This game is too tough on newbies

Then it's just unreasonable hyperbole and an appeal to tradition fallacy. I'm only suggesting basic training in the main aspects of the game be available to those that seek to use those tools. If you want to beat your head against the wall learning, you're free to not use that.

Someone quitting because the developers won't offer basic tools to help someone having issues is bad for the game. It's a customer lost that might have otherwise enjoyed themselves.

Also, as said before, why isn't the pilots federation training their pilots? Have the tutorial be done by the pilots federation like a cheesey job orientation video with some hands on "tests". That would be quite awesome and it would fit with the lore of the game.

No it isn't. What's wrong with folks wanting a truly challenging game? One that doesnt walk you through "easy levels" before you actually hit the meat of it? The folks that need the soft way in may not be able to handle that but that's no skin off my nose or anyone elses. THere's more than enough ways in ED to to find a place where you can wrap your head around the game mechanics without getting the sharp end of it. Folks that cant deal with that can kiss my donkey.
 
They don't teach you much. I'm saying it needs a basic tutorial on the 3 main professions in the game on top of that.

Ah but you see that's the beauty of Elite, you work it out for yourself or not.
All the tools are right there in game you just have to discover what does what and what goes where.
 
Ah but you see that's the beauty of Elite, you work it out for yourself or not.
All the tools are right there in game you just have to discover what does what and what goes where.

Which is a horrible business model and makes no sense in or out of game. It's illogical to someone trying to sell a product to make it inaccessible.
 
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what's wrong with figuring things out for yourself?

Not everyone wants to or is capable of doing that. Sometimes people need help. Help should be available. Also, it makes no sense in game for it to not be available. It's lore breaking.

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It's saying The Pilot's Federation takes any random Joe, hands them a ship for free, and sends them on their way. They'd be the laughing stock of the galaxy if that was the case in game. Why would the Federation or Empire choose to employ and trust pilots who blow up 5 times just trying to leave the station for the first time?
 
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Which is a horrible business model and makes no sense in or out of game. It's illogical to someone trying to sell a product to make it inaccessible.

It's what this is though. You or anyone else is free to dislike it. Whatever business model FD have in mind for the game doesnt matter to you. Whether you think its a good one or not it is the one they are using. Live with it or leave it. Most of us won't care, we've already made our decisions in that regard.
 
It's what this is though. You or anyone else is free to dislike it. Whatever business model FD have in mind for the game doesnt matter to you. Whether you think its a good one or not it is the one they are using. Live with it or leave it. Most of us won't care, we've already made our decisions in that regard.


Or, I could provide feedback on the matter using the means available in agreement with the thread. That is what I am doing. It would benefit the game as a whole. Right now, it can only hurt.
 
Or, I could provide feedback on the matter using the means available in agreement with the thread. That is what I am doing. It would benefit the game as a whole. Right now, it can only hurt.


Something else that can help (if you are the sort of person who can do this; not everybody has the right mind-set) is to go into Starter Space and offer assistance and advise to the new Players. You will need to be patient; I have had times when several offers go unanswered, but it is worth the effort. There are now Players in the game who have progressed past me, and have publicly acknowledged that this was, in part, because of the help I gave them when they were getting started.
 
It's saying The Pilot's Federation takes any random Joe, . . .


You need to let it go with this Pilot's Federation stuff. You have some decent points but this is not one of them. It's not "lore-breaking" that a videogame allows you to be bad at it. Everybody dies and screws up and fumbles their way around when they first start playing a new videogame. It doesn't negate the lore of Mario's heroism if you fall into a pit, and it's not a design flaw that nobody provides a popup message telling you to "press A to jump" when you first get to said pit. Instead you fall into the pit and you learn. As you encounter new things, you learn, and gradually the player begins to inhabit the role of the hero they are playing. If you try to force the issue by telling the player everything upfront, you end up making the game more opaque because players can't handle the info-dump since there's no context yet. If you try to signpost everything and explain each thing new at the moment the player encounters it, you make the game extremely boring, because videogames are primarily exercises in exploration.

I think some toggleable tooltips for different menu options, and some kind of mini-gameish thing that walks you through setting up your control configuration, would go a long way. Other than that I think the core tutorials missions are pretty good and maybe just need an update into the current game engine but that's it. People can learn about kinetics vs thermals, and all that other stuff, through playing the game. It really is the most fun part.
 
They don't teach you much. I'm saying it needs a basic tutorial on the 3 main professions in the game on top of that.

A tutorial on what? Buy low, sell high? Combat tutorials we already have, so that's BH covered. The only profession that might need a tutorial is piracy. Other then that the only hting I can see that is not shown in the tutorial is to let the scan finish before you open fire.

That's as far as basic game mechanics go, a lot is covered in the tutorials, especially since they added the whole "how to travel in space" ones. One could argue that new game mechanics (PP, CG) could use an updated version of the manual, but I don't see the necessity for a full blown tutorial video on that.
 
Like many here I have hundreds of hours invested in this game. I've found that the best way to introduce a new player is to literally sit next to them and tell them all the stuff they need to know that the tutorials won't. I've had four or five friends give up in frustration after purchasing the game and it makes me sad as it becomes so rewarding once you know the ropes. I remember starting out and I was so enthusiastic that I did it all by trial and error. But not everyone has the time or energy to spend 12-20 hours faffing about because they didn't know how important the tiny compass on the HUD is, or that lateral thrusters exist, let alone how Powerplay or the bgs function. Even Dark Souls has tool tips at the start for new players. I understand the importance of immersion but retaining players is important too!

I mean... doesn't that give incentive for players to interact with one another and learn from each other?

I remember when I first started, I learned by getting interdicted over and over getting either badly damage or blown up, that's how I learned combat.

When I get into a station, I talk to Cmdrs there and try to learn from them what's the most efficient way to trade/make money, and that's where I started learning how to trade and smuggle.

Mining the old fashion way was insanely time consuming, but I learned the ropes regardless by shooting at random asteroids with mining lasers. Learned the need of a refinery, then proper outfitting, etc.

When I finally got a big enough allowance that I earned for myself, I started pirating in the busiest part of the world at that time. I found out that there was a prominent criminal organization, I joined them, learned more and shared more, never looked back.

When Power Play came out, I threw myself head first into coordinating the most hated power by all, and learned everything through talking with other players and communicating.

When I needed a break from all the action, I go on exploration trips, which isn't hard to do and I plastered my name on some rocks and suns for scanning them first.

I really think that exploring and learning how to do things is an important part of Elite that doesn't have to be done through tutorials, it feels cliche and skips out on a lot of fun and experimentation. The more you rush the experience and try to learn everything at once the more you lose out on, at least that's how I look at it. Let the process be natural.
 
A tutorial on what? Buy low, sell high? Combat tutorials we already have, so that's BH covered. The only profession that might need a tutorial is piracy. Other then that the only hting I can see that is not shown in the tutorial is to let the scan finish before you open fire.

That's as far as basic game mechanics go, a lot is covered in the tutorials, especially since they added the whole "how to travel in space" ones. One could argue that new game mechanics (PP, CG) could use an updated version of the manual, but I don't see the necessity for a full blown tutorial video on that.

A tutorial on the the charts used to show system population and economy and how it affects the commodities market would suffice. Basically, just a few extra beyond what is already available.

The real issue is that nothing in game is really intuitive. It lacks a lot of basic functionality one would expect from a modern game. There are no in game tools, and perceived the tech is lower than our tech today. It's the year 3302. You're telling me there's no market tracker? Ways to transfer funds? We're just now getting bookmarks, something that should have been there day one. Stuff like that is basic functionality. A basic tutorial on everything a pilot from the pilot's federation would be expected to do should be there. That's all. That, or make things in the game itself function more like it is 1100 years in the future.

So yeah, a tutorial showing you how to use the systems that are there would be nice.
 
They don't teach you much. I'm saying it needs a basic tutorial on the 3 main professions in the game on top of that.

They teach you anything you need to know to start your career.

Why would anyone who doesn't like Sandbox games or the Elite Franchise buy an Elite game?
People know that this isn't your average game consisting of FMV sequences that are interrupted by instructed button mashing.

A tutorial on the the charts used to show system population and economy and how it affects the commodities market would suffice. Basically, just a few extra beyond what is already available.

For people who are unable/unwilling to learn this ingame, the various wikis and forums explain it in detail. Just move your mouse over to the other screen, open a new tab and type it into the search bar.

The real issue is that nothing in game is really intuitive.

Apart from the flight model, almost everything is intuitive. Again, what's the issue with trying stuff out in the training missions?
 
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They teach you anything you need to know to start your career.

Why would anyone who doesn't like Sandbox games or the Elite Franchise buy an Elite game?
People know that this isn't your average game consisting of FMV sequences that are interrupted by instructed button mashing.

It isn't really a sandbox. It is more like a static model, or maybe a box with no sand. And no, people don't know that. FD doesn't market it as that. Skyrim is a sandbox.

I would actually like to see licenses implemented. A 3302 equivalent to a CDL for trade, a permit for bounty hunting within systems from the Fed, Alliance, and Empire. Illegal activities could be ways to bypass these rules.

Again, it doesn't teach you anything you need to know. You have to go outside of the game for that. That's the issue.

If you exist in this universe, you should know some basic things. Not only does it imply that the pilot's federation just throws you out there, but it's like you were generated from nothing and then given a membership by them. If someone is old enough to fly a ship, they should have a basic understanding of how things work in the universe. This is counter-intuitive and illogical the way it is now.
 
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It isn't really a sandbox. It is more like a static model, or maybe a box with no sand. And no, people don't know that. FD doesn't market it as that. Skyrim is a sandbox.

Yes, they know that. The franchise has been in existance for over 30 years now. Why should people expect that a new game is totally different?

Again, it doesn't teach you anything you need to know. You have to go outside of the game for that. That's the issue.

Yes it does. For a beginner, the most important thing is how to dock and undock, and of course, how to control the ship. Flying in free space is easy and supercruise/jumps to another system are not hard either.

Trading and missions are obvious, so is BH once you blow up a wanted ship. Same for exploring. Pirating and Mining are a bit more difficult to learn, but nothing a newbie "needs to know" when he begins.
 
Like many here I have hundreds of hours invested in this game. I've found that the best way to introduce a new player is to literally sit next to them and tell them all the stuff they need to know that the tutorials won't. I've had four or five friends give up in frustration after purchasing the game and it makes me sad as it becomes so rewarding once you know the ropes. I remember starting out and I was so enthusiastic that I did it all by trial and error. But not everyone has the time or energy to spend 12-20 hours faffing about because they didn't know how important the tiny compass on the HUD is, or that lateral thrusters exist, let alone how Powerplay or the bgs function. Even Dark Souls has tool tips at the start for new players. I understand the importance of immersion but retaining players is important too!
There are millions of you tube videos millions of helpful posts and the games acctual tutorials if they find it too difficult after looking at and completing the tutorials then i suggest they sick to tetris lol i found the game easy to learn .
 
Yes, they know that. The franchise has been in existance for over 30 years now. Why should people expect that a new game is totally different?



Yes it does. For a beginner, the most important thing is how to dock and undock, and of course, how to control the ship. Flying in free space is easy and supercruise/jumps to another system are not hard either.

Trading and missions are obvious, so is BH once you blow up a wanted ship. Same for exploring. Pirating and Mining are a bit more difficult to learn, but nothing a newbie "needs to know" when he begins.

You assume everyone has heard of Elite before this game came out. It isn't a very well known game in the large scope. They sold a lot of copies when it went on sale on steam because it was $15 on their front page. A lot of them had probably never heard of the franchise before then. It also doesn't even come close to matching what they advertise.


Exploration is obvious? Knowing you need an advanced discovery scanner and detailed surface scanner is obvious? Knowing how mass affects your jump range is obvious? Knowing what internals to carry is obvious? None of the internals even give a clear description of what they do. Also, because games evolve and things are different now. We aren't limited by technology as we were.

Trading isn't obvious. Buy low, sell high is obvious. How this game handles its economy is not. It isn't a player driven economy, therefore it doesn't follow the same logic you would apply from real life knowledge.

Combat isn't obvious. Knowing what weapons do what, how to manage power, what the blue zone even means, etc. That isn't obvious. Combat is dynamic.
 
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Like many here I have hundreds of hours invested in this game. I've found that the best way to introduce a new player is to literally sit next to them and tell them all the stuff they need to know that the tutorials won't. I've had four or five friends give up in frustration after purchasing the game and it makes me sad as it becomes so rewarding once you know the ropes. I remember starting out and I was so enthusiastic that I did it all by trial and error. But not everyone has the time or energy to spend 12-20 hours faffing about because they didn't know how important the tiny compass on the HUD is, or that lateral thrusters exist, let alone how Powerplay or the bgs function. Even Dark Souls has tool tips at the start for new players. I understand the importance of immersion but retaining players is important too!

I lost my ship several times at the start. Marooned in space and others. I nearly rage quit. However I stuck with it and its by one of the best "games" I have been involved in. Tell them to stick it out. Its well worth it.
 
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