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Inception - NPE is now available for testing on Singularity

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Jackson Ikkala
Doomheim
#41 - 2016-10-27 05:54:04 UTC
i'm having the issue of not being able to clear the space of hostiles it's just not working
pedrohsi1
Doomheim
#42 - 2016-10-27 06:03:56 UTC
If you have another character that is training a skill at the moment, the Operations get stuck at training the first skill. You get the popup to buy multiple training but if you don't purchase that (or you don't stop skill training on the other char), the tutorial won't proceed.
Avon Salinder
#43 - 2016-10-27 07:33:13 UTC  |  Edited by: Avon Salinder
The minmatar agent is very well voice acted!

When asked to destroy the warp disruption bubble it wasn't on the overview. I turned on 'large collidable objects' and just about anything else I could and never saw it. Possibly not showing up? Couldn't get any further. Edit: Turned on 'large colliadable structure' since that's different to large collidable objects somehow, problem solved.

Started with a fresh Caldari character and this time I was sitting in empty space with no wrecks around me at all, couldn't proceed further. Edit: Exited then came back into the client again, this time the wrecks spawned in.
Samsara Toldya
Academy of Contradictory Behaviour
#44 - 2016-10-27 08:52:45 UTC
CCP Paradox wrote:
Hi everybody,
Thanks so far for the feedback, we're still hard at work while we're reading this.

The market issue should now be resolved, you should be able to buy the blueprint from the market now without issue.
Also we have reduced the character deletion timer from 10 hours to 10 minutes. This will take effect on the next server restart. I hope this helps you test new characters.


Uhm... I just logged in my omega char on Singularity and NPE popped up (no new charakter).
It won't even let me "x-away" the NPE... stuck in Station... can't undock as server thinks I'm already in space running the NPE...
*welp*
CCP Paradox
#45 - 2016-10-27 10:20:28 UTC
I have to say, a very hearty thank you for those of you who are taking time to write down feedback and submit bug reports. We are processing all of it right now, and beginning to work on resolving blocking issues and implementing your feedback.

There are still some industry issues which we are hoping to resolve soon, and there have been additional server issues which has prevented players from changing sessions (docking, undocking etc).

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Rain6637
GoonWaffe
Goonswarm Federation
#46 - 2016-10-27 10:35:47 UTC  |  Edited by: Rain6637
(Caldari sequence)

-the first window that required "Next" to be clicked should be blinking or something. Perhaps just the "Next" button should blink. It required input from the player and that was a change of pace compared to the rest of the intro.

-When Aura describes how to loot a wreck, I was still on my way to the first wreck and it was a bit too much information. I felt my eyes glaze over while she was talking. No way a new player will process all that info. She should wait and highlight buttons instead, after the cargo wreck is opened.

-Aura advises right-clicking and selecting "Approach" but you could also mention that "Open Cargo" will work.

-Aura reminds you to close the inventory window after you're finished. The information sort of sticks, but mostly because the window is in the way after you're done and the player will probably want to close it anyway.

-There is no warp generator item in overview and I couldn't find one manually or in overview settings. So I'm slowboating out of the 300km bubble right now

-oh gah if you activate "Large Collidable Structure" in Overview Settings -> Tab Presets -> Types -> Entity the Warp Disruption Generator shows up. Slowboating back 260km now.

-where can we find this 300km warp bubble, it might be a bit useful, asking for a friend

-The seeker isn't on overview by default

-real talk, I just doubled my kill record.

-oh nice, Aura mentions "Open Cargo"

-This ibis is fit with an afterburner. I'm instructed to approach but I don't think she's mentioned activating my prop mod.

-oh wow you include the player in the counter attack that you mention in the dialog? That is the most satisfying example of chekhov's gun ever.

-The docking sequence is interrupted and there's a lot of talking while the ship sits there. This became an issue when I needed to redeem a skillbook and had to be docked. With docking attempts I heard "docking permission requested" but nothing happened. Eventually a docking request went through and I docked, but I didn't hear "Docking request accepted."

-I injected the skill manually instead of waiting for the tutorial and now it's stuck. I'll try to reactivate the intro later, for now I have to work on things irl~ (Cagali tweeted about the new NPE so I came by)



This is a great addition to the game.

WHAT ARE WE GOING TO DO WITH ALL THESE NEW HIGHSEC ORPHANS WHO STAY

What about some kind of rating system for corporations? Not necessarily to incentivize accepting new players, but more for the purpose of informing new players what corporation to select. A very obvious "Join these people" rating system that pops up, perhaps in the corporation offices tab of the station.

I don't think accepting new players needs to be incentivized, in fact I don't think it should be. There are enough corporations who take on new players for the intrinsic reward.

I think the rating system should be based on player retention. So if a corporation has a je ne sais quoi and is somehow able to maintain player activity and retention that is 50 times higher than average, they should be rated as Very Special

The mechanics of such a rating wouldn't be tied to game mechanics, and rather player activity and subscription stats.

****, couldn't you extend these stats for any corporation and its players, not just newbies but also veterans
Rain6637
GoonWaffe
Goonswarm Federation
#47 - 2016-10-27 11:10:53 UTC
inb4 newbies ask about people's kill records in corp chat

any chance you might support a kill record in-game, perhaps not by player names and such, but more like damage done and taken etc. I seem to recall an API stat sheet that was generated for my characters on a third party site.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#48 - 2016-10-27 12:05:45 UTC
Random thought because the server is rebooting.

The first add skill task does not include the message that as a vet is the most important. "Keep your skill queue full." If it did I filled it up out of reflex not because of the text. Saying that later in the NPE is a good repeate but needs to be said the first time a skill is added.

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

See you around the universe.

DSpite Culhach
#49 - 2016-10-27 12:17:55 UTC
Cluster went down while on Sisi, so this is all I have so far, until I get back on:

* When I got the step of "Rotate the ship view" nothing was happening, possibly because earlier I had clicked on the camera and grid icons, possibly moving off the "default view" the game expected. I later clicked on those icons more and kept trying to spin, and got past that point by accident, really.

* The skills we cant use or cant train to max have yellow dots for the "you cant get this part" which seem non-intuitive compared to what we would normally expect from experience, like for example, say, a red box with a cross through it. A yellow dot seems like a strange choice. Just saying.

* When a new player is first shown a Character Sheet for the first time, I think it might feel like an overwhelming volume of information. Would it make sense for Aura to queue up a handful of skills as "default", maybe just 1-2 days max as part of the tutorial, so they can see the bottom queue light up, and then add or remove skills themselves?

Perhaps put in a couple of Engineering and Gunnery skills or Navigation skills with a brief explanation as to why that is generally a good idea, so that players would see the queue names and go click on them to see why that is.

I apparently have no idea what I'm doing.

Mara Rinn
Cosmic Goo Convertor
#50 - 2016-10-27 12:18:26 UTC
pedrohsi1 wrote:
If you have another character that is training a skill at the moment, the Operations get stuck at training the first skill. You get the popup to buy multiple training but if you don't purchase that (or you don't stop skill training on the other char), the tutorial won't proceed.


Multiple Character Training certificates are seeded on the market, 100 ISK a pop. You don't need to be in the same station to activate them so just buy them, open up your Assets window and activate the certificate from there. Instant access to training queue for your Alpha/NPE character!
Mara Rinn
Cosmic Goo Convertor
#51 - 2016-10-27 12:20:09 UTC
Rhivre wrote:
Cleared the first site (to get the mats for building), Did not update at the "Secure location" after destroying all the rats. I am fairly sure I used the radial menu (ugh) for approach, lock, orbit, shoot, in that order on all of the rats, even the ones at 2000m from me


Same here. Killed all six rats, no update on progress.
pedrohsi1
Doomheim
#52 - 2016-10-27 12:36:07 UTC  |  Edited by: pedrohsi1
Mara Rinn wrote:
pedrohsi1 wrote:
If you have another character that is training a skill at the moment, the Operations get stuck at training the first skill. You get the popup to buy multiple training but if you don't purchase that (or you don't stop skill training on the other char), the tutorial won't proceed.


Multiple Character Training certificates are seeded on the market, 100 ISK a pop. You don't need to be in the same station to activate them so just buy them, open up your Assets window and activate the certificate from there. Instant access to training queue for your Alpha/NPE character!


That's fine on SiSi, but it can become a problem later on on Tranq :)

Also, when I try to resize the Aura/Commander popups, the pointer jumps upwards and starts to vibrate as I move the mouse, as if it was stuck in a very tiny box.
pedrohsi1
Doomheim
#53 - 2016-10-27 13:07:48 UTC  |  Edited by: pedrohsi1
When the first drifter appears you are targeted before Aura gets the chance to proceed to the Lock On step and the tutorial gets stuck. You have to Unlock the target then select Lock On again in order to be able to proceed.

Industry seems to work now but SiSi has issues with weapons, no cycle starts and I have to keep activating them - also, damage on the targets is not updated properly and, destroyed ships remain on the overview, this suggests some server lag.
Titti Sabezan
SYNDIC Unlimited
#54 - 2016-10-27 13:09:57 UTC
On Minmatar run, with entirely new character

Have *bought* the BPO for the Civilian Analyzer

Industry window will now identify it (which it wouldn't before), but won't allow me to *load* it.


Other comment: At one point the Minni CO refers to "the Empire" -- is this a misprunt from the Amarr script ?
pedrohsi1
Doomheim
#55 - 2016-10-27 13:34:28 UTC
Titti Sabezan wrote:


Have *bought* the BPO for the Civilian Analyzer

Industry window will now identify it (which it wouldn't before), but won't allow me to *load* it.



There's a workaround, right-click on the blueprint, Show Info, then close the Industry window and click on View in Industry :)
May'n Nome
Center for Advanced Studies
Gallente Federation
#56 - 2016-10-27 13:47:11 UTC
Titti Sabezan wrote:
On Minmatar run, with entirely new character

Have *bought* the BPO for the Civilian Analyzer

Industry window will now identify it (which it wouldn't before), but won't allow me to *load* it.


Other comment: At one point the Minni CO refers to "the Empire" -- is this a misprunt from the Amarr script ?



Same problem as bolded/underlined text. Also can't close the Industry Window.

"Threefold is the time's pace: the future comes not in haste, the present is gone arrow fast, eternally still remains the past."

Rain6637
GoonWaffe
Goonswarm Federation
#57 - 2016-10-27 14:08:25 UTC  |  Edited by: Rain6637
realllly feeling like the industry and combat tracks should be divorced from each other somehow. Perhaps the player should be given the option to fly out and buy one, or build one in place. Let players choose between the ISK cost vs production like normal.

a "show me how to build" request button or something.
TigerXtrm
KarmaFleet
Goonswarm Federation
#58 - 2016-10-27 14:26:39 UTC
Whoohoo, got a little further this time. Past the final big battle. I had some issues where the game thought I was much further from targets than I actually was but I'll account that to SISI being unstable or whatever. Anyway; long list of feedback and important notes.

1. When Aura tells you to purchase a blueprint from the market the instruction with the name of the blueprint disappears and can not be found anywhere. The name of the blueprint the player needs to find should be ready on display while the market window is open, otherwise new players will get confused, frustrated and will quit.

(Here I had some issues with the Industry window but again, I'll account that to SISI being weird)

2. A major issue I have with this tutorial (and previous tutorials) is that the auto pilot is still promoted as the default way of travel. Not once, anywhere in the tutorial, is the player told that they can manually warp to a gate and manually jump and that it would be much faster. This happens not once, but 3 times. Including one route that has 3 gates in them, all of which need to be autopiloted because the newbie doesn't know any better.

In my opinion manual travel should be taught first and foremost. There is no reason to force a new player to sit idle as he warps 15km off a gate and slowboats to his goal. This will cause frustration. Especially when you do it twice more with even longer routes. Let Aura teach the player how to warp to a gate and jump through, with a side note mentioning the auto pilot for when they get lost or something. Promoting the auto pilot as default is HORRIBLE GAMEPLAY!

3. Why do we land so far away from the first acceleration gate? You could warp in a LOT closer and still have room enough for dialog that needs to happen before activating it. These long burns to objects will bore newbies.

4. Why on earth do we land so far away from the info shard?! You enter the site at 120km away from the damn thing and only when you reach 40km does it trigger a conversation. This needs to be compressed a lot. Warp in at 20, trigger the conversation at 10 or something. Cut out these insane distances. Are you trying to bore your new players to death?!

5. Players should be taught to find the station they need to dock in, instead of the operations panel giving them a magic button for it. That magic button will not be there after the tutorial ends.

6. Fitting the first frigate should teach the player to use the fitting window, not use this 'fit to active ship' nonsense. You WANT the new players to use the fitting screen, as it gives the best experience and they will need it heavily in the future.

7. Again, warping in 40km away from the spatial rift is completely unnecessary. It just causes a lot of boredom while the player burns to where he needs to go for no apparent reason.

8. After the battle is over the tutorial turns into one big chaos of information. I'm assuming this is work in progress since Aura has no lines at that point, but still. The player dies in the explosion and respawns in the station. It is completely unclear to any newbie how and what just happened. Aura or the FC needs to explain that, as a capsuleer, they are now immortal and will respawn at a fresh clone whenever their pod is destroyed.

(At this point the tutorial broke on me again so I wasn't able to continue). I'll run through it again a little closer to release and hopefully some (or all) of these issues have been fixed by then. I'm most concerned about the long burns between goals and the autopilot issue. I would highly recommend the NPE team to take a cold hard look at this again and really think about if this is the right way to do this.

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Ophelia Lemm
Mayan calendar
Russian Legion of Honor
#59 - 2016-10-27 16:09:05 UTC  |  Edited by: Ophelia Lemm
You should really replace circadian seeker battleships in 1st mission with something smaller (sleeper frig models maybe), it feels utterly stupid that a newbie ship kills a battleship-class with a few shots, each dealing 5-7 damage. This is potentially confusing for new players, who might in the end of the tutorial expect that *any* battleship can be killed with a few shots.

Even more cofusing that a bunch of pirates in next mission, who are not represented as something significantly dangerous by aura, are actually tougher than those sleepers... seriously? If you really need sleepers or drifters to appear so much make a suicide-like mission against them at the end of tutorial, so that 1) newbie knows that ships are expendable and 2) drifters are not to be messed with.

Looks like gates do not let anything in but rookie ship. Why not let players use t1 frigates? Oh, ok, so you give a rifter a few missions later, reasonable. Hiding astrahus inside deadspace complex (along with a load of capital ships) does not seem logical either. Consider getting rid of all accelerations gates, they never made much sense to me anyway.

Overall its a great step forward - compared to opportunities anyway, but calling a player who killed a couple drifters a hero of republic (im my case) and having him spearhead a counterattack fleet with carriers/battleships and stuff? Personally, you should cut down on epicness, this is not World of Warcraft, here we usually have epic stuff done by players for players anyway...

What i liked about original aura toturial (before opportunities map) is that it does make player feel not particulary significant in the universe, and explained how one can get significant. In this case you guys kinda got it upside-down.

P.S. Oh, and i liked old cold aura voice better :)
Mongo Severasse
Center for Advanced Studies
Gallente Federation
#60 - 2016-10-27 18:04:44 UTC  |  Edited by: Mongo Severasse
Finished up the Caldari NPE. A few things:

I echo the concern of using higher ship class model for the Circadian mobs. A frigate or even "corvette" class ship would be more suitable for most of the ship classes you fight 1v1 or in packs vs those you fight in the scripted battles. It helps to differentiate the ships that you will fly against throughout the game.

Overview: I think the addition of a quick introduction to the overview in one of the Aura interactions would be helpful. It could be explained that by default your scanners are configured a certain way and to be able to target some object in space, you have to turn on LCO/LCS's in the overview, and Aura would step you through the process.

Also, I ran into a bug where I killed the three Circadian ships at the center of the final structure and the tutorial did not advance. I sat there for about a couple of minutes waiting for the story to advance.
1. I relogged to see if I could clear it.
2. When I logged back in the site had despawned and I was able to warp back to the Circadian gate and run the site again.
3. This time, after killing the final three Circadian ships I targeted and started damaging the structure.
4. The story then advanced normally.

It may be that I did not realize I was supposed to be targeting and killing the structure on the first pass. I don't know if the FC NPC made the call to target the structure at the end because there was a lot of action going on, not only on-screen but between Aura and the FC. But by damaging the structure, I was able to advance the tutorial. Using the callout balloon for the final structure would help newbs (like I apparently am) to know that they are supposed to be destroying that final structure.

I had some weird issues that kept red targets on the overview but when I tried to target them the system said they were no longer present? Is that server lag?

Another issue that was annoying was the new balloons being used to display important ships and other objects during the tutorial. On smaller resolution settings those boxes are pretty large and can get in the way of selecting things in space. If they were slightly smaller it would help with screen clutter.