Vrain Matari
ZionTCD
1120
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Posted - 2013.10.18 14:41:00 -
[1] - 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. Militia variants for every weapon/suit/equipment/grenade type and vehicles is important to the NPE.
We want players to be able to 'get lost' in playstyles/roles/fitting when they first encounter the game. Provide new players a way, free of repercussions(like a stats-free post academy grace period), to experiment freely and where player fun is the only metric applied and there are no real consequences for failure.
One candidate for a valuable and immersive way to approach this using CCP's current objective-based new player training approach would be an optional 'Know Thine Enemy' tutorial section that gave players a heads up on the strengths/weaknesses of each race's suit and weaponry, employing a brief voiceover/text/visual component that complements in-match mission objectives. This is a good teaching method but the real strength of this is that it would be an immersive, subtle and seamless way to begin seducing visitors into more intimate relations with New Eden and her lore.
A couple of thing to keep in mind when introducing lore to new players: Dust is overwhelming even without the lore. Eve is overwhelming. The concept of New Eden - emergent social universe, real market, emergent gameplay, player-defined goals, etc. is also overwhelming. When we pile lore on top of this, well now, that's just crazy-talk.
When presenting lore to a new merc there is a touchstone that can guide us: every piece of lore thrown at newbros must relate to what comes out of the business end of their weapons. Or the enemy's weapons. Or the value and weakness of Caldari shield technology or the proper situations in which Ammarian laser tech can be appied with maximum force, etc.
In the beginning....lore can never be arbitrary, it must always be contextual and have real-world application. |