Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
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Posted - 2015.08.08 23:11:00 -
[1] - Quote
Many agree that Dust is in dire need of a better NPE.
Many also agree that the purpose of an NPE tutorial/walkthrough is not to teach noobs 'how to shoot a gun', but rather to give New Eden immigrants a handle on the several non-trivial and interconnected systems that comprise a viable merc's working knowledge in Dust. This point is not in dispute - veteran players have repeatedly demonstrated, for the benefit of CCP and the playerbase, that a new toon in low-end gear can be viable against almost all pub-level opposition and easily capable of slaughtering noobs by the dozen in the academy.
There is far more going on here than simple map knowledge - core skills, racial characteristics, suit classes, vehicle classes, richly varied weapons classes, shield characteristics, armor characteristics, active ewar, passive ewar, squad mechanics, off-map assets, equipment(big topic!), spawn mechanics, cloak mechanics, integrated warfare, installations, game glitches/bugs. That's on the battlefield. Also WP mechanics, sp mechanics, ISK, AUR, boosters, trading, BPOs, APEX off the battlefield.
Any dev or player insisting that the broad demand for a tutorial/walkthrough is about 'shooting a gun' has their head so far up their exhaust port that they most likely suffer from a tongue scalded by a regrettable too-oft licking of their reactor core.
Imo 'how to shoot a gun' can be translated to merc-speak as 'too expensive'. There is nothing wrong with 'too expensive' as an answer, it's a reality of development for Dust at this time...but....this is an issue that will not go away: whatever the future incarnation of Dust, it will also suffer from this same issue.
We face a classic dilemma: we need a quality NPE but it's too expensive/time consuming.
I believe it's worth considering a collaboration/crowdsource solution to the NPE: a set of narrated first-person training 'matches' where noobs never fire a gun, but are there to look, listen and learn.
The basic idea:
- Record a match from the point of view of several players on both sides, say 3 per side. Call them Red(R1, R2, R3) and Blue/Green(1, 2, 3). Maybe also devote a player on each side to keeping the overhead map up.
- Publish this set of 6 or 8 videos to the playerbase.
- In some kind of open-source collaborative venue, players post time-stamped text of what they want 'Sarge' to communicate to the player at that particular point in time, for some or all points-of-view. Sarge can start and stop time, rewind, speed up/slow down playback and also switch the player's PoV at will. Sarge is just a voice in the player's head, but he also has control of a '
magic pointerholographic projector' that can produce on-screen effects.
- Community/devs argue, plead, vote, mud-wrestle to decide how to order the PoV-switching and narration to best educate noobs.
- With a final training mission in hand, CCP adds effects from Sarge's magic pointer to the video to highlight and make explicit what we're trying to teach the player.
- CCP publishes the PoV observer missions in the battle finder. Players can run through these at any time for as many times as they desire. On the first few run-throughs they get sweet loot just for watching.
That's it, but on a final point of immersion 'Sarge' should prolly be working for the merc recruiters that issue public contracts. His/her mission is to try and make a recruit 'worth their ISK'.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
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Posted - 2015.08.09 00:12:00 -
[2] - Quote
Kierkegaard Soren wrote:I don't think passive trainer is going to work. It never did in EvE; it just has too much meta game going for new players to quickly and easily digest. The same applies for Dust; as OP has already noted, between Core Mechanics, Core Skills, Roles and Specialisations the new player has a vast amount of options to consider and resolve before they've even stepped into a suit and deployed. It is the great strength and the keening weakness of Dust. It's depth of options and the playstyles they afford to the player suffocate before they liberate.
Anyway, waxing lyrical aside, my point is that whatever the NPE is, it's got to be fully interactive. A game mode in of itself, that provides the new player a consequence-free place so that can try anything, anytime, and learn from what works and what does not *whilst playing the game*.
A VR simulator, I suppose. My initial thoughts would be to use a small skirmish map and place an urban-type socket at its center, and have it filled with automated defense turrets such as we have now that have been hacked by...I don't know, drone? Rogue Blaster Turrets, beady-eyed sniper rail positions and such like. However, in being hacked the turrets have been structurally compromised to the point where all weapon types, and not just AV types, can damage and eventually destroy them.
New players must use cover to shelter from incoming fire, use the TACNET to understand where the enemy is positioned and move to the right position to attack accordingly, and then use what they think is the right weapon loadouts to eliminate the turrets. Do they mix damage types for efficient defense stripping? Do they attack with AV and learn of there ammo limitations? Do they try to pull out a forge heavy and go toe-to-toe with rail installations from extreme range?
Of course, all trivial to a vet to accomplish. But for a newbro, intensely valuable information can be learned, and they get to blow sh*t up as they go, which is always a bonus. Love it. Lots of bang for the buck in this proposal.
PSN: RationalSpark
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