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Overlord Ulath
Doomheim
85
|
Posted - 2012.12.30 21:39:00 -
[1] - Quote
Problem:
Casual gamers come in, see how complex this game is, get trounced by vets in proto gear, and leave never to return.
I know the whole "HTFU" and "Adapt or Die" BS responses. Those neither help anything or contribute in any way. Please leave those pathetic "responses" (if you can even call them that) at the door.
Potential Solution:
Introduced a game mode with locked skills and dropsuit choices (making you play with a certain skill level set and certain dropsuit choices) that you can only play a certain number of times a dayand receive no gains and incur no losses.
Reasoning:
This would allow casual gamers a way to get used to DUST 514 game play without having to jump right into things like fittings and such. They could play 5 or 6 games in this "Promo Mode" if you will, and this would allow them to see how different this is from other shooters. There they can get a feel for how weapons fire, how installations work, how to hack, how to run the basics of a match before they compete for real ISK and SP.
It would also allow newcomers a means of getting a feel for how this game is intended to be played. They could see how players have to work together to achieve a win, and would give them some insight into how important squads are and how important supporting your team is.
In addition it would keep new players from all congregating in one section of DUST and not exploring out side of their bubble. Giving them a limited number of plays in this game mode would force them to step into the real game if they wish to keep playing, and introduce them to the wonders of fitting choices and skill progression. Since they gain nothing by playing here they would have no reason to stay any longer than necessary anyway, but forcing them out into the rest of the game would be a must for those who are highly skilled and just wish to trounce weak newcomers all day as they are trying to learn the ropes
Lastly, it would allow new players a means of trying out different roles so they can see which role best fits their playstyle. People who wish to try a heavy fit without investing a lot of time and SP into it could do so without risk. Same goes for any fit, module, or weapon. You should be able to test them out without risk.
Any feedback would be appreciated.
EDIT Perhaps SOME reward might be in order if they are limited to a certain number of matches a day. Perhaps a nice sized chunk of ISK if you use up all of your game mode plays each day. This would encourage regular players to return here so that new players have someone to play with. Just a side thought. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.12.30 21:48:00 -
[2] - Quote
I think 3 things should be implemented by launch
1: a indept tutorial telling you how all controls work not just a video but a almost boot camp type of thing that says go there crawl under that, shoot this, point out what objectives look like and how to hack it and also potentially why, drivng basics.
2: VR training rooms that allow you to use any gear in the game vrs targets to see there effect and how they work so on so forth, this would also be helpful for corps if they want to practice manuvers.
Part of the VR could be tutorials on how to use certain gear and vehicles simple objectives go their shoot that then when your done free style practice untill you quit the simulation
3: militia only matches low isk payout to keep experienced players out |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.30 22:25:00 -
[3] - Quote
A mode that allows for training with limited skills/gear could make a great addition to the tutorial aspect of the game but I am extremely wary of making it a permanent (aka instantly repeatable) part of Dust. Loss, or more specifically the risk of loss within a persistent universe, is a centerpiece of this game and without that capstone much of the rest of the game begins to pale or outright fall by the wayside. Now if something were implemented as described in the OP but with a limited number of matches per character as a lifetime cap (see Star Craft II for one example of this method being used as training) that could be a viable option. Rewards or not would at that point become moot allowing the suspension of rewards to be relaxed.
Many of the aspects of the problem in general could also be addressed by a more sophisticated matchmaking process. You no longer have vets in proto gear stomping new players if you no longer spawn vets with proto gear into the same random matches as new players. A dynamic matchmaking system would also be compatible with a limited training mode as described above.
Re: Rangers 3 points.
- Agreed something like this needs to be present, at minimum in a YouTube format with in game links provided (but better if it were fully in game).
- I'm sure lots of people will hate me for saying this but a full on VR training mode that lets you play with anything in the game without spending the ISK or SP to get it is quite a poor idea indeed. Again the risk/loss mechanic is at the heart of Dust and allowing people to play 100% risk free with everything and not have to even spend the time to earn the ISK and SP to unlock it in the first place? That's taking a knife to the longevity of the game. The ill effects of this are made manifold if you further allow multiplayer within this "VR". A god mode by any other name is still a god mode and if you give the option to play the game without risk you'll suck population out of many legit matches, doubly so when you give the free pass to use all gear without effort or investment.
- This could also be accomplished via a higher quality matchmaking system, even so I see no reason why there shouldn't be selectable matches of this kind implemented. Indeed with the present ISK awards mechanic a militia only match would already be a lower payout so the coding to do this should be relatively minimal.
New player experience is very important, and a key aspect of that is indeed giving those players the space to learn the game without facing corp squads in proto gear. But this laudable goal needs to be attained without reducing/removing risk elements from the game in general.
0.02 ISK Cross
|
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.30 22:45:00 -
[4] - Quote
Cross Atu wrote:A mode that allows for training with limited skills/gear could make a great addition to the tutorial aspect of the game but I am extremely wary of making it a permanent (aka instantly repeatable) part of Dust. Loss, or more specifically the risk of loss within a persistent universe, is a centerpiece of this game and without that capstone much of the rest of the game begins to pale or outright fall by the wayside. Now if something were implemented as described in the OP but with a limited number of matches per character as a lifetime cap (see Star Craft II for one example of this method being used as training) that could be a viable option. Rewards or not would at that point become moot allowing the suspension of rewards to be relaxed. Many of the aspects of the problem in general could also be addressed by a more sophisticated matchmaking process. You no longer have vets in proto gear stomping new players if you no longer spawn vets with proto gear into the same random matches as new players. A dynamic matchmaking system would also be compatible with a limited training mode as described above. Re: Rangers 3 points.
- Agreed something like this needs to be present, at minimum in a YouTube format with in game links provided (but better if it were fully in game).
- I'm sure lots of people will hate me for saying this but a full on VR training mode that lets you play with anything in the game without spending the ISK or SP to get it is quite a poor idea indeed. Again the risk/loss mechanic is at the heart of Dust and allowing people to play 100% risk free with everything and not have to even spend the time to earn the ISK and SP to unlock it in the first place? That's taking a knife to the longevity of the game. The ill effects of this are made manifold if you further allow multiplayer within this "VR". A god mode by any other name is still a god mode and if you give the option to play the game without risk you'll suck population out of many legit matches, doubly so when you give the free pass to use all gear without effort or investment.
- This could also be accomplished via a higher quality matchmaking system, even so I see no reason why there shouldn't be selectable matches of this kind implemented. Indeed with the present ISK awards mechanic a militia only match would already be a lower payout so the coding to do this should be relatively minimal.
New player experience is very important, and a key aspect of that is indeed giving those players the space to learn the game without facing corp squads in proto gear. But this laudable goal needs to be attained without reducing/removing risk elements from the game in general. 0.02 ISK Cross Just a side thought here. Give people a certain limited amount of a side currency upon starting the game that is only obtained by poor performance in real combat. This currency is only used for gaining access to these training matches. This would allow people who are doing poorly in their current playstyle to try out other approaches. Players might also petition for more of this currency by submitting player stats to CCP and pleading their case, perhaps in a new section of the character stats menu.
The means of setting up a system which could properly gauge poor performance would be difficult, I am fully aware of that, but it would give you what you request Cross in nullifying the ability to access this game mode for players who already have the skill to play the main game with little to no difficulty. Of course this would have to incorporate many things, such as points healed, number revived, assists, kills, deaths, total damage received, ground covered, individual clone life expectancy, time spent on turrets or in vehicles, etc. Pretty much every aspect of the game and how you do would have to be recorded and available for this to work. Not sure if there would be an easier way to do this. Any thoughts Cross? |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1594
|
Posted - 2012.12.30 23:14:00 -
[5] - Quote
From what you described, it sounds like something that can solved with a training room or a VR style shooting range. I don't know. Just a thought I had. Although I would see the benefits of having that.
But there is one thing you have to consider. Dust 514, just like Eve Online, operates in New Eden. And we all know how New Eden is in terms of what it stands for: Adapt or Die. You and I know that. I know, it's really intimidating to the new players and it scares off a lot of them because it requires a lot of thinking which is something not a lot of scrubs do these days.
But don't get me wrong. I would love to see millions of players joining Eve Online and Dust 514 just like how World of Warcraft has millions of their own players. But take a quick look at the type of players that inhabit World of Warcraft or play Halo games or COD games. Not a lot of intelligent players. In fact. Those games are full of scrubs because the games themselves don't need much intelligence at all to play. Those games are just easy-mode for scrubs.
At the moment, New Eden doesn't have that many players. In fact, the player population is easily matched by the population of Iceland alone and Iceland doesn't have that many people living there considering much of it is farmland. No where near as populated as COD, WoW, Halo, etc. But take a look at the player composition. I would wager that at least 80-90% of those players are actually intelligent and highly skilled in the use of spreadsheets, understanding real world economics, etc. Some of these players are even real-world corporate auditors, real-world diplomats, real-world economists, and even real-world managers who apply their real-world skills to New Eden. They are lured in by the challenge of New Eden and its complexities. They love a challenge like this.
But I understand what you are saying. You and I still want New Eden to be just as complex as ever before so that the challenge is always there to draw in players can make interesting and unique stories like the great Eve Bank heist of Eve Online. But at the same time you and I still want New Eden to be understood by new players so that they won't be intimidated. But I don't want it to be too easy to understand that the game is dumb down and you start drawing in unwanted scrubs (in Eve we refer to scrubs as carebears - players who just want their hands to be held).
That is something CCP games has been trying to figure out for the past 9 years. It's not easy to solve in a single say. You're solution might be what we are looking for, but are you sure it's full proof? Has it been tested before? What were the results? Does it still retain the sense of challenge for the player who loves a challenge? CCP has tried tutorials, revamping the mission sites, and overhauling faction warfware for Eve as well as the crimewatch system and the market to make it easy for new players to understand but CCP is constantly being careful not to make Eve Online into just another WoW. That said, I'm pretty sure CCP is trying their best to make sure Dust doesn't become another COD. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
314
|
Posted - 2012.12.30 23:47:00 -
[6] - Quote
I would like to see a "beginner area" quick match section. It would only be available for the first month after character creation or until you reach a certain amount of SP (whichever came first). You would also no longer be allowed to use it if you became part of a player corporation. This would not solve all problems but would probably improve a new player's experience.
Some form of simulated training might be nice. Some short/scripted PvE scenarios with NPCs that get you used to each role. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.12.30 23:53:00 -
[7] - Quote
Maken Tosch wrote:
But don't get me wrong. I would love to see millions of players joining Eve Online and Dust 514 just like how World of Warcraft has millions of their own players. But take a quick look at the type of players that inhabit World of Warcraft or play Halo games or COD games. Not a lot of intelligent players. In fact. Those games are full of scrubs because the games themselves don't need much intelligence at all to play. .
Lol, what a typical arrogant and self important answere from the high and mightyy eve player base.
Some one plays CoD there for they are of lower intelligence than a mighty eve player, my god people play these games for the fun they extract from them, plus a lot of people who play these games are from the younger side of the player base but that dose not make them less intelligent, some may be immature but that is not the same thing.
The reason this game will not have a huge player base is because it's not as fun to play as those other games not because you need more intelligence, most people I know like a challenge but they also want fun at the same time.
But I dont play eve there fore my opinion dosn't count because I must be thick |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
|
Posted - 2012.12.30 23:57:00 -
[8] - Quote
NO! They can adapt or die just like everyone else!......also jking. It would be nice to have something like that to help them. Also, would suggest we need something like an ISD or other player volunteers to help. Some of them might have questions and if you just stick them all in a box with no experienced person to ask then they're going to be slightly lost. A small fitting tutorial would be useful also. It can explain in short suit bonuses when they are added in and what the PG/CPU are for. Also they could have at least a non-useable suit based on say the militia suit perhaps. Or even some form of in game EFT. And definitely, definitely set it up so before they get out of the box they'll already be able to think as a team. Not the easiest thing in a lot of games. EVE has plenty of issues itself on that angle even though they've attempted it over the years with tutorials. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2012.12.31 00:13:00 -
[9] - Quote
Needs a bootcamp style storyline mode that does a finale that introduces rogue drone missions
ill write an effing script for it if it means it will ge implemented. |
Kaathe
Osmon Surveillance Caldari State
41
|
Posted - 2012.12.31 00:30:00 -
[10] - Quote
The VR training room(s) will allow new players to understand the basics of combat and working the markets....just the basics. Plus, the tutorial video pretty much says, "this is the game you're about to play"
Just like EVE, this game will require a lot of time to play. This not an adapt or die argument, it's ether the player is willing to invest time into the game and be good at it, or play a couple contracts and then quit for a while.
The question we-as beta testers-have to answer is: how do we get players (new or old) to play longer. |
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Kaathe
Osmon Surveillance Caldari State
41
|
Posted - 2012.12.31 00:35:00 -
[11] - Quote
bump |
Vyzion Eyri
The Southern Legion
155
|
Posted - 2012.12.31 00:48:00 -
[12] - Quote
The difference between DUST and EVE currently, however, is that there is no NDA on EVE.
I've never played EVE but I've seen the graph of the learning curve comparisons. What I have played is PotBS, and I'll admit, I did have to get off my lazy arse and into the forums for some external assistance, including spreadsheets. It was simply too complicated at first for me to wrap my head around in a week, even a month, of playing with a society (PotBS clan/guild equivalent) and talking to them on vent. That is, a month of talking to seasoned vets and I still didn't completely understand the game fully. That's what made it so exciting for me, though.
Whilst I, as mentioned above, have never experienced EVE, I will believe this adapt and die/htfu mentality is well founded and the complexity is truly staggering.
However.
EVE has wikis, videos, tutorials, forums, websites, more websites, resources and just general publicly published information which become resources for a potential newbie to use to learn about the game. We must, in this age where people turn to Google instead of the village elder, take external resources into account.
Where are these resources for DUST? Since we can't disclose any information publicly, we are limited to these forums. I see myself as one of those typical forum warriors, upholding the lulz and potentially witty remarks, filling it with content, absorbing its unique community, and occasionally posting thought out posts but mainly trying to acquire likes.
But when I saw these forums? So dark, I thought. The colour scheme really does matter. Once I got over that I think, where should I start? There really is no introduction section. I then think, how do I integrate myself into the community, become seamless in my presence? It took me a while to finally join into discussions and stop lurking around.
So if I, someone who's used everything from writing forums to Minecraft forums to browser game forums to wiki forums to forums with a population of two was reluctant to access this resource, imagine what all those people who just want a simple guide or something short and sweet to read which will alleviate all their troubles, will think?
Too much navigation is required here, with the hundreds of pages of feedback, suggestions, technical difficulties, to find what is needed.
As for the training ground, it yielded great information for me. But only after a broad search for the information I needed, then I personally had to open up threads and find what I wanted myself. Being who I am, I enjoyed the search. But others may not.
Take for example Calamity Jane . Jane's first post was made only because someone specifically called her out. And the advice on her unique build, that unique play style, could've suited some poor sod who was struggling with an ar because he liked Cqc but kept getting torn to bits by heavies. But when he comes on the forum is he going to search for Calamity Jane?
Resources, folks. Dust currently has next to nothing compared to even the smallest of games out there. I've been a part on one browser game, which was also in its beta stage, was still in beta when I kind of quit and probably still is today, and it had relatively the same amount of information that is currently published for DUST. A low key, independent browser game, created by one man who had a dream. Why? Because it had a wiki, a community, public project, which anyone can contribute to anonymously, which becomes a spider web of links and connections.
The NDA is suppressing this information and perhaps we should wait for it to be lifted before we create some VR or fixed dropsuits game mode to help out the newbies. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2012.12.31 02:14:00 -
[13] - Quote
Fortunately dust is easy mode learning curve compared to eve.
so you can remove the impaled bodies from the base of the cliff on the common eve learning cliff illustration. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1594
|
Posted - 2012.12.31 02:16:00 -
[14] - Quote
fenrir storm wrote:Maken Tosch wrote:
But don't get me wrong. I would love to see millions of players joining Eve Online and Dust 514 just like how World of Warcraft has millions of their own players. But take a quick look at the type of players that inhabit World of Warcraft or play Halo games or COD games. Not a lot of intelligent players. In fact. Those games are full of scrubs because the games themselves don't need much intelligence at all to play. .
Lol, what a typical arrogant and self important answere from the high and mightyy eve player base.
If you think about what I said, it's true.
https://www.youtube.com/watch?v=RO_vd0rK928&feature=youtu.be |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
|
Posted - 2012.12.31 03:27:00 -
[15] - Quote
Maken Tosch wrote:fenrir storm wrote:Maken Tosch wrote:
But don't get me wrong. I would love to see millions of players joining Eve Online and Dust 514 just like how World of Warcraft has millions of their own players. But take a quick look at the type of players that inhabit World of Warcraft or play Halo games or COD games. Not a lot of intelligent players. In fact. Those games are full of scrubs because the games themselves don't need much intelligence at all to play. .
Lol, what a typical arrogant and self important answere from the high and mightyy eve player base. If you think about what I said, it's true. https://www.youtube.com/watch?v=RO_vd0rK928&feature=youtu.be
That's hilarious, and none of them are playing anything where dying is an issue. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.31 05:38:00 -
[16] - Quote
Overlord Ulath wrote:Cross Atu wrote:A mode that allows for training with limited skills/gear could make a great addition to the tutorial aspect of the game but I am extremely wary of making it a permanent (aka instantly repeatable) part of Dust. Loss, or more specifically the risk of loss within a persistent universe, is a centerpiece of this game and without that capstone much of the rest of the game begins to pale or outright fall by the wayside. Now if something were implemented as described in the OP but with a limited number of matches per character as a lifetime cap (see Star Craft II for one example of this method being used as training) that could be a viable option. Rewards or not would at that point become moot allowing the suspension of rewards to be relaxed. Many of the aspects of the problem in general could also be addressed by a more sophisticated matchmaking process. You no longer have vets in proto gear stomping new players if you no longer spawn vets with proto gear into the same random matches as new players. A dynamic matchmaking system would also be compatible with a limited training mode as described above. Re: Rangers 3 points.
- Agreed something like this needs to be present, at minimum in a YouTube format with in game links provided (but better if it were fully in game).
- I'm sure lots of people will hate me for saying this but a full on VR training mode that lets you play with anything in the game without spending the ISK or SP to get it is quite a poor idea indeed. Again the risk/loss mechanic is at the heart of Dust and allowing people to play 100% risk free with everything and not have to even spend the time to earn the ISK and SP to unlock it in the first place? That's taking a knife to the longevity of the game. The ill effects of this are made manifold if you further allow multiplayer within this "VR". A god mode by any other name is still a god mode and if you give the option to play the game without risk you'll suck population out of many legit matches, doubly so when you give the free pass to use all gear without effort or investment.
- This could also be accomplished via a higher quality matchmaking system, even so I see no reason why there shouldn't be selectable matches of this kind implemented. Indeed with the present ISK awards mechanic a militia only match would already be a lower payout so the coding to do this should be relatively minimal.
New player experience is very important, and a key aspect of that is indeed giving those players the space to learn the game without facing corp squads in proto gear. But this laudable goal needs to be attained without reducing/removing risk elements from the game in general. 0.02 ISK Cross Just a side thought here. Give people a certain limited amount of a side currency upon starting the game that is only obtained by poor performance in real combat. This currency is only used for gaining access to these training matches. This would allow people who are doing poorly in their current playstyle to try out other approaches. Players might also petition for more of this currency by submitting player stats to CCP and pleading their case, perhaps in a new section of the character stats menu. The means of setting up a system which could properly gauge poor performance would be difficult, I am fully aware of that, but it would give you what you request Cross in nullifying the ability to access this game mode for players who already have the skill to play the main game with little to no difficulty. Of course this would have to incorporate many things, such as points healed, number revived, assists, kills, deaths, total damage received, ground covered, individual clone life expectancy, time spent on turrets or in vehicles, etc. Pretty much every aspect of the game and how you do would have to be recorded and available for this to work. Not sure if there would be an easier way to do this. Any thoughts Cross?
The thought I have is a bit less elegant than what you propose but it would also be much easier to implement. That thought being establish a simple upper limit on total character SP, thus allowing those new to the game to play inside a more normalized context for a time while they build up their understanding and player skill.
Of course this would still require a properly robust matchmaking system for the general quick match system, but honestly I think that matchmaking system is important in its own right so I don't see the need for it as a downside.
Using a SP limit factor would also allow for more rapid on the fly adjustment of the participation threshold to fined/maintain proper balance. The key feature, I think, is to provide a little more breathing room for new players to find their feet but not too deeply isolate or alter their experience of the game itself so as to avoid entering the general matches causing them to feel disheartened or frustrated. As long as the players they're matched against are of a roughly equivalent experience that seems to me to be the optimal range.
Does that seem to satisfy the needs you see in this context or have I overlooked something?
Cheers, Cross |
KalOfTheRathi
CowTek
168
|
Posted - 2012.12.31 07:42:00 -
[17] - Quote
Ranger SnakeBlood wrote:Part of the VR could be tutorials on how to use certain gear and vehicles simple objectives go their shoot that then when your done free style practice untill you quit the simulation I died right after a spawn with a Militia Heavy and a Forge Gun. No, I had no idea how to fire the stupid thing. I pressed the button and died. Fun, fun, fun.
At least I figured out Swarms. I am not great with them yet but I can use them now. Without tutorials.
Ever since Minecraft nobody wants to do tutorials. If Notch can be that successful then why would anyone need them?
|
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.31 11:57:00 -
[18] - Quote
Cross Atu wrote:Overlord Ulath wrote:Cross Atu wrote:A mode that allows for training with limited skills/gear could make a great addition to the tutorial aspect of the game but I am extremely wary of making it a permanent (aka instantly repeatable) part of Dust. Loss, or more specifically the risk of loss within a persistent universe, is a centerpiece of this game and without that capstone much of the rest of the game begins to pale or outright fall by the wayside. Now if something were implemented as described in the OP but with a limited number of matches per character as a lifetime cap (see Star Craft II for one example of this method being used as training) that could be a viable option. Rewards or not would at that point become moot allowing the suspension of rewards to be relaxed. Many of the aspects of the problem in general could also be addressed by a more sophisticated matchmaking process. You no longer have vets in proto gear stomping new players if you no longer spawn vets with proto gear into the same random matches as new players. A dynamic matchmaking system would also be compatible with a limited training mode as described above. Re: Rangers 3 points.
- Agreed something like this needs to be present, at minimum in a YouTube format with in game links provided (but better if it were fully in game).
- I'm sure lots of people will hate me for saying this but a full on VR training mode that lets you play with anything in the game without spending the ISK or SP to get it is quite a poor idea indeed. Again the risk/loss mechanic is at the heart of Dust and allowing people to play 100% risk free with everything and not have to even spend the time to earn the ISK and SP to unlock it in the first place? That's taking a knife to the longevity of the game. The ill effects of this are made manifold if you further allow multiplayer within this "VR". A god mode by any other name is still a god mode and if you give the option to play the game without risk you'll suck population out of many legit matches, doubly so when you give the free pass to use all gear without effort or investment.
- This could also be accomplished via a higher quality matchmaking system, even so I see no reason why there shouldn't be selectable matches of this kind implemented. Indeed with the present ISK awards mechanic a militia only match would already be a lower payout so the coding to do this should be relatively minimal.
New player experience is very important, and a key aspect of that is indeed giving those players the space to learn the game without facing corp squads in proto gear. But this laudable goal needs to be attained without reducing/removing risk elements from the game in general. 0.02 ISK Cross Just a side thought here. Give people a certain limited amount of a side currency upon starting the game that is only obtained by poor performance in real combat. This currency is only used for gaining access to these training matches. This would allow people who are doing poorly in their current playstyle to try out other approaches. Players might also petition for more of this currency by submitting player stats to CCP and pleading their case, perhaps in a new section of the character stats menu. The means of setting up a system which could properly gauge poor performance would be difficult, I am fully aware of that, but it would give you what you request Cross in nullifying the ability to access this game mode for players who already have the skill to play the main game with little to no difficulty. Of course this would have to incorporate many things, such as points healed, number revived, assists, kills, deaths, total damage received, ground covered, individual clone life expectancy, time spent on turrets or in vehicles, etc. Pretty much every aspect of the game and how you do would have to be recorded and available for this to work. Not sure if there would be an easier way to do this. Any thoughts Cross? The thought I have is a bit less elegant than what you propose but it would also be much easier to implement. That thought being establish a simple upper limit on total character SP, thus allowing those new to the game to play inside a more normalized context for a time while they build up their understanding and player skill. Of course this would still require a properly robust matchmaking system for the general quick match system, but honestly I think that matchmaking system is important in its own right so I don't see the need for it as a downside. Using a SP limit factor would also allow for more rapid on the fly adjustment of the participation threshold to fined/maintain proper balance. The key feature, I think, is to provide a little more breathing room for new players to find their feet but not too deeply isolate or alter their experience of the game itself so as to avoid entering the general matches causing them to feel disheartened or frustrated. As long as the players they're matched against are of a roughly equivalent experience that seems to me to be the optimal range. Does that seem to satisfy the needs you see in this context or have I overlooked something? Cheers, Cross It seems this thread is advancing in spite of our posts rather than because of them.
Matchmaking is and will always be an issue until full release because there are a very limited number of beta testers compared to the number of players who will be around once full release finally rolls our way.
Even still, I think it should be possible to access a stat locked match if you are having trouble in the main game. Perhaps just decrease the number of locked matches you can play from the starting point of say 15 a week and have it end in a soft cap of say 1-3 matches per week with no roll over based on your SP total. Do you suppose that might ease things along? |
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