That’s easily solved ccp ghost - Eve Vegas 2019 which is worth a full viewing.
In essence I agree with the gist of these points.
The UI is the very first point of contact with the game. It’s complex, because our sandbox allows and demands us to do complex things in detail. That requires, as I mentioned earlier, documentation.
The NPE, or rather the first hours of gameplay, focus on 4 aspects (industry, business, exploration, combat), but without anything definite in connecting those with the UI. Only good ol’ blue Aura does that, in a very limited way.
Now, of course - and rightfully so - some of the vets may say “we started with even less”. While true it is also a fact that EvE in those days was a niche product with a cult following. It took years to crawl out of that hole, if it ever did… It was also Eve’s (and ccp’s) fortune that it had a cult following, it assured its longevity ! CCP knows this, when they make statements like “some players continue to play Eve because they are too stubborn to give up”. And I assume CCP goes one step further and recognizes a fact rarely heard on these forums: that the current generation of new players has been brought up differently, not having lived through at least some of the pioneering that went on in the game industry and not having dealt with less comfortably designed games as we vets have.
However, I am concerned that their current approach to ease the growing pains of new capsuleers are all geared towards focus on those perpetually same 4 game elements. Even their new skill plan approach (on Sisi) focuses heavily on it. That is misleading the new player - who may be tricked into believing that Eve somehow makes them decide into a role early on, like they would pick a tank, healer, magic user, etc in other games. And they do so while skipping that same step, documenting the User Interface. Every opportunity during those first hours should be seized to combine both the gameplay aspects (those 4 elements) and exploring the UI.
In my opinion one interesting, and perhaps successful approach would be to push the new player interactively through the paces, if possible even in a sort of Valkyrie like fashion - if some of you have played it or seen the footage of that ccp VR game. Put the new player into a ship, put him in a situation, explain it, pause it when necessary, whatever, then continue with the next step. Hold the new player in a parallel universe until he/she pushes the button “I feel ready to continue”. Yeah, not something one can develop in a year or two… but something the current generation may need as an entry point ?
But for Bob’s sake, ccp, couple anything you do for the NPE with the explanation of the UI.
And if coupling the use of the UI with exploring the game is what @bluelysian is doing successfully, then ccp should pay more attention to that fact. On a much smaller scale, and without checking if people actually continued playing later on, I had similar experiences when trying to teach a few rookies some UI aspects, ranging from shortcut key commands to the intricacies of dscanning, letting them experience a basic aspect like turret tracking. For all of them it was an eye opener, they finally felt they understood something and made progress. Their next hurdle was to connect with the community and become part of it.