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New dev blog: Upcoming Tutorial Revisions

First post First post First post
Author
Lord Helghast
Center for Advanced Studies
Gallente Federation
#21 - 2012-07-30 15:03:26 UTC
HOLY SH*T

Quote:
Repeated user testing showed that new players were far more comfortable right-clicking on everything, to the point where later tutorial steps that forced players to rely on Selected Item were tripping them up because they had no idea how to use it. This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience.



WOW IT TOOK CCP THIS LONG TO F*CKING FIGURE OUT PEOPLE LIKE THE RIGHT CLICK?!?!?!?!?!?!?!?!??!

Maybe now youll understand why we wanted you to bring back all the damn right click options for the inventory shortcuts you stole away...

Don't REMOVE right click options, tidy them up and sort them logically!
Gilbaron
The Scope
Gallente Federation
#22 - 2012-07-30 15:06:01 UTC  |  Edited by: Gilbaron
have you thought of a way to clean up the help channel(s) ? sometimes they feel worse than jita local, even though they usually giva a lot of very usefull information
Lord Helghast
Center for Advanced Studies
Gallente Federation
#23 - 2012-07-30 15:07:16 UTC
Oh and forgot to say, I LOVE the new UI changes all of them, i really hope to start seeing imrpovements in the overall HUD for pvp etc, as it seems the devs are starting to get the hang of the new stuff carbon is offering, lets see some of this filter over from tutorials to the actual gameplay
Benny Ohu
Royal Amarr Institute
Amarr Empire
#24 - 2012-07-30 15:20:01 UTC
Gilbaron wrote:
have you thought of a way to clean up the help channel(s) ? sometimes they feel worse than jita local, even though they usually giva a lot of very usefull information

I remember it being OK in the rookie channel when an ISD was around, even if the chat went past very fast some hours. Things could get pretty bad when the ISD weren't around, though.

Russians would ask other Russians for help in the English rookie help channel sometimes. Those that spoke English said the Russian channel was unhelpful.
Two step
Aperture Harmonics
#25 - 2012-07-30 15:22:38 UTC
Why does the blog have the 25th as the date it was released? :P

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Xercodo
Cruor Angelicus
#26 - 2012-07-30 15:23:20 UTC
Personally, at the start, the list of items in context menu was a little intimidating cause there were a lot of entries that were thus far unexplained besides the navigational ones.

Using the context menu also felt tedious to me and gave me a feeling of "Am I going to use this menu to get everywhere?"

I would have much more appreciated a selected items tutorial so that I could learn stuff like manual piloting and get used to using the overview to find a target and using selected items for the action instead of trying to find the action in a list.

That said I haven't had the chance to try the tutorials since Tyrannis or so I'm eager to see what's new on SiSi :D
(Speaking of which is there a way that I can get a dev or GM to forcibly remove a character for me to let me get around the 10 hours thing to jump right in and try it?)

Oh and make absolutely sure that the first character creation have a bit about how their race does NOT have an effect on their capabilities.

The Drake is a Lie

Keen Fallsword
Skyway Patrol
#27 - 2012-07-30 15:23:30 UTC
There is issue you can't align with 2 click on the planet or anything via overview if this thing is not on grid question is why ?
Khanh'rhh
Sparkle Motion.
#28 - 2012-07-30 15:24:49 UTC  |  Edited by: Khanh'rhh
If I read the graph right, most people leave whilst being shown the Captains Quarters part of the game?

How is this a surprise? "EvE is WHEEEE spaceships! PEW PEW! Massive sandbox! But .... well, here is a room where you can do absolutely nothing useful whatsoever"

I really suspect you will get a higher retention rate from the NPE if you don't make the first thing they see a half baked feature with double the running requirements of the core game and little to no interaction with it.

Make CQ an optional tutorial AFTER the flying in space tutorial and you will avoid this lopsided and botched message about what EvE is from the start.

I had a look at the NPE recently and I can tell you I would NOT be playing this game if the first thing I had seen were "how to walk around your useless CQ .... oh and BTW it really doesn't work well and the camera is broken."

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

darmwand
Stay Frosty.
A Band Apart.
#29 - 2012-07-30 15:25:11 UTC
Xercodo wrote:
(Speaking of which is there a way that I can get a dev or GM to forcibly remove a character for me to let me get around the 10 hours thing to jump right in and try it?)


Create a new trial account?

"The pen is mightier than the sword if the sword is very short, and the pen is very sharp."

Zed Jackelope
Pandemic Horde Inc.
Pandemic Horde
#30 - 2012-07-30 15:26:24 UTC
Quote:
Voiceovers are gone for now.... Until such time as we can get a really good text-to-speech implementation (which we are actively looking at), they're out.


No, No, No, No, NO!

You call Caroline Dalton up and you bring her right on back.

This is something I don't mind seeing my RL bucks being spent on.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#31 - 2012-07-30 15:26:36 UTC  |  Edited by: Salpun
Any update with the fact that the tutorials are hard to get back to if you want to do them again on a older character.

The how to request a mission from an agent step locks down the tutorial for older players if they want to run it again.

EVE help needs a note about not being able to run it again. If you can only run it once or the system where you need to go to talk to Aura.

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

See you around the universe.

Gods Messenger
#32 - 2012-07-30 15:31:31 UTC
2 Months ago I invited a real life friend to eve and was trying to run the tutorial with him in empire.

Both him and me couldnt figure out, where to find the things refered to in the tutorial, so after 2 days he gave up on eve.

I hope the new tutorial will be better.
Logix42
Taxation Damnation
#33 - 2012-07-30 15:32:44 UTC  |  Edited by: Logix42
Right off the bat when you say "It will take around ninety minutes to complete" I think it would increase readability if you use the number 90 instead of the word.
"It will take around ninety minutes to complete"
vs
"It will take around 90 minutes to complete"

Go beyond the edge of space... Explore

JamesCLK
#34 - 2012-07-30 15:33:08 UTC
WTB Right click menu that is as sexy as the mission objective HUD panel. Oops

-- -.-- / -.-. .-.. --- -. . / .. ... / - --- --- / . -..- .--. . -. ... .. ...- . / - --- / ..- -. -.. --- -.-. -.- / ... - --- .--. / .--. .-.. . .- ... . / ... . -. -.. / .... . .-.. .--. / ... - --- .--.

Bagehi
Science and Trade Institute
Caldari State
#35 - 2012-07-30 15:34:21 UTC  |  Edited by: Bagehi
What do you mean by "quit" in reference to the tutorial stages? Quit the tutorial or the game? If you mean quit the tutorial, number might be inflated because when you guys announce "NEW NPE!" some of us hit the "restart NPE" and check it out, usually quitting it when we reach stuff that is either boring or we've seen before.

Also, the probing tutorial needs a MAJOR overhaul. It is rather lacking in many ways (first and foremost: ever tried doing that first mission in the time allotted with a new character? Because it is next to impossible).
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#36 - 2012-07-30 15:34:23 UTC  |  Edited by: Jame Jarl Retief
Some thoughts I'd like to share about the blog. Overall impression is very positive, but some things just jumped out at me.

It was mentioned (and shown on the chart) that some people struggled with the part of the tutorial that introduced training queue and all that. Have you guys considered that the queue itself and the training system are the problem, not the tutorial?

What I mean is, I recently tried to get some people I know to play EVE. One of them, just as we reached the part with the skill queue, immediately wanted to see how long it would take for him to fly a specific ship. After he looked at training times, he just laughed and said the game is not for him because life is too short to waste on a game where it takes 3+ months to get anywhere. It's just too much of a commitment, one most people would be unwilling to make on an unproven game. Perhaps changing the skill training system, or even shifting the focus from character skill to player skill is the way to go.

Second thing that jumped out at me is changing the shields on the rookie ship so that the tutorial rats have no chance of killing the player. Did I read that right? Even in the most casual of MMOs, ones suitable for children of 6-8 years old, the beginner monsters have a very real chance to kill you. In some MMOs, being killed and dealing with it is part of the initial tutorial (like in upcoming Guild Wars 2, you where you get incapacitated during the tutorial no matter what you do). Off the top of my head, i can't even remember an MMO where you can't die to the very first enemy you engage.

Voiceovers being removed makes perfect sense, since tutorials are being reworked. But no audio for tutorials makes the game look dated and amateurish. In this day and age, there should be voiceovers for missions, for important events, etc. In other genres, voiceovers have been standard since approximately 2004. In MMOs, voiceovers are becoming standard, at least for important key quests, and some MMOs (SWTOR, and partially AoC) have voiceovers for everything. Having a wall of text thrown at you can be softened a bit with a voiceover, even a partial one that only generally describes the next step. Without the voice, it just reinforces the "spreadsheets in space" stigma that EVE has to deal with.

The +/- for full speed or stop is no better than triangles, really. Plus implies increase, minus implies reduction. If I knew nothing of the game, I would have assumed acceleration and deceleration, not full speed ahead or full stop. Changing the - to a stop sign and + to >> or "full" or something would be more in line with what the buttons actually do.

The new tooltips, while great, will do more harm than good for a new player. They show things like falloff or tracking speed, and the new pilot might see them before knowing what they even mean, or knowing if or how important that information is. Knowing myself, if I saw a tooltip like that, I would immediately start trying to find out how my actions influence tracking and falloff, because my assumption would be that the game is player-skill based, not character-skill based. And knowing EVE's UI, I would have a heck of a time finding out the answer, and when I did find it, I wouldn't like it because it would essentially take me to that training queue tutorial and explained to me that to increase those I'd be looking at three weeks' training time.

Having said that, I think the in-space pointers are going to pay off in a major way. EDIT: In fact, it might be beneficial to re-do the game's UI to make better use of the in-space pointers. That is, instead of clicking an item in space, and the selected item changing, why not bring up the space pointer right on top of what you clicked, giving you the option to approach, warp, etc.? Would make the UI a whole lot more intuitive than it is right now.
Lord Helghast
Center for Advanced Studies
Gallente Federation
#37 - 2012-07-30 15:35:22 UTC
JamesCLK wrote:
WTB Right click menu that is as sexy as the mission objective HUD panel. Oops


So do i, why the hell doesn't the right click menu get cleaned up and the New HUD style that is sexy as ****.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#38 - 2012-07-30 15:36:53 UTC  |  Edited by: Salpun
Tutorial icon can not be removed from the newcom. The option gets covered up by the resume tutorial option and does not remove it from the neocom if highlighted and clicked. Do I need to bug report this?

Edit: I say this becouse there is also no way from inside the tutorial to drag that tutorial to chat. IE a player is not sure which tutorial page to link in chat so he opens up the tutorial and quickly goes thru the tutorials looking for the one that he wants to link. When the page is found you have to open up the help menu to drag the mission you want to chat.

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

See you around the universe.

Lord Helghast
Center for Advanced Studies
Gallente Federation
#39 - 2012-07-30 15:37:15 UTC
Jame Jarl Retief wrote:
Some thoughts I'd like to share about the blog. Overall impression is very positive, but some things just jumped out at me.

It was mentioned (and shown on the chart) that some people struggled with the part of the tutorial that introduced training queue and all that. Have you guys considered that the queue itself and the training system are the problem, not the tutorial?

What I mean is, I recently tried to get some people I know to play EVE. One of them, just as we reached the part with the skill queue, immediately wanted to see how long it would take for him to fly a specific ship. After he looked at training times, he just laughed and said the game is not for him because life is too short to waste on a game where it takes 3+ months to get anywhere. It's just too much of a commitment, one most people would be unwilling to make on an unproven game. Perhaps changing the skill training system, or even shifting the focus from character skill to player skill is the way to go.

Second thing that jumped out at me is changing the shields on the rookie ship so that the tutorial rats have no chance of killing the player. Did I read that right? Even in the most casual of MMOs, ones suitable for children of 6-8 years old, the beginner monsters have a very real chance to kill you. In some MMOs, being killed and dealing with it is part of the initial tutorial (like in upcoming Guild Wars 2, you where you get incapacitated during the tutorial no matter what you do). Off the top of my head, i can't even remember an MMO where you can't die to the very first enemy you engage.

Voiceovers being removed makes perfect sense, since tutorials are being reworked. But no audio for tutorials makes the game look dated and amateurish. In this day and age, there should be voiceovers for missions, for important events, etc. In other genres, voiceovers have been standard since approximately 2004. In MMOs, voiceovers are becoming standard, at least for important key quests, and some MMOs (SWTOR, and partially AoC) have voiceovers for everything. Having a wall of text thrown at you can be softened a bit with a voiceover, even a partial one that only generally describes the next step. Without the voice, it just reinforces the "spreadsheets in space" stigma that EVE has to deal with.

The +/- for full speed or stop is no better than triangles, really. Plus implies increase, minus implies reduction. If I knew nothing of the game, I would have assumed acceleration and deceleration, not full speed ahead or full stop. Changing the - to a stop sign and + to >> or "full" or something would be more in line with what the buttons actually do.

The new tooltips, while great, will do more harm than good for a new player. They show things like falloff or tracking speed, and the new pilot might see them before knowing what they even mean, or knowing if or how important that information is. Knowing myself, if I saw a tooltip like that, I would immediately start trying to find out how my actions influence tracking and falloff, because my assumption would be that the game is player-skill based, not character-skill based. And knowing EVE's UI, I would have a heck of a time finding out the answer, and when I did find it, I wouldn't like it because it would essentially take me to that training queue tutorial and explained to me that to increase those I'd be looking at three weeks' training time.

Having said that, I think the in-space pointers are going to pay off in a major way.


There is a mission in the carrier mission tutorials that you learn to die and deal with it... but they are talking the absolute earliest tutorial missions, you can't have people that come in and first thing that happens on undock is there popped its a bad experience.
St Mio
Imperial Academy
Amarr Empire
#40 - 2012-07-30 15:41:10 UTC
Looking good looking good!

P.S. please send Team Five 0 on calligraphy classes as Personal Skills Development :(