there' in the game. This experience could be prolonged by giving, with some time, advanced tutorials, or some more conceptual suggestions on which directions to go after the tutorials. Thank you for all your thoughtful work put into this, helping Eve to become a lasting experience.
Gerrick Palivorn
Caldari Provisions
Caldari State
#2 - 2012-02-16 09:45:24 UTC
A very well thought out and frank evaluation of the NPE, thank you for your feed back.

Eve is a wonderful game and I'm glad you enjoy it. Welcome to the community.

MMOs come and go, but Eve remains.  -Garresh-

Serge Bastana
GWA Corp
#3 - 2012-02-16 11:09:52 UTC
I haven't done the tutorials for some time but from what I've heard from some new players in our corp these seem like sound points.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

malaire
#4 - 2012-02-16 11:57:58 UTC
All Career Agents used to refer you to Sister Alitura (SoE Epic Arc) after you finished last mission for them. If this doesn't happen anymore, that might be a bug.

New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else

J'Poll
School of Applied Knowledge
Caldari State
#5 - 2012-02-16 12:44:12 UTC
malaire wrote:
All Career Agents used to refer you to Sister Alitura (SoE Epic Arc) after you finished last mission for them. If this doesn't happen anymore, that might be a bug.



Did the career agents with a trial account lately, they still do.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Xerces Ynx
Aliastra
Gallente Federation
#6 - 2012-02-16 13:18:52 UTC
Omar Ser-Amon wrote:
- Char creation and moving into the "room" view for the first time is impressive, though later I was using the ship spinning mode and entered my pilot room less and less often, and then usually as a visual relaxation or to create a feeling of immersion.

It is impressive, but needs heavy optimizations, before station interaction becomes mandatory. The scene is not very complex, but loads quite long (frustrating when you dock only to change a ship/refit or to get forgotten cargo) and makes my GPU sweat (GTX480). I disabled CQ and use only a static image. I'm turning it on only for ship spinning sessions.

Omar Ser-Amon wrote:
- Tutorials nicely explain the ideas of career paths. It's nice that military tutorials hint on the pvp aspects of the game (webbing, etc.)

- Missing a tutorial on Science and Planetary Interaction. Maybe there are some words about Science, but PI is basically a nonexistent concept for a starting player. Also the concept of Militia is a bit vague (see later).

Some of the tutorial missions are boring, not engaging and look unfinished or made during coffee break (*cough* Scanning and Exploration *cough*)
Planetary Interaction is beyond new player financial abilities and it's quite skill heavy. No wonder there isn't a tutorial for that in starter systems. When you are able do buy and set up a Command Center, you know where and how to find informations. There are at least two great movies explaining PI: made by CCP and made by EVE University (sorry, don't have links, but you will find it with ease).

Omar Ser-Amon wrote:
- I have done all tutorials, but I have learned only from the Rookie Help channel that there is a "SOE Epic Arc" starting on Arnon. This is very un-immersive, I think if this is a lore-rich introductory mission line, this should be evident from the game, like popping up an 'agent of interest' notice or some other notification. I'm kinda reluctant to do these missions now because I have the silly feeling that I shold not 'know' about this...

I don't remember that, but some players say the last agent tells you about SoE and Sister Alitura. It's supposedly burried in a wall of text that nobody reads. That was not yet confirmed.

Omar Ser-Amon wrote:
- Security: there was some discussion on this at the forums, it would be super nice to know which players can I shoot (red? yellow? skull?), what can I loot, etc.

Hum.... You already know that (color codes). Granted, tutorial does not explain that (in detail?), but you have those big, fat warnings when you are about to do something bad.

Omar Ser-Amon wrote:
- Cloning is pretty nicely explained.

...except Jump Clones.


I have a few other suggestions:
0. Give us more epic arcs, levels 2, 3 and 4 and make it more lore-relevant. Use them to explain EVE Universe, what happened and what's going on. Let it be a wall of text, a text dialogue between NPCs or something, but let it be.
1. Make regular missions more interesting, just like epic arcs are. There are only few "mission templates" and names above red crosses is the only thing that changes. It gets boring very quickly and turns into dull grind. Anomalies and signatures are "templates" already and the only thing distinguishing them from security missions is this extra effort needed to get to them.
2. Make tutorial missions non-expiring, just like epic arcs (you will get less "pretty please unlock my mission I haz no finish" petitions)
3. Remove rigs and insurance loss penalty on repackage. Apply it only when ship is put on sale. Or give us a transport ship with hangar, able to fly in hisec, that does not need high skills for mining trained (Orca)
4. Add an ability to create groups in Items window, just like groups of drones (same groups available on all stations), so we could organize stuff. It's a mess right now. Modules for fitting mixed with stuff for sale, production etc.
5. Implement (optional) loud and alerting sound when someone is locking our ships. Many people have target back disabled to avoid unintentional aggression, griefers, locking own logistics etc.
6. Implement (optional) sound effect when deactivated module finishes it's cycle. This will help with timing and switching fire targets.
7. Work on drones AI. Sometimes drones in agressive mode don't attack nearby enemy ships unless ordered to, sometimes they do.
8. Please, fix that annoying slavager sound hang. When salvager deactivates automagically, once in a while the sound stays looped. Docking, undocking, jumping does not help. You need to lock some other object and unlock it to get rid of that hanged sound effect. The same with other ships mining lasers sound, when you warp out from an asteroid belt.
9. Let us fit ships without making them active :)

Error reading signature file: /home/xerces/.signature: No such file or directory

Takara Yamamoto
Marauders Associated
Synergy of Steel
#7 - 2012-02-16 13:25:54 UTC
J'Poll wrote:
malaire wrote:
All Career Agents used to refer you to Sister Alitura (SoE Epic Arc) after you finished last mission for them. If this doesn't happen anymore, that might be a bug.



Did the career agents with a trial account lately, they still do.


Since I'm a newb and did the tutorials with each race, completed only 3 though - not Minmatar, I can say that at least three don't refer you to that Sister Alitura...

Cheers,
Tak
J'Poll
School of Applied Knowledge
Caldari State
#8 - 2012-02-16 13:30:35 UTC  |  Edited by: J'Poll
Xerces Ynx wrote:

I have a few other suggestions:

2. Make tutorial missions non-expiring, just like epic arcs (you will get less "pretty please unlock my mission I haz no finish" petitions)
3. Remove rigs and insurance loss penalty on repackage. Apply it only when ship is put on sale. Or give us a transport ship with hangar, able to fly in hisec, that does not need high skills for mining trained (Orca)
4. Add an ability to create groups in Items window, just like groups of drones (same groups available on all stations), so we could organize stuff. It's a mess right now. Modules for fitting mixed with stuff for sale, production etc.
5. Implement (optional) loud and alerting sound when someone is locking our ships. Many people have target back disabled to avoid unintentional aggression, griefers, locking own logistics etc.
6. Implement (optional) sound effect when deactivated module finishes it's cycle. This will help with timing and switching fire targets.
7. Work on drones AI. Sometimes drones in agressive mode don't attack nearby enemy ships unless ordered to, sometimes they do.
8. Please, fix that annoying slavager sound hang. When salvager deactivates automagically, once in a while the sound stays looped. Docking, undocking, jumping does not help. You need to lock some other object and unlock it to get rid of that hanged sound effect. The same with other ships mining lasers sound, when you warp out from an asteroid belt.
9. Let us fit ships without making them active :)


2. Agreed.
3. There is already a possibilty, it's 'shrink warp' courier contracts with freighters. Other then that, bad idea as it makes people abuse stuff and if rigs and insurance continue it means EVE economy on rigs will collapse as you only loose rigs when you are destroyed, so people just buy couple of sets and exchange them when needed.
4. There is already a possibility, it's called (station) containers.
5. There already is the visual alert they call yellow boxing, you know you have to look at monitor when playing EVE, afk mining isn't playing EVE, it's just dull and I don't feel sorry when AFK miners are shot down. (and before you start, I'm a miner/industrial player and also did my fair share of AFK mining).
6. Again, visual aid is already there. The green cycle is nice and if you don't see it's time to activate again (and again you should see it as you should be playing EVE actively and not afk).
7. Agressive means they start shooting anybody who agressed you (red boxed) so if close targets don't agress you drones will never engage unless told too. Passive means you always have to tell them what to do, even if people/rats agress you.
8. Agreed, sound bugs (or for instance the jamming bug) are annoying.
9. That sounds nice but still should have restrictions so you can't 'remote' fit a ship you can't yet fly.

J'Poll

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

J'Poll
School of Applied Knowledge
Caldari State
#9 - 2012-02-16 13:31:21 UTC
Takara Yamamoto wrote:
J'Poll wrote:
malaire wrote:
All Career Agents used to refer you to Sister Alitura (SoE Epic Arc) after you finished last mission for them. If this doesn't happen anymore, that might be a bug.



Did the career agents with a trial account lately, they still do.


Since I'm a newb and did the tutorials with each race, completed only 3 though - not Minmatar, I can say that at least three don't refer you to that Sister Alitura...

Cheers,
Tak


It's not the tutorials that refer you to her, it's the career agent, specially the advanced militairy IIRC

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Takara Yamamoto
Marauders Associated
Synergy of Steel
#10 - 2012-02-16 13:50:13 UTC  |  Edited by: Takara Yamamoto
J'Poll wrote:
Takara Yamamoto wrote:
J'Poll wrote:
malaire wrote:
All Career Agents used to refer you to Sister Alitura (SoE Epic Arc) after you finished last mission for them. If this doesn't happen anymore, that might be a bug.



Did the career agents with a trial account lately, they still do.


Since I'm a newb and did the tutorials with each race, completed only 3 though - not Minmatar, I can say that at least three don't refer you to that Sister Alitura...

Cheers,
Tak


It's not the tutorials that refer you to her, it's the career agent, specially the advanced militairy IIRC


I did it that one too, three times. Got nothing: 100%. Or is there any other kind of career agents other than the five of the tutorials (military, adv. mil., business, industry, exploration)? If so, then there is something leading to them missing too.

Follow up email or an agent of interest etc. would be golden here...

PS: Exploration is still horrible. Not solvable on your own without the common youtube guides. Plus the fun tax for not bringing the passkey to the acceleration gate only finding yourself then without a site but that key in your pocket, what's that for?! Only helps keeping your frustation about that particular exploration tutorial line up...
Liam Mirren
#11 - 2012-02-16 13:58:17 UTC
Clear and to the point input is always good, especially from a newbie and if done right (us older players can't really see the game with newbie eyes). CCP should read your post and take notes.

Welcome to EVE btw.

Excellence is not a skill, it's an attitude.

Xerces Ynx
Aliastra
Gallente Federation
#12 - 2012-02-16 14:16:20 UTC
J'Poll wrote:
3. There is already a possibilty, it's 'shrink warp' courier contracts with freighters. Other then that, bad idea as it makes people abuse stuff and if rigs and insurance continue it means EVE economy on rigs will collapse as you only loose rigs when you are destroyed, so people just buy couple of sets and exchange them when needed.
4. There is already a possibility, it's called (station) containers.
5. There already is the visual alert they call yellow boxing, you know you have to look at monitor when playing EVE, afk mining isn't playing EVE, it's just dull and I don't feel sorry when AFK miners are shot down. (and before you start, I'm a miner/industrial player and also did my fair share of AFK mining).
6. Again, visual aid is already there. The green cycle is nice and if you don't see it's time to activate again (and again you should see it as you should be playing EVE actively and not afk).
7. Agressive means they start shooting anybody who agressed you (red boxed) so if close targets don't agress you drones will never engage unless told too. Passive means you always have to tell them what to do, even if people/rats agress you.
9. That sounds nice but still should have restrictions so you can't 'remote' fit a ship you can't yet fly.


3. Contracting is expensive, can take a while and makes sense only when you move ships from time to time. When you need to quickly haul few rigged and insured ships (i.e. during exploration; scanning frigate, a destroyer and a cruiser) you won't take a hauler to do this stuff for you. You can however team up with one. He moves your stuff, you do the exploration job.
And I'm not saying that we should be able to remove rigs without destroying them. Rigs should not be destroyed when ship is repackaged for hauling. Of course, you can be attacked when you fly that ship, but you can lose it (and rigs) when hauler is attacked, so not much space for abuse here.
4. Huh? I should check it out then. Thank you.
5. I'm not talking about AFK mining here (I'm not a miner) or any other form of AFKing. When you are busy with many things around it's very easy to miss that one ship locking you and some guys can lock you very fast. Every game I played had alert sound when player was being locked and that's a good thing.
6. Again, I'm not a miner and I'm not talking about AFKing. Visual aid is not enough during fast dog fights with many targets, because animation has a delay and slow blinking effect that spreads from full bright to full dim. If you look at the button when animation is in a dim state, you need to wait a bit to see if it's green, red or deactivated. I'm not talking about big ships antimatter exchange, where milliseconds are not relevant.
7. Yes. I was refering to the situation where my ship is agressed and attacked. This problem was confirmed by two of my corpmates, that are far more experienced than I am, so it's not PEBKAC.
9. Remote refitting is absolutely out of question.

Error reading signature file: /home/xerces/.signature: No such file or directory

CCP Phantom
C C P
C C P Alliance
#13 - 2012-02-16 17:32:35 UTC
Thank you very much for this fantastic feedback!

Our developers are looking for exactly this sort of feedback and you can expect a devblog about this topic in the near future. Until then, please keep the good replies/ideas/suggestions coming!

CCP Phantom - Senior Community Developer

Degren
The Scope
Gallente Federation
#14 - 2012-02-16 17:57:32 UTC  |  Edited by: Degren
OP: Very, very solid feedback.

The only thing I can add is a voiceover (maybe Aura) voicing the key points of the tutorial missions, and hinting that after the tutorial, they will
a) have to read
and
b) have a great deal of resources available to them for information

I know the tutorials have links to the wiki, but in my time in Rookie Help, there were huge numbers of people just skipping, skipping, skipping any and all text, until finally they asked in frustration in channel for help. From then on they read everything, but you have to wonder...how many did the same thing and *didn't* ask?

Hello, hello again.

Xerces Ynx
Aliastra
Gallente Federation
#15 - 2012-02-16 18:20:59 UTC
CCP Phantom wrote:
and you can expect a devblog about this topic in the near future

Oh yes, one more thing: more posts on devblog please, so we have something to read while waiting for entire fleet to gather :D
I like devblogs, especially from EVE Devs, which are very detailed and interesting. Maybe some interviews with core Devs? Or posts like "Hi, I'm Jón Þórsson and I work at CCP cafeteria. In my opinion Myrmidon is a very bad vessel because..."

Error reading signature file: /home/xerces/.signature: No such file or directory

J'Poll
School of Applied Knowledge
Caldari State
#16 - 2012-02-16 19:03:38 UTC  |  Edited by: J'Poll
Xerces Ynx wrote:
J'Poll wrote:
My previous post.


3. Contracting is expensive, can take a while and makes sense only when you move ships from time to time. When you need to quickly haul few rigged and insured ships (i.e. during exploration; scanning frigate, a destroyer and a cruiser) you won't take a hauler to do this stuff for you. You can however team up with one. He moves your stuff, you do the exploration job.
And I'm not saying that we should be able to remove rigs without destroying them. Rigs should not be destroyed when ship is repackaged for hauling. Of course, you can be attacked when you fly that ship, but you can lose it (and rigs) when hauler is attacked, so not much space for abuse here.
4. Huh? I should check it out then. Thank you.
5. I'm not talking about AFK mining here (I'm not a miner) or any other form of AFKing. When you are busy with many things around it's very easy to miss that one ship locking you and some guys can lock you very fast. Every game I played had alert sound when player was being locked and that's a good thing.
6. Again, I'm not a miner and I'm not talking about AFKing. Visual aid is not enough during fast dog fights with many targets, because animation has a delay and slow blinking effect that spreads from full bright to full dim. If you look at the button when animation is in a dim state, you need to wait a bit to see if it's green, red or deactivated. I'm not talking about big ships antimatter exchange, where milliseconds are not relevant.
7. Yes. I was refering to the situation where my ship is agressed and attacked. This problem was confirmed by two of my corpmates, that are far more experienced than I am, so it's not PEBKAC.
9. Remote refitting is absolutely out of question.


3. So removing should destroy rig, while repacking doesn't. Stupid idea as repacking is disassemble the ship, hence rigs are destroyed atm as they have to be taken off to disassemble the ship

5. Good luck in major battle where 20+ persons will target you at once, hope your ears can take all the alert sounds as each of them targets you with a slight delay over others.
6. Then just keep track of what is shooting at what, know if your tank is on or off. And as you always focus fire afaik you only have to take a look at guns when you change targets. As absolute max you can have 24 active item (that is if you ever find a ship with 8 high, 8 mid and 8 low slots), most ships only have like 6 or 7 max modules to activate, could be possible just to keep track of those by looking and remember what you activate and when.

9. With remote refitting I mean fitting without boarding a ship. You just killed your own idea.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Rixiu
PonyTek
#17 - 2012-02-16 20:03:14 UTC
There is one thing I'm curious about to know what new players think and that's the default window layout ie chat window size and channels, the overview size and settings etc.

Personally as a player with a few years behind me I can barely travel in high-sec with the default overview since it's so small (and narrow especially) and I'm just wondering what new players think of it? I'd hate to see new players having to rearrange the UI the first thing they do just to be able to do anyting. And why is the constellation channel still a default channel? Does anyone ever use it?

Just something I've thought of.
Ettu Brute II
Republic Military School
Minmatar Republic
#18 - 2012-02-16 23:01:04 UTC
Rixiu wrote:
There is one thing I'm curious about to know what new players think and that's the default window layout ie chat window size and channels, the overview size and settings etc.

Personally as a player with a few years behind me I can barely travel in high-sec with the default overview since it's so small (and narrow especially) and I'm just wondering what new players think of it? I'd hate to see new players having to rearrange the UI the first thing they do just to be able to do anyting. And why is the constellation channel still a default channel? Does anyone ever use it?

Just something I've thought of.

I've been playing for only a couple of months, and the constellation channel wasn't a default setting when I started. It's only appeared on my screen during the past few days - I didn't know it existed until then.
Xerces Ynx
Aliastra
Gallente Federation
#19 - 2012-02-16 23:37:28 UTC  |  Edited by: Xerces Ynx
J'Poll wrote:
3. So removing should destroy rig, while repacking doesn't. Stupid idea as repacking is disassemble the ship, hence rigs are destroyed atm as they have to be taken off to disassemble the ship

5. Good luck in major battle where 20+ persons will target you at once, hope your ears can take all the alert sounds as each of them targets you with a slight delay over others.
6. Then just keep track of what is shooting at what, know if your tank is on or off. And as you always focus fire afaik you only have to take a look at guns when you change targets. As absolute max you can have 24 active item (that is if you ever find a ship with 8 high, 8 mid and 8 low slots), most ships only have like 6 or 7 max modules to activate, could be possible just to keep track of those by looking and remember what you activate and when.

9. With remote refitting I mean fitting without boarding a ship. You just killed your own idea.


3. OK, then another solution: Orca-like ship, without mining stuff and bonuses, but with a hangar. How's that?

5. No, no. The alert can be triggered only if there are no agressors in an overview. If there is at least one or you have someone locked, the alert won't fire.

6. Yes, but you are checking not only your modules. Let's see... Locked objects, overview, drones, modules, shield/armor/structure/cap gauges, watchlist, fleet chat, local, broadcasts and 3D environment. That's 10 things to check. Let's say you need 200ms to look at one thing and analyze it. That's 2s for all things (2 server ticks). If you can't propertly identify actual state whitin 200ms, then UI is flawed. So, if it takes more than 200ms for animation to go from full dim to a point when you can clearly see the state and analyze it, you don't know in what state it really is. You need to spend more time looking at the button. That's why in (real life) fighter jets all control lights are turned on constantly when activated or they blink very fast.
How does it look like in EVE client. During fast fights with many weak enemies I'm double-tapping F1 (grouped weapons). Double-tap do not always deactivate module to the point where it is ready to be activated again. I need to look at it to see if it's dimmed (module deactivated and ready), red (module is still active) or green (double-tap not registered). When I try to activate the module when state is still red, my command will be ignored and module will stay inactive when broken cycle fully ends. When I check the module state when it's in a dimmed state (but still active - green) and I assume it's deactivated, but in fact double-tap wasn't registered I will deactivate it. During fast fights you really don't have much time to analyze module state. It should always be clear whenever you look at it. If you can't be sure because of this animated state (which looks nice), then sound effect will solve this problem.
I don't know, maybe it's only me. In that case, patching a client makes no sense.

9. What's the difference? You can refit ship first making it active (as it is now) or by choosing "Fitting" option from drop down menu (for example), without making ship active. There's no abuse here. Besides, you can open ship cargohold without making it active. It's the same thing.

Error reading signature file: /home/xerces/.signature: No such file or directory

J'Poll
School of Applied Knowledge
Caldari State
#20 - 2012-02-16 23:51:21 UTC
Xerces Ynx wrote:
J'Poll wrote:
[quote=Xerces Ynx]3. So removing should destroy rig, while repacking doesn't. Stupid idea as repacking is disassemble the ship, hence rigs are destroyed atm as they have to be taken off to disassemble the ship

5. Good luck in major battle where 20+ persons will target you at once, hope your ears can take all the alert sounds as each of them targets you with a slight delay over others.
6. Then just keep track of what is shooting at what, know if your tank is on or off. And as you always focus fire afaik you only have to take a look at guns when you change targets. As absolute max you can have 24 active item (that is if you ever find a ship with 8 high, 8 mid and 8 low slots), most ships only have like 6 or 7 max modules to activate, could be possible just to keep track of those by looking and remember what you activate and when.

9. With remote refitting I mean fitting without boarding a ship. You just killed your own idea.


3. OK, then another solution: Orca-like ship, without mining stuff and bonuses, but with a hangar. How's that?

5. No, no. The alert can be triggered only if there are no agressors in an overview. If there is at least one or you have someone locked, the alert won't fire.

6. Yes, but you are checking not only your modules. Let's see... Locked objects, overview, drones, modules, shield/armor/structure/cap gauges, watchlist, fleet chat, local, broadcasts and 3D environment. That's 10 things to check. Let's say you need 200ms to look at one thing and analyze it. That's 2s for all things (2 server ticks). If you can't propertly identify actual state whitin 200ms, then UI is flawed. So, if it takes more than 200ms for animation to go from full dim to a point when you can clearly see the state and analyze it, you don't know in what state it really is. You need to spend more time looking at the button. That's why in (real life) fighter jets all control lights are turned on constantly when activated or they blink very fast.
How does it look like in EVE client. During fast fights with many weak enemies I'm double-tapping F1 (grouped weapons). Double-tap do not always deactivate module to the point where it is ready to be activated again. I need to look at it to see if it's dimmed (module deactivated and ready), red (module is still active) or green (double-tap not registered). When I try to activate the module when state is still red, my command will be ignored and module will stay inactive when broken cycle fully ends. When I check the module state when it's in a dimmed state (but still active - green) and I assume it's deactivated, but in fact double-tap wasn't registered I will deactivate it. During fast fights you really don't have much time to analyze module state. It should always be clear whenever you look at it. If you can't be sure because of this animated state (which looks nice), then sound effect will solve this problem.
I don't know, maybe it's only me. In that case, patching a client makes no sense.

9. What's the difference? You can refit ship first making it active (as it is now) or by choosing "Fitting" option from drop down menu (for example), without making ship active. There's no abuse here. Besides, you can open ship cargohold without making it active. It's the same thing.


3. Agreed, a 'sub-cap' carrier thing would be nice to have around, so a carrier based ship that can get into high-sec, maybe even one that has some logistics fitting ability and that would be T2 Battleship skill idea.

5. Why do you need that alert if it doesn't go off when you already have aggression, if it's only at the first, you already should notice the yellow-boxing by that guy.

6. First of all, why would I be looking at 3D space that often. And to be honost, unless your logi, why pay a lot of attention to your watchlist. Only things I look at are: Broadcast windows (if I accidentally miss target-calling by FC on COMMS), overview only to look at next targets (again, when my FC calls for next targets) and to see how far they are out (in or out of range), Shield /armour/structure have nice alerts you can set to where ever you want them to sound, why would I want to look at local, don't care for all the people not actually on grid with me and fleet chat is hardly used in proper PvP as you use voice comms. And drones, why would I look at them if you can use hotkeys. Locked targets, I barely go over 3 locks (Primairy, Secondairy and some times my designated Logi to keep eye on [ECCM]), and why in the hell would you need to look at your tanking/assisting modules, they should be on at all times in a fight.

So what you end up with:
Broadcast window, locking list (to see if weapons are on), overview and main window for the rest of the time. IMO if you have to look at all the windows you are stating, your doing it wrong as you can do it more effectively with less fuzz by using hotkeys and proper fleet setup (will say it again - Voice Comms, it takes away a lot of stuff you have to look at as you can listen while looking at other stuff).

9. I agree with the idea of being able to refit while not in a ship, but only if the restriction still stays that you actually have the skills to fly that ship (so no fitting a battleship 'remotely' while you only can fly frigates).


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