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New dev blog: The Ease of EVE

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Author
Siabhra
Interstellar Archaeology
#161 - 2012-02-18 21:07:32 UTC
Malande wrote:
Less telling more showing,

An advanced tutorial on aggression mechanics / pvp might not be a bad idea. Rather than hoping people to read up about aggression mechanics, introduce it to them in mission form, hell you could even throw in some faux pvp to show how the session timer stops you from jumping, or how a flipped can will flag you, might even be worth writing in a concordokken moment to introduce people to the hi-sec police xD.

Also maybe a pvp tutorial, your given a fitted frigate, sent into lowsec and told not to come back until you've been podded :), you could even have a quick guide book popup to read on your way to lowsec, that or Aura could natter at you for abit :)




*I* would love to do this! Seriously. Being a solo player I just discount PVP altogether as I don't understand the mechanics. This would be a great optional tutorial for those interested in jumping into PVP - so they can plan skills training right from the get-go.
Nova Fox
Novafox Shipyards
#162 - 2012-02-18 23:53:08 UTC
Reduce the number of NPC corps players start in. I seen plenty of good alts perform work in it in training newer players and encouraging joiniing othe rcorps.

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

Xorv
Questionable Acquisitions
#163 - 2012-02-19 03:10:00 UTC
Give them accelerated learning back for the first 1 million SPs and make it really fast.

Beyond that frankly will be a lot of work for you. Ideally you should draw new players into EVE's game lore and what makes it good, player conflict. Instead you drive them into what's bad meaningless dull PvE missions while waiting for skills to train.

The rework isn't just for new players it's needed for all of Empire space. Faction War should impact everyone who lives in Empire Space. In such an environment new players can more easily see there first goals and be drawn into interesting and challenging gameplay in a game world that feels more alive. Further, unlike PvE missions this better prepares them for a transition to Nullsec or Wormhole space should they wish to go one step further into the sandbox and forge their own path in EVE.
Niko Lorenzio
United Eve Directorate
#164 - 2012-02-19 03:22:32 UTC
Sade Onyx wrote:
"We invite you to pour your heart (or guts) out and tell us what you think is good or bad with the current new player experience and what you think could be done about the problems."

Fix the forums first! Think I wanna type for hours and have it wiped? think again.


You know... I read this, I laughed. Then I proceeded to post a long reply... went AFK, came back to polish it/shorten in, Posted.... gone. *Sigh* My own fault, should've remembered to copy/paste to notepad before posting.
Anyway..... later on decided to post a a much shorter reply using my phone.... post..... gone again...... right.
So I just figure I share the irony of the situation, even though this post will probably disappear as well lol

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Joyitii
Red.Line
#165 - 2012-02-19 03:23:49 UTC
CCP Guard wrote:
We are always looking for ways to improve the new player experience in EVE and a new team has been assembled for that purpose. CCP Legion has written up a blog discussing the future of the new player experience and asking for your help!

Check it out right here.

The biggest thing that wasn't pointed out to me when starting out was how to manually control my ship. It took me a fair amount of screwing around to figure out you had to double click in order to make your ship go a certain direction. Also when clicking on your ship that little round menu that pops up is annoying and sometimes screws up my double clicks.
Ugleb
Jotunn Risi
#166 - 2012-02-19 12:49:25 UTC
When I first started, what probably hooked me in was meeting a couple of fellow noobs in our NPC corp that wanted to form a frigate-based corp to go out and kill battleships. Within a week of signing up we were out trying to do that, having fun (but generally failing).

Maybe what could help players to form those contacts would be a group-based Epic arc that points players towards forming a fleet, getting on EVE-Voice and stumbling into some deadspace pockets together. Maybe once they complete the tutorial they are given a mission offer and invited to an appropriate form up chat channel. After a few hours together some of those players might decide to stick together afterwards and so form their first social links.

http://uglebsjournal.wordpress.com/

The Jotunn Risi are now recruiting, Brutor ancestry required in order to best represent the Brutor interest.  Join channel JORIS to learn more!

Tyrion Struan
Sebiestor Tribe
Minmatar Republic
#167 - 2012-02-19 14:08:53 UTC
This is the perspective of someone who joined from an outside community, thus with an arsenal of support already available. I spent two days in high sec, in which time I did tutorial missions, before skipping off, joining with goons in null.

The most important thing to say about the time in highsec; I was bored. The game design seem to be that players should start in highsec, spend quite a bit of time there training skills, then move into lowsec, and, eventually, on to null. As barely anyone plays in lowsec that is already broken. Bored at work I sometimes read ads in the recruitment forum, and for nullsec corp they seem to all require at least between 5-15 mill sp to join. So if I hadn’t been a goon I might have been able to start talking to someone to join now, but probably would have been told to spend another few months in highsec training skills. I’d have quite.

Fortunately goons like hero rifters, so joining there meant that I was given 100+ skillbooks, all the rifters my heart could desire, isk to substantiate what meagre needs I had besides, a set of learning implants etc. And a free way into nullsec. I think there are two lessons here.

1. Get players into corps as fast as possible. The NPC ones wasn’t inviting in any way to stay on in. What makes you play eve is community.

2. There are very few incentives for taking on new players when you are a nullsec entity, unless you like goons have an external community thing that brings it together. And being new in nullsec, or I’d expect a WH – or even lowsec, is hard. There is very little you can do to substantiate yourself. Yet, to get people immersed you need to get them out of NPC corps and doing something they find interesting. Which, for a lot of us do not include staring at mining lasers or red crosses. Trust me, the newbe that decloaked a carrier in her rifter on her second day had a far better newbe experience.

I’m not sure how to solve either points. I think, however, something can be done with point 2 rather easily. Not all alliances can or will prioritise like goons do, and I don’t think NPC corps should be doing that kind of handouts. But if you’d put in some anoms that was soloable in a frig of a destroyer it would be possible for new players to substantiate themselves, and they would not be a liability for the alliance that takes them in. It might not be right for WH space, but something ought to be possible both in low and null. For those like me who don’t want to meddle in highsec it makes it possible to get them in and participating sooner.

Partially this is breaking in the sense that the escalation of space isn’t strictly followed, but it allows for faster player uptake, and gives players an earlier opportunity to play in space that actually appeal to them and make them want to stay ingame. It would also mean that these new players aren’t dependent on the hand-outs I received. And of course the payouts could still scale with space.

And since I am typing, there are a few things to fix up in the tutorial missions. I was given the same skill twice within the same career path. Later I was given a module to use that required me to have trained a skill that the mission text said I should have been given, but which I had not been given. This is not a major thing, but it’s mildly annoying, and might confuse some players. It didn’t help that I made a petition on it, and was on the third GM before finding one that bothered to read the petition and see what I was talking about.
Rob Crowley
State War Academy
#168 - 2012-02-19 14:17:53 UTC  |  Edited by: Rob Crowley
I'm in a NPC noob corp so I'm answering newer player's questions on a daily basis. I'm gonna share some of the more common problems.

1. I really should not have to post this pic as often as I do: http://i42.tinypic.com/10s8bc4.jpg
Make the client ask a new player if he wants to join a specific language channel and give him the list to click on one. Then he can at least get help in his own language.

2. Many noobs have trouble finding the SoE arc in Arnon. Either they don't know it exists or they don't know where/how to start it. Nudge them towards it a bit more firmly, maybe make the location more visible somehow.

3. An often asked noob question: "I just finished the career missions (or SoE arc), what now?" Make them understand the nature of the sandbox and maybe give them a few tips how to get popular careers started.
Missions: Quite a few noobs have trouble getting L1s started cause they don't even consider talking to some random agent. Nudge them towards the agent finder and make it clear that you don't have to join a corp to work for its agents. Also explain agent standing and what you need it for.
Mining: A very regular question is about the usual progression of mining ships (mining frig -> destroyer -> mining cruiser -> barges). Also how to find different asteroids.
PvP: Explain that it's a good idea to start out with a cheap, small ship in lowsec. Explain that it's definitely not a good idea to wait for your "powerful" BC or BS to visit lowsec for your first solo PvP experience.

4. Explain system security levels better, I think that's barely in the NPE at all. On a related note, explain what yellow players on the overview mean and that they are not legal targets in highsec, because that gets asked every day by someone.

5. Make some sort of tutorial for the directional scanner. And while you're at it explain overview settings better. A common problem for noobs is that they can't find something because it's not enabled in their overview.

6. Bit of a controversial point here: Don't try to make noobs leave the NPC noob corps at the first possible moment. I can only speak for SWA here, but at least in SWA there's vast knowledge about all parts of the game and a very helpful attitude towards noobs. I think you'd have to look very hard to find a player corp as suited to teach noobs the basics, except Eve Uni maybe.
I see it quite often that noobs ask how to join (or worse: create) a player corporation when they have no idea about the game or what they want to do in it yet. I believe this can lead to serious frustration and players who after half a year into the game still haven't found anyone to explain them what makes good or bad ship fits. The reasoning here is that if they join the wrong corp too soon, they might very well be more socially isolated than they would be in the NPC noob corp.

7. Explain that you can manually steer your ship by double clicking in the direction.

That's all I can think of right now.

Edit:
8. Specifically explain in the tutorials how to acquire new skills by buying them. I think even in the new NPE there are some skills required for the career missions which you don't get handed for free (IIRC Industry).
Arcosian
Arcosian Heavy Industries Corp Holding
#169 - 2012-02-19 17:45:01 UTC
I've been playing since 2009 and frankly I don't see myself stopping anytime soon as EVE is a badass game. Granted my first days as a noob I was lost and overwhelmed with the complexity of EVE. The learning curve is very steep but I think that is what kept me in the game. I like games that provide a challenge and don't allow me to reach the end game after a few months.

As a recruitment officer in my corp I have had my fair share of conversations with noobs. And I have noticed a pattern in all of their interviews.

1. They always feel like they are behind everyone else.

EVE's time based skill system means we don't have to log in to grind XP. We can't powerlevel our characters and reach the end game in a few weeks/months. As such I think newer players feel like they are "too late" getting into EVE as they will be forever behind everyone else and it will be years before they have good skills. There should be something in the tutorials explaining that they won't need 100M SP to be good at EVE.

In addition to this I think they should have a SP boost to allow them to get into cruisers by the time their trial runs out. When I started my trial I had no idea what to train or how the skill system worked. By the time my trial would've run out I was barely able to fly a cruiser but couldn't afford or even fit one properly since I needed all the other skills for guns, hardeners, drones, reppers etc. The last thing you want is for the brand new player to basically spend a few days of their trial AFK training skills because they can't do anything else.


2. Easy source of income for newer players.

There also needs to be a straight forward way for newer players to make decent money other than mining. I've tried to get a few of my friends into EVE and they ended up quitting because they were tired of mining in their noobships for hours only to find they made 1mil ISK or so and the shiny cruiser they want cost 6mil. I realize there is ratting and ninja salvaging but the brand new players won't have a clue how to due that stuff.


3. They are lost in the sandbox.

I find most new players don't bother with the tutorials. Most of the ones I have talked with want to get right into the game mining, PVPing, PVE etc and don't want to spend a day or two working through the tutorials. As such they don't know the basics of the game and I have to tell them to work through the tutorials or spend hours answering basic stuff they should've learned in the tutorials. So I believe the tutorials should be somewhat mandatory at least for the basic stuff like using the map, navigating to other star systems, using the markets, the fitting window, etc. Maybe make a mandatory noob epic arc covering all this stuff in straightforward detailed missions? Like a "Congratulations on becoming new capsuleer for the (insert faction here) welcome to basic training."

There should also be more video based tutorials. I find new players are really lazy and don't want to spend a few hours reading through help boxes, forums posts, newbie guides on websites like E-UNI. I have referred many noobs to E-UNI website(which is very helpful BTW) and I get this response "Why so much reading?" Simple fact they don't like reading a novel to play a game. Maybe you guys could make use of the sweet new website adding a "new player" section with video tutorials so people could watch stuff about the game?


4. They have trouble finding a corp because player corps don't like noobs that are possible griefers.

The noob corp is a good idea but new players really want to find a good player run corporation. This proves to be very difficult as EVE encourages scamming and corps really don't have any protection when adding new people. New players don't understand that many older players have multiple alts and can be many different characters ingame. New players also don't know the mechanics of the game or the fact it encourages scamming. As such we don't like adding trials since they could be spy of a rival corp, spy for wardeccers, alts of corp thiefs etc.

Since corpmates can shoot each other there is always the risk of the new person you just added showing up to the mission op/mining op/incursion in a PVP fit ship and griefing the whole op just for ISK and LOLs(happened in our corp before). As such I have to turn away many new player applicants just because I don't know who they are, they don't meet our SP requirement and I have no reason to trust them. In EVE the #1 rule is trust no one. If there was some mechanic in place to protect our corp I wouldn't have a problem adding any new player to our corp and would really like to teach noobs about the amazing game that is called EVE.
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#170 - 2012-02-19 18:11:08 UTC  |  Edited by: Hakaru Ishiwara
Sade Onyx wrote:
"We invite you to pour your heart (or guts) out and tell us what you think is good or bad with the current new player experience and what you think could be done about the problems."

Fix the forums first! Think I wanna type for hours and have it wiped? think again.
This. x9000.

How CCP finds it acceptable to run a forum service that repeatedly chews up user generated content is beyond comprehension.

No other forum engine that I have used w/in recent times exhibits this behavior.

How do you think that a new customer will feel when their post saying "hi" or asking for help on a specific topic gets trashed? Like spending their hard earned scratch on an EVE subscription or GTCs? Think again.

The competition for entertainment dollars and personal gaming time is stiff and the current alternatives are beating CCP in terms of QoS, responsiveness, communication and even pricing in some cases.

tl;dr - Don't let the current state of these forums impact customer acquisition and retention.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#171 - 2012-02-19 18:28:00 UTC
You really need to make sure the tutorial missions are 100% bug-free. Having your tutorial interrupted by a glitch that takes a petition and GM intervention to fix is definitely NOT a good first impression of the game - if the new player can figure out how to write a petition at all.

Ever since the Incarna NPE revamp, pretty much 30% of questions asked in the Rookie Help chat are "my tutorial is bugged, HALP!"
Rob Crowley
State War Academy
#172 - 2012-02-19 21:56:06 UTC
Arcosian wrote:
In addition to this I think they should have a SP boost to allow them to get into cruisers by the time their trial runs out. When I started my trial I had no idea what to train or how the skill system worked.

Getting into a cruiser (cruiser skill at level 3) takes about 3 days of training for a noob, add another 1 or 2 days for all the module prereqs and low levels of support skills and you're good.


Quote:
2. Easy source of income for newer players.

There also needs to be a straight forward way for newer players to make decent money other than mining. I've tried to get a few of my friends into EVE and they ended up quitting because they were tired of mining in their noobships for hours only to find they made 1mil ISK or so and the shiny cruiser they want cost 6mil. I realize there is ratting and ninja salvaging but the brand new players won't have a clue how to due that stuff.

The epic arc, which can be run immediately after the career missions gives out about 10m in rewards. As far as I'm aware most noobs use mission running as their first source of income which is completely viable if you have a very basic knowledge of how to fit ships. So nobody needs to mine in his first days if he doesn't want to. The lack of even basic fitting knowledge might be an actual problem for many noobs though, so that's what could and should be improved in some way.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#173 - 2012-02-19 22:18:13 UTC
The /combat/ fitting tutorial level one could include other things as well.

The new pilot is sent to the shooting range to try out diffrent types of guns and shields.

After joining the fleet of the instructor,the pilot warps to the instructor who is sitting in his orca at the shooting range.
Following the instructions of the instructor. The pilot using the orcas cargo hold and fitting service swaps out guns and ammo while shooting at diffrent turrets tanked in diffrent ways as the instructor triggered by the type of gun and ammo selected gives feedback on what targets to shoot at using the ammo selected.

Also depending on the range and damage dealing of the sentrys the pilot is advised to fit the right shields and speed mods.

If the player takes to long the sentry guns start shooting the orca and the pilot is advised to switch in a shield repair module to repair the orca.

This could become a new NPC/ Player activity that can be selected at any station. Pay the trainer and a dead space area set up as a shooting range gets created. Both players warp there and training is accomplished.



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

See you around the universe.

Flamespar
WarRavens
#174 - 2012-02-20 00:46:03 UTC  |  Edited by: Flamespar
Rather than focus on what knowledge we need to impart to new players. I thought I would talk about how the NPE should make players feel. You will find that the way players feel (excited, terrified, confused) is far more important for getting them to invest in the game than the quality of the knowledge we seek to impart.

Generally the new player experience should begin in a simple environment with which a player is already familiar (avatar) and then guide and acclimatise then to their new environment (flying in space).

My suggested approach is to use different environments to acclimatise players. Hence the first environment they encounter (clone vat room) should be about movement and meeting Aura. Beginning the game in the clone room helps to teach players the most important lesson of EVE, which is: you are going to die. Death is such an important part of EVE that you want new players to understand that it is a normal part of game play from day one.

Another way of making this point could be to begin the game with the players first death, when they discard their original body and join the ranks of the immortal capsuleers. You could do this with a video (similar to the awakenings video) after the player has created their character. Perhaps you could show a Caldari character shooting themselves in the head as a test of military resolve and as a display of their dedication to the state. An Amarr character may sip poisoned water as part of an religious ceremony. A Gallente character may die in a laboratory at the end of a needle. A Minmatar character may die to escape a prison.

Showing this 'first death' in this manner, is an opportunity to establish the 'feel' of EVE, and also to begin to show how the four empires differ in their attitudes.

Once players have exited the clone room, they then learn how to connect to other players and NPC corporations in the captains quarters (or in a multiplayer establishment once they are implemented). This is important for two reasons. Firstly because player are more likely remain subscribed if they are part of a social group, secondly because EVE is about social interactions (even when conducted down the barrel of a gun). They key concept to convey to new players, is that if they want to be successful, they need to connect to other players.

The next step is to get them into space. Getting their first ship should feel like an exciting moment. Don’t just have it sitting in the hanger already. Have it granted to them by an NPC as the final part of their induction into the ranks of the capsuleers. The player is about to exit from the safe confines of the station into the limitless expanse of space. It should feel like a big exciting moment. They should feel like the world is starting to really open up before them.

Players first space based missions should be about instilling a sense of wonder. A sense that there is already something else to discover. Have them unexpectedly come across a wormhole during a seemingly routine mission. Have them encounter the Sansha during a courier mission to a customs office. Introduce them to the pirate factions by a note slipped under their door in the CQ.

What is most important, is that you don't want them to finish the NPE and think 'is this it?'
Lost True
Perkone
Caldari State
#175 - 2012-02-20 02:16:44 UTC
I suggest that CCP should finish their job with WiS. It's looks awesome for a newcomers and for some of us.

in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much?

Nv Sheng
Interstellar Archaeology
#176 - 2012-02-20 05:31:50 UTC
I've done a lot of thinking about the New Player Experience in EVE for quite some time now. In fact, I recall giving a lot of feedback on the changes made previously (which were mostly ignored or lost in the plethora of responses) and I'm going to basically re-state them all here now.

First, as has been said may times already by others earlier; walls of text are BAD. Show me what I need to do in a video. For all of those non-English speakers out there, PLEASE make the videos in multiple languages. You already have localized clients so it shouldn't be too hard to have someone translate the text and to find an appropriate "Aura" to read it in the local language. Along with this, having more than one "Voice of Authority" in the tutorial is very bad. It confuses the one trying to learn, and distracts ones attention when it should be laser focused on the subject at hand. My suggestion here is to use your starting station as an actual school and use both the in station and in space aspects together. Have the new player go to a classroom where they are shown how to do something (like probing down an anomaly) then have to go out into space and perform the activity. Show them what to do, then have them actually do it. How do I pilot my ship. How do I target something. How do I configure my overview. How do I warp to something. You get the idea....

Second, the "Career Agents" aren't actually part of the tutorial. They are an introduction to the MISSION system. As such, they should NOT be trying to teach anything but simply show what kinds of things will be asked of a player IF you choose to pursue one of those mission agents. These are mostly fine as is, except the current "Scanning" and "Advanced Combat" agents should be folded correctly into the previously mentioned tutorials that they actually are. Also, they should check a pilot's skills to make sure they actually can do what is required of them, and if not instruct the pilot to "come back when you know how to..." whatever it is they need to do. Like "Come back when you know a little something about Industry (Industry skill to level 1)."

Third, EVERYTHING that is currently available in the help channel "Tutorial" section NEEDS to be covered in some way by an actual tutorial. Not all of it needs to be done right after creating your character and entering the game for the first time. For example, there needs to be a way for a player who wants to run a corporation to find an IN GAME Tutorial for running a corporation. Perhaps a "Class" offered by the many NPC corporations / Universities called "Corporation Management 101" or something that requires a smallish ISK fee to take like a real University would charge. You would then have to go to the correct station, decant from your pod, walk to the classroom and sit through the "Lecture" video showing you how to do what you want to do. (Note how I'm giving you something to make walking in stations actually useful here)

Fourth, again to re-iterate what others have already suggested, having some sort of "Ship Fitting" tutorial, with an EVE Fitting Tool like item IN GAME to try out various fits would be beneficial to everyone. As would the ability to sell and buy fits on the market. We can save them save them for personal and corporate use, why not allow us to make some ISK selling them??

Fifth, most new players leave the game because they get frustrated. Something happens, regardless of what that something is, that makes them think "This SUCKS" and they leave. Part of that is a feeling of "I can't do anything" or one of "No body cares what happens to me" which is totally part of the EVE experience the veterans grew up with. This is the #1 thing that needs to be fixed, but I don't think there is an answer to this that won't fundamentally alter the game. Simply forcing people to join player corporations WILL NOT SOLVE THIS. Creating a absolutely secure sector of space WILL NOT SOLVE THIS, simply delay it until they leave that super secure space. This goes way beyond the simple loss of a ship, or being podded. Having something early on that points out the many (and quite cleaver) scams, cons, ganks, etc. that can and will be purpatrated against the unwary may expose some of the hazards. There are so many out there that I fear a single tutorial about this topic would require a multi gigabyte download all of it's own though...

Sixth, and something not really related to the New Player Experience but I'm gonna say it anyway, you all truly NEED to re-do the entire missioning system. For years now you have been saying you know it's broken, but it would take too long to re-do all the missions to use better AI. Well, you might as well bite the bullet and decide one of the next expansions is going to be the one where you make PVE exactly the same as PVP. Start with the level one missions, and work your way up. Part of the problem with the combat mechanics in EVE is that PVE is sooooooo different from PVP that there is nothing that can bridge between the two. Make missioning a solo / small group PVP emulator and "BAM!" problem solved. You already have the AI to do it, you simply need the will to go ahead and implement the changes, and actually do it. It may take multiple updates, but afterward everyone will be better. No more people whining about "but I didn't have a PVP fit ship" because all fits will be PVP fits. If you have to simply delete all the current missions and make entirely new ones. That won't hurt me at all, at least not till I run out of ISK from replacing all my ships ;-)

OK, I'll hop off my soap box now, and hopefully someone at CCP will actuall listen this time :-)
Jett0
Ministry of War
Amarr Empire
#177 - 2012-02-20 05:53:00 UTC
My random thoughts:

The Apocrypha tutorial had a much stronger opening. When I first started the game, I wanted to fly ships and shoot stuff, and that's exactly what I got.

The Incarna tutorial finally got rid of those silly civilian modules. The career agents need to follow suit.

Career agents should be more specialized. Add more agents and have shorter arcs. No one needs 10 missions to figure out how to right-click and orbit.

Career agents pay too much. It gives the wrong impression on what constitutes a "good" payout. A large bonus at the end with a quick message will accomplish the same thing but communicate that this isn't the norm.

As said before, the flags and timers should be explained better. Losing ships should be due to bad decisions, not utter lack of knowledge.

Occasionally plays sober

Junko Sideswipe
Love Squad
#178 - 2012-02-20 07:34:16 UTC
Let new players know the only way they're going to learn how to play the game is to join a corporation as soon as possible and start asking veteran players questions. Discourage new players from trying to figure anything out on their own, they end up with multi-tanked ships and mixed guns.

Change the little notifications that pop up for jumping into low or nullsec so they're not so scary, encourage their adventure into space with greater risk. This is a game that ultimately revolves around PVP, so make them feel like this is the case.

Get that part of the site up you guys were talking about where you can upload fittings and rate them, have it include combat tips from actual veteran players. Too many newbies still go to battleclinic for fits, and the better resources require you to read 10 page threads of ponyfagging and annoying sarcasm.

PIZZA CEO

Tampaxita
Poo Bashers
#179 - 2012-02-20 08:56:04 UTC
Revolution Rising wrote:
Recently I was camping EC- gate with CFC and we must've popped at least 3-4 noob ships (not necessarily noobships, but noob ships) which contained all the newb skillbooks that they had still not injected and for some reason had in their ships.... very badly fitted ships :\


I think this post says it all, the author's conclusion is wrong but the post itself is quite insightful. The problem is not the injecting of skillbooks but rather the fact that people pod newbies on a daily basis. The thing is that if a new player gets podded in his first week, he has a 90% chance of shift-deleting the eve folder. I know that's what i did ...several times.
There needs to be some kind of newbie protection, all MMOs have it. I know, I know, it won't be realistically, but that's something we might have to live with if we want to keep our noobs.

My suggestion would be to make the noobships a bit stronger (so they can be used for the whole tutorial) and invulnerable from player damage for 7 days (and perhaps also unable to target other players). They should also be restricted to high-sec, because the current pop-up doesn't usually help. I think I left high sec after 2 days of playing and when the pop-up came, I told myself: "yeah, it's like leaving a town in another MMO, you are no longer invulnerable but nobody would kill a noob". And guess what, I got podded 3 minutes later. I had no idea what was happening and got angry. That was before I saw that I have literally lost my ship, then I raged, cursed and inevitably shift-deleted the eve folder.
Pinky Denmark
The Cursed Navy
#180 - 2012-02-20 10:31:58 UTC
One major concern for my corporation is this: We're turning down new people... Out of fear

Why? Because if we haven't worked with them it's highly likely they are either spying alts, corp thieves and avoxers...
I can handle people being spies, corp thieves and useless, but the game mechanics makes a corp unable to take care of avoxers.

  • If a spy can make me believe he's a good pilot for my corp and keeps himself active and trusted he deserves the information he gathers. If I tell him something super secret it's my fault and I can live with it...
  • When you recruit a new guy it's my fault if he takes whatever he has access to and I can live with it...
  • If I accept a guy that can't handle himself I can try to help him get better. If not I can kick him and live with it...
  • If I recruit a guy he can instantly go out and abuse his blue standings to kill high value targets and I can live with it...
  • But when I want to kick the player for not respecting corp policies the game mechanics tell me that i CANNOT KICK HIM as long he is undocked... It is pretty hardcore difficult catching and podding an avoxer while having a director spamming the kick person button and hope he makes it before the bastard undocks... And thats only even an option if he doesn't have roles.

Result: Alliance kicks a corporation until issue has been solved and a lot of people are forced out of their brotherhood for at least 24 hours because it sucks to be neutral in nullsec...

In my opinion it's fine to have rotten apples in the game, however if corporations don't have the tools to handle these situations you'll see many corporations refusing to take in new people. I know this was made to avoid griefing, however it's just causing more grief...

Pinky