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New dev blog: The Ease of EVE

First post First post
Author
Axl Borlara
Sebiestor Tribe
Minmatar Republic
#101 - 2012-02-17 17:57:58 UTC
The hardest problem is balancing the game design with business sense.

Eve is hard. There's a lot to learn and it takes a lot of time and patience.
And that's good.

However, by definition, that fact will limit your potential customer base.

No obvious answer there.

Despite choosing to play a MMORPG, there are lots of people who have no intention of mixing with other people. They are quite happy mining/missioning/etc and making isk to collect shiny ships to do more of the same.
Yes, it's more efficient to work together with friends - you need to spend less and get much more profit. But no, this type of person would much rather spend billions on their own shiny ship to enable them to do everything by themselves.
And that's all fine. After all, they pay to play the game just like anyone else.
The problem here is that when someone comes along and kills them, despite being 'safe' in their spot of high-sec, they tend to get stroppy and leave. Other people come along and interfere with their style of game play.

For people who are really new to the game, try and get some information across to them before they undock for the first time.

A big banner along the lines of:

"Know that your ship will get destroyed. As will many others.
Your pod will also get destroyed, along with your body contained within it.
But you are a Capsuleer. You will return.
And you possess the ability to unleash your wrath on the perpetrators."

Let people know that Eve is hard. They will die. But it will be worth it.
Also let people know that you don't need a whole bunch of skills or isk to have fun. It's much more important to work with others than it is to be uber_skilled yourself. You can make isk, you can even (help) kill other players. But it's immensely harder by yourself.
Join a corp and established players will hardly bat an eyelid when handing out a few million isk and a couple of ships.

Anyway, that's enough rambling with no particular direction. For now at least.
Axl Borlara
Sebiestor Tribe
Minmatar Republic
#102 - 2012-02-17 18:05:00 UTC
Alara IonStorm wrote:

Basically give liberal boosts to the bottom of the pyramid and fight lol fits by giving players an early understanding of Basic Ship fitting.


Just saw this post on page 2.

In my opinion, handing out more free stuff to new players is as wrong as it gets.
You can give new players 50 million skill points and a whole fleet of ships and modules. They will still go out and lose it all straight away as they don't know what to do with them.

Give people the information they need.
Once they have the right information, they will be in a much better state to use what they have.
Tazarak theDeceiver
United Mining and Hauling Inc
The Initiative.
#103 - 2012-02-17 18:21:15 UTC
I could probably get 15 people to try Eve in the next month if we could fly our ships WASD. This is the biggest hurdle I've had trying to bring friends over for free trials.

For anyone experienced in MMO's and FPS games, the clicking in space to move the ship is just too freakin whack compared with every other game they've played and enjoyed. I think many of them would grow and adapt to the playstyle; but for those used to games with some manner of twitch reflex Eve seems embarrassingly slow to them at first. A WASD and quick key/hot key setup is the most efficient process, and forcing people from this system into a "point and click" game just has never worked for me.

Also, the fact the mouse wheel zoom is backwards in Eve is a deal breaker. It still drives me crazy.
Vae Abeo
Viziam
Amarr Empire
#104 - 2012-02-17 18:26:51 UTC
Tanaka Aiko wrote:
make sure noobies can't be abused on their first days.
scamming and griefing are parts of eve many enjoy, but there should be a protection for those who just entered the game, as they have way more chance to ragequit than others if it happen to them while they don't have much attachment to the game.

one of my first experience on eve, like 1hour after beginning, was being can flipped and killed.
not knowing what would happen on my first death (maybe i'll lose my skills ? and i don't have money to buy a new ship, how will a buy a new rookie ship ?), and not knowing how this guy on his biiiiiig ship could kill me (hell maybe i'll be killed 10 times a day without reason ?) made me wonder if this game was a good idea.

they need to understand the dangers of others players, what they risk, what will happen if **** happen, and what they can do to avoid these basic things.

and be sure they don't like having lots of things to read, and most of them won't read it if you give them like this.
give them some missions where they can experience this.

also maybe allowing rookies ships to be upgraded for free (spawning with more slots, and more mods), for characters less than 30days old, and only usable on high sec, could be an idea.

Somehow I agree to this, i had the same experience and overall losing 200k isk is not a big deal but as a new player it was quite demoralizing especially since the game couldve been explained much better and ultimately i lost a ship due to lack of game mechanics.(Interestingly enough I found the guy in the E-uni v RvB war and got him to 25% hull before losing point)

"Please CCP.
Make NEW UI.
one that will not look like **** and make EVE obsolete.
one that will make EVE feel like game and not office work.
one that will help new players and old players to enjoy playing EVE.

On last year FanFest you shown us ideas for new UI.
Whats with that???

You update game graphic on standard of 2012. and UI is left in 1990s.
Sorry, but, UI is just horrible in all aspects."

This is another REALLY big issue it took and still takes forever to set and get the ui and overview to be really useful, please make the UI more interactive and adaptable all the clicking shows a lack of time and effort/thought on the design. This in itself can make the game exhausting.

Also get with Kelduum or Seamus from E-Uni (or any of the older members) they deal with TONS of new people and questions in fact even I hear the same things over and over, these are obvious weaknesses not covered in any tutorial. Most of the material from the E-UNI wiki and videos should be tools new players have at their disposal they are actually a decent jump off point for new characters. Seriously i hear people answer tons of new player questions by just directing them to the uni. Personally I feel this is something that shouldn't have to be covered by players (but is done so without complaint). Which brings me to my last point:

The best way to help new characters is to SHOW them in a video of how to execute various exercises; so we are clear a FRAPS with a voice overlay of everything you are doing and the REASONS for those actions would be invaluable to new players.(If you dont know what i mean look-up autodesk tutorials they are a perfect template to base this off of) . You could implement a rewards program so that actual players can provide content moderated by CCP (probably with a like/dislike system) if CCP maybe doesnt have the resources to undertake such an endeavor. (obviously a can of worms to abuse but i said CCP moderated Lol )
Catho Sharn
Don't Die Interstellar Enterprises
#105 - 2012-02-17 18:27:11 UTC
I've been playing for a couple years now, so I can't offer direct commentary on the new player experience. Several of my friends have started playing over the last few months and I've noted a couple things they've said:

1. The new player experience is pretty good actually. All of them did the tutorial missions and picked up the basics of the game with little problem.

2. Once they were done the tutorials however, all of them hit the same flat spot: "Now what?"

Now with friends in game that question has an answer, but if someone starts playing without a buddy, it's a different story. New players get pointed to the epic arc, but on the path of new player to hooked player I think the end of the tutorials is probably the weakest link. I don't know of a good solution, but figured I'd provide the feedback in case it's helpful.
Xercodo
Cruor Angelicus
#106 - 2012-02-17 18:37:31 UTC  |  Edited by: Xercodo
Cover every loop hole of explanation.

Don't explain everything to death but leave nothing open to interpretation.

Also less text and more voice and videos would be awesome.

Take damn near every tutorial that exists now and turn it into one of those CDIA videos. Things like explaining skill training, the skill queue, gun tracking, and probe scanning could REALLY stand to have some visual aids. What'd be even cooler is making these videos in a interface that looks like the CDIA videos themselves and use the existing tech you guys have for the CQ screen to display said videos.

(Also redo the scanning tut video to include the alt function and put in some over visual aids discussing how the probes communicate. For instance when a player has a red ring show them an animation showing a cone coming from the two probes and a cross section showing them how it makes sense that two probes seeing a signal make a ring. For three probes show the cones again but this time fade them out and highlight the two dots where the three cone bases intersect showing them how three probes interacting creates two dots. And note to them how multiple probes helps.)

A recreation of the tracking guide that everyone know and loves in as an official video would be awesome and hopefully prevent newbs from thinking that falloff goes in both directions. >.>

The videos from World of Tanks are a great example of the sorta stuff im talking about, but when you highlight a menu make sure to also magnify it as that's one of the problems i had with the WoT ones. Sure they'd highlight the button or interface they were talking about but the areas were still only a small fraction of the screen to try to figure out.

And when a UI element is highlighted make sure it's highlighted within a video for at least 3 full seconds or for the entire length of the discussion about said UI element. Use single solid highlights and pull back on the flashing.

The Drake is a Lie

Lotto Wayl
Malakim Zealots
Angel Cartel
#107 - 2012-02-17 18:39:55 UTC  |  Edited by: Lotto Wayl
All new players start in NPC corporation, which is IMO bad idea... they should start on their own(without corp) and than find player driven Corp.

Necessary addition to current Corp system:

1. Add corp within corp, which I mean some sort of academy for newbies, where they can still be in chat with vets and stay active in given division.

2. Make newbies worth within corp... more newbies in "academy" should mean BUFF for entire corp.

It's just an idea - dont bash me for trying to help.

Fly safe o7.
Reilly Duvolle
Hydra Squadron
#108 - 2012-02-17 18:50:24 UTC
Bah.

I spent 30 minutes to compose a thorough post, but ofc I forgot that you have to copy your post before you post with this forums, because it will eat anything you spend some time on composing.

And I cant really be assed to do it again, so....

FIX

YOUR

DAMNED

FORUM!

HOW HARD CAN IT BE?
Andrea Griffin
#109 - 2012-02-17 18:53:42 UTC
New players have a lot of misconceptions.

Emphasize that "Bigger is not always better."

I recently brought a new player to the game (he's enjoying himself by the way, he loves the complexity) and he wondered what good frigates and cruisers were for when you could have a Big Battleship with Big Guns and all that. We then had a long discussion about weapon sizes - turret tracking and signature resolution in particular. Once that was done, he realized that small ships DO have a place in PvP, and was thrilled to learn that smaller ships have a fighting chance against larger ones.

I think that a practical exercise during the tutorials would be helpful and encourage some players to specialize in smaller ships early on. Take one of the generic "shoot the bad guys" missions and have the pilot tackle a battleship; once that's done, have supporting NPCs come in and blow the larger ship up (make it take 10-15 seconds instead of insta-pop, that would make it more exciting). At range, the battleship should be able to track and damage the player (though not much), but in a close orbit, the battleship should be missing pretty much every shot.

Emphasize (somehow) that "Old Characters Don't Always Win".

A pilot that specializes in, say, interceptors for a little while is going to be just as good as a six year old character before too long. That is one of the gems of Eve's skill system. Old characters can't fly X much better than a young pilot that specializes in X, and that means that anyone can become an expert in something without a whole lot of time invested. The only difference is that old players have had the time to specialize in Y and Z, too.

Also, an old character doesn't mean that a lot of training has been invested.

Planetary Interaction Needs a Tutorial.

I recently ran through some of the career agents to help out my standings, and if I remember correctly PI was mentioned only in passing. There should definitely be some kind of interactive PI tutorial - it doesn't have to be complicated, just plonk something down on a planet, harvest a resource, export it.

Low Security Space is "Instant Hell-Death"

As many of us know, low sec space isn't all that scary - if you have a good idea on how to protect yourself. It would be nice to have one of the career agents provide the new pilot with some of those tools. Teach the player how to use the directional scanner, for example, and explain why it is useful. Tell them about warp core stabilizers and why they help - or don't. Emphasize again the value of smaller ships (they get into warp more quickly, are harder to target), which again will help fight the "Bigger is Better" mentality.

Answer the Question, "What do I Do Next?"

A lot of people ask this, too. Once they're done with the career agents they all wonder, "What do I do next?" Although, instead of dumping them onto new mission agents, perhaps they could be redirected to the personality test thing (which is nice, but could be expanded), and after that, to the recruitment forums. Encourage people to join a player corporation. They make the game much more entertaining, plus it's wonderful to have a real person answering questions.

--

Also, please fix the forums. If my active session has timed out and I hit post, at the very least PLEASE re-populate the text entry box with my text (or, better yet, just post my message). I shouldn't have to train Copy and Paste to Level 5 so that I don't lost my posts.
Ms Mirple
Sedition Ventures
#110 - 2012-02-17 18:53:47 UTC
NO to any sort of safe space. I agree with the idea of the tutorials sending the new player off to be killed in low sec or null sec though. This is part of the game and the sooner you get them uses to it the better. Also the one thing I love about this game is the rush i get when I am losing or about to lose and manage to get out of losing a ship. If you want to farm isk and never have a fear of losing your shinny ship change MMO's to something easier (insert lame MMo here). Every one of us that plays this game had the steep learning curve and still play its because that it keeps the dumb or less interesting people out of this game. One more point is Carebear tears are the sweetest tears in this game.
Skye Aurorae
Viziam
Amarr Empire
#111 - 2012-02-17 19:08:03 UTC
I find that a lot of new pilots come to the game with many misconceptions regarding gameplay, PVP, markets and other aspects so I put this video together to help educate players (and yes, get a few plex from buddy invites).

http://www.youtube.com/watch?v=c0M7jkv3xkQ

I keep planning to make more videos on the 'first days in eve', but it takes a lot of effort.

Skye Aurora is a 7 year old Girl Who Wants to be on the CSM! Unfortunately, the Lawyers say you have to be 21 - oh well.

Camios
Sebiestor Tribe
Minmatar Republic
#112 - 2012-02-17 19:11:30 UTC
People should know how to use the directional scanner, the session timer stuff, the existence of bubbles, the usage of "tactical" 200km-of-gate bookmarks and of instant undock bookmarks, the usage of a cloak device, the importance of mwd reapproach trick and mwd + cloak trick, This is what they need to know if they want to go solo in lowsec-nullsec or just if they want to survive in a war.

They just must know how enhance their survival rate once **** hits the fan.
Sinooko
Tharumec
Gespenster Kompanie
#113 - 2012-02-17 19:11:58 UTC
Beltayn, this blog is pertinent to you and I was wondering if you had any suggestions for improving the first few hours/days/weeks of Eve Online.

http://community.eveonline.com/devblog.asp?a=blog&nbid=3421
New dev blog: The ease of EVE

Beltayn: I found the easiest way to improve the first few days was to uninstall the game and watch this trailer: http://www.youtube.com/watch?v=5u5mUHIt4IE&feature=relmfu

World of Tanks Teaser #3
World of Tanks is a team-based massively multiplayer online game dedicated to ar...(truncated)

Beltayn: In all seriousness though it was just overwhelming there was a whole lot of content to take in and it wasnt possible to break and come back because Id already forgotten how to do what I learned in the previous tutorial.

Beltayn: I feel like though it may be fun at first it will eventually reach a point where there is too much to do and accomplish to make the game fun. Much like the point in SPORE where you are able to conquer entire star systems. Playing the early points in the game developing your genetic structure and the like were great. But once you get to that point its just silly.

Beltayn: Like in WoW when the only way to finally get your quest log clear for a few days and feel like youve completed something is to just not accept new quests.

Beltayn: If I want a game where I am a starship captain I will just build a DOS shell and play Star Control 2.
Skye Aurorae
Viziam
Amarr Empire
#114 - 2012-02-17 19:13:27 UTC
I'd just like to add, that one of the things I do encourage new players to do is get some cheap frigates and Join Red vs Blue to have fun with PvP, this really seems to help with the community/fun side of things. Between the tutorial missions, and the Sisters of Eve Arc the new players suffer from Mission fatigue, but the missions are too lucrative to pass up for a newbie. Red vs Blue really gets a lot of pilots excited.

Skye Aurora is a 7 year old Girl Who Wants to be on the CSM! Unfortunately, the Lawyers say you have to be 21 - oh well.

Alara IonStorm
#115 - 2012-02-17 19:16:23 UTC
Axl Borlara wrote:

In my opinion, handing out more free stuff to new players is as wrong as it gets.
You can give new players 50 million skill points and a whole fleet of ships and modules. They will still go out and lose it all straight away as they don't know what to do with them.

Wow way to blow things out of proportion. Apparently giving them less ISK then I spend on a Thrasher Fit and Less SP then I train in a day = 50mil SP and a whole fleet of ships.

Starting new players off with a tiny bit more targeted in the right places is a good thing. We already give them Starting ISK and SP and a tiny bit extra is not going to spoil them.

Not the end of the World.
Axl Borlara wrote:

Give people the information they need.
Once they have the right information, they will be in a much better state to use what they have.

Umm duh of course this is a good idea. But this has 0 to do with a minor buffing the starting stats.
Kein Echerie
Doomheim
#116 - 2012-02-17 19:18:26 UTC
hmmmmm I like this plan Lol
Crash McMalley
University of Caille
Gallente Federation
#117 - 2012-02-17 19:21:51 UTC
Fitting guide is a great idea. I can remember not understanding (still at some points) why some things needed fitting and others didn't.

Get them into new player friendly corps. Best thing about EVE are the people you go out with to find some pew pew
Ms Mirple
Sedition Ventures
#118 - 2012-02-17 19:27:34 UTC
One more thing and I know this has been posted in other forums but CCP needs to clean up modules that are never used in game so the new player doesn't look at these and try to use them.

One other Idea is to creat NPC's that would assist you on early missions so you get an Idea on how fleet engagements work. Or require some missions to have 3 people in a fleet to enter the site. This will encourage more team oriented goals and get players working together sooner.
Nova Fox
Novafox Shipyards
#119 - 2012-02-17 19:28:48 UTC
I always felt that the inspace tutorial epic mission arc could need some tweaking to help show players than even a small frigate can do very useful things.

Aurua will point that an agent requires your help as you are the 'nearest' available help. Agent goes onto explain that they had a battleship captain on a mission running into an issue and requires reinforcement.

Mission 1 Rescue NPC freindly Batlteship
Battleship is getting shot up by a smaller ship that it cant track, the captain explains that his ship was designed for long range attacks and cannot protect itself from close threats. Player then gets a how to target and saves the battleship from getting destroyed.

Mission 2 Optional Find Safe spot for battleship.
Player receives a minimal 'prefitted' astrometrics frigate ship for probe launching. Captain of the battleship gives player instruction on how D-Scan works to actually see if there is such safe place. Then encourages the player to use the onboard scanner to pinpoint the site. Player will be tasked in finding a forward command post thats not bookmarked. Captain will discuss the various ways to setup the D-Scan and what results on the onboard scanner and advantages and disadvantages.

Mission 3 Repair Battleship.
Player finds the forward outpost and triggers the npc battleship to warp in and park near the outpost player can then receive a prefitted mining frigate to help resupply the outpost with the materials it needs to repair the ship.

Mission 4 Protect the outpost.
Player is given a Attack type prefitted combat frigate and is tasked in defending the outpost from attackers this is to reinforce what the player learned in mission 1. Captain will give some pointers on tanking this time around as the player will be the target of damage.

Mission 5 Find hostile base of operations
This mission is to reinforce what player has already learned in mission 2 and introduces the concept of probe launching the captain will give detailed explination on how to find locations. For role play purposes the captian expalins that a spy put a signal amplifier making it easier to find than most nomral sites.

Mission 6 Escort the Battleship.
Once you located the site which its entrance is a locked gate you return to station to get your second prefitted intercept combat frigate with electronic warfare systems. You accept the next mission and the captain says hes already gone and unlocked the gate and went into the mission and it will be your job to kill smaller targetrs while he handels the defense systems. Pilot will be introduced to the broadcast system as the battleship captain will be pointing out targets for the player to attack.

After all small hostile targets are dealt with and the battleship brushes off the remaining defenses of the base a trigger event will start where the hostile battleship captain undocks and makes an attempt to get to the next gate.

Your battleship captain orders you to attack the larger and much more dangerous battleship and try to prevent it from escaping using your prefitted webifier. Pilot webs pirate battleship, friendly battleship sinks bad guy pilot completes the arc and rewards the final combat frigate for the race with a small prefit and a package of cheap modules.

Players are then encouraged to consider thier future options in space and emphasis that specializatoin and making specific goals is important to keeping up with older players in eve.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Ms Mirple
Sedition Ventures
#120 - 2012-02-17 19:34:02 UTC
Nova Fox wrote:
I always felt that the inspace tutorial epic mission arc could need some tweaking to help show players than even a small frigate can do very useful things.

Aurua will point that an agent requires your help as you are the 'nearest' available help. Agent goes onto explain that they had a battleship captain on a mission running into an issue and requires reinforcement.

Mission 1 Rescue NPC freindly Batlteship
Battleship is getting shot up by a smaller ship that it cant track, the captain explains that his ship was designed for long range attacks and cannot protect itself from close threats. Player then gets a how to target and saves the battleship from getting destroyed.

Mission 2 Optional Find Safe spot for battleship.
Player receives a minimal 'prefitted' astrometrics frigate ship for probe launching. Captain of the battleship gives player instruction on how D-Scan works to actually see if there is such safe place. Then encourages the player to use the onboard scanner to pinpoint the site. Player will be tasked in finding a forward command post thats not bookmarked. Captain will discuss the various ways to setup the D-Scan and what results on the onboard scanner and advantages and disadvantages.

Mission 3 Repair Battleship.
Player finds the forward outpost and triggers the npc battleship to warp in and park near the outpost player can then receive a prefitted mining frigate to help resupply the outpost with the materials it needs to repair the ship.

Mission 4 Protect the outpost.
Player is given a Attack type prefitted combat frigate and is tasked in defending the outpost from attackers this is to reinforce what the player learned in mission 1. Captain will give some pointers on tanking this time around as the player will be the target of damage.

Mission 5 Find hostile base of operations
This mission is to reinforce what player has already learned in mission 2 and introduces the concept of probe launching the captain will give detailed explination on how to find locations. For role play purposes the captian expalins that a spy put a signal amplifier making it easier to find than most nomral sites.

Mission 6 Escort the Battleship.
Once you located the site which its entrance is a locked gate you return to station to get your second prefitted intercept combat frigate with electronic warfare systems. You accept the next mission and the captain says hes already gone and unlocked the gate and went into the mission and it will be your job to kill smaller targetrs while he handels the defense systems. Pilot will be introduced to the broadcast system as the battleship captain will be pointing out targets for the player to attack.

After all small hostile targets are dealt with and the battleship brushes off the remaining defenses of the base a trigger event will start where the hostile battleship captain undocks and makes an attempt to get to the next gate.

Your battleship captain orders you to attack the larger and much more dangerous battleship and try to prevent it from escaping using your prefitted webifier. Pilot webs pirate battleship, friendly battleship sinks bad guy pilot completes the arc and rewards the final combat frigate for the race with a small prefit and a package of cheap modules.

Players are then encouraged to consider thier future options in space and emphasis that specializatoin and making specific goals is important to keeping up with older players in eve.



This Idea is perfect. The only thing I would change is Battle ships are not always long range but strees that tracking is very important in game.