|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vell0cet
OSG Planetary Operations Covert Intervention
3091
|
Posted - 2015.05.08 13:48:00 -
[1] - Quote
One thing I see lots of new players get hung-up on is calling in vehicles. There should be a tooltip that pops up telling them to press the -> on their d-pad to call in vehicles. This mechanism is different from other similar games in the industry (where they just spawn on the map) and people don't realize they can call in their own vehicles. I'd also like to see a MIL dropship and a MIL HAV added to new players inventories (1 copy of each, not a BPO starter fit), just so they can experience that gameplay right away.
Best PvE idea ever!
|
Vell0cet
OSG Planetary Operations Covert Intervention
3091
|
Posted - 2015.05.08 13:59:00 -
[2] - Quote
james rains wrote:I started playing dust and knew nothing of what to do. But this kid is no exception to whatever they say. Now I say this because he is messing around, and probably started pressing random buttons in hoping of something good. Probably was smart and looked in the menu. But no there should be no pre-academy. That would be a waste of their time. He is to young to understand that he needs to move around in order not to be shot, he needs to mature a little more. (Actually a lot.) It's clear the kid isn't the target market for this game, but we can learn a lot about usability/how to improve the NPE even from kids like this. I think a tutorial is important.
Best PvE idea ever!
|
Vell0cet
OSG Planetary Operations Covert Intervention
3094
|
Posted - 2015.05.08 17:06:00 -
[3] - Quote
Summa Militum wrote:The kid in the video...his negative experience is his fault. He had a one-track mind that had nothing to do with the objective of that match. Also, he raged quit after 2 matches of a game he had never played before. He clearly didn't bother to try to figure this game out. Heaven forbid he has to try. When I first started playing this game I was brutally slaughtered by the enemies. I didn't rage quit though; instead, I focused on trying to figure out how other people were getting kills and I wasn't.
As for the things that can be improved I am all for suggestion 2. The ability to give out commands to the entire team and not just to squadmates will definitely help new player experience.
I am against suggestion 1 because I don't feel like we should be babying people in this game. If you are being shot at you shouldn't need a "tip" to pop up on the screen telling you to get to cover; common sense should tell you to get to cover.
Tip 3: No free vehicles - earn your vehicles if you want to use them.
Tip 4: A shared tacnet would not have helped this kid. Shared tacnet would simply be one more factor this kid would have to focus on when he couldn't even fully focus on the factors already presented to him in the matches he was playing.
Tip 5: I thought about this but not as a means to stop someone from playing the game. I have always wanted a skill ranking to pop up for my teammates around me that way I can get an idea of how much I can rely on them. There are 3 types of players:
1. Players who will sick around and do whatever it takes to figure out the game (going online, watching youtube tutorials, reading guides, etc.). You seem to be one of these
2. Players who would stick around, but can't figure out the game and leave.
3. Players who even if they had a truly polished, 1st class tutorial and had everything perfectly explained would still leave because this isn't the game for them. The kid in the video would fall into this category (he'd be much happier playing Mario Kart).
Group 1 is probably a very small percentage of the overall gaming population (incidentally most of us who are hear now are in group 1. It's not enough to sustain the game though. We need to work on "hand-holding" group 2 so we can get the player retention percentages higher. I think that's probably our biggest obstacle to seeing a port to x86 architecture. If 99% of the players who download the game quit and never come back, then CCP isn't going to green light the port.
Best PvE idea ever!
|
Vell0cet
OSG Planetary Operations Covert Intervention
3095
|
Posted - 2015.05.09 01:32:00 -
[4] - Quote
castba wrote:DeathwindRising wrote:Vell0cet wrote:james rains wrote:I started playing dust and knew nothing of what to do. But this kid is no exception to whatever they say. Now I say this because he is messing around, and probably started pressing random buttons in hoping of something good. Probably was smart and looked in the menu. But no there should be no pre-academy. That would be a waste of their time. He is to young to understand that he needs to move around in order not to be shot, he needs to mature a little more. (Actually a lot.) It's clear the kid isn't the target market for this game, but we can learn a lot about usability/how to improve the NPE even from kids like this. I think a tutorial is important. this. when I took UI in college we used to test our UI designs by giving them to 5 yr olds. If they could figure it out, then we knew we had an intuitive and easy design. the UI **** we put up with in dust... would not pass the class. So the goal was to dumb things down so much that a 5yo could figure it out easily? Is this really the kind of goal adults should be striving to achieve? Should this be the standard required for adults? Why do I keep getting flashes of the IQ test in Idiocracy? When it comes to user interfaces, yes. Make them as intuitive as possible. Mastery should come from tactics, strategy , teamwork, etc. not from being great at poorly designed UI. The UI should be obvious, intuitive and get out of the player's way.
Best PvE idea ever!
|
|
|
|