I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1100
|
Posted - 2013.10.18 08:34:00 -
[1] - Quote
CCP Rouge wrote:The game is a little too complex at the beginning.
I made a long post on facebook about the new player experience recently, let me go find it really quick... ___________________________________
A better strategy would be to keep the interested players interested instead of trying to get new players back.
You might have changed the tutorials, but the starting suits are still the same boring 4 suits.
What draws players away from this game? -Starter fits don't show any of the complexity or options you have later down the line. New players don't know about how many different weapons there are, or the diversity of the suits. -The market and skills areas are confusing and have to be figured out on their own. This would be fixed with prefitted militia suits that can be bought with isk, not AUR. -No way for players to experiment in other things without spending days using the same gear.
Basic skill paths could be outlined with goals in mind to give players the incentive of coming back the next day to keep playing towards that goal (a certain dropsuit fitting is chosen from a list of fits, shows how much the fitting costs in skill points with how much they still need to use that fitting)
New players should have 50x of every militia weapon/module/equipment available, and more weapons need to have militia grade variants. Having at least 4 different suits with different roles (like back in the closed beta) is much better than 4 of the same suits with a different fitting. 7 is the idea number, each with different weapons, equipment, and modules than the last ____________________________________________
I feel this would be a great way to keep new players in the game, instead of trying to promote free dropsuits for old players that haven't played for 2 months.
I know this might be a little off topic, but I figured that this might be the place to put it if it's going to get some attention. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1101
|
Posted - 2013.10.18 09:43:00 -
[2] - Quote
iceyburnz wrote:I-Shayz-I wrote:
New players should have 50x of every militia weapon/module/equipment available, and more weapons need to have militia grade variants. Having at least 4 different suits with different roles (like back in the closed beta) is much better than 4 of the same suits with a different fitting. 7 is the idea number, each with different weapons, equipment, and modules than the last
I get what your saying, but isn't the point of the "fancy suits" being advertised supposed to be asperational. I suppose the problem is, unlike ever were people see a fancy ship and think "omg thats awesome, how long to train for that 3 months, train train train". All the suits in dust look the same. Which I suppose is your point.
My point in that section was that you start out with 4 fittings of the same suit..when really players need to see more options in the beginning. I bet most new players don't even know you can buy different militia suits to try out the light or heavy suits without ever spending a single skill point.
Not only this, but equipment, vehicles, and even weapons are very limited when you first start out...and there's nothing in the tutorial besides "you can buy stuff in the marketplace" that shows the player all of the different things you can do in this game.
I can tell you right now I had no idea there were repair tools in this game until I was at least 6 months in...when really I should have been introduced to them the first day with a "medic" fitting that had one for me to try out...instead of throwing an injector on an assault suit and having me fumble around with it trying to heal players with it.
Not only that, but I never knew it was super easy to skill into different modules and weapons, or else I would have done that the first week and tried out things like the mass driver (another item I never knew about for a long time), or the HMG. |