ratamaq doc
Onslaught Inc RISE of LEGION
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Posted - 2014.07.31 00:33:00 -
[1] - Quote
CCP Rattati wrote:Alldin Kan wrote:CCP Rattati wrote:Dear Community
I would like to request your assistance in coming up with tips/hints that could ease our new players journey into DUST 514. Not just for brand new players, but also simple "aha, moments"
Our intent is to then use these tips, at least on the Launcher News, maybe in game News, even the first emails a player gets, newsletter, wherever it might help.
I even think some simple Lore tidbit would be fun, for example, racial fitting styles, some information on the NPC corps (I am always intrigued by the Kaalakiota, Gurista, Six Kin but they are a mystery to non-EVE players), same with Breach, Tactical etc.
Let me kick off a few, any help on this is appreciated but the community, game masters and myself are working on a solid list, and appreciate any help you can give. Basically a keyword and a little explanation, in one or two sentences. I.e.:
1) Battlefinder: Public Contracts are a great place to start for new players and old while Factional Warfare may warrant caution for less seasoned players
2) Equipment: You can equip ammo and armor replenishing Nanohives for you and your teammates
3) Weapon: The Mass Driver fires explosive rounds in an arc, much like a modern day Grenade Launcher
4) Weapon: The Laser Rifle fires a continuous beam that increases in damage over time, but overheats
5) Dropsuits: Heavy Frames are the only Dropsuits that can equip the powerful Forge Guns and Heavy Machine Guns
5) Dropsuits: Light Frames are the fastest Dropsuits
6) Dropsuits have slots for weapons, equipment, high modules, low modules and grenades. The slot layout can be very different per Dropsuit and Race.
7) Dropsuits have two types of limited energy reserves, CPU and PG. Weapons, equipment, modules, weapons and grenades use variable amounts of CPU and PG.
Thanks! Start by increasing WP requirement to leave Academy to at least 20,000 WP and then we may talk. 20.000 is a long, long, long time. My personal worry has been that it is to monotonous due to the map selection being limited. That's why we doubled the WP limit only when we had added racial rifles to each starter fit, and militia market. With militia sidearms and some more starting inventory we are designing, increasing the WP limit is definitely something we would consider because the players are exposed to more of DUST's versatility and deep customization. It also makes griefalts able to do their dirty work in the academy for far too long. That's why we need a total kills or some such additional threshold. Why 20k WP? I have studied this data at length and there is no clear cutoff WP that is optimal. 2400 WP is my estimate of the average player playing approximately 10 battles. Doubling that in Hotfix Delta is something that will probably happen.
Ten games is no where near enough. What is the thought behind this? When I talk to new players I encourage them to run through academy multiple times. Make a clone, activate passive, then leave it alone. Make second and third clones, take them through academy spending SP on whatever interest them, then once out of academy transfer ISK to their primary and biomass the clone. Do this three or 4 times until they have a basic understanding of the game mechanics.
I would suggest raising the academy to MUCH higher. More along the lines of 100k or a good weeks worth of play before letting them loose in public matches. Or, like someone else suggested, give them the option to stay in academy or leave after 20k. Give them time to enjoy the game and get hooked before throwing them to the wolves and quit the first night.
Then, after graduating from academy, automatic skill respec.
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