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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Paradox
1458
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Posted - 2016.10.25 15:43:52 -
[1] - Quote
Hello spacefriends,
Today we have enabled Inception, the new player experience available for all active accounts that have access to Singularity.
For more information on what Inception is, please read up on the latest dev blog from us, Team Genesis: https://community.eveonline.com/news/dev-blogs/inception-the-new-player-experience-for-eve-online/
If you wish to try this experience out for yourself, please create a new character to begin the journey. We're very excited to hear your feedback after trying out the experience.
Should you notice any bugs, please create a report through the in game help menu, (F12) with the word 'Inception' included in the title.
Known Issues
- It is possible to become stuck during the experience, by completing some actions before you are told to do so. While we are working on fixing these issues, we ask you to please still report them through bug reports or feedback on this thread to ensure good coverage of this issue.
- The very first task from Aura is brand new, and does not yet have audio hooked up. This is explaining how you can get aura back if you close her. To finish the first task, close the Aura window.
- If you log into the game while in the middle of an operation, Aura will describe the first task to you instead of the current task you are on.
- While inside a site in space, you may see 'Warp to location' in the info panel, this will not work as you are already in the site.
- The NPE hands out some items through the redeeming system, please note that since this is a test server, you may find you have some additional items (fleet command bursts) in the redeeming queue.
- The Reset option to load back to a previous checkpoint will currently not reset the site in space.
- Existing characters will have the 'Operations' Info Panel available.
- The final Operation, handing off to the Career Agents is unfinished at this point.
Thank you pilots, -Team Genesis
CCP Paradox | EVE QA | Team Astro Sparkle
Space Protein Analyst
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Thomas Gallant
Rogue Clones Yulai Federation
31
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Posted - 2016.10.25 15:53:18 -
[2] - Quote
Looking forward to seeing what it's like. I know eve is a hard game to learn how to play, and that a good intro to the game is very important, doubly so due to the game's complexity. |
Daenna Chrysi
Omega Foundry Unit The Ditanian Alliance
117
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Posted - 2016.10.25 15:58:41 -
[3] - Quote
From what I saw in the stream yesterday, it is rather hand holdey making it bit of a challenge for experienced players to not to do things before we are told to. But should be an entertaining experience. |
JonnyPew
Imperial Academy Amarr Empire
51
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Posted - 2016.10.25 15:59:57 -
[4] - Quote
Woooo! Yes! Bring on the new NPE!
http://www.youtube.com/JonnyPew
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CCP Paradox
1462
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Posted - 2016.10.25 16:35:39 -
[5] - Quote
Update: The NPE will not yet be available after Singularity comes online (16:35 EVE time) but it will hopefully be available later today. I will update this thread when it does go live.
CCP Paradox | EVE QA | Team Astro Sparkle
Space Protein Analyst
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Sarmatiko
1713
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Posted - 2016.10.25 17:09:39 -
[6] - Quote
Some thoughts based on yesterday stream:
- Circadian Seekers as weak entity in NPE is a horrible idea for obvious reasons. Newbies ask daily "How do I kill those sleepers on gates" and now they will simply shoot them and suicide.
- Some dungeons are overfilled with objects and dust, like hacking part, for example. That is a huge performance hit even for good configurations. Also keep in mind that with streaming client new player will have to load more of those resources. Remember it's NPE, not performance benchmark.
- Get rid of civilian modules and random fitting modules in redeeming system. "Here, take this new shield Merlin and don't forget to fit Armor Repairer". It will cost you nothing to spawn couple normal modules for some common newbie PVE fits. This will also introduce newbies to ammo and turret reload, because civilian modules only distract them. "Ruining EVE economy with free modules" is not an issue here, because anyone can already do so with free ships from Career Agents.
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Amak Boma
Dragon Factory Peoples United Republic Empire
209
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Posted - 2016.10.25 17:23:27 -
[7] - Quote
launcher fails to update, exits after the update then launch again and downloading patch then reboots start again and begin to download same identical patch that previously was downloaded . i cancel the launcher update and set it to singularity i get icon with file icon and sadface |
Jackson Ikkala
Not Recruting
0
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Posted - 2016.10.25 18:27:46 -
[8] - Quote
Is NPE getting put out to day? hopefully with no server killing bugs and doesnt delete my boot.ini let's never do that again |
Bobmon
Habitual Euthanasia Pandemic Legion
188
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Posted - 2016.10.25 18:51:46 -
[9] - Quote
I highly recommand people to check this out
EN24 CEO / Chief Editor
[@BobmonEve][2] - Third Party Service - #HABIT - Bobmon for CSM
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Xadiran
Moira. Villore Accords
71
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Posted - 2016.10.25 19:37:38 -
[10] - Quote
Running this now, noticed one glaring little issue.
When told to kill the warp disruption field generators, they are not on the overview by default because Large Collidable Structures are non selected by default. That's going to mess with new players who don't know how to adjust overview settings. Similarly, the NPC enemies that show up are also not shown on the overview by default, which could also be a bit confusing. |
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Xynthiar
Tactical Narcotics Team
19
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Posted - 2016.10.25 19:38:31 -
[11] - Quote
Any chance we could temporarily remove the 10 hour restriction on biomassing characters to facilitate testing of this feature? |
Jadek Kin
Incorruptibles
71
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Posted - 2016.10.25 19:53:29 -
[12] - Quote
The Navy mentor compels recruits to take up suicidal jihad against the drifters to become independent capsuleers? That was unexpected.
Top kek CCP. Please make 72 virgin long-limb roes and 1 copy of Pax Amarria available after activating the medical insurance clone.
@JadekMenaheim
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Alphina Erkkinen
Science and Trade Institute Caldari State
0
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Posted - 2016.10.25 20:46:22 -
[13] - Quote
Xynthiar wrote:Any chance we could temporarily remove the 10 hour restriction on biomassing characters to facilitate testing of this feature?
I agree , a temporary removal of this feature could have helped to test a new player for each of the 4 races this evening .
but ....
Market issue still not resolved at 20:38 Evetime , (sniff) , stuck at buying a blueprint (sniff), so can't test all those shiny new features. Well better luck tomorrow, hopefully the issue is resolved then.
I like the new way of NPE , feels much more interactive and a bit like the tutorials from other computer games.
The idea of killing a few 'weak' drifters might be misinterpreted later in the game, as they are much stronger.
Would have loved to have this at my Eve start , would have avoided to leave Eve and come back only 1/2 year later (after having read all the online manuals .... )
Makes me even want to try this NPE for each of the 4 races and box/biomass the character again afterwards. I know this is silly but it's like testdriving a new car without buying it.
Ok time to go and start the biomass cycle for tomorrow.
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Nam Dnilb
Universal Frog
273
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Posted - 2016.10.25 21:23:49 -
[14] - Quote
I tested the NPE right to where you need to buy the BPO, market issues prevented further progress. I had some minor hick-ups, mostly due to having a modified overview and client settings, so these will not be a problem for actual new players. This is definitely your best effort so far and seems quite engaging. Voice work is excellent, I like how you use warp disruption bubbles to stop players accidentally getting lost in space. This used to happen a lot.
One thing though, you should not tell people to orbit without also explaining tracking. It'll lead to players in their brand new cruisers missing their shots and then creating abominations like the small-artillery Omen. Thrust me. I know EVERYTHING about the small artillery Omen. |
Emeilys Tarkhenir
Fathom Applied Research and Development
1
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Posted - 2016.10.26 00:46:47 -
[15] - Quote
I just played a short session up to the buying BPO step.
- I agree with other posters that the choice of the Circadian seeker might give a wrong idea of what these NPCs are capable of. I'd suggest renaming it to something like "Damaged circadian seeker" to explain it's weakness (story wise, it could have escaped from a skirmish with the faction navy)
- If flying close to the Drifter battleships, our ship gets destroyed. That's great. But the survivors were lost in the process, and the narrative went on as if everything was alright. Just a change in the text of the next step to acknowledge when the survivors don't make it home could make things look more polished.
- It would be nice to mention something about weapon's range in the attack sequence. In particular, when there are more than 1 NPC, a new pilot could end up orbiting one NPC and trying to shoot another by mistake, and not understand why the weapon is suddenly so ineffective.
- As Nam above me suggests, a small mention of tracking could be in order. In this experience, having Aura explain that keeping the afterburner on will make us more evasive, but also reduce our chances of hitting the target. |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
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Posted - 2016.10.26 00:55:30 -
[16] - Quote
Most of these where demonstrated on the stream yesterday.
Other characters that log in after you start doing the NPE start the NPE even though they are out side the starter system and even docked.
HQ was not in the overview for the escape to the HQ portion. Adding the name of the station would allow the new player to recognize the one station as the one they want you to warp to.
Allowing the fleet communication window section with the text to be shrunk down would be nice.
A dedicated chat channel where if you type "say again" in it the test would play the last window again would be a good addition.
The jumps to Aura are to fast if you are trying to read the full text. with no clear way to hold the text on screen.
Dropping of the survivors would be nice before you go fight pirates.
Using the new fitting window it would be nice not to have to go thru 3 screens just to buy a item.
Market was down in Bourynes
Aura identifies the Operation panel as the info panel when directing the player to warp to the smuggler's den.
Gallente mission should say something about hull damage as the rep fitted will only fix hull damage.
Cloud did no damage.
Will tracking be turned on as default for new players?
Will the tactical overview also be default?
Having a salvage drone in your drone bay for all races would show the differences between looting and salvaging. All metal scraps from the smuggler den would put me off from looting.
Lock range is not described. might get some players confused.
World level for sound got turned down for some reason. I don't remember doing that. The voice over still played however.
Stuck at the market issue.
Will finish up tomorrow one the markets are all up or after I run a blue print out to my character hopefully not buying it in the market wont lock it up.
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
514
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Posted - 2016.10.26 03:27:49 -
[17] - Quote
Feedback until I got stuck on an issue:
- Fleet Commander Torelle -- recruit crap gets old and his voice acting was the weakest. Gallente scientist was fine, Aura was fine.
- On second sleeper, if you were already targeting the sleeper it requires you to un-target and re-target to proceed.
- "Locate your home station and select dock step"-- arrow seemed to be pointing to a specific thing in the overview and not just the overview itself which was confusing since that item didn't have a dock on the radial.
- "been doing well" vs. "been doing above average" -- mistake in spoken word vs. transcribed text (said by Aura I think)
- Redeem Items step requires redeeming all items, not just tutorial ones. -- otherwise blocks you from proceeding
- If you inject skill from hover instead of drag/dropping, it bugs out and you can't continue (which is where I'm stuck at)
Lastly, the writing is kind of bad for the Gallente side (didn't try anyone else). You're an untrained soldier who is the only survivor of a deadly encounter who is then tasked with saving something. It's a very cliche story that we've all had to suffer through many times before. I think I actually cringed. It's very much likely past the point where you can rewrite it and I suppose it works for a tutorial. I guess I just kind of hoped for more. |
LeHarfang
Reckless-Endangerment Manifesto.
30
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Posted - 2016.10.26 03:57:45 -
[18] - Quote
Also tried the NPE and got stuck at the buying BPO from the market task since markets aren't working. I tried to go in another system to buy said BPO but there were no civilian Data Analyser BPO on market. I tried buying the normal tech 1 one to no avail.
I also agree that the tutorial should mention the item in question in the "Purchase the Blueprint" section. New players might be confused as to which blueprint exactly they need to buy (civilian or normal BPO for example).
Other then that, i liked the tasks i was able to do, especially the way new characters are dropped in the middle of a battlefield filled with friendly wrecks. It does convey the message that New Eden is a dangerous place.
I second the other people here finding it a bit odd to have the seekers be so weak when they are stronger in other parts of New Eden.
I also found it odd that the drifter battleships icons that spawns at the end of that site are white when the earlier circadian seekers icons were red. Having the drifters icons as red would reinforce the idea that those ships are dangerous and would make the player wants to actually avoid/fight them i think. Plus, the color for all rats in the game are red, so why change this pattern when players are learning the game? Might as well make all ships (player or npc) in the game have white icons if you want to go this direction.
And yes, if the player choose to fight the drifters and obviously lose their ships/die to them, the mentor and aura should acknowledge their deaths. If the player goes to the station, the survivors should be removed from cargo as well.
On a more positive note, i did like the idea of having warp disruptors at the site as it was said. From the very beginning, it makes new players experience tackling and interdiction early on.
Well, maybe i'll have more to say later once i'll be able to finish the tutorial.
Edit: Oh right, on the gallente tutorial, in one of the dialogue windows (i think it was after killing the rats at the smuggler den), the commander will speak the first paragraph but will move on to a paragraph that isn't present in the dialogue box. |
Bienator II
madmen of the skies
3591
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Posted - 2016.10.26 04:48:38 -
[19] - Quote
are the overview defaults useable now? (i won't test that since i don't want to reset my client settings)
keep in mind that good defaults are part of the NPE. Players should fight other players or NPCs not the client as first step in eve.
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Althalus Stenory
Flying Blacksmiths
87
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Posted - 2016.10.26 07:14:34 -
[20] - Quote
I just hope the NPE required blueprint(s) will be "protected" in some way or another, like seeding more than just a few for some station/corp per regions... |
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pedrohsi1
The Scope Gallente Federation
0
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Posted - 2016.10.26 12:49:39 -
[21] - Quote
The Market is online, I was able to purchase a blueprint, but now the Industry window won't load my blueprints, the Blueprints tab is empty (loading) and nothing else appears in the window if I try to Use my blueprint or to drag it. |
Rhivre
TarNec Invisible Exchequer
942
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Posted - 2016.10.26 12:57:23 -
[22] - Quote
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
Fluffy Bunny Pic!
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CCP Paradox
1464
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Posted - 2016.10.26 13:06:32 -
[23] - Quote
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.
CCP Paradox | EVE QA | Team Genesis | Team Phenomenon
Space Magician
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Faxtarious
Kai-Zen inc.
1
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Posted - 2016.10.26 14:56:14 -
[24] - Quote
After needing to log out due to Market issue, I was unable to locate the BP I needed to buy. The description was Vague and the name of the BP was mentioned once. It would be impossible for a new player to follow through such a task after having logged off if there isn't more permanent description of the task... like the Vanilla Mission Window found in the Journal.
and btw... what IS the name of this BP... I'm still stuck lol |
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CCP RedDawn
C C P C C P Alliance
799
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Posted - 2016.10.26 14:57:34 -
[25] - Quote
Faxtarious wrote:After needing to log out due to Market issue, I was unable to locate the BP I needed to buy. The description was Vague and the name of the BP was mentioned once. It would be impossible for a new player to follow through such a task after having logged off if there isn't more permanent description of the task... like the Vanilla Mission Window found in the Journal.
and btw... what IS the name of this BP... I'm still stuck lol
Thanks for raising this up with us and we're in progress right now in alleviating this issue for release.
Also, you're looking for a Civilian Data Analyzer blueprint.
Team Genesis
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Sofia Out
Illiterate Pirates
0
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Posted - 2016.10.26 15:11:23 -
[26] - Quote
-When the drifters warp in it would be a good idea to have them added the players overview by default. It took me pretty long to notice they had even landed on grid because i had the camera pretty zoomed in and it also didnt help that they where white and not red like 100% of all the hostile rats in the game.
-After getting to station the game didnt ask me to hand him the survivors that where so important 2 seconds ago. So i took them for a joy ride to fly into toxic gas and kill pirates |
David Therman
CAStabouts
164
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Posted - 2016.10.26 15:27:54 -
[27] - Quote
Regarding the pirate fight after being instructed to undock for the first time, a couple of things. Firstly, the gas cloud didn't actually damage the ship, but activating the repper was enough to move onto the next step, "Secure the site". This was the second bug (as mentioned above) because it isn't marked as complete when you clear all 3 waves. I tried to reset the progress back to the last checkpoint, but I ended up warping into the same pocket, so I couldn't progress any further.
Also, might be an idea to have Aura tell us to drop off the survivors once the ship is docked, I forgot all about them. |
TigerXtrm
KarmaFleet Goonswarm Federation
1768
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Posted - 2016.10.26 15:53:36 -
[28] - Quote
Just ran through the tutorial up to the 'Secure the site' phase, at which point I got stuck because it wouldn't update after everything was killed.
However, couple of notes for stuff up until that point.
- 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.
- 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.
- Promoting the radial menu as the standard method of interacting is good, but it would be nice if basic functions like the F keys and CTRL + click for targeting could be mentioned somewhere. Especially during the pirate shooting it becomes a pretty big click fest.
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.
My YouTube Channel - EVE Tutorials & other game related things!
My Website - Blogs, Livestreams & Forums
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pedrohsi1
The Scope Gallente Federation
0
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Posted - 2016.10.26 17:28:55 -
[29] - Quote
TigerXtrm wrote:Just ran through the tutorial up to the 'Secure the site' phase, at which point I got stuck because it wouldn't update after everything was killed..
Same here on my new character, I thought it happened because I looted the container right after killing the last NPC, without waiting for Aura to update.
Also, the Industry window is still bugged, it won't load facilities, blueprints, or jobs - and it won't display the blueprint/materials either.
I was suprised to see that my existing character also has the same tutorial steps and I can't get rid of them even by closing each dialogue window with Aura/Commander. |
Nam Dnilb
Universal Frog
274
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Posted - 2016.10.26 18:03:51 -
[30] - Quote
OK, I made two more steps today, not more because today industry is broken. Someone mentioned difficulty finding the blueprint. This is true and I find the process could use a little more robustness in general. There's plenty ways of opening your cargo and even newbies will figure them out, but you have to do exactly like Aura tells you or the whole thing gets stuck. |
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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!
My Website - Blogs, Livestreams & Forums
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Ophelia Lemm
Electric Sheep Independent Entrepreneurs
73
|
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
|
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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Titti Sabezan
SYNDIC Unlimited
15
|
Posted - 2016.10.27 18:20:43 -
[61] - Quote
pedrohsi1 wrote: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 :)
Wakka-wakka-wakka
Thank you. Much
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pedrohsi1
The Scope Gallente Federation
3
|
Posted - 2016.10.27 18:33:53 -
[62] - Quote
Mongo Severasse wrote:
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.
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?
The same thing happened to me while doing the Caldari NPE, my overview kept the red targets even though I couldn't interact with them. This prevented the tutorial from proceeding to the next step (destroy the Hive). Once I started attacking it, the tutorial managed to continue and I was killed at the end by the explosion:)
When you get cloned at the station, the tutorial seems to be missing the next steps, Aura kept repeating the same message but the text was being updated as I redeemed the replacement items and refitted the ship. Then, for some reason, the fleet battle message appeared again and the Commander wanted me to join the fleet to destroy the Hive... |
Takoma Panala
State War Academy Caldari State
33
|
Posted - 2016.10.27 19:05:25 -
[63] - Quote
pedrohsi1 wrote: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 :) Does not work here... *sad panda* |
Quintessen
Old Spice Syndicate Intrepid Crossing
517
|
Posted - 2016.10.27 20:03:57 -
[64] - Quote
In the part where you first get your armor repper, you have to fly towards the other target. This takes a good while and is kind of boring. While setting up expectations of all the slow boating might be good, maybe not so early in the tutorial. |
Mara Rinn
Cosmic Goo Convertor
5965
|
Posted - 2016.10.27 20:42:15 -
[65] - Quote
pedrohsi1 wrote: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.
The default setting for new characters is for auto-target-back to be 0.
Day 0 Advice for New Players
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Mara Rinn
Cosmic Goo Convertor
5965
|
Posted - 2016.10.27 20:49:54 -
[66] - Quote
The floating blue panels that label objects in space are pretty nifty, but they tend to stack on top of each other, and worse they stack on top of other windows such as the "selected item" window. I wonder if these blue panels could be restricted in movement to, say, a circular region centred in the middle of the FOV, with radius limited to the smallest distance to any other UI element?
It would also be nice if clicking on the blue panel would have the same effect as auto-tracking, and perhaps have an additional effect of always turning the camera to view the selected item regardless of the current auto-tracking setting.
[proceeds to undock]
HrmGǪ on my tiny screen the available space for the blue labels is a little restricted. There has to be a better way.
Day 0 Advice for New Players
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Takoma Panala
State War Academy Caldari State
33
|
Posted - 2016.10.27 21:14:26 -
[67] - Quote
Finally made it through the industrial window.
But now i broke the tutorial. Warped to the Drifter Hive Spatial Rift, And activated it. I warped back to star gate (might have misclicked, that is not the problem). But now i have no way to warp back to the rift, resetting the tutorial to the last checkpoint does nothing. :( |
Nam Dnilb
Universal Frog
275
|
Posted - 2016.10.27 22:12:17 -
[68] - Quote
So I was able to complete the NPE today. I learned that civilian lasers are good against capital ships.
The trend from last time that it is too easy to break the script continued. I delivered the analyser directly because the window was still open and promptly couldn't continue. Undocking fixed it eventually, but skipped some steps.
What's up with all the long approach sequences, I get you want to show the bigger picture sometimes, but a 30KM ride for a simple acc.-gate? Mentioning the autopilot is fine, establishing it as a standard is not.
Anyway, the final battle is a pretty epic sight, but a bit over the top. I had some bugs, with non interact able seekers, but this might be Sisi being weird in general, I had eternal warp tunnels after jumping before and had to restart the client.
The rewards are a bit of a downer though. Just give them a real new Punisher (building the BPC takes almost 90 minutes, not including shopping for minerals) and the modules they lost on top of the venture. Right now it's a bit like: You are our greatest war hero! Here's your tractor.
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Hawkin Shadowblade
Paragon Trust The Bastion
33
|
Posted - 2016.10.28 00:19:01 -
[69] - Quote
Hello! I'm going to be helping new players on patch day and decided to take a pass at the new tutorial. A few minutes in I decided to make a running list of bugs and concerns as they appear, I apologize if anything happens to be already known repeated from an earlier post:
Bugs: > Many items, such as the Drifter Mobile Warp Disruptor, and the Circadian Seekers are not included on the default overview preset at this time (May have just been me) > Destroyed objects (such as the two aforementioned) will re-explode and display a live tag again a few seconds after their actual death. > Certain UI-based tags do not appear in the correct location (i.e. the "warp to HQ!" tag was over a wreck) > Certain UI elements persisted after warp, including enemy tags , both on the overview and in space. > Got blackscreened upon first undocking, had to relog > In the Rogue Cloning combat site, many of the tutorial UI tags persisted after the enemies had been destroyed > Manufacturing window refuses to accept my Civilian Analyzer mod BP, no error message (relog) > The Professor thinks I'm Amarrian... I'm Gallente > The Fleet Commander started commenting on the destroyed SOE fleet as soon as I activated the acceleration gate. > The 'Reset to last checkpoint' button seems broken?
> Redeemed my ship and fittings before the Operation for it came up, thus leaving me stuck...(Skip/Next button please!) _______________________________________________________________________________________________ Design Concerns: > Aura, nooooo (I understand why, still sad though) > Maybe I missed it, but make it easier for veteran players just making an alt to exit early. > Include a quick section somewhere on UI customization? Namely resizing windows, namely the chat window On that point, I'm willing to bet a player who chats is a player who stays. My humble recommendation is to encourage player interaction as early as possible; EVE is a social game afterall. > Rather than a warp bubble, a sentry tower sort of unit that puts an infinite range/point tackle on you is a bit more interesting and doesn't simply invite the player to test what happens if you fly outside the bubble > Replace the Circadian seekers with new, miniature circadian scavenger drones. Not only due to the laughability of a civilian gun destroying a cruiser, but the very real implication that new players may go on eventually to see Seekers on their way to Jita or something and think they're easy prey, which for them especially is not the case. >The Drifters appear with white tags, though not actually hostile, this can be misleading to the new players who should be identifying them as hostile. It would also be cooler if they actually fired on the new player (with an accuracy rating of 0.00). > I wasn't paying attention for a moment and missed exactly what module BP I needed to search for, the standing info boxes on this step didn't include it either. This step is certainly going to confuse many new players as it is, so best to keep as much crucial information on screen as possible here. > I just took the super important survivors with me back out into a dangerous combat zone to go bounty hunting, maybe have the player turn them in before this? > Honestly, I think you guys are better off replacing the Drifters with each faction's pirate-counterpart. For the existing players, the Drifters may be a very enigmatic and interestingly dangerous new foe. For new players with no context, they are standard alien(oid) combat targets with only two classes of enemies to fight. Much less if you kill them with a few shots from the starter gun, they suddenly aren't that scary... > Making autopilot seem like a viable form of standard travel is a tad misleading, no? > First accel gate site has the gate 30km away? >The volumetric clouds here look amazing, unfortunately the contrast of the 2D wreckage chunks inside inside it does not. > Zooming a bit out shows the corridor you constructed, maybe pull the data point into it a little bit so the theatrical corridor you just made is slightly less obvious. > That skill injector sales pitch by Aura is a tad on the nose, in my book.
Running out of game time and characters so I'm gonna wrap up here: I'm sorry to put it so bluntly, but unless you make the players wake up at the end and have this be a Flight School final-exam simulation the whole time, this whole scenario is rather cheesy and a blatant Mary Sue-esque "You just got here and are already the prodigal hero of the day, everyone loves you, yaaay!" I'm not advocating for the return of "Here's a ship, **** you", but I think this 'Hero of the Day - on Day one' is very un-EVE-like. They keep talking about how special we are for making it this far, when all the people we have to compare ourselves to - other actual players - are doing the same exact thing. Beyond that, all the polish is great so far, from the voice acting to the new UI, but to me, the backstory is a bit much, even if it does allow for some cool sights. The character limit keeps me from going over all the parts I do honestly love, but those aren't quite as important. Regardless of my particular complaints, you guys are certainly atleast on the right path and I'm happy to be here for it!
o7 |
DSpite Culhach
308
|
Posted - 2016.10.28 01:08:48 -
[70] - Quote
Yesterday I broke the script on the "Redeeming Items" as I saw the flashing message info we get on the bottom right, saw a message regarding things to be redeemed and did it before Aura told me to, and then she kept asking me to do it anyway. Cluster then went down, so I'm going back in a bit.
Ok, so I've been trying to look at the game as someone that has not seen it before, but muscle reflexes kick in and make me click things sometimes :)
Just to echo some things already stated, even though I think the tutorial work has gone too far ahead to change now:
* You make players sound and feel more "epic" then they are. Those Sleeper ships would be unkillable in a noobship, and give players a wrong impression. Same goes for Autopilot use, and I also want to mention that letting them keep a Mining Laser mounted instead of getting them a second Civ laser (Amarr example) starts a bad precedent on ship fitting, as they would do more damage and understand a new fitting mechanic as well.
* Nice Touch allowing them to see all the different ships in the game, I think that makes players dream of getting into larger hulls, however, I think they might get slightly disappointed again when they discover that Alphas can't actually fly most of them.
* Distance to objects is a bit high, although the point was to teach players about prop mods, still, maybe a tad shorter?
I'm curious on another way to "break the script":
* What happens if a player "accidentally" throws the minerals or even the survivors out the airlock? Anyone tried?
---
Also, I would like to hear a comment from other players on here that did the tutorial, regarding the difference between Armour and Shield ships:
* I don't specifically remember any mention that Armour and Shield ships have totally different mechanics, and in order for an Armour ship to run a repair module, it has to lose ALL it's shields.
What this means is that the player would be seeing a rather angry and bright looking RED BAR on their screen, and they might think they are getting murdered when the "No Shields" alarm bell starts going off, while the truth is just that their shields are just more or less cosmetics on an Armour tanked ship.
Maybe add an Aura message that yes, the shields are being evaporated, but it does not matter as they are Armour tanking? Is such a thing already actually mentioned anywhere? Did I just miss it?
---
BUG in the mission against the Narcos:
Pictures included as otherwise its hard to explain:
* PIC 1 - The first 3 Pirates in the red box are dead. They are the first ones I killed, yet they still show up. When I did a "Look At" on those, it actually showed empty space, and they cant be targeted, as doing so gets that message in the upper box. They are like "ghost images" stuck in space.
* PIC 2 - When I then killed the bottom three, then they ALL vanished briefly, HOWEVER, when I warped back to the station, my Overview still had ALL 6 ships on it at a distance of 15 AU's. The overview just did not drop them until I enetred the station. Also, as you can see, my warp back failed and I had to kill the client to fix it.
PIC 1 - [img]http://i.imgur.com/nAmP7mp.jpg[/img]
PIC 2 - [img]http://i.imgur.com/LvdboRe.jpg[/img]
--
About the AURA window box, pic included:
* Why is that box so large, but "invisible"? The edges are all the way inside my red box, but the visible part is only at the top. Is this because some hide kludge is in place to block how big the AURA window would otherwise be?
AURA Window - [img]http://i.imgur.com/7beteNc.jpg[/img]
I apparently have no idea what I'm doing.
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.10.28 01:19:56 -
[71] - Quote
Logged in with the character that was trapped.
Restarted at the Roque cloning site instruction to warp in. Secure the site completed after killing 3 rats and locking the there 3 was difficult even if they where right beside me.
Looting the container worked
Second set of 6 rats appeared that I could not target. and stayed on the overview even when 5 AU away.
Return to HQ still has not context and you have to use the dock command in the operations drop down if you have no context.
Second the need to repeat the name of the module after the the instructions for using the market or add it to the "Purchase the blueprint" step name.
Opening the Industry window cuts off and removes from view the instructions for how to use it.
Right clicking again and clicking use blue print again does not work which is what most new players will do. Dragging and dropping also did not work.
Closing the industry window and then clicking the show info use blueprint did install the blue print and move the tutorial on to the next set of info dumps filling the 90 seconds to build the analyzer.
Leaving the industry window open and inventory open created a very confusing scene. Fitted the analyzer and undocking black screened with only the travel to system blue box on screen pressing esc did not clear it and I had to relog in could not make a bug report. Re-logging in worked and the in space render started correctly
A mention that you can warp to the gate manually would be nice.
The first two messages when warping in to the site are disjointed and don't tell a smooth story. If they where suppose to fill the time before getting to the gate they are timed wrong, ie play to soon. Warp in warning message played to soon. If you click the info shard and try to approach it before the NPE says so you have to do it again.
Long distance with the "warp to location" bug still in this version.
Hacking was straight forward. Can you fail hacking it? It did not look like you could fail.
Fleet Commanders speech about the fleet started to soon are needs to be rewritten to make sense that it plays at the start of the warp.
Will continue on next post
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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Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.10.28 02:21:11 -
[72] - Quote
Warping back to HQ on auto pilot started a infinite warp.
Had to restart the client. NPE remembered where it was so easy to continue on. Using the operations dock command feels wrong.
Fitting the ship was smooth but the undock command make the fitting window transparent if still open something that does not happen to normal pilots a lot.
At the final site if you lock non overview battle ships the lack of damage to the shields might be focusing to new pilots.
Damage to the force auxiliary did not match the info that was showing when it was locked.
Even after being destroyed the the first 3 highlighted ones it did not complete and the high lights stayed up even though the ships where destroyed. Stasis webifier did not want to lock every item with in its range. Killing the rest of the seekers did not complete that step of the attack. Respon of seekers could not be targeted. Overview said the force auxiliary was back but did not render. Shooting the drifter Hive some how completed the task and moved on to the end of the battle sequence. Killed the hive before the fleet could warp out. Intended?
Setting a destination for starting your career did not complete.
A word from Aura the first time you open the industry window and try to use it. About mining, salvaging, and reprocessing would make a cleaner start.
After fitting my miner I undocked and got a black screen again.
Will do this again after the next build.
Hope this is helpful.
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
309
|
Posted - 2016.10.28 02:58:03 -
[73] - Quote
I'm stuck at "Redeeming Items" as I had manually done it before Aura told me to.
Other then restarting a new toon (was going to do Caldari after my Amarr anyway) anyone know a way to unstuck the situation?
Would be kind of nice to right click on the step and select "skip" but I guess that might break other things.
I apparently have no idea what I'm doing.
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Titti Sabezan
SYNDIC Unlimited
15
|
Posted - 2016.10.28 07:38:41 -
[74] - Quote
Can I just say (sarcastically) that the emphasis on using Autopilot is going to pay dividends once these newbies get outside their starter systems. Gankers are going to be able to congregate 15km+optimal range outside key gates and blat newbies as they come because they will know that that is where the autopilot will dump them, and will know they have ample time to lock and gank before the newbie gets to the gate.
I can see some gankers actually making money by selling newbies flashy ships and gear, just to blow them up, loot what survives and then sell them a new ship and fittings for a "bargain" price. |
Ivory Harcourt
Space Ants Army of New Eden
26
|
Posted - 2016.10.28 08:17:23 -
[75] - Quote
Titti Sabezan wrote:Can I just say (sarcastically) that the emphasis on using Autopilot is going to pay dividends once these newbies get outside their starter systems. Gankers are going to be able to congregate 15km+optimal range outside key gates and blat newbies as they come because they will know that that is where the autopilot will dump them, and will know they have ample time to lock and gank before the newbie gets to the gate.
I can see some gankers actually making money by selling newbies flashy ships and gear, just to blow them up, loot what survives and then sell them a new ship and fittings for a "bargain" price.
The emphasis on autopilot is certainly not new. |
Ivory Harcourt
Space Ants Army of New Eden
26
|
Posted - 2016.10.28 08:27:25 -
[76] - Quote
Ok it's 9am and I still didn't sleep, that's how interesting this NPE was. I haven't read previous commenst from fellow capsuleers, so if I repeat theirs here a lot I am sorry...
Pros New Character sheet is well-arranged. Thumbs up. Confusing Skill x1 , Skill x2 has disappeared. Nice (although that info was somewhat usable) When biomassing, I can confirm final biomass after 10 minutes. Is that for test only? Capsuleer in a bubble. EXPLAINED BUBBLE!!!! I like the way the locations are marked in space. You explained orbiting and tracking!!!!!!! You emphasised on orbiting!!!!!!!!!!!!!!!1111112 Probably you should've also tried to emphasise on using afterburner to control the distance, but that's too much info at that point maybe... When docked at the station, Aura talks about bribing capsuleers etc, reinforcing the feeling that this is not Teh Game of Teh Noble People When approaching through the gas, I am supposed to activate my repairer and DEACTIVATE when job done - brilliant (however I got no damage, see bugs) "Travel to Empire Might Site" - warp to the Safe Spot. YOU MENTIONED SAFE SPOT! "Leave ship" - omg good thing!
Cons Caldari version: Fleet commander's voice is uncomfortably intimidating, I had problems to bring myself to cooperate with her (did you modelled her manners after me? :-D ). When Aura is giving me a task to look for survivors, her voice is like this: "Captain....................................... I have received etc". Is it possible to make the pause more natural? There are some more weird pauses later as well. When looting 3rd survivor, Aura says "Don't forget to close the inventory windows after you have finished". Why is it so important that it needs to be mentioned? People should've figured this out? Please do NOT use Circadian Seekers for reasons already mentioned by other people. Just no. It's dangerous. When I tried to be an impatient rookie and killed a bubble, seekers spawned immediately. Can you please count with it when you do Aura dialogues? "Oh I see you've already killed the bubble, yadda"? At the end when I see Drifter Battleships etc , Aura says "Find your HQ highlighted in the overview", but the station is NOT highlighted in the overview. Please either change the text or highlight the station in the overview. And yes I know, there is a text "Locate your home station" etc next to overview, but that's not the same as "highlighted station in overview" and can be confusing. Armor repairer into caldari ship??? Please no! When adding a skill to a skill queue it may be a good idea to mention that it's important to have something in the queue all the time. Aura highlights the station service "ship fitting". What if I want to see my ship fitting in space? Could you please highlight both station service icon AND the ship fitting icon on the neocom, please? What if capsuleer undocks before Aura gives him the module and shows him ship fitting services? When buying a civilian data analyzer blueprint, if I click "market" icon too fast, I may not receive the instructions as Aura immediately continues. Make it more clear that it's actually a "civilian data analyzer blueprint" not normal data analyzer blueprint. The instruction to buy the BPO says that you should buy it from "a sell order" that is for this station. There will be hundreds of these BPOs on that station set up by bittervets cashing on clueless newbies. Is it possible to warn newbies or to explain them that they should sort the items by price? I know it's holding their hand and whatnot but don't forget that newbies will see the market interface for the first time. In "Back at the Station", when autopiloting and stuff - ugh, that is not how you set up the destination or warp to something normally. "Entering the Site" - FC talks about what happened before I actually arrive at the site. Is that okay? "Entering the Site" - I'm like 100km from the data container when I arrive... and I travel there veeeerrrrryyyy sssslllllooooowwwwwllllyyyy. Doubleplus ungood. 50km would be enough. When going around that big massive fleet for the first time, I feel like some exciting fight is going to happen... then I am sent back to HQ (even if it's to get a new ship). Is that the way how to explain newbies the term "blueballed"? :-D The fleet fight doesn't look like a real fleet fight. Webs on the enemy understandable, but why not a point? That enemy FAX could've warped away anytime. "Rejoin the fleet" - I'm supposed to destroy the Seekers, everything is dead but Aura does't let me go further. There is no mention that I should start shooting the Hive itself. When the Hive is exploding, there are still our fleet's battleships around. Are they too going to be sacrificed? The end of the battle is very chaotic, I feel like I didn't know what's going on, I somewhat registered that I'm going to explode becaue I've expected it, but for a rookie this may be a bit confusing. |
Ivory Harcourt
Space Ants Army of New Eden
26
|
Posted - 2016.10.28 08:28:12 -
[77] - Quote
Bugs Explosions appearing twice. Exploded ships or items (seekers, bubble, pirates) re-appeared but were not lockable (not present in the system). Restarted the tutorial in the bubble part, it restarted completely and made me stuck in the loot survivors part. Docked in the station. FC still talks to me how awesome I am. Undocked while he talks (I was not yet asked to undock). The screen went black and I couldn't do anything. Restart helped. Redeemed a skillbook and injected it - did not drag into the training queue. Stuck there, dragging skill to the training queue didn't help. Travelling through the corrosive gas cloud to the pirates, no damage received until I hit the pirates. Blueprint in the inventory. Right click , use blueprint. Industry tab opened. The blueprint is NOT in the middle of the window and I cannot select it from the list of blueprints. Close+reopen the industry window fixed it and blueprint is now in the middle of the window (and Aura continues). Professor Tannen while I am building civilian data analyzer: "I had to push this all the way to Ministry of War" - I was Gallente not Amarr. Undocked when my data analyzer job was ready to deliver but not delivered yet and therefore not fitted the module into my ship. The screen went black and I couldn't do anything. Solved by relogging, but when I returned back to the station I couldn't find any highlight that would point me again to the industry tab. When I've opened the industry tab I couldn't deliver the job immediately (it got delivered after like 20 seconds or so). "Inside the Empire Might Site", jumping back to the rookie system, stuck in jump tunnel. Relog helped.
Remarks This is not a part of new NPE, but I would like to see it changed. When creating a char, there is an option to name your char. Choose your name. Two fields, one "Name" another "Family Name". There's tons of people who would put their full intended name into "Name" and then they would repeat the surname in the field "Family Name", which produces chars with the name "Luke Skywalker Skywalker". Would you mind to change the text in the 2nd field from "Family Name" to either "Surname (optional)" or "Family name (optional)"? Is there a way to disable tutorial for alts? |
Ivory Harcourt
Space Ants Army of New Eden
26
|
Posted - 2016.10.28 09:59:57 -
[78] - Quote
Overall I can see that this tutorial has been carefully crafted by someone who spent days if not weeks in the rookie help channel - I literally giggled when I've seen Aura guiding me to the wallet button... The way Aura explains things is certainly a step in right direction, please keep it that way while updating career agents sometime in the future.
Astrahus, OMG!!!! <3 <3 <3
I am not concerned with bugs, even with the fatal ones, as they will be fixed. However the shift in Aura's and NPCs stance towards me is extremely worrying. You are not a unique hero that needs to be celebrated, you are one of thousands rookie capsuleers, tabula rasa, your uniqueness or worthlessness is yet to be proved. You are nobody, you should be treated as such. Aura voice tone, Fleet Commander's approach where he/she is almost pissing him/herself as he/she talks to me is boring, dull and most importantly embarassing - it's not EVE, it's me being Orgrimmar hero after killing ten rats. Please consider rewriting these parts, even if it delays the release, I don't think we should be a unique hero no. 53265341 .
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Quintessen
Old Spice Syndicate Intrepid Crossing
518
|
Posted - 2016.10.28 12:22:56 -
[79] - Quote
Ivory Harcourt wrote:Overall I can see that this tutorial has been carefully crafted by someone who spent days if not weeks in the rookie help channel - I literally giggled when I've seen Aura guiding me to the wallet button... The way Aura explains things is certainly a step in right direction, please keep it that way while updating career agents sometime in the future.
Astrahus, OMG!!!! <3 <3 <3
I am not concerned with bugs, even with the fatal ones, as they will be fixed. However the shift in Aura's and NPCs stance towards me is extremely worrying. You are not a unique hero that needs to be celebrated, you are one of thousands rookie capsuleers, tabula rasa, your uniqueness or worthlessness is yet to be proved. You are nobody, you should be treated as such. Aura voice tone, Fleet Commander's approach where he/she is almost pissing him/herself as he/she talks to me is boring, dull and most importantly embarassing - it's not EVE, it's me being Orgrimmar hero after killing ten rats. Please consider rewriting these parts, even if it delays the release, I don't think we should be a unique hero no. 53265341 .
Even WoW wasn't this bad. I do hate it when games treat you like a savior, especially so early on. |
Sgt Ocker
Caldari Provisions Caldari State
1187
|
Posted - 2016.10.28 13:36:08 -
[80] - Quote
Quintessen wrote:Ivory Harcourt wrote:Overall I can see that this tutorial has been carefully crafted by someone who spent days if not weeks in the rookie help channel - I literally giggled when I've seen Aura guiding me to the wallet button... The way Aura explains things is certainly a step in right direction, please keep it that way while updating career agents sometime in the future.
Astrahus, OMG!!!! <3 <3 <3
I am not concerned with bugs, even with the fatal ones, as they will be fixed. However the shift in Aura's and NPCs stance towards me is extremely worrying. You are not a unique hero that needs to be celebrated, you are one of thousands rookie capsuleers, tabula rasa, your uniqueness or worthlessness is yet to be proved. You are nobody, you should be treated as such. Aura voice tone, Fleet Commander's approach where he/she is almost pissing him/herself as he/she talks to me is boring, dull and most importantly embarassing - it's not EVE, it's me being Orgrimmar hero after killing ten rats. Please consider rewriting these parts, even if it delays the release, I don't think we should be a unique hero no. 53265341 .
Even WoW wasn't this bad. I do hate it when games treat you like a savior, especially so early on. You can't sell something to the "WOW" crowd (12 to 16 year old's) if it doesn't appeal to their vanity and instant gratification.
CCP is trying to appeal to a totally different player base than what they have now, hence, the completely new approach to introducing new players to the game. The new approach has little to do with "Eve" as we know it and how it will be for 99% of the 1 in 100 who complete the tutorial and go on to "play Eve".
-- - -- - -- - -- This new NPE is awesome. Being told by Aura to Zoom and scroll my mouse wheel to find the wreck from our fleet (I'm not in a fleet and am docked) she has highlighted on my overview, which of course I can't see as I'm not in any fleet and docked..
And this goes live in how many days??
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Sum Dumguy
Angelus.Mortis Fidelas Constans
0
|
Posted - 2016.10.28 19:11:38 -
[81] - Quote
Existing character stuck at using Mini Skill Injector as Skill Point Limit Reached - "You have reached the skill point limit on this character for using this item. Mini Skill Injector can only be used by characters with no more than 750,000 skill points." Any way to bypass this for older character that wish to try the new NPE?
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Jack AmarrX
Golden Scorpio Maurus The Serenity Initiative
21
|
Posted - 2016.10.28 21:09:13 -
[82] - Quote
In one word.. WOW! Been playing EVE for a long long time and am thoroughly impressed both with the content of the tutorial and the voice acting.
Anyway, here's some pros, cons and some points and opinions..
PROS
- Voice acting is stellar. I played the Gallente NPE because France is cool I guess. The Gallente guy was how I imagined the Gallente to be. The voice acting in the fleet engagement at the end showed this off a bit.
- Lessons are simple to follow (I understand as a long term player I come with prior knowledge) but I can't see any issues for a total novice.
- Repetition with less hand holding to reinforce lessons. I particularly enjoyed how various characters repeated the mantra 'Approach, Lock, Orbit, Destroy' - I can see that becoming a meme.
- The actual story itself. you play an important role in a large fleet that's similar to what a new player would be doing in PVP ) hero tackle). I was actually pushing through what was obvious lessons because the story compelled me.
- Liked how you managed to include a bit of industry to progress the plot, and the voice acting coinciding with the completion of the order was a nice touch
- Holy **** Drifter hives are cool. As are the rest of the environments with some nice ambiance from the sound engineers.
Tutorial ends with your ship exploding. Excellent.
CONS
- At some points the instructions are not totally clear. When you arrive at the forward base astrahaus it seems your given a couple of tasks to do in quick order. Perhaps leave a bit of time for the player to look at ships, then explain we need to go back to the HQ to pick up the new ship.
- Some of the instructions recommended sub-optimal/convoluted ways to do basic functions, IE when fitting they ask you to right click modules and select fit, rather than use the fitting window. Also, I don't understand why it asks you to use Autopilot. Manual warping is far quicker, easier and Autopilot is a bit of a useless function in the game, and a dangerous way to fly.
- Some parts of the choreography, especially in fleet fights needs a little work. At the end of the finale, the commander explains your going to sacrifice yourself to spare the fleet, but on screen the ships were still streaming towards the epicenter.
- Some of the spawn rates are a bit high and might give some trouble to newer players.
- The Drifters and your immortality are not properly fleshed out. You don;t really have a reason to fear or want to destroy the drifters. Their motivations need to be made clear earlier on, so destroying their Hive makes perfect sense. This is nit picking, but I think you have to spoon feed this info. Ditto on your immortality. Its not clear why you want to be a fully licensed capsuleer and what happens when you die. Another simple bit of dialogue from Aura or the commander, or even the scientist might clear this up and again, motivate you a bit further.
- Very minor nitpick - perhaps remove large collideable objects from the brackets on the default overview as it occludes some of the very cool environments you guys have created.
- Some of the voice acting doesn't match up to the text.
Anyway. Really impressed by this, and it looks like this is just the first installment of a series of tutorial missions. Would be great to see this new style of PVE be extended to epic arcs, career agents, and beyond. Top work! |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.10.29 01:59:42 -
[83] - Quote
Fixes over the last two patches work well but because I filled my Skill queue before "leaving my corvette" it locked up the client I was doing the NPE on. Putting it in a not responding state. 3 other clients not effected.
Closing it in the task manager did not close the client. Two TQ clients could close. The two clients on Sisi locked up.
Will have to restart my computer to clear.
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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Kielen Dres
Sefem Ortus
2
|
Posted - 2016.10.29 02:36:02 -
[84] - Quote
Wow, it is really great. Ive filed a bunch of bugs through the ingame reporting system. I got stuck many many times, and "reset to last waypoint" became my friend. Ive gone through 3 characters until I finally got one all the way to the end without getting stuck.
Some point others have not mentioned that are kind of linked to Inception.
- When going to the forward operating base you are told to look for the Dreadnaught and are shown the bracket symbol for a dread.. but all of the ships are Large Collidable Objects!
- At the start of the final battle I clicked Look At the Lif FAUX because I had never seen one in game before (beautiful!) but then the voice acting was cut short and I was taken to the "Lock the Capital ship". The commander had moments before told me to shoot the Circadian Seekers
- I liked that you give a Venture and a Rifter Blueprint at the end so I decided to see how long it takes me to gather the minerals myself. Turns out its not possible in the initial play session because Ventures cannot defend themselves until you have Light Drone Operation, which required Drones III (6 hours training for Alphas)
So I would recommend Light Drone Operation only require Drones I, so at least I can take the Venture to 0.7 space to collect Mexallon and Isogen... not to mention lowering the time until all those Gallente and Amarr pilots can use drones! |
DSpite Culhach
309
|
Posted - 2016.10.29 04:28:03 -
[85] - Quote
Other things I came across as weird:
* The Circadian Seekers show as "Tutorial Seekers" when right clicking on them to "add to overview". Just breaks immersion slightly seeing the word "tutorial" in front of the unit name.
* voice vs written text : Tannen says "I had to push this all the way to 'something something" (Caldari) bu the text was different, and , Aura sais "you cannot warp there because natural phenomena IS disrupting the SHIP" but text said "... ARE disrupting the WARP", from what I can hear.
* "Forward Operating base" tried shooting the ships :) they take zero damage, as apparently they are space objects, not ships. At least no one yelled at me.
* The sjill queue was not updating for me, even trying restarting, I apparently HAD Frigate 4 in there but was not visible, so kept getting "Omega only" message dragging Frigate V there, then I clicked "Apply Skill Points" from mini injector, and THEN it appeared in the skill queue.
* Shoot the Hive" - Feels a little weird shooting the center of (empty) space inside the ring. I understand the why this is, still feels weird.
* Armour repper on a Caldari ship feels weird too.
I apparently have no idea what I'm doing.
|
Titti Sabezan
SYNDIC Unlimited
15
|
Posted - 2016.10.29 09:39:41 -
[86] - Quote
Kielen Dres wrote:
- I liked that you give a Venture and a Rifter Blueprint at the end so I decided to see how long it takes me to gather the minerals myself. Turns out its not possible in the initial play session because Ventures cannot defend themselves until you have Light Drone Operation, which required Drones III (6 hours training for Alphas)
So I would recommend Light Drone Operation only require Drones I, so at least I can take the Venture to 0.7 space to collect Mexallon and Isogen... not to mention lowering the time until all those Gallente and Amarr pilots can use drones! Edit: Well I decided to take off one of the Miner I's and fit a small Arty.. its slow but I managed to survive long enough to get some Omber and Plag from a nearby 0.5 system. Still seems a shame that Drones are so hard to get to start out.
Perhaps it is time to bring back the Civilian Drones -- IIRC they only need Drones I and ought to be good enough to see off incidental rats (though probably not the b*tards that jam your targeting] |
Benilopax
Fusion Enterprises Ltd Badfellas Inc.
456
|
Posted - 2016.10.29 11:07:15 -
[87] - Quote
Does anyone else think this new tutorial needs some sort of opening cinematic? Perhaps showing glimpses of the battle you were just caught up in?
Otherwise this is a great first step for the NPE.
...
|
Amak Boma
Dragon Factory Peoples United Republic Empire
210
|
Posted - 2016.10.29 11:11:09 -
[88] - Quote
does he nasty bug with caldari/mimmatar part with armor repper is foxed? caldari players doing npe should have civilian shield booster not civilian armor repper |
TigerXtrm
KarmaFleet Goonswarm Federation
1772
|
Posted - 2016.10.29 12:43:04 -
[89] - Quote
Benilopax wrote:Does anyone else think this new tutorial needs some sort of opening cinematic? Perhaps showing glimpses of the battle you were just caught up in?
Otherwise this is a great first step for the NPE.
I'm really hoping this will be a thing later on. An opening cinematic that also explains who and what the drifters are and what happened to the fleet would be amazing.
My YouTube Channel - EVE Tutorials & other game related things!
My Website - Blogs, Livestreams & Forums
|
Titti Sabezan
SYNDIC Unlimited
15
|
Posted - 2016.10.29 19:55:57 -
[90] - Quote
Titti Sabezan wrote:Kielen Dres wrote:
- I liked that you give a Venture and a Rifter Blueprint at the end so I decided to see how long it takes me to gather the minerals myself. Turns out its not possible in the initial play session because Ventures cannot defend themselves until you have Light Drone Operation, which required Drones III (6 hours training for Alphas)
So I would recommend Light Drone Operation only require Drones I, so at least I can take the Venture to 0.7 space to collect Mexallon and Isogen... not to mention lowering the time until all those Gallente and Amarr pilots can use drones! Edit: Well I decided to take off one of the Miner I's and fit a small Arty.. its slow but I managed to survive long enough to get some Omber and Plag from a nearby 0.5 system. Still seems a shame that Drones are so hard to get to start out. Perhaps it is time to bring back the Civilian Drones -- IIRC they only need Drones I and ought to be good enough to see off incidental rats (though probably not the b*tards that jam your targeting]
UPDATED REPLY:: Have run the Caldari loop and found that the excess LP from the injector got me Drones 2, and the rest together with a short training got me Drones 3.
Hope that tbis "helps" |
|
Richard Francis Burton
Center for Advanced Studies Gallente Federation
0
|
Posted - 2016.10.30 03:07:43 -
[91] - Quote
I am trying to test Inception, but after starting several new characters I am still being offered the same old Opportunities. I tried to delete the sisi cashe files, restarted and the game updated when I logged in today, but to no availe.
Do I need to do something specific to engage the NPE? |
Rain6637
NulzSec
34330
|
Posted - 2016.10.30 03:45:05 -
[92] - Quote
Benilopax wrote:Does anyone else think this new tutorial needs some sort of opening cinematic? Perhaps showing glimpses of the battle you were just caught up in?
Otherwise this is a great first step for the NPE. Sort of. The trade off is the player is made to sit and watch, and that's not as engaging as being allowed to manipulate something in the game, anything.
What you could do is fit more action into the periods where the player is already doing things, such as character creation. Scope videos in the corner, for example. Perhaps the background for the character creation process could be some type of lab with a TV in the background.
Player advertisements like on the billboards would work too.
Help, I can't download EVE
President of the Commissar Kate Fanclub
PLEX: A Giffen good? (It's 1B?)
|
Rain6637
NulzSec
34330
|
Posted - 2016.10.30 05:53:10 -
[93] - Quote
hmm. That could get repetitive though. If there's something in the background during character creation. I take a long time adjusting faces, so a repeating SCOPE video might get annoying.
I disagree with a cinematic though. There could be more pssh but cinematics for the sake of cinematics is what gets us undocking cameras and a tracking camera every time we change ships in hangar.
Help, I can't download EVE
President of the Commissar Kate Fanclub
PLEX: A Giffen good? (It's 1B?)
|
LeHarfang
Reckless-Endangerment Manifesto.
30
|
Posted - 2016.10.30 05:57:36 -
[94] - Quote
Welp, got stuck at the "At the station" segments, on "Redeeming items". When i saw the notifications telling me i got the new items to redeem, i clicked on it and redeemed them too early. Now Aura is trying to show me how to redeem them but there's nothing left to redeem so i can't move foward anymore. |
king Bilibili
Garoun Investment Bank Gallente Federation
5
|
Posted - 2016.10.30 14:00:56 -
[95] - Quote
Why I still did't see the NPE, I tried the new Amarr, Gallente characters.....On Singularity.... But I got the video from Bilibili...(Unavailable to visit Youtube T~T), that's really much more friendlier than before |
Stitcher
Alexylva Paradox
4343
|
Posted - 2016.10.30 22:24:32 -
[96] - Quote
Redeemed the skillbook and afterburner via the character select screen. Could not then progress in the tutorial despite training the skill.
tutorial DESPERATELY needs a "skip this step" option as a quick fix, and better condition recognition (for example: Check whether the needed item is still available to be redeemed) as a long-term solution.
TL;DR - progress through the tutorial needs to not depend on the player staying on-script.
AKA Hambone
Author of The Deathworlders
|
Chuvi Elongur
Eastern Shore Champagne
1
|
Posted - 2016.10.31 00:43:08 -
[97] - Quote
Ok, I've tried this NPE 5 times so far, and it bugged out and wouldn't update all five times. 2 times I purposely did not follow the script and the tutorial broke... to be expected at this stage. The other 3 times I followed the tutorial as closely as I could, and it broke anyway.
The first time was when I was killing the rats to get the materials for the data analyzer. After I killed all the rats, the tutorial would not update. I tried looting the can with the minerals, and it still would not update.
The second time I got past the rats, and the tutorial broke when I tried to install the industry job to create the analyzer. The industry window just froze up after I right clicked the analyzer bpo and selected 'use blueprint'. I couldn't even close the industry window after that.
The third time I created the analyzer, hacked the SoE site, and then went to the forward base. After several resets on this stage, I could not get past the "Travel to the Forward Point" objective, it just would not update.
On each of these tries, I reset the objective several times to see if I could get the proper updates, and I even tried closing the client and restarting. |
Mama Carebear
Federal Navy Academy Gallente Federation
1
|
Posted - 2016.10.31 11:37:39 -
[98] - Quote
Amak Boma wrote:does he nasty bug with caldari/mimmatar part with armor repper is foxed? caldari players doing npe should have civilian shield booster not civilian armor repper
later in the tutorial you need a slot to fit analyser or web. the shield booster will block these steps...
CCP: would changing the slot layout from 2/2/2 to 2/3/1 work? Or will it be exploitable? |
Amak Boma
Dragon Factory Peoples United Republic Empire
210
|
Posted - 2016.10.31 12:50:23 -
[99] - Quote
hunt. use gnosis whenever you can , you can stockpile modules ya need and have noobship in station under hand when acceleration gate wont let you in . be sure to fit civilian stuff not the t1 meta or t2 . |
KandieKat
Silver Lining Corp Silver Twilight Enterprises
2
|
Posted - 2016.10.31 16:00:57 -
[100] - Quote
Hate to say this at such late date but IMHO: There needs to be a little more spoon feeding on the transition to Career agents.
I selected Industry and found my self told to go to another system and mine. No Problem but was never told to select the mining tab to show minerals. Later I was told to produce trit but not told that I had reprocess veldspar. Sent to find asteroid belt but not told to aim for open space and right click.
Small issues and most experienced gamers will work these problem out, but depending on state of mind the reaction can range from amusement to quick delete of game.
I have trashed more than one game after the intro, which I found excellent in EVE this go round, because the developers made assumptions about knowledge and interest that were not true for me. |
|
Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.11.01 00:41:07 -
[101] - Quote
Time Sisi takes to auto load the blueprint took for ever, any way to speed that up would be helpful.
Had a weird "have to be in system to do" that pop up happen right after I docked in station. Its hard message that required a hard okay toggle kept me from doing a bug report on it.
Industry is still to easy to lock up on if you leave the industry window open because you see the flashing jobs tab and see the short amount of time left and leave it open.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
|
Mara Rinn
Cosmic Goo Convertor
5979
|
Posted - 2016.11.01 11:34:25 -
[102] - Quote
I've submitted a few bug reports for this, but one thing that keeps happening to me is the Operation objectives simply refuse to update. The latest one was Aura telling me to "set destination" for the career agents. So I opened the Career Agents "funnel" and set destination. The objective didn't update until I undocked, and then Aura went through telling me to undock and head off to the career agent system.
The Operations system seems to be extremely fragile.
I wonder if it might be worth changing it (yes, even at this late hour) so that it's not a series of steps that must be completed in order, but a bunch of objectives that must be completed, along with a set of NPC interactions (i.e.: Aura tips, messages from the faction leader and the SOE scientist).
So you'd end up with one "box" containing two lists. The top part of this list is the NPC interactions as they are triggered, with a "play" icon to allow the message to be replayed (because sometimes we don't get all the information dump in the first listen through), the second list is the objectives that must be completed:
- Aura Tip
- Fleet commander message 1
- SOE Scientist message 1
- Fleet commander message 2
- ... etc in chronological order
- Set course to -½system-+
- Warp to -½location name-+
- Activate acceleration gate
- GǪ etc, with objectives being added as the plot unfolds
This way if a pilot skips a step (such as "Open Industry Window" and then the hidden step "wait for Aura to tell you about delivering a finished job" and then "Click 'Deliver'"), it will still be possible to complete the mission.
- Open Industry window (marked as completed when the Industry window has been opened)
- Click "Deliver" (marked as completed when a) there are no jobs and b) item of required type is present in inventory)
- GǪ etc
Noting that the objectives are "level" triggered, not "edge" triggered. That is, an objective will be marked as completed once some state has been reached. Then the objective will remain "completed" until the operation is over.
Relying on "edges" (i.e.: waiting for a specific button to be pressed) means you can miss events due to the objective step loading after the action has already been done, or the user completing the operation in some other way (e.g.: you're waiting for them to use the radial menu but they used the selected item window instead).
Sorry for trying to tell you how to do your jobs. No doubt you have a dozen reasons why this method won't work. I just needed to get it out of my head.
The intro story is pretty cool, and I especially like that the character is killed right at the beginning so that the player doesn't get all emotionally bound to their cute little pile of original flesh :D
Day 0 Advice for New Players
|
Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.11.02 00:52:11 -
[103] - Quote
Currently if the player does get killed in the first site before the warp bubbles get destroyed the player has to make the journey in their pod to the edge of the warp bubble with aura not commenting on the warp bubble or telling the player a way to make it happen faster. Got 375 km from the center of the bubble and still could not warp to the station. Bug report submitted.
Will have to start with a new character.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
|
Mara Rinn
Cosmic Goo Convertor
5983
|
Posted - 2016.11.02 05:38:37 -
[104] - Quote
I feel that this NPE is like a condensed superhero story which leaves the new player abandoned after a peak PVE experience.
"You are awesome" stories might work well in traditional RPGs and MMOs where everyone gets to be The One that saves the world from The Evil.
Rsther than blowing up this massive structure, why not have the entire fleet be wiped out by the Drifters? It is a clandestine operation, so nobody is talking about it, and you are promoted to capsuleer status while all record of the encounter is sealed and you are no longer recognised by Fleet Command, etc, we were never here, this never happened.
Then start work on other PVE experiences and lore/news to lure the player through the story?
The emphasis at the end of the disastrous final operation should be, "Drifters are too strong for us alone, find friends, build your strength, join us SoonGäó for another fight against the DriftersGǪ"
I mean, the current NPE currently dumps you off at the end of a completed story with closure.
Yay! Beat the drifters! Now what?
Day 0 Advice for New Players
|
Sgt Ocker
Caldari Provisions Caldari State
1189
|
Posted - 2016.11.02 08:35:13 -
[105] - Quote
Mara Rinn wrote:I feel that this NPE is like a condensed superhero story which leaves the new player abandoned after a peak PVE experience.
"You are awesome" stories might work well in traditional RPGs and MMOs where everyone gets to be The One that saves the world from The Evil.
Rsther than blowing up this massive structure, why not have the entire fleet be wiped out by the Drifters? It is a clandestine operation, so nobody is talking about it, and you are promoted to capsuleer status while all record of the encounter is sealed and you are no longer recognised by Fleet Command, etc, we were never here, this never happened.
Then start work on other PVE experiences and lore/news to lure the player through the story?
The emphasis at the end of the disastrous final operation should be, "Drifters are too strong for us alone, find friends, build your strength, join us SoonGäó for another fight against the DriftersGǪ"
I mean, the current NPE currently dumps you off at the end of a completed story with closure.
Yay! Beat the drifters! Now what? You get sent off to do the tutorials with "career agents" and so get to repeat much of what the NPE goes through. I also believe this new PVE experience is going to lose a lot of potential recruits who have actually done a little research on Eve before signing up, as it just isn't "Eve".
Many I have spoken to about Eve are interested because of the PVP experience - It's when it gets to how to pay for ships to fight in (PVE or Plex) that many lose interest. Giving new players a very misleading pve introduction to eve, may well backfire really badly.
Oh and I do hope the new npe isn't presented the same way it is on SISI, it really needs an off switch. Logging in to SISI and having some random part of the NPE pop up and start is really annoying. Logged in 3 characters to test out command bursts and each one had the NPE pop up and start - Each at a different point in the NPE. While the character I created to try out the NPE got locked out (somewhere around blowing up the second warp bubble) and no longer gets the prompts.
Oh and just because it should probably resemble Eve at least a little bit - Wrecks in the NPE really should look like wrecks, not structures..
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
|
helana Tsero
Science and Trade Institute Caldari State
613
|
Posted - 2016.11.02 11:20:07 -
[106] - Quote
Feedback.
- The intro movie does not work for me. All I see is earth and I hear the audio but the movie does not advance.
- Aura and the other characters really need to be an animated character with lip synch. This is 2016. heck even when i played mech commander 10 years ago it had a animated character.
- The operations menu and floating boxes should have some transperancy applied. Similar level to Aura.
- In first mission erebus wreck should be a actual wreck not a LCO. that would confuse me if i was a new player because aura tells you to look for a wreck. I see the other ships wrecks on my overview but not the erebus.
- not really keen on how the dialog boxes that indicate wrecks zoom around everywhere as you rotate your camera. the line can move but the dialog box should stay in the corner of the screen or something. It also really ruins the immersion when you have the box so close to the wreck (and moving about)
- you should be able to go back in the dialog tree. Some times the dialog is fast and its not easy to remember what is said. Also there needs to be a way to pause. So much information is given that most new players will not remember it.
- Will new accounts have a set overview with all the nessasary things enabled ? because the overview i started with (new character) doesnt show the warp disruption generator or LCOs or Drifters.
- You finally fixed the bug with the CQ main screen freezing at the ship . YAY !
Will update as I progress through.
"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave." | zoonr-Korsairs |
Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |
|
Mara Rinn
Cosmic Goo Convertor
5984
|
Posted - 2016.11.03 00:55:05 -
[107] - Quote
Lip sync is useful for games where NPC interaction is core.
IMHO if you can't do lip sync and emotional expression at least as well as Mass Effect, you are better off with static pictures. Going all out with NPC animation will mean the new players end up expecting this, then we get NPC interaction via written dialog with passport photos.
Setting low expectations for NPC interation and emphasising that EVE is icredibly dependent on you seeking interaction with other players should be a fundamental priority of the NPE :D
Day 0 Advice for New Players
|
Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.11.03 01:52:25 -
[108] - Quote
Doing a Minmatar pilot this time. Alpha clone and 90% scale client.
New window close is need but some windows are not working perfectly.
The Aura manual piloting window has text over lap inside the window.
When opening the text box for the mentor speech before exploring the wreckage there is text out the bottom of the box. It shows unlike one earlier that seemed truncated.
Aura messages have the text overlapping the symbols a lot from here on out. There was no issues with this before the last two patches.
Professor Tannen also has text outside the window when opened.
Fleet commander Vadari also has this issue a lot.
If I get killed by the drifter battle ships. The lost ship sequence is nice might want to wait to give the full fit until the tutorial gives you the items.
After fitting the new ship the tutrial restarted the escape to HQ Station ( Should be training school to match the name of the station) HQ in a training academy seems wrong.
Had to undock and redock to clear the step.
Good job bringing up the fact it is a training academy.
The delay on clicking use blue print to putting the blue print in the industry window still causes me to do a double take.
If I die with professor tannen in my cargo hold why is she talking to me later
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
|
Martin Gregor
Kriegsmarinewerft Goonswarm Federation
7
|
Posted - 2016.11.03 12:24:41 -
[109] - Quote
Some feedback from me:
Summary : The looks and feels of this tutorial are really nice, as most of the information you get from it. Most steps are easy to understand for new players. But there is still a lot of information missing that new players need. Also at some points a step is not 100% clear to understand or too fast explained.
Specific: - A "repeat instructions" button and/or a "back to last instruction" button. Sometimes its a lot of information or one just gets distracted in RL.
- Skills are the most important factor in this game, yet Aura doesn't really expain in detail why you need them and that you should always have skills in your queue. She only mentions it once - you are being told to inject a mini skill injector and to skill exactly ONE skill. No word about the queue itself or how to find skill requirements on items.
- Just after destroying the sleeper portal/thingie where you die and get podded, you get a box containing a mining frigate. Currently it has no use regarding the tutorial. In addition, the "opening text" of the box is really confusing. It said something about destroying the box and item integrity, as if there is a chance that the contents COULD get destroyed when opening it.
- After dying, you are in station in a pod and get the instructions to immediately visit the career agents.
- The industry part is missing materials for a second run. In fact, its only missing Tritanium and Pyerite. If this isn't coincidence, I assume you did that to let the player mine the missing materials themselfes. Then already add this mining part to the tutorial.
- The default overview is: a) too small for modern computers. Make the default window bigger so your can read the entries. b) not set properly for drifters and mission stuff. A lot of important content isn't shown.
- There is a inconsistency about drifter battleships: In the very first step of the tutorial you are being told that drifter battleships are too hard for your small ship - yet you can kill some of them easily in the last step of the tutorial (fleet battle). Others take no damage at all.
- Right before the "big battle" you get a stasis webifier. No explaination what this is and why you need it. Still Aura tells you to use it in battle.
- Set destination and warping to sites / stations is always done via the tutorial window thing or autopilot. Let the player move himself once in a while (and show a hint where to press the button to warp).
- If you are an old / returning character and you do the tutorial, there is a chance that you'll lose a very expensive pod and/or ship in the end without any warning given. Maybe you should warn players with implants and non-default ships that you will die in the next step.
Missing stuff: - Chat / interaction with other players. Mention player corporations in some way! (e.g. "Nice job, recruit. Some player corporations might be interested in you! Here's where you can find them" *opens recruiting adverts* )
- Explain what system security status means and why it is important to players.
|
ScooterST
Blue Angels Corp
0
|
Posted - 2016.11.04 01:12:48 -
[110] - Quote
When destroying the hive, my ship is destroyed before it explodes and then my pod is destroyed when it explodes. After appearing back in the station and receiving replacement objects, the tutorial replays the section about the hive exploding and then stops without giving any further instructions. |
|
NextDarkKnight
Mental Disorders Inc. Guardians of the Asylum
52
|
Posted - 2016.11.04 02:58:26 -
[111] - Quote
Posted in the wrong area..
We need a Distance Countdown for opening and looting. It's confusing when you click open container and your ships starts moving but nothing opens. This is very confusion as a New player won't know you have to be within 2500 meters and your ships is moving closer to let you loot. Needs a descriptive way to let the player know the open cargo operation is in progress and you'll see it when the ship gets in range. |
Blastil
Aideron Robotics
125
|
Posted - 2016.11.04 05:13:06 -
[112] - Quote
I ran through amarr NPE tonight and here's the list of my notes:
Items are already checked when you're asked to click on the items when learning to redeem items
No indication of WHERE the training queue is
the clue to search can be cut off by opening the market when looking for the civilian data analyzer. This is confusing, possibly a point where a player can get stuck.
got stuck on the delivery portion because I never closed the industry pane, I was never instructed to do so. Recovered by closing industry pane and restarting.
The approach to the info shard is just wayyy too long.
Explain the additional stuff on the radial menu, 'look at' is not easily visible, and a new player may not know that the + sign indicates additional options.
Manual piloting is BROKEN- I go into twitchy dolphin dives whenever I press arrow keys and need to double click in space to recover.
No indication of search field in character sheet.
No indication of where the active ship is, even that its green in color.
They don't tell you to fit guns to your new ship LULZ would then ensue as you attempt to complete final mission without any weapon systems. |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.11.05 04:02:41 -
[113] - Quote
Started a new character. not sure what happened sense my last runthru but the window titles got corrupted and on a new character the first call out by the fleet commander is missing and goes straght to aura's first mission.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
|
Mama Carebear
Federal Navy Academy Gallente Federation
1
|
Posted - 2016.11.05 18:24:53 -
[114] - Quote
Startet a Gallente Char, set /alpha.
Got through to the first carrer mission in industrie in one session with no problems.
Only one minor hickup, the first mission does not recognize the ore hangar of a venture (I got at the end of the tutorial) and issues a warning.
|
Mama Carebear
Federal Navy Academy Gallente Federation
2
|
Posted - 2016.11.06 17:41:14 -
[115] - Quote
Caldari /alpha
Got through to first career agent mission.
what's missing: * introduction to shield/armour/hull, and that an AR works on armour only It will confuse new players when they take shield damage and the AR does not show any effect.
Will do non-english client tests next
|
Matschpirat Tsero
Gambrini
0
|
Posted - 2016.11.06 18:45:56 -
[116] - Quote
I just broke the first Hacking site by locking and hacking the site BEFORE auroa told me to! Now aura wants me to hack the already hacked site and i cant progress any further.
|
Rick Stumpf
Phoenix Infernis Affirmative.
0
|
Posted - 2016.11.06 21:40:15 -
[117] - Quote
If you use the Mini Skill Injector before Aura instructs you to. You will get stuck because there is no way to advance with out activating the mini skill injector and there is no way to get or buy one on SISI. |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
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Posted - 2016.11.06 22:03:00 -
[118] - Quote
The fix for the warp bubble death at the first site works( allowing the pod to warp out) but it plays the fleet commanders message for after the first warp bubble destroyed in the station before you undock. When you warp back to the site you have to kill the warp bubble again which would not be smooth for a pilot who just lost their first ship.
Issues with the industry window with alpha turned on still happening, But with attachments broke in the bug reporting system its hard to show proof to the bug hunters. CCP Habakuk found something in the logs so I hope that it gets fixed soon.
Still loosing the scientist and or taking her on my pirate raid still might make some one pause.
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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Salpun
Global Telstar Federation Offices Masters of Flying Objects
842
|
Posted - 2016.11.09 02:20:16 -
[119] - Quote
/alpha /omega codes working again correctly.
Note might need to be added that to do industrial jobs on sisi that you must be in the omega state.
Issues still outstanding.
Mini injector activation by double click before the NPC asks for it still does not have an out for a pilot stuck at that stage.
On the first site after logging out and waiting over down time. There was not a warp to site option in the info panel. The option showed up but only after I closed Aura. When the drop down opened, the option was there. The option menu needs to be open in that situation.
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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Shaftway Danger
Land of Confusion
1
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Posted - 2016.11.10 22:24:16 -
[120] - Quote
Did the Caldari NPE, here are my comments:
This is a great addition to EVE. I love the voice acting and popup help. Should make a much easier intro to the game than the current opportunities. Love the new explosions.
BUGS
Exploring the Wreckage - wreck icons show loot in them even after being looted. Yes, a nitpick.
Redeem Items - when neocom is aligned right, popup to neocom menu points left.
Escape - Drifter battleships are shown in space, but not on overview. Also, they are Large Collidable Objects?
Aura won't continue if she tells you to open inventory if it is already opened. must close and reopen.
Travelling to the Hive - Undock popup stays on screen after undock, disappears after a minute or so.
SUGGESTIONS: Character Creation - add a big red warning that your name can not be changed.
Would like to see some sort of cut-sceen cinema that shows the battle before the npe starts.
Add text to looting popup that says within 2500 meters
Should explain shield/armor/structure. Doesn't look like repair module does anything at first, gets kind of exciting as shields melt and alarms go off. Maybe the point i guess.
Nowhere in the NPE is the selected item window mentioned as another way to interact with objects.
Circadian Seekers should probably be renamed something else or the newbros will be in for an eye opener when they try to kill a real one;.
Would prefer the tutorial show the main way to fit ships is through the fitting window, not rclick and fit.
Put skill groups in alphabetical order.
Might mention that more than one target can be locked a time.
Autopilot popup points down, all others point horizontally. A bit hard to see and not consistent.
Teach manual warping instead of autopilot, especially for more than one jump. Way boring and a bad habit.
127km to info shard is waaay too far. I get that it's supposed to be mysterious and a little scary, and the explosion was a nice touch. But still too far and boring.
An empires might - should be ship icons instead of large collidable icons, would be much more impressive.
Overall an enjoyable experience, would play again.
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Henry Plantgenet
Center for Advanced Studies Gallente Federation
145
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Posted - 2016.11.14 12:12:14 -
[121] - Quote
Feedback for Aura Voice: I'd like to see a male version as well for the aura voice just to please the poltical correct crowd. Give us the option to choose between a male and a female aura. http://media.moddb.com/images/groups/1/1/897/Drunkill-CaptnKane.jpg maybe make it silly with a pirate voice: "Cap'n we cannar sail any further because the stargate dinna allow us ter pass!" |
Glaxay Z
SC-2557
1
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Posted - 2016.12.10 01:50:16 -
[122] - Quote
From test serve, I jump one step of the tutorial, shot down the second seeker before the instruction ask to approch the seeker. Since the target had been taken down then it stucked there forever.
Also about those be rescued "scinentist" and "surviors" followed by tutorial steps, their images looks way over aged,looks like from 60s... could CCP change it looks little bit high tech looking Such details could very easy be improved. Lets make EVE online great again lol.. |
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