As you'd expect, one of the worst things abuot this game is the GUI. The GUI is pretty much WYSIWYG (what you see is what you get), which is a user-access method that belongs in the 90s. I'm not kidding. Every button is laid in vertical order, like a sloppy website on the left side of the game screen. Your ship contains a few details on the bottom and I think you can access the map on the right (which no one ever does). Apart from that is the overview.
Only recently, they added some roll-over tabs, providing all contents from an eve menu at the very top left as well - which you have to locate amidst the WYSIWYG. But most of that almost makes it feel clumsier, even though it is supposed to be a bit more compact... and redundant.
Really, it doesn't seem like the dev team tested this part of the game much, or if they did, they didn't take into consideration every possible complaint a tester might have. No creative ideas were put to use improving or polishing this aspect. Or they ran the testers through the content that the devs only wanted tested. This is a major problem. I'm sure if the testers were allowed to write their own opinions in their own order, they probably would have mentioned the GUI non-stop.
Having fun is actually something that needs to be accomplished in this game. Sure, the initial progress and trying out new spaceships (which really only includes, frigate, cruiser, destroyer or industrial - the biggest being industrial, AKA 'hauler'), is all stuff that can be accomplished in the free trial. Hours need to be put into this game to get anywhere in the beginning.
If you aren't devoting your time, GTFO. This is the game's philosophy. Later on though, you won't need to devote as much time once you get around a few hundred million ISK (inter-stellar kredits) in your wallet. Getting to this point is difficult. You need to find a way to live in relative safety (which is... well, high sec - that's where every newbie stays) and make a stable income. The best source of income is not scanning because that gets stressful.
Alternatively, you can salvage DED complexes (basically dungeons that you can find in your overview), or you can mine for hours and hours and hours. Mining is only worth while once you get a barge, which is only worthwhile once you get into manufacturing, which is only worthwhile once you find the right items to sell (usually something cheap that happens to go decently on a sell order, for some reason - only after months have I finally discovered the value of scourge missiles).
If you persist in this game, you get a lot of skills, because skills train over time, offline and with no effort on your part except to selectively inhale the prerequisites into your character's brain and purchase the books from the market for isk (most skill books are relatively affordable).
Yes, skills are acquired from skill books. If you want a skill, type the name into the market search menu.
Speaking of market, the market is a lot leaner now - which tells wonders for the devotion of the fanbase if they had to wait 9 years for this most recent of updates. Seriously, all that needed to be done was merge two of the three tabs so that there's a more compact search function with a catalogue of regional items that appears when you enter an empty search. Of course, this all makes sense if you actually have played the game.
If you want to learn about this game and you're a newbie, the tutorial trials are essential.
But even they are probably not up to date with the recent changes to the game that are constantly in place (only recently has the GUI been modified at all, after about 8+ years).
Not to mention, it doesn't teach you about PvP or the situational essentials of how to survive with your ship and what mods do what with what ship. The 'show info' of each item and thing only gives you an inkling.
The stats of ships and how they get modified is confusing. Sometimes, the wording is off or entire sections of information seem missing. How skills modify certain traits, such as your ability to trade or manufacture, are off as well.
Ie. Take one skill called 'visibility'.
Skill at acquiring products remotely. Each level of skill increases the range your remote buy orders are effective to from their origin station. Level 1 allows for the placing of remote buy orders with a range limited to the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for a full regional range.
Note: Only remotely placed buy orders (using Procurement) require this skill to alter the range. Any range can be set on a local buy order with no skill.
And then check out 'procurement'.
Proficiency at placing remote buy orders on the market. Level 1 allows for the placement of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for placement of remote buy orders anywhere within current region.
Note: placing buy orders and directly buying an item are not the same thing. Direct remote purchase requires no skill.
Namely, they look like they mean the same friggin' thing. The only detail missed here is the context. So if you've been learning the ins and outs of the market for a while, only then will you understand what visibility actually means. You'll say, 'hey, wait a minute. Why are people able to immediately purchase something I sell, all the way from Amarr system, while I'm sitting in Ebtesham system?'. With the visibility skill. Procurement lets you place a buy order at a station in amarr from ebtesham, on the other hand.
Confusing, even in context? Yes. Very much so.
Combat, although simple at first, is even more confusing when regarding optimizing something you really don't want to lose because it took forever to scrounge up the isk to buy it.
It's all based on vector physics and inertia, which even include a bit of relativism. There's no reason to look at the stats except the bonuses which each ship offers, and maybe ship mass and hp of regions of the ship you want to protect (whether it be hull, armor or shield - so, armor or shield; and for the record 'real men hull tank' is a joke among many, just in case you didn't catch that). Protecting against ECM (electronic counter measures) only means knowing what type of sensor the ship uses (which is accorded to race).
In fact, most every other stat is so confusing that I spent weeks gaping at numbers when I could figured out a very simple winning formula just by figuring out what the mods I could put on did, rather than actually tweaking the specific stats of the ship and whatever the hell each of them meant or did.