Newb Friendly Plase

Really like the game, but it is not newb friendly. Yes, there are tutorials, but they're a bit lacking. Some suggestions:
  • Have newbie missions that provide the same level of help/explanations as the tutorials.
  • Have newbie missions that let you restart the mission from planet orbit rather than dying and doing another mission.
  • Expand on the threat difficulty in space. Currently, threat 1 in space can mean anything from a single enemy to five? Threat 1 should be sidewinder friendly, Threat 2 should be small un-engineered friendly, 3 should be medium/small engineered, 4 medium engineered/large unengineered, 5 large engineered.
  • Make ground combat threat make sense. 0 = no enemies, 1= one enemy, 2 = two to three enemies, 3 = 3 to 5 enemies, 4 = 4 to 7 enemies, 5 = 7+ enemies.

Just my 2 cents. Expecting newbs to do courier/trade missions/exploration/sniping until they unlock engineering to do combat is really lame and a bit outside the spirit of the game imo.
 
Last edited:
Never did much engineering, mostly do combat. High end combat expects engineering, but the low threat sites don't need it at all
 
Agree, I just think the difficulty curve needs to be flattened at the start. ie Salvage missions at the start with no enemies to allow newbs to figure out how to do the mission. Infiltrate a base with only a token security guard because it's not fully online yet, etc. Maybe better landing modules just for the sidewinder to help with landing, etc.
 
The new advanced auto dock also include auto landing. But a proper landing on surface does need some practice, and a lot of key binds in my opinion. I've seen the mentor system in the comms panel, but it seems like it would need a better interface. To me it seems like the mentoring is just a chance of luck, with both student and mentor searching at the same time.
 
Ya, but it's not just landing... It's getting to the place without overflying or underflying. Entering a planets gravity well at the right angle, orbital cruising to the right altitude/distance, and gliding are not very covered.
 
I remember the majority of my rebuys being in the first couple of months of play. Stay with small ships as they're more forgiving to learn in and expect things to go wrong. Often. It's just that sort of game.

People will disagree with me of course, but it the early difficulty and lack of any real knowledge encouraging you to find stuff out for yourself that got me hooked in the first place.

Just remember that a successful landing is any you walk away from- assuming you have Odyssey of course (although I do hear that ground missions have a couple of issues, to say the least). Combat is something you have to build up to as well. Start at Nav beacons (not compromised ones) and against small ships not in wings and eventually you will get to bossing high intensity CZs. It's just that it's a game that encourages long term goals so it's intended that it takes time.
 
More help for new players, i am all for that. Getting into this game requires some dedication. And plenty of people i persuaded to try the game still struggled with some stuff, despite my trying to give as much help and info as i could... so one can just guess how things would be for somebody coming into the game with neither such support nor prior knowledge.

The game is known to have a bad retention rate of new players, any way of improving this is good.

That being said, i don't think that they should be guided to engineering. Engineering way too often is a crutch. And after that, it's a terrible case of power creep. Also, what others said is true: you don't need any engineering to be successful.

I mean, at the time when the game still gave us new ships (how many years since the last one?), i always picked them up. Gave them equipment, but did not do any engineering. I rather directly went to a HAZRes site and took on a number of enemies of all sizes and competence levels. I made sure that a number of elite NPCs in bigger ships were among that. That told me if i actually wanted to invest the time to engineer the ship, or just put it into the garage for the collection.

I always was able to defeat even Elite Anacondas and not once did i loose any of the non-engineered ships. Which tells me that non-engineered ships are "good enough". Anything beyond that it god-moding your ships. (Mind you, over the years i did that to many ships... because the materials were there anyway... but it's not essential. )

And to keep up with my reputation: yes, i also aways support the idea of nerfing engineers. Doing so would have many advantages. In the aspect of the given topic: that the gap between the new player and higher content would be smaller, making the game more accessible to them. With engineering being less powerful, it would be less of the rat-race is currently is and more of an optional path of improving your ships at your own pace, making it a much more welcoming and enjoyable experience.


I remember the majority of my rebuys being in the first couple of months of play. Stay with small ships as they're more forgiving to learn in and expect things to go wrong. Often. It's just that sort of game.

Semi-true. Small ships are actually very unforgiving if you make mistakes. I have lost a number of Eagles when i was new to the game and took on enemies of any size and number with it. But where you are right: the rebuy is so little, you can afford to loose a few dozen of them without it really hurting you.

And in the end, being so vulnerable really teaches you defensive flying and how to survive in bad situations. All in all, people who learned in the small ships generally tend to be good pilots.

Mind you, there also are people around who learned to be great pilots while only flying big ships... but when you fly around in a big ship, good piloting is something you choose to learn. If you go to combat in a small ship, the ship forces you to learn. And after years in a fully engineered medium ship, i think i am a rather bad pilot by now. My ship is so tough, i don't really need to care much for defensive flying, making me quite lazy.

So really, you can become a good pilot in any ship, but small ones force you to learn, at a rather low rebuy price. So just like you, i advise people to go learn combat in those. But i also know that very few people do so by now, as credits come in so fast and bigger ships are quickly accessible.
 
Last edited:
The mentoring part of this game, I have not tested it. I tried, but it seems like someone must ask for a mentor when I offer it. So kind of hard to find an available mentor then.
 
I still remember fondly spending literally several hours trying to do a bounty hunting mission in the starter zone, because it's explained nowhere you need to scan the local beacon and SC to one of the "space PoI" the mission generate. I was looking at the mission who said "pirate near whatever planet", so I went to said planet and I was like "huh what now ?". I found you could scan the PoI by targeting them and looking at them with the ship, so I tried to find a "pirate" one.

Eventually I think I googled the whole thing and it gave me the information needed.

I learned a valuable lesson this day : ED tools are crap, the community is good. A few days later I had the ED app running and an account on Inara.



Anyway. For space combat, you don't need engineering unless you hit a CZ, or try to do wing mission on your own.
For exploration, it's way better to first get the double engineered FSD from a tech broker, then a guardian FSD booster (check guides), before engineering.
For trade, you never really need engineering. It makes it better, but it's not needed.

For ground, you don't need engineering at all. Focus on getting good gear at G3 for money, and you're good. Weapons you should try to focus on the plasma "sniper" rifle + plasma pistol + plasma shotgun. They are the best weapons for this content. And suit you need a dominator and a maverick. For exploration it's not needed because you can always use the SRV to get you to places and as a mobile recharge port.


Super pro tip : bind a key for "75% speed". It's really invaluable. That's the speed where you can leave SC to get back to normal space for a station, or the speed you need to maintain for a planetary descent. As another tip, leave the SC at full speed until the timer to reach destination reach 8s or 7s (if you are feeling ballsy), then drop it to 75% speed.

For landing on planet, I found nearly immediately that the proper angle of descent is usually a +50%/+100% distance on altitude (as close to +50% as possible). I explain. Say the location you want to drop to is at 100km, then you need to be at 150km-200km. Keep your speed at 75%, and it will work most of the time. If the planet is small it will not work, you'll go to fast, so you need to decrease speed manually. If you are really too fast, make a looping. First speed up and go up so it's at 0 or above angle, when you are at 150% altitude again, but the other way (IE "behind" the target compared to where you originally came from), then cut thruster and do a looping. This time don't go too fast :)
If you "undershoot", during glide, aim higher than the place you want to go, you'll glide longer.
 
My experience is that each player has his/her style, and need to adapt to that. I have an experienced settlement raider in my squadron that will recommend two rocket launchers. I'm still figuring out the best combo for me, and I have soon passed the gunslinger rank.

The planetary landing is an art, you need alot of experience to always engage at above 50 degree descent. One little mistake there and you will come in to fast and drop out of supercruise way to early. I have friends that struggle with docking at a station in a Sidewinder, while I boost at full speed through the slot in a Cutter. Again, experience.

Engineering is another chapter. That grinding is somewhat needed if you want to survive out there. But with the new fleet carrier update, some of it is made easier, at least for personal equipment. Now the entire squadron can do a run and collect all mats needed, and put it for sale on the fleet carrier.

The correct approach speed to orbital objects is easier, I use supercruise assist all the time :)
 
Semi-true. Small ships are actually very unforgiving if you make mistakes. I have lost a number of Eagles when i was new to the game and took on enemies of any size and number with it. But where you are right: the rebuy is so little, you can afford to loose a few dozen of them without it really hurting you.

And in the end, being so vulnerable really teaches you defensive flying and how to survive in bad situations. All in all, people who learned in the small ships generally tend to be good pilots.

Mind you, there also are people around who learned to be great pilots while only flying big ships... but when you fly around in a big ship, good piloting is something you choose to learn. If you go to combat in a small ship, the ship forces you to learn. And after years in a fully engineered medium ship, i think i am a rather bad pilot by now. My ship is so tough, i don't really need to care much for defensive flying, making me quite lazy.

So really, you can become a good pilot in any ship, but small ones force you to learn, at a rather low rebuy price. So just like you, i advise people to go learn combat in those. But i also know that very few people do so by now, as credits come in so fast and bigger ships are quickly accessible.

I took the route via big ships, to finally learn some key aspects, as I survived long enough to figure some basic stuff out.... so I then could return to the small ships and to finally learn how to fight, which in turn made my big ships to be lethal platforms of mass destructions against NPC Pirates...


I have not tried the new tutorials, so I cannot speak about those or how well the prepare new players, but with my own experience, we have now successfully teached a few new players to learn to fight in small ships much faster than it took us to figure things out. Progress through ships so much faster now, so many players forgets about the small ships, they are not "cool"... and for us, some of the most fun we have had is when we play in small ships...
 
Back
Top Bottom