A bit late considering but finally I'm chewing my way through my last round table. This is my last one that I can comprehend what I wrote. Or nearly so. Next time, bigger note pad.
Q: Other MMOs introduce the UI early into the game. Eve does not really do that.
A: We are trying to load less information. If we try to walk you through the UI first you will face a lot of not relevant information. We've discussed a similar overview or removing it at first. Also, the selected items window is not used at first. We want to slim it down in those first few minutes to not overload people. Tool tips are an example of where we are tying to go.
Q: Opportunities are only for half of the players starting. Can we get it somehow?
A: It is something that has to be for new accounts only to keep the testing results valid.
Q: Are you contacting previous trials to try again?
A: Team Homegrown is a team focused on player retention and that is one of the things they are working on.
Comment: Only the fleet window is useful. We need less excel in space.
Q: It needs to be the things that are essential. What is a Jita? That won't make sense to new players.
A: But we want them to be curious and want to find out what it is. It is hard to know where people need this.
Q: I feel we need to be introducing the UI a bit at a time. We don't realize how overwhelming it is.
A: We have to see where the best time is to give that UI information. Do we give it in an early session? Can we show it a little at a time?
Q: The tutorial requires you to read. That is bad for modern gamers. They don't read.
A: We know that people skip the text. We want to move away from that. The first seven Objectives equaled about a thousand words. With the total now about fourteen it equals about two thousand words. That is down from about ten thousand with the old tutorial.
Q: We use team viewer to see new players screens. A mentor option to let you see what they are doing would be nice. It makes trouble shooting easier.
A: That is a good idea
Q: How about a spectator mode?
A: They hoped twitch integration might have been like that. The trick would not be to stream but would it be okay in a bigger picture?
Comment: Have you tried test players who have played MMOs before or no? From the tests it seems that the testers want Eve to be more like WoW.
Q: Other games have achievements. Can we have them?
A: Starting Tuesday you will get congratulation notices for things like the first time you die. We are leaning away from things like "kill 100 things". We are not decided in long term achievement systems.
Q: New players do not realize that the signs and notices that they receive in Eve are very real. We need to improve this.
A: We are trying to allow people to access the warnings both before and after sot hat they can put them together.
Q: Any way to see about proactively asking for help? Like when you click around all over it notices that you seem confused?
A: Chippy? That would be hard to implement and probably annoy.
Q: Can experienced players get benefits from this as well?
A: We think so. There is endless room for expansion.
Q: When does the trial start training skills?
A: We are aware of it and addressing it on Tuesday towards training.
Discussion on preloading skills.
Q: What are you doing to explain sov to new players?
A: The complex systems are not what we are focusing on right now.
Q: You should teach them about armor and shield tank.
A: Fitting is one of the more complex systems to introduce them to this early on. These are still dealing with the first hours.
Q: Let experienced players make their own opportunities
A: The CSM feedback also went into this. It is a future path we can look at.
Q: I'd like to make some to help people learn complex systems
Discussion on how they will make this work with triggers and such to make them or create an internal mission system for corporations.
Q: Introducing players to organizations is the truck
A: As soon as we pitch specific corps we get in trouble. We need to work at letting new player groups position themselves to be seen.