Pokey Dravon
OSG Planetary Operations Covert Intervention
2096
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Posted - 2014.05.30 23:45:00 -
[2] - Quote
Adipem Nothi wrote:1) How would you propose Rattati balance Vehicles and Infantry-based AV in Dust 514?
Target Candidates Aeon Amadi Iron Wolf Saber Kain Spero Cross Atu
I didn't realize Kane and IWS were CPM1 candidates? O_o
Adipem Nothi wrote: 3) What measures would you support/propose on the matter of improving NPE?
Target Candidates Kevall Longstride Soraya Xel Pokey Dravon Zion Shad
The most important thing to me is giving a better New Player Experience without diluting or overly simplifying the Veteran Player Experience. 'Easy to Understand' doesn't necessarily mean 'Simplified' which is my opinion differs from CCP Z's. Complicated systems such as the skill system by default should hide unrelated information to avoid confusion (Such as skills not associated with the role the player is viewing, see example here https://forums.dust514.com/default.aspx?g=posts&m=2169542#post2169542) but allow advanced players to easily un-hide that information if they want. Layers of Information allows for systems to be complex and deep, without new players being in over their heads in terms of information.
Ease of information consumption is extremely important, but I cannot stress enough how important it is that new players get into the action as soon as possible. FPS players in general do not want to sit through endless text boxes reading about the game, that is why hands on experience is so important. Keep in mind I don't necessarily mean throwing them into a PvP situation right off the bat, and that is why PvE is such a useful tools.
After creating their character, players should be immediately deployed into a single player instance of the game and teach them basic combat and systems through actual combat against drones, and not just a series of dialogue boxes. I would also like to see a similar system to the Career Funnel in which players are given a handful of pre-fit suits for each role and placed into PvE combat situations where they can try out that role and perform tasks unique to that role (Repairing an installation as a Logi for example). This sort of hands on experience is what keeps training engaging but also informative. Even something as simple as what MAG had for Training would do wonders.
For systems that cannot be explained via combat, such as Fitting, the Layers of Information concept is extremely important. Things like "Suggested Modules" to help players learn what makes sense for the suit, role, a race they're using. Also outlined in the above link is a conceptual design for helping guide new players through the skill system by hiding unnecessary skills. Again this all comes back to Layers of Information.
While I find the proposed matchmaking a little vague, it sounds interesting and I hope it does help to curb the Proto-stomping. However I also think pushing for multiple tiers of difficulty for PvE missions will go a long way in giving newer players a safe haven to hone their skills and get some SP and money before jumping into the fray with the rest of us.
Like my ideas?
Pokey Dravon for CPM1
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