CELESTA AUNGM
Kang Lo Directorate Gallente Federation
44
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Posted - 2013.11.27 16:53:00 -
[1] - Quote
Greetings!
I won't quote you here because you're both posting ideas with potential for good and risk of backfire...
I got on Dust a few weeks before the May release, and Newberrys had to go through a WP threshold of roughly 10,500 WP before we were exposed to seasoned players/maps. It wasn't publicized as being "the academy" very much, and you weren't explained the mechanics of it or what deeper aspects of the game it was shielding you from. You only knew from word of mouth that after 10,500 WP your boredom would be over and you'd be allowed to go against tougher honchos.
NOT knowing the vital parts of Dust (the SP grind, Skill tree management, the build-for-defense-first-then-build-for-proto-gear-after, etc), Newberrys like myself just sucked it up, fought the frustration (culling some of us out of playing any further--hooking some of us into refusing to be beat by this golf course), reached for proto guns, experimented with Aurum, tried DIFFERENT techniques of for traversing the map alive, tried "spontaneous team-up on the fly",... and we had a whole 10,000 + WP period in which to mature.
SOME of us (no, not all of us) believe that that LONGER threshold period, without advertising itself as "The Battle Academy" so much, is the better training room, and we should return to those roots. Today's Battle Academy has a drastically reduced, measly WP threshold, that may be too "reachable", and entices new players to scramble to reach that mark before they've really learned or focused in any of the areas I just mentioned in MY academy stage.
I think the opinion is correct that the stomping problem is NOT from proto gear---the new player (especially one experienced with other FPS's a lot) JUMPS to the conclusion that he's being killed by the proto advantage (heck, that's what kills you in the "Bomb You Sucker 8" game), and she/he isn't aware yet that dashing into un-sussed situations or lone-warrior habits are what's killing him (way more than the FPS she's used to). Limiting weapon availability in the academy stage won't promise to help that.
There is also that hidden reality that "free" game means (Sony's) paid investment in hosting the game must be rewarded, with proto-gear that Newberrys are enticed to buy from the instant they enter the game. The players' assumptions about "the proto prize", and the marketplace aurum-offerings, are the chosen tool to generate Sony profits.
I think the suggestion of balancing SP for the benefit of teams in play should be avoided too. SP in Dust is a personal career choice, like Loyalty Points being introduced now--they are sort of a tool we may value and use to build our custom individual standing--so I'd hate to see them used as a match-up device or ranking tool in direct combat. (secretly I'd like to even do away with Leaderboard K/D numbers, but I realize new players need SOMETHING familiar from their classic FPS to relate to and reach for in the beginning)
TIME (extend the Newberry's period in the academy stage by raising the threshold back up), and some default chat channels/specialty squads that ONLY appear in the academy mode and can only be accessed by vets who volunteer (maybe by sacrificing some of their SP to show they are sincere about wanting to help Newberrys--not spit on them)...these are the ideas I think would have kept your two friends (some of mine too) from leaving. Gives them TIME to learn how to out-maneuver proto/sniper/taxi maniacs. Gives some donating vets a chance to help boost a 'combat-smart' Dust population count. Lets exiting players leave for the RIGHT reasons (don't like the theme, no interest in grinding, etc) instead of leaving from feeling humiliated about dying so much.
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