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New dev blog: The Ease of EVE

First post First post
Author
Borg Stoneson
SWARTA
#221 - 2012-02-22 01:14:50 UTC
I've spent a little time trying to help newer players and most of the time they tend to get lost during the exploration (sometimes industry) tutorial. I've also heard a lot of "now what?" from people that have finished the tutorials.

I think there needs to be more emphasis that some areas of the tutorial are more advanced skills that certain playstyles will never even use and that it's ok to defer them until later. Make sure newer players get a solid grounding in the basics like how to warp to and use a gate, the difference between station and ship hanger,s etc, before bombarding them with more complex game mechanics like scanning.

There should also be "practical use" information during the tutorial, saying that, for example, "this is military" isn't very informative, telling/showing them what combat training can be used to accomplish, how it's used for both PVE and PVP and, even if in very broad terms, how that fits in with the rest of the game. This will help new players better understand what they are doing and what to do after the tutorials are over/get dull. Which leads to better equiped newb's and a higher new player retention rate.
ferzm
Doomheim
#222 - 2012-02-22 01:19:16 UTC
First of all, you all talk about playing together. Well the first thing I've learned on the same hour into the game. Was way to much yellow cans out of Clellinon with some griefers just faceraping every noob with a bit to much curiosity. I saw some ships blow up and learned the utmost lessons of EVE: TRUST NO ONE! followed with logic "DON'T get targeted and if, make sure to afford another ship+fit". So how are you able to play together? Even if upfront the goals seem mutual. There is no way to be sure. I currently do not see how. As of events I don't trust anyone nor grid, local, station or whoever it is I warp away or dock up a station ... well I'm a newb there is no way I outsmart a 2 yo toon (that probably outskills me too) in a space fight where just everything to me looks like crispy new.

There is no way I will ever join corp/fleet/pair without the very distrust on both sides. so here I am hitting 1m SP last weekend .. mining my way thinking "well why is this game called MMORPG if it's more like a gigantic FFA space-grief-box". so my midterm planning involves solo missioning .. to give the game time .. ( yeah great -.- X3 does have that too I know, thx ) .. and at all costs solo! Well then I get all the fun with mission griefers and scamming or just killing me if it's profitable.

Well anyway. After way to much reading out-of-game source. I got some of the basics. The certificate system is somewhat a useful guide to get an idea of what I need for like exploration. Ohh hullsize dictates skill time somewhat in every aspect of fits and supportskills .. that took me quite long to see and understand. I will stick with frigates maybe in future cruisers to keep it reasonable simple ... I don't think that anything larger is reasonable.
One overwhelming part was turning off "show available" in market view -.- that still is overwhelming. But I'm getting used to it. Manufacturing and production are still a mystery. Overall I don't have a clue what I want to do. Just rolling heal and running all the dungeons and pvp in pugs till max level and switching to pvp and minimal pve to sustain pvp isn't an option I guess? because nothing of that is there? ohh btw I learned in other MMOs that "friend lists" tend to grow that way or even a "corp" invite comes or "corp" forms out of that network -.-

"get into player corp"-rushing sounds in EVE way to illogical for me as a new player. Cookies won't get me into a corp and the dark force nah ... so my best bet is "I'm doing it wrong" <_< As far as NPE goes to help me sort things out or prepare, it fails!

My little internet spaceships on perma warp ... with trollfoodz in cargo ... on this "NPE" and my few weeks into EVE while reading a lot of info full of old and less new EVE wisdome *sigh*

PS: I see potential and for sure "fun" but lack probably needed guidance in an full-duplex-no-trust environment.
Charlotte Wicca
Viziam
Amarr Empire
#223 - 2012-02-22 02:25:44 UTC
Not that I'm bitter, but, I could have benefited from a warning during the first 10-20 hours that mining would always be the slowest way to gather minerals, that reprocessing loot would be faster off the start, and would always be faster. Being one of the few miners who aren't just running bots on trial accounts and exchanging minerals in dead drops in space is really embarassing.
Dersen Lowery
The Scope
#224 - 2012-02-22 04:44:37 UTC  |  Edited by: Dersen Lowery
Hi, I'm fairly new, so take these ideas with a grain of salt. First, a few quick things:

1) You think having to resort to EVEMon and EVEHQ is bad? Try being a Mac user and not having either. I've wasted a lot of ISK fitting ships the hard way, and many hours learning to plan skills the hard way (not to mention hand-building a spreadsheet in lieu of a proper fitting tool). Yes, please, build skill planning and fitting tools in game. They don't have to be super-fancy, just useful. Build the skill planning around careers and certificates. Make the fitting screen react to modules selected in the Market window the way it reacts to selected items in your inventory, including a simple means of showing that the module can't be fitted. Add a message or visual that lets you know when you're putting drones in your bay that you can't launch.

2) Flatten some of the skill trees. Right now R&D and Logistics are unavailable to new players. Is there a good reason for that?

3) Please don't give out so many frigates. Both my main and my alt ended up awash in free ships. How many Navitas does a guy need?

4) Yes, please, to combat arenas. Have two kinds: One in which you bring what you flew in, and another in which you dock your ship up, pick a prefitted ship and fight against a similar ship. Allow two or more people to suit up in prefab fleets to learn group combat. Have fleet boards so that you can see which fleet compositions are looking for adversaries. Have the latter allow pilots to fly ships and use modules that they don't have the skills for, so they can try out ships and fits and roles in play.

5) Allow players in lowsec to duel consensually by warping to unused deadspace features sprinkled judiciously around--some with complex terrain to keep things interesting. Of course, non-consensual PVP would work the same way it does now; this would be a way for people to whomp on each other without getting a GCC flag, or taking a standings hit, when the other guy wants to fight too.

Now for the big suggestion:

Distinguish NPC Universities (NPCUs) from other corporations. When you start, you have not just graduated. Rather, you have completed rudimentary training--non-elective courses, if you prefer. What happens next depends on what path you want to start down. And this is where things get interesting.

I believe that the best thing about EVE is people--they make the best benefactors, tutors, friends, business partners, opponents, enemies, and whatever else is required. So at this point the new capsuleer would have two options: Stay in the NPC university and follow one of the skill-training/player training paths, or jump straight to a corp. How would the corps be selected? Simple: They'd be certified as offering equivalent training. Not all corps would have to offer all career paths: a PVP corp simply wouldn't appear as an option for someone interested in trading. If the player chooses to stay at the NPCU, they are forcibly graduated when they complete every career path. But we still want the players who stay with the NPC university to interact with people. So: Allow players to be hired by NPCUs if they pass vetting by GMs and staff. These players--professors--organize and FC fleets of newbies, hop into frigates to play pirates for the students to fight, impart wisdom, answer questions, and otherwise help out. Maybe you can take a page from America's Army and have two fleets from the same NPCU look like the bad guys to each other, while they both look like the good guys to themselves. In return for herding newbies through course material and otherwise helping them out, they get piles of LPs and maybe some other stuff. And, like true professors, they can take sabbaticals to do something else for a while.

Upon graduation, students are guided to the full corp list.

So the player who's eager to just jump in--or who's an alt of a player that doesn't want to go through all the true newbie stuff again, or who already has friends in a corp--can pretty much jump right into nullsec or lowsec or W space, if there's a corp there willing and able to train them; or, they can linger at the university until they've covered the bases thoroughly, then look for a corp wherever.

Note what's missing: Agents are... suboptimal. I say this as someone who most people would call a mission bear, but it's mostly for lack of time, not because I like taking the same dozen or so missions from the same robots.



Thanks for reading.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Jay Pava
Royal Amarr Institute
Amarr Empire
#225 - 2012-02-22 10:43:00 UTC  |  Edited by: Jay Pava
IMO, the current tutorial system needs to be 'pruned' and more incorporated into the sandbox style game play. ATM, it leads newbies too much by the hand, and the amount of free stuff you acquire whilst doing them is a very misleading perception on the overall environment of EVE. Being led by the hand for the first day or so of game play and then suddenly being told 'off you go' with a hangar full of free ships is a sure way to make a new player indecisive about their overall direction. From there, it is a spiralling process for the next month or two of training mis-matching skills and flying everything poorly. You are also probably going to be unable to decide on a Corporation to join up with if you don't even have a clear idea of your short-term goals. The best thing to do, IMO, is to let the newbies integrate into the EVE environment without too much 'this is what you could be...' input from tutorials. New players will have already focused on an attractive feature of the game from doing their homework on it before downloading a trial. For me, the most attractive feature was the complexity of the player-driven market. I did not complete half of the tutorials, but it sounds to me like I had a much more focused and enjoyable experience than a lot of posters here. A year into my subscription, I have not really altered my long-term goals from my newbie days. So trim down those tutorials, IMO, cut all the freebies, and trust the players to evolve on their conceptions of the game.
Archbeholder
Caldari Provisions
Caldari State
#226 - 2012-02-22 11:49:40 UTC
Maybe you can remove anti faction missions from normal security agents. Or remove faction standing penalty from them.
This will certainly lessen the stress from new players when they realize that they SUDDENLY can't enter other faction's space Lol
Sin Pew
Ministry of War
Amarr Empire
#227 - 2012-02-22 12:03:08 UTC  |  Edited by: Sin Pew
Hello there,

Being a new player, I suppose I can offer some feedback on my journey.

To put things in the context, this is my very first MMO since my twenties when Tribes 2 came out, so I'm both discovering Eve and MMOs. (rpg part left out on purpose since I haven't come upon any roleplayers so far)

First thing: The rookie help.
Honestly, it's a mess and maybe some people find help in there, but I started closing it right after logon since the first day as there's way too many people chatting and it just bugged me to have this tab blinking in my client, but I had to close it for weeks until it didn't auto-open again and it's very annoying.Only twice did I ask a question there and had to scroll up to pick the couple replies drowned into the endless chatter.
The channel of my NPC corp has proven to be a far more helpful and a smoother place to ask questions. There's several vets having alts in there that give a lot of help to noobs struggling with the tutorial missions.
But, having tried a few alts in the various races, I can tell not all NPC corps have the same qualities.
I think there's room for a channel where only 0 to 14 or 21 days old users should have access with people dedicated in giving directions as to how things work in the tutorial missions. There's way too many people hanging in rookie help that don't participate in the channel's purpose.

Secondly: Corporations.
Some corps clearly state they won't take on trial accounts, but I think new players shouldn't be able to join a corp for a couple weeks. With my first account, I happened to ask a question in rookie help, missed the answer in the chatter flood, but got a convo invite from someone that offered me a buddy program and 200mil to get started. I was a bit skeptical at first, but on my first few hours, I didn't have much to lose and signed up, but had to join the corp. I didn't know the plex reward mechanism at this time and ended up in a corp that wanted me to always get along with them while I haven't finished the tutorials. It ended up with an ejection from the corp.
There's a few posts in the new citizen's forum section (here and here) with good tips regarding corps, might be good to put them together in an evelopedia page, and have a nag screen in the corp finder window with a link to it along with a short explanation that joining a corp can be important but not just any corp. Those creating alts to add to their corp, do it with a purpose, but it takes time to skill a char for a role, and that probably wouldn't hinder the alt creation process.
Now I know the game a bit more and have an idea of what I want to do and where I want to go, I know I will need to join a corp but I don't need to do it right now since I need to skill up before I can prove useful. So there's no reason to stress new players into joining a corp before they even finished the tutorials and got a hang of the game in my opinion.

Third: the tutorials.
While they give a lot of tips to get started, they can't cover everything. Maybe some improvements can be made, like a better shaping of the tutorials to each race (on some occasions, it's evident they were losely copy/pasted).
But they keep new players into highsec PvE environment. With one of my free char slots, I went in nullsec (in a shuttle), and got podded at the second gate in an interdiction bubble. I went there to see how things were going and I may be wrong, but apparently, PvP is neut+DPS and no matter how user-friendly the tutorials become, the only way to understand is to experience the situation. That's where the tutorials are flawed, because the "go get your ship blown up" aren't relevant. You get a ship to fly against a tower, or to kill one NPC and get pounded by a fleet. I accidentaly experienced it again in a tutorial later on, while trying a caldari char, in the last advanced warfare tutorial, I flew my cormorant to the mission encounter with rockets launchers, got warp scrambled and couldn't get in range of the NPCs. But how many people go through the tutorials without this experience and instead learn it the hard way via an expensive ship loss?

*sighs* not enough place....

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Sin Pew
Ministry of War
Amarr Empire
#228 - 2012-02-22 12:03:18 UTC
Now: after the tutorials.
Once I finished the tutorials, what did I learn about Eve? I learned how to play it alone in high-sec PvE. I knew I could mine some ore to trade it for ISK, I knew how missions work.
This is where new players either stick to it, or give up. After the tutorials, the new player usually wants to get better ships because they have troubles fitting mods on the ones they got through tutorials, the new player wants to make money to buy those new ships, the new player wants to mesure himself to others and *play the game*.
But here comes the harsh reality: bigger ships take time to skill for, they cost more and aren't necessarily better if poorly fitted or without some levels in support skills.
As a result, many new players invest all their money in BCs or BSs despite the warnings they got through tutorials, help channels, NPC coprmates, because they finally met the basic requirements to fly them, skipping all other skills and lose it to an assault frigate, or a few NPCs in a mission. Losing a ship is part of the game, but many new player probably don't realize that they're thrown in the arena with everyone else and not progressing through in areas where they will encounter similarly skilled players or NPCs.
But it's not necessarily the game's fault. Eve naturally filters its player base and shouldn't change, because making it too easy will dumb down the game. Eve is not a CoD-like, where everyone has similar stats, equipment and only gaming skills make the difference. Getting in a BC or BS is way too easy, I could already fly a BS by now if I had trained the right skills, but how would I fit it? As a result, many new players rage-quit because they could get into big expensive ships but didn't have the support skills to properly fly them and lost all they had in a single fight.
Unlike other games, XP isn't gained through killing others, but I think some new players don't get the idea and quit with the feeling they'll never progress as they can't kill anyone.
Also, took me some time and fiddling with google, evemon, eft, trials and errors, to figure several things out.
- Eve alone isn't enough, you need several third-party tools. Unless they ask around, new players can't easily figure it out and sometimes they don't understand it.
- Eve requires a mid-long term involvement and a serious learning effort to pay off. That should be stressed to new players, it might not significantly help growing the player base, but might filter the new players to motivated ones.
- Eve is just not for everyone and shouldn't become. The other very popular MMO is the example I hope CCP won't ever try to follow.

Some things can be improved, others can't, but it all depends on the player base you want to have in game, easing it up too much will dumb it down.

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

DJ P0N-3
Table Flippendeavors
#229 - 2012-02-22 14:43:23 UTC
CCP Legion wrote:
DeBingJos wrote:

New players need to be told how to look for a good corp in detail. ( recruitment channel, forums, the new corp finder, they all need to be explained in detail. )


This is something which is a huge issue. Players can get a lot more out of EVE in corps and playing with other people, it is something we want to press sooner rather than later.


The dilemma you will run into here is this: what does a new player have to offer a corp? Recruitment goes both ways -- new players need more help finding corps than the in-game recruitment tool or seeing someone looking cool in space, but a corp needs a reason to accept that three week old player. There are a lot of corps where no matter what you do to introduce nublets to them, they will not accept low-SP characters. It's discouraging to have to sift through "requires at least 5mil SP" "must be able to fit T2 tank" "must have T3 cruiser" to find a corporation that matches the playstyle that they want that will take a fledgling player and get them off the ground. Don't just make it easier for new players to learn to apply to corporations. Make sure that new players can easily find the corporations that will read an application and think, "A Rifter pilot? Bring him aboard!"
HARD STEEL
Caldari Capital Construction Company
#230 - 2012-02-22 15:09:59 UTC
expanding on my last idea

you could have a intro scripted sequence that tells the eve back story story and you could jump the player in and out of scenarios happening, i.e fleet combat, gate camps, pos defense, escort runs, being a titan, popping a titan, getting jumped mining, wormhole exploration where the player can affect the situation but only barley - the point is to let them taste things that can happen and while that's happening explain the story, let them see and use fitted ships. all of this would be totally virtual and away from all the players of eve.

then when its done wake them up as them and let them work towards creating those experiences for real with tutorials

ONLY THE HARD.  ONLY THE STRONG.

Rek Seven
University of Caille
Gallente Federation
#231 - 2012-02-22 16:15:46 UTC  |  Edited by: Rek Seven
HARD STEEL wrote:
expanding on my last idea

you could have a intro scripted sequence that tells the eve back story story and you could jump the player in and out of scenarios happening, i.e fleet combat, gate camps, pos defense, escort runs, being a titan, popping a titan, getting jumped mining, wormhole exploration where the player can affect the situation but only barley - the point is to let them taste things that can happen and while that's happening explain the story, let them see and use fitted ships. all of this would be totally virtual and away from all the players of eve.

then when its done wake them up as them and let them work towards creating those experiences for real with tutorials


Imagine seeing all that awesome stuf in the combat tutorial and then when it gets to mining your just sat their watching lasers. The economy would collapse Big smile

I agree tho, i know this is a sandbox game but eve needs a scripted single player like experience to show the players the possibilities both short term and long term.
Limarr
Arquebus Co.
Crimson Inquisicion
#232 - 2012-02-22 22:40:39 UTC  |  Edited by: Limarr
Give the players at the end of the tutorials an extra job without time limit but with extra reward:

- Miner: Come back when you can fly a retriever
- Fight: Send them into FW: Come back when you have killed an opponent.
- Trade: Come back when your wallet reached 50mil.
- Producer: Build a BC and bring it back (Players can buy it, but some will try to produce it)
- Corp: Join a corp and then come back.
- PI: Build some P4 stuff and bring it back. (Players can buy it, but some will try to produce it)
etc.
Bantara
Dolmite Cornerstone
#233 - 2012-02-22 22:56:02 UTC
Aphoxema G
Khushakor Clan
#234 - 2012-02-23 01:41:48 UTC
Rek Seven wrote:
Aphoxema G wrote:
Rek Seven wrote:
In addition, a combat simulator or arena would help teach people what 90% of them joined eve to do - fly spaceships.


Seriously, we already have this by going on Sisi, something a little more practical would be nice.


Because asking a new player to spend a further 3 hours downloading a separate client to test the crap ships he could fly last month isn't totally unreasonable or anything...

If gaining access to SISI was as simple as switching severs via a drop down box on the main eve client log in, you might of had an argument.

A combat arena could benefit old and new players in multiple ways.


I'm not sure if you were agreeing with me or arguing against me...
Aphoxema G
Khushakor Clan
#235 - 2012-02-23 01:57:08 UTC
ferzm wrote:
First of all, you all talk about playing together. Well the first thing I've learned on the same hour into the game. Was way to much yellow cans out of Clellinon with some griefers just faceraping every noob with a bit to much curiosity.

[followed by more things that shouldn't sound so familiar to hear from a new player]


The biggest threat to gaining a new player are the people who are intent on scaring them right back out. I strongly believe that scamming and other poor behavior is a good thing to allow, but new players have enough to learn all at once without people lying to them or abusing their lack of awareness is literally a threat to potential profits.

It does take a certain level of BS tolerance to play EVE regardless, and people who don't have that aren't in the right place. However, new players are in a unique position of the first encounter with something new and if they get screwed first thing they step in the game, it sets a bad precedent in their judgement.

The solution for this isn't simple. You can't make them invulnerable, it just opens more opportunity for abuse. You can't segregate them, then they're missing on an important opportunity to join a community.

I think what might be pretty helpful here is a better mechanism for informing them. A new-player friendly warning system, something that maybe plays a video explaining the risk someone is about to take in doing something.

Say, when a player takes from a yellow can for the first time, a video could play literally explaining to them in detail with a clear illustration of them getting blown up, voiced by Aura. Make it clear that there is no immediate penalty for theft, but if they're interested in receiving an item from that can legally, they need to ask to make it blue.

Hell, I might just start a series on YouTube for just that...
Waylander Shouna
Fail Force 5
#236 - 2012-02-23 22:01:16 UTC
I've been playing eve for about 7 months. Just gotten to the 10million SP mark. And I still feel new. I've recently started thinking about PvP now that I feel able to replace lost ships in the more lucrative missions/corp incursions.
PvP is arguably the main-stay of eve. But im finding getting into PvP is expensive and frustrating; both bad feelings caused because you lose ships. 

Before anyone jumps on me, I'm aware you will lose ships. My gripe is the following.

My first PvP experience (quite recently) was a small roam with an experienced friend. After getting to null and flying around for about 30 minutes, finding nobody we finally made contact. 

And I proceeded to explode. 

They were sat at a gate (cloaked) and as my friend warped off in the bigger bait I was left to wonder how I was in a station. 
Fitting was part of it, but inexperience was the main issue. And it's an expensive way to learn, both in time and ships. Personally i feel this is what might be putting some new players off. 

My corp very early on told me to stop playing the missions as I would learn more by doing. Which is sort of true.
But currently there isn't anything to prepare you for PvP.  It's just "suck it an see". So far, it doesn't taste nice. 

So what I was thinking was this: simulations. Modern RL militaries have them for jets, tanks etc. Even soldiers. Hell, it's just grown up, expensive laser tag. 

So why can't we have that in eve?

I was thinking dummy ships for awhile but realised they would just get used as a direct blockades in larger, non training, fleet engagements. And tbh, "stupid" targets are of little use. You want something to react like a player. So.....Maybe a player?

At the moment you could have a high skilled corp director fit a heavy tank and fly around as a target. But shooting back at n00bs is fraught with danger.

And to really maximise training your going to need to learn to deal with incoming fire. 

And say your practicing stealth bombers. You are probably going to blow the target ship up, AND possibly pod kill them in the inferno. 

So why not provide "blank" ammo which somehow tracks hits. 

Basic principle is this:
1) Corp grown up learns a new skill. "simulation management" or something. That allows them to manage the simulated weapons etc. Everyone in the simulated fleet can attack each other with blank ammo with immunity from concord etc. 

2) Corp grown up sorts teams out. Arrange sides based on ship name "Blue - Waylander" or something. 
Corp grown up is a referee. Not involved in shooting. Sort of reviews progress. 

3) n00bs/people trying new things fit the "blank" ammo to the proper weapons. (so you still need to skill for the ship and fit)

4) Blank ammo scores "hits" etc but does no damage. Repair units, power disruption and all that still works. 

5) Somehow track damage so people know when they need to ask for help/activate repair units.

6) Once your dead, your dead in the water. Can't move, shoot etc. Until one side wins. 

Ships don't actually explode so no harm done. 
Players experience PvP fitting. 
Players experience having an FC/operating as a group. 
Everyone can train new tactics without having to trial it in anger right away. 

So that's the outline idea. 

Cue the poo-pooing. 

Unless it's a good idea. In that case please send money :)

Waylander. 
Riffix
Synergistic Arbitrage
#237 - 2012-02-24 00:20:54 UTC
I could write a novel about this but I will just make a list, some of my own thoughts and some echoed by others in this thread in a few categories:

General changes that would benefit all EVE players, including new players:

  • Improve the gameplay UI, specifically situation awareness. It should be VERY clear who is doing what to you, what you are doing to them, what you CAN'T do, and what you COULD do. Remove the ability to make commands that can't happen (like warping when scrambled). Remove the reliance on the crappy black pop-up box and make damage (incoming and outgoing) clear in terms of what is being done, what is being resisted, and damage type.
  • Make the rules of engagement / timers in a given system more easy to identify and understand. (Can I legally shoot others here?, can they shoot me? what will happen if I steal from this can? etc)
  • Remove crappy AI from empire and make all combat, PVE or PVP, utilize the same warfare concepts. Remove the UI distinction between AI and players. It shouldn't matter. All anyone should should care about is ship type and that pilot's relationship to them. The most obvious visual indicator of another ship (the icon) should not simply tell whether the ship is a dumb AI or not.
  • Create a PVP simulation arena where players can fight and test fits/tactics without fear of losing their ship. You can charge a fee per fight so it costs something but players (especially new ones) don't lose their ability to make back the money (their ships).
  • Utilize a multi-lingual chat system (see Final Fantasy XI) that allows players who speak different language to communicate functionally using base terms.


Things for new players specifically:

  • Better guide to fitting
  • Create starter program were individuals/corps/alliances can mentor incoming newbies. This is already happening informally but there needs to be a formal system with tangible rewards for the trainers based on either newbie rating or subscription conversion or something. This MUST be available to individuals as well as groups.
  • Give players a better understanding of where pod pilots fit into the lore, how they got to be one, what that means about them, where they come from, what are their limitations, their place in the galaxy, etc.
  • It shouldn't be an accident that players start in a "school". The system should put the new players together with other new people so they can figure out things together. There is a certain camaraderie that forms when you work with other people who are new to an experience/place like you. This could help form bonds for new players that will help them have a reason to be part of the game and possibly help them find direction later in life.
  • Localize the tutorials. If you are going to localize the game proper, the tutorials should be no exception.

Lead, Follow, or Get the #@$!@ Out of the Way.

Bantara
Dolmite Cornerstone
#238 - 2012-02-24 13:21:32 UTC
DJ P0N-3 wrote:
CCP Legion wrote:
DeBingJos wrote:

New players need to be told how to look for a good corp in detail. ( recruitment channel, forums, the new corp finder, they all need to be explained in detail. )


This is something which is a huge issue. Players can get a lot more out of EVE in corps and playing with other people, it is something we want to press sooner rather than later.


The dilemma you will run into here is this: what does a new player have to offer a corp? Recruitment goes both ways -- new players need more help finding corps than the in-game recruitment tool or seeing someone looking cool in space, but a corp needs a reason to accept that three week old player. There are a lot of corps where no matter what you do to introduce nublets to them, they will not accept low-SP characters. It's discouraging to have to sift through "requires at least 5mil SP" "must be able to fit T2 tank" "must have T3 cruiser" to find a corporation that matches the playstyle that they want that will take a fledgling player and get them off the ground. Don't just make it easier for new players to learn to apply to corporations. Make sure that new players can easily find the corporations that will read an application and think, "A Rifter pilot? Bring him aboard!"


Spies. Few political corps are going to take new players on much less because of their capabilities as for the risk of red alts. I have a minority opinion I'm sure, but I feel like if the game can have spys, there needs to be in-game tools to find/prevent them. API keys does nothing for multiple accounts. As long as the meta-game of spies exists, newbs will be shunned.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#239 - 2012-02-25 13:11:14 UTC
CCP Legion wrote:
By dumb down I meant more things like 'No PvP in Empire' or 'Compressing all Engineering skills to single megaskill of engineering'. Polishing and removing useless extra steps is something a lot of teams are looking at.

If you ever decide to make the game dumber, use the following instructions:

1. Don't do it.
2. See clause 1.
3. If you are that serious about it, at least make two ways: dumb and inefficient, and efficient but difficult.

The example is what you have done to POS fueling. You have removed variable fuel, and that is dumb. Now we just fit to max CPU and PG and don't care - optimizing POS fitting is no more, you've killed this layer of our sandbox. But I understand your reasons - too much drag-and-dropping for old fueling system. What should be done is: introduce "economizer" bay. It works like this: every hour the POS tower takes fuel cubes, consumes them, but spits excess Liquid Ozone and Heavy Water into that economizer. Now we have two ways: dumb way of fitting POS for max CPU/PG and efficient way of optimizing fitting, and extracting back ice products. Everyone's happy.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#240 - 2012-02-25 13:40:34 UTC
And as for socializing newbies - redesign the corporate hangar system. Make it shop-wise.

You have established communism in EVE. At least, when it comes to corporate hangar contents. If anyone want to take something - he takes as much as he needs. And when he have something to share with his corpmates - he does it gratuitously. Well, it works - but not as good as it could be, so I suggest we pass over to capitalism. Corporates don't trust newbies (spies, etc.) - and this feeling is mutual. And when there is no trust - you can't build communism, as it's based on trust.

You could introduce some kind of interface for transferring good from player hangar into/from corp hangar. It could look like planetary customs window, or something. The CEO (or someone with role) will make a list of goods that could be sold to corp, and bought from corp - and the prices of course. It should also work with Orca hangar - newbies like to mine, but it's bloody difficult to make a fair rewarding system, when mining within a fleet.