new-player-experience

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  • EVE Evolved: Rebuilding EVE's corporation tools

    by 
    Brendan Drain
    Brendan Drain
    01.18.2015

    The MMO genre is defined by the online interactions of thousands of players, and nowhere is that more apparent than in the single-shard sandbox of EVE Online. While it's possible to play EVE solo, it's the players who make most of the game's meaningful content, and it's only in your emergent interactions with other players that I think the game truly comes to life. Some time ago, I wrote about the importance of CCP supporting EVE's power players, the corporation owners, fleet commanders, and event organisers who give the rest of us something fun to do. Now it looks like CCP is starting to deliver that support, with developers currently looking at updating EVE's archaic corp management tools. CCP Punkturis recently asked corporation owners for a list of the most annoying "little things" they'd like to see fixed with the corporation management interface and was instead flooded with requests for big features and complete overhauls. Developers later confirmed on The o7 Show that at least one highly requested big feature is definitely on its way: CEOs will soon be able to switch off friendly-fire between corp members. The threat of corporate infiltrators attacking corp members has been a massive barrier preventing corps from recruiting new players, so its removal is good news for everyone (except spies). So now that corporation management is finally back on the drawing board, what other features do corp owners need? In this edition of EVE Evolved, I look at a few ideas for corporation tools and features that would make EVE a better place for everyone.

  • EVE Vegas 2014: CCP on the new player experience and permadeath

    by 
    Brendan Drain
    Brendan Drain
    10.19.2014

    Every time some huge scandal or record-breaking battle erupts in EVE Online, thousands of new players flood into the game ready to create epic stories of their own. Confronted with a confusing interface and a practically mandatory tutorial that takes most of the day to complete, most of those players, unsurprisingly, don't stick around. The past few updates have improved things by adding tooltips to the main UI elements and introducing a new notification system, but there's more to come. At EVE Vegas 2014 this weekend, CCP Rise discussed his plans for a new Opportunities system that will replace the tutorial. To help design the system, developers got together groups of gamers who had never played before and dropped them into EVE with little to no instructions. The playtests highlighted a lack of action compared to expectations and showed how confusing things like the map, station UI, and hangar inventory system can be for newcomers. Many of these problems are very easily fixed and may even be solved in one of the two remaining patches this year. In an interesting move, Rise went on to talk about his idea to add a form of permadeath to EVE Online. Although you lose your ship when you die in EVE, it's actually only a financial loss as your character is reborn in a fresh clone. What Rise wants is for people to make new mortal characters with no clones and a fixed number of skillpoints to allocate to skills. It's possible that this could close the gap between old and new players by allowing newbies to purchase single lives with the focused combat skills of a veteran. This isn't something that will be introduced any time soon or even that's definitely coming, but the fact that CCP is talking about the idea publicly now is intriguing.

  • Global Chat: Through a monitor, darkly

    by 
    Justin Olivetti
    Justin Olivetti
    09.30.2014

    No matter who you are, and even if you are independently rich and can game all day, it's impossible to get around to playing all of the MMOs out there -- even all of the major ones. This is why I love MMO blogs, since they allow me to vicariously visit many of the games that I lack time to play. Even if they're silly observations or dutiful reporting on last night's activities, these posts are my window into a universe of virtual worlds. In today's edition of Global Chat, we'll hear from a gamer visiting an older MMO for the first time, a rant about Guild Wars 2's new player experience, a tribute to the late Rusty Hearts, and why "entitlement" is overused as an attack in our community.

  • EVE Evolved: Has the industry revamp worked?

    by 
    Brendan Drain
    Brendan Drain
    09.14.2014

    When I was first introduced to EVE Online back in 2004, a big part of the attraction for me was the promise of a huge player-run economy in which the only real laws were those of supply and demand. With only a handful of tech 1 ships and modules available to build and everything made out of the same basic minerals, science and industry were pretty easy for new players to figure out. Over the years, more complexity has slowly been added to industry via features like Starbases, Salvaging, Capital Ships, Tech 2 Invention, Planetary Interaction and Tech 3 Reverse Engineering. Today's industrialists have to contend with hundreds of different items that are often arranged in sprawling component manufacturing chains, which can make it hard to figure out exactly how to make a profit. The recent industry revamp attempted to solve this problem with a full user interface overhaul and a revamp of material costs and manufacturing prices. All of the relevant information for using a blueprint was packed into a slick new combined Industry UI, allowing new players to find the info they're looking for in-game rather than through websites or opening dozens of item info windows. It's now been almost two months since the industry revamp went live, and while the market for many items is still going to take several months to fully stabilise, the dust has finally begun to settle. So what's the verdict? Has the industry revamp worked? In this edition of EVE Evolved, I consider whether the industry revamp has been successful, how easy it is to make a profit in the new system, and whether it's worth setting up your own industrial starbase.

  • Guild Wars 2 is revamping the new player experience

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.28.2014

    If you've been playing Guild Wars 2 since launch, you're probably intimately familiar with the ins and outs of the game's mechanics. Unfortunately, this doesn't necessarily translate for new players, who can find themselves overwhelmed in the early parts of the game with a wide array of statistics, abilities, game modes, and the like. Along with all of the other improvements the game is making in the September 2014 feature pack, the new player experience is receiving an overhaul. Players will now receive a clear reward window indicating what is unlocked at each level, with features such as PvP and WvW initially locked away until higher levels so that players can familiarize themselves with the game systems first. Veteran players can still navigate to these features via the map at lower levels. The personal story is now tied into the story journal, major rewards have been reworked, and the interface will serve to more efficiently guide players to points of interest. Check out the full posting to see how leveling in Guild Wars 2 will get just a bit more friendly with the next major patch.

  • Infinite Crisis refocuses development on new player experience

    by 
    Shawn Schuster
    Shawn Schuster
    07.09.2014

    The dev team behind DC-Comics-based Infinite Crisis has come to a realization: there are a lot of MOBAs out there. So to set themselves apart from the rest, Creative Director Cardel "Annuvin" Kerr has penned a post on the official forums detailing how the devs will be putting some new content on hold to focus on revamping the new player experience. Luckily for us, the major tasks have been bullet-pointed: We will be holding back new Champions until the September Update -- We're still building Champions behind the scenes, and will resume their normal release schedule starting in September. Balance patches will be released as we iterate on design improvements -- You can expect these updates about once a month. We will continue to focus on the iterative cycle that is the foundation of good balance. Technical patches will be released with balance updates to make the game more stable and less prone to crashes. Crashes lead to more AFKs, and that quite frankly, sucks – so we'll continue to push out fixes. Credit -- err, Bug Stomping -- We will continue to fix bugs that you file, and that we find on our own. Expect an even larger presence on the Forums -- We're working on a lot of stuff, and much of it is based on what we've seen you all doing and saying. As a result, you can expect even more posts from developers asking and answering questions! Be sure to check out the entire post for more details on the team's plans with Infinite Crisis over the next few months.

  • EVE Fanfest 2014: EVE's Kronos expansion is an industrial revolution

    by 
    Brendan Drain
    Brendan Drain
    05.02.2014

    The EVE Online keynote presentation finished just a few hours ago at EVE Fanfest 2014, and it looks as if there are big plans for the year ahead. This summer will bring us the Kronos expansion, which is scheduled for June 3rd and aims to revolutionise every aspect of industrial activity in EVE Online in terms of both gameplay and accessibility. The economy has become quite stagnant over the past year as players have long since worked out all the most efficient ways to manufacture and trade, so CCP has planned its very own industrial revolution with a complete overhaul of industrial gameplay. Kronos also marks another important milestone for CCP, as the company will be switching from releasing two major expansions per year to a more agile strategy of releasing 10 smaller updates each year. The Kronos release was originally planned as a full expansion before the changeover to a 10-release schedule, so it's as packed as a full expansion. In addition to a deluge of industry overhauls, we'll be getting a shiny new mining ship, major pirate faction ship revamps, an enhanced new player experience, and a cool new effect when players warp into or out of an area. Read on for a breakdown of the EVE keynote presentation and to find out why CCP is moving away from its usual two expansions per year.

  • Landmark updates testing blueprint

    by 
    Justin Olivetti
    Justin Olivetti
    04.30.2014

    EverQuest Franchise Lead Dave Georgeson critted Landmark testers with a wall of text late last night, updating the community on the plans for the game's features rollout over the next four months. To sum up the huge list: Early May: The addition of oceans, cave networks, Player Studio, and some quick fixes to help new players catch up such as a progression path diagram and the placement of basic crafting tables at the Hub. Late May: The team will add customer service tools, "crafting 2.0," treasure chests (and loot!), voice chat, underwater effects, map improvements, a minimap, and lots more music from Jeremy Soule. June: June will see a personal interface for Player Studio put in, the advent of glass and water as a building material, a revamp to the claim system, improved character creation, resource swapping, a death system, shields, recipe books, achievements, "chat 2.0," the fog of war on the map, and a "surprise feature." July: By the middle of summer, Landmark will introduce ensemble outfit pieces, the combat system, pathing, craftable abilities, physics, monsters, SOEmote, and bodies of water other than oceans. August: The last month on the blueprint will contain (for now) building tool refinements, mounts, and dynamic water.

  • EVE Evolved: Top five tips for new EVE players

    by 
    Brendan Drain
    Brendan Drain
    02.23.2014

    I often hear people say that EVE Online is a lot more fun to read about than actually play, and I've even caught myself saying it jokingly to friends and writing it in articles. But the truth is that amazing stories like the recent world record-breaking Bloodbath of B-R5RB are a hell of a lot better when you're a part of the action or have the first-hand experience to put the event into a wider context. All of EVE was impacted by that battle, with its effects rippling through the in-game markets and reshaping the political landscape of New Eden. But to read about it, you'd think the carnage in B-R5RB ended when $310,000 US worth of titans went up in smoke. EVE has seen a huge influx of fresh faces since that colossal battle at the end of January, with thousands of new characters being created and the Rookie Help channel bursting at the seams. Whether you've always been a closet fan of EVE who has finally been convinced to take the plunge or you just want to join the ranks of the warring alliances you've read so much about, starting out can be a daunting experience. The sheer amount of information there is out there to absorb and sort through is overwhelming, and not all of it is up to date. CCP released a great new player guide recently to help newcomers assimilate, but I've still received several emails asking for advice on getting started. In this week's EVE Evolved, I delve into the new-player experience with a 14-day free trial and reveal my top tips for starting out on the road to creating your own sandbox story.

  • EverQuest Next looks to players to improve the new play experience

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.19.2014

    Sometimes, existing players don't really know what new players need. But EverQuest Next Landmark is still very new, and everyone who's in the game is still very much learning what can be done. So the development team at Sony Online Entertainment has turned to the players to ask what can be done to make the new user experience for players that much easier. As the thread opener from lead designer Darrin McPherson explains, sometimes as a developer it's hard to see what a game is missing simply because you're too close to the game. You know how all the systems work; you built most of them, after all. Players, on the other hand, can find holes in explanations that might otherwise be unavailable. If you've been playing around in the test and want to add your thoughts, head over to the official thread and let the team know what's intuitive and what isn't.

  • Perpetuum plans for improved new player experience

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.03.2014

    One of the great sorrows of any sandbox game is that a player is dropped in with the option to do anything... and very little concept of how to do those things or what should be done first. Perpetuum is making plans specifically to address that by giving players a crash course in everything that can be done, courtesy of a new virtual training island sealed away from the rest of the game world. Rather than permit players to select factions at character creation, the new experience will drop players into a simulation that allows nothing from the main game in or out. While in this tutorial area, players will have access to everything possible at maximum levels while being instructed in how to take part in several game systems. Using one of the four exit teleporters allows players to select a faction and start playing the core game, retaining no advancements but getting a real-time sense for how the game works. Testing is slated to begin this month for players who want to experience the game through a slightly gentler ramp-up.

  • The Daily Grind: What should MMO tutorials include?

    by 
    Justin Olivetti
    Justin Olivetti
    07.03.2013

    A couple of weeks ago I jumped back into RIFT because of, well, its free-to-playness. I couldn't help it; it was as if there was a party going on and I had to go or else feel forever alone. Apart from the massive crowds that come with F2P launches, RIFT featured another surprising change from the last time I was there: Its tutorial was shortened. Trimmed down. Cut in half and then some. So what used to take me around 45 minutes to go through the opening tutorial zone now took me less than 20. It made me think a lot about what MMO tutorials should include. Obviously, you need to show the ropes to players who have never picked up an MMO before. You can't overwhelm those folks, either, so the ins and outs of the game need to come in measured doses. You also need to inform MMO vets as to what is different about this particular game than other ones. And it's probably a good idea to, y'know, allow players to skip tutorials if they've done them a couple of dozen times already. What should MMO tutorials include? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • EVE Evolved: First impressions of Odyssey

    by 
    Brendan Drain
    Brendan Drain
    06.09.2013

    The Odyssey expansion has been live for a couple of days now, but it's already starting to have a massive impact on EVE Online. Traffic through low-security space has increased significantly for the first time in years thanks to explorers hunting data and relic sites, and some players are even hunting asteroid belt NPCs in lowsec for the new security tags. New wars have erupted in nullsec following the redistribution of moon wealth, mining has become a more valuable profession, and the rebalanced battleships feel powerful again. Unfortunately, Odyssey has seen its fair share of problems too. The new jump effect looks spectacular the first few times you see it, but long-term play is reportedly causing motion sickness in some players. Some players have also been objecting to the ice mining changes, and the revamped radial UI menu hasn't done much to fix the game's usability problems. Explorers in low-security space and nullsec are reporting incomes in the billions of ISK per day range thanks to the scan probe changes and new hacking minigame, but not everyone is happy with the new loot-scattering mechanic. In this week's EVE Evolved, I look at the early impact of Odyssey on the EVE Online universe and discover the secrets behind collecting all the valuable loot when hacking.

  • Anarchy Online prepares for Steam debut

    by 
    Justin Olivetti
    Justin Olivetti
    10.01.2012

    You can't teach an old dog new tricks? Don't tell that to Anarchy Online because the classic MMO is preparing to carve a place for itself on Valve's digital distribution platform. AO Producer Dave Williams writes that the title should make its way to Steam very soon. In addition, he posted a chart of all of the new subscription options and bonuses that are now available. Williams touches on a number of important developments in the most recent producer's letter, in particular some staff reshuffling and word about the server migration. Of course, what everyone wants to hear about is the graphics engine upgrade. Williams confirms that it and the new player experience are still on course for an early 2013 public beta, and he was able to show one of the new features that the engine will allow: armor meshes. These meshes will allow the Funcom team to create additional 3-D objects to stick onto armor, giving players a more unique (and updated) look.

  • EVE Evolved: EVE Online's new tutorial

    by 
    Brendan Drain
    Brendan Drain
    08.19.2012

    If you've ever tried EVE Online and couldn't make it through the cumbersome tutorial, you might want to revisit it. The new player experience received a huge update with the recent Inferno 1.2 patch, which visually updated the starter tutorial and revamped the rookie ships and free frigates players are given. The new tutorial is fully up to date, even introducing recent gameplay updates like the "loot all" button on cargo containers and the new interface for accessing agent missions while in space. A lot of effort has been put into the updated tutorial, but has it really made a difference? This week I gave it a try to find out. Last night at around 6 p.m. EVE time (GMT), there were over 38,000 players online, and only 1,200 were marked as trial accounts. I logged in to find 2,800 players in Rookie Help, a mandatory help channel exclusively for characters under 30 days old. That means just over 7% of characters logged in at the time were either rookies or veterans starting new alternate characters. With only 1,200 of those characters being on trial accounts, a healthy number of the remaining 1,600 must have been recent signups on fully subscribed accounts. Even the most cynical player has to admit that these are encouraging numbers of new players. In this week's EVE Evolved, I give the new EVE tutorial a spin to find out whether now is a good time for new players to sign up.

  • EVE Online: Inferno 1.2 hits servers August 8th

    by 
    MJ Guthrie
    MJ Guthrie
    07.23.2012

    The next update for EVE Online is just over two weeks away. Inferno 1.2 is slated to launch on Wednesday, August 8th. This new patch is focusing on visual enhancements and improving the new player experience as well as continuing to rebalance New Eden. Adding to the graphical upgrades given to the Minmatar ships in 1.1, patch 1.2 distributes the same V3 shaders to the Angel pirate faction ships. EVE will also sport an improved user interface and include more information for new pilots just starting to navigate the universe. You can take a look at new details added with the shader model update on the Dramiel, Daredevil, Ixion, Cynabal, and Macharariel ships after the break.

  • Anarchy Online's Fia Tjernberg talks graphics engine update and the future of the game

    by 
    Matt Daniel
    Matt Daniel
    03.27.2012

    Anarchy Online players have been anxiously awaiting the game's upcoming graphics engine upgrade for some time now, and new details are slowly but surely beginning to drip down the pipeline. The latest of these new bits of information is an interview with Game Director Fia Tjernberg that also includes a new preview video showing off "dynamic grass, shadow, water, and god-rays" in the new engine. The interview itself only touches very briefly on the subject of the new engine itself, however, and in fact focuses more on the history of Anarchy Online as well as the direction that the team plans to take the game in the future. Tjernberg reveals that the team is "working towards a massive overhaul of [the game's] systems mechanics and content interaction," as well as "releasing a new starting area – nay strike that – a completely new starting experience," which should give new players and veterans alike plenty to look forward to in the future. To check out the new graphics engine preview video, just skip on past the cut, then click over to MMORPG.com for the full interview.

  • Darkfall slices away at 'initial unforgiving experience' with 2.0

    by 
    Justin Olivetti
    Justin Olivetti
    02.24.2012

    "In the current version of the game, we've had many occasions where the steep learning curve and initial unforgiving experience, unnecessarily kept people out of the game," Aventurine's Tasos Flambouras comments on the latest Darkfall 2.0 post. This week's post illuminates three major systems on which the team is working to make Agon a more approachable world. With Darkfall 2.0, new players will start out in a safe training zone that is designed to teach the fundamentals of the game without the risk of imminent ganking. Plus, the devs promise "a nice adventure with an epic ending" to boot. The other two systems are coming up with a way to protect mount theft and to encourage the player economy. Mounts in 2.0 will remember their owners for a time, and any thief will have to contend with being branded a criminal and coming under fire by guard NPCs. Finally, new markets will appear in all major cities and allow players to buy, sell, and place orders for others to fill. There is one catch to shopping, however: If you buy an item from another city's market, you have to either travel there personally to get it or pay a surcharge for delivery.

  • CCP revisiting EVE's new player experience

    by 
    Jef Reahard
    Jef Reahard
    02.17.2012

    EVE Online is hard, or so goes the conventional wisdom. CCP's sci-fi sandbox has seen a lot of players roll up a spaceship avatar since 2003, and it's also seen quite a few of those players quit on account of the considerable learning curve. A new dev blog by CCP Legion outlines a broad-stroke plan to mitigate these difficulties, and Legion says that "we want to give the players a chance to experience the coolness of EVE even in the beginning and make them understand all the potential within the game. In short, we want to make the first days, weeks and months in EVE enjoyable and not just something you have to plow through in order to get to the good stuff." How is CCP going to do that without dumbing it down? That's still up in the air, but Legion says that the changes will focus more on teachable mechanics than step-by-step guides. In other New Eden news, CCP has released a new video called The Awakening, and it presents the first moments of a new pod pilot as he is born into his new life. View it in full after the break.

  • Anarchy Online's new game director details early 2012 plans

    by 
    Matt Daniel
    Matt Daniel
    01.31.2012

    We haven't heard a whole lot from Funcom's old-school sci-fi MMO Anarchy Online since mid-December when the game's producer bowed out. Today, however, the new game director, Fia "Lindelu" Tjernberg, stopped by the game's official forums to give players a bit of an update on what they can expect from the first months of the new year. For starters, Tjernberg gives players a progress report on the game's upcoming shiny new graphics engine. She goes on to explain that "[Funcom's] artists have been preparing a couple of playfields to a standard that is very close to what we're aiming for," and adds that the first video of the new engine should hit sometime in February. Another large priority for the team for early 2012 is the new player experience, but perhaps most importantly of all is the "balancing act," as Tjernberg puts it, which (predictably) aims to bring the game's professions into balance "a little bit at a time." For the full details on Anarchy Online's plans for the next couple of months, just click on through the link below.