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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Logibro
C C P C C P Alliance
2559
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Posted - 2013.10.03 15:10:00 -
[1] - Quote
DUST 514 can seem a bit daunting for anyone starting out. That's why Team Vanquish has been hard at work on the start of a new series of tutorials and the backend system that drives them. Read on to find out more. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Terry Webber
Turalyon 514 Turalyon Alliance
342
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Posted - 2013.10.03 15:15:00 -
[2] - Quote
The link is not working. |
Driftward
Subdreddit Test Alliance Please Ignore
483
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Posted - 2013.10.03 15:15:00 -
[3] - Quote
The link is broken....
Also, looks much improved over the wall of text that greeted you from beta onward. |
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CCP Logibro
C C P C C P Alliance
2559
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Posted - 2013.10.03 15:17:00 -
[4] - Quote
Link is working fine for me. Try refreshing. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3258
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Posted - 2013.10.03 15:17:00 -
[5] - Quote
http://dust514.com/news/blog/2013/10/npe-in-uprising-1.5/ |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3258
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Posted - 2013.10.03 15:25:00 -
[6] - Quote
Questions:
Do new players have a choice of what militia gear they receive after completing an objective?
Any thoughts on giving new players an Omega Booster instead as to give them a bigger boost before throwing them into the fray?
Increased WP prerequisite before leaving the Academy?
Tutorial on how to call in an orbital strike? |
Noragee Silverfire
HavoK Core RISE of LEGION
27
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Posted - 2013.10.03 15:28:00 -
[7] - Quote
With the addition of the squad finder, I think it would be a good idea to add using the squad finder to the objectives for the player to complete as well. Probably as one of the last things, and it could tie in with creating your own squad and an explanation of orbital strikes. |
Ryder Azorria
Amarr Templars Amarr Empire
622
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Posted - 2013.10.03 15:33:00 -
[8] - Quote
Aeon Amadi wrote:Questions:
Do new players have a choice of what militia gear they receive after completing an objective?
Any thoughts on giving new players an Omega Booster instead as to give them a bigger boost before throwing them into the fray?
Increased WP prerequisite before leaving the Academy?
Tutorial on how to call in an orbital strike? That's actually a damn good idea, should help level the playing field a bit earlier.
Anyway, while I like the direction of the new system, it does need a bit of fleshing out - tutorials for joining / creating a squad (yay squad finder), Squad commands, Orbital strikes and calling in vehicles seem like logical next steps. |
Absolute Idiom II
No Free Pass
790
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Posted - 2013.10.03 15:42:00 -
[9] - Quote
Would the team working on the NPE like some suggestions on objectives to be completed for the elements not yet included? Like using the Market, or tasks in-match (hacking, repping, etc).
Also, it seems like you can use this objective-level tracking to let us follow the objectives that you set for events? Hmmm? hint hint.. |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
804
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Posted - 2013.10.03 15:49:00 -
[10] - Quote
nom nom nom! |
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1842
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Posted - 2013.10.03 15:51:00 -
[11] - Quote
Still need to increase the WP limit for the academy. Keep them sheltered long enough to fall in love with the game. We can surprise them with r4pe and all that once their hooked. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
1854
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Posted - 2013.10.03 16:04:00 -
[12] - Quote
Iskandar Zul Karnain wrote:Still need to increase the WP limit for the academy. Keep them sheltered long enough to fall in love with the game. We can surprise them with r4pe and all that once their hooked.
^^^^^^^^^^^^^^^^^^^^^^^
listen for once. a new player should play amongst other new players for a while.. not 1-3 maps
like a week or 2 of consistent playing
let them get their feet wet, don't push em off the deep end.
I also think they should be UNCAPPED to a certain SP level (10m my opinion)
but something to help boost along the new player to help create a slightly more even playing field.
tutorial looks nice, something that would have been a KEY addition like.. when open beta dropped...
perhaps will help with a new wave of mercs? I guess we can be cautiously optimistic |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
294
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Posted - 2013.10.03 16:11:00 -
[13] - Quote
Are ya'll charging the academy wp cap because it only 4 game for any average player. |
Soraya Xel
New Eden's Most Wanted Top Men.
648
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Posted - 2013.10.03 16:23:00 -
[14] - Quote
Is there a way existing players can sign up for the free loot? ;) |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1843
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Posted - 2013.10.03 16:36:00 -
[15] - Quote
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. |
Shotty GoBang
Pro Hic Immortalis
1412
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Posted - 2013.10.03 16:44:00 -
[16] - Quote
The depth of Dust, while initially daunting, truly sets this game apart from other shooters. Kudos on revamping the introductory tutorials; there's something alluring about that treasure box :-)
Ideas for future PvE Combat Tutorials ...
Premise: Team up with two other newcomers, complete challenges and claim your prize.
Proto Assault Challenge
- Mercs deploy in Logi suits pre-fitted with scrambler rifle, reppers and hives
- AI Proto Assault charges with a hard-hitting Duvolle, high eHP and fast reps
- Mercs learn the value of cover, strategic retreat, range advantage and Logi love
- Bonus rewarded for completion with no friendly casualties
Proto Scout Challenge
- Mercs deploy in Assault suits pre-fitted with assault rifle, scanner and locus nades
- AI Proto Scouts spawn one-at-a-time in random locations, sniping or knifing mercs
- Mercs learn the value of scanners, moving in packs and watching their backs
- Bonus rewarded for completing challenge without being stabbed
Proto Sentinel Challenge
- Mercs deploy in Scout suits pre-fitted with shotgun, flaylock pistol and remote explosives
- AI Proto Sentinel / Logi team hold a defensive position and HMG smash frontal assaults
- Mercs learn to use flanking / aggro maneuvers and to always kill the Logi first
- Bonus rewarded for slaying fatty with REs
Tank Challenge
- Mercs deploy in Assault suits pre-fitted with swarms and proximity mines
- Powerful AI Tank is magnetized to merc positions, engaging aggressively and retreating when wounded
- Mercs learn to use high ground advantage and choke points
- Bonus rewarded for completion without using a supply depot
Air/Ground Challenge
- Mercs deploy in Heavy suits pre-fitted with Forge Guns and AV nades
- LLAV and beefy DS swoop and smash at merc positions, retreating and repping after taking fire
- Mercs learn to use focused fire and to track targets by sound
[*] Bonus rewarded for completion without being smashed
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1038
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Posted - 2013.10.03 16:56:00 -
[17] - Quote
Can we manually activate the tutorial? I have 12 Mio SP atm but I like completing stuff. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1038
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Posted - 2013.10.03 16:58:00 -
[18] - Quote
Iskandar Zul Karnain wrote:Still need to increase the WP limit for the academy. Keep them sheltered long enough to fall in love with the game. We can surprise them with r4pe and all that once their hooked.
Rather than giving them a WP cap, they should give them an SP cap. And if they don't like it they can hop into FW. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
1856
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Posted - 2013.10.03 17:08:00 -
[19] - Quote
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 |
Mortedeamor
Internal Rebellion
338
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Posted - 2013.10.03 17:15:00 -
[20] - Quote
scrub academy wp limit should not exist it should be sp based..someone should have a proto weapon and adv suit with complex modules at least before they are able to do standard pubs and faction warfare..these guys are being put through the academy and are coming out with
1 no real gear 2 no real battle exp and then tossed in with us vets and are getting massacred..the only defining factor in pubs is how terrribad your scrubs are..
these tutorials are nice and all but they are something that should have been done in January. the graduation point of the scrub academy effects they're getting raped more.
1-3 matches is not enough to get used to dust..it is certainly not enough to give you the exp in this game to not run terribad scores with mlt gear vs protos and when they leave the scrub academy the generally are running 75% mlt gear.
i dunno why you guys keep shortening the ease with which you move to the matches with the vets but it is ridiculous and little pop up tutorials arn't as helpful as letting the scrubs wet their feet first in battle before putting them in vs us |
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Gorra Snell
The Unholy Legion Of DarkStar DARKSTAR ARMY
154
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Posted - 2013.10.03 17:21:00 -
[21] - Quote
Looks like a good step up from the walls of text we have now. Nice work. |
Marston VC
SVER True Blood Public Disorder.
1028
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Posted - 2013.10.03 17:53:00 -
[22] - Quote
CHICAGOCUBS4EVER wrote:Iskandar Zul Karnain wrote:Still need to increase the WP limit for the academy. Keep them sheltered long enough to fall in love with the game. We can surprise them with r4pe and all that once their hooked. ^^^^^^^^^^^^^^^^^^^^^^^ listen for once. a new player should play amongst other new players for a while.. not 1-3 maps like a week or 2 of consistent playing let them get their feet wet, don't push em off the deep end. I also think they should be UNCAPPED to a certain SP level (10m my opinion) but something to help boost along the new player to help create a slightly more even playing field. tutorial looks nice, something that would have been a KEY addition like.. when open beta dropped... perhaps will help with a new wave of mercs? I guess we can be cautiously optimistic
according to the statistics about 100 new characters are made every 24 hours. So assuming this actually works in increasing player retention then we might start seeing an increase in activity. I think your right about the player SP cap. It shouldn't be limited so early on when there so far behind.
And theres much more to be done about the UI as well. Life for example..... the fact that new players are getting destroyed the moment they leave the academy, but don't really figure it out until they start dying a ton....... |
Shotty GoBang
Pro Hic Immortalis
1413
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Posted - 2013.10.03 17:57:00 -
[23] - Quote
+1 for removing SP cap (up to X million) +1 for extending Academy period +1 for newcomer active/passive boosters
It'd be neat if 1.5's Squad-Finder and future Matchmaking worked together. Maybe assess a squad's cumulative SP and queue accordingly.
The vets would get better fights and incentive to pair with recruits for training. The recruits would be sheltered from pubstomps and high attrition rates.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2565
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Posted - 2013.10.03 19:05:00 -
[24] - Quote
Shotty GoBang wrote:+1 for removing SP cap (up to X million) +1 for extending Academy period +1 for newcomer active/passive boosters
It'd be neat if 1.5's Squad-Finder and future Matchmaking worked together. Maybe assess a squad's cumulative SP and queue accordingly.
The vets would get better fights and incentive to pair with recruits for training. The recruits would be sheltered from pubstomps and high attrition rates.
And new aggravating players would not go into FW where they loose the matches for their team. |
Lurchasaurus
SVER True Blood Public Disorder.
2020
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Posted - 2013.10.03 19:28:00 -
[25] - Quote
Looks great Vanquish! Objective based missions, even if they are small, pave a golden brick road for newbies and gives something to do outside of simple login, queue, fight, requeue.
I also see this as a great cornerstone for the implementation of missions, which can be used at all levels of skill and sp, or basically high level missions for those who are unfamiliar with EVE.
I see missions having a wondrous impact on the gameplay of FW.
Keep up the good work CCP, good devblog. |
Robert JD Niewiadomski
NULLIMPEX INC
586
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Posted - 2013.10.03 20:21:00 -
[26] - Quote
Are you going to stash reward crates on the floor in MQ? It would make those tutorial objectives completion more "tangible" and amplify sense of achievement for new players... And don't forget to add PSN trophies some day |
Goric Rumis
Dead Six Initiative Lokun Listamenn
216
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Posted - 2013.10.03 22:22:00 -
[27] - 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? |
Vell0cet
Royal Uhlans Amarr Empire
399
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Posted - 2013.10.04 00:07:00 -
[28] - Quote
The Good: Objective-driven learning is a massive improvement, and from the screenshots and what I've read, this looks to be an excellent start. NPE is probably one of the most critical aspects for DUST's long term well-being so I'm happy CCP is taking it seriously.
The Bad: This is ridiculously limited. The lack of a gameplay tutorial is very troubling. Team Vanquish needs to look at the first Halo and the first Portal games for inspiration for how to introduce new mechanics in a fun and engaging way.
Solutions: There needs to be a PvE scenario that walks the player through the gameplay elements, giving a "tour" of the features while explaining how to use them. Make it a story/scenario instead of a tutorial and players will be more likely to work their way through it. I have 2 ideas:
1. Have a "training ground" story where the new player is in "bootcamp" on one of the existing maps, when the facillity gets attacked by bad guys. You are forced to react to the invasion in a heavily scripted scenario that walks the player through challenges that forces them to learn the fundamentals of DUST gameplay.
2. This would be more work, but a lot more interesting. Have a ship that transports the new character from the clone facility to the training facility, and the tutorial begins when your ship comes under attack, forcing the player to help defend the ship and learn skills at the same time (see the Halo 1 tutorial for inspiration). It would give players a tiny glimpse of "penetration mode" in a very limited way that would be easier to implement. It would also help anchor them in the New Eden universe. Perhaps the beginning is on the ship and the end is on the ground to cover things like vehicles and orbitals.
During whichever version you go with, the player should do many of the tasks associated with DUST's gameplay that many newbies might not figure out: Switch Weapons Throw Grenades Jump Melee Sprint/stamina Hack a turret and shoot from it Hack a supply Depot and switch fits Hack a null cannon (explain MCC's can't be hit by anything but null cannons) Fire a variety of weapons Drive a tank Get in a dropship, shoot it's turret and then jump out while activating inertial damps Call in a vehicle Fire a swarm launcher (lock on) Use remote reps on an NPC drop nano hives, uplinks run an active scanner explain the signature profile system launch an orbital (perhaps as the big "finale" that finishes off the bad guys)
Wrapping this in a good story will make it fun and feel less like a tutorial and more like a game. Use funny dialogue (see original Portal for inspiration), make it compelling. Draw the player in, and show them the things that make DUST so much more interesting that other FPS titles out there. This is your biggest marketing opportunity you will ever have, and the chance to "sell" players on the game. It could result in millions of dollars to CCP's bottom line if done properly, that's how important an engaging NPE is, especially for a FTP game.
Keep the Academy short. Add a 2nd tier academy "graduate school" or something. Graduate academy is a game mode that is designed to take players from being fresh out of the academy, and get them ready for tough fights, free from pubstomping. It caps out when the new player has sufficient SP or WP to be reasonably competitive in normal pub matches (maybe around 2 million SP, but this could be tweaked based on your data). This mode is an optional game type. Players who graduate from the academy will still have the option to play in regular pub matches in addition to this "safe harbor" mode. The reason to do it this way instead of just having a longer academy is you don't want players with 1,990,000 SP in academy matches butchering players starting their very first match. Keep the existing academy as it is, and keep it short so players can progress forward. Give Academy graduates this option so they can skill up a bit in a more sheltered mode if they want to.
Finally. You should really consider my Quick/Dirty Test Range Implementation Idea. This would be a great mechanism for new players to test out weapons/fits/vehicles before deciding where to invest their SP. It will also give them a taste of the future, which may give them goals and start to get them hooked. I think it would significantly increase both new player retention rates as well as booster sales as they build their dream fit and then start working towards making it a reality. |
SponkSponkSponk
The Southern Legion The Umbra Combine
389
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Posted - 2013.10.04 00:08:00 -
[29] - Quote
Will new players be given a small stock of militia weapons/modules/equipment?
Kinda hard to 'make a new fit' without the market if you also have no alternative things to swap in or out of your fit.
Please give them some militia stuff to play with. It's not too much to ask. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3261
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Posted - 2013.10.04 05:04:00 -
[30] - Quote
True Adamance wrote:Shotty GoBang wrote:+1 for removing SP cap (up to X million) +1 for extending Academy period +1 for newcomer active/passive boosters
It'd be neat if 1.5's Squad-Finder and future Matchmaking worked together. Maybe assess a squad's cumulative SP and queue accordingly.
The vets would get better fights and incentive to pair with recruits for training. The recruits would be sheltered from pubstomps and high attrition rates.
And new aggravating players would not go into FW where they loose the matches for their team.
True Adamance you have nooooooo reason to complain now that EoN is working the Amarr side, lol.
Edit: Anonymous can finally go back to Minmatar now that we can actually get into a match xD |
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