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[Veteran_Card Drunook]
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Posted - 2012.06.13 06:05:00 -
[1] - Quote
The thread that inspired this one: https://forums.dust514.com/default.aspx?g=posts&t=21106&find=unread
I'm starting this thread as a place to discuss ideas for helping avoid "the learning cliff" as I've heard it put. This isn't for ideas relating to the entire game, this is specifically for ideas on how to help ease brand new players into the game without ruining the game for everyone else. DUST 514 is a really complex game, and to play it at a competent level requires a bit of investment in time and brainpower.
So, what I'm asking for are ideas on how to:
A) Make it so less of the game needs to be learned before a player is competent. (Let me emphasize that BEFORE ) Competent in this case means the player feels like they are in control of their own actions and that the player understands what is going on around them.
B) Make it more comfortable and enjoyable for new players to do the learning needed to become competent.
Before I put down my initial suggestions let me point out something to keep in mind. These ideas are not really relevant to anyone reading this thread. Almost no one got into the beta by accident. We all have reasons beyond "I wonder what this game is about" to be playing DUST. Most of the people in the beta, and especially the people who come to these forums, are willing to go through a period of having absolutely no fun when first trying the game out. So these ideas aren't for us. These ideas are for the people who have never heard of DUST, who are going to give it a try with no idea of what it is. Some of those people are going to be people we Want in the game, although I suspect most of them will just be the random people you see in all FPSs. Please don't debate the merits of trying to get more people into the game in this thread though.
That was a lot of words before I even get to the ideas I have so far, thank you for wading through it. And feel free to throw in your own ideas.
1) (type A idea) I already posted a thread about this so I won't go into details, but the game Really needs to have some way of letting players know where they are and where other things are. The method needs to be unobtrusive (so having to bring up a separate menu like the current map isn't enough). I also needs to be easy to communicate locations to teammates. This will not only help experienced players communicate, it will allow those experienced players to help guide new players.
2) (type A idea) Show kill damage numbers somehow. When a player gets killed it goes a long way towards avoiding frustration for them to know WHY they died. Not just what weapon killed them, but how much damage that weapon did. Not only does this help a player learn what all the weapons do, it means they don't have to read up and memorize every single weapon in the game to understand why they died quickly when shot with one weapon but slowly when shot with another. I personally suggest a short timeline of the last few seconds of a players life, showing what did damage to them and how much. A simple horizontal line, with vertical name for the damage type and number. It would let a player at a glance understand why they died.
3) (type B idea) Offer new players some sort of experience with what types of gear other than starter gear is out there. Yaok888 suggested one idea. I have a different one. I vaguely remember talk of there being an arena type setup in the future where people could fight and even place bets. I suggest creating one mode in that arena where at the start of the round everyone essentially plays roulette with their gear. Everyone's gear is put into a pile and then is randomly assigned to the players who would then use that gear for that match regardless of whether they have the skills for it. For new players this is a chance for them to try out random setups created by other (probably experienced) players. For experienced players this would be a chance to show how good they really are because to win consistently you'd have to be good at everything. For the gambling variant maybe allow the winner from the round get to choose one of the sets of gear put into the pot to keep (though they'd still need the skills to use it). Let me make it clear that I don't suggest making this a large part of the game. I'm suggesting creating one mode within the arena type area, not an overhaul of the whole game.
Because it's late and I'd like to see people feedback before posting more I'll end it here for now. |
[Veteran_Boss Dirge]
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Posted - 2012.06.13 06:52:00 -
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I ain't one to endorse hand-holding but at the same time it's hard to be helpful to ccp as a beta tester when I am killed every ten seconds by a spawn camper. So maybe actually being able to play the game for more than 1.5 seconds at a time would help with the learning "cliff" as you put it and also get ccp some decent feedback.
I am also not entirely against spawn camping, but this game is not a competition yet. It's a beta, and as such people who are spawn camping seem to show zero interest in helping to develop the game. You can spawn camp, great we learned it, move on to something else. Spawn camping has been tested and seems to be working just fine. |
[Veteran_Sintel Jenner]
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Posted - 2012.06.13 07:02:00 -
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Honestly, I don't think you should even be able to change your fittings until you go through a tutorial. Anyone who complains after that, it's their own fault for button mashing their way through it instead of learning. That'd solve a lot of issues with people having invalid fits their first few hours of playing. |
[Veteran_Nova Knife]
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Posted - 2012.06.13 07:07:00 -
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I don't think the learning cliff problem is ever going to be solved, to be honest. It will be made better a bit by tutorials, but those are not a priority in the beta.
If you think about it, that's a good thing. Sure, it's frustrating as hell to pick up the game as someone brand new. No one can deny that. But a tutorial puts people on the right path, tells them what to do, what to train. How to play, what guns to use. If people don't have that, they end up doing and trying all kinds of stuff when trying to figure things out. In doing this, they are more likely to gain different perspectives, or find things that are broken.
This isn't why in-depth tutorials are not in the game, those are simply just not finished yet. However it's an interesting thought.
The best way to get around a learning cliff is to have a community with people willing to help new players adjust. This is often better than a tutorial. People who seek help from others will always find it, and thrive far more than people who do not look or think to ask. |
[Veteran_xAckie]
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Posted - 2012.06.13 08:02:00 -
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The cliff will be more noticeable when clan and group deploy is implemented. going up against an organised corp with a bunch of randoms we will see a lot of rage quitting. And that will always happen.
Corps / forums/ tutorials videos etc will help people understand how to play the game. But there will be a sharp learning curve.
I have only played the beta for one weekend so I may have misunderstood how the following information is shown.
But my biggest gripe with the learning curve is what I think is really bad UI.
Dust 514 has lots of information. But it is really badly laid out.
I do not find the information to be complex. There is a lot and it needs to be better organised for players.
Why for example when I spend SP on level 2 electronics does it not tell me what it unlocks or what the next progression in this skill book unlocks? When pressing triangle and then L2 or R2 I can find attributes prerequisites etc so why not other stuff? It is supposed to be the engineering book. I am told by people on this forum that Eve certificates would help here but I dont know what they are or if they would.
Maybe I have this completely wrong but when I look at weapons in the market place why dont they give a column of damage, rof, distance etc. They give it you triangle it (?) but why not allow a column which enables people to compare weapons.
Maybe I have missed it but why not in the drop suit fittings get what the +3% or +5% does to a bar / for each weapon with its base statistics. we can see bars for the CPU etc and how is filled etc.
same for vehicle handling skills or pilot skills?
If the above exists then sorry I am stupid
At the moment, however, I feel like I am back when I was a kid playing D&D and 40k (many many moons ago, and I didn't play long - perhaps thats the problem) and I had to roll a 20 sided die and use paper and pencil to know what my character's attributes were as they changed what hits have been taken and so on.
I dont really want to have pen and paper or today's modern equivalent, an excel sheet, to work stuff out.
Someone mentioned on these forums a vita app may be built to help people make choices. But why should I have to do this on another app or website to do this - though it is true they may do it far better than the current set up. And I may well buy an app for that. But,
The complexity of this game - at the moment (not withstanding introduction of eve contracts/ corps etc - owning/ taking planets) comes from the choices players can make in spending ISK or SP.
Having a crap UI and rubbish information provision doesn't make it a more complex/ deeper/ better game/ - just poor provision of that information.
As I said I may have missed all of the above and it exists. |
[Veteran_Matrix Owner]
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Posted - 2012.06.13 08:10:00 -
[6] - Quote
I think tutorial video's, mandetory interactive tutorials and a low SP or Militia gear only match type is by far the better way to ease people in....
I would order them as such, Militia Gear only match types, these are playable from installing the game, with prompts every so often about the other aspects of the game, not all the time to annoy players but so they know it's there.
Looking in the area like the market or fitting window brings up a descriptive video which is skippable, but with a are you sure box.
when you actually go into the fitting screen you are walked through (until you turn off the tutorial aid) and gone through the basics of CPU/PG defense vs attack and fitting mods etc, and it is made ABSOLUTLEY clear to the player that building these custom drop suits costs in game currency and when they die they are gone.
Then I think there should be a death match game mode similar to Ambush, but with no organised teams to prevent Eve players doing what comes naturally and preying on the new blood.
Then they should be released into the general population.
The Militia gear only game mode makes a level playing field which means that COD players will feel more comfortable and a bit more of what they are used too, once they have had there hand held and they are eased in a bit, they can graduate to the battlefield sort of level of complexity with tanks and fitting but still not competetive play and certainly no EVE corps about to ruin their day. Then and only then are they ready for the S**t storm that will be organised low-sec and 0.0 battles. They can advertise the advantages of going the distance all throughout (infact I would encourage it) you can make it all skipable as well if you wish, anyone who skips tutorials and then complains about the cliff has no sympathy. |
[Veteran_art monkey71]
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Posted - 2012.06.13 11:49:00 -
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it's often difficult to make suggestions based on an early beta where a lot of the features haven't been implemented yet. I think that some people forget this and assume that they are playing the 'Finished Game'.
However, based on what we have in the Beta at the moment I think there should be more info for level upgrades and how they affect the gun/weapon/fitting/whatever it effects on your drop suit/vehicle as xAckle said.
I like the idea of a bar/level indicator system that shows how the level upgrade effects the items on your fitting.
Just my two cents... |
[Veteran_Shadowz42]
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Posted - 2012.06.13 15:17:00 -
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some intro videos (with the option to skip and come back to later) would be awesome. Having a tutorial that is voice and video guided is a MUST. hopefully there's something in the next build |
[Veteran_Orin Fenris]
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Posted - 2012.06.13 15:53:00 -
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EVE has tutorials (oodles and oodles of them, actually) so I don't see why DUST wouldn't have at least a few basic tutorials.
But thats as far as I'd go with the "hand holding". Dust, like Eve is meant to be a game for mature people, who can actually concentrate on something for more than 10 minutes without seeing something shiny and shifting focus. DUST appears to be just like EVE in the sense that the more you play, the more invested you become, making you want to play more. It's somewhat the opposite of what most games are nowadays.
That being, start out, 4 hours later you have everything you need to be a one-man army, then just play until you get bored, so the games are really front heavy. in EVE/DUST, you start off with nothing, and continue having nothing until roughly a month in, where you start seeing some actual fruits of your labor. until then, you are just "getting by". But even after that, there will still be YEARS worth of training before you can do "Everything". so in a sense, there is always something to look forward to :D |
[Veteran_Card Drunook]
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Posted - 2012.06.13 16:32:00 -
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While I agree that a good tutorial is needed for the game, it's a known fact that in FPSs tutorials aren't a good way to convey information to ALL brand new players. When people look at the numbers a sizable portion of new players always either skip or rush through the tutorial. Having said that let me repeat, I think a tutorial is needed and is a very good idea. Just don't believe everyone will pay attention to it..
Boss Dirge wrote:I ain't one to endorse hand-holding but at the same time it's hard to be helpful to ccp as a beta tester when I am killed every ten seconds by a spawn camper. So maybe actually being able to play the game for more than 1.5 seconds at a time would help with the learning "cliff" as you put it and also get ccp some decent feedback.
I am also not entirely against spawn camping, but this game is not a competition yet. It's a beta, and as such people who are spawn camping seem to show zero interest in helping to develop the game. You can spawn camp, great we learned it, move on to something else. Spawn camping has been tested and seems to be working just fine.
You're talking about gameplay changes, balance issues. This thread isn't for that. The idea for this thread is to discuss helping new players in using and understand what is already in the game. Not suggesting things to change the game itself. That said, I think a lesson has been learned from all this spawncamping, which is that CCP needs to find a way to stop all the spawncamping.
Nova Knife wrote:I don't think the learning cliff problem is ever going to be solved, to be honest. It will be made better a bit by tutorials, but those are not a priority in the beta.
If you think about it, that's a good thing. Sure, it's frustrating as hell to pick up the game as someone brand new. No one can deny that. But a tutorial puts people on the right path, tells them what to do, what to train. How to play, what guns to use. If people don't have that, they end up doing and trying all kinds of stuff when trying to figure things out. In doing this, they are more likely to gain different perspectives, or find things that are broken.
This isn't why in-depth tutorials are not in the game, those are simply just not finished yet. However it's an interesting thought.
The best way to get around a learning cliff is to have a community with people willing to help new players adjust. This is often better than a tutorial. People who seek help from others will always find it, and thrive far more than people who do not look or think to ask.
I agree that in a game this complex the learning cliff will probably never go away. What I'm hoping for are ideas on how to keep new players from running blind into it at full speed because they don't see it coming, and while we're at it maybe putting some hand and toe holds into the cliff to help them get over it. And communities are a great way to help and encourage new players, but not everyone is looking for that kind of experience when they first start a game. And no matter how good the community they can't teach every new player. Especially seeing as the kind of person who thinks to seek out advice and ask questions seems to be a minority in FPSs.
xAckie:
It seems like most of you comments fall under the category of "put the information in front of us, not behind a different screen" something I really agree with. This is still a beta so I assume the systems aren't anywhere near final. At least I hope so, because I doubt very many players are going to spend the time I have going item by item in the marketplace reading up on everything. Which at the moment is the only way to sort out what does what and what is unlocked by what. A skill tree tab on skills would be a big help, when looking at an item it's nice to know what is needed to unlock it but it would also be nice to know what it can unlock.
I hadn't thought about the fact that weapon stats aren't shown very much on the loadout page. I'd like to second the idea of putting something up to make it more clear what stats your gun has.
Matrix Owner:
The idea of restricting new players so they don't dive into the deep end right at first is a tried and true way to avoid confusing new players. I can't really comment more on it because I'm not a big fan of it in design, because it takes control away from the player. But that's a personal preference. I do think the idea of having a Militia gear only gamemode is good, though I don't think new players should be restricted to just that.
Orin Fenris:
A key difference between EVE and DUST is genre. Someone going into a space battle simulator is going to expect to need to learn a lot before they can really play the game. Someone going into a FPS expects to learn while they play the game. Tutorials are very helpful, but even as much as I like to think I can multitask I doubt I could read or watch a tutorial in the middle of a skirmish match. Let me say again, I think tutorials are good and I want them in DUST, but they aren't part of the game experience itself. They are in addition to the game experience.
As to "hand holding" look to my initial post. I'm not suggesting anything like that. Neither type A or type B ideas relate to changing the difficulty of the game in any way. |
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[Veteran_yaok888]
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Posted - 2012.06.13 16:46:00 -
[11] - Quote
some good ideas here,
let me throw in another - Player training contracts, maybe Corp sponsored, maybe not.
example - besides the tutorials, each new player starts with a free 15 to 30 minute training contract for an un-ranked "get acquainted" battle or battle sim.
team chat is autoenabled by defautl. Experienced players can sign up for these contracts for XXX ISK - 1 vet per each side.
sort of like a Live paid-for custom tutorial.
doesn't even have to be battle based - could just be a "custom intro package" contract.
newbies get 1 free intro package, vets can provide the teaching.
then later add Non-free training contracts to cover advanced subjects like vehicles, etc. |
[Veteran_Card Drunook]
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Posted - 2012.06.14 04:33:00 -
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Here's a good example of what I'm asking for suggestions to avoid
The comment that stood out to me was him thinking that he was fighting Uber-equipped players. Unless he somehow stumbled into a match where everyone was in heavy dropsuits with max shields he probably just didn't know how much damage he was dealing versus how much damage everyone else could take. To those of us that have played we know there isn't THAT much of a difference even between militia and prototype gear, but to him it was massive simply because he didn't know otherwise and there was no way for him to know. |
[Veteran_Hazma Dictace]
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Posted - 2012.06.14 04:52:00 -
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Just a suggestion off the top of my head
Has absolutely no correlation that I can think of to the Game lore or anything of that nature.
The new player chooses his or her race, creed, corp etc. etc.
Watches a flavor video purely to see the universe he or she is getting in to in all it's CG glory.
Receives his or her starter gear with OUTSTANDING stats!
????? huh ???? what ?????? orly ?????
yes , OUTSTANDING starter gear that will, upon use, and / or time, degrade to run-of-the-mill militia gear. Giving him or her a truly awesome view of what to look forward to and to give incentive to make his or her other two character slots as well to try out DIFFERENT gear in DIFFERENT ways and get a sense of the game.
This along with a well paced and well conceived tutorial will endow any player with the proper know-how and incentive to dive in and play this game.
Any good?
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[Veteran_Haplo Yar]
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Posted - 2012.06.14 08:28:00 -
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I think a training camp would be nice, have a mach type that is un-ranked and only allows a list of preset fits that are free. The matches are only open to ACCOUNTS that have logged less than a certain amount of time in matches.
then have an advanced training playlist with the same type of fit limits where anyone can enter but the matches themselves have a tiered cost, in isk, based on account play time.
edit: Perhaps even have a mentor system where experienced players form squads of new players and duke it out against other similar squads. The squad leaders would be able to help the new players grasp the more difficult concepts, like objective capturing, resource hacking, when to use different equipment, and general team work. |
[Veteran_Matrix Owner]
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Posted - 2012.06.14 09:25:00 -
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Another idea that came to me the last night.
In terms of guiding the player without forcing them
The game could monitor the players statistics, for instance K/D both in ratio and quantity, and when it falls below a certain thresholds then you could have on screen prompts/voice over to suggest different trainning videos, less aggressive modes etc.
CCP are logging all kills and a huge amount of stats on the players, why not put them to good use in the, "You appear to be struggling, may I suggest you look at this area for guidance" sort of way.
I mean, the stats they are collecting, and the fittings they will be monitoring, ultimately they could provide basic advice based on the players play style patterns.
Sort of as a compliment to other more active controls, this is a more passive way of presenting the right information to the player based upon their needs. |
[Veteran_Card Drunook]
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Posted - 2012.06.14 17:27:00 -
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Hazma Dictace:
You either seem to have forgotten that this game will be completely free, or you have way too much of the wrong type of faith in the EVE community. If the starting gear was that good people would just make brand new accounts all the time to get it. A corp could field a team made up of mostly brand new accounts for free, as opposed to having to pay for their gear.
Haplo Yar:
The idea of a training/low level mode seems to keep coming up and it sounds like a good idea. I suspect there will be something like this in the arena mode CCP has talked about. I like the idea of also throwing in an experienced player on each team. Not only would this give the new players a hand, it would let people scout out the new players for people worth recruiting into Corps. Let's call this the "War Academy " Idea. Anyone got any thoughts on how to expand on it?
Matrix Owner:
I think that's a really good idea. I know for a fact there are systems out there designed to detect what you're talking about. It would be nice if at the end of the round you were shown a screen that told you what you are having problems with, both for that battle and in general, and then directed you to things that can help. Even something along the lines of "You were killed by X. X is most often killed by Z, it least often kills W or N" would be helpful. I'm drawing a blank for what to call this idea, anyone want to propose a name for it? Spreadsheet support idea? |
[Veteran_Nsaugh Palidar]
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Posted - 2012.06.19 14:06:00 -
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Copy pasted but relevant.
I think we are all in agreement that CCP has a daunting task in trying to craft a game unlike any other. How can they combine the character building and gear progression elements of the rpg/ mmo, the tactical thinking of rts, and the competitive and evenly matched fun of combat FPS multiplayer?
And I think we all agree that the gateway to Dust, the quick matches that everyone can jump into with the press of a button, are going to make a big impression on a lot of players and they should be as fun and pleasing as possible. These are battles that every player will probably spend a lot of time with, whether or not they decide to jump down the rabbit hole into conquest mode. This is where the game needs to be as shiny and polished as it possibly can, without sacrificing or negatively impacting any of the grit, insanity, strategy, savagery, drama, joy, hilarity, frustration, mind numbing upgrade options, meticulous character planning and attribute allocations, mighty victories and humiliating losses etc. etc. that will make up the full game in all its depth.
Part of our goal in Beta is to help make these pick up matches as flawless as possible.
Here is my suggestion for achieving some arguably needed balance: Let the players chose between 3 kinds of quick match.
Free for all -
There are no skill level restrictions. Friendly fire is always on. You never know what you will run into. Might get blasted by the most upgraded tank ever, or you might just have fun mowing down countless upstarts in militia gear. This way new players with skills can jump in and see what the big guns can do. Or the morbidly curious can jump in and get murdered. And players with a high level character that want an anything goes battle can have that too. And skilled vets with new characters can jump right into the thick of things. You will earn more isk and skill points for killing higher level characters with a lower level character. As a high level character you will earn less isk and skill points for killing characters at lower levels. You receive a set amount of skill points and isk for killing characters at the same level.
Level playing field -
There are very strict skill level restrictions and matchmaking. Friendly fire is on. Your character would be given a skill level score based on how many skills you've upgraded, L1 to L5, and also factoring in to some degree how those skill levels are distributed. You would only ever be fighting alongside or against characters very close to your skill level range. You receive a set amount of isk and skill points for kills. You earn more in level 5 battles, than level 1 battles.
Militia training -
Friendly fire is off. A chance to jump into multiplayer after you have gone through the tutorial. For entry level characters only. Any characters who have even one upgraded skill won't be able to participate in these battles. You earn isk but no skill points. |
[Veteran_Nsaugh Palidar]
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Posted - 2012.06.19 14:16:00 -
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Matrix Owner wrote:Another idea that came to me the last night.
In terms of guiding the player without forcing them
The game could monitor the players statistics, for instance K/D both in ratio and quantity, and when it falls below a certain thresholds then you could have on screen prompts/voice over to suggest different trainning videos, less aggressive modes etc.
CCP are logging all kills and a huge amount of stats on the players, why not put them to good use in the, "You appear to be struggling, may I suggest you look at this area for guidance" sort of way.
I mean, the stats they are collecting, and the fittings they will be monitoring, ultimately they could provide basic advice based on the players play style patterns.
Sort of as a compliment to other more active controls, this is a more passive way of presenting the right information to the player based upon their needs.
Only if you could turn this mode off. There is nothing worse, to me, as player than when the game starts giving me hints whether I want it to or not. Like in L.A. Noire. "Hi, you seem to be playing a video game and attempting to learn some gun play. Would you like to skip this part? We would be more than happy to have you skip the actual game-play in order to sit through another one of our really amazing character facial animation sequences! What do you say?" Or Uncharted 3. "Press the buttons! It does stuff!"
Also, this would be really annoying if you made a unique load out for a specific purpose and the game kept telling you to order drop ships when you didn't want drop ships. No, really, have more drop ships! Have a lot of drop ships! |
[Veteran_Card Drunook]
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Posted - 2012.06.20 01:32:00 -
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Nsaugh Palidar:
While I don't have anything against your idea, it doesn't really fit in this thread. The point of this thread is to discuss things that don't alter the core gameplay to help new players. Restricting access to part of the game is altering the way the game works. And while it might be a good idea, it definitely doesn't fit in this thread.
As to your comment about the (tentatively named) Spreadsheet Support Idea, I don't think he's talking about something that would be showing up in the middle of the match. My impressions of the idea is it would be something used outside of combat to highlight areas of interest to you. Some games already show things like "weapon you are most killed by" at the end of a round. This would just be a much more useful version of that. |
[Veteran_Nsaugh Palidar]
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Posted - 2012.06.20 03:34:00 -
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Card Drunook wrote:Nsaugh Palidar:
While I don't have anything against your idea, it doesn't really fit in this thread. The point of this thread is to discuss things that don't alter the core gameplay to help new players. Restricting access to part of the game is altering the way the game works. And while it might be a good idea, it definitely doesn't fit in this thread.
As to your comment about the (tentatively named) Spreadsheet Support Idea, I don't think he's talking about something that would be showing up in the middle of the match. My impressions of the idea is it would be something used outside of combat to highlight areas of interest to you. Some games already show things like "weapon you are most killed by" at the end of a round. This would just be a much more useful version of that.
I was not suggesting restricting access across the board to the game in its entirety. I was suggesting giving players the ability to chose to enter restricted access portions of the game. These suggestions were not meant to apply to all of DUST.
But I am assuming that the game will be segmented. That in addition to the long epic battles of conquest mode, there will be quick matches that are more like skirmish/ ambush where players compete in quick pick up games on pre-set maps. And that these matches will not determine outcomes in territory disputes, etc. I could be wrong.
Also, my suggested tiers could be applied to the arena mode you have mentioned. The game will have different areas and it would not change the way the game works overall to have restricted access to some of those areas. A tutorial mode is basically a restricted access portion of the game.
My inspiration was Dark Souls, which basically uses in game items to set up different kinds of PvP match making almost invisibly. But it is there, all incorporated into the larger game. There are various levels of restricted access and it doesn't fundamentally change the way the game works.
I could have tailored my copy and pasted suggestions more specifically to this thread. My main point is that it might help to give people a place to practice without "dumbing down" the rest of the game. That is relevant.
It would help new players in the full game if we had a place to practice that wasn't as basic as a tutorial but wasn't as brutal as null sec I think it is called.
Spread sheet support is fine. I just don't like intrusive help in game. I want to choose help if I want it. Personal preference.
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[Veteran_Eco Esper]
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Posted - 2012.06.20 05:29:00 -
[21] - Quote
I'd like to see a similar experience that Vince went through in Templar One implemented. For those who haven't read the book, he was basically thrown into a training ground and given various weapons to try out, then told to complete a suicide run against multiple enemies. Something like this would be beneficial to someone who knows absolutely nothing about New Edens lore. They would get a chance to try out the various suits/weapons and learn about restocking non-militia gear. Oh, and let's see a bit more of Aura, Eve's tutorials have come a long way over the years, and while not perfect, does help new players understand the fundamentals. |
[Veteran_Jack Tasun]
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Posted - 2012.06.20 08:20:00 -
[22] - Quote
Best way to teach new players IMO: Beginner's Tutorial. No PVP. Just PvNPC/PvE until the player's fine with the system. (Option for player to jump into DUST at any time.) |
[Veteran_Card Drunook]
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Posted - 2012.06.20 15:34:00 -
[23] - Quote
[b[Nsaugh Palidar:[/b]
I think I understand now what you were trying to say. And it sounds like what you're suggesting is what they've already announced in the game. High-Sec is NPC controlled warfare within limited matches. Low-Sec is regulated type warfare. Null-Sec is the all out warfare people talk about.
Eco Esper & Jack Tasun:
It sounds like both your idea fall under the "War Academy" concept as I labelled it. The idea of having a completely separate gamemode set aside to serve as a tutorial and training area. I do like the idea of the very first step being to throw a player headlong into the game and see how much they can handle.
The way I see it is have the player start in a room by themselves, give them a moment to fiddle with things, then open a big set of doors and throw a bunch of things at them (infantry, drones, tanks, dropships, hacking consoles, etc.). Have the computer keep track of how well they handle it, and if they do above a certain point the game says something like "You're good to go, there's not much we can teach you" and if they do below that point they get "You need more training before we sign off on you." If they succeeded, they get sent straight to the batllefinder, if they failed it autoloads the tutorial sections.
Keeping in mind that there is nothing stopping someone from quitting the tutorial at any point to play the main game, or vice-versa.
I really like the idea, it would make an impression on brand new players both of the scale of the game and of the lore within it. |
[Veteran_Card Drunook]
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Posted - 2012.06.21 21:53:00 -
[24] - Quote
lDocHollidayl wrote:I think most of us agree the casual gamer will not ease into the game in its current state. It is accurate that many of us bought more then one militia gear. When I first bought a tank I was looking for the "L" slot for my large weapon. (it comes prefilled) That is after many hours and SP earned...it takes a bit for a tank. When I spoke to some friends about the game they said they would give it a try (free) but were waiting for Black Ops 2. These are the players CCP wants. They are a business and need revenue. They need to put food on the table like every other business.
My thought was to put an advertised weapon/suit/vehicle/equipment shown on the load screens. Like HMG...then showing a "skill" tree of sorts advertising the requirements needed for it...including the heavy dropsuit part. I know this info can be found by bouncing back from the skill, dropsuit, and weapon screens. I just think when a person sees it outlined for them easily they will pursue with more fervor. Then there should be less wasting of points in area they thought they needed. My thought is literally JPEG style commercials on selling the weapons etc. (especially the AUR ones)
What do you guys think? Just trying to make this game huge.
The thread that was posted in
I think this is a perfect example of the type of ideas I'm looking for in this topic. It doesn't change the way the game works, but it does help new players come to grips with the game.
I really like the idea of using the loading screen as a chance to teach players the more boring/technical things like the skill trees. One of the problems with having such a deep backend to a FPS is that the process of learning the needed information to understand the game is a polar opposite to how the game plays. |
[Veteran_Finn Kempers]
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Posted - 2012.06.22 09:08:00 -
[25] - Quote
@ the OP, there will most likely at stable release be hisec areas for those to learn. Dust is like many games a on the ball ingame learning. If you really have no clue there IS an instruction manual. |
[Veteran_Card Drunook]
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Posted - 2012.06.22 12:45:00 -
[26] - Quote
Finn Kempers:
Tutorials, manuals and new player areas are only some of the ways to help new players. If you read through the rest of the thread you'd see there are other ways to help new players get used the game faster, without actually changing the gameplay. The more we help new players understand what is going on in the game the more likely they are to stick around and keep playing. |
[Veteran_Iron Wolf]
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Posted - 2012.06.22 19:40:00 -
[27] - Quote
VR room should have training missions each one describing a finer point. |
[Veteran_Iron Wolf]
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Posted - 2012.06.22 19:43:00 -
[28] - Quote
Also please please please do not make an 'intro mission' full of action war and the sorts, this game has no room for it in that manner as it would set it up to be more... hand holding.
Also games that typically does this sadly have the most epic part in the start then let you down as you get into it further.
This game should keep your expectations low but hints at the possibility of raising it as you understand more and more of the game and the univers that drives it. |
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