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Juno Tristan
Obscure Reference
1221
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Posted - 2017.04.27 19:27:00 -
[1] - Quote
So this is somewhat of an over used trope, but it's still a classic
New Player experience where they run through a few quick PVE missions where the have access to all guns and skills maxed, (say they're in a Dust Merc Clone working for the empire), that way they can have a quick taste of all the weapons New Eden has to offer.
The final mission is them being betrayed by the empire, only to wake in a Nova clone, all skills set to zero and a clean slate to start building up their skills again
PVE is a good base to learn the basics as you can give it structure (like in the EVE NPE Missions)
The Final PLC Kill
Dust 514 - My Final Moments
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TooMany Names AlreadyTaken
Going for the gold
4279
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Posted - 2017.04.27 21:30:00 -
[2] - Quote
Basically what you mean is, create a level where you can try out all fittings and weapons for free, see how they work, and get used to them?
Planetside 2 did this...
#NekosForLife GÄ¥GùÑGû¦GÇ+GÇ+GùÇGùñGÄá
When you think about it, no matter how weird it seems at first, nekos are like upgraded humans
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Joel II X
Bacon with a bottle of Quafe
10827
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Posted - 2017.04.28 02:56:00 -
[3] - Quote
PvE Drone Infestation
Training academy where you get a few weapons (not all) and get a proper feel for the controls by shooting targets and navigating through the room etc
That's all you need.
Scouts United
Gk.0s & Quafes all day.
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Fox Gaden
Immortal Guides
8096
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Posted - 2017.04.28 12:49:00 -
[4] - Quote
Rather than a New Player experience, they should have a weapons test lab where you get to test any weapon, suit, or module with full skill bonuses against Drons to get a feel for what you like, so you can make an educated decision on what to train into.
I do like the idea of some PVE missions for introduction to the game though.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Juno Tristan
Obscure Reference
1224
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Posted - 2017.04.28 13:31:00 -
[5] - Quote
Fox Gaden wrote:Rather than a New Player experience, they should have a weapons test lab where you get to test any weapon, suit, or module with full skill bonuses against Drons to get a feel for what you like, so you can make an educated decision on what to train into.
I do like the idea of some PVE missions for introduction to the game though.
A weapons range would be a nice feature, but without a proper NPE they'll just be repeating the mistakes dust made. There are a lot of people out there who've never played a CCP game and the concepts of Armour/shields/damage type/effective range need to be introduced right at the start of a new players experience. You can't just give them the tools and expect them to get on with it.
Having access to all the gear through a series of PVE missions is good way to get people to learn the basics at their pace and without fear of being stomped. (And make them replayable)
The Final PLC Kill
Dust 514 - My Final Moments
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Terry Webber
WarRavens Auxiliaries
985
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Posted - 2017.04.28 16:58:00 -
[6] - Quote
A guy named Iron Wolf Saber made a post a few years ago that discussed this topic.
Dust 2.0 - "Opening the World"
Inertial Booster Module
Vehicle Installation
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Russel Moralles
Klandatu
225
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Posted - 2017.05.02 23:36:00 -
[7] - Quote
TooMany Names AlreadyTaken wrote:Basically what you mean is, create a level where you can try out all fittings and weapons for free, see how they work, and get used to them? Planetside 2 did this...
Yeah but ps2 sucks.
Its better than dust but suckier overall. |
Mejt0
Made in Poland...
2742
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Posted - 2017.05.03 08:59:00 -
[8] - Quote
So.. a tutorial? I hate tutorials honestly. They are like unskipable ADs on YT.
What would be nice? An optional shooting range. You in the shop, you browse the items. You click x and you are now testing your selected item. Simple as that so you can feel the weapon you ought to skill into.
What else is there needed? I can't think of anything really. Fits, stats, etc., can and should be tested on the battlefield.
Vigilant Pilot
Happy Hunting
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Sequal's Back
Dead Man's Game Preatoriani
2389
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Posted - 2017.05.03 14:23:00 -
[9] - Quote
Mejt0 wrote:So.. a tutorial? I hate tutorials honestly. They are like unskipable ADs on YT.
What would be nice? An optional shooting range. You in the shop, you browse the items. You click x and you are now testing your selected item. Simple as that so you can feel the weapon you ought to skill into.
What else is there needed? I can't think of anything really. Fits, stats, etc., can and should be tested on the battlefield. I actually like the idea of introducing the mechanics of the game through PvE missions at the very begining. It's a great way to build lore in the game, to introduce all the basic knowledge of the game and to hook the player's curiosity to know more.
A shooting range can be available too, to try out weapons afterwards. But a tutorial which you can skip if you want is a great thing in this kind of videogames. Many games have these tutorials, and when they are well made, they can be very efficient. I mean.. Who disliked following Tracer's booty in Overwatch throughout the tutorial ?
"I hope we don't have vehicles [in Nova] simply so we don't have to deal with the people who drive them." -Ripley Riley
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Pokey Dravon
OSG Planetary Operations
9207
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Posted - 2017.05.04 07:31:00 -
[10] - Quote
PvE is pretty critical for training. You need to be able to guarantee a certain experience and that is impossible with PvP, even if you put them against other newbies. And like others have said, it doesn't even need to be something complicated, it just needs to be engaging but also easy to follow.
The last thing people want to do when they start up a new game is sit and read through a bunch of tutorials. Learning is best through experience, not through exposition. My favorites are the ones that immediately drop you into the action and quickly teach you the fundimentals of moving and shooting, and then as you move through the tutorial it introduces more complicated elements in an order that makes sense without overloading the player.
More involved stuff like fitting should also be introduced in a fairly granular manner. Luckily it sounds like most suits will be pre-fit with modules that can be swapped out. This will be great because it removes that first initial step of "WTF do I do with all these modules things?!" and instead lets the player experiment with changing things, rather than trying to start from scratch.
When they do start teaching fitting, keep it simple. Keep the player in a play space so s/he can move around while the computer shows them what is going on in the fitting screen. This allows the player to see changes in real time and get a better understanding of the results of the fitting change.
Something like:
Modules fit into slots and increase various aspects of your dropsuit such as HP, Speed, and Damage output. Every dropsuit has fitting resource limits, also known as CPU and PG. Each module you place in your dropsuit will consume some of this limit, and the fit will become invalid if either of these limits are exceeded.
Take a look at this Armor Plate Module. It increases your armor HP at the cost of some speed. Notice how your armor HP in the lower right has increased, but you're now moving a little slower.
*Do some damage to the player*
Looks like you took some damage. Armor HP will passively regenerate over time, but if you place an armor repair module on your dropsuit, that rate will increase. Because armor is constantly regenerating, it tends to be more effective when taking lower amounts of damage frequently, but struggles to regenerate all of its HP quickly.
Now let's move onto shields. Like armor, shields will passively recharge over time, but at a much higher rate. However, shields often have overall lower HP than armor and will only start recharging after a short delay after taking damage.
*Do some damage to the player*
Notice how the shields do not start regenerating right away, however once the regeneration starts, they quickly reach maximum HP. Much like an Armor Plate, a Shield Extender increases your maximum shield HP, but this time at the cost of increasing the delay before your shield start to recharge. Modules like Shield Regulators can decrease this delay, and Shield Rechargers can increase the recharge rate.
EVE: Phoenix - 'Rise Again' Trailer
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Mejt0
Made in Poland...
2742
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Posted - 2017.05.04 23:59:00 -
[11] - Quote
Sounds good. Everything is acceptable as long as it doesn't take ages. Keep it simple just enough so they will know what to do on the battlefield without going for the "tactics" right away.
I'm an autodidact and I get better understanding of things once I learn them by myself.
Vigilant Pilot
Happy Hunting
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