These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Tutorial and Opportunities Suggestions/Comments

First post First post
Author
Woeful Animation
Ascendent.
Test Alliance Please Ignore
#61 - 2013-03-18 15:53:37 UTC
I tried Eve as a trial account several years ago, and recently (a week ago) returned.

1. Bravo -- The tutorial missions are light years ahead of where they were back in the day. CCP should be commended.

2. The Mining Mission, Mountains out of Mole Hills, was a complete pain. The first time I had to go out and find Veldspar on my own, lead to a great deal of frustration and gnashing of teeth. It was the first mission that actually turned me loose into the universe and made me go find an asteroid belt. Every one I warped to was mined out. The hints from rookie chat were not helpful. Adding a few lines in the text to inform the player, that we are not bread crumbing (acceleration gating) you to an area would be helpful. Warn the player that use of actual asteroid belts is required and warn the player that he/she might have to visit several systems to find an active Veldspar site. (True in the US especially because we play typically late in the daily cycle).

3. Industry and Business was poorly designed. It would be helpful to increase the manufacturing capacity of the starter area, or alternatively direct me to gated base to make the materials. Either way, I felt like I didn't learn how to make stuff, because the 4-6 hour wait, in manufacturing time, didn't really help reinforce the basics. Suggest one mission where the materials are provided and travel to a site to manufacture it, so we can learn the blueprint site selection process. Create another mission where we are then sent out in the system to collect the items. Finally give us the finale where we build our own ship ect. (In the current format, I found it easier to just buy the stuff off of the market and move on).

4. A large part of Eve is the PvP nature of the game, but we are not taught the basics. A directional scan tutorial would be helpful. Send us to a dead space pocket and make us scan down some fake PvP targets. Tell us a few times when we system jump to run a directional scan of the system for enemy PvP targets. Give us warning that its a dangerous game, and situational awareness as well as the training to use the tools to be situationally aware is also important. Give us a tutorial where we are gate jumped, and tell us to run away or have us 1 v 1 fight it out. Make us learn to deal with a warp scrambler, ect.

5. Finally, let the tutorials lead us to agents that have missions for us to run. I am still confused about how I can get missions from some agents and not from others. A few days ago, I joined a Corps and moved my primary base of operations to another part of the universe. Now I have problems finding agents except the clunky map, system read, agents available, drop down menus. I have no suggestions in this regard. Maybe an game mail from agents who are available in my region and want my services would help.
J'Poll
School of Applied Knowledge
Caldari State
#62 - 2013-03-18 16:33:31 UTC
Woeful Animation wrote:
I tried Eve as a trial account several years ago, and recently (a week ago) returned.

1. Bravo -- The tutorial missions are light years ahead of where they were back in the day. CCP should be commended.

2. The Mining Mission, Mountains out of Mole Hills, was a complete pain. The first time I had to go out and find Veldspar on my own, lead to a great deal of frustration and gnashing of teeth. It was the first mission that actually turned me loose into the universe and made me go find an asteroid belt. Every one I warped to was mined out. The hints from rookie chat were not helpful. Adding a few lines in the text to inform the player, that we are not bread crumbing (acceleration gating) you to an area would be helpful. Warn the player that use of actual asteroid belts is required and warn the player that he/she might have to visit several systems to find an active Veldspar site. (True in the US especially because we play typically late in the daily cycle).

3. Industry and Business was poorly designed. It would be helpful to increase the manufacturing capacity of the starter area, or alternatively direct me to gated base to make the materials. Either way, I felt like I didn't learn how to make stuff, because the 4-6 hour wait, in manufacturing time, didn't really help reinforce the basics. Suggest one mission where the materials are provided and travel to a site to manufacture it, so we can learn the blueprint site selection process. Create another mission where we are then sent out in the system to collect the items. Finally give us the finale where we build our own ship ect. (In the current format, I found it easier to just buy the stuff off of the market and move on).

4. A large part of Eve is the PvP nature of the game, but we are not taught the basics. A directional scan tutorial would be helpful. Send us to a dead space pocket and make us scan down some fake PvP targets. Tell us a few times when we system jump to run a directional scan of the system for enemy PvP targets. Give us warning that its a dangerous game, and situational awareness as well as the training to use the tools to be situationally aware is also important. Give us a tutorial where we are gate jumped, and tell us to run away or have us 1 v 1 fight it out. Make us learn to deal with a warp scrambler, ect.

5. Finally, let the tutorials lead us to agents that have missions for us to run. I am still confused about how I can get missions from some agents and not from others. A few days ago, I joined a Corps and moved my primary base of operations to another part of the universe. Now I have problems finding agents except the clunky map, system read, agents available, drop down menus. I have no suggestions in this regard. Maybe an game mail from agents who are available in my region and want my services would help.


I disagree with the fifth point else is very good.

Your fifth point is only helpful if you want to run missions and not everybody does that.
Also there is the in game agent finder. Which you can use to search for available agents and has several options to specify what you are looking for (level, NPC corp or faction, type, location). So that tool should make finding agents easy, and it actually works great.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Woeful Animation
Ascendent.
Test Alliance Please Ignore
#63 - 2013-03-18 17:42:28 UTC
If the tools are already in the game. I believe you. Then, I suggest a tutorial that leads me as to how this feature is accessed and why its important. When I log in tonight, I will try to find this tool and learn to use it right away.

One of the unspoken points is that I don't understand and didn't see a game provided explanation as to how agents are unlocked. Simply telling me to come back with a referral, doesn't help a new player. I go "okay you need a referral, how do I go about getting one of those." For long time players it might be obvious.

I understand that all players are not going to be mission runners. That's fine. I am not suggesting that missions are the only way to play. For someone, like myself with a ton of MMO experience, mission running translates well to game mechanics (read quests) that I am already familiar with. I have no intention of only being a mission runner, but as a new player I need the missions to grow accustomed to the game, the menus, the UI and other necessary parts of the game. Providing people like me, with a few bread crumbs, like an agent saying. Hey you are new to the area, I need some help. Look me up at [ Location ] if you need work, would be really cool, IMO. Reinforce the in game search by making me find another agent and directing me to use the tools.

Eve has a huge tool box. I understand maybe 5-10% of the tools. Covering the rest in trial and error is okay to a point, but ticklers are also important to let me know what to do and how to do it. A search feature is not intuitively obvious IMO, without a mission or two that requires me to use the tool and hunt down the agent I need (or should use).
J'Poll
School of Applied Knowledge
Caldari State
#64 - 2013-03-18 18:01:29 UTC
Woeful Animation wrote:
If the tools are already in the game. I believe you. Then, I suggest a tutorial that leads me as to how this feature is accessed and why its important. When I log in tonight, I will try to find this tool and learn to use it right away.

One of the unspoken points is that I don't understand and didn't see a game provided explanation as to how agents are unlocked. Simply telling me to come back with a referral, doesn't help a new player. I go "okay you need a referral, how do I go about getting one of those." For long time players it might be obvious.

I understand that all players are not going to be mission runners. That's fine. I am not suggesting that missions are the only way to play. For someone, like myself with a ton of MMO experience, mission running translates well to game mechanics (read quests) that I am already familiar with. I have no intention of only being a mission runner, but as a new player I need the missions to grow accustomed to the game, the menus, the UI and other necessary parts of the game. Providing people like me, with a few bread crumbs, like an agent saying. Hey you are new to the area, I need some help. Look me up at [ Location ] if you need work, would be really cool, IMO. Reinforce the in game search by making me find another agent and directing me to use the tools.

Eve has a huge tool box. I understand maybe 5-10% of the tools. Covering the rest in trial and error is okay to a point, but ticklers are also important to let me know what to do and how to do it. A search feature is not intuitively obvious IMO, without a mission or two that requires me to use the tool and hunt down the agent I need (or should use).


You unlock agents with standings.

And like you said, EVE is big and a sandbox. This prevents CCP to make tutorials that explai n everything as each person in EVE plays it in their own unique way (or at least (s)he should).

This where the phrase MMO comes into play. You are playing with/against other people. Ask around, plenty of helpfull people in EVE.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Sabriz Adoudel
Move along there is nothing here
#65 - 2013-03-20 22:11:47 UTC
Woeful Animation wrote:
If the tools are already in the game. I believe you. Then, I suggest a tutorial that leads me as to how this feature is accessed and why its important. When I log in tonight, I will try to find this tool and learn to use it right away.

One of the unspoken points is that I don't understand and didn't see a game provided explanation as to how agents are unlocked. Simply telling me to come back with a referral, doesn't help a new player. I go "okay you need a referral, how do I go about getting one of those." For long time players it might be obvious.

I understand that all players are not going to be mission runners. That's fine. I am not suggesting that missions are the only way to play. For someone, like myself with a ton of MMO experience, mission running translates well to game mechanics (read quests) that I am already familiar with. I have no intention of only being a mission runner, but as a new player I need the missions to grow accustomed to the game, the menus, the UI and other necessary parts of the game. Providing people like me, with a few bread crumbs, like an agent saying. Hey you are new to the area, I need some help. Look me up at [ Location ] if you need work, would be really cool, IMO. Reinforce the in game search by making me find another agent and directing me to use the tools.

Eve has a huge tool box. I understand maybe 5-10% of the tools. Covering the rest in trial and error is okay to a point, but ticklers are also important to let me know what to do and how to do it. A search feature is not intuitively obvious IMO, without a mission or two that requires me to use the tool and hunt down the agent I need (or should use).



Agents have a minimum standing to access them. IIRC L1 agents have a minimum of negative 2.0. L2 are baseline positive 2.0, L3 4.0, L4 6.0 and L5 (which are not designed to be beaten solo) are 8.0. However each agent has a hidden 'Quality Factor' that modifies these figures by up to 1.0.

The highest of your personal agent standing, your standing with the agent's corporation, and your standing with the agent's faction must be at least equal to the agent's minimum.

In practice, this means you want to start out running level 1 missions for an agent that works for a corporation that has level 2, 3 and 4 (and maybe 5 if you see those in your future) agents.

The Agent Finder tool is just above the list of agents in your station view. It is a tiny button.

Also just a tip - for a new player, the money in agent missions is to be found in the best 15% of salvage drops. Fit a salvager to your ships or refit salvagers and tractor beams after completing the objectives and before turning the mission in.

I support the New Order and CODE. alliance. www.minerbumping.com

J'Poll
School of Applied Knowledge
Caldari State
#66 - 2013-03-20 22:28:32 UTC
Sabriz Adoudel wrote:
Woeful Animation wrote:
If the tools are already in the game. I believe you. Then, I suggest a tutorial that leads me as to how this feature is accessed and why its important. When I log in tonight, I will try to find this tool and learn to use it right away.

One of the unspoken points is that I don't understand and didn't see a game provided explanation as to how agents are unlocked. Simply telling me to come back with a referral, doesn't help a new player. I go "okay you need a referral, how do I go about getting one of those." For long time players it might be obvious.

I understand that all players are not going to be mission runners. That's fine. I am not suggesting that missions are the only way to play. For someone, like myself with a ton of MMO experience, mission running translates well to game mechanics (read quests) that I am already familiar with. I have no intention of only being a mission runner, but as a new player I need the missions to grow accustomed to the game, the menus, the UI and other necessary parts of the game. Providing people like me, with a few bread crumbs, like an agent saying. Hey you are new to the area, I need some help. Look me up at [ Location ] if you need work, would be really cool, IMO. Reinforce the in game search by making me find another agent and directing me to use the tools.

Eve has a huge tool box. I understand maybe 5-10% of the tools. Covering the rest in trial and error is okay to a point, but ticklers are also important to let me know what to do and how to do it. A search feature is not intuitively obvious IMO, without a mission or two that requires me to use the tool and hunt down the agent I need (or should use).



Agents have a minimum standing to access them. IIRC L1 agents have a minimum of negative 2.0. L2 are baseline positive 2.0, L3 4.0, L4 6.0 and L5 (which are not designed to be beaten solo) are 8.0. However each agent has a hidden 'Quality Factor' that modifies these figures by up to 1.0.

The highest of your personal agent standing, your standing with the agent's corporation, and your standing with the agent's faction must be at least equal to the agent's minimum.

In practice, this means you want to start out running level 1 missions for an agent that works for a corporation that has level 2, 3 and 4 (and maybe 5 if you see those in your future) agents.

The Agent Finder tool is just above the list of agents in your station view. It is a tiny button.

Also just a tip - for a new player, the money in agent missions is to be found in the best 15% of salvage drops. Fit a salvager to your ships or refit salvagers and tractor beams after completing the objectives and before turning the mission in.


Almost correct:

Level 1: Standing of -2.0 or better.
Level 2: Standings of 1.0 or higher
Level 3: Standings of 3.0 or higher
Level 4: Standings of 5.0 or higher
Level 5: Standings of 7.0 or higher

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Oraac Ensor
#67 - 2013-03-21 02:17:08 UTC
We seem to be getting a bit distant from the 'Tutorial Suggestions' theme.
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#68 - 2013-03-28 15:31:04 UTC  |  Edited by: Nicen Jehr
I am running the NPE in the quest to boost Gallente standings.

In Balancing the Books (2 of 10) Aura gives me an Accelleration gates tutorial.

Step 2 of 3 says:
Aura wrote:
Once outside the station, warp to your mission location by right-clicking in a void point of space and selecting it from the warp-to list. When you get there you should see an Acceleration Gate.
I suggest (throughout all tutorials!) directing players to the Agent Missions Info Panel which Retribution introduced. Navigating with the info panel is much easier than navigating the right click tree.

EDIT: after a bit more experimenting I am not sure the info panel is best. Because... there are two ways to hide the needed 'Warp To' button. 1. you can click the square icon above the info panels; 2. you can collapse the Agent Missions info panel with the triangle to its left. So if players don't know about these UI elements they may misplace an info panel and get frustrated.
Untanas Volmyr
Perkone
Caldari State
#69 - 2013-04-09 21:07:39 UTC  |  Edited by: Untanas Volmyr
The tutorials where a great help getting me familiarised with the basics. However once i finished i did not notice any indication of where to go next. I chose exploration for a career. And i was hoping i may have been pointed in the direction of perhaps a station offering exploration missions. The thought of wandering out into the great astral yonder was appealing enough. So i went out on my own spending several hours trying to track an anomalie that kept moving. Eventually i felt i should run missions for now so i know I'll get isk and faction. I do wish to continue exploring. Eventually. This was a few months back. If there's a progression line I could follow. It would be nice to get an evemail.

Murphy's Technology Law - If your not thoroughly confused. Then you were not thoroughly informed.

Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#70 - 2013-04-10 03:00:30 UTC  |  Edited by: Nicen Jehr
In Making Mountains of Molehills (1 of 10) the mission is not completable unless you put the 999 units of veldspar in your cargo bay or item hangar.

I mined it in the venture I was given in another tutorial, so the ore was in my ore hold.

Nowhere (at least in this mission text) does it specify that the ore hold isn't a valid location to complete the mission.

So please spell that out, or allow the mission to take the 999 units from my ore hold and complete successfully

o7
NJ
Oraac Ensor
#71 - 2013-04-12 04:05:54 UTC  |  Edited by: Oraac Ensor
Untanas Volmyr wrote:
However once i finished i did not notice any indication of where to go next.

The tutorials pesumably served their purpose and where you go next is up to you.

However, if you had paid attention to the info boxes that appear regularly throughout the tutorials you would have noticed a suggestion that you you proceed to visit Sister Alitura at the Sisters of Eve Bureau in Arnon, who would offer you the SoE Epic Arc - the customary final stage of capsuleer training.
Ygnizem Cenia
Doomheim
#72 - 2013-04-13 15:22:18 UTC  |  Edited by: Ygnizem Cenia
First, some quick oddities:

*Aura stubbornly sends you to the Mission Journal to set destination to pick-up/dropoff locations, even though it can be done much faster and more easily using the Mission Panel.
*Angel of Mercy for Pator Tech School does not blow up your ship.
*Angel of Mercy for State War Academy does not blow up your ship.
*The Guristas Battlestation in Angel of Mercy for State War Academy does not drop any loot(other pirate stations in other version of this mission do)
*The Stand allows for both Frigates and Rookie Ships to enter the mission area. Don't know if that's intentional.
*Both Angel of Mercy and The Stand for Amarr give the player EWAR frigates(Crucifiers) to blow up. That results in a significant income difference compared to other factions(which give fast frigates) if the player is smart and insures the ship.
*The Stand for Caldari provides the player with a fast frigate. Hovewer it is a Condor, which does not have any turret hardpoints, and it's extremely unlikely that the player will have any missile skills at this point. The player is required to destroy one enemy ship, but is effectively given a ship he/she cannot fit in any offensive fashion for this purpose.
*Business Agent sends you on mining missions without providing you with a mining laser.
*Business Agent wants you to manufacture things without providing Industry skillbook(or information that you should obtain one, and where)
*Both Business Agent and Industry Agent give you the Mining Frigate skillbook.
*Both Military Agent and Advanced Military Agent give you the Propulsion Jamming skillbook. I'm fairly certain the Military Agent was supposed to give Afterburner skillbook because you're given an 1MN Afterburner I next mission.
*Weapon of Choice for Amarr and Minmatar is Small Energy Turret and Small Projectile Turret respectively. Surely, any new character of the respective race will already have these skills...
*If you made an official video about probe scanning, it would be nice if the Exploration Agent linked to it himself in the mission description.
*Exploration Agent provides the former Mining Frigate(Tormentor, Bantam, Navitas, Burst) under the guise of its "large cargo bay". Since these are not mining ships anymore, their cargo bay isn't any bigger than other combat frigates'.
*Some of the Career Agent mission chains are numbered(i.e. Cash Flow for Capsuleers 3 of 10), others are not.
*Aura warns you about contraband when destroying the utpost in mission 6 of Cash Flow for Capsuleers, but it never drops any(Narcotics Warehouse in mission 9 does that).

Okay, now for some suggestions.

First of all, the career agents' missions are all "real life" scenarios. As in, "We have a fleeing pirate there, go and tackle him with a Civilian Warp Disruptor". These people are essentially teachers, and they're in a school. It's really not necessary to try and come up with "rational" explanation for why the player is doing what they're doing. "We want to train you in use of warp disruptors, so we've prepared a dummy drone for you to tackle at these coordinates" would work just as well. Or, arguably, even better.

Second of all, some of the game's basic combat mechanics remain unexplained. Specifically:
- range: what is optimal, what is falloff
- tracking and angular velocity: where to find it, how to put it on the overview, what does it mean
Suggestion: Since most of the Military Career Chain is nothing but flying around and shooting baddies, turn some of the "go to x and kill everything" missions into ones that explain this stuff with simple practical examples(i.e. here is a drone orbiting you at 500m/s @ 1000m, try to shoot it)

Securtiy system ratings are not explained, neither is CONCORD mechanics, and bounties. These could be done as a single blurb during Aura tutorial(i.e. when she stupidly tells you to use autopilot) and would cut the amount of questions on the Rookie Help chat by 1/5 on their own.

Business and Industry agents both have missions where they tell the player to "go and bring me some minerals". The belts in the tutorial systems in EVE get depleted rather quickly, and the manufacturing slots are quite contested. It would be nice if both mentioned that you can get both the asteroids, and free manufacturing slots, elsewhere.

All the agents should mention you should use the Agent Finder to look for more missions like theirs at the end of their respective career chains(Military - Security, Business - Distribution, Industry - Mining, etc.).

Business career agent stubbornly sends you to mine things, and duplicates Salvaging/Hacking found in the Exploration tutorial. Business is not mining. Replace the mining missions with something relevant - for example Planetary Interaction(at least mention it exists!), proper Market tutorial(complete with listing main trade hubs - new players often ask this), or heck, even a tutorial for all the in-game tools. I've seen a year old players amazed that the Neocom has things like a calendar or a notepad...
J'Poll
School of Applied Knowledge
Caldari State
#73 - 2013-04-13 15:59:49 UTC
Ygnizem Cenia wrote:
First, some quick oddities:

*Aura stubbornly sends you to the Mission Journal to set destination to pick-up/dropoff locations, even though it can be done much faster and more easily using the Mission Panel.
*Angel of Mercy for Pator Tech School does not blow up your ship.
*The Guristas Battlestation in Angel of Mercy for State War Academy does not drop any loot(other pirate stations in other version of this mission do)
*The Stand allows for both Frigates and Rookie Ships to enter the mission area. Don't know if that's intentional.
*Both Angel of Mercy and The Stand for Amarr give the player EWAR frigates(Crucifiers) to blow up. That results in a significant income difference compared to other factions(which give fast frigates) if the player is smart and insures the ship.
*The Stand for Caldari provides the player with a fast frigate. Hovewer it is a Condor, which does not have any turret hardpoints, and it's extremely unlikely that the player will have any missile skills at this point. The player is required to destroy one enemy ship, but is effectively given a ship he/she cannot fit in any offensive fashion for this purpose.
*Business Agent sends you on mining missions without providing you with a mining laser.
*Business Agent wants you to manufacture things without providing Industry skillbook(or information that you should obtain one, and where)
*Both Business Agent and Industry Agent give you the Mining Frigate skillbook.
*Both Military Agent and Advanced Military Agent give you the Propulsion Jamming skillbook. I'm fairly certain the Military Agent was supposed to give Afterburner skillbook because you're given an 1MN Afterburner I next mission.
*Weapon of Choice for Amarr and Minmatar is Small Energy Turret and Small Projectile Turret respectively. Surely, any new character of the respective race will already have these skills...
*If you made an official video about probe scanning, it would be nice if the Exploration Agent linked to it himself in the mission description.
*Exploration Agent provides the former Mining Frigate(Tormentor, Bantam, Navitas, Burst) under the guise of its "large cargo bay". Since these are not mining ships anymore, their cargo bay isn't any bigger than other combat frigates'.
*Some of the Career Agent mission chains are numbered(i.e. Cash Flow for Capsuleers 3 of 10), others are not.

Okay, now for some suggestions.

First of all, the career agents' missions are all "real life" scenarios. As in, "We have a fleeing pirate there, go and tackle him with a Civilian Warp Disruptor". These people are essentially teachers, and they're in a school. It's really not necessary to try and come up with "rational" explanation for why the player is doing what they're doing. "We want to train you in use of warp disruptors, so we've prepared a dummy drone for you to tackle at these coordinates" would work just as well. Or, arguably, even better.

Second of all, some of the game's basic combat mechanics remain unexplained. Specifically:
- range: what is optimal, what is falloff
- tracking and angular velocity: where to find it, how to put it on the overview, what does it mean
Suggestion: Since most of the Military Career Chain is nothing but flying around and shooting baddies, turn some of the "go to x and kill everything" missions into ones that explain this stuff with simple practical examples(i.e. here is a drone orbiting you at 500m/s @ 1000m, try to shoot it)

Securtiy system ratings are not explained, neither is CONCORD mechanics, and bounties. These could be done as a single blurb during Aura tutorial(i.e. when she stupidly tells you to use autopilot) and would cut the amount of questions on the Rookie Help chat by 1/5 on their own.

Business and Industry agents both have missions where they tell the player to "go and bring me some minerals". The belts in the tutorial systems in EVE get depleted rather quickly, and the manufacturing slots are quite contested. It would be nice if both mentioned that you can get both the asteroids, and free manufacturing slots, elsewhere.

All the agents should mention you should use the Agent Finder to look for more missions like theirs at the end of their respective career chains(Military - Security, Business - Distribution, Industry - Mining, etc.).

Business career agent stubbornly sends you to mine things. Business is not mining. Replace the mining missions with something relevant - for example Planetary Interaction(at least mention it exists!), proper Market tutorial(complete with listing main trade hubs - new players often ask this), or heck, even a tutorial for all the in-game tools. I've seen a year old players amazed that the Neocom has things like a calendar or a notepad...


All I can say to this is...

I like this.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Neuntoter Davidov HdlO
Imperial Academy
Amarr Empire
#74 - 2013-04-23 18:22:03 UTC
is a wonderful game, Please translate into Spanish. Please
thanks
Hebrind
Hideaway Hunters
The Hideaway.
#75 - 2013-05-21 11:22:33 UTC
Having recently played through the military tutorials, and I found a number of glaring issues;

1) Being given items that we don't have the skill to use, and not being told to check the prerequisites tab.

2) In the case of receiving a rocket launcher, not being told the following:
a) Not being told the above - to learn the prerequisites,
b) Not being told that having learnt the prerequisite skill for the launcher turret, that we actually need to learn the skill for the ammunition too,
c) Not being told about hardpoints and how they work in the UI.

3) A number of the tutorials seem to overlap, such as being awarded the Merlin after the Aura tutorial, and then again at the end of the Military tutorial - the first Merlin kind of makes the other ships you get in the Military tutorial redundant. There's no progression or explanation. I mean, free ships to sell is cool but that doesn't teach me anything other than "Sell a ship".

4) Certificates aren't mentioned at all, and aren't explained - seeing as Certificates are one of the stronger guidelines in the game (I say "Guidelines" because they aren't always things that you should follow 100%), I feel they should be explained.

5) When docked, and in the Captain's Quarters mode, if you click on the holographic display near the sofa, you are given a tutorial on what different parts of it do - if you're in regular "Hangar" mode or in space, you are given no tutorial for any of these functions.

6) The tutorial doesn't tell you that you'll have to use the market to buy a skill book for a given item. Things like the scanner probe skill books are about 250-350k, and I feel they should be signposted.
Jade Midnight
Ministry of War
Amarr Empire
#76 - 2013-05-28 09:56:15 UTC
Greetings,

I just ran the basic and the advanced military tutorials and the only problem I had gotten with them was the redundant rewards in the skill books, I ended up with another propulsion Jamming book and my racial small weapons book ( small energy turrets ). I know I can sell these and get a little ISK or take them and give them to someone who hasn't ran the tutorials, but I think giving us different skill books for these areas might be better. As some rewards required hall upgrades or afterburner to use the equipment you get from the different missions in the area.

Or, instead of the racial book again (which I started with skilled to two, I think everyone starts with there racial small weapon I imagine ), give us another, maybe random different racial book, or the book for drones. I know the skills make since with the missions we where given, but giving us duplicate books seemed a bit much for a starting player when there are so many different ones we can use.

I don't plan on doing the other missions as all I really want to do is fight. So maybe those books will be in there. I still think that different books instead of ones we already have would have been better for the advanced Military Tactics.

I did find the tutorial missions easy to run though, so thumbs up from me on the military training tutorials.

I do agree with Hebrind too about getting items you receive with no notion of why you cannot fit for the mission they want you to use it in (I completed them without having to use and afterburner in the first set and got a civilian afterburner in the advanced if I remember right now ) I didn't need it, never was in danger of losing my ship from enemy action, but would be helpful I think.

---- Jade Midnight ----

Chin in the air with a head held high, [b]I'll stand in the path of the enemy line. Feel no fear, know my pride.[/b]

Stand with me and you'll never stand alone

Wink Crittenden
Doomheim
#77 - 2013-06-03 18:59:39 UTC
I agree that the business tutorial is pretty weak. Fetching parts and killing pirates is all fun, but you really don't learn anything about the markets. If it were REALLY going to teach you something useful about commerce, it would take you to Jita at some point and introduce the player to the business capital of New Eden.
Sabriz Adoudel
Move along there is nothing here
#78 - 2013-06-04 23:47:10 UTC
Wink Crittenden wrote:
I agree that the business tutorial is pretty weak. Fetching parts and killing pirates is all fun, but you really don't learn anything about the markets. If it were REALLY going to teach you something useful about commerce, it would take you to Jita at some point and introduce the player to the business capital of New Eden.



The smaller hubs are better for the newer trader, IMHO.

I support the New Order and CODE. alliance. www.minerbumping.com

Walkabout Dawnseeker
University of Caille
Gallente Federation
#79 - 2013-06-07 05:16:13 UTC
As a Noob I have one suggestion so far: A tutorial mission reset method.

I am in the middle of Balancing the Books #4. I missed the data pop...lost it in the background. Now I am stuck. The box does not reset, and I keep getting told I don't need any more tools (?). I can't re-crack the box, and I can't go forward. Appear to be f#####d.

Another suggestion is to make the data pop targetable on the object listing.

Any suggestions?
Oraac Ensor
#80 - 2013-06-08 11:33:13 UTC
Walkabout Dawnseeker wrote:
As a Noob I have one suggestion so far: A tutorial mission reset method.

I am in the middle of Balancing the Books #4. I missed the data pop...lost it in the background. Now I am stuck. The box does not reset, and I keep getting told I don't need any more tools (?). I can't re-crack the box, and I can't go forward. Appear to be f#####d.

Another suggestion is to make the data pop targetable on the object listing.

Any suggestions?

Petition it. The GMs respond very quickly to players stuck in tutorials.

Btw, suggesting the creation of a reset method is fine for this thread but a plea for advice ought really to be put in a separate topic - much more likely to be read/replied to.