It is tutorial does it also introduce the market? And how to use ?
In my opinion this is eve is they just get ganked in high sec the secont they left the starter system… then get scammed by someone for plex and cry in the rookie help chat
graphical lagfiesta.
Can’t wait for the next remake of the tutorial in 1-2 years.
And also plz whatever you do make sure you don’t try to improve the current career agents or regular missions.
As a vet who played for a few years and then left for another few years coming back and trying to help my brother (who has never played it) has been interesting.
I did find that the new UI and tutorial was much better at pointing out where things are in the interface, like the agents button, keeping mission info front and center and allowing for the ‘set destination’ and ‘dock’ buttons accessible rather than having to use right clicks or always go back to the mission details itself.
My issue with it (along with the military agent straight after the tutorial) is there is so much that isn’t discussed or emphasized that is essential to future game play.
- Ship Fittings
Comes up briefly but never really explained what the slots are for, how capacitor works, what modules to fit - the example fit seems to include pvp (webber & scram) which aren’t useful in PvE.
Would be good to be given an entire fit worth of modules with an explanation of what each module does and how it helps. Even if the player skips through most of it they’ll end with a half decent ship and hopefully avoid frustrating of being under geared because they simply didn’t know that modules make a massive difference.
- Engagement Range
Another one which has a one line description in the tutorial about being within the falloff range but then thats about it - but this is the essential part of ship combat and is literally the difference between frustrating misses and massive hits because a new player wouldn’t know to keep an eye on the engagement range to ensure effective engagement range.
Especially later on when you replace the basic blaster with no ammo to other types which require ammo and then the ammo types have an impact on range & damage (vs specific NPC types). So again we’re in the same situation where a new player who was fine at range x is now struggling to hit because they have fitted new weapons & fitted ammo / different ammo.
The tutorial mentions ‘approach’ and ‘orbit’ commands but doesn’t mention that the default ranges can be changed and should reflect the optimal ranges of your weapons.
Would be good to have a colour coded bar under each locked target which shows the effective range of each weapon (or weapon group). Simple red (miss), amber (low chance), green (best chance) bar which moves a pointer (with a tooltip to show a description & values of each range section).
This means new players are able to easily identify when they are in range and engage with the best chance of success.
- Undiscussed NPC types / threats
In the last mission of the caldari military career agent there are some webber towers in the last room. For a new player who doesn’t know what they are or what they do it is a massive jump in difficulty because previously they could rely on the frigate speed to avoid too much damage and then to be thrown into the deep end against a new threat they’ve never encountered.
The mission does mention that if they struggle they can warp out, but again if they don’t realise when is a good time to run (as you have essentially 3 damage bars) and add to that your reduced turning speed from the webber its really for a new player to get destroyed without fully understanding where they went wrong.
Personally I would have preferred to either have the webber towers removed or have the concept brought in earlier in a much easier mission and mentioned again during the mission, especially that last room to encourage the player to target the web towers first to make it easier for themselves.
The long and short of it is that I’m not looking forward to trying to explain to my brother how ammo types affect engagement ranges, how NPCs have difference resistances and how different modules work before he is able to be effective in L1 missions and it seems a shame that the game cannot provide that information & support.
The more I explain the more complicated the game becomes and unattractive it (may) become to remember that you need x ammo for y NPC (yeah there are guides available but you need to KNOW to look for them, the game won’t tell you the best ammo vs a NPC)
- Intro movie is choppy and laggy as hell. I play on a good rig. This is a big fail.
- Absolutely no explanation of who AIR are, what they do or why we should care.
- “assume warp formation”? That’s not a thing. Just tell us that the Commander is assuming control of our navigation computer. That’s how fleet warping works.
- Natural phenomena preventing being scanned? That’s not a thing. Stop introducing rookies to game mechanics which don’t exist. And look, here come the bad guys so it didn’t bloody work anyways, did it???
- Tell rookies to approach then orbit. Please don’t tell them to orbit from that far away.
- Why are we told to web the big, slow cruiser and not the small, fast frigates?
- Why are there two battleships? ECMing one won’t prevent the other one from blowing up the civilians.
- Once in the station and having been given a corvette (which are free at any time lol such a big gift), there needs to be far more explanation of HOW skill training works. Just being told to blindly add skill plans to the queue then use unallocated SP without any kind of information as to how SP relates to training time is amazingly stupid.
I can’t believe you worked on this for three years and produced this turd.
The Career Agents are still the broken messes they always have been.
the career agents are behind legacy code, most of the devs we have now, didn’t work on legacy code.
Yes, that must be why the Business career agent is STILL telling rookies to “mine Tritanium”
and why the Exploration one is STILL telling rookies to use the Sensor Overlay even though it’s been disabled by default.
Meaning, some devs did work on legacy code.
Anyway, my view is Career Agents probably just need to have better explanation for the objectives (“Mine tritanium” is a good example of bad objectives).
These can easily be fixed by someone who knows how to use a keyboard and can properly phrase a sentence in English (in don’t put myself in that last category, don’t worry)
Wait, I can orbit at a custom range???
This is very major problem in whole past and present Tutorial attempts of the CCP.
Tutorial is an initial , educational plan .
All educational plans must fallow some key principles. And aplly some strategic key design.
And there is noone in CCP knows what are these principles and strategies.
Thats why it has been mess… and it is a mess now,
The current tutorial has less content than before and it leaves your with half HUD still deactivated (that activates immediately after without informing you what are those panels).
My suggestion is putting a “?” button in EVERY WINDOW and once clicked, Aura would have explained you the utilities and all the buttons in that. Aura could be involved also when you mount a specific module for the first time that requires a specific mechanic/gameplay (Like mining drone, Smartbombs, MWD…)
Yeah… They should do it where you are given a different module depending on your race (Amarr/Gallente armour, Minmatar/Caldari shield).
Yes. Similar for “Keep at range”.
To change the default range, right click the Orbit/Keep at range icon in your overview, then click the only option “Select Default X Distance”, then set the value in meters.
Alternatively, you can right click the object, then hover your mouse on “orbit” and select your distance. Doing it this way, you have to do it with every target, as it does not change the default value of clicking the icon.
I remember this is what was shown in the previous tutorial.
Finally someone close to CCP who get this basic knowledge of all 4 of the empire ships’. But I see you posted that in August, during tests on Singularity. Do you have a way to reach out to CCP more directly than we do here on the forum?
I’ve pointed out this non-sence many times, but I believe CCP don’t read the forums, even the feedback threads.
As @Number_Zero_One pointed out above, Amarr and Gallente would receive the armor repairer and the skill book as it is now, and Minmatar and Caldari would get a shield booster and the Shield Operation skill book from the AIR lady.
Why do we have to point this out??? In the previous tutorial, the players received turrets and ammo based on their race. So why not for the tank module ? What could they do before that they can’t now ?
When I was helping someone through the tutorial he noted they lampshaded the module was wrong for the race, but given how weak the opposition was, any repair would help finish the job.
You mean, the Career agents? They are not the tutorial per say.
Regardless of the difficulty of the career agents missions, that is not the point. This is basic lore of the game, and CCP don’t even bother to make sense of it.
The Amarr and Gallente players have a free modules and a free skill book that will be usefull with all their ships, especially those ships that have bonus to armor repair.
The Minmatar and Caldari get a free useless module and skill book (in relation to their ships bonuses) and will need to buy the proper module and skill book themselve once they understand they have been fooled during the tutorial (the real tutorial, with Aura). Sure… it is only a few thousands ISK, but can we please make sense and teach the proper basics to the new players ? Why not make things right?
Yeah you’re right
Eh, some of the ships have been tanked in a manner unlike the others of their race, so even in-universe the type of tanking is more of a generalization than basic lore
Strawman or red herring, not sure which one it is, I’m no expert on that.
The topic is the tutorial. This is about giving the new players a module and a skill book relevent to their race as they start the game, and teach them (it is a tutorial, a time to teach) what type of tanking there ships are doing.
If a player later (after the tutorial and the career agents) decides they want to use a sunesis or gnosis or whatever other neutral tanking ship, that is solely their decision based on their knowledge and need for fitting, or for the tasks at hand. They can even use a shield booster on an armor ship, or armor plates on a shield based ship, that is their choices, and they would do it with a purpose, not mindlessly.
Those aren’t ships of the 4 factions, I’m saying not even in the 4 factions it stays the same.
Now, this is a strawman. Right?
Of course the Sunesis and Gnosis are not ships of the 4 factions, this is exactly what I said/meant. This is exactly why I mention them in the context. Read!
Damn, it’s not easy tonight. I don’t get the last part of your sentence, but at this point, I’m better off the forum.
All 4 races get the same item as it’s part of the AIR skill plan.
Unless CCP change the skill plan to feature some kind of module that all 4 races will find useful, we’ll continue to give everybody a small armour rep.