1

(107 replies, posted in General discussion)

Syndic wrote:

I will bottle this delicacy for a special occasion.

There's no need for our powerbloc to disband since we discovered the joy of blowing each other up for great lulz.

You are now irrelevant to us since we have no further use for you. You have our permission to disband.

If the devs ever wonder why their pond is so small, they need look no further than the fish that are in it. smile

2

(107 replies, posted in General discussion)

Jita wrote:

People get bored when the fights stop. When it becomes more work than fun. When they get blueballed by opponents or ground down by the mechanics in game required to get fights. When the game lacks the needed risk factors to make fighting territory based rather than objective.

Those people left because the game allowed fear to be a tactical choice. Its the equivalent of a team barricading the doors and windows in COD and a failure in mechanics.

I consider this to be representative of a design flaw both here and in Eve. What you describe -- when opponents begin blueballing, barricading the doors and barring the windows -- in these games, that's what victory feels like. In these games we don't have, to borrow an expression from sports, "the thrill of victory and the agony of defeat." We have "the disappointment of victory and the agony of defeat." In this regard, Eve is no better than Perpetuum, but they get away with it because the larger player base means the defeat of one contender results in the rise of a new, different challenger fairly quickly so the "disappointment" of victory is short-lived.

I think giving players the game they want starts with not giving them what they ask for. If you look back at the results of Eve's CSM meetings over the years, you'll find the nullsec community reps always advocate ways to bring greater wealth to the winners of conflicts while delivering ever-greater pain to the losers. I believe games of this nature need to find ways to help winners feel like winners without having actually won too much, and losers to walk away not feeling so much like losers. The devs need to view themselves as arms dealers. Business is good as long as one side or the other doesn't actually win.

Another thing players ask for that they should never be given is the opportunity to invest so much in something, or acquire something of such value, that they can't fathom ever losing it. To protect these assets, players turn to blobbing and non-aggression pacts. I quit playing before Gamma was introduced, but I think I recall reading a dev blog where they stated the biggest complaint by players was they felt they had to spend all their online time fortifying their defenses to protect their investment.

The scarcest moon mining minerals in Eve were introduced by the devs with the stated intent that they be drivers of conflict. In reality, players responded by creating mega-alliances to defend them and they consequently remained in the same hands for years. Another result being, by holding these huge revenue-generating assets, even if a contender can achieve some tactical victories against a mega-alliance, they will never win the war of attrition.

I think most will agree that the occupants of nullsec in Eve fit nicely into a caste system. The reward/loss mechanics CCP built into nullsec pretty much dictate that the only way to move up a caste is to be absorbed by an entity already there. I think this is a chief reason so many Eve players are hoping for a better game to come along. Perpetuum needs to figure out how to be that better game.

3

(6 replies, posted in General discussion)

I'd like to request a dev blog, a "state of the game" address. It's coming up on four months since launch and I suspect I'm not alone having started with a one-month subscription and then adding another three months when I liked what I saw. But things have changed...

Now I find myself spending more and more time doing things I don't enjoy just to set myself up for the things I do enjoy (which over the course of a few patches and simple changes in player behavior, I enjoy less than before).

Devs create mechanics; how players use those mechanics determines gameplay. I've recently made a few posts expressing my views on several of what are, for me, core gameplay elements. No doubt other people with playstyles and objectives that vary from mine have done the same.

I'm looking forward to the patch on Friday because, frankly, I want change. The PvE experience I think should be the top priority, even above the PvP elements that were the topics of some of my posts. While the "roadmap" blog gave us a look at future content, I want to know what the devs feel about how the current game delivers the content that already exists.

What, in terms of gameplay, are the devs seeing that you like? What are you seeing that you're not happy with? In particular, which mechanics are not delivering the desired outcome? What gameplay issues are you seeing that you want to change but don't yet have mechanics to address?

If we players know your goals, we can help suggest mechanics to achieve them. As importantly, those of us who must soon make a decision regarding our subscription may find what we seek in your words rather than basing our decision solely on our current experiences.

From launch, I've considered light ewar to be the biggest game design problem with respect to pvp. I've never liked how they fit in the grand scheme, and recent patches have just made them worse. They're the fastest bots in the game, the most stealthy, get bonuses to ewar, and in groups have more than enough firepower. They're simply too versatile and capable.

Conversely, the bots that can effectively fit signal detectors are easily dispatched by a roaming gang. Defenders must either keep these bots at locations where they can quickly dock up or jump off the island, or have adequate defense around each one. The former means the defenders get very little coverage; the latter requires the defenders to badly outnumber the intruders, all simply to get eyes on the the roaming gang. Then what?

What do you chase them with? All things being equal, your light ewars keep pace with theirs. Of course, all things aren't equal. While players should be rewarded for sound tactics and superior equipment, the current mechanics (Velocity NEXUS in particular) make that reward near absolute. The enemy can outrun anything they don't want to fight and run down anything they do.

Outmaneuver them? We must accept that every element of game design must take into account the impact of metagaming. Outmaneuvering is a matter of speed, not surprise. And even if successful, it only works if the defenders can commit far more resources than the attackers because, in a scenario with two slower groups pursuing one faster group, the faster can choose to commit to a fight with just one pursuing group at a time.

How light ewar fit into the grand scheme needs to be completely re-thought.

I like signal detection/masking as a concept, but the implementation is quite poor. Almost all the advantages were given to the predators. In a predator/prey relationship, the prey is vigilant precisely because they predators are stealthy. Yet in this game, those that would be prey are among the most oblivious to their surroundings. Once again, defenders must jump through hoops to protect their assets. Intruders need only show up.

I see how the mechanics are designed to promote roles, interdependencies and a team concept. But the burden is much greater on those subject to attack than on the attackers. The game population simply doesn't warrant mechanics that dictate such levels of collaboration. Especially when other game mechanics, such as the assignment system, spread people out. And not all islands were blessed with concentrated ore deposits allowing miners to cluster together for mutual benefit.

I certainly don't believe the situation should completely be reversed such that defenders get all the breaks, but something needs to be done.

My friends and I recently discussed what factors invoke a feeling of "need" when it comes to having an alt. Most were tied to the market and economy, a consequence of both game design (e.g., mat requirements for manufacturing) and player behavior (e.g., the desire to not be reliant on others). I'm posting under Balancing because my main point is, I think the game needs to move in a direction that attempts to alleviate feelings that players are missing something critical if they don't have various alts. Since most are tied to the economy, it's a complex issue. But here's a suggestion for one that's a bit more straight-forward... eyes on beta teleporters.

While eyes are undeniably important, being one is not fun. It's not a job for a real player and the burden generally falls on a boxed alt. I'd like to see this role filled by an in-game mechanism that itself can create opportunities for some fun.

By default, the mechanism should report transitions (jumps) with 100% accuracy (meaning it doesn't miss anything) but with a low (30%?) probability of giving precise intel (meaning it'll tell you a mech jumped, but not what type). One type of upgrade will increase the probability of getting precise intel. With another upgrade, it'll gain a detection range (also upgradable) around both sides of the teleporter and will report anything it detects that stays within detection range for a user-specified period of time. Another upgrade adds friend-or-foe capabilities with the option of not reporting friendly contacts.

There could be an electronics substation ~1.5km from each external teleporter. Like intrusions, they would have scheduled windows of vulnerability (45 minutes?), but would not require anyone to sign up. There would be objectives that result in the damaging of each of the intel precision (requiring moderate effort) and detection range (requiring more effort) upgrades. There should also be a way to hack into the system (possibly accomplished by a single bot) and plant a virus that will temporarily drop the system accuracy to about 80% for a short period (2 hours?) at some point in the next 24 hours. The friend-or-foe upgrade can't be damaged as that'd just put people back into the position of having to have alts on the teleporter again.

Unlike intrusions, there could be "partial" success. If, just for the sake of example, you use a mechanism like an active sap and attackers completed half the total cycles, the upgrade would suffer half the maximum damage. Maximum damage should not equate to no upgrade. E.g., maximum damage to detection range may drop detection range to 50%. There should be fairly passive mechanisms for repair (some effort must be put in to begin the repairs, but you don't have to babysit them), with the repair time related to how much damage the upgrade suffered.

6

(9 replies, posted in Balancing)

Currently the primary "reward" for living on beta is access. Access to epriton; access to higher tier NPCs; somewhat better access to Noralgis. This has got to be immensely discouraging to alpha-dwellers who either don't see immediate prospects for moving to, or simply don't care to move to, beta. I think it would be healthy to see this reward shift from largely being one of access to one of efficiency. There should be very little that can be had on beta that can't be had on alpha, but it should come much more easily.

For beta-dwellers, a portion of what makes life more efficient should be inherent to beta itself. A good example of this is level 3 refineries. You net more commodities for the same quantity of resources gathered. The majority of efficiencies should come from things the residents build for themselves (upgrades, new infrastructure, etc) which can in turn be damaged or demolished by their enemies.

For alpha-dwellers, non-regenerating fields of epriton should periodically appear in random locations. Roaming gangs of up to 5th tier mechs and heavy mechs should occasionally be seen. (Noralgis should die planet-wide and be removed from the game.) Intel on the timing and location of the appearance of these top-tier resources could be given out to hard-working players via the assignment system (or some other system; I'd love to see the megas' individual sub-corps become relevant on their own through various new features). The intel could be given to a limited number (1-3?) of players in the 2 hours before the spawn (alternatively in the window 22-26 hours before the spawn).

There needs to be some mechanism that gives people working specifically towards finding these resources a leg-up over the other alpha residents who can, of course, stumble upon them with a geoscanner or signal detector. Having a goal isn't very fulfilling when you don't believe there are actions you can take that improve your chances of reaching that goal.

On beta, there should be periodic roaming gangs of 5th tier spawns of the color not dominant on the island, along with intel given via whatever mechanism.

As for an "incubator" island where alpha-dwellers could make their first forays into open pvp, I like the idea of an island similar to, but larger than, the existing betas with 6 access teleporters, and 2 outposts for each faction (Asintec, ICS, TM) at which nobody can set their home. (With Syndicate protection zones around them?) Hopefully it would be difficult for even an organized group to dominate since, when they die, they'd end up at their "home" on some other island as well.

Perhaps initially limit the spawns to 4th tier mechs and heavy mechs (of all colors) so the island itself is less attractive to the residents of the betas. If the island turns out to be too hostile for newcomers, bump it up to 5th tier so it becomes more attractive as a resource to beta-dwellers. It's possible that, while the island may become more crowded, it may also be somewhat safer since the different groups will likely be hostile to one another and might be reluctant to commit to a fight when they know they may get jumped while already engaged. Ultimately, whether any island can serve as a good introduction to open pvp will depend upon how much the established pvpers view it as a barrel in which to shoot fish.

7

(9 replies, posted in Balancing)

Guess who's got more to say? The factors that drive the economy in this game are another big problem for me. I'll start with the most recent system introduced...

Noralgis is necessary in T4 production and the production of a few lower-tier modules. You invest in them but you can't defend them. They're safe only from an enemy that doesn't seek them out. Fortunately the feature is so boring that most people on the beta islands stopped persistently searching after about a week. I suspect this was expected to be a new, interesting source of conflict. Strategically, depriving the enemy of a precious resources is well worth the effort. But as a game mechanic it's missing a key element... fun. Frustration, sure; fun, no.

On alpha, you can hover over it and make sure it gets the proper sun, even play Mozart to help it grow. You can also watch someone drive up and harvest your precious plant and not be able to do a thing about it. On beta, you plop it in some corner and hope that hostile arkhe you can't stop from undocking from your outpost doesn't find it, or your blind (signal detection) harvester doesn't get ganked as you drive 2-3km to your plants.

And the increased Espitium requirements for T4 production along with the addition of Briochit (I so want to say something other than "chit") simply makes production of some T4 modules silly when weighed against their performance improvement over T3 or where else you could use the Briochit.

On to the redistribution of raw resources... I'm not a miner, so I really can't speak first-hand about what happened. But I suspect I know the reason for the change; to encourage people to stop vertically-integrating (doing every step of the manufacturing process, from gathering of all materials to final production in-house) and start specializing in their regional resources and start using the market sell the excess and buy what isn't so easily gathered locally. But I talk to others who are miners. They're convinced the change was done just to piss them off. It should have come with an RP explanation from the Syndicate (suggest to the players how they're expected to adapt) and offer a carrot along with the stick. E.g., a 4% reduction in the VAT (with a floor of 0%) on an island for sales of raw mats that are scarce on that island.

And the distribution of resources to begin with... In a comment I made on the dev blog about the updates to overseers, I said making them more difficult or giving them escorts doesn't make them more risky for all, it simply reduces the size of the playerbase that can take them down with nominal risk. When my buddy rolls out to mine Epriton, he does it no differently than if he were mining HDT. My buddy and I make some modules that use Epriton and others that don't. Because of the quantities of resources needed, they require about the same effort to build. To us, they're pretty much equivalent and we treat/use them as such. But I can turn around and sell one to an alpha-dweller for eight times the price of the other. I cannot fathom a reason why someone would play this game just to live on Alpha. They don't just get the short end of the stick, they get the end of the short end of the stick (especially the non-miners).

Maybe beta-dwellers are supposed to have easy access and ample supply while alpha-dwellers are left starving? I just hope it's not meant to be "incentive" for people to move to beta. One of the most important lessons I think can be taken from stEVE is that the vast majority of alpha-dwellers are not there because the economics make sense, they're there because they're (pvp) risk-adverse. It doesn't matter if the goose the laid the golden egg lives on beta; all they'll ever see is the axe poised to chop their head off.

A system with built-in frustration that dictates a huge divide between haves and have-nots doesn't seem the way to go.

8

(14 replies, posted in Balancing)

Campana wrote:

What's good about intrusions

  • They encourage and give purpose to pvp
    ...

Wanted to give my perspective on this insightful statement. I think it's one of the things that's good about "intrusions" and not what's good about outposts or ownership. Intrusions are currently the only mechanic in the game that provide a framework for combat. If polled, I suspect at the top of the list of most peoples' favorite pvp moments were intrusions where the outcome was in doubt, not a roaming gang, and almost certainly not defending against a roaming gang. Isn't that the payoff most of us hope for? Ownership is part of intrusions, and it's not totally meaningless, but if you'd prefer having a really fun fight but fail to take the opponent's outpost over taking their outpost without a fight, ownership wasn't the main purpose for signing up.

Ownership of outposts, I believe, still needs to be changed for the reasons already mentioned.

But we certainly want to continue to have mechanics that encourage and give purpose to pvp. So maybe this new artifact system ends up with some rare drops that can be, for example, integrated into factory lines. Say three tiers of upgrades. It takes a week to install an upgrade to the factory. But when complete, your factories push out improved products. Tiers of modules would have sub-tiers... Alpha, Beta, Gamma, and Epsilon (being the tier made with no artifact upgrades installed). So, while you can't stop your opponent from building T4 modules, is it worthwhile to attack them to wreck their ability to make beta-variant T4 modules? To me, that'd be a much more compelling reason to attack than taking ownership in the current system.

9

(14 replies, posted in Balancing)

I'm sure the game mechanics are working as intended. Whether the gameplay outcome they deliver is what was expected (or even desirable) is another matter. From my perspective, I see a need for outpost ownership to be tied to use of the land.

When noralgis (another game element I don't like and will expand on in another post) was introduced, we had neutral arkhes undocking from our outposts every 10 minutes for hours at a time that first week. Impossible to stop and pure frustration if you tried.

Syndic says defenders already have a home field advantage and "attackers in most cases have to go 10+ minute walks to reinforce." Not true. Attackers choose to take 10-minute walks. They could park their reinforcements in the enemy's garage if they wanted to.

My imagination has no problem coming up with other, again from my perspective, very undesirable outcomes that are directly tied to the current outpost mechanics. So I proposed changes to those mechanics.

Having outposts flip-flop frequently doesn't fit well with also having them tied to the land around them. But I agree there need to be more meaningful and compelling reasons to fight.

Did you know that when you win an intrusion, instead of taking ownership of the outpost, you can choose to instead take the owner's deposit of up to NINE BILLION NIC!?!? What's that? Million... with an 'm'? Hrmph. Well it does show the devs are open to attacks on outposts having some result other than a change in owners.

Perhaps when you sign up for an intrusion you choose to either attack to capture (the three-stage process I propose) or attack to wreck the place. Wrecking the place is a single-stage intrusion exactly as we have it today except you steal whatever deposit plus you reduce the income from the outpost by 20% or some fixed number, whichever is lower, until the next intrusion as those funds are diverted to repairs. Whatever... something a large portion of the playerbase will find meaningful and compelling.

And we of course need more non-outpost-related reasons to fight. Other types of infrastructure to be built, sabotaged, hacked, and whatnot.

10

(6 replies, posted in Balancing)

You'll find a recurring theme with my proposals is, when possible, they seek to reduce the utility of metagaming. This one does that as well as reduce the value of not being "in the game" as a part of in-game strategy.

11

(14 replies, posted in Balancing)

I think outposts should be a bit tougher to take than they currently are. One fight whose outcome is as often determined by timezone rather than strategy and equipment seems inadequate. Especially since I feel intrusions should be about taking/making a home. Right now, intrusions are more about delivering your opponent a slap across the face than anything meaningful. (I do, by the way, hope we get more reasons to fight than for the sake of fighting.)

The simplest adjustment I can see is to make it a three-stage process. If in the first stage the attackers take all three saps, the outpost is "under siege" but does not change hands. In the second stage (the next scheduled intrusion time), the attackers need only take two of the three saps to move to the third and final stage. In this final stage, the attackers must take only one sap and the outpost becomes theirs. So while the timing of the additional stages may not be as advantageous to the attackers, their conditions for victory are progressively less rigorous. Blocks cannot be used on outposts under siege. Registration for siege stages is free (and automatic) for the attackers who placed the outpost under siege, but any new entrants into the fray must of course pay. I think under this mechanic, outposts would still fall, but they wouldn't be going back and forth the way they do today, which is important because...

You shouldn't be able to set your home base to the outpost of someone with whom you're hostile. There are so many ways this inhibits a good gaming experience; people undocking arkhe after arkhe to scout/harvest noralgis is the latest. Everyone knows of other, I'll call them abuses, of this mechanic which players haven't yet taken advantage of... But though players haven't yet abused the mechanic (at one time, nobody was taking advantage of the essentially free registration for intrusions to grief people out of their beds), that doesn't mean it shouldn't be fixed now. And, though I know there's no formal alliance mechanism, the same should be true of beta terminals on islands where all outposts are owned by one alliance. Owning your home should confer a home field advantage.

And note I'm talking about a restriction on the act of setting your home, not a restriction on where your home is. I think there should be an 8-day (4 days if the above three-stage siege process is adopted) grace period after losing your "home" outpost before you are required to set a new home. This gives a brief window for the previous owners to attempt to re-take the outpost from within.

Docking rights should remain unchanged (i.e., anyone can dock at any terminal or outpost).

12

(6 replies, posted in Balancing)

Because of logon traps and various other abuses, the logon and logoff mechanics while on beta islands need some serious work. After a successful logout, an echo (a marker indicating pilot and bot type), should remain visible at the logout location on landmarks and the terrain itself for ten minutes. If the player logs in again within 5 minutes, the echo disappears and they may proceed normally. Nobody should be punished for network flaps or client crashes. But if they remain logged out for more than 5 minutes, they cannot log that character back in again for an hour. A character logging in after having been logged out for an extended period of time cannot target or interact (field containers, specimin saps, etc) for a period of 5 minutes. Also, there should be a 2 minute wait before being allowed to undock from a beta terminal/outpost after having been logged out for an extended period.

In addition to base materials, the base production time per manufacture unit should be added to the components tab of all player-craftable items.

Patch notes say they're supposed to both be 45 seconds; however, the Syndicate Protection ends before the Molecular. Not sure it's actually shorter or if, just the way the code is put together, it begins before the Molecular timer does.

Accidentally hit the pause/break key on my keyboard. You try to move but you're stuck rubberbanding. Your bot doesn't animate. I can't imagine any use for such a feature. If possible, the client should ignore the pause/break key or at least make whatever it's doing a keybind that can be un-set in keyboard options.

I've got a standing of > 4.5 with the corps out of an ICS outpost. Prior, while doing the level 2 assignments for said corps, I would see my standings gains diminish as my overall standings improved. In the relations log, it got to the point that the gain for each and their sister corps would display as +0.00 and the rival corps as -0.00 which, as I understand it, is to be expected. Level 2 assignments only get you so far...

Then I think I hit some sort of tipping point. Now if I do any of the level 2 assignments in the outpost, the relations log contains no entries whatsoever for the corp for whom I ran the assignment nor any of its sister corps. However, the rival corps now take a hit of -0.02 each.

Not long ago I put a few points into Diplomacy. Not sure how or if this precipitated what I'm seeing but it seems wrong.

I think one of the biggest factors dissuading people trying their hand at the beta islands is that the fastest bots in the game also happen to be ECM. It's just too easy to imagine scenarios where you and a few of your buddies go out to do whatever only to encounter hostiles that you can't outrun, can mitigate any firepower advantage you have, drain your accumulator, and peck you to death as you try to crawl away. Whether it would really happen or not is irrelevant. Just the prospect keeps people from venturing off the alphas.

Surely the engineers at ICS and the other megacorps would give their agents the equations for accumulator recharge and falloff damage. As it stands, agents have decisions to make (e.g., accu recharge extension vs. accu quantity extension) but lack the basis on which to make informed choices. I'd like to see the equations added to both the online guide and in-game help.

Since launch, I've spent my time on the Help channel. At least of those who come to the Help channel, I think I've identified some major factors that contribute to early player confusion and frustration.

1) Tutorial mission 3a/b: That you need to grab the package from your personal storage and put it in your bot's cargohold needs to be in bold, flashing red letters or otherwise slap the player in the face. (I see the issue of the teleporter waypoint not registering has already been acknowledged.)

2a) In the mining tutorial, because of low skills and a syn-tec scanner, new players often try to mine a tile that the scan indicates should have ore only to be told it has none. I think the syn-tec scanner should be changed to eliminate false positives. The tile-based results should give a binary result: the presence or absence of ore. The result would put a cylinder of fixed size (and maybe a color different from red/yellow/green) on tiles that have ore and nothing on tiles which do not. Obviously, the tutorial would explain the difference between the syn-tec and regular scanners. For the players who don't read, at least their confusion upon seeing results with cylinders of various sizes and colors will be delayed beyond their first hour of playing the game by which time they're hopefully already hooked. Also, the tutorial should make very clear that a scan is a snapshot and will not dynamically update to show depletion as they mine. An optional "advanced" tutorial could be made available for those who get a real geoscanner.

2b) Somewhere in the tutorial it should talk about replenishment of ores, liquids and plants.

3) There needs to be a tutorial on insurance, perhaps when the first faction bot is awarded. (One-time free 50% insurance?)

4) In the tutorial it should talk about corp standings and viewing them via agent profile. Also it should say level 2 agent missions are available with 1.0 standing and how to use the "all assignments" tab to view every assignment available in all locations while docked. It should also discuss the role of faction in facility costs as well as detail what exactly are the benefits of level 2 & 3 facilities.

5) There should be a real geography lesson. Which islands are run by which megacorps and that all terminals/outposts on each island are on the same megacorp standings.

6) Every single tutorial assignment should end by mentioning that more info is available using the in-game help button. The tutorial as a whole should end by mentioning the Help chat channel.

7) Also, that any given assignment will disappear if it accounts for 6 of your last 10 missions must be beat into new player's heads.

My client seems to consistently crash the next time I dock at a terminal after I've been alt-tabbed for a while. When the report is generated, it says it can't find the crash dump so I don't know if anything at all is being sent.

I noticed that each time I exit a terminal, I'm facing the same direction I was when I entered. But since much of playing an MMO is repetitive, I tend to be traveling back the direction from which I came. I.e., if I was traveling East when I entered the terminal, when I exit again, I a most likely going to head back West rather than continue East.

I think it would be handy if the default (or maybe configurable) facing upon exit of a terminal were 180 degrees from the direction you were facing when you entered. As it stands now, I have to spin the view around every time I deploy.

I noticed a quirk in the NPC AI. I fight a particular spawn in some somewhat hilly terrain (because when I fight on flat terrain, my Yagel's mag guns seem to shoot at my feet instead of the enemy). There's one bit of straight-line impassable (due to slope) terrain on the hill between us that's not big, probably 40m wide. A couple times, the AI would get stuck on the other side of this terrain and pace back and forth, the pathfinding unable to recognize it could get around by simply going another 10m in either direction. After pacing back and forth a few times, it would give up and return to it's spawn point. Once there, it would then begin pacing (or shuffling)  back and forth over about 5m, and it'd be stuck. If you approached it, it would lock and fire, but short of putting it out of its misery, it would not stop it's pacing. It wouldn't pursue, try to keep it's optimal, nothing.

I've seen it happen twice, though I suspect it would happen more often if I forced them around this obstacle each time.

When you bring up the info on raw materials, they say they have a volume of 0.00 U. We either need to have more digits shown or volume displayed as volume per 100 (1000?) units.

Assignments are given at the NPC corporate level and the relations to that corp determine what each player can do. But everything regarding terminal/outpost services talk about your relationship with the station/outpost, yet the relations tab in the agent window doesn't say anything about your relationship to anything but the corps. The guide and in-game help should explain how corp standings are used to calculate relations with stations/outposts and these relations (both the formula and total) should be displayed somewhere (either agent window or somewhere else in the terminal view).

There's been some discussion in game about character creation and how the choice of attributes relate to extensions and training time. Do you focus your attributes? Or do you hybrid? Train one character per account, or more? What's obvious to me is, given the required understanding of all the extensions as well as some hefty math, most new players don't comprehend, in real terms, the consequences of their choices at the time they're made.

I think the final screen of character generation should give the player some context. The devs should come up with some grab bags of extensions (and levels) to provide a frame of reference to players regarding how long it might take to develop certain aspects of their characters. These grab bags are akin to certificates in Eve. There would be, for example, a "basic assault pilot" bag as well as advanced and elite versions. Manufacturing would be split not only for material/time efficiency, but small-time ( < 5? concurrent factory lines) vs mass producer. There'd be other bags for ewar, NEXUS, marketeering, etc. Yes; it's a lot. But there's a lot that can be done, so a lot to explain.

For each grab bag, the total training time would be displayed for each of the focused attribute sets (e.g., combat school -> combat career -> combat kernel) as well as the player's selected attributes.

Only by offering this glimpse into the future will players understand just what they're committing themselves to in terms of time necessary to achieve mere proficiency vs great expertise in a given area.

Also, it should be made clear that all accounts gain EP at the same rate (1/min). It's the primary/secondary attributes of an extension as well as rank (that the right word in this game?) that determine cost to advance. Also, unspent EP are tied to the account, not a character. (That should be repeated in the terminal agent window tutorial.)

It should also be explained that once created, a character name is tied to the account, even if the character is later deleted.

Lastly, the EP penalty for deleting a character and the reason it's necessary should be explained. Perhaps the penalty could be waived for deleting the first (if still the ONLY) character on the account. Then players could be encouraged to join the game and chat up the Help channel before committing to a build if they don't feel comfortable making decisions with such far-reaching consequences alone. Remind them it won't be wasted time. Their EP is accruing regardless of how long it takes for them to make their "real" character.

I think these changes would go a long way toward helping players be happy with their character the first time instead of experiencing the frustration of having to re-roll or, once the EP penalty for deleting characters goes in, feeling downright shafted for being noobs.