KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.11.02 18:51:00 -
[1] - Quote
After reading Eurogamer.net's preview article http://www.eurogamer.net/articles/2012-08-22-dust-514-preview-is-bigger-always-better on Dust beta and it's sharp criticism on the new player experience, I want to give some suggestions:
1) Remove initial professions/specialications. They make no difference in real character developement as after five or so matches initial skills disappear amongst earned and spent SP. The problem is that new players think that "oh I picked scout class, I must go sniper for ever". Also, having that extra decision at the stage you know nothing of the game gives you nasty feeling if I'm doing a terrible mistake. Remember, beginners have no idea the profession doesn't matter.
2) Make the current 'L1 menu' more accessible both keystrokewise and guide people there - Prompt it better so ppl know to access it - Give up on trying to force ppl to walk around in room. (sorry!) - give it easier button for the controller, the L1 isn't intuitive - Give keyboard the button to access (for some reason I haven't found it on my keyboard! Even tho it prolly is equivalent of L1...)
3) Limit all the extra options and menus behind a "Lock" Dust has so many menus and it should have. But beginners get lost and overwhelmed easily. So, grey out all the non-essential menus and options. Lock them, so to say. If a person tries to open it, give a prompt "some menu options have been greyed out as they are not necessary for you in your beginning stages. You may of course access them now and dive deeper into options if you wish. Do you want to unlock these more advanced menus?"
4) Tune the starter fits more You did good job on making all starter fits based on assault (especially removing the horrid Swarm-Heavy!) Give them still a bit more sensible loadouts: - Give more buffer hp. Extenders and plates. - Remove the yellow/green biotics. - Make the sidearm something that takes practically no PG/CPU as you can't remove it from starter fit. Otherwise it will be such burden on trying to fit starter suit on low skills. - Make the AV fit use AV grenades instead of Swarm Launcher: not because SL is currently lacking in AV capability but because on first sight MISSILE LAUNCHER seems like a weapon for easy kills like in many other games - Guide people to using AR as it's role is and should be the basic all-round weapon system on the battlefield. Tell ppl of other weapon options do good as well but may be a bit more specialized. - Create a medic and uplink fits. Especially successful reviving is rewarding, both SP-wise and mentally!!!
5) Module packs for early fitting If you have no idea a certain type of module exists you won't leave fitting and go looking for it in the market!!! Make a 'Basic Module pack' which includes all the basic militia modules (or blueprints. I leave that to you guys to decide if isk or AUR version or blueprints or not). Basic would include extenders, CPU/PG upgrades, rechargers, armor plates, shield regulators., nanite injectors, uplinks, nanohives, grenades. 'Advanced module pack' would consist of weapon upgrades, biotics, codebreakers, remote explosives,
6) On release, beginner chat with moderators/ISD's helping You probably have planned this already.
7) Give more tips on surviving the first battles Event though many are obvious for fps veterans, still: - blues and greens mean your team. In the beginning it's important to follow friendlies - Try to revive fallen teammates (video?) - (tell how to equip equipment. video?) - Explain the idea of hacking (video?) - Remember to use cover - (Encourage to use the voice!!!) |