EVE Online: the new player experience
Veteran and noob views on the new Apocrypha introduction.
EVE Online's Apocrypha expansion launched this week and implemented sweeping changes across the whole arc of the space MMO, from unexplored space and new technology to epic mission arcs, much of it detailed in Monday's interview with senior designer Noah Ward. Along with the expansion is a determined effort to open up the famously complex game to a new audience, with a new boxed copy in the shops and a revamped introduction.
Is now really the right time for those previously too scared to jump into the universe of New Eden? We examine that question in a two-part feature: first, veteran EVE player Jim Rossignol explains what's changed and puts it all in perspective; second, novice (and frankly, rather scared) space pilot Oli Welsh takes his first timid steps in EVE.
The veteran
Starting out in EVE Online is daunting - even intimidating. It's down to the ever-evolving New Player Experience - a lengthy tutorial sequence which CCP has dedicated a small team to - to make that introduction smoother, easier, and less frightening.
EVE's rather beautiful character-creation remains one of the easiest in gaming, although it's fair to say that the mugshot character poser is starting to look its age. Fortunately things have long ago been jazzed up, and the actual explanation of race, faction, and specialisation takes you much closer to the reality of how your player performs. One of the odd things about EVE is that there are no character classes as such, but the boosts to the character-creation system - and accelerated skill progression - mean that you are much closer to your chosen archetype, much more quickly, than in previous years.
Crucially, EVE's early days allow you to train skills faster (EVE uses a time-based skill training, rather than levels) and provide you with a far better grasp on what it is you need to train as you progress. New players actually get a boost to training speed, making the entire process of placing one skill after the next much smoother.

Inside a space station, otherwise known as a windocalypse
But it's also much easier on time management: you won't be trying to log in from work to fix that awkwardly-timed skill, because the new skill-queue means that you can set up any order of skill training within a 24-hour period. Not great for the ancient characters training month-long skill plans, but brilliant for those gamers who are just starting out. Creating a structure of skills over 24 hours means that you can leave the game overnight and come back the next evening able to fly a new ship, and probably have better damage on your guns too.
As for the opening experience itself, it has changed little, despite being smoothed and honed. It's perhaps a little odd that the character-creation menu defaults to the station, when you need to start in space for the tutorial to kick off. Once you're outside however, things run rather more intelligibly. The missions are straightforward, and cover a number of issues - using the mission waypoints, getting about in space, looting wrecks, combat, learning skills, travelling - the basics are rapidly broken down and most players will soon grasp the fundamentals of moving between locations and carrying out the wishes of NPC agents.
These agent missions are better defined than ever before, with the passage into various industries - and the division between industrial and military careers - being far clearer than they had been previously. This is crucial, because specialisation is everything in the early days of playing EVE. The better you become in one area, the more of a money-machine you become. And money makes the galaxy go around.
Of course, you can rapidly change careers, and are almost certain to do so along the way. A new respec systems allows you to alter your stats (the attributes that dictate how fast you train certain skill types) - a system which can be gamed for extremely fast skill-buffing. It's worth mentioning right now that for absolutely optimal training speed - and likely optimal boredom - a week spent training the learning skills will pay off dividends long-term, so speccing for high memory and the start might well be a good idea. It's not exactly rewarding in the short term, but for anyone playing the game beyond three months, the reduced time really pays off.
Anyway, those agent missions now deliver you into larger and longer story mission arcs than ever before - the epic missions, as they are known. EVE's mission designers obviously now have a good grasp on what works and what doesn't, and the drama in the missions is better-timed than we've seen previously. Missions also push you into the arms of other players: getting people to help you out is becoming essential, rather than optional, which is crucial when you look at the big picture of EVE.
It really doesn't matter how good these missions are, they will amount to nought if you don't get involved with other players. This is a game about human interaction, and everything else is a sideshow. It still feels as if the player corporations aren't quite shoved in your face enough, and you have to take that brave leap into working with other players yourself. Despite plenty of systems to bring new players into the fold - and recruitment systems for player corps - it remains confusing, and a little bit scary. EVE never really explains itself to you.
Of course, real players offer the kind of knowledge that still isn't delivered to you by the game, like how to fit your ship properly. It seems odd that CCP would spend so much time creating a new ship-fitting system, while still giving you few clues as to how to fit a ship without looking like a complete numpty. Getting advice from forums and from other players is the only sure-fire way to know what actually works, and what actually fits and - ultimately - what skills you're going to need to train to fly your ships in a way that is really useful to your performance long-term. There are some clues in the new fitting screen, however, such as the inclusion of effective hit-points, or EHP, which is the true measure of how much punishment a ship can take, and a long-term oversight on the old fitting screen.
Ultimately, the new player experience reminds an old player - like me - what a huge journey EVE offers. But it also reminds me how tedious the early steps can be: there's not a great deal of excitement in those early missions, and until you're cracking open huge missions with half a dozen friends, the game definitely lacks pace. Perhaps what is all the more challenging is the leap into what is actually most satisfying about the game: hard competition with other players, either in industry, or in combat. If you are able to keep that goal in mind, then the tricky grind of the first few months will be far easier to digest.
The noob

I call him Captain Seizure.
I've been subjected to so much evangelism and scaremongering - sometimes in the same breath - from players of EVE Online that when I finally approached the game itself this week, I did so with a mixture of awe and fear. Colleagues, friends, and the players and developers I met at last year's fascinating FanFest event, had lectured me at length on the depth, breadth, economics, politics, and sheer life-sucking involvement of this most massive of massively multiplayer games; had told me that it makes World of Warcraft look like a pick-up-and-play arcade game.
I almost wrote a will and said tearful goodbyes before booting up. I felt sure I was going to be either baffled and put off, or never seen again, obsessed with plumbing its Byzantine depths. In the end, neither happened.
Before getting stuck into the game itself, it's worth noting that, of all the MMOs I've played, EVE was by far the easiest to install and set up. I obtained it via a relatively modest and quick download from the CCP website, patched it simply and swiftly during the server downtime on launch day, and jumped straight into the stable, smooth-running, good-looking game client on a PC of only middling power without having to tweak a single setting. Anyone who plays a lot of MMOs will tell you that this never happens. Not even WOW works this well. In pure technical terms, it turns out that EVE is actually the friendliest MMO out there.
I have to disagree with Jim; character creation was certainly simple and involving, but didn't quite give me the information I wanted. The racial and factional back-stories were compelling - I certainly got a clear sense of EVE's fiction that had eluded me up to that point - but I didn't really have any idea what effect, if any, the choices I was making would have on my character. I only found out later that the different races have different philosophies of ship design that would affect how I played. Rolling my avatar's eyeballs up in his skull for his portrait was fun, though.
I logged in with my heart in my mouth. Imagine my surprise when I was plunged into... an absolutely straight down-the-line, by-the numbers MMORPG introduction.
Well, almost. There's an awkward 10 minutes to get through first, as the game talks you through the all-important skill training system Jim detailed above. It's frankly not that long, it mostly makes sense, and the UI - while it looks overwhelming, a barrage of opaque blue windows and tiny fonts - is completely logical and clear. The little tutorial windows that pop up and talk you through whatever new aspect of the game you've stumbled across during your first days are as comprehensive and helpful a hint system as you'll find in any MMO (which is not to say that they all shouldn't be better).
There then follows a two-part basic tutorial mission, followed by three 10-part mission arcs that guide you through combat, mining and trading respectively. The story's a bit more perfunctory than usual, but the mission flow was logical, the difficulty progression was noticeable but smooth, the mission rewards satisfyingly tasty (I soon had two whole new ships, something I never expected, even if I wasn't skilled up enough to use one). The number-crunching mechanics are a surprisingly familiar matter of buffs, debuffs and damage over time once you get your head around the radically different lexicon, setting, and interface.
If there is a shock in EVE Online, it's the interface, and not because it's hard to use. Quite the opposite. Despite incredible detail and functionality, it is staggeringly, eye-openingly easy. There's no direct control as such, and everything including movement is done through clicking on icons or - more surprisingly, and more often - right-clicking to bring up a cascading contextual menu. Basically, playing EVE is exactly like using Windows - except instead of selecting Cut, Copy and Open With, you're selecting Target Lock, Orbit, and Activate Acceleration Gate.

Even the basic ship designs are extremely cool.
It all has an austere beauty and, since you can lose your ship and fittings in combat (this is the only game I've encountered which offers in-game insurance), the tension certainly can build up. But it does so with all the momentum and urgency of an ocean liner. EVE is a glacially slow game in the early levels, and the level of automation in the interface - while absolutely necessary for dealing with its depth and its yawnsome length - hardly makes things more exciting.
Want to dock at a space station? Right-click on it and select dock. Mission in a different star system? Set the autopilot and make a cup of tea. Set a long training queue and level up in your sleep. I can't decide if every other MMO would be saved or ruined by a right-click contextual menu, but my heart is against it. Sometimes you can have too much utility, and when the skill and inventory management of being in a station feels less like downtime than actual combat, something is surely off.
Of course, these are impressions of EVE at an insultingly early stage, but the job of an MMO introduction isn't just to smoothly lay out the basic principles of these complex games - something CCP has, it must be said, managed with ease. It also needs to give you a taste of what you're in for. Warhammer Online throws you into a Public Quest, World of Warcraft lures you into a miniature dungeon, Lord of the Rings Online begins a lore-heavy storytelling scene, all in their first hours.
But the only hair-raising thrill I got from my first days in EVE Online - the only taste of the unique draw of this game - came before I'd even logged in, on the game's startup page, on the first night of Apocrypha. "Server status: 43,225 players" is an electrifying statement that no other game can make. In its early stages, however, the game feels like you're playing it in a bubble, and although I was absorbed, I know I haven't encountered the real EVE Online. Its universe is still out there, somewhere.
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Comments (28) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Not if you're Minmatar, but then flying rubbish bins raped by a Terry's chocolate orange makes you special, right?
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I only hope the user base continues to grow.
Also, Freelancer is epic win.
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As a EVE noob, and being use to "traditional" mmo's, my thought's are similar to that of the latter portion of the article, at the moment It is alot less hands-on than I thought it would be (I knew It wasn't a arcady space sim mmo). The right-click context sensitive menu does seem to take alot of the 'work' out of doing things, making it seem alittle trivial.
I keep hearing about the need to specialise and so far I'm not feeling the game is letting me know how & in what way I should be specialising. I'm sure this is just from my very short time in the game, I'm just simply not aware of what the limits/weaknesses are of my current character. I'm willing to learn the ways of EVE, I'm in no rush to become a vertern player.
I have a feeling I'll be a long time running agent missions before I start to feel confident with exploring other parts of the game's space & features.
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Im sure 0.4 space and below is more exciting, but i've never managed to stay interested in the game long enough to find out. I'll just stick with reading the crazy news stories that come from Eve in future.
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I have a feeling I'll be a long time running agent missions before I start to feel confident with exploring other parts of the game's space & features.
Specializing is easy. Pick a ship you would like to fly and train everything required. You should ask a veteran player for advice though cause it's not immidiately obvious to a new player what any ship is really good for. Before you start training for specific ships you might want to cover the basic competence certificates though.
It's also not terribly difficult to get started in almost anything be it PvP, doing missions, mining or running a successful trade empire. It does however take some effort, but fortunantely there are lots of guides out there that will get you started.
I strongly recommend joining a player corporation, however even though there are tons of corps out there that will accept a new player most of them are rubbish and worse than the NPC starter corp. If you do manage to join a good one you might find yourself in the middle of a fleet battle helping take down battleships with your worthless bucket-of-bolts frigate in just a matter of days.
Most importantly remember you can't in any way mess up your character with skill training because you can at any time begin training anythng you like. Your race doesn't matter and in no way limits what you can train or use.
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Couldnt agree more
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These 14 days are nowhere enough to fully experience Eve, sadly. What I enjoy the most about Eve though is that it allows for diffirent type of playstyles. I could easily just spend my time doing something that takes awhile whilst having my full attention on TV. And then turn into some major battle in an NPC mission (intense battles, probably not something you'll experience in the first 14 days - perhaps there needs to be an active new player event).
I believe many MMOs should take up Eve Online's subscription system and the ease-of-access client.
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Edit: fixed link.
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When you are travelling in Hisec, dont use your autopilot unless you are wandering off to make some tea.
Use the map to set a course but dont trigger the auto. This is because tghe auto pilot jumps to a point some distance away from the gate, it takes.... 20 30 seconds? to travel to the gate unless you have an afterburner or MWD and manually activate it. If you are around to MWD you might as well target the next gate and use WARP TO 0. Which will let you make an immediate manual jump when you exit warp.
You will get around in half the time eaaasy.
Also. If you are a Something Awful subscriber, join the goons. No better introduction than sacrificing your ship for the swarm in 0.0 security space.
(Contrary to popular belief, a day 2 newbie is not useless in PvP. this is because he can tackle as well as any fighter.Tackling is basically rooting in other games, you jam his engines and shut down his warp drive, and he cant get away. This has been many a battleship or even biggers downfall. Some corps wont let you fight or enter till you have Battleships with T2 fittings. These corps are doing it wrong, so find a PvP corp that wants newbs and play.
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/no, I dont need a 2nd job in real ( game time cards ) or a virtual life to play eve, im enjoying the free time ( read my life ) since i gave it up.
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And the travel... Nearly every quest takes place in a system 6+ jumps away, which takes some serious time to go there and back. I miss the "spatial consistency" of other MMOs, where you first get familiar with your starting area, then its surroundings and after you create your virtual "solid point" where you often return you begin to explore the rest of game map. But it's maybe due to the uniformity of the universe I've been in so far... Every system is like 1 station, 4-8 asteroid belts, 4-8 planets and nothing more, every one of them looking exactly the same (well the shape of asteroids changes a little - 'Noise' mod from 3dsMAX I guess xDDD). I'd maybe prefer like 50 systems instead of the 1000+ they are advertising but with greater difference between them and with something you could actually explore...
On the other hand, the game feels like something BIG and the UI is pretty intuitive (exceptions allowed xD). Even with the overall negative feeling I have about it, there is still SOMETHING that makes me want to log this evening... I will play the 14 days of trial and then see. I really think it is NECESSARY to join a good guild (oops... corp.) to enjoy EVE, because the agent quests are really dull and boring (go there, kill 5 enemies, go back, go elsewhere, kill 3 enemies, go back, ...) so the only option would be to participate on PvP to have at least some fun :/
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We've just been wardecced so it's fun and frolics for all the family at the minute
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Still, it's good practice for everyone but it'd be nice to know who we'd pissed off enough to spend money on killing us!
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Edit: Or actually scratch the MMO part and just make it a proper space exploration game.
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I may need to sign up for that. Got a few harderned Vet characters itching for a fight.
and I can gaurentee you that those "Mercs" arent hired by anyone. There doing it for the giggles they'll tell you otherwise to put up that professional corporation facade.
How many in corp at the moment?
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Eve Online is not an easy game; that is true. But then that's where part of its appeal lies. Early missions are not always six jumps away as someone stated; in fact I've yet to undertake a level 1 mission that is more than 3 jumps away and most of them are in-system or the next jump over.
You won't see the handholding you do in WoW, because it's not designed for the lowest common denominator. Instead, it's designed to give you a feeling of achievement the first time you make a load of ISK on the open market, or the first time you jump into a new ship. Frankly, I think most of the detractors are people who just don't want to sit in front of the computer and not be "super awesome" within ten minutes.
Also, I think Eve Online is the MMO with the most capacity to not become a second job. Yes, if you become embroiled with the nullsec alliance politics then it's likely to eat your time like any other endgame in any other MMO. However, just about everything you can do in Eve is done in real time meaning that when you log out, it continues to run. Want to produce a run of ships to sell on the market? Make sure there's enough materials in your items hangar and then run the factory run and log off and do something else. You don't have to stick around and do pointless things, unlike the endgame in WoW, for example, where a two hour long raid has to be prepared for by some unfortunate souls who have to craft pots, cook buff foods or simply grind cash so that they can buy the afore-mentioned on the market.