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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
56
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Posted - 2014.01.31 20:56:00 -
[1] - Quote
NPE: New Player Experience for those who might not have known.
What would you add? How would you tweak what is already there? How would you prioritize those changes?
I have some ideas of my own, but for now I just wanted to see what others thought.
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
63
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Posted - 2014.02.05 22:43:00 -
[2] - Quote
Maybe I should have been more specific. The NPE is the tutorial. Currently it consists of: (1) buy a skill, (2) level a skill, (3) get in a pub match, and (4) build your own fit. Anything after that is not the NPE. The first few months of a playerGÇÖs time in Eve: DUST514 might be a new player experience, but itGÇÖs not the New Player Experience. So, some of these response are really more about changes to the game over all. They might very well help new players integrate or perform well and be good ideas, but they arenGÇÖt NPE.
1) Militia variants for all weapons, and racially-appropriate starter suits. My thought: This is almost npe rather than NPE, but thereGÇÖs merit here still. There is a lot of Eve lore that people who join Eve: Dust for the first time as an FPS fan or cause itGÇÖs a free PS3 game have no idea about. ItGÇÖs a good time to start building the understanding of damage profiles and racial strengths.
2a) Second tier academy.
2b) Increased time in the academy.
3a) More robust certification/guide system. My thought: To what are you referring to? Eve-D doesnGÇÖt have a cert system yet, does it? Just a GÇÿbetterGÇÖ interface for the skills than Eve-O. Either way, a description of what kind of benefits one can find in the different GÇÿskill treesGÇÖ would be helpful info in the NPE.
3b) Explaining difference between GÇÿwideGÇÖ skills and GÇÿdeepGÇÖ skills. My thought: It is true that a lot of players would be better prepared for their first month or two if they understood the benefits of particular skills.
4) Warning upon purchase of dropship. (I have listed here under assumption that after certain time or SP warning would be removed.)
5) Automatically squad new players.
6) Increase guidance.
7) Put off joining player corps until after academy.
8) PvE for first battle.
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
63
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Posted - 2014.02.05 22:46:00 -
[3] - Quote
I wanted to also summarize those ideas which aren't really NPE.
1) PvE. (Everyone can participate in PvE, no matter the age of their character, so itGÇÖs not part of NPE.) My thought: Eve Online had PvE since the beginning and the NPE was horrible for ages. The idea is that we canGÇÖt do a proper NPE without PvE; I disagree with that premise, but even then it would be helpful to describe how PvE would be used in the NPE.
2) Increased CCP transparency and communication. (Not limited to new players. If anything, it focuses on middle-age players and vets.)
3) Replacing KDR stat. (Will affect all players all the time, has nothing to do with NPE. What you might want is to instead communicate to the player how best to help their team achieve victory.)
4) Symbols on weapons to quickly communicate characteristics. (While this might help new players, it is not part of NPE.)
5) Tactical info module in merc quarters (whereGÇÖs that? j/k) (Not part of NPE experience.)
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
64
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Posted - 2014.02.05 22:52:00 -
[4] - Quote
Vell0cet wrote:Eventually I'd like to see the initial academy replaced with a fully-interactive, story-based gameplay tutorial that draws inspiration from the original Halo and the first Portal. It would be great if it had some dark humor (the way Portal did) with AURA, our new-eden AI. Have it be fully-voiced and interesting (other languages could have subtitles), and explain the game mechanics, especially the areas that make DUST unique. It's like a tour/tutorial/sales-pitch for the fun stuff in the game.
These things would really help retain new players.
IGÇÖd object to this, and hereGÇÖs why: CCP has said time and time again that it is up to the players to make their own stories. There is no single story for mercs. They do keep some overarching lore going, but even if they wrote the NPE based on this lore it would mean theyGÇÖd have to revisit the NPE every so often to update it to new events.
Also, while I certainly hope that a better NPE would increase retention, thatGÇÖs actually a side benefit to a well-made tutorial. The aim of a well-made tutorial should be to acclimate the player to the mechanics, settings, and play style of a game. Then you don't have any stupid little thing like "Where the heck is the store?!?" frustrating a player to the point of putting the game down. Not everyone will keep playing Eve:Dust514 after the tutorial, we just want that to be for good reasons, and not avoidable things the tutorial could have prevented.
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
100
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Posted - 2014.05.02 16:09:00 -
[5] - Quote
I guess an answer to myself now would be a popup which say, "Get Out!! Turn back now!!"
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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