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EVE New Citizens Q&A

 
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Tutorial and Opportunities Suggestions/Comments

First post First post
Author
Ed Bever
University of Caille
Gallente Federation
#181 - 2015-09-23 23:39:03 UTC
Would it be an idea to allow the exporting of damage logs? For some of the theory-crafting i do from time to time it would be nice to have more then 1000 entries availeble at the same time.
Inanni Baal
University of Caille
Gallente Federation
#182 - 2015-10-01 08:34:29 UTC
I'm a new player. My biggest complaint is the lack of a tutorial. Any normal game, particularly one as complex as this, will start with one.

Instead, I was prompted to do things on this "Opportunities Map", so of course I started doing them, assuming it's a tutorial just with a funny name, maybe relating to in-game lore. Only later I realize it's not that at all, but a sort of Achievements Lite for Newbies that can get you killed.

Reading over this thread, it's obvious that there used to be a tutorial but it was taken out. Was the old tutorial was too long and complex? The solution can't be just to kill it and explain nothing instead.

It's not fun going into combat without understanding targeting, hot-keys, or ammunition. Fit out a Low Slot when you have no Low Slot gear at all and no hope of ever finding any. Here is some equipment you can't use - why? It is a mystery. Do I need to orbit the asteroid to mine it? If I buy ammo from two star systems away will someone deliver it? How do I scan with a probe? The answers are: No, Apparently Not, and Very Badly. Shocked


Finally I found a tutorial of sorts, or at least training missions tangible rewards -- Career Agents! Big smile

I only found these life savers in a Station after blundering around from system to system. I ended up taking two semi-difficult missions ("Soft Drink Wars") and nearly died tried to complete them in my Velator (a pitiful rookie ship) before discovering the more Basic Agents called Career Agents, who provide easier and more rewarding missions for actual money, useful skills and better ships.

Being poor, I did the Business and Industry guys' missions first and didn't have much trouble with them. I have done a few of the combat trainers' missionstoo. The one mission crafted from tears is the Gallente Exploration 3/5, where are you told "Scan down the site with your Scanner Probes" but never told what "scanning down" means. Most of the other missions and interfaces I could puzzle out without a real tutorial, but this one was almost a game-breaker. I managed to launch my Probes right over Gallente University Station and they just sat there and I just sat there until I realized I must be doing it wrong. Oops

If I had attempted the Exploration training missions first instead of Business or Industry I would probably have quit the game right there.

If I had never found the Career Agents at all and relied strictly on the Missed Opportunities Map, I certainly would have logged out never to return by now. Evil

But now three days later I have half a dozen ships and seven million ISKs. Lol
Much, much better than the first day.


There's a lot to like in this game: freedom of a sandbox, actual AUs and proper astronomy, combat, exploration, etc.

But the lack of a proper tutorial is a bad sign. That has to be driving off more players than it retains. A free-to-play iPhone game spends almost as much development and design effort on the first five, ten and sixty minutes as it does the rest of the content because that is where you hook a customer or lose them forever.

I am not sure it's worth it for me to invest time and money into a game with a static or declining player base if it can't do player acquisition and retention well. That would be like buying real estate on a desert island slowly eroding into the sea.
Eyfenna Garemoko
Tribal Liberation Force
Minmatar Republic
#183 - 2015-10-03 11:15:07 UTC
Nowehgo wrote:


Mountains out of Molehills: Mission 2 of 10
The tutorial provides a major red herring here. Right before the player is going to go mining, the tutorial mentions that the player can simply right-click on the screen to pull up a list of asteroid belts for the system. I dutifully picked a belt, jumped to it, mined veldspar, and triumphantly returned to turn in the mission only to be told that I didn't have the ore. It checked my item hanger. There it was. Why wasn't it being accepted? Only then did I realize that I needed to mine from a specific spot, not just any old veldspar. Yes, this is a good lesson in reading carefully, but it was frustrating to be completely baffled on only the second mission that I had attempted (after the intro tutorial). Perhaps adding, "However, for your current mission, you must jump to a specific spot blah blah" might avoid confusion while simultaneously teaching the new player about this aspect of some missions.




Missunderstood this one too and had to undock a second time.Lol
Telusar Bontan
Viziam
Amarr Empire
#184 - 2015-10-15 20:33:19 UTC
The opportunities often seem unclear and i do not know how to finish them properly.
Dorven Ravick
Doomheim
#185 - 2015-10-17 02:01:49 UTC
I'm a returning player on a new account, who previously quit after running out of free time to play the game. After spending two hours obsessively creating the perfect character, I was excited to go get my first ship!... only to find out that I already had the ship, and was apparently in the middle of fighting some drug runners or something. Apparently while I was contemplating whether to go with the red mohawk or the blue one, this **** was off fighting pirates without me. Okay cool, it makes no sense that I'm out here, but Aura is telling me to fly around, mine, and shoot people, so I guess it's not too confusing. Everything is going fine until I get back to station.

Aura is now telling me to sell something, and then immediately buy something else. Seeing as I have a cargo bay willed with veldspar I sell that off. The devs knew I'd have some ore lying around! Great game design! I bet this station is seeded with a bunch of 100 ISK trinkets for new players to buy! Oh wait, it's not. The asking price of every item seems to be 5-10 times my total net worth, so I guess I'm just supposed to sell my body to bittervets to get the funds I need to continue the 5th tutorial mission... Luckily I remembered that there was probably ammo on the market, so I bought 100 rounds at a huge markup because I figured the reward for the tutorial mission would offset my losses, except there are no rewards for the tutorial missions so I just spent 1/10th of my money on ammo for a gun I don't have yet. I don't even know if a brand new player would know to look for ammo, the civilian gun doesn't take any and I don't think I saw anything explaining that most guns don't work that way.

At this point I start to contemplate why the Minmatar gave me 5 grand in the first place. Wasn't I supposed to get some sort of Tribal Sponsorship that explained that I was the greatest of my people and subtly hinted that the Republic really didn't have any hold over me but was desperately trying to invoke a sense of national pride so that I'd stay loyal? 5 grand does not invoke any sense of loyalty in me. Thanks for the nickle grandma, if I find four more and fuse them into a higher denomination coin I can buy a gumball! Now I'm going to go play xbox and leave you alone to think about how you've been forgotten by the family.

Now Aura is telling me to fit my ship out, except I'm in the awkward position of not having anything to stick in the low slot, so I'm just standing there listening to Aura's encouraging words while I wait for her to realize that she hasn't provided me with the tools to complete my task, and she forgot to tell me that I'd need some modules before I started buying **** so now there's no money left for what I actually need. I know she's a robot, but if you could program her to feel shame at that moment I'd really appreciate it.

So I stumble around the menu for a bit, confused as to how I'm supposed to get the money to finish the tutorial, when I find the rest of the "opportunities", and realize that I'm not actually doing a tutorial, I'm just completing achievements. So I click the help menu to try to find the real tutorial which I am convinced that I missed somehow, and see that career agents are still a thing. I figure I might as well head over there and do that since Aura has apparently become ******** since I last played this game. On my way to the career agents Aura keeps popping up to congratulate me for trivial **** like turning on auto pilot or jumping through gates. She doesn't tell me why I'd want to do any of these things, she just tells me I did a good job hitting buttons.

I get to the career agents and decide to start some missions to finally re-learn how to play this game. I'm handed a skillbook that I am not told how to use, and upon trying to inject it I learn that I already have that skill anyway. I complete the delivery mission, then turn off the game to go do something more productive with my time. I'll probably be back tomorrow, but not before I leave passive-aggressive rants on message boards across the internet.

Seriously, I don't even get why the achievements are called "opportunities". I know this is EVE, but getting podded, selling crap at a loss, and doing pointless tasks for no reward do not seem like opportunities to me.

"Why don't you take the opportunity to go die in a fire. Welcome to New Eden, *****" -Aura
Dorven Ravick
Doomheim
#186 - 2015-10-19 01:10:32 UTC
I'm going to follow up my complaining with some actual suggestions. I'm probably going to roll a new character to go through the beginning stuff again, so there might be one more post from me, but under a different name.

I think the tutorial should have a few goals:

1. It should get you oriented in New Eden.
It doesn't have to explain all of the lore, but it should get a new player to understand their role in the game world. Player's should start in a station, and should be told that they have just become a capsuleer. They learn that their old body has just been biomassed, and that they are now in the body of a clone. They should learn that they are an exceptional individual from their home empire, but also be told that who they were before this moment is not really that important. Finally, they should receive some sort of completion token from their empire, to tie the player to their faction (playing Minmatar would not be the same without **** talking every Amarr player you encounter).

2. It should be out of the way
The entire thing should be able to be skipped. People rolling alts aren't going to want to redo the tutorial each time they start a character, and some new players are going to want to dive right into EVE with little instruction. Aura should give the player the chance to end the tutorial at any point, and the completion token should be awarded. Players should be able to return to the tutorial later on in the game if they get lost.

3. It should be worthwhile.
Players should receive rewards for completing sections of the tutorial. The rewards should not be as good as other missions (that would punish players who skip the tutorial), but your wallet should go up every time. Completing opportunities for no reward sucks. You feel like you're wasting your time. A little bit of cash would alleviate that frustration.

4. It should be able to be completed from the get go.
No more telling the player to fit a module in the low slot, without providing them with a low slot module. No more telling players to go get podded (whoever thought that was a good addition to the tutorial is an idiot). A new player should not have to leave the tutorial to get items required to complete it.

5. The tutorial should be an orientation, not a deep dive.
The orientation should be about getting players acquainted with various aspects of the game. One mission should cover controlling a ship. One mission should cover combat. One mission should cover interstellar travel. One mission should cover the economy. In every case, the player should learn what options are available to them, and learn how to dive into those options in greater depth. For example, the combat mission should let the player know that there are different ammo types, and give them some idea of where to look for more information. Career agents should be retooled to be a deep dive into concepts, and players should be expected to not complete all career agents.

6. Missions should be multiplayer.
I'm sure this is tricky from a technical standpoint, but tutorial missions should encourage the player to fleet up with others to complete them. Getting players to play together early on is good, and it's better to make the experience fun, rather than an action of necessity after you've slammed you head into a wall for hours trying to figure out how to afford a low slot module to finish the tutorial.

Finally, "opportunities" need to go, or at least be renamed. They are an achievement system, not a new player experience. At the very least rename them to "experiences" so new players don't think that getting podded is some opportunity for them that will lead to great riches. It won't. Your first time waking up in station is a big deal, but it's general not something to aim for.

The old tutorial wasn't perfect, but it got you from your first station to the career agents, and it gave you some exposition about the world you were in. I don't see how waking up in space with no direction except for a "TO DO:" list tacked to your hull is an improvement.
Dorven Ravick
Republic Military School
Minmatar Republic
#187 - 2015-10-23 14:44:53 UTC
Hi my name is Dorven Ravick. Completely unrelated to the old Dorven Ravick, who is dead now. I went through the entire tutorial again, and wanted to revise my thoughts. The starting system is actually really fun to play around in, and helps you learn a lot, but I only discovered that by immediately closing the opportunities and just flying around. I think I see what you were going for with opportunities, but I still think there are a few issues.

1. The opportunities go too fast.

If you attempt to follow the opportunities like a regular tutorial, you'll fly your ship around a bit, shoot a guy, shoot a rock, then dock up and try to figure out how the market works. Then you're told to leave the starting system. The player has now been directed out of the starting system and hasn't even gotten to play with any of the cool civilian items/blueprints the rats drop in the starting system (and they've likely sold the one they took off the first guy they shot). This is not ideal. I think the solution is to have opportunities be triggered by a player action before they show up on your screen. Of course, the player should still be able to manually select an opportunity they would like to attempt, but I think it would be better if say, the market tutorial popped up when you open the market. There could even be multiple triggers. Perhaps the market opportunity pops up when you hit a certain isk threshold, or when you pick up an item (maybe a special tag?) that has value to an NPC buyer in the system. Some things could even be on a simple timer. Let the player explore the starting system for 30 minutes before suggesting they jump out. There's a lot of cool stuff in there, and I think the onslaught of tutorial popups is going to direct newbies away from it too quickly.

2. It breaks suspension of disbelief.

I explored the spawn point a little more this time around, and as far as I can tell the story now is this: I'm a rogue clone who, after illegally becoming a capsuleer and being given a ship by my underworld buddies, shoots all my former friends before docking up at a Republic station with no problems from the law. I dislike the rogue clone thing for personal reasons, but I couldn't say it was a bad decision if there was some explanation as to why my empire is suddenly my best friend after I commit what I imagine must be several felonies. And why is it that I attended the Republic Military School if I'm part of the criminal underworld? And if we're not supposed to be rogue clones now, why do we spawn outside a rogue cloning facility? I think the pilot should start in a station. Let them get their bearings, then direct them to fly to the rogue cloning facility to fight bad guys. That would help keep immersion, and would explain to the player who they are, and where they fit in the EVE universe. I think it might be a good idea to break the navigation tutorial into a more standard mission. The other opportunities feel like things you're meant to stumble upon, but basic navigation is a necessity to interact with the game. Doing so would also allow you to easily add a little more context to the first minutes of playing EVE.

3. Opportunities can't decide if they're tutorials or achievements.

Some opportunities tell you how to fly around and shoot people, others tell you to join a player corporation and die in a fire. The first two instruct the player on how to better interact with the game, they are tutorials. The second celebrate some milestone in a player's career, they are achievements. We should not be instructing players to get podded, and celebrating mining a rock is a little underwhelming. I think the "achievement" opportunities should either be broken off into a different system, or removed entirely.

4. Career agents suck.

I originally though the career agents were a better introduction for new players, but after playing them again, I can say with certainty that they suck. I think opportunities need to be iterated on before I would stop directing players to career agents, but they really make the beginning portions of the game a drag. I hope opportunities are refined to the point where career agents can be removed from the game completely, and on that day I will celebrate!

5. MORE TOOLTIPS

They don't have to be tooltips, but give me a way to learn what optimum range means on a salvager. Does it work best at that range, or is that the max range? I thought there were some the last time I played (if I turned them off disregard this section), but I think they would be a big help in filling in the gaps new players have, without forcing them to leave the game to look something up.

That's all I got. Trust in rust, and may your duct tape never run out.
Thierry Orlenard
Center for Advanced Studies
Gallente Federation
#188 - 2015-10-23 15:03:07 UTC
You should really repost this in Features and Ideas:

https://forums.eveonline.com/default.aspx?g=topics&f=270
Trirene
The Scope
Gallente Federation
#189 - 2015-11-16 14:54:18 UTC
Since CCP gave new players a bunch of skills already trained up to 400k SP, It seems pointless that the career agents give us skill books that are already trained up, like for example I got the Motion Prediction skillbook but It's already trained up to lvl 2. What kind of rewards should we get instead?
Eike Miromme
Blackwater Industries G.C.
#190 - 2015-12-11 13:05:00 UTC
The GM caring seems really nice!
Received today, at my third day in game the gm message with informations for beginners and he also answered a question according the industrial agent mission 3/10...
Now i know how to repackage stuff ;)

Thx GM Tegrino !
Wendy Riker
Royal Amarr Institute
Amarr Empire
#191 - 2016-01-08 13:09:00 UTC
Is there any plan to restore the tutorial? Even the ISDs in the Rookies channel make no pretence that the Opportunities have any use, and accept that they have to explain ad nauseum what to do in the career missions, as Aura no longer pops up to help with the mechanics of what they're supposed to do. Even that doesn't happen until someone has told the newcomers to press F12 and find the Career Agents, because there's absolutely nothing to tell the player that they exist.

When I started, I must say I wasn't actually that keen on playing Eve, and only came to try it because friends of mine insisted that it wasn't just another PK game and that there was plenty to enjoy. I didn't tell them I'd got a trial account, so I came in with no help at all. Aura greeted me and guided me through all the strange things (I've never played another space or shooting type game), explaining everything I needed to do, so I felt I'd be able to cope in this universe. She appeared between career missions to give explanations on things like scanning, explained some of the jargon (I wish I had a million isk for every time I've had to tell a rookie what the "third room" is since Aura isn't there) and gave out numerous modules, as well as hints for "mini-careers". After completing the whole tutorial I promptly subscribed and made another account, trying a different race. My experience was even better because I knew which parts I could glide through and where my knowledge was sketchy and I needed to pay more attention. When I finished that I contacted my friends, joined the corporation and am still here after three years, with several more accounts.

If my initial experience with the game had not been that positive, if I'd been left as the bittervets seem to think I should, with "Here's a ship, go kill yourself", I don't think I'd have lasted two days in the game. Whilst I realise that many have the attitude that that is the how it should be, that the lack of help in the beginning weeds out those who don't belong in the game, I don't accept that this is CCP's intention.

It is thanks only to the sterling work by the ISDs and some dedicated vets in the Rookies channel that most newcomers make any sense of the Opportunities or ever find the Career Missions. It makes absolutely no sense that Aura was removed from her rĂ´le of guiding the newcomers through the first 50 missions and explaining game mechanics to them, like how to mine, how to move to another system, how to sell, etc. On that note, CCP also had a brilliant video on scanning but that now appears as "private" to most people. Even if the interface has been changed, it's still a lot better than just being told to go scan, which is what the opportunity "To Boldly Go" and the exploration career missions do. It would also be preferable to the assorted veterans trying to explain in a couple of lines of text how to accomplish a 3D operation.

It's understood that CCP wants to make a new tutorial, hopefully including a new video (please use either Aura or another nice clear voice like hers) but until that happens, would it be too much to ask to have the original explanations and video available?
Notorious Dr Li
State War Academy
Caldari State
#192 - 2016-01-10 12:52:07 UTC
Rory Gleasen wrote:
First post, brand new player trying to learn this game through the new system.

First the GOOD bit. Straight away in a ship in space with enemy's nearby, quickly learnt the basics of moving then went on to own two pirates. made me feel like a pro right away.
I would have liked something flashing on my overview, like "click here, then here to shoot people" but I figured it out quick enough, so i guess it wasn't necessary.

Went to dock and ticked off an opportunity there, then got the very vague "buy something" opportunity.
1 - what do I need???
2- everything is quite expensive and as a new player I'm pinching every penny
3 - I haven't even worked out a source of income to recoup the cost of buying this wasted item!

I went ahead an bought a unit of ammo I couldn't use and sold it back to complete another opportunity, but it was scary and confusing early on in the game.
I think it's really important to introduce the market, I wanted to check out what I could do to my ship as soon as I docked, but this could be massively improved with some direction. If the mining laser was left off my ship at the start and I was told to buy that, and where i'd find it, that would be perfect. gives me something I clearly need/want, and some assurance that I'll make some money from my purchase.

Next up I chose the opportunity to contact and agent as I'd read that that was a great way to start the game. I got myself a level 1 mission and got blown to pieces very quickly. The tutorial missions weren't even available in the system I started in and It was only by reading the forums and learning they could be found by hitting F12 that I got onto them.
It would be really very simple to use the opportunities system direct new players to the tutorial missions.


I really like the look of the opportunities system, but really, I need something linear.


And this from a player who has not experienced the old tutorial and does not know that it fulfilled all the requests he made here.
Yes Aura could be irritating and could have done with a proper 'off' switch, but opportunities popping up in the feed all the time saying completed this that or the other are similar.

I have seen lots of questions in rookie chat that seemed far too basic and players are clearly unaware of the career agents.

Yes the opportunities system is pretty, but it's also pretty useless. You have injected the prettiness into the hacking part of the game so have done with it at that. I can see everyone here is saying the same thing but I see no response to it all after a long time. This is the old arrogance that drove me away from Eve years ago - oh we are gods and can do no wrong. WRONG you are a business serving customers so LISTEN to them.

Now into something else (which you probably also won't listen to..) The updates on new player skills are actually pretty good but it makes the career mission rewards into a bit of a joke: You keeping getting these books that you have already trained. Some career missions have virtually no reward to them except the training. Time for an update: Get rid of the books and put something else in their place.

In summary:
1. Go back to the old training system but give Aura a proper off switch.
2. Update the career mission rewards.

You won't do any of this though will you - so folks watch this account go dormant ...
Arton Agittain
Doomheim
#193 - 2016-03-02 00:35:50 UTC
Personally I found more help by looking at the older tutorial on Youtube videos. The tutorial I'm speaking of is where you start in a station and have Aura as your guide through the basics with some free skill books/modules given + some easy missions to complete.

I do think it would be possible to keep the current Career Agent + Opportunities system IF you start out in the station your school's career agents are located instead of starting in the middle of nowhere with no idea of where to go as is currently the case.

I also agree on that the rewards for Career Missions have to be updated. One idea could be to remove the skill books for skills you already have and instead add free basic modules or some extra ISK.
Ferrum Yeongsa
Republic Military School
Minmatar Republic
#194 - 2016-03-09 19:28:51 UTC
From a brand new player who has less than 2 hours in the game:

Please put a tutorial in the game. The new player experience is awful as it is right now.

Every new player guide I find online mentions doing the tutorial. What tutorial? Opportunities? That doesn't sound at all like what they're describing.

You start in some random spot in space with no explanation as to where I am or how I got there. No context at all. Just some pop-ups that fool you into thinking it's a tutorial only to start randomly bouncing all over the place to things you can't even do. Fit low power modules? I don't have any...I think? Buy something? I have 7,000 ISK and most things cost millions.

I think I read somewhere that the devs thought the tutorial was too much hand holding? That's a joke right? For a game this complex, a little hand holding, even if only for an hour or two, is not a bad thing.

Were they getting negative feedback on the tutorial or something? Because what's in the game right now seems unacceptable.

I was really excited to play this, but after an hour or two of fumbling around I'm already really overwhelmed and discouraged. To make any progress in this I'm going to have to do lots of tedious research.

Why is it tedious? Because as old as this game is, so much has changed that most guides are outdated. The screenshots in peoples' guides show a game and UI that looks nothing like mine. Google searching this game is a massive mess. And you know what most new player guides say? DO THE TUTORIAL! AGHH!

I also read they took out the EVElopedia. They took out the tutorial. Do they hate new players? Are the devs burned out and subtly trying to kill their game?

This game seems like a treasure trove of wondrous fun, locked behind the vault of a huge UI hurdle and lack of a tutorial. Why EVE creators? Why?
SweetDaddy Jones
Tycho Corp
#195 - 2016-03-10 12:37:19 UTC  |  Edited by: SweetDaddy Jones
So, the game does still have a "tutorial" of sorts in the form of Career Agents. Given the open nature of the game and what CCP is seeing about new player retention, it doesn't need a massive tutorial. What I think the NPE (New Player Experience) *does* need is an Opportunity or blatant message directing players to hit F12 and/or Career Agents much earlier on.

The first few Opportunities teach you just enough to figure out how to reach the Career Agents and then they do a good job breaking the game into smaller, educational chunks. The Career Agent mission rewards are also so good for new players I'd consider them essential.

If new players learn to hit F12 within the first hour or two and figure out how to start doing Career Agent missions, they'll probably be okay. Less fortunate players may rage quit before they receive that game-saving advice though.

Also, to those who think the "Rookie Help" channel is the answer, it's way overwhelmed most of the time. I haven't been able to get a single question answered there because for every 1 answer, there are 5+ questions flooding the channel and I don't think anyone even sees my question.

I don't want to make it worse and just keep asking it though so I gave up. I still lurk there just to see what other new players are asking and to gather what tips I can. I feel bad for the helpful folks in that channel trying to keep up with the tide of confusion though.

TL, DR: No tutorial works, but please seriously consider guiding new players to Career Agents ASAP!
Ronnoc Ffual
Viziam
Amarr Empire
#196 - 2016-03-10 23:09:37 UTC
Hey guys, I just started up yesterday and was looking for someone or a few people who may be able to help me out over the mic with learning the ropes to this game, I've got a few things down already, but I still need some help with this. I'd definitely appreciate it.
Golan Tissant-Mei
eXploration Ops
#197 - 2016-03-12 11:43:39 UTC
I have had a few hours time to get adjusted with the game over 3 days and a good chance to gain new skills and level them up, acquire some credits and mess around the starting system. Have experience with multiple space sims, out of which X3 is the one I spent most time in, sandbox/open-world games of any genres, mostly Paradox games (so I actually have a great deal of experience with clunky interfaces and games that need tutorials/guides in order to be played). EVE is much better put together than most of the existing space games and most of its features don't seem that complex individually, but in it it's harder for me to put the information together in order to understand what I might need to do for each new action I'm interested in. And while I mostly like the UI, some times is not that well thought through and I think those annoying issues about it is why EVE attracts so many misanthropes, as it reputation suggests.

Wanted to get started asap, so what to do? Do the tutorials some people said and there are even guides of how to start in a minimal time to be proficient at a certain profession. Can't disagree more, it's the best way to lose new players.

The tutorial itself is not necessarily bad. Why handhold players if the rest of the game will not be like that? However, when it pits the players against those limitations of the UI, it's a recepy for creating internet trolls. It's that annoying or worse. The individual issues aren't that bad, but there are a lot of weird situations that a new player might find themselves in.

Got a large list of issues that I've ran into which I gathered in notes in the game and kept a journal too, just in case I might need to do a guide for newbs and for individual activities, as the existing ones seem better suited for returning players that start over then for new comers.

Quote:
Both the UI and the tutorials could benefit from this joke about jokes: if you have to explain it, it's not that good! It's the best constructive advice I could give to designers and developers of EVE. If they think the UI can be fixed easily, then they should at least have a tutorial that doesn't make the player research game mechanics outside of the game.


Have 2 examples from the business tutorials missions 2 and 3:
Fitting the ship was a bit weird. When I opened the screen after stipping the existing components, I expected to be able to "fit" the ship. Nope. You have to actually open a secondary window, as much as I understand. At least the inventory. Why?? It's just a ship overview window, it's misleading. However that wouldn't be that big of a problem if the mission would explain enough in order to do that with only information you have in game - but then again, if you have to explain it....
Also, in mission 3, I have bought the required resources and mined and processed the remaining when I couldn't complete the missions with that workaround. Still doesn't work:
http://images.akamai.steamusercontent.com/ugc/321251624522760182/0ACD26226435EF71AD395E39367F50A000990C56/

The reason why I think this should be improved is because it has no learning value to the player. There are games that add apparently "unnecessary" complexity that allows the player to understand game mechanics that they would otherwise skip or won't remember unless they would fail in those early attempts.

Another improvement that can make the entire gaming experience better and would make most basic tutorial useless would be to add better tooltips that list all of the items that infuence a contextual action. Learn from Paradox games, instead of disabling contextual options, grey them out and allow the player to understand in a tooltip the reason why they can't use that option. A good example in EVE is the requirements tab when it comes to skills. With the fitting window example I gave above, there are 2 ways that might have been better: 1) the window contained all the needed items (or not have a misleading name that create incorrect expectations), 2) was pressing the "hardpoints" from where teh weapons disappeared, those should either have functionality or give a reason why they have any functionality even though teh mouse overlay changes over them.

The reason why I insist on how basic functionalities work is because I think the format of the tutorial missions might be better, considering the game won't handhold you and I would instead want more dynamic information available in game to improve the learning experience (which let's be honest, it's one of the best things EVE has to offer a new player).
J'Poll
School of Applied Knowledge
Caldari State
#198 - 2016-03-12 14:51:14 UTC  |  Edited by: J'Poll
While the tutorials are far from perfect and (may) need (massive) improvement, I think the easiest solution is:

Remind people they are playing a MMO and not a singleplayer game. With them, there are thousands of others logged in, both old and new. And plenty of those people are willing to help other players with some questions and answers, some more dedicated then others to that job.

*RL example: When I started my new job last year, I didn't go out there and tried to learn everything I needed by RTFM, I just asked my fellow co-workers how stuff worked, what needed to be done etc. Why invent the wheel again, when others already know that circular is the best shape*

Sure, we have the help channel, but 99% of the time I look in there is one massive troll-fest cause the lack of moderation in it by CCP and ISD. The other weird thing I still find odd, let's dump all the new players together in "Rookie help", it's the blind leading the blind. If there isn't any ISD or CCP or the odd alt of a helpful player around there it's utterly useless.

So, why not let new players by tooltip, pop up or standard evemail know that there are people that can assist them through certain channels and/or the forums.

And why not expand on the whole ISD/CCP system by having regular guys that love to help new players assist them at their leasure (this last thing I would jump in the moment it goes live). CCP, USE your extensive playerbase to get people in the game.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Golan Tissant-Mei
eXploration Ops
#199 - 2016-03-12 20:54:01 UTC
The fact that the game is a MMO and other can chime in is not really a good solution to the limitations of the tutorials and what keeps a player in or not.

Also, I did got useful suggestions on steam forums and help to the whatever wasn't clear to me for various reasons in the Rookie chat window, despite their limitations.
ISD Athechu
ISD STAR
ISD Alliance
#200 - 2016-03-13 05:18:19 UTC
J'Poll wrote:

And why not expand on the whole ISD/CCP system by having regular guys that love to help new players assist them at their leasure (this last thing I would jump in the moment it goes live). CCP, USE your extensive playerbase to get people in the game.


As an FYI

We're working on the lack of ISD. It should be fixed soon :)

Those who have applied you're welcome to mail me or any other ISD member you see regarding your application and we can forward your request to the appropriate people.

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011