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EVE New Citizens Q&A

 
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A question: What do you wish you had known?

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Author
Flharfh Lhar
Sasquatch Control Bureau
#181 - 2014-05-10 19:45:13 UTC
1) Many people will try to scam you, steal from you, and /or kill you, even in high sec space, and this behavior is allowed in the game.
2) What are the common scams and how to avoid them.
3) What is suicide ganking and how to avoid being a victim
4) The exploration set of tutorial missions is way too difficult for a new player with limited scanning skills.
5) New characters should start with all the core skills injected already - the tutorial missions are really inconsistent with giving you a few free skill books, but not all of the universally important ones
6) Early in your Eve career, pick one type of tank and weapon system to focus on
7) You an manually check the market prices and set a sell order - you don't have to simply sell your stuff to the highest buy order
8) Double clicking in space will align your ship, allowing you to manually pilot
9) Eve's wonky limited collision system means you can get stuck / hung up on celestial objects like structures and asteroids, limiting your mobility and preventing you from warping away.
Abbi Rhodes
Federal Navy Academy
Gallente Federation
#182 - 2014-05-10 23:33:00 UTC
CCP Gargant wrote:
Greetings new citizens!

We in the Community team have a question we would like your input on. When you started EVE Online for the first time, what about the game confused you the most?

Is there some mechanic or feature, or even just normal game-play, that you wish someone could have pointed out to you right from the get-go? A word of experience you would impart to an even newer member of the EVE Online family?



I just started playing today. I spent the last 2 hours trying to figure things out and it is one the most confusing games I ever tried to learn. I managed to get undocked and approach something I saw circled in red. Otherwise I can't figure out where to go, what to do or how to access anything at all that the tutorials are talking about.

This game looks like it could be fun if anything would start making sense. Might be a very short lived game for me.
Loona Hardigan
Sebiestor Tribe
Minmatar Republic
#183 - 2014-05-12 16:25:24 UTC
The game has intrigued me for a while, but having read that tutorials are getting dropped I had to jump in while they're around - I don't think their absence will be a positive thing to the game's future, it has a reputation for having some big gaps as it is, in a game with a reputation for complexity and ruthlessness.
I've read a bit on it when I join, but there's only so much you can get from reading without getting your hands dirty while getting a little guidance - I do hope at least the early Aura bits are retained for the sake of whomever joins later on...


Tutorial missions expect you to go to a certain place, but sometimes the "place" is the broader galaxy area you're - you have to keep your eyes on the agent/mission related layered menu to to left, so that when you're asked to go mine in a specific place you can expand that and use "Set as Destination", which isn't always clear, at least on one of the early mining missions. I'd find some random asteroid and mine that, but the mission criteria wouldn't be met because I didn't go to the specific spot the mission text linked to, which was so broad I never really left it.


Whose idea was it to have different missions give you the same skill book?
It's a weird way for the game to encourage alts - 2 potential books for players who do tutorials, leaving 1 aside to be sold to super-focused alts who'll skip tutorials and just buy the things.
I've got to admit, it encouraged me to travel a bit to sell mine.
It's still pretty weird how low the buy orders are - perhaps it affects the estimated prices when you hover your mouse pointer over something?


I don't recall if Aura encouraged me to do it, but following the tutorial about setting up the skill queue I took its lead, skiling my faction frigate, IIRC, and kept doing it - it reached a point where I could no longer put anything in the skill queue since one of the skill levels took over a day to finish by default, so I couldn't add anything else, some of which would have been handy for the tutorial missions.
Some warning to let you know setting a certain skill in the queue will lock you out of adding more until less than a day is left on it would be nice (or, you know, extending the queue duration - some of us might want to spend a week or 2 away from the game without worrying about logging in to avoid wasting time, since occasionally people have vacations or time away from the computer?).
In the meantime I read on Reddit that it's possible to drag a shorter skill above a longer one to avoid this problem - I'll need to test this next time I log in.


Redeem items - I was a bit late on collecting a few, so wasted about a day of boosted training from a purchase bonus - when applicable, it would be useful to get an in-game mail informing you of the GUI path to the Redeem items button.
Especially nowadays with those drones being handed out as players meet a few game-wide goals.


Corp searching by alliance would be handy, for those interested in the stories they read about the game and considered joining a specific alliance, but don't know all of the corps it may contain.
The existing parameters in the current search could be supplemented by a parameter to search for an alliance, or the parameter that lets you exclude corps in an alliance could be tweaked to narrow results to those that de belong to alliances.


One of the early mining missions:
- has you being attacked and diposing of the attacker - I'd read before about wrecks, but it turns out they're not visible be default; messing around with the GUI in the vicinity of concepts the early exploration tutorial mentioned I managed to find a list of wreck artifacts, but lacked the equipment or skill to salvage them during that mission, since I was using the rookie ship, so I could only fit a gun and mining laser.
- that area where you mine also has structures that seem fitting for exploration, but as above, I wasn't really equipped to make the most of that, not even close.
So, it would be handy to know how to return there to look into those things, which only seemed viable while the mission was active, but since those tend to have bonuses for finishing them within a certain time frame (shorter than the time my skill queue would be running, so the required skills wouldn't be ready on time based on what I thought I knew then), it would be nice to know if there's a way to return there and recheck; I've read mentions of bookmarks, but the game hasn't taught them to me yet, which is annoying, since it was quite clear at covering control issues and concepts that were indecipherable to be before I started the game.


No idea if there's any use to the Tribal Sponsorship item I had to retrieve in the tutorial - a lore memento, if nothing else?


I don't recall if it was mission reward or a bonus from the Green Man Gaming package I bought the game as, but I had a ship in my hangar that couldn't be regularly viewed - yet it had an Assemble command available when I right-clicked it, which others didn't - it was packaged, I guess?
I wonder if some specific use was possible for it in that state - selling only, perhaps?


One of the Exploration tutorials gives you a Hacking book, but no prerequisite book is provided - at least not in that tutorial mission line, which I'm about to finish.


I've seen a Compare option for equipment, but it's not really clear how to select something to compare it with - this is made more annoying by the fact that if you try and select a 2nd object's "Show Info" window, it replaces the previous one, so I can't get them to display side by side.


Also, sideburns as a facial hair option would be cool - a lot cooler than mohawks, and shouldn't be that hard since beards are already in..
William Ruben
University of Caille
Gallente Federation
#184 - 2014-05-18 21:54:48 UTC
I am also only a few hours in and, whereas I find the tutorials invaluable, they are positively misleading at times. I am saddened to learn they are being trashed; with just a few alterations they could be improved to remove what I have found difficult.

First, make it impossible for you to pick up a quest a second time. I ran the first one Aura offered me, flew my capsule out, got my ship, returned, turned it in, got my weapon and shield and next quest, and then saw she was offering another so I stupidly took it again, which reset me to the first one, which I had to rerun but in so doing lost my ship mods. Those were necessary for the second quest, which involved combat. I asked around in a few help channels, then just left in my capsule and picked up an abandoned starter ship floating outside the station that fortunately had a gun.

I am running the military series now and after I finished 1/10 I returned to complete the mission only to see the agent tell me I wasn't done yet. Of course, it is emphasized that it is REALLY IMPORTANT TO NOT ABANDON OR REFUSE A QUEST BECAUSE YOU WILL NEVER GET IT AGAIN so I spent the next hour or so looking around that area of space for more things to blow up, got bored, and logged. Next day I read up on the quest series on another site and learned I had done it all, so I completed despite his dialogue window saying I wasn't done yet.

This is the most...humbling...of game interfaces I have ever encountered. I'm starting to get a feel for the mechanics of flying and shooting but these bits of the tutorial were quite frustrating.
AMBERSTOMUCH
Minmator Tribal Association L.L.C. Corp
#185 - 2014-05-20 01:18:19 UTC
Hello ,

I'm sort a new in EVE. The learning curve was okay after I joining a patient Corp. I have gone thru 3 changes or upgrades with EVE so far and have heard the concerns of mining Corp and the smack talk from your local pirate. Seeing how I like the making of things I'm sort a bias.. Seeing some of concerns happen and some not. Truth be known I like being a miner and have enjoyed the game very much.

Some of the facts (In my opinion) I have learnt so far is:

1) There is no jump clones in wormholes, but you can build ships in wormholes that allow jump clones, that work anywhere else in the universe except in Hi Sec/ W/H's. Yet when my clone dies in a wormhole I awake in a new one (clone) in Hi sec....

2) I will never be able to mine a moon that has the resources I need to make anything of value (not really). I have read that most of the moons in Null / low sec that produces the raw moon minerals to make the materials needed to make the reactions to make T2 parts and pieces have already been taken. Moon resources are monopolized by larger Alliances and Corporations there-by controlling pricing and availability... all beyond anything I can do about it. Hence, will mostly likely not be able to pursue a career in EVE as a marketer much longer...

3) A goal of mine was to own and fly a might Titan, reports say that this ship when built costs $4,000.00 US dollars and something like three years of skilling learning to fly it. And of course by that time I may not be playing EVE anymore or be real close to retirement before I get to fly the darn thing... let alone afford it.

4)Training social skills seems to seems to have been a big waste time. Missions after mission hours upon hours. To get my security level up to 8.01 with a NPC Corp just to get a jump clone, and to raise my standings with that faction to built a POS in their air space. It now appears to be for nothing here shortly? All I had to do is pay 250 million ISK's to get my Security level to 5.0 with Concord like a pirate and wait to June 3rd and I can build a POS anywhere.

5)The game EVE has so many wonderful and exciting things in it. Yet almost all of it now seems like a new angle (in my opinion) to get into my C.C. There seems to be no place a solo player or small Corp can call home from which they can grow or want to defend that has been taken from them. I know the pirates will say those sound like tears, maybe... I have grow to love EVE. But if EVE will not allow me to defend myself or what I like about it by remaining a good pilot. I would rather quit before allow myself to become what I have been fighting sense I started... good versus bad. Making ISK's versus stealing, killing and coning someone out of them.

6)Now I know CCP has been wanting pilots to go into Null and Low Sec and whatever... It obvious the Hi Sec seems to be getting over crowded or at least seem that way to me anyway. But the truth is a solo player or small Corp can not survive there without having the numbers. So if you don't join an Alliance or Large Corp and go into Null or Low Sec you will eventually get killed and suffer tremendous losses and have to go back to Hi Sec. and start all over again or just don't go at all and except what you got and play EVE as best as you can.

7) A Solo player or Small Corp will never be able to control a Null Sec system without paying ransom of some kind to the bigger fish. Because it's still to confined (it can be completely explored). So for us to have an OUTPOST will always be just a dream. Until EVE has and expanding universe one that Large Corp or Alliance can not control and empty POS or Outpost remain property of those who left them. EVE will be just this big.

I hope I have stayed in the scope of this discussion. I don't expected to change anything... I'm just another pilot giving their two sense worth...
Jamwara DelCalicoe Ashley
New Eden Tech Support
#186 - 2014-06-05 01:30:04 UTC
the Stack All command when sorting loot... i almost had a litter of kittens when i realized how easy my life had just become.
Marcus Gord
Caldari Provisions
Caldari State
#187 - 2014-06-05 11:12:11 UTC
i wish i'd realised what the first corp i joined actually were. now i think back to it, i'm sure they were suicide gankers and highsec wardeccers.

i may have gotton into pvp sooner if i'd just stayed with them, or at least asked them questions instead of being almost constantly confused until i left for another corp who taught me the game, sans pvp, and then another corp who taught me how to shoot....

In a few moments you will have an experience that will seem completely real. It will be the result of your subconscious fears transformed to your conscious awareness.

http://i.imgur.com/LM2NKUf.png

Veld San
Center for Advanced Studies
Gallente Federation
#188 - 2014-06-06 10:30:21 UTC  |  Edited by: Veld San
CCP Gargant wrote:
Greetings new citizens!

We in the Community team have a question we would like your input on. When you started EVE Online for the first time, what about the game confused you the most?

Is there some mechanic or feature, or even just normal game-play, that you wish someone could have pointed out to you right from the get-go? A word of experience you would impart to an even newer member of the EVE Online family?


OK, so I am now on my 4th month, and I decided to leave this game. I would have saved myself around $80 for a sub for 2 characters, 90%+ of it is due to thing I did not know when my trial was about to expire, but I do know now. So here is my list of things I wish I had known, in no particular order, please note, that this is my list, other people lists may vary, and they may like these things which are causing me to leave, but I do not, so here goes in no particular order:

1. PvP does not require skill, only things that matter is how many years has your character trained for, how many PLEXes you can buy and how large is your corp / alliance.

2. PvE does not require skill, same as above, only thing that matters is what kind of ship you can fly, only + side is, it requires less numbers.

3. Very poorly designed PvP. Except for maybe FW, but that in itself is not enough to hold me over, that is like 10% of what is needed. SOV / Blob mechanics suck.

4. Lack of dev provided tools to generate content, for example, it is impossible to ninja a sov unit (i forgot the name of it) in a group of 5-10 players flyign T1 ships. Sov units should be guarded 24/7 by considerable forces as they are THAT powerful. Instead go and try to do something against 1.

5. Too much gate and station camping, not enough fighting.

6. Too much ganking, not enough fighting.

7. Extremely outdated game mechanics, complete lack of LOS mechanics ( 90 % of the time you can shoot rigtht through stations, asteroids, gates, etc.), lack of lateral controls on the ships.

8. Too blob focused.

9. Every single thing in the game is a monumental unfun chore, for example, looting, but many many otehrs as well.

10 necessity to have multiple accounts and multi-box to be self-sufficient across the landscape of the game. Need a looting noctis alt, cyno alt to carry your stuff, scouting alt so you can GTFO in time, etc. etc. Game relies overall too much on multi boxing and botting. To play comfortably I would need to spend $60 - $80 a month. For that much money I can buy multiple, much better games.

11. Takes to long to train, #9 and 10 exist largely because of this.
Mark O'Helm
Fam. Zimin von Reizgenschwendt
#189 - 2014-06-14 20:02:09 UTC
I wish u had see, that this is just a War Economy, just like Old Snake did explain. Everything we do is for money. Mining, Refining, Production, Selling, Buying, Destruction - Repeat. Its a Kapitalism Simulator based on wrong basics. Am i wrong?

"Frauenversteher wissen, was Frauen wollen. Aber Frauen wollen keine Frauenversteher. Weil Frauenversteher wissen, was Frauen wollen." (Ein Single)

"Wirklich coolen Leuten ist es egal, ob sie cool sind." (Einer, dem es egal ist)

Mercuras
University of Caille
Gallente Federation
#190 - 2014-06-14 23:41:58 UTC
Hi,

I've been in game for a few days and did the Aura and Sisters of EVE arc. These are things that I learned to work around.

Aura's intro missions sometimes show places to go and things to get/drop that aren't in temporal order. I'm supposed to get something where I am now, and take it somewhere else, but it actually was the other way 'round. Once I got the hang of ignoring the implied order of things based on how the missions are presented, I moved on to something else to be confused about.

One spends a lot of calendar time (but not game time) beefing up one's skills. One should pick up right away that it is possible to learn a lot of the necessary skills and defer less necessary skills to later, based on what you expect to be doing in game for a while. Here's the critical bit: each ship and device has a list of skill requirements that you must have before you can use them, and that there are different skill requirements for higher levels of mastery. These requirements are presented when you click on the little i icons, under the Requirements tab.

According to the relevant page, I have over 2,000,000 skill points. Why is it that I still have no clue how to set up rigs on my Venture? Or what they're for? When I look at the regional market, my only clue that some things aren't supposed to be interesting to me at this stage is the price. And I'm still buried in options. The problem is that while there are things that must be learned in game, the throttle used to keep everyone from leaping into a titan-class ship during their first week is the need to have the app grind through all the requisite (and prerequisite) skills. One must be aware which skills to pick up: you can process a year's worth of skill learning and still not be qualified to fly a Thorax. (Which I think is nuts. EVE needs to replace most of the fake skill learning with missions that are specific to ships and ship equipment, strategy, tactics, factions, and regions.)

The user interface is exasperating to use on a laptop display, and takes a while to get used to. The inventory window has to be minimized for me to interact with the Ship Fitting window, otherwise when I pick something up in inventory to drag it to the ship fitting window, the eve client insanely brings the inventory window forward to cover the fitting window. Look, I just grabbed an item from the window, that does not imply my intent is to further interact with the inventory window, and in fact in this case it means just the opposite!

I also spent quite a bit of time researching how to reverse the scroll-wheel direction. It's like getting your first time machine, what does everyone try to do? End WWII before it starts.

I haven't conquered the "window opens to cover most of the screen as I exit a station" problem.

I digress,

-Merc
TheSmokingHertog
Julia's Interstellar Trade Emperium
#191 - 2014-06-16 04:04:30 UTC  |  Edited by: TheSmokingHertog
Mercuras wrote:
Loads of txt

The user interface is exasperating to use on a laptop display, and takes a while to get used to. The inventory window has to be minimized for me to interact with the Ship Fitting window, otherwise when I pick something up in inventory to drag it to the ship fitting window, the eve client insanely brings the inventory window forward to cover the fitting window. Look, I just grabbed an item from the window, that does not imply my intent is to further interact with the inventory window, and in fact in this case it means just the opposite!

...

I haven't conquered the "window opens to cover most of the screen as I exit a station" problem.



It seems you should befriend team Super Friends or Team Karamarko (search the forums).


  • Realize, that the Inventory Window has options (see the hamburger menu on the title bar).
  • Realize you can SHIFT CLICK on any ship or inventory int the "main" inventory window to open them in a separate window.
  • The cargo hold of your ship, when opened in space or in station, the location of that windows is saved separately for both instances.
  • The inventory window that probably opens up when you undock, has been open in a certain state the moment you dock. Use the specific windows (cargo hold and others) to navigate the inventory in space, and use the main inventory screen just to open / close the extra ones.
  • The one window getting into the other has a relation with snapping and or merging settings, they are located in your General Settings tab in the ESC menu. Realize that SHIFT DRAGGING a window has another affect as just DRAGGING a window.


Hope this helps ;) - If still questions, chat me up in game.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Xarastier Stagira
Center for Advanced Studies
Gallente Federation
#192 - 2014-06-20 08:07:08 UTC
Greetings Pilots. Before 12+ hrs of play I just awoke yesterday in the clone ward, when the surgical tech at Clellinon Center For Advanced Studies in the Obray Constellation, Verge Vendor Region of EVE informed me that I was indeed a clone, and 'just in time' to formally introduce me to my clone daddy by having me follow him through the luxurious and spacious well-lit hospital and down a long dimly lit windowless corridor to another surgical ward where my unconscious and anesthetized clone daddy lay on a surgical table next to a similar one occupied by an equally unconscious giraffe, and both surrounded by a team of medical technical professionals in preparation to perform a species exchange of mind (sans memory), and consciousness so - now that my clone daddy has attained immortality by spawning countless clones of humanity (with memory) - he can sacrifice himself to the one last adult giraffe species on Earth who will also obtain immortality and spawn an equal amount, if not more, of countless clones with the everlasting and eternal consciousness of giraffe sentient life (also sans memory) per the last bucket list wish of my rich & wealthy clone daddy. When I asked the surgical tech 'who was the guy always standing pensively and at attention at the huge window watching me and my ship taking off and landing in the ship hanger?' - He replied 'He's just the station jump clone. They always need something to do before you guys have to jump in em.' I retorted 'But I thought they're supposed to be inactive!' He said 'They are. Have you ever seen him move?'

This is what I wish I had known and still don't: What are the practical effects of the five Attribute Enhancer implants: 1) Perception 2) Memory 3) Willpower 4) Charisma 5) Intelligence? After implantation, what and how are the effects of the attributes represented in game; what changes are noticeable and demonstrable? Is there a list or nomenclature somewhere which lists which implants effect what aspect of people, places or things?

There  is something very strange about birth.  You oozing out of ach other. Although you are expelled from the birth canal, you never exit the womb. Light, mass, objects and the universe originate and emanate from you. http://www.amazon.com/Einstein-Metaphysivs-ebook/dp/B007NZBXE2/r

Silver Dagger Kondur
Native Freshfood
Minmatar Republic
#193 - 2014-06-24 20:41:01 UTC
Xarastier Stagira wrote:

... What are the practical effects of the five Attribute Enhancer implants:...


Each skill you learn benefits primarily from one of the 5 you listed, and secondarily from one other of those 5.
You can r click the skill and then info, to see which 2 benefit that skill.
The implants increase the attribute by 1 through 5 points - that decreases the time it takes to learn the skill.
In-game, you can open your character sheet, (on the left, the button with your character's picture) and on the left column, click Attributes (looks like purple DNA) - there you'll find how many points each Attribute has.
You can re-map them annually, that is, put more points to one Attribute or the other, and you get a free re-map when you created your character.

Most will agree that the most bang for the buck is an implant that increases the attribute (Perception, for example) by 4 points. The 5 point implant is very costly (but worth it if you are earning tons of ISK)

There are tools, EVEmon among them, that allow you to calculate how to best arrange your Attributes to best train up skills you desire. http://evemon.battleclinic.com/ <--- EVEmon dowload, top of page, on left.

Areen Sassel
Dirac Angestun Gesept
#194 - 2014-06-25 12:49:04 UTC  |  Edited by: Areen Sassel
I'm semi-new, somewhere into a first month's subscription.

I wish I'd known to fiddle with the Overview first. Heck, I wish the overview had come semi-sane out of the box, with something like "Absolutely everything", "No asteroids", "Combat", "Navigation", and "Mining" tabs (not that I have done any mining since the tutorials).

I wish I'd known earlier about item meta levels. (I really wish the item icon and descriptions displayed the meta levels).

I wish I'd known that the Simple selling interface is a trap for the unwary; the Advanced interface, set to Immediate sale, gives the same price and also tells you the best regional price.

I wish I'd spotted the Market History tab.

I wish the tutorial had made the way mission MacGuffins have to be moved out of the cargo bay clearer. (Really, although I might get pilloried for this, I wish the UI permitted you, when docked, to do anything to an item in the cargo bay that would be permitted in the item hangar, implicitly moving the item to the item hangar).

I wish all the base categories of modules one might use early on had been discussed. For example, the tutorial discusses shield boosters, but not extenders or other shield-related modules. It's hard to know what's out there.

ETA: I wish I'd known that green buy offers are ones I could sell to from where I was. (Maybe the tutorial tells me this, but I missed it...)
Sgt Felix
Zealot's
Sigma Grindset
#195 - 2014-06-29 15:00:28 UTC
I wish I'd have known about Instant Warp/Dock bookmarks, the cloak MWD trick, lock times and bubble mechanics.

Once you are no longer afraid and can easily and simply get around low security/null space, the game opens up so much. It held me back for years, simply, because afaik, these mechanics aren't even officially published - or are at least not accessible for new players.
Shaun Batroux
Aliastra
Gallente Federation
#196 - 2014-07-08 11:12:02 UTC
I've read somewhere "spreadsheets in space game" a while back. Managing windows and information availeble to you while playing is quite the task. Got a hang of it now but really had to dive into a few things and mess up a few times before I got it. I can imagine some players new to the game find it enough of a hindrance to not subscribe.

So thats something I wish I had known. So I knew what I was getting into. Knowing it now does feel rewarding and opens up the game more to learn new things as it makes learning them easier.
Areen Sassel
Dirac Angestun Gesept
#197 - 2014-07-08 14:47:17 UTC
Sgt Felix wrote:
Once you are no longer afraid and can easily and simply get around low security/null space, the game opens up so much. It held me back for years, simply, because afaik, these mechanics aren't even officially published - or are at least not accessible for new players.


These days the Rookie Help channel helps a great deal - half of it is "Redock and Accept Mission", but people do ask about low/nullsec activities and these subjects come up.
Xarastier Stagira
Center for Advanced Studies
Gallente Federation
#198 - 2014-07-12 22:32:56 UTC
Silver Dagger Kondur wrote:
Xarastier Stagira wrote:

... What are the practical effects of the five Attribute Enhancer implants:...


There are tools, EVEmon among them, that allow you to calculate how to best arrange your Attributes to best train up skills you desire. http://evemon.battleclinic.com/ <--- EVEmon dowload, top of page, on left.


Thanks for the heads-up on EVEmon Silver Dagger Kondur. I signed up, downloaded, confirmed my ID and installed it but can't pull up my acct or id when I log back in. Can you tell me what I'm doing wrong?

There  is something very strange about birth.  You oozing out of ach other. Although you are expelled from the birth canal, you never exit the womb. Light, mass, objects and the universe originate and emanate from you. http://www.amazon.com/Einstein-Metaphysivs-ebook/dp/B007NZBXE2/r

Pizoph Deequad
Bowen Inc.
#199 - 2014-07-31 20:29:21 UTC
What it means, and how to achieve, a stable capacitor.
Shwartz Aideron
Why can't I play in peace
#200 - 2014-08-05 05:06:27 UTC
In the event that this thread is still relevant, here are the biggest issues I had during the tutorials:

1. Understanding the overview and how to edit it. It felt like there were too many steps being left out; as if it were assuming I already knew certain aspects of it. For example, it assumes that I already knew how to add separate tabs, as well as edit what shows in each tab.
2. There needs to be some indication as to what asteroids/real mining is like. When I traveled to the mission area, there was a veldspar roid, but I thought it was just part of the scenery. I tried going to several belts, but they were completely dry (I'm assuming because they were in tutorial systems. I figured I was doing it wrong (which I was), but a friend had to help me add it to the overview so I could find it and learn. Even after the tutorial I was confused because it didn't specify that belts could be mined out, so when I went to belts and everything was gone, I thought I had some setting that prevented me from seeing them.
3. The scanning, or rather adjusting the map overview, gave me a lot of trouble. The tutorial assumed you already knew about how to edit map settings and went straight into how to move your probes, but it took me a while to find the actual map controls in the neocom because the tutorial states that you should "access the map options in the top right".

Absolutely loving the game guys; and I really appreciated someone actually private chatting me during the tutorial from your team.