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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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IAmDuncanIdaho II
The Southern Legion The Umbra Combine
95
|
Posted - 2013.10.04 07:51:00 -
[31] - Quote
Good stuff, this is nice progress. Don't forget you lot that this is the start, it's not fully fleshed out by a long way, only so much can be delivered at once. Getting the core stuff done first makes sense, and the blog says they decided the target audience is those who already have some FPS experience. That means you don't need to teach someone how to switch weapons or throw grenades.
The active booster idea is good, gives more incentive to play the game after completing tutorials. Perhaps a 7-day booster though, activated when the merc wants, but that cannot be sold or traded. If there's concerns about closing the SP gap, then there's better ways of doing that than using passive boosters imho - if there's a need for more SP without playing, just increase the starting SP - don't forget new chars starts with 500K SP.
I also think it might be useful to perhaps gift an extra SP bonus after graduating from the academy to help close this gap too and spread that warm feeling. Or to at least loose the merc on the world with the idea that they should plan what they want to skill into with the extra SP you just gave them.
And finally, a way to spend skill points across multiple categories in a single transaction might be useful to help plan SP investment and avoid frustration. Dropping points into something only to realise you missed a pre-requisite that will take you a month is probably annoying as hell. |
Vell0cet
Royal Uhlans Amarr Empire
401
|
Posted - 2013.10.04 09:26:00 -
[32] - Quote
IAmDuncanIdaho II wrote:Good stuff, this is nice progress. Don't forget you lot that this is the start, it's not fully fleshed out by a long way, only so much can be delivered at once. Getting the core stuff done first makes sense, and the blog says they decided the target audience is those who already have some FPS experience. That means you don't need to teach someone how to switch weapons or throw grenades. I'm not sure if you've ever watched video clips of people playing dust for the first time while "thinking out loud" into a mic, but there is a lot of confusion about really fundamental gameplay mechanics that seem so obvious to us (like "cooking" a grenade) shooting the enemy MCC, what supply depots are and how they work.
The other point is that a massive portion of DUST's audience may not be FPS vets. I have played very few hours of FPS online multiplayer games prior to DUST, myself. I think CCP may find that marketing DUST to RPG fans who "finally have a shooter that rewards strategy and character growth" may end up yielding the best returns by a big margin. These players have the potential to be the most dedicated of them all, and may need more schooling in FPS gameplay mechanics than FPS junkies who are always moving to the latest shiny release. |
Torneido Achura
Suicidal Business Inc.
47
|
Posted - 2013.10.04 12:50:00 -
[33] - Quote
What newcomers need is a guide to let them see specialize in an area is better than be a Omni class, till maybe 5 mill SP where then they can start doing more roles aside from AR and militia (this should also needs to be emphasized to "vets", in their fits, scouts and tankers most of all, everyone wants to rule the world with just one dropsuit/equip/vehicle).
On another but related point, the academy needs to be based on SP, so set the bar at 5 mill SP, and that should do marvel to the protostombs crying (and I know you might think this could be risky CCP but its needed if you want to retain players). |
Parson Atreides
Ahrendee Mercenaries EoN.
771
|
Posted - 2013.10.04 13:45:00 -
[34] - Quote
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. |
Banning Hammer
Tal-Romon Legion Amarr Empire
1589
|
Posted - 2013.10.04 13:50:00 -
[35] - Quote
I know is a bit irrelevant ...but, we can actually see the Information AI face ?!?!? left bottom corner of that pics. Is nice to have a face connected to the " Do you want to hear more? " , small detail, but things like that makes a huge difference. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
216
|
Posted - 2013.10.04 14:24:00 -
[36] - 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. |
BLASTO DISCO
843 Boot Camp
0
|
Posted - 2013.10.04 17:15:00 -
[37] - Quote
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.
This is very true, there needs to be a tutorial zone with the 1200 or 5000 WP cap, then a place that does not allow 2,000,000 and up SP... Or so... This char I have has been remade 5 different times because I knew nothing about how to spend SP and when he was made originally CCP had that use SP in corp crap to learn how to spend your SP.....
I still am running some militia items, and cannot build up the SP to get a viable suit, weapons, modules, ect. Last few games I was in, netted me 225 WP from 2 hacks, 1 kill and 3 assists, I used cover, was in a full squad that even the lowest person, besides me, they got 900 WP, and highest was like 1600 WP. I am not new to FPS games, but throwing "newbro's" against proto with 17million SP and up is very frustrating. Some of my friends that joined because I asked them to, have all but left very mad that the game has no room for new players.
I am sure this system worked during the first few months, when everyone was new, but now there is a stellar divide between a squad that all their members gets 34/0 off a militia wearing 600,000 SP beginer. |
Evicer
THE HECATONCHIRES
15
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Posted - 2013.10.04 17:29:00 -
[38] - Quote
Whatever happened to the "Way of the mercenary "? I liked that one .Maybe just use the music from that one guess. Thats what I really liked about it.I also like the Line "Some may fight for ideals,for money,or simply because you're good at it." Come to think of it the whole Video was good which makes me wonder why you took it out.
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IAmDuncanIdaho II
The Southern Legion The Umbra Combine
95
|
Posted - 2013.10.04 22:05:00 -
[39] - Quote
Vell0cet wrote:IAmDuncanIdaho II wrote:Good stuff, this is nice progress. Don't forget you lot that this is the start, it's not fully fleshed out by a long way, only so much can be delivered at once. Getting the core stuff done first makes sense, and the blog says they decided the target audience is those who already have some FPS experience. That means you don't need to teach someone how to switch weapons or throw grenades. I'm not sure if you've ever watched video clips of people playing dust for the first time while "thinking out loud" into a mic, but there is a lot of confusion about really fundamental gameplay mechanics that seem so obvious to us (like "cooking" a grenade) shooting the enemy MCC, what supply depots are and how they work. The other point is that a massive portion of DUST's audience may not be FPS vets. I have played very few hours of FPS online multiplayer games prior to DUST, myself. I think CCP may find that marketing DUST to RPG fans who "finally have a shooter that rewards strategy and character growth" may end up yielding the best returns by a big margin. These players have the potential to be the most dedicated of them all, and may need more schooling in FPS gameplay mechanics than FPS junkies who are always moving to the latest shiny release.
No I've not watched that but can imagine it happens. I was just pointing out the target audience CCP has identified as mentioned in the blog. I'm not an FPS player myself, never have been until DUST, but I picked up some of these things from just playing and reading forums.
Either way, I agree with you - if the majority is as you say, then they *do* need to be shown those things - but CCP aren't focusing on them. They're focusing on those who already realise how that stuff works and need do nothing more than learn which keys or buttons to press to take those actions.
Ideally you'd "teach" it all - and maybe that will come. But CCP were pretty clear in their reasoning for their target audience. |
Aaroniero d'Lioncourt
The Southern Legion The Umbra Combine
165
|
Posted - 2013.10.06 17:27:00 -
[40] - Quote
Error loading MacroEngine script (file: newsItem.cshtml)
^ That's what i get. |
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Killar-12
The Corporate Raiders Top Men.
1331
|
Posted - 2013.10.07 00:49:00 -
[41] - Quote
I'm havine issues with the link.... |
Vell0cet
Royal Uhlans Amarr Empire
413
|
Posted - 2013.10.07 15:22:00 -
[42] - Quote
IAmDuncanIdaho II wrote:Vell0cet wrote:IAmDuncanIdaho II wrote:Good stuff, this is nice progress. Don't forget you lot that this is the start, it's not fully fleshed out by a long way, only so much can be delivered at once. Getting the core stuff done first makes sense, and the blog says they decided the target audience is those who already have some FPS experience. That means you don't need to teach someone how to switch weapons or throw grenades. I'm not sure if you've ever watched video clips of people playing dust for the first time while "thinking out loud" into a mic, but there is a lot of confusion about really fundamental gameplay mechanics that seem so obvious to us (like "cooking" a grenade) shooting the enemy MCC, what supply depots are and how they work. The other point is that a massive portion of DUST's audience may not be FPS vets. I have played very few hours of FPS online multiplayer games prior to DUST, myself. I think CCP may find that marketing DUST to RPG fans who "finally have a shooter that rewards strategy and character growth" may end up yielding the best returns by a big margin. These players have the potential to be the most dedicated of them all, and may need more schooling in FPS gameplay mechanics than FPS junkies who are always moving to the latest shiny release. No I've not watched that but can imagine it happens. I was just pointing out the target audience CCP has identified as mentioned in the blog. I'm not an FPS player myself, never have been until DUST, but I picked up some of these things from just playing and reading forums. Either way, I agree with you - if the majority is as you say, then they *do* need to be shown those things - but CCP aren't focusing on them. They're focusing on those who already realise how that stuff works and need do nothing more than learn which keys or buttons to press to take those actions. Ideally you'd "teach" it all - and maybe that will come. But CCP were pretty clear in their reasoning for their target audience. I guess my point is that what they've done is a great first step, but they picked a few pieces of low-hanging fruit when some of the most critical content isn't there. The tutorial in a FPS is like an interactive commercial that shows how cool the game will be if they stick around. I think a lot of people load up DUST, skip all of the videos and tutorials and jump right into an academy battle, only to see a bunch of guys with ARs running around and maybe a LAV or two. I don't think many new players realize there are lasers, tanks, , heavy suits with HMGs, remote repairing, shields & armor, orbitals, a connection to EVE (or even what EVE is) etc. it looks pretty blah when I see clips of people in the academy, and I can see why they would just uninstall.
My concern is that their reasoning for their target audience is merely a justification for just doing the easy stuff. I hope they're planning on making a really engaging story-based gameplay tutorial as soon as possible. To not do so would probably cost them a ton of potential players and money. |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
109
|
Posted - 2013.10.07 21:01:00 -
[43] - Quote
Yeah those are great ideas. Here's to hoping the NPE is popular enough to have them add more every month.
As I remember back to when I first downloaded the game and why I did it, I think it was because I'm a casual player in EVE, haven't had much enjoyment out of any other FPS I've picked up, and figured it was worth a try. I was always going to give it a good go, regardless of the quality and depth of any tutorials.
It would be a pity if people put it down fast without realising there was more depth and cool variations than they got exposed to in a few days or whatever. |
Kevall Longstride
DUST University Ivy League
575
|
Posted - 2013.10.08 19:44:00 -
[44] - Quote
Ok.
So I've now gone through the new NPE on a new toon and I have to say that in many ways its an improvement but I hope that it is only just a first step because it still has a number of problems.
The new player reward system is better but it is still very much painting by numbers. Simply doing what you're told to without the context as to why you do it is only going to cause further problems. The new tips that flash upon the left are a good start but they shouldn't end with just telling what can go in the slot.
For example, placing an AR in the light weapon slot shouldn't be the end of the tutorials role in that action. There must be a futher way to burrow in the complexities of fitting that weapon. Bringing up the info panel shouldn't just bring up the skill requirements to use that weapon alone. These are just base skills that have no real effect on the weapon other than being able to use it.
A list of the skills that DIRECTLY effect on its performance should also come up on a seperate info panel, explaining how each skill increases it potency and what other skills would benefit it. Using the AR for instance should bring up a table with four columns. On the left the name of the skill, next the effect it produces, after that the base stats it alters and finally the change in the base stat for each level of the skill once SP is spent on it.
A further panel could be brought up showing the support skills for it, those skills that make it easier to fit. Again in the case of the AR, the Light Weapons skill unlock them at level 1 but at level V it reduces the CPU need of the AR 15%, making the higher tier ones so much easier to fit on cheaper suits.
The NPE still needs work but it could so easily become the games own built in EFT. |
lithkul devant
Legions of Infinite Dominion
104
|
Posted - 2013.10.11 16:36:00 -
[45] - Quote
I built a new player to test out exactly what was going on, how would it do, how would I perceive it. Truth be told I found it to be hugely lacking and even in the wrong order of how to do things. The first thing I would of had a player do is learn that their is a marketplace with weapons more then just the AR, sniper rifle, and swarm launcher. While these are good basics, your teaching people the wrong thing by just saying "here's 50 of em and no other weapon" The best thing to do, would be to give a spread of 10 weapons of each type, milita grade so people can experiment and to teach people about the milita grade market.
I still would not have put a new player into battle, at the point I would have taught the player about suit fittings and a small tutorial about the differnces between armor and shields, so people know what type of style of play best suits them. Then I would have introduced them to squads, what the benefits are, how to join one, etc. After teaching about squads then a first battle, with them hopefully understanding more of what to actually do and how to group up. On the current system, I nearly got out of battle academy in one battle (I was 10 points shy).
Suit fittings were talked about, however, it was a very very basic tutorial and had nothing about high and low slots, it talked nothing about the different skills and variations and everything else that makes the game so great. All it had for a "skill trainer" was learn one skill, it had nothing about skill bonuses which is hugely important. I nearly finished the entire "tutorial" and battle academy in under 30 minutes.
In short, this tutorial was completely lacking even on what I would consider "bare bones" approach into Dust 514 and the items gained from the tutorial were a dissapointment, especially since it had no tutorial about vehicles, yet drops 15 into your lap, the militia kind which are going to die horribly in seconds within a real battle. I hope that the new player experience is expanded at least by triple the size if not more and PvE I think should be introduced at this sector if no where else in the game at the moment, just to teach basic lessons, or even just a training field with straw dummies on it with directions spoken about what to do or even in text that can be replayed. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1967
|
Posted - 2013.10.11 19:14:00 -
[46] - Quote
Player retention blows. Tutorials only carry newbros so far. The problem is that players are not falling in love with DUST514 because they only experience RAPE514.
Remove WP limit on Battle Academy. It's a bad metric.
'Graduate' players from the Academy after 1M SP.
Allow players the option of participating in regular pub matches after 1M SP.
Deny players the option of participating in the Battle Academy after 4.5M SP.
Give newbros soul-bound time-limited AUR items. ex. First 7 Day Recruit AR BPO
Give newbros soul-bound AUR disposables. ex. 50 ADV laser rifles
Give newbros soul-bound boosters. ex. 7-day active booster
Keep the new guys isolated from the vets until they can catch their bearings. Promote the use of boosters and AUR items. |
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CCP Greyscale
C C P C C P Alliance
50
|
Posted - 2013.10.12 05:01:00 -
[47] - Quote
Hi everyone,
Sorry for the delay in replying to this, I've been out of the office for a while.
Some general things: - Yes, we'd like to add more objectives to cover a wider range of game activities. We just didn't have time for this release :) - The Battle Academy is a separate feature; we weren't directly considering changes to it as part of this work
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?
- No, the gear you get is fixed based on your race - The included booster is just to give players a taste of what boosters can do, it's not supposed to be a crutch for other issues - See above re academy - We're not expecting using orbital strikes to be something a new player needs to know about in their first few days!
Soraya Xel wrote:Is there a way existing players can sign up for the free loot? ;)
Nope, sorry We deliberately didn't enable it for existing characters so everyone wouldn't be bombarded with annoying popups.
SponkSponkSponk wrote: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.
Yes, the rewards from the first objective (plus the free weapons you get by default) should give you enough gear to have a non-zero amount of flexibility in your first fit. It's an intentionally limited set of modules to ensure the player's not overwhelmed. More rewards come in after later objectives, which we're hoping players will want to then go back and add to their fits. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3325
|
Posted - 2013.10.12 11:54:00 -
[48] - Quote
CCP Greyscale wrote:Aeon Amadi wrote:Questions:
Tutorial on how to call in an orbital strike? - We're not expecting using orbital strikes to be something a new player needs to know about in their first few days!
Maybe not during the Battle Academy but considering that we're currently giving rewards for Faction Warfare and the rate at which you see the starter fits (I call them Dust Babies) in faction warfare as of late, it couldn't hurt to inform them on how to give squad orders and call orbital strikes. It seems to be an ailing problem for new players as veterans who join squads are screaming into the mics to "call the ****ing orbital" with no relief in the end.
Though this may be related to a non-persistent notification that the squad has attained one. |
lithkul devant
Legions of Infinite Dominion
105
|
Posted - 2013.10.12 14:44:00 -
[49] - Quote
CCP Greyscale wrote:Hi everyone, Sorry for the delay in replying to this, I've been out of the office for a while. Some general things: - Yes, we'd like to add more objectives to cover a wider range of game activities. We just didn't have time for this release :) - The Battle Academy is a separate feature; we weren't directly considering changes to it as part of this work 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? - No, the gear you get is fixed based on your race - The included booster is just to give players a taste of what boosters can do, it's not supposed to be a crutch for other issues - See above re academy - We're not expecting using orbital strikes to be something a new player needs to know about in their first few days! Soraya Xel wrote:Is there a way existing players can sign up for the free loot? ;) Nope, sorry We deliberately didn't enable it for existing characters so everyone wouldn't be bombarded with annoying popups. SponkSponkSponk wrote: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. Yes, the rewards from the first objective (plus the free weapons you get by default) should give you enough gear to have a non-zero amount of flexibility in your first fit. It's an intentionally limited set of modules to ensure the player's not overwhelmed. More rewards come in after later objectives, which we're hoping players will want to then go back and add to their fits.
Give specifics about what you are thinking about adding so that we might have an objective conversation with real dialogue, you're a game developer not a politican. Also, so far what the new player experience has been is sub par, even with a multitude of great suggestions from the community in several forum pages. |
Croned
B o u n d l e s s.
407
|
Posted - 2013.10.12 15:05:00 -
[50] - Quote
Ever thought about enabling the ability to quickly invite people who are in an NPC corp to your corp? Tutorials are great, but nothing beats having an entire backbone of veterans to answer you questions and guide you. |
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Needless Sacermendor
Red Fox Brigade
524
|
Posted - 2013.10.14 16:02:00 -
[51] - Quote
Croned wrote:Ever thought about enabling the ability to quickly invite people who are in an NPC corp to your corp? Tutorials are great, but nothing beats having an entire backbone of veterans to answer you questions and guide you. Something like that would just get spammed to hell and back. I suggested something here that could fit in with these tutorials quite nicely ... basically throw in a list of help channels and teach them how to join one or more of them ... provide us vets with the list so we can populate some of them and provide assistance and answer questions.
It would be great if we could form squads with noobs and lead them into academy battles, we'd have to be limited to basic gear and have our skills effects nulified, but we could be incentivised with high isk payouts(subsidised by NPC corps), officer loot (donated by the NPC corps) or maybe a little AUR (50-100 per battle would be fine) ... this would require a little more programming, but the help channels could be implemented very easily. |
Vell0cet
Royal Uhlans Amarr Empire
427
|
Posted - 2013.10.15 03:24:00 -
[52] - Quote
CCP Greyscale wrote:...We're not expecting using orbital strikes to be something a new player needs to know about in their first few days! I think this confirms that you're created an incorrect mental model about the purpose of the tutorial. If you're thinking of it like an instruction manual that explains the necessary skills, then you're absolutely correct in this assessment. If you're thinking of the tutorial as your very limited opportunity to surprise and delight new users who can very easily uninstall and play the next game, then the orbital between games is your crown jewel and should be featured prominently. It's fun, interesting, and unique to DUST.
I am a student of software development and coding. By far and away, the most important time is the first few minutes. You need to really astonish your new players in the first couple of minutes or you're flushing millions of dollars down the toilet. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
238
|
Posted - 2013.10.26 14:56:00 -
[53] - 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. |
Holi Butt
Carbon 7 CRONOS.
0
|
Posted - 2013.10.26 20:54:00 -
[54] - Quote
Goric Rumis wrote: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.
I agree with this completely. There is a ton more to this game than the tutorial shows you. Maybe some type of mentor system could be made? Of course as I type it I can think of ten ways to exploit a mentor system so it may not be a great idea. I think the biggest problem is that very little is explained about the market, PG/CPU, variances in suits, etc. which should somehow be explained. Skills also need their own tutorial. There is very little explanation of how skills work and how they affect gameplay.
On a different note I've seen some corps totally devoted to helping new players. I think this is a great idea, but it shouldn't be an excuse to not make a good tutorial to get players into the game. |
Heavenly Daughter
the Aurum Grinder and Company
193
|
Posted - 2013.11.30 10:43:00 -
[55] - Quote
I know I posted in a thread about the academy not long back but I'm doing a new one here.
First impression on the academy is the lack of time your'e in it. 10K WP, come on lol, this is just ridiculously low.
I can't think of any upside to having such a low target and being removed from the Academy. There is a hugh downside to it though. Once your trained {VERY LITTLE} and public contracts are you're put into PC's FW or whichever, there is a definite down side to it.
1. No information about how to work with a squad/corp , this I think is VITAL to a rookie and his/her early months within dust. Sending a complete rookie into universe of Proto suits, weapons and scanners will be nothing more than a meat grinder. Probably demoralising too after a short time, I certainly would not want to be a new player today, besides trying now for the first time in an age, looks nice, but that about it.
2. No information imparted to new players about role bonuses within a race. Could easily sway a persons choice of race despite political point of view based on info given at time of creation.
Another option or possibility.......
1 Mill SP, 50K WP or 4 weeks which ever comes LAST ! If they complete within the 4 weeks they exit, if they reach 50K WP before or after 4 weeks they exit, If they reach 1 Million SP but takes them 10 week (not likely to happen), but so be it.
FYI, It's possible to bypass the 1st tutorial by entering a battle and exit straight away and still get the booty, without actually having to finish the battle. Suggest changing criteria "Fight a battle" to "Finish first battle"
. __
/.)\ Nade | Scan Attempt Prevented | 30 mill SP
\__/ 514 | NFP Prime League Winner| Longest Kill 588 Mtr
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Darken-Sol
BIG BAD W0LVES
649
|
Posted - 2013.12.01 06:38:00 -
[56] - Quote
There needs to be a sign saying "don't spend SP until you understand the game more". Most new guys I meet I encourage to start a new toon, because they have wasted their SP. |
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