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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Iferie
Third Coast Logistics
4
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Posted - 2016.10.26 18:26:46 -
[31] - Quote
A thought. Not sure if the NPE is going to start for old accounts that are reactivated as alpha clones but if so you may want to insert some checks to ensure that the player is at the appropriate location before the NPE starts. I logged on to look at the new fitting interface, triggered the NPE and had to figure out that the NPE thought I was in Kisogo (where that character started eons ago). It was rather confusing at first. Given that people logging in on long idle accounts using the alpha state will likely be somewhat common getting them to the right location given that they could be anywhere may need some attention. |
Hetty Lang
Science and Trade Institute Caldari State
7
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Posted - 2016.10.26 18:58:34 -
[32] - Quote
OK how the hell do i turn aura OFF! she's so annoying! |
Limarr
Deep Space Supplies Curatores Veritatis Alliance
16
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Posted - 2016.10.26 19:25:33 -
[33] - Quote
Rhivre wrote:Cleared the first site (to get the mats for building), Did not update at the "Secure location" after destroying all the rats. I am fairly sure I used the radial menu (ugh) for approach, lock, orbit, shoot, in that order on all of the rats, even the ones at 2000m from me
Same issue here started with Gallente |
LeHarfang
Reckless-Endangerment Manifesto.
30
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Posted - 2016.10.26 19:31:33 -
[34] - Quote
Got the same issue when Aura told me to open my cargo. It has to be opened exactly as she says or else the tutorial gets stuck. Also, yeah industry isn't working so gotta wait until it's fixed to continue. |
Fiona Fox
Land of Confusion
0
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Posted - 2016.10.26 19:45:53 -
[35] - Quote
I like it a lot, but have tried 3 characters and the Secure the Location task for the Operation Rogue Cloning Site does not complete for me even after all rats (6) are destroyed, or if the can is looted. I reset to last checkpoint, still does not complete though I did get twice the minerals. Tried in both alpha and omega modes, get stuck there every time. |
Koopman van Luxe
Hedion University Amarr Empire
0
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Posted - 2016.10.26 20:07:54 -
[36] - Quote
TigerXtrm wrote: When the Drifters first warp in I acted like a rebelious newbie and started shooting them. They promptly blew me up. This is great, because it isn't just some set piece that does nothing until you follow instructions. However it did cause the tutorial to break completely. I received no new instructions on what to do now that I was in a pod and no instructions on how to reset to a checkpoint (which didn't work even when I tried it). Newbies ARE going to shoot the Drifters and they WILL get podded. Something needs to be in place to catch that sort of behavior so it doesn't break the flow of the tutorial.
I tried this last night as well. Professor whatsit and the other survivors sadly perished in the resulting explosion, but when I went to dock at the station to get a new ship the tutorial continued as if nothing happened. The fleet commander thanked me for "rescuing" the survivors and gave me a bonus!
It would be very amusing if the fleet commander at least called us out on this, or something like this could occur:
Quote:On approaching the drifters
FC: ROOKIE WHAT THE HELL ARE YOU DOING? Did you hear me? They are going to tear your little corvette apart! We need those survivors! Warp to the station, NOW!
If player continues approaching, the drifters open fire with special NPC weapons with 0 tracking that can't possibly hit, so the player has laser fire blazing around them
FC: Are you insane? Aura, get them out of there! Emergency override!
Player is now "fleet-warped" to the station
FC: I'll expect an explanation for that little... episode of yours later. For now, I need you to dock at the station and turn over the survivors for debrief. Try not to get yourself killed on your way to the docking bay...
TigerXtrm wrote: One of the first tasks is to locate the warp disruption generator on the overview. But it doesn't actually show up on the overview and no newbie in the world is going to find the settings to enable them. Everything you want a newbie to interact with needs to be on the overview by default or they WILL quit before completing it.
When I tried this on my alt account with (as far as I know) default overview settings it seemed to work fine?
Sadly haven't been able to test anything else. Hope it will get fixed soon so I can continue. Anyway, what I saw so far, above points aside, was really good. It was engaging, it made me feel like I was doing something useful and it did a great job at introducing new mechanics slowly and gradually enough to understand. Just work out the kinks and make sure this is completely working the day it goes live.
Please notify us of any fixes for certain bugs as they go live so we can stress test it even more. Newbies do the craziest things to break stuff like this.[/quote] |
Avalon Ranger
Concordiat Spaceship Samurai
6
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Posted - 2016.10.26 21:05:22 -
[37] - Quote
Before the tutorial got underway I was able to look the first wreck which later got me stuck. When Aura tells me to open the wreck and loot it there are no items to loot because I have already looted them.
Solution would be to not spawn the lootable wrecks UNTIL the stage where aura asks you to loot them. |
Chuvi Elongur
Eastern Shore Champagne
1
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Posted - 2016.10.26 23:48:38 -
[38] - Quote
I also got stuck on the "Secure the Location" stage for the Rogue Cloning Site (Gallente).
I agree with some of the other posters that alternate methods of completing tasks should be mentioned in addition to using the radial menu. I used the radial menu as Aura instructed, but it would be nice if a new player was told about right click menu and hotkeys. I didn't test if these alternate methods would break the tutorial or not.
One thing that seemed like it could be confusing is shield vs. armor reps. If I'm a new player, flying through the gas cloud in my Gallente ship with an armor repper, I will start the reps when Aura tells me to. Then, nothing is getting repaired as my shields go down, and I hear the alarm for low shields. Now I'm panicking because I have alarm bells going off and nothing is being repaired... until I start losing armor.
After fitting the repper and undocking, I feel like there should be a quick explanation of shield/armor/hull hitpoints and repairing.
And as many others have said before, it's kind of odd that you take survivors and a scientist along to go shoot pirates, lol.
From the limited amount that I've seen so far, I am enjoying the tutorial. It seems like it will be great when all the little kinks get worked out.
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
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Posted - 2016.10.27 01:40:11 -
[39] - Quote
continuing from before.
Market worked. bought blue print but NPe locked up after not recognizing that fact that the item inventory was opened.
Noticed the current tutorial moves the passengers after the raid, still.
Having a mouse over that would allow the communication window to change shape but does not does not look good.
Started a caldari character.
Drifter highlight should have been linked to the previous window.
Station not highlighted as it was stated in the text.
Avatar off the undock before the travel to roque cloning site was inside a planet.
Getting a armor repairer without an explanation that you will need that spot for the analyzer and that you will need it only after your shields are all the way gone leaves a lot of questions for the player.
Cloud damage worked this time and did enough to get into hull so the repairer was needed.
Message that there are a lot more pirates was stated with out a second pirate warping in.
I have the tactical overview on with out it I think a new player would be lost and miss a lot of information. Might be a good 3rd message from the commander. "Rookie turn on your tactical"
"Securing the location" did not complete when the last belter hoodlum died. Looting the 6 wrecks before I killed them all might have broke it. Looting the resource crate did not unlock it neither did waiting for the first skill to complete. Resetting the event went back to the station undock which means Iot to warp back to the station to complete the step. No damage from the gas cloud on second pass thru. Destroying the wrecks did not work either.
Logging that client out and logging back in reset the rats.
Just killing them with out looting did not do the trick.
Will try again after the next patch.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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Quintessen
Old Spice Syndicate Intrepid Crossing
517
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Posted - 2016.10.27 05:20:32 -
[40] - Quote
Two significant issues from a usability perspective.
One, the audio tells the pilot to turn on the repair module when they start taking damage, but doesn't indicate what taking damage looks like. (Or if it did, I've forgotten in between sessions.)
But the visual cues tell you to start it immediately where it will have no apparent effect which will be confusing.
Also, more significantly, for armor tanked ships the module appears to do nothing until the shields are gone. But it's not 100% clear to new players that hit points are 3 stacked bars and not just one. You're probably going to have some panicking people as they start to hear alarms and everything is, in fact, fine. Not a good first impression.
In general, the NPE still isn't introducing core concepts where those concepts deviate significantly from other games. Most games don't have multiple health bars in the same style as EVE. Multiple, yes, but the tend to have clues built in to show that they're different and operate differently.
Have you ever considered actually making different visual effects for the three health bars? Something that would be closer to what they're expecting? A visual update for the console is long overdue anyways.
So far concepts that still haven't been introduced this far into the NPE (second combat portion):
- Multiple types of hit points -- again, this seems especially important to mention to armor-tanked pilots.
- Traversal and chance to hit -- you really need something that shows chances to hit visually.
- Targeting multiple enemies.
- Max target range -- the button (via radial) is disabled, and because the button is only visible on player action it can be confusing as to why they can't lock on. There's nothing blatantly obvious in the UI what the max targeting of your ship is. Perhaps have them explore some ship details while they're doing the fitting.
- Any mention of shortcut keys -- F1 would be nice.
- Damage and resistance types -- this can likely wait until further instruction.
EVE's learning curve is mostly to do with the fact that is so different conceptually from other games and that is presents that information very differently. That's fine, but then it needs to explain things. The only reason I stuck with EVE as long as I did in the beginning was that it was the only space MMO available and my friend walked me through it step-by-step. EVE isn't the only space MMO anymore, though it's competition is still weak. But it would be nice if it actually explained those concepts that are unique or very different in EVE.
Bugs:
I, too, had the issue with clearing the space (and multiple targets) not moving onto the next step. I looted the can. I hope I can continue from there.
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Jackson Ikkala
Not Recruting
0
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Posted - 2016.10.27 05:54:04 -
[41] - Quote
i'm having the issue of not being able to clear the space of hostiles it's just not working |
pedrohsi1
The Scope Gallente Federation
2
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Posted - 2016.10.27 06:03:56 -
[42] - Quote
If you have another character that is training a skill at the moment, the Operations get stuck at training the first skill. You get the popup to buy multiple training but if you don't purchase that (or you don't stop skill training on the other char), the tutorial won't proceed. |
Avon Salinder
20
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Posted - 2016.10.27 07:33:13 -
[43] - Quote
The minmatar agent is very well voice acted!
When asked to destroy the warp disruption bubble it wasn't on the overview. I turned on 'large collidable objects' and just about anything else I could and never saw it. Possibly not showing up? Couldn't get any further. |
Samsara Toldya
Academy of Contradictory Behaviour
961
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Posted - 2016.10.27 08:52:45 -
[44] - Quote
CCP Paradox wrote:Hi everybody, Thanks so far for the feedback, we're still hard at work while we're reading this.
The market issue should now be resolved, you should be able to buy the blueprint from the market now without issue. Also we have reduced the character deletion timer from 10 hours to 10 minutes. This will take effect on the next server restart. I hope this helps you test new characters.
Uhm... I just logged in my omega char on Singularity and NPE popped up (no new charakter). It won't even let me "x-away" the NPE... stuck in Station... can't undock as server thinks I'm already in space running the NPE... *welp* |
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CCP Paradox
1473
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Posted - 2016.10.27 10:20:28 -
[45] - Quote
I have to say, a very hearty thank you for those of you who are taking time to write down feedback and submit bug reports. We are processing all of it right now, and beginning to work on resolving blocking issues and implementing your feedback.
There are still some industry issues which we are hoping to resolve soon, and there have been additional server issues which has prevented players from changing sessions (docking, undocking etc).
CCP Paradox | EVE QA | Team Genesis | Team Phenomenon
Space Magician
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Rain6637
NulzSec
34322
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Posted - 2016.10.27 10:35:47 -
[46] - Quote
(Caldari sequence)
-the first window that required "Next" to be clicked should be blinking or something. Perhaps just the "Next" button should blink. It required input from the player and that was a change of pace compared to the rest of the intro.
-When Aura describes how to loot a wreck, I was still on my way to the first wreck and it was a bit too much information. I felt my eyes glaze over while she was talking. No way a new player will process all that info.
-Aura advises right-clicking and selecting "Approach" but you could also mention that "Open Cargo" will work.
-Aura reminds you to close the inventory window after you're finished. The information sort of sticks, but mostly because the window is in the way after you're done and the player will probably want to close it anyway. Perhaps you can mention windows can be moved around. Though that sort of comes naturally too.
-There is no warp generator item in overview and I couldn't find one manually or in overview settings. So I'm slowboating out of the 300km bubble right now
-oh gah if you activate "Large Collidable Structure" in Overview Settings -> Tab Presets -> Types -> Entity the Warp Disruption Generator shows up. Slowboating back 260km now.
-where can we find this 300km warp bubble, it might be a bit useful, asking for a friend
This is a great addition to the game.
WHAT ARE WE GOING TO DO WITH ALL THESE NEW HIGHSEC ORPHANS WHO STAY
What about some kind of rating system for corporations? Not necessarily to incentivize accepting new players, but more for the purpose of informing new players what corporation to select. A very obvious "Join these people" rating system that pops up, perhaps in the corporation offices tab of the station.
I don't think accepting new players needs to be incentivized, in fact I don't think it should be. There are enough corporations who take on new players for the intrinsic reward.
I think the rating system should be based on player retention. So if a corporation has a je ne sais quoi and is somehow able to maintain player activity and retention that is 50 times higher than average, they should be rated as Very Special
The mechanics of such a rating wouldn't be tied to game mechanics, and rather player activity and subscription stats.
****, couldn't you extend these stats for any corporation and its players, not just newbies but also veterans
Help, I can't download EVE
President of the Commissar Kate Fanclub
PLEX: A Giffen good? (It's 1B?)
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Rain6637
NulzSec
34323
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Posted - 2016.10.27 11:10:53 -
[47] - Quote
inb4 newbies ask about people's kill records in corp chat
any chance you might support a kill record in-game, perhaps not by player names and such, but more like damage done and taken etc. I seem to recall an API stat sheet that was generated for my characters on a third party site.
Help, I can't download EVE
President of the Commissar Kate Fanclub
PLEX: A Giffen good? (It's 1B?)
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
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Posted - 2016.10.27 12:05:45 -
[48] - Quote
Random thought because the server is rebooting.
The first add skill task does not include the message that as a vet is the most important. "Keep your skill queue full." If it did I filled it up out of reflex not because of the text. Saying that later in the NPE is a good repeate but needs to be said the first time a skill is added.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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DSpite Culhach
308
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Posted - 2016.10.27 12:17:55 -
[49] - Quote
Cluster went down while on Sisi, so this is all I have so far, until I get back on:
* When I got the step of "Rotate the ship view" nothing was happening, possibly because earlier I had clicked on the camera and grid icons, possibly moving off the "default view" the game expected. I later clicked on those icons more and kept trying to spin, and got past that point by accident, really.
* The skills we cant use or cant train to max have yellow dots for the "you cant get this part" which seem non-intuitive compared to what we would normally expect from experience, like for example, say, a red box with a cross through it. A yellow dot seems like a strange choice. Just saying.
* When a new player is first shown a Character Sheet for the first time, I think it might feel like an overwhelming volume of information. Would it make sense for Aura to queue up a handful of skills as "default", maybe just 1-2 days max as part of the tutorial, so they can see the bottom queue light up, and then add or remove skills themselves?
Perhaps put in a couple of Engineering and Gunnery skills or Navigation skills with a brief explanation as to why that is generally a good idea, so that players would see the queue names and go click on them to see why that is.
I apparently have no idea what I'm doing.
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Mara Rinn
Cosmic Goo Convertor
5961
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Posted - 2016.10.27 12:18:26 -
[50] - Quote
pedrohsi1 wrote:If you have another character that is training a skill at the moment, the Operations get stuck at training the first skill. You get the popup to buy multiple training but if you don't purchase that (or you don't stop skill training on the other char), the tutorial won't proceed.
Multiple Character Training certificates are seeded on the market, 100 ISK a pop. You don't need to be in the same station to activate them so just buy them, open up your Assets window and activate the certificate from there. Instant access to training queue for your Alpha/NPE character!
Day 0 Advice for New Players
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Mara Rinn
Cosmic Goo Convertor
5961
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Posted - 2016.10.27 12:20:09 -
[51] - Quote
Rhivre wrote:Cleared the first site (to get the mats for building), Did not update at the "Secure location" after destroying all the rats. I am fairly sure I used the radial menu (ugh) for approach, lock, orbit, shoot, in that order on all of the rats, even the ones at 2000m from me
Same here. Killed all six rats, no update on progress.
Day 0 Advice for New Players
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pedrohsi1
The Scope Gallente Federation
2
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Posted - 2016.10.27 12:36:07 -
[52] - Quote
Mara Rinn wrote:pedrohsi1 wrote:If you have another character that is training a skill at the moment, the Operations get stuck at training the first skill. You get the popup to buy multiple training but if you don't purchase that (or you don't stop skill training on the other char), the tutorial won't proceed. Multiple Character Training certificates are seeded on the market, 100 ISK a pop. You don't need to be in the same station to activate them so just buy them, open up your Assets window and activate the certificate from there. Instant access to training queue for your Alpha/NPE character!
That's fine on SiSi, but it can become a problem later on on Tranq :)
Also, when I try to resize the Aura/Commander popups, the pointer jumps upwards and starts to vibrate as I move the mouse, as if it was stuck in a very tiny box. |
pedrohsi1
The Scope Gallente Federation
2
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Posted - 2016.10.27 13:07:48 -
[53] - Quote
When the first drifter appears you are targeted before Aura gets the chance to proceed to the Lock On step and the tutorial gets stuck. You have to Unlock the target then select Lock On again in order to be able to proceed.
Industry seems to work now but SiSi has issues with weapons, no cycle starts and I have to keep activating them - also, damage on your ship and on the targets is not updated properly, this suggests some server lag. |
Titti Sabezan
SYNDIC Unlimited
15
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Posted - 2016.10.27 13:09:57 -
[54] - Quote
On Minmatar run, with entirely new character
Have *bought* the BPO for the Civilian Analyzer
Industry window will now identify it (which it wouldn't before), but won't allow me to *load* it.
Other comment: At one point the Minni CO refers to "the Empire" -- is this a misprunt from the Amarr script ?
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pedrohsi1
The Scope Gallente Federation
2
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Posted - 2016.10.27 13:34:28 -
[55] - Quote
Titti Sabezan wrote:
Have *bought* the BPO for the Civilian Analyzer
Industry window will now identify it (which it wouldn't before), but won't allow me to *load* it.
There's a workaround, right-click on the blueprint, Show Info, then close the Industry window and click on View in Industry :) |
May'n Nome
WiNGSPAN Delivery Services WiNGSPAN Delivery Network
31
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Posted - 2016.10.27 13:47:11 -
[56] - Quote
Titti Sabezan wrote:On Minmatar run, with entirely new character
Have *bought* the BPO for the Civilian Analyzer
Industry window will now identify it (which it wouldn't before), but won't allow me to *load* it.
Other comment: At one point the Minni CO refers to "the Empire" -- is this a misprunt from the Amarr script ?
Same problem as bolded/underlined text. Also can't close the Industry Window.
"Threefold is the time's pace: the future comes not in haste, the present is gone arrow fast, eternally still remains the past."
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Rain6637
NulzSec
34324
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Posted - 2016.10.27 14:08:25 -
[57] - Quote
realllly feeling like the industry and combat tracks should be divorced from each other somehow. Perhaps the player should be given the option to fly out and buy one, or build one in place. Let players choose between the ISK cost vs production like normal.
a "show me how to build" request button or something.
Help, I can't download EVE
President of the Commissar Kate Fanclub
PLEX: A Giffen good? (It's 1B?)
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TigerXtrm
KarmaFleet Goonswarm Federation
1770
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Posted - 2016.10.27 14:26:39 -
[58] - Quote
Whoohoo, got a little further this time. Past the final big battle. I had some issues where the game thought I was much further from targets than I actually was but I'll account that to SISI being unstable or whatever. Anyway; long list of feedback and important notes.
1. When Aura tells you to purchase a blueprint from the market the instruction with the name of the blueprint disappears and can not be found anywhere. The name of the blueprint the player needs to find should be ready on display while the market window is open, otherwise new players will get confused, frustrated and will quit.
(Here I had some issues with the Industry window but again, I'll account that to SISI being weird)
2. A major issue I have with this tutorial (and previous tutorials) is that the auto pilot is still promoted as the default way of travel. Not once, anywhere in the tutorial, is the player told that they can manually warp to a gate and manually jump and that it would be much faster. This happens not once, but 3 times. Including one route that has 3 gates in them, all of which need to be autopiloted because the newbie doesn't know any better.
In my opinion manual travel should be taught first and foremost. There is no reason to force a new player to sit idle as he warps 15km off a gate and slowboats to his goal. This will cause frustration. Especially when you do it twice more with even longer routes. Let Aura teach the player how to warp to a gate and jump through, with a side note mentioning the auto pilot for when they get lost or something. Promoting the auto pilot as default is HORRIBLE GAMEPLAY!
3. Why do we land so far away from the first acceleration gate? You could warp in a LOT closer and still have room enough for dialog that needs to happen before activating it. These long burns to objects will bore newbies.
4. Why on earth do we land so far away from the info shard?! You enter the site at 120km away from the damn thing and only when you reach 40km does it trigger a conversation. This needs to be compressed a lot. Warp in at 20, trigger the conversation at 10 or something. Cut out these insane distances. Are you trying to bore your new players to death?!
5. Players should be taught to find the station they need to dock in, instead of the operations panel giving them a magic button for it. That magic button will not be there after the tutorial ends.
6. Fitting the first frigate should teach the player to use the fitting window, not use this 'fit to active ship' nonsense. You WANT the new players to use the fitting screen, as it gives the best experience and they will need it heavily in the future.
7. Again, warping in 40km away from the spatial rift is completely unnecessary. It just causes a lot of boredom while the player burns to where he needs to go for no apparent reason.
8. After the battle is over the tutorial turns into one big chaos of information. I'm assuming this is work in progress since Aura has no lines at that point, but still. The player dies in the explosion and respawns in the station. It is completely unclear to any newbie how and what just happened. Aura or the FC needs to explain that, as a capsuleer, they are now immortal and will respawn at a fresh clone whenever their pod is destroyed.
(At this point the tutorial broke on me again so I wasn't able to continue). I'll run through it again a little closer to release and hopefully some (or all) of these issues have been fixed by then. I'm most concerned about the long burns between goals and the autopilot issue. I would highly recommend the NPE team to take a cold hard look at this again and really think about if this is the right way to do this.
My YouTube Channel - EVE Tutorials & other game related things!
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Ophelia Lemm
Electric Sheep Independent Entrepreneurs
73
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Posted - 2016.10.27 16:09:05 -
[59] - Quote
You should really replace circadian seeker battleships in 1st mission with something smaller (sleeper frig models maybe), it feels utterly stupid that a newbie ship kills a battleship-class with a few shots, each dealing 5-7 damage. This is potentially confusing for new players, who might in the end of the tutorial expect that *any* battleship can be killed with a few shots.
Even more cofusing that a bunch of pirates in next mission, who are not represented as something significantly dangerous by aura, are actually tougher than those sleepers... seriously? If you really need sleepers or drifters to appear so much make a suicide-like mission against them at the end of tutorial, so that 1) newbie knows that ships are expendable and 2) drifters are not to be messed with. |
Mongo Severasse
Center for Advanced Studies Gallente Federation
0
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Posted - 2016.10.27 18:04:44 -
[60] - Quote
Finished up the Caldari NPE. A few things:
I echo the concern of using higher ship class model for the Circadian mobs. A frigate or even "corvette" class ship would be more suitable for most of the ship classes you fight 1v1 or in packs. It helps to differentiate the ships that you will fly against throughout the game.
Overview: I think the addition of a quick introduction to the overview in one of the Aura interactions would be helpful. It could be explained that by default your scanners are configured a certain way and to be able to target some object in space, you have to turn on LCO/LCS's in the overview, and Aura would step you through the process.
Also, I ran into a bug where I killed the three Circadian ships at the center of the final structure and the tutorial did not advance. I sat there for about a couple of minutes waiting for the story to advance. 1. I relogged to see if I could clear it. 2. When I logged back in the site had despawned and I was able to warp back to the Circadian gate and run the site again. 3. This time, after killing the final three Circadian ships I targeted and started damaging the structure. 4. The story then advanced normally.
It may be that I did not realize I was supposed to be targeting and killing the structure on the first pass. I don't know if the FC NPC made the call to target the structure at the end because there was a lot of action going on, not only on-screen but between Aura and the FC. But by damaging the structure, I was able to advance the tutorial. Using the callout balloon for the final structure would help newbs (like I apparently am) to know that they are supposed to be destroying that final structure.
I had some weird issues that kept red targets on the overview but when I tried to target them the system said they were no longer present? Is that server lag?
Another issue that was annoying was the new balloons being used to display important ships and other objects during the tutorial. On smaller resolution settings those boxes are pretty large and can get in the way of selecting things in space. If they were slightly smaller it would help with screen clutter. |
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