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Player Features and Ideas Discussion

 
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NPE feedback Q and A

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Asveron Durr
Vandanian Order
Greater Itamo Mafia
#401 - 2015-07-10 06:41:59 UTC
CCP Rise wrote:
We've seen many posts this week on starting skills and the NPE as a whole (especially on reddit :) so I thought you might like a small status update on these things.

Q: 'Starting skills are a huge barrier, can we give a lot more to new players'
A: Yes. But this is not a simple change. You guys seem fairly agreed that the small amount of starting skills, combined with a high amount of 'must have' support and requirement skills, leads to some really icky barriers to participation for new players. We are inclined to agree and we are in the process of laying out a plan to address the problem. Nothing is set in stone yet but it seems likely that we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million. It also seems likely that we will probably avoid any major skill reworks or skill removals. As this plan solidifies you will hear more from us.

Q: 'Attributes aren't very interesting, you should remove them'
A: Again, we agree. Team Size Matters discussed removing them on the o7 show (or some other public venue) awhile back and it's still something we are very interested in. We need to figure out a good way to handle all the learning implants in the game though, which is actually a difficult problem. If any of you have awesome ideas for how to handle it don't hesitate to make suggestions.
o/


1.) Starting skills a huge barrier? My answer to this is a couple of questions. According to whom? The Nullsec alliances? FW Groups?.....for starters I can only say this....WTF is a day or week old newbie doing in nullsec anyway if its not an alt? They are practically useless no matter what you do and used in my experience as cannon fodder mostly anyway. FW....make so the complexes allow only t1 hulls (inclue the faction types, not the pirate faction types but singular faction hulls) There that takes care of that problem and who cares if glorified pirates, nullsec alts....or EvE be damned some of the FW groups complain about it....wasnt FW supposed to be something a newer player could get into anyway? Kinda hard these days when complexes cant be runned by them because all the other fish in the pond is so way OP compared to them.
Now as to skills, or even SP.....change the relative creation process by starting out with Career Templates..meaning you want to be a Bounty Hunter, start with some gunnery, social, and some appropiate faction related tanking skills plus maybe lv1 prop jamming. Miner: give them appropiate drone skills, start their shielding skills, a venture, and appropiate mining skills to fly that venture.....no gunnery skills at all. Run of the mill combat guy....well give them appropiate gunnery skills and if possible (ie Caldari) rocket/missile skills, make them factional so they start with their factions wpn systems, otherwise start them with what we start with now.
And then let them do the tutorials, and then give more skill related rewards instead of gear/ships maybe using the career agents, and up their isk awards a bit so they can afford something for once instead of begging for handouts.

2.) Removing attributes, ok ive seen and heard enough of the arguments on both sides.
Do not give us attributes based on our choices in creation, instead give us skills. Now give us a set total of Attribute Points, lets say 75 so if we want we can put 15 in each attrib. Or in some cases maybe 25 or 30 perception, 25 willpower leaving an average of 8 in two of the others and 9 in one....get rid of remaps.....now the attributes will be permanent, and the Attribute Implants have a real use, and you have no need of messing with them or destroying whatever markets might be based on their exsistence.....Not too mention, characters will be specialized from the get go, unique, adding flavor and making both the implants in question and the attributes useful and meaningful.

Nobody has to use the implants right now, ever....its a choice and a reward. Removing them would be like what WOW has done....they implented their own PLEX system, only in WOW you can buy one with cash....but then you cant use it, you have to sell it on market at set Blizzard in game pricing, you cant plex in WOW unless you use in game money to buy one off the market..i hear one of my brothers complain about the game all the time....at least until he quit because of their plex system, trying to convert him to play here where your INGAME efforts are rewarded.
I hope CCP doesnt make my INGAME efforts unrewardable or take any more choice from me than you already have.
Sean Roach
Center for Advanced Studies
Gallente Federation
#402 - 2015-07-10 17:42:53 UTC
I have 16 more pages to read through, but figured I'd post this now. Hopefully, I haven't just duplicated someone else's idea.
Also, I was pointed to this thread after starting my own. Further details are there, but here's the synopsis idea.

Replace the attribute implants with +1 skill implants that fit in the same slots.
Prevent the skills, learned and implanted, from stacking above 5.
POSSIBLY, restrict the slots available for a given implant to whatever attribute slot was primary for training that skill. (ship piloting skills all need slot 1.)
POSSIBLY, restrict using this virtual increase to fulfill a training prerequisite, although operating with incomplete prerequisites would add flavor to the game. The various craft frequently have bonuses to things you have to have above I to operate, anyway, so someone who squeezed into a bigger ship, while neglecting a lower prereq by using an implant to do it, would be at a small, but real, disadvantage compared to someone who still had that prereq at its necessary value or greater. What do you mean you run out of cap half way across a system in a Titan?

So, you want to put a MWD II on your new ship, but need MWD at 5, and only have it at 4? Drop in the MWD Skill +1 implant in, (destroying the AB +1 you have there already, which you may have trained in the meantime,) to fit that T2 MWD a few days before you could train to fit it normally.
If you decide you like flying with a MWD fitted, it's worth it to train MWD so you have it permanently, and free up the slot for a different skill "hardwire".

AB and MWD are both level 1 skills. Fuel Conservation is a level 2 skill. a Fuel Conservation implant could cost either 2 or 2^2 times as much as much as an AB implant. Jump Drive Operation (5), could cost 5 or 25 times as much as a level 1 skill. All for a +1 that doesn't stack above 5, but lets you start playing with something before the additional three weeks to max the skill out is up.

You could reimburse with tokens that will permit you to buy better skill bonuses, although this could become a database nightmare that never goes away. Let people take one of their +5's and buy 5 level 1 skill implants, or a level 2, and a level 3 skill implant. A full set of +5's would yield 25 "tokens" to put toward, maybe, a Gallente Titan (16), and an Ore Freighter (9) skill implant. While it'd be a database nightmare, it would encourage people to spend the reimbursement on implants, and not unrelated things.

This ended up being a rewrite rather than a synopsis. Oh well.

Incidentally, this is all based on something AURA said in the NPE a few years ago, about having a very large number of slots, so being able to "know" whatever she wished, where the character only had 10.
Sean Roach
Center for Advanced Studies
Gallente Federation
#403 - 2015-07-10 18:40:23 UTC
Still reading through the thread. Found a cluster about skillpoint acquisition.
Personally, with the exception of Cloaking Device, I think there should be a small, but tangible, chance of skilling up in a primary skill every time an active module cycles.
Possibly also, every time a research or factory job completes. Every time you recycle materials. Every time something you do actively, warp, jump, approach, orbit, whatever.
But not Cloaking Device. That skill would be skilled to 5 in the first night, by a whole slew of AFK cloaked ships, sitting at midpoints, safely cloaked.
Not that the current system is wrong. I just think you should skill up faster if you're logged in, and using the skill, than if you're off-line.
Asveron Durr
Vandanian Order
Greater Itamo Mafia
#404 - 2015-07-10 23:25:26 UTC
Sean Roach wrote:
Still reading through the thread. Found a cluster about skillpoint acquisition.
Personally, with the exception of Cloaking Device, I think there should be a small, but tangible, chance of skilling up in a primary skill every time an active module cycles.
Possibly also, every time a research or factory job completes. Every time you recycle materials. Every time something you do actively, warp, jump, approach, orbit, whatever.
But not Cloaking Device. That skill would be skilled to 5 in the first night, by a whole slew of AFK cloaked ships, sitting at midpoints, safely cloaked.
Not that the current system is wrong. I just think you should skill up faster if you're logged in, and using the skill, than if you're off-line.


Ok, yes i have played STO, and SWTOR, I have attempted to try ArcheAge, and i have played Final Fantasy MMO....what do they have in common....using your skills/abilities plus killing stuff to level up....a grind fest that you can only keep up with others or surpass by devoting ALL your time in the game doing things..

SO I say HELL THE F*** NO!!!! to your idea.
One of the reasons I play EvE is the fact i can skill up whether up I am logged in or not. The system is fine as it is. You want a game where your actions in in it dictate how fast you skill up.....then go play those other games and GTFO out of mine.

Same thing with your other post.....TOKENS?
What are you trying to introduce Cartel Coins from SWTOR in here as well.....FFS!
Zan Shiro
Doomheim
#405 - 2015-07-11 00:33:53 UTC  |  Edited by: Zan Shiro
Sean Roach wrote:

Not that the current system is wrong. I just think you should skill up faster if you're logged in, and using the skill, than if you're off-line.




You would have to define actively logged on. Many things in eve can be set and walk away....for really long periods of time.


Lets have me want to run out some navigation skills. So I find some nice deep safe spot. Drop can. Set for orbit on can at 10 and then......go to work. There I am being active. Fit would ofc be cap stable permarun for prop mod. Somehow I don't think this is what you mean by being active. I'd be doing it and would call it what it is.....afk skill farming. You only hit cloaks for afk. I don't think you realize how broad this afk issue would be.

Or my usual favorite example of me running two accounts and doing various bash ops after war dec'ing myself. This alone can run up a plethora of skills. For both the "attacker" and the "defender". This i can setup quite a few things before I go to work even. Drone skills for example. Drones don't run out of ammo. Literally fire and forget....they fire until target dies. make the target a hardened large, its not dying anytime soon.
Sean Roach
Center for Advanced Studies
Gallente Federation
#406 - 2015-07-11 01:15:51 UTC
Asveron Durr wrote:
Sean Roach wrote:
Still reading through the thread. Found a cluster about skillpoint acquisition.
Personally, with the exception of Cloaking Device, I think there should be a small, but tangible, chance of skilling up in a primary skill every time an active module cycles.
Possibly also, every time a research or factory job completes. Every time you recycle materials. Every time something you do actively, warp, jump, approach, orbit, whatever.
But not Cloaking Device. That skill would be skilled to 5 in the first night, by a whole slew of AFK cloaked ships, sitting at midpoints, safely cloaked.
Not that the current system is wrong. I just think you should skill up faster if you're logged in, and using the skill, than if you're off-line.


Ok, yes i have played STO, and SWTOR, I have attempted to try ArcheAge, and i have played Final Fantasy MMO....what do they have in common....using your skills/abilities plus killing stuff to level up....a grind fest that you can only keep up with others or surpass by devoting ALL your time in the game doing things..

SO I say HELL THE F*** NO!!!! to your idea.
One of the reasons I play EvE is the fact i can skill up whether up I am logged in or not. The system is fine as it is. You want a game where your actions in in it dictate how fast you skill up.....then go play those other games and GTFO out of mine.

Same thing with your other post.....TOKENS?
What are you trying to introduce Cartel Coins from SWTOR in here as well.....FFS!


I was suggesting a way of trading the existing implants for yet to be developed implants, without locking people into potentially unwelcome trades, such as a high value INT implant for a specific little-valued, (to that player) skill implant, but while still keeping it as an implant to implant exchange. I mean, just because you have a +5 CHA implant doesn't mean you want, or need, a Connections bonus, but it would be unfortunate if you could trade it in on something completely unrelated too, which would frequently happen if you were reimbursed in ISK. If you were given a choice to pick, maybe you'd grab Connections +1, perhaps you'd prefer a +1 to Wing Command. Possibly, you were about done with CHA anyway, and would jump at the change to pick up a +1 to Industrial Reconfiguration. Assuming they fit in the same slots, or not. A level 8 skill bonus implant might well be over 7 times as expensive as that Connections bonus, at level 3, on the open market, but only cost 5 more of the exchange medium, in a short duration of utility exchange program.

As for the other, I was thinking a tiny percentage difference, comparable to the difference between, oh, say +3 implants and +4. So, you train almost as fast sitting still, but just a little bit faster doing.

In my mind, a tiny fraction might mean that, on average, a 4 hour game session spent mining, where your lasers are cycling three of the four hours, might translate as an extra ten minutes worth, or less, skillpoints applied directly to the skill that allows you to fit the mining laser in the first place. Easily on par with, or even gentler than, the difference between training what you're specced for, and cross-training. Enough that two players will differentiate over time, but such that a pair of one-year olds only have a few hours of difference worth of skillpoints, because one mostly only logged in to update their training queue while the other played a few hours a week. In fact, that's probably the best rule of thumb. That a player playing some set amount over a long period, (say, two hours per day), should only see a 1 hour per month difference in skill advancement.
If you want to prevent people, who have 16 hours a day to play this game, from picking up more than that, you could make it a pool that they tap into, that replenishes at a set rate, providing a cap on how much extra can be earned through practice.

P.S. What are cartel coins? I got bored and left SWTOR within a couple months of launch, when I got the screengrab of the hero walk at the end of the storyline, and the only thing left to do, (so I understood,) was some sort of capture the flag game.
I understand they've added content since then.


Zan Shiro wrote:
Sean Roach wrote:

Not that the current system is wrong. I just think you should skill up faster if you're logged in, and using the skill, than if you're off-line.




You would have to define actively logged on. Many things in eve can be set and walk away....for really long periods of time.


Lets have me want to run out some navigation skills. So I find some nice deep safe spot. Drop can. Set for orbit on can at 10 and then......go to work. There I am being active. Fit would ofc be cap stable permarun for prop mod. Somehow I don't think this is what you mean by being active. I'd be doing it and would call it what it is.....afk skill farming. You only hit cloaks for afk. I don't think you realize how broad this afk issue would be.

Or my usual favorite example of me running two accounts and doing various bash ops after war dec'ing myself. This alone can run up a plethora of skills. For both the "attacker" and the "defender". This i can setup quite a few things before I go to work even. Drone skills for example. Drones don't run out of ammo. Literally fire and forget....they fire until target dies. make the target a hardened large, its not dying anytime soon.



You're right. Honestly, I figured such AFK farmers would quickly become gank-bait, except the relatively safe cloaked ships, and it's not many things you can actively do while cloaked. Perhaps I overestimated the vulnerability of such play.
Further, I didn't remember that there is another class of ships that is now immune to DScan, though I don't know if it can be scanned down with combat probes or not.
Zan Shiro
Doomheim
#407 - 2015-07-11 01:30:09 UTC
Sean Roach wrote:

You're right. Honestly, I figured such AFK farmers would quickly become gank-bait, except the relatively safe cloaked ships, and it's not many things you can actively do while cloaked. Perhaps I overestimated the vulnerability of such play.
Further, I didn't remember that there is another class of ships that is now immune to DScan, though I don't know if it can be scanned down with combat probes or not.



This may have been valid when clones had costs when popped. But that went away. I might have been leery to do this at 122 mil + sp, maybe. My clones started to get real pricey.


Now....If ganked I would not care. Mods would probably be "free" mods from loot drops. The cheapest ship I can find. I am just out the +3's I would run. No major loss there really. At least balanced against the potential payout of if I don't get popped I get so much more out of it the isk is worth the risk really.
O2 jayjay
Federal Navy Academy
Gallente Federation
#408 - 2015-07-11 03:49:04 UTC
Giving new players some skill points will be one of the best updates the game will ever have. Tailor them to what the player choose when creating his/her pilot. I.e. If amarr and combat then the skills should be in amarr ships and armor. If caldari combat then the skill should be in caldari and shields. Maybe advance combat gives destroyer skills instead of frig skills. So players don't spam alts, have the skills apply after completing the tutorial.

This will bring a lot of positive game changes for newer players.
O2 jayjay
Federal Navy Academy
Gallente Federation
#409 - 2015-07-11 05:39:57 UTC
Rivr Luzade wrote:
afkalt wrote:
Because waiting for FIVE HOURS to just fit a T1 MWD is either engaging, fun or any use to anyone tbh.

5 hours? It is 8 minutes. There are other things than MWD in the realm of prop mods.

@Ralph:

You can, 30 minutes after you started the game. 1 hr later you can fit a prop mod, use drones, repair mods and tank mods. 2 hours later, you can even use an MWD.

I do not understand how this little waiting time is a barrier at all.
yeah if you know what you're doing. For a NEWER PLAYER they don't know or understand how to play the game. They are clueless on the game mechanics, overview ect. The SP boost will greatly improve new player experience.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#410 - 2015-07-11 06:09:43 UTC  |  Edited by: Rivr Luzade
O2 jayjay wrote:
yeah if you know what you're doing. For a NEWER PLAYER they don't know or understand how to play the game. They are clueless on the game mechanics, overview ect. The SP boost will greatly improve new player experience.

And how so? If they are clueless and do not know the game, how will more SP improve their game? Yes, they can potentially use more stuff right away. But how does this solve their cluelessness and lack of knowledge? Roll

Does anyone here actually put any effort into thinking of ways how to make the gameplay experience better beyond "More SP! Prepare them quicker for the grinder, because I need easy targets!"?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#411 - 2015-07-11 11:14:58 UTC
Rivr Luzade wrote:
O2 jayjay wrote:
yeah if you know what you're doing. For a NEWER PLAYER they don't know or understand how to play the game. They are clueless on the game mechanics, overview ect. The SP boost will greatly improve new player experience.

And how so? If they are clueless and do not know the game, how will more SP improve their game? Yes, they can potentially use more stuff right away. But how does this solve their cluelessness and lack of knowledge? Roll

Does anyone here actually put any effort into thinking of ways how to make the gameplay experience better beyond "More SP! Prepare them quicker for the grinder, because I need easy targets!"?

I too am confused how more SP will make new players understand game mechanics and overviews better...if we have to have changes around this (I don't want them but hey ho...)then it should be tied to the ability to use predefined skill maps to help those players through the first few hours and explain to them that they can add up to a full year of skills etc so they never sit idle.

They should be generalized paths though that the player has to understand and change manually if they wish to specialize.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#412 - 2015-07-11 14:56:12 UTC
Came across this late last night, read the OP, read a few posts particulary the last couple.

Yeah how does giving new players more starting SP help them to understand the nuances of the game.

Right now I am Indy, you stupid idiots advocating the removal of implants.....LV4's and lv5's have no bearing on a new player, hell most times implants have no bearing on them at all.

With the number of skills that go from 4 to 5 though that require 8 to 20 days or more a pop....with LV5's installed....I and im sure others like me that started late in the game NEED them to be competitve with the bigger older players till I/we can catch up to them in the realm of industry.

I understand the implants are tied to the attributes, so you cant really get rid of them without ruining the implants as is. Leave my game play alone please. These type of changes will not help new players.

Hell, if such a change were to come about CCP and my play is seriously adversly affected.....I pay yearly subs, I will have to reconsider that....an if im forced to reconsider that, then i might as well start toying with the option of Joining CODE myself if you take my play style away, only i wont be hunting freighters, ill be hunting anything 30 days or less old and any of these idiots wrongly advocating for the wrong reasons to remove my playstyle and ability to compete.
Not sure how many others might feel that way, but its really crap that older players, veterans get crapped on for the sake of trying to cater to people who do not and most will not understand the Spirit and Game of EvE.

You want retention.....send the damn newbies my way that think they want to mine, ill teach them how to play hands on, and then they can go looking any where else for FUN if they wish to. Thats what you should do CCP, yeah...find the corps and corp leaders willing to help with player retention and direct newbies to them instead of this crap your trying push CCP Rise.
Caldari Clone
Doomheim
#413 - 2015-07-11 21:09:26 UTC
Max Deveron wrote:


Yeah how does giving new players more starting SP help them to understand the nuances of the game.



How does starting them at an arbitrarily low sp level help them understand the nuances of the game? This argument is and always will be stupid. Giving newbies a million sp instead of 50k breaks nothing in this game except perhaps the fuckwits in the bazaar busily trying to sell their garbage "starter," alts. I assume you're one of them.
Ellendras Silver
CrashCat Corporation
#414 - 2015-07-12 00:09:19 UTC
what about this... give starting players a reward in unallocated SPs after they finished a career path. this could be something like 50k SP per career path or maybe a bit less or a bit more. this wil motivate them to finish the tutorial. and they have a bit more knowledge in how to spend the SPs

it is even possible to let existing players use it as well?

one thing must be abundantly clear its one time for each career or one time for each different career but no possibility to grind them like getting the reward reset and do it again

[u]Carpe noctem[/u]

Aerasia
Republic University
Minmatar Republic
#415 - 2015-07-12 03:13:58 UTC
Caldari Clone wrote:
in the bazaar busily trying to sell their garbage "starter," alts. I assume you're one of them.
Given his rather passionate defence of the 'gameplay' behind L5 implants, I'd say it's also possible he recently purchased half a billion in skill implants.

Given the choice, I'd say nuke'em... but I realize that people who just blew a PLEX on attributes are one of the problems CCP Rise talks about in the OP.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#416 - 2015-07-12 04:34:20 UTC
Caldari Clone wrote:
Max Deveron wrote:


Yeah how does giving new players more starting SP help them to understand the nuances of the game.



How does starting them at an arbitrarily low sp level help them understand the nuances of the game? This argument is and always will be stupid. Giving newbies a million sp instead of 50k breaks nothing in this game except perhaps the fuckwits in the bazaar busily trying to sell their garbage "starter," alts. I assume you're one of them.


Actually I have never looked at the bazaar, I dont have starter alts....whatever those are.
But really, whether they have 50k or 1 mill SP....does not matter its pointless what they really start with because a new player does not know how to use them anyway when it comes to understanding the game.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#417 - 2015-07-12 04:41:14 UTC
Aerasia wrote:
Caldari Clone wrote:
in the bazaar busily trying to sell their garbage "starter," alts. I assume you're one of them.
Given his rather passionate defence of the 'gameplay' behind L5 implants, I'd say it's also possible he recently purchased half a billion in skill implants.

Given the choice, I'd say nuke'em... but I realize that people who just blew a PLEX on attributes are one of the problems CCP Rise talks about in the OP.


Only use for plex that i have is to give it away to others. as to ISK....its not a problem to make 20 billion gross in a single day, like i said I am indy so its easy to help others plex their accounts.
As to anything else that can be said or thought of from you....try leaving your noob npc corp for a change and actually play the game, I at least fly around with my implants installed, and part of a player corp.
Caldari Clone
Doomheim
#418 - 2015-07-12 05:25:54 UTC
Ellendras Silver wrote:
what about this... give starting players a reward in unallocated SPs after they finished a career path


Why is this superior to just raising the baseline to a less tedious figure? It's not like players rolling alts wouldn't bother to do career missions if they rewarded sp.

Rulmaro Austrene
Sebiestor Tribe
Minmatar Republic
#419 - 2015-07-12 05:45:51 UTC
Hi, CCP and everybody

First, I am Russian native. And I must appologize for my bad English. I posted some sentences in Russian topics, but had no ISD or DEV answers. Ok. I translated it here. I really hope to get some feedback. Because I see really problems in the new training system. ok, let's start.

Hi, CCP. For a while I was testing a changes in EVE, and a lot of them, to the point that even no time to play. Oh well, the tests even more interesting.
Today I got to the system of training new pilots. Firstly, I want to say that it is really cool, a lot of things are very helpful. The fact that the pilot appears immediately in space and taught to kill all the NPC is really cool. But there was a catch:
1. Being a nooby pilot, I get the job to remove the module from the ship. The ship is equipped with a high power modules only. No problem.
2. Next task is to fit a module in low slot. The loot from slain at the last stage of training NPCs found a subject - Cargo extender.
3. But then I was asked to fit a module in the middle slot. And there is a problem. I have no such modules in the loot. Perhaps it is the module to buy. BUT, There was no training how to use the market . There was an episode of the "SELL", but it was not learning how to buy it.
4. For example, I as Rookie, has not pitched hysterical my monitor is found on the market NeoCom. I even found the desired object in the equipment for the ships' propulsion section, "(I gave a hint job description, which is in contrast to most Rookie, I read carefully, really carefully without missing a single word).
5. Let's say I have stumble with no tips, how to buy this item in the market (remember, I Rookie, opened the game for the first time ever, I know really nothing). Bought.
6. But I could not it at my station, because it simply is not there. I have to fly for it to another station on another system. HOW CAN I FLY THERE??? I am ROOKIE, I just learned how to dock/undock and I had not trained how to plot a course and travel between star, it was not offered to me. I think at this moment, like rookie, eyes climb to the forehead, mouse flies to the wall, and the keyboard is broken on the knee and I think to myself, "freaking EVE DEVIL difficult to play with stupid CONTROLS !!!". Sorry
Why do I say this: I remember in the old EVE Aura took me by the handle, primarily teaching docking undocking, plot a course, to make the leap into other systems. And then later she taught to fight and to trade.
Maybe it is more logical to still teach the pilot to move first, then trade, and after that to learn fitting? Because it may be necessary for fitting to fly and do a lot of thinks. What do you think?
On the one hand I see the developers’ logic of the new system allows the player to choose what to study. But, hell, it is the interface I see for the first time (I’am noob).
Of course, being already familiar with the Neocom, I just clicked "all options" and found there, how to move between the stars. The problem, is what if I did not know that you can click this button, I would not hit. This inscription as the title, it does not pulsate, not highlighted, does not respond to pointing the mouse.
I think it makes sense to somehow highlight the inscription, otherwise noob abuts concrete wall interface, poked and cut down. Very well know for myself for a couple of years ago, that's what I did. But then the trouble was not in the interface but in Russian translation. The names of the menus and instructions were not always the same in the real menus, that I was just infuriated. After 2 weeks, my anger has passed, I switched to English interface and without problems all mastered. So it goes ....
Next lesson "forces are creating." Okay, given that the need to look for the "ore processing" with a badge. I dropped out this lesson in space where I find the button? Naturally, as nooby, I climb into the Neocomian, his entire break, I start to get nervous swearing and remove the game.
Well, if I thought to ask someone in the locale. But I am English speaking, if right now there is no Russian players in local and I am zero in English, then what? No one help me – they can’t.
Well, I am advanced a noob, I intuitively got that the objects and ore processing and in space can not be, and I fly to the station. I Flew, open instructions, looking for the specified icon ... but where is he? In the Tutorials icon loaded with small factory and recycled, which is what I'm looking for, running his eyes over the interface station ... and I do not see the desired icon. Enjoying screen http://i69.fastpic.ru/big/2015/0707/78/6a269c0c3d33c56548a465a09f9db278.jpg
But I'm a noob advanced, intuitively comes to me: it is necessary to direct the mouse cursor over each icon to find the right. Wow! I did it.
But I think somehow it should be otherwise, icons and text instructions must comply with the icons and actions in the game. What do you think?
Once again, I understand that the new system of training and the cost of works I like it's idea. But here I sat down to play, like I'm a noob, and got stuck twice. I have twice need someone to ask for help. I understand that EVE communicative game, and I need to get acquainted with other players, but I do not want to be a noob-beggar. Why would I want to leave that impression myself in front of strangers? I do not want it. Ok, I am noob, but I am 30 years old, and I do not want to make a nooby noob empression, psychologically.
Rulmaro Austrene
Sebiestor Tribe
Minmatar Republic
#420 - 2015-07-12 05:53:22 UTC  |  Edited by: Rulmaro Austrene
After you finished old training you have a good frigate and about 1 000 000 isks in the wallet. In the new system I tried to do "agents tutorial". And you know what? I was shot. I lost about 5 my rookie ships because the rookie ship just can't do L1 security missions. Too low HP. And I played for 2 years. Imagine what happens with the new player. The only option I saw is to mine the ore till I have money enough to buy a normal frig and fit it. I lost about 1.5 hours for it.

WHY SHOULD I MINE IF I CAME IN GAME TO SHOOT????? :)

And I tried to run mining missions. Ha-ha. "Mine 2000m3" guys are you kidding??? With my rookie ship?? Even with 2 cargo extenders, I have about 150m3. You really want to make new player fly to the asteriod belt, mine, fly back, fly to the belt and so on 10-15 times? Do you really see fun in this? I don't.

It's really wrong, don't you think?

Guys, really, could you just make Aura to link to old training agents. They teach player to fight and to mine and then player got some start capital to buy good frig and so on.

Because if you trying to run the security mission with your rookie ship, in most of them you get shot.