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New dev blog: The Ease of EVE

First post First post
Author
Andrea Griffin
#121 - 2012-02-17 19:39:34 UTC
Ms Mirple wrote:
Or require some missions to have 3 people in a fleet to enter the site. This will encourage more team oriented goals and get players working together sooner.
Providing some missions - or a series of missions (perhaps a Fleet Mission Agent) - which will not start until 3-4 pilots are in the mission area could be really cool.
Nova Fox
Novafox Shipyards
#122 - 2012-02-17 19:42:15 UTC
New Tutorial Minigame for new players.

Starship Engineer! Fit ships to customers orders.

All ships are and modules are 'fake' and cannot be undocked but requires no skill to fit or sit in.
Ship provided will contain various modules in its cargo bay and is asked how to fit the ship for customer needs.
Player earns score based on correct module for the job specified, Optional correct modules that makes the job easier there will be multiple correct answers. then absolutely WRONG modules.

For example player is requested to fit a sturdy shield frigate. They will be given a ship with various armor and shield modules and are tasked with fitting the ship. once they are done they hit the submit button and the report is generated.

The report basically decalres in right or wrong why they are good choices for the job reasons why and how module synergy with player skill, ship install and each other is important and how details DO matter.

The tutorial should also explain there are more than one way to skin a cat and encourages all sorts of builds.

Various types of fits in the minigame that should be explored should be
Attack (pure dps ship)
Assault (DPS ship with Tank)
Fighter (High speed DPS)
Escort (Fast Lock, Fast Track DPS)
Sniper(Long Range Gun Attack)
Artillery (Long Range split weapons)
Drone Boat (Drone in the drone bay and DCUs)
Scout (Survey, Cloak, and agility)
Intercept (Highspeed Tackler)
Industrial (Mining fit)
Harzard Industrial (Tanked mining fit)
Decoy (Tank only)
Salvager and Combat Salvager

ect ect list goes on.

Examples of WRONG modules

Wrong weapon Upgrade
Wrong TanK setup
Wrong Electronic Warfare modules or thier counter measure warfare.

Good scoring players on this 'npc mission' may get a free one time ship if they succesfully score high enough with one suggested 'fit.'

This will also be a great oppertunity to explain overheating and rigs and the effect on the ship.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nova Fox
Novafox Shipyards
#123 - 2012-02-17 19:47:51 UTC  |  Edited by: Nova Fox
Ms Mirple wrote:


Nova Fox wrote:
Epic Arc Idea


This Idea is perfect. The only thing I would change is Battle ships are not always long range but strees that tracking is very important in game.


Well that could be further explained that the captain didn't particuarly outfit for fighting smaller ships and further explains that even the largest of ships would have extreme difficulty in hitting a small frigate.

and in mission 6 the captain could remind the player that his smaller size would make it much harder for the npc battleship to attack the player and demonstrate it by having the player webify the hostile battleship to when then targets the player and futilely tries to hit the frigate.

The friendly captain can then stress use of orbit and not sitting still. The mission should be forgiving a little bit to prevent omfg pwnt.

I heavily nominate the Equilirbium of Man terrorist for the pinanta those pirates suck the most in terms of performance.

Hopefully the pilots in the end will understand that every ship has a function purpose and role to posisbly fullfill.

If this works out well enough you could try to tailor a small arc for every class of ship the player could fly such as one for destroyers, cruisers, battlecruisers, battleships and we'd have our dear ol captain part with his knowledge on how to use the ship to various advantages, of course they'd be 'level' locked to prevent too early of an access and only the frigate level of ships give away free ships.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Random Womble
Emo Rangers
#124 - 2012-02-17 20:00:12 UTC
As someone that has been involved in running a corp for ages but does not have the time to ever do a proper recruitment drive with all the vetting and such that takes place but would still like to teach newbies i would like to see a bit of a random corp option. Think of it as a blind date for corps. I also have an alt that i want to keep out of my main corp but again find it difficult to find the time to find a suitable corp so i can see things from another side too.

The way i see this is corps should be able to opt in to receive random members perhaps with some data requiring to be in putted so that potential members and corps can match up better like base region and operational regions, active times/days, possibly a minimum SP requirement or even primary language. Potential recruits would then be able to select a join random corp option somewhere and again would get so options which they can choose to limit the potential corps they may join by.

It may be worth while to have some limits like joining a random corp no more than 3 times in a week and some sort of rating system so that corps that are particularly bad for looking after new members could be marked down and at the same time members that were particularly bad possibly trolls or corp thieves could also be marked down.

The system should be open to everyone but aimed at newbies and it would be best if newbies could be put back in the starter corps if they quit/get kicked within 2 weeks or something so that they do not lose the safety net too easily.

I might come back and expand my ideas a bit i had got more detail but cant think straight right now.
Andrea Griffin
#125 - 2012-02-17 20:11:29 UTC
Random Womble wrote:
a random corp option. Think of it as a blind date for corps
This is an interesting idea, but there's so much room for abuse (on both sides).

We already do have an in-game recruitment tool, but as far as I know it is hardly used. If more corporations could be convinced to use it then more players might find it helpful.

Since being a corporation does help player retention (among other things), bringing this tool to the fore and giving it some attention (even just reminding people that it exists would help) could be a good gain for little effort.
Gorp
The Scope
Gallente Federation
#126 - 2012-02-17 20:12:06 UTC
You should do more to leverage player-created resources to help newbies find their way around an incredibly complex game. While this content may be found with the application of Google-Fu, sorting out the good from the crap is a daunting task.

CCP should proactively identify, curate and promote the best player generated content and present it to new players as part of their welcome to Eve. Yes, this will require judgement calls as to what is good and will give recognition to some corporations/players that others may resent but that's ok.

Promoting content needs to involve more than mentioning it in a stickied forum post (buried alongside much crap) or shoved into an Evelopedia entry (which few read).

At the very least, newbies should be directed to:

Halada's mining guide
EveSurvival.org mission index
Hardin Salvor's Incursion guides (as well as Jester's articles on the subject)
Ombey's 2D Eve Maps
Eve Uni's guide to Planetary Interaction
Wensley's Rifter Guide to Solo PVP
The Altruist's Know Your Enemy articles

New players should also be directed to investigate
Agony Unleashed PVP University
Eve University
nate555
Caldari Provisions
Caldari State
#127 - 2012-02-17 20:14:29 UTC
Make a small server just for noobs under 30 days old
Shandir
EVE University
Ivy League
#128 - 2012-02-17 20:15:48 UTC  |  Edited by: Shandir
Gorp wrote:

At the very least, newbies should be directed to:

Halada's mining guide
EveSurvival.org mission index
Hardin Salvor's Incursion guides (as well as Jester's articles on the subject)
Ombey's 2D Eve Maps
Eve Uni's guide to Planetary Interaction
Wensley's Rifter Guide to Solo PVP
The Altruist's Know Your Enemy articles


These should be added as a bookshelf you can interact with in WIS.

Edit: Am I the only one a bit annoyed that they both edited XKCD's strip, and failed to credit him?
Nova Fox
Novafox Shipyards
#129 - 2012-02-17 20:19:06 UTC
Shandir wrote:
Gorp wrote:

At the very least, newbies should be directed to:

Halada's mining guide
EveSurvival.org mission index
Hardin Salvor's Incursion guides (as well as Jester's articles on the subject)
Ombey's 2D Eve Maps
Eve Uni's guide to Planetary Interaction
Wensley's Rifter Guide to Solo PVP
The Altruist's Know Your Enemy articles


These should be added as a bookshelf you can interact with in WIS.

Edit: Am I the only one a bit annoyed that they both edited XKCD's strip, and failed to credit him?


bookshelf Idea would work as it would easily help remove or add as they become available or defunt.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Little Brat
Provincia Septim Reborn
#130 - 2012-02-17 20:51:04 UTC
Am going to respond to this thread but first a hint to posters...write your post in a word document or whatever offline and then cut and paste to the forum...works for me and no lost in cyberspace posts :)

Our corporate symbol is a blue Egyptian Ankh representing pure eternal life, surrounded by 8 gold stars representing The Eightfold Path on a red background representing sacrifice and committment to the everliving, beloved of Ptah...

Indahmawar Fazmarai
#131 - 2012-02-17 20:54:29 UTC
Nova Fox wrote:
New Tutorial Minigame for new players.

Starship Engineer! Fit ships to customers orders.

All ships are and modules are 'fake' and cannot be undocked but requires no skill to fit or sit in.
Ship provided will contain various modules in its cargo bay and is asked how to fit the ship for customer needs.
Player earns score based on correct module for the job specified, Optional correct modules that makes the job easier there will be multiple correct answers. then absolutely WRONG modules.

For example player is requested to fit a sturdy shield frigate. They will be given a ship with various armor and shield modules and are tasked with fitting the ship. once they are done they hit the submit button and the report is generated.

The report basically decalres in right or wrong why they are good choices for the job reasons why and how module synergy with player skill, ship install and each other is important and how details DO matter.

The tutorial should also explain there are more than one way to skin a cat and encourages all sorts of builds.

Various types of fits in the minigame that should be explored should be
Attack (pure dps ship)
Assault (DPS ship with Tank)
Fighter (High speed DPS)
Escort (Fast Lock, Fast Track DPS)
Sniper(Long Range Gun Attack)
Artillery (Long Range split weapons)
Drone Boat (Drone in the drone bay and DCUs)
Scout (Survey, Cloak, and agility)
Intercept (Highspeed Tackler)
Industrial (Mining fit)
Harzard Industrial (Tanked mining fit)
Decoy (Tank only)
Salvager and Combat Salvager

ect ect list goes on.

Examples of WRONG modules

Wrong weapon Upgrade
Wrong TanK setup
Wrong Electronic Warfare modules or thier counter measure warfare.

Good scoring players on this 'npc mission' may get a free one time ship if they succesfully score high enough with one suggested 'fit.'

This will also be a great oppertunity to explain overheating and rigs and the effect on the ship.


Oooh, me likes!! That's cunning and could be -gasp- actually FUN! Lol

Seriously, it's amazing how 99% of everything relevant to enjoying EVE and having fun with EVE, can't be obtained from CCP.

BTW, to the guys asking for videos, voiceovers, etcetera... what about people who doesn't speaks English? Reading is tough enough, listening... God, sometimes I still get lost with videoblogs and must rewind and listen again... certainlly Talking to Customer is cute, but not so cute when your customers speak like 40 languges and some just aren't up to listening to English.
Asban
Caustic Fantasy League
#132 - 2012-02-17 21:01:32 UTC
Hey,

So apologies if this has been mentioned, but one of the real big problems with EVE beginners is they don't know all the things they don't know. Meaning, they have to decide based off some really short descriptions where they should start investing their time. It is very rare that you find a beginner who doesn't have some points they wished they hadn't spent. This may never go away for good, but it can be really depressing when you achieve a particularly long game plan, only to realize the features or game play that opens up wasn't really what you wanted. It would be nice if there were a way to expose players to a taste of what things will be like a year into a skill route. Tutorials, with 'loner skill plans' would go a long way to give beginners a taste of more exotic things to come. Think of learning to pilot with an experienced NPC pilot's skills on 'lone.' Have a mission where you scan down anoms in a covops with perfect skills (temporarily of course!). Have a mission where you can mine some ice (or whatevs) with a loned hulk. Have a mission where you hop into a fully fitted t2 BS and destroy some stuff with a ludicrous tank. Have a mission where you have to drop into a maxed logi and keep an NPC alive while it plows through some enemies. Have a mission where you have to tackle a target while an NPC gang blows it up, if you don't tackle it, it won't go POP. Pick some important roles that players say they particularly enjoy and create tutorials where a beginner gets to play with max skills in those activities in great ships for a single mission.

Now, obviously this is potentially a huge way to abuse things, so it would have to be implemented delicately. Obviously don't actually give a player a marauder. Give them a 'tutorial' marauder for a mission. These things can't be refined/sold/traded or aggress other players, maybe even not be able to use warp gates. Whatever, restrict as needed. But give the player a sense of what it would be like if they actually dumped a year into these skill plans.

This would go a long way to upping the wonder of a beginning player and helping them understand why training BS 5 might actually be a good idea at some point.

BONUS:

If this system were implemented it would ALSO provide needed levers to make missioning more interesting. Imagine being occasionally able to fly a highly specialized mission ship to accomplish a task you otherwise would not be able to do. Imagine a "our scientists have created this experimental ship we'd like you to go test pilot" or "we recovered this enemy faction cruiser and we'd like you to use it to frame that faction by attacking a mutual friend", etc.

TL;DR occasionally temporarily allow players the advantage of a year's worth of points in limited PVE scenarios.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#133 - 2012-02-17 21:45:25 UTC
More payoff when you skill to a specific ship or ability. I liked the break down of few skills to more skills in the NPE video.

If the market was locked down to only the modules you are trained for for the first 2 months and the market headers linked to tutorials on how to use each item. New players get a success result and the training on how to use it in a easy to find location.


Also as low level players/ alts of high level players both do the same thing. Identify those play styles and formalize them. A null sec corp needs a cyno alt in low sec for a freighter jump. Older player makes a contract only accessable by a low level player. The location will be random and fleet cannot be droped until he returns to his agent which cannot be in the same system as his clone solving one of the greifing stratagies. Work arounds can found to all it just takes a little work to find the mix of risk versies reward for both the high skill and low skill players.

Contriband scanning, can protection for can miners using a anti tiping mod only usable by rookie pilots. and other low level ship abiliities all give low level players something to do.

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

See you around the universe.

Mors Sanctitatis
Death of Virtue
#134 - 2012-02-17 21:46:05 UTC
The key to the NPE and customer retention is SETTING EXPECTATIONS. Educate the players: tell them to expect to get killed in high sec space. Tell them that the focus of the game is PVP and blowing stuff up. Tell them that they won't be getting their hand held.

This will significantly reduce the whining and complaining when someone gets shot in the face and loses their first few dozen ships.

The current crop of whining carebears is a direct result of the expectation that there are areas in Eve where they are completely safe, which of course is entirely incorrect, compounded by the misunderstanding that Eve's main focus isn't PVP (again, wrong).

New players need to be indoctrinated from the very beginning that Eve players experience PVP in all things, on all levels: market, industry (mining) and of course, ship to ship combat.

If you can achieve even a small portion of the above, we would see massive improvements in player attitude, culture and customer retention.
Gorongo Frostfyr
#135 - 2012-02-17 21:52:55 UTC
again ccp scam
David Magnus
#136 - 2012-02-17 21:54:57 UTC
Not everyone agrees, but I think one of the best parts about EVE is the consequential PVP.

Anything you can do to direct players towards PVP as early as possible is good idea in my opinion. Also, making sure to manage their expectations that they will lose ships, etc.

Changes that make the easier ways to make ISK more profitable would be good - for example, changes to the drone regions to make overall highsec mining more profitable.

Honestly, a lot of this comes down to refining systems that are already in game, like low sec and faction warfare as an easy entry into PVP for newer players.


I have got my brother, sister, and a couple friends to try EVE out, and with the exception of one friend they all played through the tutorial and then basically stopped playing when they stopped having a goal. EVE is a sandbox and that makes it unique and awesome, and I love that it's open ended. However, it might be good to try and encourage new players to develop long term goals earlier so that they don't finish the tutorial, have nothing obvious to do next, and never log in again.

Thanks for your hard work on this!

http://soundcloud.com/davidkmagnus/fight-us-maybe

http://soundcloud.com/davidkmagnus/winterupdate

http://soundcloud.com/davidkmagnus/supercaps

http://soundcloud.com/davidkmagnus/pandemiclegion

HARD STEEL
Caldari Capital Construction Company
#137 - 2012-02-17 22:09:45 UTC
why not give new members a taste of what they can have/do beyond what they can start with. like in the castlevania games

show them a taste of a crazy big battle, or give them t2 battleships that they can do nothing but just get smoked in some scripted sequence or something

ONLY THE HARD.  ONLY THE STRONG.

Callista Jael
Black Science Navigators
#138 - 2012-02-17 22:45:42 UTC
So much emphasis is placed on the NPE, but imo there are so many activities in EVE to master that many of us stay new players longer because of it.

I think what would make a very dramatic change would be to really overhaul the info that is currently present in-game, and to add and take away as necessary. Much of the info present is inconsistent, and some that should be there is missing entirely, or is present when it's not needed in the least. Even obtaining said info is such a clumsy task that I can see how it would encourage a person to quit. Every system in EVE that I've been exposed to suffers from this handicap.

I don't have the time or interest to nitpick any more than I already have, posting on other characters in the last 5 years, but I will cite two examples of what I feel would benefit from a bit of developer attention - my two most HATED features in-game - and they are:

the “show info > attributes” tab
and the star map in it's entirety

...are both such abysmal failures that some even in the community have created their own versions to avoid having to use these features in-game.

Quote from devblog: “We want to give the new players a smooth and consistent online gaming experience...” This is not limited solely to new players. As polished as the NPE may become, this choppy, clumsy experience becomes more apparent as we all settle into the game world. Carry the quality on through to the rest of EVE; don't stop at the beginning.
Cyprus Black
School of Applied Knowledge
Caldari State
#139 - 2012-02-17 23:10:25 UTC  |  Edited by: Cyprus Black
This is actually my first blog post regarding the NPE. I wrote a lot:
http://cyprusblack.blogspot.com/



If you're too lazy to read it, the highlights are this:
-Undo or adjust the 93% SP nerf to new players. It was wrong then and it's still biting you in the ass now CCP.
-Give new players much needed starting skills.
-Minor fleet boosting for all new accounts.
-EvE mail notifications when SP is nearing the clone SP limit.
-Out of game tutorial videos created by CCP that covers all aspects of game.
(The Planetary Interaction Tutorial video is a great start but we need more).
-Ingame tutorial text and tutorial voice mismatch addressing.
-Stronger emphasis on EvE being a multiplayer game. Getting away from solo play.
-Bring back career paths.

ALL new characters should start with these fundamental and basic skills:
-Electronic Warfare 1
-Sensor Linking 1
-Propulsion Jamming 1
-Target Painting 1
-Weapon Disruption 1
-Survey 1/2/3
-Salvaging 1
-Mechanic 3
-Targeting 1
-Electronic Upgrades 1
-Sensor Linking 1
-Long Range Targeting 1
-Energy Grid Upgrades 1
-Energy Systems Operations 1
-Energy Emission Systems 1
-Energy Management 1
-Repair Systems 1
-Hull Upgrades 1
-Warp Drive Operation 1
-Afterburner 1
-Shield Operation 1
-Shield Upgrades 1
-Energy Grid Upgrades 1
-Tactical Shield Manipulation 1
-Starting Race Frigate 3
-Astrometrics 1
-Weapon Upgrades 1

With these skills, new players can participate in a lot more activities than just mission running and mining.
Without these skills to start, new players can't probe, salvage, repair own ship, electronic warfare, tackle, haul, or do much of anything except mission running and mining which really sucks.

Summary of EvEs last four expansions: http://imgur.com/ZL5SM33

Kandreath
De Re Metallica
#140 - 2012-02-17 23:23:21 UTC
(Going to raise a petition about how after writing a long forum post pressing the "post" button it erases your text and gets you to start over. Just lost a long one again! - just saying)

OK here is a cut down version. - When I introduced a friend to the game here is what I thought made the difference.

(1) Get them a buddy - (Me in this case)
(2) Get them to do the tutorials
(3) Tag along on a couple of missions and advise on how to go about it
(4) get them to tag along on one of yours (let them loot) keep them safe but let them contribute.
(5) Drop about 5 Mil on them - (Unexpectedly he paid me back in about 4 weeks)
(6) show them evemon.

My buddy no longer bothers with missions but it did give him a place to start and explore and an income stream.

In fact I think I'd be willing to do this for strangers from time to time. Perhaps a small reward might help encourage older ones to pause their game to help out a noob. - Isn't this already in place ? - I'll go and check.