New player experience: Tutorial "Harmless" combat is rage-quit difficult.

New player here (PC, keyboard/mouse) and I gotta say the "Harmless" combat tutorial missions in the newbie Pilot's Federation District are so frustratingly difficult they make me want to just give up this game and move on.

There is so much for a new player to learn already, shouldn't the first experience of combat be rewarding and enticing instead of rage-quit inducing?

At the very least, Harmless opponents should NOT have their shields come back online after a few seconds... Talk about kicking a new player in the teeth, over and over and over.
And after 45 minutes of trying to stay on this peon's tail chipping away hull armor 1% at a time, just when it seems I might actually get him, he just high-wake frameshifts out.

Does Frontier even want new players? Great way to drive them away...
Do the old tutorials for combat, they were simple. Maybe its just easy with a controller
 
I should also say that it is not the complexity of all the systems that is the problem -- that is what attracts me to the game in the first place. The problem is the punishing lack of rewards for combat effort at the learning stages.
The game rewards you in that as you get better (in genuine terms of skill, etc.), you get better and do better. Is there a better reward system?

(And just for clarity, I’m not saying that to be a Richard. It’s genuinely one of the best things about the game, and appreciating it will get a massive amount more out of the game!)
 
Thanks for all the replies. Just to follow up:
  • I'm using an Eagle with upgraded 'D' modules (the best you can do in Pilot's Federation Space), a Beam Laser and 2 Multi-cannons (after trying a bunch of different load-outs). That already seems like too much for a new player to do to be able to kill the easiest-level NPCs in the newbie zone. Maybe you should need to do that for Mostly-Harmless NPCs.
  • I have no problems with landing or supercruise (I stored my Docking Computer and Frameshift Assist modules first thing, so I don't use those). I'm fairly comfortable with my key bindings (but can't yet land in a rotating station without using Flight Assist). But combat is another level of precision and fiddling with mouse response curves, etc...
  • I know about pip management, but frankly have no bandwidth for that at all. All my attention is on trying to stay on the reticule, figure out which way the target is facing (which is hard enough), and trying to manage my speed which is a whole other level of tricky.
  • I mentioned the high-wake because I'm just reading about following wake trails, but it's not possible with high-wake because a Wake Scanner is not available in the Pilot's Federation District. It sure would be a better learning experience if NPCs in the newbie zone would low-wake instead.
  • Mining seems to be a complete bust in the Pilot's Federation District. There are no scanners available, so as far as I can tell it is just trial and error with a laser. I can't see how you could ever complete any of the mining missions.

Really the problem is that the bar is so high for tutorial combat and way out-of-line with all the other systems to learn: You need to get every system figured out to such a high degree before you can even have the simplest success. It's not a learning curve, it's a vertical wall.

I'm just saying the new player experience would be hugely improved if there was a better balance of reward for effort at the early learning stage. This could be easily done by:

  • Not having Harmless-level NPC shields come back on after a few seconds. Give us a few minutes to have a chance to learn to target the reticule. That is the single most frustrating thing.
  • Make the reticule (target zone) bigger for Harmless-level NPCs so it is easier to hit and kill them.
  • Don't have NPCs high-wake frameshift in the tutorial zone -- there's no Wake Scanner.

I don't see how making Harmless NPCs easier to kill would degrade the game for the experienced players.

There are so many other games to play these days that expecting a brand new player to suffer through hours and hours of frustration without rewards is really only just going to end up with far fewer players in the game.

I think one problem with dropping the difficulty would be that assuming the most difficult npcs (a relative term, as you'll discover if you stick with the game) are to remain the same, all it would do is move the 'step' to a different point of the progression. The problem with making the beginning easier is that you're not really learning anything that will be of use when it gets tougher.

I think some of us that have played for a while (four years in my case) tend to forget just how much stuff there is to take in at the start and there's more now than there was four years ago. As someone said earlier though, some of the combat tutorials are at the tough end of what you might find in the live game even when you're a high enough rank to have high ranked npcs coming after you.
 
I'd ask if I could have your stuff OP, but it doesn't sound like you have a great deal. My advice would be to leave the starter systems ASAP and to play in Open mode.
 
How many people posting in this thread have played in the new starter zone with the new tutorials? Maybe it's harder than we think.
slowly raises hand..my new cmdr is there right now and went through the licensing and is out earning credits to start buying pirating..er mining equipment. If it's the tutorials in the main menu then no, I have not tried any of those in 2 years lol. It does feel good to be a noob again.
 
All i know about it was one of the first missions is to have you go mining in a sidey. An altogether stupid idea if you ask me.
IIRC it involves mining and scooping three fragments (enough to refine 1 ton) in order to complete the tutorial. It's enough to give an idea. It's not like you've got to mine a load of Painite or anything. :D
 
Thanks for all the replies. Just to follow up:
  • I'm using an Eagle with upgraded 'D' modules (the best you can do in Pilot's Federation Space), a Beam Laser and 2 Multi-cannons (after trying a bunch of different load-outs). That already seems like too much for a new player to do to be able to kill the easiest-level NPCs in the newbie zone. Maybe you should need to do that for Mostly-Harmless NPCs.
  • I have no problems with landing or supercruise (I stored my Docking Computer and Frameshift Assist modules first thing, so I don't use those). I'm fairly comfortable with my key bindings (but can't yet land in a rotating station without using Flight Assist). But combat is another level of precision and fiddling with mouse response curves, etc...
  • I know about pip management, but frankly have no bandwidth for that at all. All my attention is on trying to stay on the reticule, figure out which way the target is facing (which is hard enough), and trying to manage my speed which is a whole other level of tricky.
  • I mentioned the high-wake because I'm just reading about following wake trails, but it's not possible with high-wake because a Wake Scanner is not available in the Pilot's Federation District. It sure would be a better learning experience if NPCs in the newbie zone would low-wake instead.
  • Mining seems to be a complete bust in the Pilot's Federation District. There are no scanners available, so as far as I can tell it is just trial and error with a laser. I can't see how you could ever complete any of the mining missions.

Really the problem is that the bar is so high for tutorial combat and way out-of-line with all the other systems to learn: You need to get every system figured out to such a high degree before you can even have the simplest success. It's not a learning curve, it's a vertical wall.

I'm just saying the new player experience would be hugely improved if there was a better balance of reward for effort at the early learning stage. This could be easily done by:

  • Not having Harmless-level NPC shields come back on after a few seconds. Give us a few minutes to have a chance to learn to target the reticule. That is the single most frustrating thing.
  • Make the reticule (target zone) bigger for Harmless-level NPCs so it is easier to hit and kill them.
  • Don't have NPCs high-wake frameshift in the tutorial zone -- there's no Wake Scanner.

I don't see how making Harmless NPCs easier to kill would degrade the game for the experienced players.

There are so many other games to play these days that expecting a brand new player to suffer through hours and hours of frustration without rewards is really only just going to end up with far fewer players in the game.
You mention that you tried (and failed) to dock with a station with Flight Assist. If you are just getting started with that game, limiting yourself to not using Flight Assist makes many of the things in the game MUCH harder to do (I can dock with flight assist off, but can't use it in combat for more than 5-10 seconds before my ship is spinning out of control). If you are trying to complete the mission without using Flight Assist, I would recommend turning it on and trying it again.

Also, to expand on the control method you are using, make sure you set up your mouse axes to something that is somewhat sane if you haven't already. Having mouse x-axis set as roll is generally a bad idea, as is having the option for "roll into yaw" turned on. Setting the mouse x-axis to yaw and the y-axis to pitch (with relative mouse turned off for both axes) allows you to aim your entire ship (and by extension your guns) by moving your mouse.

If you're still having issues, it may be worthwhile to switch use gimballed weapons if you aren't already. I'm not sure if you can get small gimballed multi-cannons in the starter zone, but I highly recommend using them as they will automatically adjust to lead your target properly and help correct your shots if you aren't that experienced with the game's flight models.
 
K&M is a pita for flying or driving games. For pretty cheap money I’d get a wired XBox controller and use that for elite if a HOTAS isn’t in the budget space or money wise. Makes a big different control wise in flight.
 
New player experience is better asked for inthe newcomer thread. Dangerous Discussion attracts for some reason that eludes me elitists. Maybe it's the name of the game that inspires pixel warriors to get stuck up.
 
Thanks for all the replies. Just to follow up:
  • I'm using an Eagle with upgraded 'D' modules (the best you can do in Pilot's Federation Space), a Beam Laser and 2 Multi-cannons (after trying a bunch of different load-outs). That already seems like too much for a new player to do to be able to kill the easiest-level NPCs in the newbie zone. Maybe you should need to do that for Mostly-Harmless NPCs.
  • I have no problems with landing or supercruise (I stored my Docking Computer and Frameshift Assist modules first thing, so I don't use those). I'm fairly comfortable with my key bindings (but can't yet land in a rotating station without using Flight Assist). But combat is another level of precision and fiddling with mouse response curves, etc...
  • I know about pip management, but frankly have no bandwidth for that at all. All my attention is on trying to stay on the reticule, figure out which way the target is facing (which is hard enough), and trying to manage my speed which is a whole other level of tricky.
  • I mentioned the high-wake because I'm just reading about following wake trails, but it's not possible with high-wake because a Wake Scanner is not available in the Pilot's Federation District. It sure would be a better learning experience if NPCs in the newbie zone would low-wake instead.
  • Mining seems to be a complete bust in the Pilot's Federation District. There are no scanners available, so as far as I can tell it is just trial and error with a laser. I can't see how you could ever complete any of the mining missions.

Really the problem is that the bar is so high for tutorial combat and way out-of-line with all the other systems to learn: You need to get every system figured out to such a high degree before you can even have the simplest success. It's not a learning curve, it's a vertical wall.

I'm just saying the new player experience would be hugely improved if there was a better balance of reward for effort at the early learning stage. This could be easily done by:

  • Not having Harmless-level NPC shields come back on after a few seconds. Give us a few minutes to have a chance to learn to target the reticule. That is the single most frustrating thing.
  • Make the reticule (target zone) bigger for Harmless-level NPCs so it is easier to hit and kill them.
  • Don't have NPCs high-wake frameshift in the tutorial zone -- there's no Wake Scanner.

I don't see how making Harmless NPCs easier to kill would degrade the game for the experienced players.

There are so many other games to play these days that expecting a brand new player to suffer through hours and hours of frustration without rewards is really only just going to end up with far fewer players in the game.
Gotta say that a Harmless NPC should be pretty cake in an Eagle, but it also depends on what you were going after. Unless it was something much bigger than you, you should be able to burn them up.

I've read through the things you've said so I'm going to give a quick and dirty run on it.

Pip Management: Early on, you should really just worry about setting your pips when you're about to start a fight; at this point you can set and forget your pips. I would say Reset, Power to Systems, Power to Weapons x2 should give you an aggressive power load.

In an Eagle you can afford to put minimum power to Engines. Sounds like you want a bit more power in your Weapons. Remember, for the most part shields are weak against Thermal weapons like the Beam Laser, Hulls against Kinetics.

Targeting: try to keep them, obviously, front and center. If you get too close it can be hard, too far and you'll miss your shots (or do reduced damage due to range.)

One question that's not clear, are you using Fixed or Gimballed weapons? If you're using Fixed, that could explain why it's hard to keep on-target - especially in a twitchy ship like the Eagle, when you're just starting out. Fixed weapons are much more difficult to use. Gimballed will do a little less damage but greatly increase the range you're able to hit your target and let you hit them much more often.

I suspect that may be the issue. Usually when something feels so impossible but has been done by many others, it's just an unseen factor that's in the way.
 
Last edited:
K&M is a pita for flying or driving games. For pretty cheap money I’d get a wired XBox controller and use that for elite if a HOTAS isn’t in the budget space or money wise. Makes a big different control wise in flight.
FYI you don't even need a wired one, you can connect wirelessly or just use a USB cable to connect and treat it as wired.

The Xbox Elite controller is a pleasure to use.
 
I don't think KBM is the issue here.

I'm using an Eagle with upgraded 'D' modules (the best you can do in Pilot's Federation Space), a Beam Laser and 2 Multi-cannons (after trying a bunch of different load-outs).

This is plenty.

I know about pip management, but frankly have no bandwidth for that at all. All my attention is on trying to stay on the reticule, figure out which way the target is facing (which is hard enough), and trying to manage my speed which is a whole other level of tricky.

The offline tutorial missions comment on pips, the blue zone, and force you to practice flying the ship. It's worth trying if you haven't done so already.

Control bindings sound like part of your issue. It's hard to know what you'll need to put where, until you need it, but you've apparently already discovered that you need some accessable thruster and throttle hotkeys.

Harmless NPCs

Harmeless NPCs still play by the same fundamental rules as any other, and their ships and equipment still play by the same rules as what you can buy. Their Harmlessness is just their combat rank, which dictates how competently they perform piloting tasks and how well equipped they are likely to be.

The reason their shields come up so fast is because they have such a small amount of shielding.
 
The OP is correct about the problem of the NPC high-waking. I'm an experienced player (made combat Elite years ago) who took a couple of years off the game and since coming back I've killed hundreds of NPCs in RESs and CZs. What really struck me, besides how the NPCs are buffed, is how often they now HW out when they're losing. This kind of AI change must have been added for realism and I'd be happy with it happening occasionally, but the frequency of it is truly annoying. So much so that I've resorted to sub-targeting any large ship's FSD, which sometimes works and sometimes doesn't (once a ship jumped out with FSD damaged to 20%!). FDev should really dial down this HW behavior a few notches.

To the OP, you should know that if the NPC jumped out then you've technically beaten it, and would've finished it off had this occurred before AI-update was implemented.
 
The OP is correct about the problem of the NPC high-waking. I'm an experienced player (made combat Elite years ago) who took a couple of years off the game and since coming back I've killed hundreds of NPCs in RESs and CZs. What really struck me, besides how the NPCs are buffed, is how often they now HW out when they're losing. This kind of AI change must have been added for realism and I'd be happy with it happening occasionally, but the frequency of it is truly annoying. So much so that I've resorted to sub-targeting any large ship's FSD, which sometimes works and sometimes doesn't (once a ship jumped out with FSD damaged to 20%!). FDev should really dial down this HW behavior a few notches.

To the OP, you should know that if the NPC jumped out then you've technically beaten it, and would've finished it off had this occurred before AI-update was implemented.
...Which is why the moment my target's hull passes 80% I switch FA on, select power to Full Engine, get as close as possible and hammer the SOB until he disintegrates. We KNOW they're going to Jump; basic tactics say take advantage of the free hits.
 
So you can't defeat harnless opponents and still want reward? This game isn't for a 12yo bud. What if I told you that in the real game you gotta pay 5% (which is not much) of your ship's current credit value each time you get blown up? And that you lose your ship completely if you can't afford these 5%?

This game is for a type of person that can deal with failure and doesn't expect to always be successful regardless of skill level.

Can't beat something? Hah, well yeah there are two options. First being to practice and git gud as the community likes to say (for example doing simple manouver tutorials, flying a space ship is more than just WASD and space jump, dude) and the second one is demanding to make harmless NPCs less challenging (believe me bud, that is just making them a stationary target without weapons. You can't really make it any less challenging).
Ine of these options is effective. And while you figure out which one that is, I just gonna sit here and wait.

Wow........

You realy have a way of motivating new players to keep playing don't you?
Being so constructive and all,......sheesh.
 
Back
Top Bottom