Getting involved into industry sooner ? We always seem to bump into the same walls.
Rework the career agents, in this case industry. 1) use the career agents to teach more about the user interface (they don’t, in their current format), 2) make their missions interacting with the player (get some confirmation the latter has learned something) 3) intertwine it with the business career agent - or perhaps combine both. In other words, some level of guidance will go a long way.
This may all sound minimalistic but the fact is that, after all is said and studied, there is no real reason for new players to NOT get involved in industry bar the usual learning curve. The question is essentially one about flattening our famous learning curve. Everything is in place, and it is the same for everyone who ever plays EvE. Of course with the proviso that one has to go out and look for information - unexpectedly for new players perhaps that non-ccp sources need to be consulted. As with everything, one needs to train the relevant skills, and do some heavy reading and figure out what makes sense to build and sell. That takes time, and there are no magic solutions to reduce that time unless EvE’s richness is broken down. We have the most complex economical system of any game, one that may even give some economy professors a headache.
Being successful means one has to be smart about things. That’s where the fun is, and the game’s longevity.
I also agree with some of the suggestions in this thread, for the vetting (or some other sort of reward) of useful websites like indeed the EVE Industry - Blueprint Calculator etc (although the latter seems to have some sort of eve account issue).
But since you are monitoring this thread, @CCP_Rattati , I’ll re-write here what I posted in another thread, within the context of getting new players involved earlier in Industry.
“as long as the team responsible for fixing the economy has no real vision and plan to create more destruction, a plan including new players, the longer it will take the game to recover, if at all …”
Guiding new players towards production is fine as long as destruction at least equals production. If not, the problem will become even larger.