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New dev blog: The Ease of EVE

First post First post
Author
Shandir
EVE University
Ivy League
#81 - 2012-02-17 16:20:20 UTC
Perhaps if you had some baseline fittings for PvE and PvP in Corp Fitting for noob-corps, that would help them get started.
One thing I had trouble with early on is that without access to EFT (which EVE itself does not make you get), you have no idea how to fit a ship other than adding guns and some kind of tank and maybe a couple of other modules you found while missioning.

Basically, the sort of half-decent fits you'd get if you asked in the help channels or in your noob corp channel. Only a handful, and either only those that are of use to new players such as a PvE fit for each race's frigs, dessies and cruisers; a solo PvP fit or two, a basic cruiser mining fit, a hauler fit, the sort of stuff you wouldn't need a corp to do - or also include fits that would require groups to be useful but make it clear this is for groups (go join a corp).

Another reason this would be useful is if you have some example fits - you could have AURA take you step by step through these example fits and explain *why* that module is there and what it does.

You also probably should just admit that at least for the time being, EFT is by far the best way to fit your ship, and point the newbies strongly towards it.
Zimmy Zeta
Perkone
Caldari State
#82 - 2012-02-17 16:29:41 UTC
Destination SkillQueue wrote:
Forgot to mention. Skill barriers are bad m'kay. Now I know you can't just get rid of that, since the skill system is a core part of EVE, but keep that thing in mind though. For example an active solo player you've railroaded in to missioning will have the money and access to high level missions sooner than his character skill progression can support. He basicly hits a point during his early days where he is forced to grind content he has outgrown and finds boring as a player, because his character skill progression lags behind and can't be accelerated. It leads to the feeling of having to wait for skills before you can start playing the game, a feeling you should try your best to minimize.

I don't have a solution to this problem, since you aren't looking to fiddle too much with the game. You can still mitigate it's affects by getting people to do multiple activities at the same time. Activities that should support their skill training focus. This is another area where those out of game resources and tutorials would be helpful. A diagram similar to this, would show those alternative options to them in an easy to understand way.



this.

I recently did the exploration tutorial with my alt. You get the skillbooks for free. Nice. Oh...and now you have to train the skills and wait about 3 hours until you can go on with the tutorial? Really? If this had been my first Eve experience, I am pretty sure that it would have beeen my last, too - I am usually quite intolerant if a new game starts to bore me within the first 30 minutes...
Possible solution: Make it that skills you get during the tutorials are learned instantly.

Also, about localisation: maybe you should rethink the whole concept. Eve is so special because it is a single shard game. Having different clients with different languages in the same shard just doesn't work and makes communication with other players extremely difficult. When I started the first thing I was told to do was to install the english client and never look back.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Thelron
Science and Trade Institute
Caldari State
#83 - 2012-02-17 16:29:50 UTC
Hah-HAH! Eat ctrl-v, evil forums!

Having run the tutorials a couple times now that there's a good reason to use the alt slots, a couple of things struck me as REALLY needing some thought-

Sometimes you get a civvy module to learn how to use a salvager, or a webifier, or some such. Other times, you're told to use (though you may not actually have to) a real one but you don't have the skill and if it's your first agent you don't have the isk to buy the skill. From a "EVE shouldn't be easy" standpoint this makes sense, but from an actual instructional standpoint it is absolutely terrible, at least the way it is handled currently. Then every so often Aura just dumps random skillbooks in your lap, which you may or may not be able to use (not *really* random, but it feels that way... it looks like it is based on a simple count of missions or something, not what you're currently doing in the missions). These should all be moved into the tutorial rewards IMO.

Also, partly to reduce frustration and partly to get people thinking about how training *really* works, make sure they get skillbooks early enough to train level 1 before giving them the mission where they'll need that for a module. Explain *why* they're getting the book, and why they should train it right now, and oh by the way here's this skill queue thing Aura might have mentioned, this is why it's *really* interesting.

In general, the order in which you get books and modules are rewards/pre-mission gifts needs to be re-examined and made more relevant to what the agent is asking them to do. The agents should also *all* foreshadow their arcs a good bit to make sure that a new player who works through an agent in one sitting isn't going to be waiting on skills or stopping and doing non-tutorial work just to afford a module the've been told to buy. If they go out and get blown up and have to work to buy another, sure, but you shouldn't be able to run into a large stopping point as easily as it seems you can today.

Conversely...

Stop putting people in high-end frigates and destroyers on day 1 or 2. MAYBE give them a Bantam (or racial equivalent) once they're done all of the tutorials. In the meantime, keep them in the noobship. It's a tutorial, not Crazy Bob's Spaceship Giveaway, let the player choose what ships they want to train for/save for after they're done. Yes, its nice to give players a few freebie ships to lose, but the system already HAS freebie ships, which are perfectly sufficient for demonstrating what goes on in the tutorials. Starting players off able to hop into their race's best T1 frigate (and 30 minutes from the destroyer or hauler, and not far from a cruiser) is just one more factor keeping the T1s from seeing any real use. No, focusing the tutorials on the noobships won't suddenly make the lower-tier frigates more useful, but when they hopefully ARE made more useful and something to be looked forward to again, players won't be getting pushed past all that anyway.

Industry tutorial... should require you to make the items, preferably with a guaranteed production slot. It should also include a research component, again with a guaranteed slot so it can be completed in less than two months. Give them the BP, have them start the research, then send them on the "mine me some trit" mission. Make the BP available when they get back, have them start production, send them on another errand. Some stuff might have to be "faked" to guarantee the slots and make sure they don't try to do a million levels of PE or something, but they should see how ME levels impact a BP, how PE levels impact a BP, etc. The "or you can be a trader by buying stuff on the market" parts can be some of the "filler" for while their research is supposedly happening and while their "Generic Widget Mk III" production is running.

To address the fitting/PvP/other stuff that might not work with a noobship concerns (along with "needs specific training before you can do it" non-combat and non-ship activities like invention), perhaps create a full set of "advanced" tutorials and specifically tell players to go out and experiment for a week, and have the agents list up-front the skill-sets you'll need for pre-reqs of the skills/modules that agent will require them to use (kind of like reasearch agents but helpful, instead of rude). These can be the really in-depth learning arcs, should be accessable within a week of skill training assuming the player is specializing towards the agent's topic, and should probably have enough in them to *last* a week (so a trial account can get to and through one, maybe two, specialized "tutorial."). Yes, 2-6 weeks is a long "new player experience" but it gives the ability to present a much richer background to subjects that you really shouldn't cover in week 1 anyway. In the combat arcs, this is where they'd learn fits, work with the not-noobship frigates, learn some of the common ideas of PVP, what EWAR does, what tackle does, what logi does, how different weapons systems work, how advanced market concepts work, how to figure out your margin on a manufacturing job, etc.
Darrow Hill
Vodka and Vice
#84 - 2012-02-17 16:30:07 UTC  |  Edited by: Darrow Hill
I have not read the entire thread, so I apologize if either of these points have already been discussed in depth.

1) EVEMon is not optional.

I am not entirely sure how CCP should address this issue, but the point is clear. The 24 hour skill queue requires the use of a third party tool for long term skill planning. If the goal is to ease new player into the game this absolutely must be addressed.

Which leads to the second point.

2) Skill remaps, and the attribute system.

Jester had a great blog on the subject back in October.

Why is thier a 24 hour skill queue with no in game tool for long term planning, and yet the most efficient way to train is to create a 12 month skill plan and remap your attributes accordingly?


This system is terribly harsh on new players. Removing the learning skills was a great step, but should be looked at as the first step.

"Death to attributes! Death to attribute implants!"
Victus Drake
Lip Shords
#85 - 2012-02-17 16:36:24 UTC  |  Edited by: Victus Drake
I'm sure what I'm about to say has already been said and repeated but it cannot hurt to say it one more time.

As the chief of training operations in my corporation it often falls to me to teach and train new recruits, and since 99% of our recruits come from real life friends (for corp security reasons) this means that the majority of these new recruits are brand spanking new players.

One of the biggest complaints I hear from new players is about the time it realistically takes to get into anything of any real use. With the exception of using frigates in some sort of ECCM or Tackler role there isn't much new pilots can do for an active Wormhole Corp like ours for at least two or three weeks, and that's with a very specific training plan.

Missions are only so useful as a training tool, and before we're really comfortable bringing them into any of our holdings we like to see them at least in a Battlecruiser, usually a Drake for its relative ease of fitting and it's durability compared to other ships in its class.

Perhaps if there was some way to accelerate basic fitting skills training? Such as follow a certain training quest line and you get certain ranks in basic fitting skills automatically?

Also I find that a lot of my new pilots have a very hard time understanding what to fit on what ship and why.

It would be nice if as a new player you automatically came with some simple but relatively optimized tech 1 fittings for the basic ships, frigates and cruisers of all races, or at least the ones they are flying.

Teach pilots basic keyboard shortcuts.

Lastly it might be nice if when we look at variations of modules they were listed top down in order of meta type instead of having to hunt and peck through all their info sheets. As it is makes it difficult for me, much less a new player to spot!

Thanks for reading my two cents!
Dancing Sphere
Aberrant Solutions
#86 - 2012-02-17 16:40:54 UTC  |  Edited by: Dancing Sphere
One more thought:

Consider a skripted EVEnt, when a Char logs in for the first time. Instead of playing the Intro-Vid-Sequence, which btw could me more new-player-friendly, too:

The character finds himself in his CQ.

On the BIG Screen on the wall (which is already there) a special video introduces hin to this new job in New Eden (an agent maybe, or Aura) and gives him a personal introduction to the basic features of EVE, tells him about the next steps on this way (what will happen in the tutorials), where he can find help, and so on ...


In Dev-Terms:
That would be a skripted client-side event. A connection to the live server could be established when the player undocks for the first time for example.

Would be a great experience for new players.

fly safe,
Dancing
Rixiu
PonyTek
#87 - 2012-02-17 16:50:22 UTC  |  Edited by: Rixiu
So you don't have plan and want us tell you what the **** to do? Got it!

Nerf titans and supercapital logistic ships plx.
Selmak Kareivis
Deep Core Mining Inc.
Caldari State
#88 - 2012-02-17 16:56:24 UTC
First off this blog is a great step toward something great, thank you CCP for this opportunity! I am a fairly new EVE capsuleer and can tell you right off the start that the game leaves you lost when you start. Of course the tutorials are great, but just for basics, eve is not about just basics, everyone wants to be the best and they want it now lol, the tutorials leave you to figure everything the hard way. The three friends I joined with all have quit after 4 months because the problems we faced were skilling and wanting to get right out there, I'm fine with it personally, there are strategies to skilling. The other problem was there was an obvious amount of information out there with mechanics that is core to the game which was obvious because some people had great fits and we were left with simple tutorial knowledge about fits. It was not until a friend found eve fitting tool and eve monitor that made it a lot easier. But the underlying problem was that we had to put out of game effort to find help and it's is all based off player owned knowledge and sweat. If we never had those programs from dedicated capsuleers where would we be? So knowing that the effort we had to put into this massive game which we just happened to join after many updates over the years, we were left with the sense of useless players in an already expanded universe, which, turned them away and back to games they are able to quickly compete as a top level character. I however stayed only because there is no game like this and my schedule only allows me time to hop on and skill train at the moment. But the solution I have is to incorporate a google search tab or something like it that will instantly search eve related topics on google when a word is typed in like target painter etc. it makes for more IN GAME flexibility. Next, there has to be tools incorporated as though it's part of the game, which allow u to play with fittings, in game, so make an official CCP EFT dang it!! Lol. That is actually really important. This is the words I saw written when doing my endless google searches for information not given as easy acces in game with a simple search bar : ) it appears that a lot of the words floating around among new players in google were complaints about all user created tools and information and a lac on ccp's part in that area and they made clear that's why they quit. The tools weren't there for them to easily acces (in game) to make them a more competitive player. Basically when u hop in a game u stay in the game and get lost in it as an escape or for the experience. Not with eve, at least not at first, instead it is spent finding true info from blogs and tools from players which u don't know about till u put the effort in to find it. Most beginners don't know this and don't try or they just don't want to hop beetween game and eft or search for everything in a web browser etc. . . . Then they are gone.

1. Add a search bar on left hand hud to open google eve related searches to the in game browser, using simple word searches (how long does ECM last)
2. Create an in game CCP eft! At least not everything would be player created that helps u get an edge on other capsuleers.
3. At least link the eve book /PDF that's free and user created, somewhere in the left had column.
Thelron
Science and Trade Institute
Caldari State
#89 - 2012-02-17 17:00:32 UTC
Victus Drake wrote:
I'm sure what I'm about to say has already been said and repeated but it cannot hurt to say it one more time.

As the chief of training operations in my corporation it often falls to me to teach and train new recruits, and since 99% of our recruits come from real life friends (for corp security reasons) this means that the majority of these new recruits are brand spanking new players.

One of the biggest complaints I hear from new players is about the time it realistically takes to get into anything of any real use. With the exception of using frigates in some sort of ECCM or Tackler role there isn't much new pilots can do for an active Wormhole Corp like ours for at least two or three weeks, and that's with a very specific training plan.

Missions are only so useful as a training tool, and before we're really comfortable bringing them into any of our holdings we like to see them at least in a Battlecruiser, usually a Drake for its relative ease of fitting and it's durability compared to other ships in its class.

Perhaps if there was some way to accelerate basic fitting skills training? Such as follow a certain training quest line and you get certain ranks in basic fitting skills automatically?

Also I find that a lot of my new pilots have a very hard time understanding what to fit on what ship and why.

It would be nice if as a new player you automatically came with some simple but relatively optimized tech 1 fittings for the basic ships, frigates and cruisers of all races, or at least the ones they are flying.

Teach pilots basic keyboard shortcuts.

Lastly it might be nice if when we look at variations of modules they were listed top down in order of meta type instead of having to hunt and peck through all their info sheets. As it is makes it difficult for me, much less a new player to spot!

Thanks for reading my two cents!


Ohh... shortcuts. I totally forgot about that... *DEFINITELY* whatever you do, add a TON more about that. And about how the overview REALLY works, not just to add LCOs and then... that's it.

About accelerating basic fitting training...

I'd have to disagree, fairly strongly in fact. That it's 3+ weeks before a new character is generally useful to your corp *is* a problem, but I think it would be MUCH better for the game to change the impact of what you can do BEFORE you're in a BC, not make it easier to skip ahead. That's somewhat a discussion for a bunch of other topics, but assuming sub-BC combat (T1 frigates with solid but basic fits especially) were at least worthy of the title "stepping stone" (or better yet, being appropriately formidable in their own right) would you still feel the need to catapult players directly to the 2nd-largest general combat class (skipping two "major" classes and destroyers)? Likewise with sub-Exhumer/Orca mining/hauling?

Issues with some groups having inflated/unimaginitive ideas about "useful" aside, it does take far too long before a new player can feel like they're contributing these days- the "best" stuff has become so overwhelmingly good that even the last round of "best" can have trouble finding acceptance, let alone the old "basic." I just don't agree that the answer should be "skip everyone past the basic stuff, then."
Il Feytid
State War Academy
Caldari State
#90 - 2012-02-17 17:02:33 UTC
Darrow Hill wrote:
I have not read the entire thread, so I apologize if either of these points have already been discussed in depth.

1) EVEMon is not optional.

I am not entirely sure how CCP should address this issue, but the point is clear. The 24 hour skill queue requires the use of a third party tool for long term skill planning. If the goal is to ease new player into the game this absolutely must be addressed.

Which leads to the second point.

2) Skill remaps, and the attribute system.

Jester had a great blog on the subject back in October.

Why is thier a 24 hour skill queue with no in game tool for long term planning, and yet the most efficient way to train is to create a 12 month skill plan and remap your attributes accordingly?


This system is terribly harsh on new players. Removing the learning skills was a great step, but should be looked at as the first step.

"Death to attributes! Death to attribute implants!"


I agree there should be a planner, but to remove attributes and attribute implants is a mistake. I used to be against learning skills being removed long ago, but I finally came to my senses after reading all the reasons why. The reasons you have listed for attributes to be done away with are not good ones.
Thoirdhealbhach
Liga der hessischen Gentlemen
#91 - 2012-02-17 17:14:58 UTC
Over the course of the last year, I've had four RL friends, who used the 3 week trial and here is a summary of the things they didn't like and ultimately made them leave EVE after the trial time even though they had RL buddies complete with a small corp available for support:

*The tutorials display too much text at once. More audio comments, more visual feedback and more time and visual aids on the usage of the overview would have been good.

*At the time there were too many bugs in the tutorial system. Last year I've heard on two or three seperate occasions of tutorials missions that couldn't be properly completed or were reacting to the players actions in a strange way.

*Tutorials and mission briefings have no visual distinction between "fluff" and "crunch" meaning people had a hard time figuring out what part of the text (which were too long to read anyway) contained vital information and what part was just story. This was perceived as especially frustrating.

*There is very little help from the game to plan your skill queue as a beginner. Much too often us veterans came up with a nice cheap tech1 fitting or some new activity only to find out, that the newbie characters needed another 6-72 hours training time. Far too often I was not able to do a certain activity with a newbie because he either was several hours away from completing the skill or the necessary ship/equipment was not available for trials anyway.

*There is too much vital information stowed away in the wiki or 3rd party webpages/products. Especially the de facto need for an external fitting tool was a big turn off for my friends.

*A tutorial on the general structure of the market window, its categories and the naming conventions of modules would have been much appreciated.

*Skill training during the first few days/weeks is too slow! When you want to introduce a friend to EVE you basically have only one weekend to make a pitch. Eve should offer some serious sense of achievement for the first dozen or two dozen hours of gameplay. While the slow skillpoint accumulation over time is great for the regular user, it is very frustrating and feels like an artificial handbreak if you want to get things going with your buddies.

*There was a general sense, that in theory EVE might offer interesting gameplay choices, but none of them were available for testing during trial, which kind of defeated the purpose of the trial for anyone who is not interested in missions or mining.

*There was the notion, that EVE forces people to pay attention to menial tasks that offer no actual fun and could easily be automated. One example among many others was the need to manually trigger a reload and manually start shooting again afterwards.

*The GUI is outdated.


So this is, what friends who have tried out EVE and were not happy about it have told me.
gfldex
#92 - 2012-02-17 17:20:06 UTC
Imagine EVE would be a board game. With the information available to players in tutorials and the wiki you couldn't possibly play the game because most rules are not know to players.

In EVE one can very well find out what the rules are. You are going to lose a lot of ships in the process. Most players who quit because they lost a ship have no idea why they lost it. How are they supposed to find a solution? How are they supposed to do better next time?

What happened with the idea of handbooks anyways? Are we all doomed to follow the Apple Way of Blackbox Magic?

If you take all the sand out of the box, only the cat poo will remain.

Dwindlehop
Imperial Shipment
Amarr Empire
#93 - 2012-02-17 17:24:00 UTC
I've had three different friends accept buddy invites to play Eve. All of them should have been easy customers for CCP to pick up, as they had me helping them along, smoothing over Eve's rough spots, and giving them direction. None of them played Eve for more than a month. The single biggest problem with Eve is there isn't always something to do when you log in. They got distracted by other games and started spending more time in other games before they got particularly attached to Eve.

The fix you need to make to NPE is the same fix you need to make to Eve. Inject more life into 0.0 and lowsec. Give characters fresh out of their trial period a niche in 0.0. Connect a nullsec alliance's wealth and war materiel production to 0.0 pilots in space, making jumps from gate-to-gate, generally being both engage-able and defend-able. Make it so when I log in, everyone is who isn't AFK or reshipping is out in space, because there's something to do out there.
Chokichi Ozuwara
Perkone
Caldari State
#94 - 2012-02-17 17:25:08 UTC  |  Edited by: Chokichi Ozuwara
I could write an essay on this. I intended to write an essay on this elsewhere. I come from a SaaS background, and look at the new character experience both as a player, and as someone who must retain paying subscriptions in order to grow my revenues.

Of course I am annoyed by the new overview changes, so maybe we can trade. My brilliant insights in return for a useable player interface, circa one week ago.

A few thoughts...

The current tutorial setup is lousy. Instead of making a dedicated learning and training interface for newbs (new customers) someone decided to shortcut and utilize the mission mechanics.

The problem is, missioning is mostly a hisec endeavor, and isn't reflective of most of the game.

To boot, the missions themselves suck and the content is lousy. Introduce a real storyline arc related to the Eve cannon, and you might hook people emotionally on the purpose of the tutes. But that all originates with how CCP sees their new clients, and how seriously they want to retain them as paying users.

Testing on one's wife isn't very useful, because she has a bias to try and take a higher level of interest due to IRL relationship, not to mention they are more likely to mask emotions like disappointment and frustration.

One of the key questions to ask, is why a player can learn more one on one with a corpmate in 2 hours than the tutorial could teach in a week? I recently walked a friend through on skype and he's already died in lowsec 2 or 3 times, within a few days of joining. Investing in GM (paid?) help can yield an ROI assuming you have some basic lifetime customer value data available.

Also, you gotta remove grinding for newbs. Start them at level 5 for the core skills in each skill category or more of the useful skills not bound to the tutorials (like shields). They need to do the tutorial, not earn the tutorial.

Less grinding.

Giving them a broader or more leveled skill base, you open up more modules and ships to them earlier. We're talking about frigates, which frankly everyone should be able to use as early as possible so they can do more than mine and haul.

As someone with experience in SaaS, and a big user advocate in any system, the onramp experience is almost non-existent with this software, although to be fair, I did have a GM contact me when I joined, and I thought that was a nice touch.

Get players doing the fun stuff in eve during the tutorials, and they will learn by doing. Mining and ratting aren't fun for a lot of players (you will have the real #s on population density by sec status), they are grinding.

Don't teach players how to grind. Teach them how to fly and fight. Teach them how to work in a group.

By doing the stuff which triggers a positive emotional response with a high level of novelty, you'll hook people into paying.

Also, strictly from a sales perspective, there isn't enough of a push from free trial to paid. A one time offer like "Pay now and receive 500,000 bonus skill points" or some other small newb advantage which doesn't affect the balance of the game at large, could help increase conversions.

TL;DR Grinding sucks, don't teach grinding. Remove as much grinding as possible from Newbie experience. Also, sell harder. And make the storyline compelling.

Tears will be shed and pants will need to be changed all round.

Vizvayu Koga
#95 - 2012-02-17 17:25:41 UTC
Fix bugged game mechanics that allow things like can flipping, suicide ganking and trade window scamming. This is a real issue for newbies because at the beggining it's very hard to get stuff and too easy to loose it. Make it clear where it's safe and where it's not.
Chokichi Ozuwara
Perkone
Caldari State
#96 - 2012-02-17 17:37:21 UTC
Just thought of this, but the best way to learn is to do, and the best chance to do in a guided manner is to join a player corp.

Why not create a market for new pilots? Right now, there isn't much incentive to equip and train them because they are newbs. Maybe Concord can pay corps for new (paying) clients up to their first 3 months. Something equal to 10% of what a 3 month pilot could earn doing PVE.

Creating a market for new pilots to join player corps will make newbs feel desired and valuable, and will incentivize recruitment. Also, the recruitment process sucks. Corps need to be able to advertise in station. Using secure cans around stargates is a horrible kludge that should have been addressed a long time ago.

Tears will be shed and pants will need to be changed all round.

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#97 - 2012-02-17 17:37:22 UTC  |  Edited by: Grey Stormshadow
GSS 2011.09.25 17:26 wrote:

I wanted to build a corporation where everyone would have some important/meaningfull role without a fear that some day some other member had cancelled all their industry jobs, stolen their ships from pos hangar, emptyed corp wallets and hangar.

Then I realized that only way to do this is not to hand out any important/meaningfull roles and not to even try recruiting.

Current corporation roles/configuration options are very limited and support mainly corporation model where few guys run the corporation and remaining players will be ants forever. Even in this case some inside guy will eventually bail and collect everything corp has as his retirement fund.

If you want to improve new player experience and keep more people in game after trial is over, you gotta work with the most important thing in this game. That is obviously the corporation system as a whole.

I could take 20 noobs and keep them busy for next year if I knew that none of them will clear my wallet if I give them anything more interesting to do than drilling a rock or salvaging a mission. Obviously this isn't as big problem on pvp side, but posses and storing ships are still good examples.

In industry side there is plenty to fix from renting pos labs to multi layer corp lab access rights. There should be daily/monthly limits in corp wallet access rights and plenty of more corp hangars/configuration options to them. For example "can store and take only own items"-option and "can take only X items/day". Traders shouln't be able to collect all the corp deliveries without special permission. They should be able to pick only their own corp purchases if they had permission to purchace in 1st place. Default should be only to sell for corp.

More roles, more permissions... generally this means that every job can be divided to many small jobs and distributed to many players. This gives important job to everyone and people feel that they are important part of the corporation. That gives totally different experiment than some ceo going "we have mining op every day - how long before you think this game is boring? - wee!".

I'm sure that some ceo living daily in null could give you at least same amount of feedback about stuff that they wanted to change in pos maintaince, jump bridge maintaince and god knows where... however I'm sure you got the idea.

^^most important thing in EvE atm - IMO
(Quote source)

This again... as it is pretty much the key for new players not to hit brick wall if they don't choose the PvP path and be happy with it.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

wicked cheese
Doomheim
#98 - 2012-02-17 17:37:29 UTC
eve only needs one thing for the new player experience:

an ingame wikipedia (much like civilizations civilopedia) that covers all items and game concepts, giving examples and even history lessons.

since ccp more than likely wouldnt have the time to take on that large of a project a group of community selected officials could moderate/edit it while normal players can send them updates to be posted. hopefully that would keep some of the bullshit out lol
gfldex
#99 - 2012-02-17 17:47:39 UTC
Kane Hart wrote:
Unfortunately one the things I found was the recent suicide gankings are actually tearing the enjoyment out of the game for a couple my friends who recently came back and one of them being fresh and new to the game.


That could have been done by a 2 day old char. And 800B would be a nice start into the game, would it not?

If you take all the sand out of the box, only the cat poo will remain.

Dwindlehop
Imperial Shipment
Amarr Empire
#100 - 2012-02-17 17:50:00 UTC
After thinking about it a little more, I have an addition to my request above for a niche in 0.0 for new players. CCP Legion, please make the tutorial feature Eve's combat mechanics as she is actually played, not according to some weird CCP idea of how Eve combat could be. The new player should leave the tutorial knowing how to apply tackle while the target attempts to escape and how to escape when faced with overwhelming force.