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Red Dot 24601-HA
S.e.V.e.N.
36
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Posted - 2013.02.28 00:08:00 -
[1] - Quote
The skills and loadouts take a lot of reading and thinking and customizing, and tweaking, and retweaking...I love it personally! However I have had several friends that just couldn't get into the game because of complexity of it all. They just want to shoot people in the face not spend an hour in the menus.
Possible solutions
Create a skill or career path system that a player can select and the SP they earn will automatically be applied to the skills that belong to that path. Similar to Dungeons and Dragons online. At any time the player can leave the path and pick their own way as they get more comfortable with the game.
Possible paths could include
Espionage- with a focus in the scout suits, hacking, explsives, scanning, dampening, droplinks, knives and side arms for CQC.
Support- focus in logistics suits, repairing, nanohives, nanite injectors, and light weapons.
Defender- Focus on heavy suits, HMGs, AV, and tanking.
Assailant- focus on the assualt suit, AR, SMG, Grenades, and various low level support skills to make them versatile.
There could be multiple offshoots from each path or just variants of these that focus on sniper rifles etc.
For each path there could be a complete dropsuitfitting purchasable in the market for ISK that lets the player continue playing without being bogged down by the market and loadouts. There could even be high end loadouts for them as they progress down their chosen path.
Any thoughts? Speak Freely |
Red Dot 24601-HA
S.e.V.e.N.
36
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Posted - 2013.02.28 02:22:00 -
[2] - Quote
Jax Saurian wrote:I believe they need to add a improved (or mandatory) tutorial or maybe have an option where another player could talk to the person and help the new guy with some of the basics and if the new guy thinks he learned a lot he could say that the tutor was helpful and the tutor could get a reward promoting the want to help people integrate themselves into the game.
They had a system like this in Metal Gear Online. It was a really cool feature too. Special training lobbies with a skilled instructor.
Thanks for the input |
Red Dot 24601-HA
S.e.V.e.N.
37
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Posted - 2013.03.01 00:40:00 -
[3] - Quote
Coleman Gray wrote:What your saying is true but do we want more FPS orientated people who treat the game to much like COD?
No not really but I think it will make the game more accesible to a larger audience which is something CCP needs. Dust can cater to multiple groups of people at once with a system like this. Those that are hardcore and love learning the lore and tweaking their character still have it and those that are more interested in shooting people in the face can just get to it. Also the paths would be a decent way to progress and build a character but a personalized build will always be better. |
Red Dot 24601-HA
S.e.V.e.N.
37
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Posted - 2013.03.01 22:22:00 -
[4] - Quote
Great discussion! I love the way the game is and I enjoyed struggling to figure things out for the first couple weeks. I have had several friends try it a couple times and then never comeback though because they didn't know where to start or their game time is limited so they would rather just jump in a match than learn about everything. Which is much easier to do and have fun in games like BF3 or COD.
I do not want the system dumbed down! I would love for some more complexity actually and I look forward to the full release. I do miss playing with some of my friends though. I think it is a bad business plan to create a console shooter and only cater to the hardcore eVe vets. You have to add something for the console gamer mentality too. |
Red Dot 24601-HA
S.e.V.e.N.
37
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Posted - 2013.03.03 20:01:00 -
[5] - Quote
Boru Beta wrote:Call me silly: but this is obviously a team based game. Communication is key, to teach new players, direct on the field, and harass and complain. I know a profit plan is in order, but the "universal voice transmitter" thing just makes people keep the mic off. Who wants to pay to talk? Yes, I know we can comm with team and with squad without the UVT, but I had to discover this on accident. 'Paying to talk' lessens the likelihood of VOIP. Which lessens the experience. Just drop that off your profit plan and help make this game team based. It builds community and will give inertia to the interest.
I agree that the UVT kinda sucks. But it only costs .50 for a month. And its not required. If people aren't interested in spending any money at all then team and squad chat will probably be enough for them. I do think it should be turned by default though since it is such an ordeal to get it set up the first time. Push to talk should be off as default and voice should be on as a default. then when you join a squad or a team it should also be on as a default unless you have voice activated on another channel. |
Red Dot 24601-HA
S.e.V.e.N.
37
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Posted - 2013.03.04 01:27:00 -
[6] - Quote
gbghg wrote:Red Dot 24601-HA wrote:Boru Beta wrote:Call me silly: but this is obviously a team based game. Communication is key, to teach new players, direct on the field, and harass and complain. I know a profit plan is in order, but the "universal voice transmitter" thing just makes people keep the mic off. Who wants to pay to talk? Yes, I know we can comm with team and with squad without the UVT, but I had to discover this on accident. 'Paying to talk' lessens the likelihood of VOIP. Which lessens the experience. Just drop that off your profit plan and help make this game team based. It builds community and will give inertia to the interest. I agree that the UVT kinda sucks. But it only costs .50 for a month. And its not required. If people aren't interested in spending any money at all then team and squad chat will probably be enough for them. I do think it should be turned by default though since it is such an ordeal to get it set up the first time. Push to talk should be off as default and voice should be on as a default. then when you join a squad or a team it should also be on as a default unless you have voice activated on another channel. +1 they need to sort out the voice options. But personally i think we need more tutorials, i remember when i first logged on back in closed beta and looked at all the skills and the fitting menu, it was so confusing i just left after the first match. coming back just before open beta the tutorials while not great did help, we need a way to educate people how the system works without boring them. also some kind of under 1mil sp play list would probably help newbies find their feet without getting stomped into the ground repeatedly.
I wonder if a tutorial like they had in MAG would work here? It was like a quick boot camp that you played through and explained all of the buttons and objectives. Maybe they could make a seperate on for each suit since the abilities and limitations are so different for each. I just want people to stick around. I have at least 5 friends that have tried the game and only played once or twice before never coming back. The main reasons were they didn't know what to do and they got stomped on. |
Red Dot 24601-HA
S.e.V.e.N.
37
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Posted - 2013.03.05 00:34:00 -
[7] - Quote
Ulysses Knapse wrote:I disagree with those who believe that this is only good for bringing in brain dead twitching wretches. Just because you don't understand something doesn't mean you are COD fanboy who knows ***** for brain. I am one of the most intelligent (and arrogant) people I know, and I made two trial accounts on EVE without understanding what was going on. Third time was the charm. Anyway, Dust is very similar. It's less complicated, but it still has it's fair share of what I call "mindpricks" that prick your mind, like the annoying UI, the poor given information and the lack of a guiding hand. If this smart (and narcissistic) dude can have trouble with EVE, be damn sure that an ordinary Joe looking for a more intellectual FPS can have trouble with Dust.
Agreed. When you think about the average console shooter and player they don't really have a lot of options. The idea of skill progression and limited resources like SP and ISK most shooters don't even scratch the surface of what Dust has to offer. So the console gamer is venturing into a somewhat unknown realm when they load up dust for the first time. I had a couple of friends I played BF3 with all the time that I got interested in this game and together we were able to figure things out but a took us about three weeks before we really got comfortable with the way Dust works. Now we haven't played BF3 in a couple months and slowly we have brought more and more people into DUST but we have been able to talk them through it.
Community attitude is a huge part of what can make this game a success. But when the new player has yet to become a part of the community they need guidance from CCP. |
Red Dot 24601-HA
S.e.V.e.N.
38
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Posted - 2013.03.06 23:40:00 -
[8] - Quote
Canari Elphus wrote:I dont think we need to dumb it down too much.. what I think would be good is a few 'premade' suits up to 2nd tier (Type II) for the different classes. The info on the suits would explain their purpose and give some general ideas of what skills would be preferable for that suit (though not all would be mandatory).
Its one things to teach people what does what but the best way is to give them a goal. That allows the newberries a little more comfort room to get used to the system before throwing them to the wolves.
Thats a good suggestion. Iwas kinda thinking the path system would keep the player informed as they progress down the path and would also help them understand the role of each skill as they learned it. It could be displayed like a skill tree or something so there is a visual representation of their progress. The paths should probably end at or before advanced gear. Then if they want they can choose a new path or venture on their own. |
Red Dot 24601-HA
S.e.V.e.N.
38
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Posted - 2013.03.07 02:43:00 -
[9] - Quote
S Park Finner wrote:I've been watching youtube videos of new DUST 514 players and I caught a bit of the Escapist Magazine live feed. New players are just lost. The starter fits, now that the game has been around for a while, are death traps. In the name of giving new players a quick way to get into the fight they turn them into hamburger. The tutorials are ignored. The screen with directions pops up. There is a second or two hesitation, GÇ£Do you want to know more?GÇ¥ GÇô GÇ£No wayGÇ¥ says the player. Click. The problem seems to be that new players don't get the core mechanics of skill books, skill advancement, and how they tie to purchasing equipment and fitting. I saw a staff member at the Escapist buy multiple copies of skill books thinking that was how you advanced skill. The also wanted to buy all the skill books they were qualified for just because the skill description seemed interesting. They didn't have any idea of a skill acquisition plan based on play style. I was thinking a mandatory, interactive tutorial GÇ£How do you like to play an FPS?GÇ¥ where the new player has to answer questions and in the process learns how to buy skill books, advance skills, purchase equipment and fit a dropsuit to achieve their goals. It would be a lot of work for the developers but there's a chance it could pay off big with better starter fits. In another thread I suggested a GÇ£Mentor ModeGÇ¥ where the player's screen was echoed to another player and they were in a common chat channel. The GÇ£MentorGÇ¥ could give advice or evaluate the player for a corporation. It might be possible for friends / corp-mates to help each other out a little easier if there was something like that.
These are great ideas as well. I watched the tutorials when I first started in the closed beta a few months ago and honestly they told you nothing. Just how to navigate the menus. The mentor sounds like a cool idea and is similar to the trainer ideas earlier in the thread. There are a lot of possibilites hopefull ccp will consider some of them. |
Red Dot 24601-HA
S.e.V.e.N.
40
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Posted - 2013.03.07 22:25:00 -
[10] - Quote
RINON114 wrote:Chinduko wrote:I would love to see a respec or reallocation of skill points. People will make a ton of mistakes with SP so offering this would help. Good idea! +1 Also I was thinking, when they bring in certificates then players could be presented with a choice of basic certificates to begin with, much like they are with the current "classes". The certificates would the automatically purchase and train the relevant skills to complete the certificate, giving the simplest basic course of how skills work. This could obviously be done for advanced certificates too. Just pick the profession you want and follow the yellow brick road. Edit: I think this is where PvE would definitely improve the state of things. The game could begin with you just being alone in one of the maps, a timer in the corner and some text on the screen: "Two minutes until enemy reinforcements arrive". As a new player you are shown the intro skill screen (what type of player are you) and you shoot stuff right away. The first round is easy and you can destroy everything in minutes. A supply depot is dropped next to you and you are told by a mysterious voice to hack it, so you do. Now access fittings and restock ammo or give another class a go. Fight off another wave and you get told to escape. Call for aerial support and high tail it to a pre-determined exit zone in your fast as hell LAV. There you go CCP, I just wrote your tutorial for you :)
It actually sounds a lot like the tutorials in MAG. Just without the PvE. The main thing that confuses people though is the skills and their function and dropsuit fittings. These need a good in depth tutorial or training program to help people understand it better. |
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Red Dot 24601-HA
S.e.V.e.N.
40
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Posted - 2013.03.14 01:29:00 -
[11] - Quote
RINON114 wrote:Red Dot 24601-HA wrote:RINON114 wrote:Chinduko wrote:I would love to see a respec or reallocation of skill points. People will make a ton of mistakes with SP so offering this would help. Good idea! +1 Also I was thinking, when they bring in certificates then players could be presented with a choice of basic certificates to begin with, much like they are with the current "classes". The certificates would the automatically purchase and train the relevant skills to complete the certificate, giving the simplest basic course of how skills work. This could obviously be done for advanced certificates too. Just pick the profession you want and follow the yellow brick road. Edit: I think this is where PvE would definitely improve the state of things. The game could begin with you just being alone in one of the maps, a timer in the corner and some text on the screen: "Two minutes until enemy reinforcements arrive". As a new player you are shown the intro skill screen (what type of player are you) and you shoot stuff right away. The first round is easy and you can destroy everything in minutes. A supply depot is dropped next to you and you are told by a mysterious voice to hack it, so you do. Now access fittings and restock ammo or give another class a go. Fight off another wave and you get told to escape. Call for aerial support and high tail it to a pre-determined exit zone in your fast as hell LAV. There you go CCP, I just wrote your tutorial for you :) It actually sounds a lot like the tutorials in MAG. Just without the PvE. The main thing that confuses people though is the skills and their function and dropsuit fittings. These need a good in depth tutorial or training program to help people understand it better. The SP tutorial would come after that first PvE engagement and as soon as you return to merc quarters. You are stuck in the starting position and the lady voice says "Earning skill points in battle allows you to train skills. Open your neocom and select 'character-skills' to view your skillset." From there she could tell you to choose one and tell you the benefits of all the starting skills that each player can begin with and let you go from there. If you are making an alt then the game should recognise you already have one character and ask if you want to skip it, just so we aren't spending half an hour locked into something we may have already done twice.
Yeah that sounds like a viable option. I hate playing through tutorials I have already played through once. Especially lengthy ones. |
Red Dot 24601-HA
S.e.V.e.N.
41
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Posted - 2013.03.15 22:17:00 -
[12] - Quote
I guess the PvE environment would be perfect for a tutorial that includes action and excitement. The new player makes his character and then is transported via dropship to the surface of a planet with a rogue drone infestation. Battle commences and they are taught all kinds of new and interesting things!
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Red Dot 24601-HA
S.e.V.e.N.
42
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Posted - 2013.03.17 18:55:00 -
[13] - Quote
With a PvE tutorial you could actually run the player through the diferent classes with supply depots. They could start as an assualt and move into position fighting the first few drones and securing a supply depot. They could then be promted to switch to a logi and repair a turret installation set up a drop link and a nano hive. Fight a few drones and then be promted to switch to a heavy with an hmg to fight a big hoard of weak drones. Maybe switch over to the forge gun or swarm launcher for a queen drone. Then possibly be over run and be prompted to change to a scout to make your escape or call in an orbital or lav. It would cover a good bit of the different types of gameplay. However when it comes to skills and character progression a certificate or path system would be the best route. |
Red Dot 24601-HA
S.e.V.e.N.
44
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Posted - 2013.03.22 00:58:00 -
[14] - Quote
Cross Atu wrote:RINON114 wrote:Red Dot 24601-HA wrote:With a PvE tutorial you could actually run the player through the diferent classes with supply depots. They could start as an assualt and move into position fighting the first few drones and securing a supply depot. They could then be promted to switch to a logi and repair a turret installation set up a drop link and a nano hive. Fight a few drones and then be promted to switch to a heavy with an hmg to fight a big hoard of weak drones. Maybe switch over to the forge gun or swarm launcher for a queen drone. Then possibly be over run and be prompted to change to a scout to make your escape or call in an orbital or lav. It would cover a good bit of the different types of gameplay. However when it comes to skills and character progression a certificate or path system would be the best route. That is exactly what should happen. Combine this with the ideas in this thread and we have an idea worth presenting to CCP. Sounds good, a PvE intro to the way battlefield roles work would really help players become grounded before they start spending ISK and SP. I think that would help improve the new player exprience and lead to greater retention. I'm all for keeping Dust as it's own entity, I don't think it needs to be watered down for "mass appeal" but I also don't see any harm done to the nature of the game by making new player orientation a more robust offering. In short don't make it easier to play dust by oversimplifying dust, Make dust easier to play by providing strong tutorials, PvE intros etc. to ensure a robust system for our new player experience. A complex game adds depth and fun value, driving new players away at the door does not. 0.02 ISK Cross ps ~ for those who care I play EVE and everyone I know in EVE agrees that the new player experience is one of the weakest links in the game, it would be great if D514 could buck that trend. I agree 100%!!
I would hate for CCP to simplify things or make the game idiot compatible. I am just looking for ways to make the game easier to get started in. I tried EVE once with the free trial and was pretty overwhelmed by it. I wasn't willing to spend a monthly subscription on a game I didn't fully understand. |
Red Dot 24601-HA
S.e.V.e.N.
45
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Posted - 2013.03.23 05:43:00 -
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slypie11 wrote:Yeah sorry about that. I definatly could have worded it better, but it was late and, at the time, I couldn't think of anything better to convey my point. But I stand by what I said. And trust me, unless this game gets dumbed down to the point where it's your common run and gun shooter, there is no way the "stereotypical CoD player" will ever find his/her way in here, and a simple tutorial definatly won't change that.
But...if we remove all of the complexity then we have a COD run and gun clone. The complexity is what sets Dust apart. I don't see the run and gun player sticking around very long in this game. And don't get me wrong I enjoyed MW2 for awhile, but it really lacks any depth and that is what Dust has to offer. Wth a better beginner experience more players will stick around long enough to see just how much this game has to offer. I also think the COD stereotype gets overused but so does the "this game should be more like COD" statement. And I definitely don't agree with that. |
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