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Furb Killer
Gallente
Posted - 2011.04.27 09:55:00 - [31]
 

Originally by: Draco Llasa
In May, we'll be discussing the Eve NPE. CCP has made great strides in improving the overall NPE. We would like to gather feedback from current players on ways to improve the NPE and ideas to increase player retention (by giving a good NPE)

Post your thoughts feedback or experiences here in this thread


First of all just fix the UI, that is the main problem.

Second, put all devs respondible for NPE in the rookie help chat for a week, and afterwards tell them to have fun with NPE for a month, with threath you can always put them back in rookie help, result: NPE is alot better within 1 week + 1 month.

For example dunno if it is still like that, but for a long time when of the rookie missions was mining an asteroid, in a field filled with unminable asteroids without the one you needed by default on your overview, and the one you couldnt mine were on your overview, with no help on how to fix that. Obvious fix would be to make the default overview less idiotic.

Anyway, here you got your list:
Linkage

Aidan Patrick
Aldebaran Foundation
Tauri Federation
Posted - 2011.04.27 11:15:00 - [32]
 

Edited by: Aidan Patrick on 27/04/2011 11:14:39
From what I tested on Duality when CQ was being tested CCP is going in the right direction. I do however feel it should be a necessity that the tutorials has voice over. Not just for cool factor, I found myself getting bored and irritated at having to read every popup window.

Something like having the popup window companioned with audio. Add a checkbox that says "Disable tutorial voiceover" so those who don't want to hear it and just want to read can. Then add a button that says "Repeat Voiceover" or something catchy and self explanatory. Upon hitting the next button you are automatically presented with the voiceover tutorial, unless you disabled it via the checkbox.

My two cents as I think it would greatly enhance the NPE.

InColdBlood
Posted - 2011.04.27 11:31:00 - [33]
 

Edited by: InColdBlood on 02/05/2011 19:08:43
As I remember it, the isk grind is way too intensive at the beginning, especially if you have no friends in eve. I know you can sell a plex, but maybe new players on trial do not want to do that just yet. Give new accounts a balance of 20 million isk to get things going. Give them a mail suggesting a few ways to spend it, maybe a t1 cruiser fit for pvp and can one for pve (drawn from a pool of fits). Give them meaningful tip on medium term skill planning. Battleship just sound so cool, but their usefulness is a lot limited in fast moving pvp, not much "battle" over them. Maybe suggest training for one of the advanced cruisers or frigates unless pve is the desire. The specifics of the advice i will let you figure out, you get my idea right?

Tell new players hybrids suck :D

Swynet
State War Academy

Posted - 2011.05.10 16:31:00 - [34]
 

Originally by: Aidan Patrick
Edited by: Aidan Patrick on 27/04/2011 11:14:39
From what I tested on Duality when CQ was being tested CCP is going in the right direction. I do however feel it should be a necessity that the tutorials has voice over. Not just for cool factor, I found myself getting bored and irritated at having to read every popup window.

Something like having the popup window companioned with audio. Add a checkbox that says "Disable tutorial voiceover" so those who don't want to hear it and just want to read can. Then add a button that says "Repeat Voiceover" or something catchy and self explanatory. Upon hitting the next button you are automatically presented with the voiceover tutorial, unless you disabled it via the checkbox.

My two cents as I think it would greatly enhance the NPE.


Excellent proposal

Mars Theran
Caldari
EVE Rogues
EVE Rogues Alliance
Posted - 2011.05.10 23:11:00 - [35]
 

Edited by: Mars Theran on 10/05/2011 23:12:56
Originally by: Mr DurkaDur
Edited by: Mr DurkaDur on 24/04/2011 19:22:32
New better looking noob ships, please! Appearances are like 86.39%

First! Cool


This is actually quite true. The Noob ships as they are leave a lot to be desired, and generally don't go much beyond the first days experience, while being something we are forced to have well after that. Every time we pod into a station where we have no ships in the hangar, or one way or another, achieve the same end result through being podded or otherwise.

Amongst the new player experiences, should be an attractive, sleak vessel which will prove of use and appeal throughout the game, even years later.

I would suggest:

Sleak and designed similar to a space superiority fighter with transport capability, barely larger than a shuttle and much more capable. Possibly even a bit like a dropship, and appearing capable of atmospheric flight. Add some cool vectored thrust and afterburners such as would be seen on a VTOL craft, that are unused in space, for effect. Take that last or leave it, as it's not really neccessary and/or may give the wrong impression. Still, might be cool.

Spec:

High: 2 Mid: 2 Low: 2 Powergrid: 12 MW CPU: 70 tf Callibration: 100 Upgrade Hardpoints: 1 Launcher Hardpoints: 1 Turret Hardpoints: 2
Max. Velocity: 400 m/s Inertia Modifier: 3.94 Mass: 1,820,000 kg Volume: 14500 m3 Cargo Capacity: 164 m3 Structure: 253
Armor: 116 EM: 50% Thermal: 35% Kinetic: 35% Explosive: 10%
Shield: 182 EM: 0% Thermal: 20% Kinetic: 40% Explosive: 50%
Capacitor Capacity: 310 GJ Recharge Time: 215400 s
Max. Targeting Range: 17.6 km Max. Locked Targets: 4 Sensor Strength: 4 points Signature Radius: 27 m Scan Resolution: 367 mm

Required Skills: Spaceship Command I

Remove the auto-replacement feature, and replace it with ship claimable through ESC menu.

Mara Rinn
Posted - 2011.05.11 00:51:00 - [36]
 

I think the Velator is a wonderful noob ship. It just needs a teensy bit more powergrid, such that a pilot with Engineering 5 and Advanced Weapon Upgrades 5 could fit two neutron blasters :)

The Reaper is the quintessential Minmatar ship - bunch of parts flung together to produce a fast, light craft.

The Ibis and Impairor are rather dull looking.

Cordo Draken
ABOS Industrial Enterprises
Posted - 2011.05.11 01:47:00 - [37]
 

Originally by: Opertone
Originally by: Draco Llasa
In May, we'll be discussing the Eve NPE. CCP has made great strides in improving the overall NPE. We would like to gather feedback from current players on ways to improve the NPE and ideas to increase player retention (by giving a good NPE)

Post your thoughts feedback or experiences here in this thread



New players are treated in a bad way with uber noob term. Large corporations do not want to recruit noobs, as they lack competence and these corps lack time to train them. Another stigma associated with new account is the 'spy' suspicion. New players have bad experience when they feel not wanted or not able to play with real guys.

In my opinion, new players tutorial missions can be totally surpassed by recruit academy, a player NPC run organization, a training centre and a task force, with an aim to provide daily combat experience to the pilots. In these corporation combat is a standard, and courage is the real value. NPC give out real mission briefings, while community FCs can lead up to 30 men groups through low sec, WH reconnaissance 0.0 sec border attacks.

The difference from faction warfare, that recruit academy focuses on tactical training of direct beginners, people who are in noob corp and have less than 3 month play time. The corporation has ship fittings sets, ship stocks that satisfy the recruit combat programme needs, also recruits get their ISK payout for accomplishments in their missions, funded by megacorporations as anti sansha anti jove multi empire initiative. Academy training is focused around tech 1 frigate and cruiser combat, wing coordination and facing opposing force.

NPC ruleset, missions, training plans, Player cadets, community volunteer fleet commanders and opposing force. Where opposing force may be seasoned players in larger ships engaging in staged environments and micro tournaments.


I like this idea. Give them more of a guided experience of their choosing; i.e. PvP, Industry, Exploration. I don't know about a 3 month term, but a CCP protected Academy for the first month to show them the options of Eve and basics to the main styles of play. As mentioned, Military Academy could set times (UT) for Fleet combat to opposing factions, yet w/o risk of losing SP or their own Isk. We're talking T1 frigs maybe cruisers. Then after the "Protected" month or trial period, they graduate and now it's off to RL Eve. Upon graduating they could recieve LP, a new ship and standings. Would probably make for much better immersion into the game, plus you establish more friendships with ppl that you Went to the Academy with. Of course they could just Drop out, get nothing... And take the hard road. This would also avoid, forcing Alts to go do the Academy thing again.

Kaelie Onren
Minmatar
Posted - 2011.05.11 08:00:00 - [38]
 

Edited by: Kaelie Onren on 11/05/2011 08:02:01
Originally by: Cordo Draken
Originally by: Opertone
Originally by: Draco Llasa
In May, we'll be discussing the Eve NPE. CCP has made great strides in improving the overall NPE. We would like to gather feedback from current players on ways to improve the NPE and ideas to increase player retention (by giving a good NPE)

Post your thoughts feedback or experiences here in this thread



New players are treated in a bad way with uber noob term. Large corporations do not want to recruit noobs, as they lack competence and these corps lack time to train them. Another stigma associated with new account is the 'spy' suspicion. New players have bad experience when they feel not wanted or not able to play with real guys.

In my opinion, new players tutorial missions can be totally surpassed by recruit academy, a player NPC run organization, a training centre and a task force, with an aim to provide daily combat experience to the pilots. In these corporation combat is a standard, and courage is the real value. NPC give out real mission briefings, while community FCs can lead up to 30 men groups through low sec, WH reconnaissance 0.0 sec border attacks.

The difference from faction warfare, that recruit academy focuses on tactical training of direct beginners, people who are in noob corp and have less than 3 month play time. The corporation has ship fittings sets, ship stocks that satisfy the recruit combat programme needs, also recruits get their ISK payout for accomplishments in their missions, funded by megacorporations as anti sansha anti jove multi empire initiative. Academy training is focused around tech 1 frigate and cruiser combat, wing coordination and facing opposing force.

NPC ruleset, missions, training plans, Player cadets, community volunteer fleet commanders and opposing force. Where opposing force may be seasoned players in larger ships engaging in staged environments and micro tournaments.


I like this idea. Give them more of a guided experience of their choosing; i.e. PvP, Industry, Exploration. I don't know about a 3 month term, but a CCP protected Academy for the first month to show them the options of Eve and basics to the main styles of play. As mentioned, Military Academy could set times (UT) for Fleet combat to opposing factions, yet w/o risk of losing SP or their own Isk. We're talking T1 frigs maybe cruisers. Then after the "Protected" month or trial period, they graduate and now it's off to RL Eve. Upon graduating they could recieve LP, a new ship and standings. Would probably make for much better immersion into the game, plus you establish more friendships with ppl that you Went to the Academy with. Of course they could just Drop out, get nothing... And take the hard road. This would also avoid, forcing Alts to go do the Academy thing again.


Excellent idea, both. Starting players in 'factional warfare' as a bootcamp recruit helps add some life into FW, AND introduces future PvPers to the mechanics of killing. Have other player corps like Red Frog offer positions for new haulers (give RF some sort of tax benefit for taking on noobs, and pay noobs to do simple courier contracts for a salary... etc.)

I think that either having both NPC institutions like Militia (pvp) and InterBus (courier) or CONCORD (policing) and player corps like Red Frog or EVE University play a part in the training of new characters (with incentive for the player corps, of course) that would make the NPE much better.

Also, if we stop the necessity of every player having to play 2 alts in order to survive in this game, that would open up the player base as well. (but discussion is better left to the other thread :)

ITTigerClawIK
Amarr
Galactic Rangers
Galactic-Rangers
Posted - 2011.05.12 00:31:00 - [39]
 

some ingame tutorial vids that apear on the large main screen in your cpatains quarters would be a great start, and a huge reduction in the amount of reading that needs to be done, one of the main turn offs for me when i started was the sheer amount of reading that had to be done when i started in that tiny print.

of course text is also good as something to refer back to so a compromise woudl be cool.

Andski
GoonWaffe
Goonswarm Federation
Posted - 2011.05.12 02:27:00 - [40]
 

Edited by: Andski on 12/05/2011 02:27:52
Edited by: Andski on 12/05/2011 02:27:29
That free implant that is provided to the first character on new accounts created with the EVE retail version should be extended to the first character on every new account activation. Years ago, you'd start out in a decent frigate with 1-2 million SP, and now you start in a terrible, ugly ship with less than 100k SP.

Mars Theran
Caldari
EVE Rogues
EVE Rogues Alliance
Posted - 2011.05.12 06:01:00 - [41]
 

Bring back character background and base skills.

Developing your character background and skill base doesn't have to be exactly what it once was, but it should be more than it is. It helps to develop a connection to the character, while preventing the need for a great deal of skill training, just to get into the game.

Current SP limitations, (about 54K SP at start), leave a new player unprepared for pretty much anything, resulting in even the 'Crash Course' and base tutorials needed skills to be trained, just to complete the missions. When I've done the tutorials, under the new system, I've found myself potentially held up for hours, waiting for skills to train, just to complete my next tutorial mission. This leaves new players with nothing to do except chat, which most likely causes a loss of interest in playing and a greater interest in chatting.

I know, as it has happened to me with several of my characters. I wait for skills to train, and plan out my skill training and remaps, and end up not playing because my training queue is limited to Core skills, or Charisma skills, or just ships, and no support skills. I don't really consider a character to be 'ready for EVE', until they have a chieved more than 10 million SP.

Ready is dependent on an assorted variety of skills and with 54K SP to start, and remapping required to train efficiently, that 54K might as well be nothing. What's the use of flying a ship, with only 2500 SP in Gunnery and Missiles combined, even if you have 7 million split between Electronics, Engineering, and Mechanics, that is insiufficient.

I remember, as a new player, my SP went everywhere, with little concern for attribute bonuses. I wanted to play the game, and I trained to do it as fast as possible. It was totally inefficient, but got me what I wanted in the short run. At the time, I even had the benefit of having the starting SP from Gallente Engineer, which assisted my game start even more, so I was playing right away. I refined the training later of course, and guess what, I soon was at the stage where my training took precedence over my playing, because I was not training fast enough to achieve the results I needed even then.

I was ahead of the game, wanting to do more, but suffering from a lack of skills to do it with. Obviously I'm not talking about meta-gaming, but rather skill-based gaming. New ships, modules, Tech II Guns and Missiles, etc..

Between 20 and 28 million SP, I lost interest in playing, due to skill training. When I start an alt with 54K SP, I stop playing right from the start, and try to get into it when they have achieved 10-14 million SP. So far, I've not succeeded, as I have no real connection to any of those characters, and little use for their skills or little interest in using them.

EVE has become a hobby for me, but not one I take a great deal of enjoyment in. It's just something to do, between working every day, and sleeping at night.

When did that happen I wonder? No idea, but it was sometime after I got my old Corp situated in wormhole space with the help of my friends at the time. All people I'd met playing EVE, and not people I've known in real life. That first experience of EVE was awesome, though I remember being a bit bored until that corp started rolling, gaining members, and actually doing something against uncertain odd's.

That doesn't happen anymore. They're still there, but their success has nothing to do with me now, and even if it did, I wouldn't have the interest to log in. At some point, I became redundant, and that's when I lost interest. I had no unique skills, and even my T3 production science alt, was outdone by 2 or 3 other members. I had little or no place in PvP, as I was mostly Indy trained, and I was but a ship among ships in wormhole sites. Even as the CEO, I felt they had surpassed me, or any real need of me, and I'm sure they felt it to.

Then I looked again at EVE, and realized I was just SP grinding.

Kaelie Onren
Minmatar
Posted - 2011.05.12 12:48:00 - [42]
 

Would caution strongly against boosting new characters above 10m sp on go.
That would just allow for more goon recruit 100 noob swarm tactics. Sp should be earned.

Make it more user friendly for noobs but not handed to them on a silver plate. They have to earn their place. If they don't make it then they should play some other game. The last thing the game needs is more guns in childrens hands.

Mars Theran
Caldari
EVE Rogues
EVE Rogues Alliance
Posted - 2011.05.13 00:40:00 - [43]
 

Originally by: Kaelie Onren
Would caution strongly against boosting new characters above 10m sp on go.
That would just allow for more goon recruit 100 noob swarm tactics. Sp should be earned.

Make it more user friendly for noobs but not handed to them on a silver plate. They have to earn their place. If they don't make it then they should play some other game. The last thing the game needs is more guns in childrens hands.



Was thinking more like 5-600K SP to start off. Smile Not quite what we used to get, and definitely without the Racial attribute adjustments we had before, but still something to give a good base for getting into the game.

Andski
GoonWaffe
Goonswarm Federation
Posted - 2011.05.13 08:26:00 - [44]
 

Originally by: Kaelie Onren
Would caution strongly against boosting new characters above 10m sp on go.
That would just allow for more goon recruit 100 noob swarm tactics. Sp should be earned.

Make it more user friendly for noobs but not handed to them on a silver plate. They have to earn their place. If they don't make it then they should play some other game. The last thing the game needs is more guns in childrens hands.



Hey now, we'd definitely love to get every newbie into a T2 fit Maelstrom on day one.

Chuc Morris
Posted - 2011.05.13 09:43:00 - [45]
 

Edited by: Chuc Morris on 13/05/2011 09:51:13
Originally by: Kaelie Onren
Make it more user friendly for noobs but not handed to them on a silver plate. They have to earn their place. If they don't make it then they should play some other game. The last thing the game needs is more guns in childrens hands.



The kind of player you describe will not even loose time trying to play Eve, those who try earn their sp just like you, by filling the skills que.

Most of those who could get some interest, by disposing of something attractive since their beginning in the game, loose it fast thanks to guys like you.

The last thing Eve and dev's need is adopt your point of view witch is masochist and extreme in all terms of "game" concept.
Giving noobs better ships/skills for starting, some ways to earn more isk is "attractive" instead of "handed".

Zen Sins
Posted - 2011.05.17 15:57:00 - [46]
 

Edited by: Zen Sins on 17/05/2011 16:23:54

Feedback from a < 1-year player:

The "agent" system was confusing. Between tutorial agents, career agents, mission agents, storyline agents, etc. (all representing they are in a "corp") it was very confusing to get started with this game. Faction agents telling you that "Sorry, I don't work with people I don't know" after you just ran "an important storyline" mission for them MADE NO SENSE.

The "corp" system was also confusing. I spent time trying to figure out how to join the military school because I wanted to train my military skills. But you can't, because the military school was just another NPC corp. I tried finding an agent for my NPC corp to run "real" missions for. Of course, that's not necessary, and ultimately pointless. Players are expected to instinctively know the difference between their starting NPC corp, a "player" corp, and an NPC corp that you run missions for. VERY confusing at first. Typical help channel discussion:

New player(NP): Hey, I finished the profession tutorial missions, what should I do now?
Help: Join a corp.
NP: I'm in a corp.
Help: Which corp are you in? Oh, that's an NPC corp.
NP: Okay, but I'm not sure I want to join another corp.
Help: Then go run missions for a corp.
NP: Which corp? My NPC corp?
Help: No, a "real" corp.
NP: Like a player corp?
Help: NO! Like Republic Fleet.
NP: How do I join Republic Fleet?
Help: You don't need to join it, just run missions for it.
NP: I tried, they said I wasn't experienced enough. Thought that meant I needed to join it...
Help: You need a lower quality agent. Like this one (link)
NP: That's 42 jumps away!
Help: Look up one closer. (link)
NP: There are like 200000 corps... how do I pick the right one?
etc.


You need to implement a better transition from running the tutorial missions into running "real" missions. Give new players suggestions as to where to go next after the profession tutorials are done. I went from doing all of the profession missions to the SoE Arc, where (after 40 or so "doable" missions) I got blown up repeatedly attempting to finish the storyline.

If someone had pointed me toward a low quality Caldari Navy agent in a nearby system, I could have saved MANY hours of frustration. Why not implement a simple "Focus" option at the end of the profession mission lines, asking them if they'd like to do more profession missions, or, move on to a "real" agent, and give them a quick rundown of nearby agents in their profession of choice?

At a very early point, I was Eve-mailed by a CCP rep asking if I had any questions or needed any help. I said no, thanks. Why did I do that when I was struggling? Because I didn't even know the right questions to ask. Maybe if that mail had been a bit more...engaging. For example, ask what I was working on, if I was having trouble accomplishing a goal, etc? Not sure.

I wish I had written this post months ago, because now the frustrations I experienced in month one are fading. Being pointed to the Eve Survival Guide helped a LOT, but I was weeks in before another player sent me there.

A collection of outlines might help, with typical career choices made by successful players in the past in their first few weeks.

Once I got back onto track, running missions for an L1 combat agent for a randomly picked corp. (Roden Shipyards) I started to get frustrated by some of the missions. Mining for dolls? REALLY? Look, I have a sense of humor, but, a new player trying to grok this game doesn't need something ******ed like that thrown in. And how many "doll mining" missions did my combat agent give me? Same mission at least 4-5 times in the first week. Oh, and it's a 4-part mission... lovely. Why not decline 'em? Because it gave me a very ominous warning about not doing so that I didn't entirely understand. So, hours chipping at rock for yet another doll. Woot. Neutral


Maxx Overseer
Gallente
Royal Advanced Industries
Imperial Crimson Legion
Posted - 2011.05.17 18:25:00 - [47]
 

We need to remeber that we all were noobs before

I like Eve because it's different from other games, it hard, when you pop you don't just jump right back into the picture with your ship at that point. In Eve you have to think, am I saying that other games you do not have to think,,,

I guess I did... go figure

But I will help out a noob, like I was help out when I started. Go figure


Imigo Montoya
Wildly Inappropriate
Goonswarm Federation
Posted - 2011.05.26 01:00:00 - [48]
 

One issue I see driving a lot of new players off is summed up in this video.

There is nothing stopping experienced established players beating up on new players, and little incentive for those experienced players to help the new players.

This is a PvP focused game and new players need to be able to fly alongside experienced players to be able to pick up the skills (player skills, not character skills) to be able to cope in the harsh world that is EVE.

Some people can repeatedly take a beating and get up again having learned from the experience and will be a better player for it. Those people are rare though, and many people getting that experience will move on to somewhere else (ie another game).

Ernest Adams told me that he doesn't play EVE for the same reason he doesn't holiday in Somalia, and that has stuck with me. If you're a hardened warrior then a holiday in Somalia might be quite enjoyable, but for the rest (most) of the population, the thought isn't so pleasant.

Reghina Yvormes
Posted - 2011.07.04 02:44:00 - [49]
 

Well I read through most of the posts in detail, and scanned all of them and didn't see any mention of this, so forgive me if this ends up being a rehash because I missed something.

I've been playing for about 2 months now, have set up an alt account, and have to date purchased half a dozen PLEX, and the main factor that's got me ready to quit is the quite obviously broken suicide ganking mechanic.

I've read hundreds of posts on here and on other forums about it, so I know this has been an issue for at least 4 years, yet it still continues, and my experience today is a perfect example of how this long-known issue is a deal breaker for a relatively new player...

So I'm out mining in highsec in my Retriever, which I set up a paid alt account to train up the mining and industrial skills to be able to use while continuing the training of my primary account, which is more focused on combat. I know quite well by now that I lack the skill points and finances to survive in PvP against seasoned players, so I'm trying to bide my time in highsec while I train up to at least have a prayer of surviving.

I also know that at my current skill level, I can barely survive a pair of NPC rats long enough for my small compliment of drones to dispatch them, so I'm dual-boxing with my primary character flying a BS armed with 4 large blasters, remote shield booster, and 5 heavy assault drones, and we're fleeted.

So along comes some opportunistic a**hat, who steals from one of our GSC's, on which I'd foolishly neglected to set the password, and ejects my ore in his own container, which I recognize as an attempt at can flipping, so I simply call it a noobish loss and go about setting my passwords.

Well first off, I'm fleeted, and I have an asset on station more than capable of dispatching this threat, but unfortunately the GSC's in question were the property of my mining alt, who's flying the Retriever. She gets kill rights immediately, but I don't dare attack with just the 3 drones equipped on the Retriever, and alas my fleeted and heavily armed escort has no kill rights.

So once the aforementioned a**hat realizes that I'm not going to be foolish enough to shoot first in my paper-skinned retriever, his buddy/alt comes along in a Thrasher, suicide ganks me, gets promptly Concorded, and the original a**hat scoops up the dropped loot, and persists to try to goad me into attacking with my BS and getting it concorded so he can scoop up the actually valuable loot.

And now I'm left sitting there in my battleship, completely unable to take any action against this f**ktard who just blew up my 10M isk ship/fitting without getting my much more valuable BS Concorded.

Now whether or not highsec thieves/gankers are ever made fair game for any players inclined to blast their a**es into oblivion or not (which they absolutely should be), this is a shining example of why kill rights at a bare minimum should extend to all players who are fleeted with the recipient of those kill rights at the time of the offense. Quite simply, without this mechanic, fleets are COMPLETELY USELESS in highsec.

It's all well and good to be considerate of how the UI and the tutorials affect the NPE, but it is unfathomably short-sighted to not also consider how allowing such a long-standing and well-documented abuse of the game mechanics turns off players who have made it past the introductory stages, and are PAYING to toil long enough at PvE in highsec to stand any chance at all in PvP or lowsec.

If you suicide gank an almost completely defenseless player who refrains from engaging you in a fight they know they cannot win, but won't engage their obviously armed and fleeted escort who already has you targeted, there is no denying that you're a bully and a coward.

And it is precisely Eve's tendency to tolerate and even cater to such a mentality that I believe is unquestionably the most detrimental aspect of the game to the NPE. This very forum is FULL of examples of exactly this.


Evenus Battuta
Posted - 2011.07.04 03:23:00 - [50]
 

Edited by: Evenus Battuta on 04/07/2011 05:50:07
Edited by: Evenus Battuta on 04/07/2011 03:56:42
1. a real useable UI,or just open your api and let us make it
2. text large enough to be read
3. something like 500k skillpoints free to distribute(with shorter trail time or more resctriction on skills)

these alone will help a lot

4. and maybe a more involved Aura with a 3D model like they have in Starcraft,who can say"incoming transmission/mail/transaction" or play chess with me?

Aeropride
Posted - 2011.07.04 03:36:00 - [51]
 

Edited by: Aeropride on 04/07/2011 03:44:10
Edited by: Aeropride on 04/07/2011 03:39:17
EVE is 11 years old. Clean up the god damn skill books and streamline them(package them), then go back to cluttering up the skill book section. Then reduce the time multipliers. Dont give me that "learning patience and wanting every thing quickly" crap unless you live just like your grandparents didTwisted EvilThen a bunch of what every one eles have said.

edit-basically noob t1 skills should train faily quick(nothing over 8 hours) then easing the player into the real time grind.

Evenus Battuta
Posted - 2011.07.04 04:43:00 - [52]
 

Edited by: Evenus Battuta on 04/07/2011 05:54:12
MAKE LV5 SKILLS OPTIONAL: means no equipments or ships (no matter T2 or T3)should require skill level higher than lv4 as prerequisite. Make Lv5 skills totally optional proficient, they just make noobs desperate.

Headerman
Minmatar
Quovis
Shadow of xXDEATHXx
Posted - 2011.07.18 11:19:00 - [53]
 

One feature i think would be great would be more introduction movies.

You have the racial videos when selecting a char, then you make your char, and then you just get on with it strait away. Could there be another intro movie played after creating your char? For example leaving a space port on a planet, blasting into the sky, into outer space then zooming to the station, along the way you get introduced to 'rats', what damage they do, different sizes, swing by a stargate and overlay the network of gates/systems, pass my planets and show PI, zoom THROUGH a fleet battle dodging fire from both sides before entering the station, parking your ship, disengaging the capsule, watching it fly to the CQ, then see yourself get out, climb up th stairs and then have the camera zoom into your head, and away you go.

Another idea may be a readily available list of 'gold star' quality PC corps in the local area you could join, each of these corps can be monitored by CCP and ensured they are genuinely helpful. A condition of entry into these 'gold corps' could be that once you get to a certain SP level, you have to leave them.

Just some ideas.

E man Industries
Posted - 2011.07.18 16:04:00 - [54]
 

should post this over in the new player Q&A forum.

Personally waiting until avatars can interacts with each other before introducing EvE to to many people.

Icke Himal
Posted - 2011.07.18 17:42:00 - [55]
 

My thoughts so far.

1. UI overhaul
2. Finished career Agents. what now? (maybe an expand for specific careers. Eventually triggered by skill-lvl?)
3. explanation of some basics like standings, kill rights and more.
4. less "need" for external information and tools.

Bagehi
Association of Commonwealth Enterprises
Posted - 2011.07.18 18:04:00 - [56]
 

The NPE needs more information on player-player interaction. Things like aggro counters, GCC, yellow boxing, red boxing. Some basic bits of information the noobs will almost instantly encounter (check the undock point in noob stations for all the players trying to bait them). If these things would be covered before players undock for the first time, there would probably be better retention. People should be able to bait other players, but noobs should be given a chance to know what is going on before it is too late.

Icke Himal
Posted - 2011.07.19 18:41:00 - [57]
 

a "newbie Agent" in newbie systems who provides informations about corps and Mentors, who are willing to teach new players.
(those corps/mentors should have to register at one Agent but the information about them is avail. by all "newbie agents")

Kwai Fong
Posted - 2011.08.20 10:37:00 - [58]
 

For me the worst experience is the Hisec to lowsec gate camps. The system is meant to be that the further you go into Low sec the more dangerous it's suppose to be. But it's actually the opposite for new players. Your first trip in to a 0.4 system is likely to be the first time you get podded. Most of the Hisec to lowsec gates I've been through have permanent camps of organised players making them the most dangerous parts of space in EVE.

What I think needs to be done to balance the game and make the 0.4 systems less dangerous than the 0.1 systems is random sweeps of each low sec gate by Concord based on it's sec rating. So that a 0.4 would get swept more often than a 0.1 also there should be a warning before you jump as to the Concord presence on the other side so that both pirates and new players know if it's safe to jump or not.

I would like to point out here that Concord would not chase after campers that fled so once a new player leaves the gate or if Concord finishes it's sweep and leaves, then it's every man for him self again.

I hope the Developers consider this concept as I think it would increase the number of players willing to risk missions into low sec space.

cheers, guys

Kaelie Onren
Minmatar
Posted - 2011.08.20 13:48:00 - [59]
 

Edited by: Kaelie Onren on 20/08/2011 13:48:38
Originally by: Kwai Fong
For me the worst experience is the Hisec to lowsec gate camps. The system is meant to be that the further you go into Low sec the more dangerous it's suppose to be. But it's actually the opposite for new players. Your first trip in to a 0.4 system is likely to be the first time you get podded. Most of the Hisec to lowsec gates I've been through have permanent camps of organised players making them the most dangerous parts of space in EVE.

What I think needs to be done to balance the game and make the 0.4 systems less dangerous than the 0.1 systems is random sweeps of each low sec gate by Concord based on it's sec rating. So that a 0.4 would get swept more often than a 0.1 also there should be a warning before you jump as to the Concord presence on the other side so that both pirates and new players know if it's safe to jump or not.

I would like to point out here that Concord would not chase after campers that fled so once a new player leaves the gate or if Concord finishes it's sweep and leaves, then it's every man for him self again.

I hope the Developers consider this concept as I think it would increase the number of players willing to risk missions into low sec space.

cheers, guys



I think the mechanic is working as intended, but they effect that you are seeing is due to geography, not any flaw in mechanic. You will always find gate camps at the boundaries of highsec/lowsec and lowsec/nullsec. That's just the nature of things. You shouldn't try to correct for this artificially, the fact is that you will always get this boundary effect.

what new players need is more video guidance, and noobie forums, where noobies start making friends and playing cooperatively right from the get go from their home starting stations. Sure there are rookie chat rooms but something more local would be nice, akin to a game lobby room for any given station where noobs can explore together and learn to act together. Who knows they may end up being friends. Trying to play the han solo type of character in EVE is hard, unless you are very resourceful and have lots of patience.

Sor'Ral
Posted - 2011.09.03 20:29:00 - [60]
 

Originally by: Zen Sins
Edited by: Zen Sins on 17/05/2011 16:23:54

Feedback from a < 1-year player:

The "agent" system was confusing. Between tutorial agents, career agents, mission agents, storyline agents, etc. (all representing they are in a "corp") it was very confusing to get started with this game. Faction agents telling you that "Sorry, I don't work with people I don't know" after you just ran "an important storyline" mission for them MADE NO SENSE.

The "corp" system was also confusing. I spent time trying to figure out how to join the military school because I wanted to train my military skills. But you can't, because the military school was just another NPC corp. I tried finding an agent for my NPC corp to run "real" missions for. Of course, that's not necessary, and ultimately pointless. Players are expected to instinctively know the difference between their starting NPC corp, a "player" corp, and an NPC corp that you run missions for. VERY confusing at first. Typical help channel discussion:

New player(NP): Hey, I finished the profession tutorial missions, what should I do now?
Help: Join a corp.
NP: I'm in a corp.
Help: Which corp are you in? Oh, that's an NPC corp.
NP: Okay, but I'm not sure I want to join another corp.
Help: Then go run missions for a corp.
NP: Which corp? My NPC corp?
Help: No, a "real" corp.
NP: Like a player corp?
Help: NO! Like Republic Fleet.
NP: How do I join Republic Fleet?
Help: You don't need to join it, just run missions for it.
NP: I tried, they said I wasn't experienced enough. Thought that meant I needed to join it...
Help: You need a lower quality agent. Like this one (link)
NP: That's 42 jumps away!
Help: Look up one closer. (link)
NP: There are like 200000 corps... how do I pick the right one?
etc.


You need to implement a better transition from running the tutorial missions into running "real" missions. Give new players suggestions as to where to go next after the profession tutorials are done. I went from doing all of the profession missions to the SoE Arc, where (after 40 or so "doable" missions) I got blown up repeatedly attempting to finish the storyline.

If someone had pointed me toward a low quality Caldari Navy agent in a nearby system, I could have saved MANY hours of frustration. Why not implement a simple "Focus" option at the end of the profession mission lines, asking them if they'd like to do more profession missions, or, move on to a "real" agent, and give them a quick rundown of nearby agents in their profession of choice?

At a very early point, I was Eve-mailed by a CCP rep asking if I had any questions or needed any help. I said no, thanks. Why did I do that when I was struggling? Because I didn't even know the right questions to ask. Maybe if that mail had been a bit more...engaging. For example, ask what I was working on, if I was having trouble accomplishing a goal, etc? Not sure.

I wish I had written this post months ago, because now the frustrations I experienced in month one are fading. Being pointed to the Eve Survival Guide helped a LOT, but I was weeks in before another player sent me there.

A collection of outlines might help, with typical career choices made by successful players in the past in their first few weeks.

Once I got back onto track, running missions for an L1 combat agent for a randomly picked corp. (Roden Shipyards) I started to get frustrated by some of the missions. Mining for dolls? REALLY? Look, I have a sense of humor, but, a new player trying to grok this game doesn't need something ******ed like that thrown in. And how many "doll mining" missions did my combat agent give me? Same mission at least 4-5 times in the first week. Oh, and it's a 4-part mission... lovely. Why not decline 'em? Because it gave me a very ominous warning about not doing so that I didn't entirely understand. So, hours chipping at rock for yet another doll. Woot. Neutral




Yes, ^^^^^^^^ 1000 times this!


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