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Thread Statistics | Show CCP posts - 3 post(s) |
Goric Rumis
Dead Six Initiative Lokun Listamenn
216
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Posted - 2013.10.03 22:22:00 -
[1] - Quote
CHICAGOCUBS4EVER wrote:Iskandar Zul Karnain wrote:CHICAGOCUBS4EVER wrote: -snip- I also think they should be UNCAPPED to a certain SP level (10m my opinion) -snip-
10m might be high because it would be easy for people to grind alts for different roles. This could negatively impact booster and AUR item sales. But, I'm all for new players being uncapped up to about 4m SP. This let's new players get a few proto items or some decent core skills. Can we please get a Dev comment on this? This seems like its been a glaring issue for far too long. yea the # would be up for discussion, as I can see your point... but something greater than the current cap for new players to help bridge the gap between those that have been playing for a while and the new player that the game so desperately needs to thrive I have to disagree. You don't want new players to have different rules from what they will have in the future. The whole point is for them to become familiar with the way things are.
Instead, give them a 1-week booster (not Omega, because those aren't always available and it could be confusing). This will net them more SP, and it will also give them more time to get hooked on the bonus SP. (From a diabolical money-making perspective, you want them to get used to having it.) Giving them one active and one passive should enhance the effect even further.
And leave them in the Academy longer, though not long enough that they can start crushing players who just started. Typical new players should spend about three days to a week in the Academy.
EDIT: Just realized the reason for one-day boosters. Once the market goes up and they can sell them, people will be creating and destroying new characters all the time if they can get one-week boosters. So... I don't know, maybe you could automatically activate the booster as soon as the character is created? |
Goric Rumis
Dead Six Initiative Lokun Listamenn
216
|
Posted - 2013.10.04 14:24:00 -
[2] - Quote
Parson Atreides wrote:Still needs a lot more, as others in this thread have noted/suggested:
1. Longer stay in the academy queue, with an option to queue into the regular matches or continue to queue into the academy. Ex From 0 to 4,999 WP you can only queue in the Academy, from 5,000 to 9,999 WP you get the option to queue for either Academy or Public Contract. At 10,000 WP you're forced into Public Contracts.
Also, Academy battles should only be Skirmish. Ambush is awful and isn't goal-oriented like you seem to be focusing on. Domination doesn't make sense because most newberries aren't going to know/know how to use drop uplinks so they'll spend most of the game running back to the objective.
2. No SP cap per week until they hit 5 million or so.
3. Double SP per game until they hit 3 million or so.
4. One 7-Day Active Booster non-transferrable on all new characters.
5. One Respec token non-transferrable on all new characters. I still disagree with removing the SP cap for reasons mentioned in my previous post, and the Double SP combined with the 7-day booster seems redundant. Otherwise I generally agree.
The respec token is a great idea, since new players will take some time getting used to the skill system. I imagine most of them will use it within the first few weeks, and even if they manage to hold onto it for quite some time, a handful of people doing a complete respec at 10M SP isn't game-breaking. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
238
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Posted - 2013.10.26 14:56:00 -
[3] - Quote
Created a new alt yesterday to test the new player experience.
First, a few words about the Battle Academy--please pass them on to the appropriate audience. I will grant I'm the only person who graduated the academy in one battle, but I'm not even all that good a player, was using unmodified starter fits (following the tutorial) and I easily made 1900 WP. At least half a dozen of the other players looked like they were set to graduate in the next match. Are players ready to graduate with two to three battles under their belts? Given the performance of both teams in the Academy match I was in, definitely not. No one used drop uplinks, the red team didn't hack any CRU's (which I suppose, given that there's no explanation of what a CRU does, is not surprising), and people couldn't even seem to aim all that well most of the time (although there were some sharpshooters).
I like the objective-based tutorial and wonder whether graduation shouldn't be based on it--with some provisions (maybe a slightly increased WP limit and an option to skip). For a new player to graduate, I'd like to see them fulfill an in-battle checklist: hack a CRU (and have some idea what it does), hack a supply depot, use a nanite injector to revive a comrade, call a vehicle into battle, join a squad, form a squad and issue an order. I would also suggest they receive five copies of a militia fit with a drop uplink and be required to deploy at least one drop uplink in battle. That seems like a lot to get done in a handful of battles, but with a WP limit around 3000, the best new players will probably have 3 matches, and the ones who struggle a bit more will have longer to figure it out. There's a lot of strategy to this game that new players are missing by focusing on the letter.
That said, I think there are some things that aren't going to be accomplished by the objective-based approach. Something as simple as dropping people into battle the first time and having a mini "hit L1 to aim down sights," "press the right joystick to melee," etc., tutorial would be helpful, too. Getting accustomed to the interface is important. And ultimately what I think would be most useful is giving them the option to do a simulation where they can fire a few rounds from each of the weapons and test out all the functionality, as well as having the system explained to them in a little more depth. DUST is a lot more complex than the games even experienced players would be coming from. |
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