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Red Dot 24601-HA
S.e.V.e.N.
36
|
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 |
Jax Saurian
GunFall Mobilization Covert Intervention
17
|
Posted - 2013.02.28 00:22:00 -
[2] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
36
|
Posted - 2013.02.28 02:22:00 -
[3] - 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 |
Buster Friently
Rosen Association
32
|
Posted - 2013.02.28 03:04:00 -
[4] - Quote
Red Dot 24601-HA wrote: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
As I understand it, CCP will be adding certifications soon. This is an Eve concept that is very similar to what you propose. In Eve, Certs don't automatically apply skill points, but they give players clear paths to follow for various professions and specializations.
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Jathniel
G I A N T
45
|
Posted - 2013.02.28 03:09:00 -
[5] - Quote
+1
Some of the people I've introduced to the game haved walk away. I ask them why. They say, "Because I don't know what to do."
Something like this will help. |
Kray Dytt
THE DOLLARS
11
|
Posted - 2013.02.28 15:31:00 -
[6] - Quote
It seems like a good idea, yes. It would allow people to get in to the game easier, without dumbing it down for those who like the complexity.
Only issue I could foresee is people complaining about the skill sets/fittings. Yes, I know, they could of course make their own then and stop using the pre-defined ones. Won't stop people complaining about it, I'd wager ;)
Questions:
- would people be able to select this option after first having played "normally" for a while (as in, they thought they like figuring everything out but didn't).
-Would "sub-paths" be an option (akin to, say, talent trees in mmo's?)
Anyway, I support this.
|
dartmyth
Algintal Core Gallente Federation
2
|
Posted - 2013.02.28 17:01:00 -
[7] - Quote
ask me they have to do some thing cause everyone i know that tried it hate it. For the following reasons 1. dont get the whole skills and dropsuit layout is way to confusing with cpu and pg 2. the game play is crap like a cheap halo knock off. 3. match making sucks new players with starter gear die to easy and dont stand a chance cause their is no kind of lvl system to match people
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Coleman Gray
Coalition Of Goverments
54
|
Posted - 2013.02.28 17:14:00 -
[8] - Quote
What your saying is true but do we want more FPS orientated people who treat the game to much like COD? |
dartmyth
Algintal Core Gallente Federation
2
|
Posted - 2013.02.28 18:01:00 -
[9] - Quote
well if they had one of the COD dev's build the game for them and they just told them that we want this and that I am sure you would have a game that runs a lot better and has more players and less people complaining also with the wp crap now and calling in orbital strikes sounds like they are trying to copy COD score streaks |
RoundEy3
Condotta Rouvenor Gallente Federation
6
|
Posted - 2013.02.28 20:42:00 -
[10] - 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?
If the question is do I want more people who are more likely run around like thoughtless targets, who fly off on tangents about fps hooplah and bs, then the answer is most certainly YES! I like to hear my targets scream |
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Red Dot 24601-HA
S.e.V.e.N.
37
|
Posted - 2013.03.01 00:40:00 -
[11] - 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. |
BASSMEANT
ZionTCD Legacy Rising
130
|
Posted - 2013.03.01 00:44:00 -
[12] - Quote
but you guys want an mmo with rpg elements...
kids, seriously...
this is realllly easy stuff to understand, you guys are just jumping the gun here. this is the standard mmo design. this is actually a lot easier then the standards and they are all like this.
spend like an extra 10 minutes on it and it'll make sense.
Peace B |
Pumatay
Circle of Huskarl Minmatar Republic
0
|
Posted - 2013.03.01 01:32:00 -
[13] - Quote
I think its a great idea to get players used to the system. Perhaps suggesting a path for the first 10 or so extra skills and then letting you continue the rest on your own. I'm sure if you looked it up you could find a few skill path suggestions. Personally I think the game needs more customization in regards to dropsuit modules and racial bonuses. |
J4yne C0bb
DUST University Ivy League
13
|
Posted - 2013.03.01 02:09:00 -
[14] - Quote
Red Dot 24601-HA wrote: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.
I disagree with any effort to 'fast track' a career in Dust, or make the game more accessible. I like the fact that it is complicated, and takes some effort to learn to play, because it functions as a way to weed out trash-talking lone wolfs that, well, just want to shoot people in the face. There are all kinds of FPS games for that, and new ones all the time. Dust should be intentionally difficult; not overwhelmingly difficult, but to the point that if someone is not willing to spend the time to learn to play, then likely that person will slowly realize this isn't their kind of game, and move on. |
Lonnar
KILL-EM-QUICK RISE of LEGION
0
|
Posted - 2013.03.01 02:52:00 -
[15] - Quote
J4yne C0bb wrote:Red Dot 24601-HA wrote: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. I disagree with any effort to 'fast track' a career in Dust, or make the game more accessible. I like the fact that it is complicated, and takes some effort to learn to play, because it functions as a way to weed out trash-talking lone wolfs that, well, just want to shoot people in the face. There are all kinds of FPS games for that, and new ones all the time. Dust should be intentionally difficult; not overwhelmingly difficult, but to the point that if someone is not willing to spend the time to learn to play, then likely that person will slowly realize this isn't their kind of game, and move on.
Correct me if I'm wrong but isn't EvE built on a similar system?
I don't play EvE, but I've read about it and heard a lot from people who play. EvE is actually rather difficult, but that's part of its charm. It's an actual challenge for the core gamers (which in this age is something we're sorely lacking). I would hate to see DUST become more streamlined. I enjoy the fact it took me the 4 weeks I've been playing to understand what I understand now. And even at that, I still don't know half as much as I'd like to about the game. And this is not to mention I'll have to learn all the new stuff they've got planned for DUST as the months go by AND all the expansions the game will experience as the years go by after it's full release.
I DO agree however, that there should be at least some kind of tutorial for certain elements. Vehicle maneuvering for example, especially Dropships. |
Buster Friently
Rosen Association
34
|
Posted - 2013.03.01 03:01:00 -
[16] - Quote
Lonnar wrote:
Correct me if I'm wrong but isn't EvE built on a similar system?
I don't play EvE, but I've read about it and heard a lot from people who play. EvE is actually rather difficult, but that's part of its charm. It's an actual challenge for the core gamers (which in this age is something we're sorely lacking). I would hate to see DUST become more streamlined. I enjoy the fact it took me the 4 weeks I've been playing to understand what I understand now. And even at that, I still don't know half as much as I'd like to about the game. And this is not to mention I'll have to learn all the new stuff they've got planned for DUST as the months go by AND all the expansions the game will experience as the years go by after it's full release.
I DO agree however, that there should be at least some kind of tutorial for certain elements. Vehicle maneuvering for example, especially Dropships.
Yes Eve rewards players who are smart, instead of pandering to the intellectually challenged.
I really hope Dust continues this tradition. |
Thrillhouse Van Houten
Expert Intervention Caldari State
10
|
Posted - 2013.03.01 03:21:00 -
[17] - Quote
There is a gigantic elephant in the room here...
DUST 514 needs players to be successful. Normally, you'd never hear me speak out for lazy mushbrains who can't take 3 days of playing a game to figure out how it works, but the entire enterprise that CCP is going for here is a massive COD or MW FPS crowd to populate the ground level combat of the Eve universe.
Two major things could crush this game if only 100k dedicated people end up playing it: 1) It is totally free. All incoming money relies solely on the AUR market. More players playing equals more people buying gear, boosters, etc... on the market. The second 2) is that there are literally a thousand solar systems or more in the Eve universe and most of those systems have belts, moons or planets that could be potential battlefields. If there are only 20k people signed into Dust 4 months after launch during a given hour because so many people jumped ship, that will make for a pretty pathetic number of active battles literally strewn across a thousand star systems.
I don't know about you, but I want as many people to stick around as possible for the second reason and CCP wants just as many peeps to stick around for the first reason.
IF implementing some kind of rookie skill and equipment training system will keep people logged in, I'm pretty much all for it. I am not for the dumbing down of this system as it is (it hardly seems complicated to me as I am typically not a FPS person) but the OPs idea would keep the game open to both types of players AND doesn't do anything that they couldn't do on their own already. The one point of contention I have is making stock dropsuit fittings easily available. MAYBE add some kind of "completed fitting" tax (5% over actual market costs) so lazy people can still play, don't lose too much ISK but are still being held responsible for their being lazy. "Convenience fee."
One thing is certain in DUST 514: more players, more battles, more AUR and ISK being spent...more fun for everyone. |
Buster Friently
Rosen Association
35
|
Posted - 2013.03.01 03:24:00 -
[18] - Quote
Thrillhouse Van Houten wrote:There is a gigantic elephant in the room here...
DUST 514 needs players to be successful. Normally, you'd never hear me speak out for lazy mushbrains who can't take 3 days of playing a game to figure out how it works, but the entire enterprise that CCP is going for here is a massive COD or MW FPS crowd to populate the ground level combat of the Eve universe.
Two major things could crush this game if only 100k dedicated people end up playing it: 1) It is totally free. All incoming money relies solely on the AUR market. More players playing equals more people buying gear, boosters, etc... on the market. The second 2) is that there are literally a thousand solar systems or more in the Eve universe and most of those systems have belts, moons or planets that could be potential battlefields. If there are only 20k people signed into Dust 4 months after launch during a given hour because so many people jumped ship, that will make for a pretty pathetic number of active battles literally strewn across a thousand star systems.
I don't know about you, but I want as many people to stick around as possible for the second reason and CCP wants just as many peeps to stick around for the first reason.
IF implementing some kind of rookie skill and equipment training system will keep people logged in, I'm pretty much all for it. I am not for the dumbing down of this system as it is (it hardly seems complicated to me as I am typically not a FPS person) but the OPs idea would keep the game open to both types of players AND doesn't do anything that they couldn't do on their own already. The one point of contention I have is making stock dropsuit fittings easily available. MAYBE add some kind of "completed fitting" tax (5% over actual market costs) so lazy people can still play, don't lose too much ISK but are still being held responsible for their being lazy. "Convenience fee."
One thing is certain in DUST 514: more players, more battles, more AUR and ISK being spent...more fun for everyone.
I respect what you are saying, and I think you're right - to an extent.
Personally, I like playing Dust. I'd rather have a better game with fewer players than the most popular game in the world - that I think sucks.
Yeah, that's selfishness for you, but so long as we don't fall below whatever threshold is necessary for proper integration into Eve and proper compensation for CCP, I vote for a more cerebral shooter.
|
Thrillhouse Van Houten
Expert Intervention Caldari State
10
|
Posted - 2013.03.01 03:37:00 -
[19] - Quote
Buster Friently wrote:I respect what you are saying, and I think you're right - to an extent.
Personally, I like playing Dust. I'd rather have a better game with fewer players than the most popular game in the world - that I think sucks.
Yeah, that's selfishness for you, but so long as we don't fall below whatever threshold is necessary for proper integration into Eve and proper compensation for CCP, I vote for a more cerebral shooter.
Oh don't get me wrong at all...
I have played Eve off and on for 2+ years and, thus, this game being considered "complex" somewhat baffles me. There IS a threshold of how simple and "canned" this game can get without it going to hell in a ham sandwich. It is still a good deal of new information for a typical gamer to absorb and many people will simply quit if they aren't assimilated into the system in a relatively fluid manner.
There is no way this game is getting LESS complicated than it already is. No way. As corp battles get more involved, maps get bigger and things like racial dropsuits and suit skill bonuses get added and integration with Eve get added into this game, it will only get more complicated. Much more complicated. The basics shouldn't change much, but player involvement and objectives sure will...which will only serve to alienate the uninitiated further without some serious help.
The OPs point is that a system can and should be implemented into the game that, without reducing its appeal to the hardcore/pro complicated/steep learning curve crowd, make the game more easily played by the newly injected FPS gamer. In essence, make it "simpler" by adding mechanics that allow someone to build a stock class quickly and efficiently so they can get out there and kill people without diminishing the awesome complexity that is the DUST skill system. People who learn the game mechanics will always have an advantage over people who just spawn without knowledge. |
Buster Friently
Rosen Association
35
|
Posted - 2013.03.01 05:21:00 -
[20] - Quote
Thrillhouse Van Houten wrote:Buster Friently wrote:I respect what you are saying, and I think you're right - to an extent.
Personally, I like playing Dust. I'd rather have a better game with fewer players than the most popular game in the world - that I think sucks.
Yeah, that's selfishness for you, but so long as we don't fall below whatever threshold is necessary for proper integration into Eve and proper compensation for CCP, I vote for a more cerebral shooter.
Oh don't get me wrong at all... I have played Eve off and on for 2+ years and, thus, this game being considered "complex" somewhat baffles me. There IS a threshold of how simple and "canned" this game can get without it going to hell in a ham sandwich. It is still a good deal of new information for a typical gamer to absorb and many people will simply quit if they aren't assimilated into the system in a relatively fluid manner. There is no way this game is getting LESS complicated than it already is. No way. As corp battles get more involved, maps get bigger and things like racial dropsuits and suit skill bonuses get added and integration with Eve get added into this game, it will only get more complicated. Much more complicated. The basics shouldn't change much, but player involvement and objectives sure will...which will only serve to alienate the uninitiated further without some serious help. The OPs point is that a system can and should be implemented into the game that, without reducing its appeal to the hardcore/pro complicated/steep learning curve crowd, make the game more easily played by the newly injected FPS gamer. In essence, make it "simpler" by adding mechanics that allow someone to build a stock class quickly and efficiently so they can get out there and kill people without diminishing the awesome complexity that is the DUST skill system. People who learn the game mechanics will always have an advantage over people who just spawn without knowledge.
Good points all around.
As I mentioned in my first post in this thread, I'm pretty sure I saw some dev comment that Certifications were coming. I think this should help with the "How should I train" kind of questions at least. I'm not sure about how to accommodate the need to understand fittings. With regard to Eve, there are many third party tools to help with this as well as webpages like Battleclinic, but I don't think solutions like that are gonna fly as well with the PS3 community. |
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Boru Beta
Soldiers Of One Network Orion Empire
1
|
Posted - 2013.03.01 06:29:00 -
[21] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
37
|
Posted - 2013.03.01 22:22:00 -
[22] - 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
|
Posted - 2013.03.03 20:01:00 -
[23] - 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. |
gbghg
L.O.T.I.S. Legacy Rising
473
|
Posted - 2013.03.03 20:19:00 -
[24] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
37
|
Posted - 2013.03.04 01:27:00 -
[25] - 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. |
Broxx Nexular
Occupational Hazard Vital Core Exhumers Industrial Coalition
13
|
Posted - 2013.03.04 06:44:00 -
[26] - 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 agree with this. While I like the learning curve that exists here, the ENTIRE point of making DUST514 was to expand the fan base. If they make DUST514 and only 20-30% of the player base are actually new to the EVE universe then the game isn't accomplishing its mission (I'd love to know the actual number of players that have never had contact with EVE before)
No one here is asking that the game be condensed into "pick skill A and pwn faces". However, much like EVE better guidance is needed for fledgling players. There are a lot of people out there who could end up being great assets to whatever corp manages to recruit them so long as they don't get smacked in the face with some BS elitist "GTFO" attitude when they're confused about what skills they need to train for their playstyle. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2013.03.04 06:57:00 -
[27] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
37
|
Posted - 2013.03.05 00:34:00 -
[28] - 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. |
Kevyn Shadowbane
Storm Wind Strikeforce Caldari State
0
|
Posted - 2013.03.05 03:40:00 -
[29] - Quote
I think you nailed it right there, and I really think it speaks somewhat to CCP's intent with regards to player base. As a former EVE player, I was fairly surprised at the decision to make this a PS3 as opposed to PC game. The PC just seems like an infinitely better platform for building and expanding a game like this with one major exception. Just from anecdotal experience, the FPS player base seems to be MUCH larger on consoles than the PC.
With that in mind: I think the OP has a pretty good idea with regards to pre-defined roles and fittings. I also agree with the poster who argues that their should be a minimal convenience fee for purchasing those fittings. I think this would help CCP maintain a larger player base while not dumbing down the game for the more patient amongst us.
The one point that I might disagree with the OP is that I think certain skillsets should be off-limits to the more casual players. Vehicle and proto-skillsets should be restricted to those who actually take the time and learn how everything goes together and what skills and fittings work well with one another. Of course, by the time a 'casual' player hits this ceiling I think they'll know enough, or at least be motivated enough, to learn the rest. |
Chinduko
KILL-EM-QUICK RISE of LEGION
20
|
Posted - 2013.03.05 04:28:00 -
[30] - Quote
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. |
|
Bogon Vdemotch
Expert Intervention Caldari State
2
|
Posted - 2013.03.05 07:32:00 -
[31] - Quote
Actually,I think it does behoove them to simplify, and more importantly, focus. There's really no call for 3 different scanning skills; that's not depth, that's just being needlessly fiddly with your skill system (doubly so as the scanning skills don't seem to do anything). Now that fiddleyness is fine for a MMORPG ruled entirely by 100 per second automated number checks. However, the real time demands of an FPS really do not suit that layer of detail. Results are measured in fractions of seconds, not aggregated over a 1000 checks.
As it stands now, there just are not enough constraints on anything to make any skill choice interesting or compelling; Last buid i spent 2.5 mil sp on dropship skills and I'm not sure i ended up with anything better than i could have done with militia ships with general skills. Weapon skills and shield skills and call it a day seems to be the current build in a nutshell, Until you place real constraints on weapons, vehicles and suits, its not going to really matter at all.
EVE is great, but Dust will need to be designed to its own needs if its going to succeed. |
Canari Elphus
Pro Hic Immortalis RISE of LEGION
18
|
Posted - 2013.03.05 19:46:00 -
[32] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
38
|
Posted - 2013.03.06 23:40:00 -
[33] - 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. |
S Park Finner
BetaMax.
94
|
Posted - 2013.03.07 01:10:00 -
[34] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
38
|
Posted - 2013.03.07 02:43:00 -
[35] - 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. |
Fraceska
Opus Arcana Orion Empire
86
|
Posted - 2013.03.07 02:52:00 -
[36] - Quote
When I first played EvE it took me 3 characters to make one that was even playable. Since then EvE's learning curve as come down with a simplified character creation system. It rewards players who are smart and take time to train clinically instead of jumping right into the next tier of ships and trying to pilot a BC with electronics/engineering/mechanics 1, they practically screamed shoot me and the little devil on my shoulder twisted my arm until I did.
What made EvE easier to grasp was those certifications. You could clearly see what was needed to get to where you wanted and most recently it started to calculate Years/Months/Days to get there. Once they bring that to Dust and give us an in depth tutorial like EvE has then there will be no excuse to not understanding the game. Nothing more frustrating in EvE than chatting with Corp and a new player hops on "How do I do.." then it is "Did you do the tutorial?" "No I skipped it".
My concern is that in keeping the game like EvE (Which I have no problem with) it limits the available customer base which will always keep the game small just like it is with EvE. So do they appeal to a wider market and dumb it down or do they stay true to their core group of fans (like most of us are). |
Thrillhouse Van Houten
Expert Intervention Caldari State
17
|
Posted - 2013.03.07 05:16:00 -
[37] - Quote
I think their GOAL is to appeal to a wider group than the Eve'ers and in order to do that they have to dumb it down. This game is already dumbed down compared to Eve. Maybe that is just because they don't have as many weapons, modules, dropsuits, vehicles, etc... as they plan to have but I doubt it.
In terms of roles, there are only COMBAT roles in Dust. In Eve, you practically never have to leave a station if you don't want to. I could have (assuming the know how) hopped in a Cal shuttle on day 1, flew to Jita 4/4 and made myself into a billionaire in 3 weeks. Not likely fresh of the capsuleer employment line, but possible. You could become a research scientist, an industrialist, non-combat explorer chasing down WHs for a corporate pension...you name it. You didn't just have to choose Launchers or Turrets? Shield tank or Armor? Passive or Active? Frigate or Cruiser or BC or BS? A good chunk of the skills in the game are not directly tied to combat. Not so in Dust. Thus, the number of things for a new guy to choose are pretty minimal in the grand scheme.
It is (relatively) simple. It is hardly TOO COMPLICATED for the average person to understand. The problem isn't that its too hard for people to understand. It is that they aren't getting ANY explanation and they don't care enough to go looking. Tutorials are practically useless. Most people skip the stupid things and FPS gamers WILL skip the stupid things. Many FPS gamers just want to play the game. Putting token tutorials in and justifying the lack of "easy mode" by pointing and saying "see, you have tutorials" isn't going to make new people and the typical FPS gamer stick around to play.
Easy mode suit and skill configurations will. So CCP should make them. Make them cost 10% or 15% over market cost, basically as a punitive tax on being lazy. Call it pandering to the lazy dummies who don't really want to play Dust but just ANY shooter outer there because that is what it is. Pandering. That doesn't mean it isn't worth it to keep the players active and around.
We NEED the population a shooter calls to the table. It'll make the game more vibrant and alive in the long run to have those massive number of boots on the ground. We should all want those boots crunching...
I say let the people who want to think and make fancy strategies and conquer planets and make clever suit fits so that and let the people who just want to shoot stuff do that. The two don't combine into |
Fraceska
Opus Arcana Orion Empire
97
|
Posted - 2013.03.07 05:30:00 -
[38] - Quote
In a way that will happen. There will be public matches and then there will be null sec. I hope to improve enough to go where the major stuff happens. Why be an immortal warrior if I am just shooting someone in the face? I want to be an immortal warrior kicking down the gates of Heaven! |
RINON114
B.S.A.A.
30
|
Posted - 2013.03.07 06:51:00 -
[39] - Quote
People are, in general, quite lazy or they don't have the time. I am not one of these people but I do know many of them. Fast track is a good idea. |
RINON114
B.S.A.A.
30
|
Posted - 2013.03.07 10:30:00 -
[40] - Quote
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. |
|
Red Dot 24601-HA
S.e.V.e.N.
40
|
Posted - 2013.03.07 22:25:00 -
[41] - 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. |
RINON114
B.S.A.A.
36
|
Posted - 2013.03.13 09:27:00 -
[42] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
40
|
Posted - 2013.03.14 01:29:00 -
[43] - 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. |
Cross Atu
Conspiratus Immortalis
822
|
Posted - 2013.03.14 02:52:00 -
[44] - Quote
Buster Friently wrote:As I mentioned in my first post in this thread, I'm pretty sure I saw some dev comment that Certifications were coming. I think this should help with the "How should I train" kind of questions at least.
I have been unable to locate the link but I believe you are correct regarding certifications. If the descriptions on the Certs are clear and there is a list of "recommended certifications" provided by in game prompts linked to the 'class' selection of the player I think that will help quite a bit in providing new players with the information they need at the times they need it.
0.02 ISK Cross
ps ~ I fully support the concept of doing more for the new player experience, the game is good but for some of those not already accustomed to CCPs level of complexity it can be a rough climb up that learning curve. On a related note having a militia version of all gear so that new players can try stuff out before pumping their SP into permanent skill selections would also be a boon to new players.
EDIT: I like the ideas expressed by RINON114 (and the quotes) in post #42 |
RINON114
B.S.A.A.
39
|
Posted - 2013.03.14 06:35:00 -
[45] - Quote
Cross Atu wrote:Buster Friently wrote:As I mentioned in my first post in this thread, I'm pretty sure I saw some dev comment that Certifications were coming. I think this should help with the "How should I train" kind of questions at least. I have been unable to locate the link but I believe you are correct regarding certifications. If the descriptions on the Certs are clear and there is a list of "recommended certifications" provided by in game prompts linked to the 'class' selection of the player I think that will help quite a bit in providing new players with the information they need at the times they need it. 0.02 ISK Cross ps ~ I fully support the concept of doing more for the new player experience, the game is good but for some of those not already accustomed to CCPs level of complexity it can be a rough climb up that learning curve. On a related note having a militia version of all gear so that new players can try stuff out before pumping their SP into permanent skill selections would also be a boon to new players. EDIT: I like the ideas expressed by RINON114 (and the quotes) in post #42 Thanks and +1. New players need the most love as we need to make them want to stick around. This game will die quickly of we can't do this.
It's something that has been mentioned before and probably announced as coming soon, but some tutorial gameplay is definitely needed. If you want the steep learning curve just throw players straight into a PvE or even PvP battle and THEN teach them all the number crunching skills and market stuff.
The tutorial we have now is not good enough, although it's certainly in-depth and explains everything very well, it isn't suited to somebody who just wants to play.
I also thoroughly support the idea of class based certificate selection as a pop up option that is shown at the start of the game. |
Gorgoth24Reborn
Machetes at Midnight Ghosts of Deep Space
0
|
Posted - 2013.03.14 21:10:00 -
[46] - Quote
I think this idea would really improve new player reception to the game. End of tutorial? Pick one of these skill paths to auto-train.
I know EVE has a certificate system that is SUPPOSED to do a similar thing, but I've been playing EVE for ~5 years~ and haven't met a player who seriously considers the certificate planner as a valuable tool in skill planning. A far more structured system like the one described would, I think, be far superior then adding a certificate system like the one in EVE to Dust.
+1 |
Pokey Dravon
OSG Planetary Operations Covert Intervention
633
|
Posted - 2013.03.14 22:30:00 -
[47] - Quote
Gorgoth24Reborn wrote:I think this idea would really improve new player reception to the game. End of tutorial? Pick one of these skill paths to auto-train.
I know EVE has a certificate system that is SUPPOSED to do a similar thing, but I've been playing EVE for ~5 years~ and haven't met a player who seriously considers the certificate planner as a valuable tool in skill planning. A far more structured system like the one described would, I think, be far superior then adding a certificate system like the one in EVE to Dust.
+1
Well its far from perfect, but it's an attempt.
https://forums.dust514.com/default.aspx?g=posts&m=612098 |
RINON114
B.S.A.A.
41
|
Posted - 2013.03.15 04:33:00 -
[48] - Quote
Gorgoth24Reborn wrote:I think this idea would really improve new player reception to the game. End of tutorial? Pick one of these skill paths to auto-train.
I know EVE has a certificate system that is SUPPOSED to do a similar thing, but I've been playing EVE for ~5 years~ and haven't met a player who seriously considers the certificate planner as a valuable tool in skill planning. A far more structured system like the one described would, I think, be far superior then adding a certificate system like the one in EVE to Dust.
+1 I think the point for Dust would be simply something for new players to aim for, a goal if you wish. I had the goal when playing EVE to fly the Megathron, granted I never got there but it meant I was focused. That is what new players need.
As for the links to certificates, thanks. I can't check it out on my phone for some reason but I'll take a look later. This still does not really solve many problems though as anybody interested enough to watch the tutorials (which they would do before signing into or finding the forums) would know how to train skills and not really have need of certificates as they have been presented here.
We really just need an interactive tutorial that gives players a simple, fun and hands on experience. Then they can get into the nitty gritty skill system and go searching for more answers once we have them hooked. |
Red Dot 24601-HA
S.e.V.e.N.
41
|
Posted - 2013.03.15 22:17:00 -
[49] - 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!
|
RINON114
B.S.A.A.
42
|
Posted - 2013.03.16 05:28:00 -
[50] - Quote
Red Dot 24601-HA wrote: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!
Agreed. I can't wait for some PvE news! |
|
Red Dot 24601-HA
S.e.V.e.N.
42
|
Posted - 2013.03.17 18:55:00 -
[51] - 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. |
RINON114
B.S.A.A.
46
|
Posted - 2013.03.18 04:11:00 -
[52] - Quote
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. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.18 20:42:00 -
[53] - Quote
I think that there should be some kind of certification/tutorial thing, but it should only be temporary. It will let newly injected FPS players get their feet wet, and then it will slowly ween them off the games helping hand until their just as DUST savvy as we are.
When I first started DUST, I had no idea where to start. There was just soooo much stuff to customize and tweak. Should I specialize in assaults and AR's or heavies and HMGs. Should I buy new dropsuits, weapons, or modules. Or maybe I should jump straight in as a vehicle person. Should I be a frontline person or a medic.
Hopefully, a tutorial like I described will ease some of the strifes of a beginner without dumbing down the entire experience. |
Lynn Beck
Forsaken Legion-0
0
|
Posted - 2013.03.19 00:31:00 -
[54] - Quote
Buster Friently wrote:Thrillhouse Van Houten wrote:There is a gigantic elephant in the room here...
DUST 514 needs players to be successful. Normally, you'd never hear me speak out for lazy mushbrains who can't take 3 days of playing a game to figure out how it works, but the entire enterprise that CCP is going for here is a massive COD or MW FPS crowd to populate the ground level combat of the Eve universe.
Two major things could crush this game if only 100k dedicated people end up playing it: 1) It is totally free. All incoming money relies solely on the AUR market. More players playing equals more people buying gear, boosters, etc... on the market. The second 2) is that there are literally a thousand solar systems or more in the Eve universe and most of those systems have belts, moons or planets that could be potential battlefields. If there are only 20k people signed into Dust 4 months after launch during a given hour because so many people jumped ship, that will make for a pretty pathetic number of active battles literally strewn across a thousand star systems.
I don't know about you, but I want as many people to stick around as possible for the second reason and CCP wants just as many peeps to stick around for the first reason.
IF implementing some kind of rookie skill and equipment training system will keep people logged in, I'm pretty much all for it. I am not for the dumbing down of this system as it is (it hardly seems complicated to me as I am typically not a FPS person) but the OPs idea would keep the game open to both types of players AND doesn't do anything that they couldn't do on their own already. The one point of contention I have is making stock dropsuit fittings easily available. MAYBE add some kind of "completed fitting" tax (5% over actual market costs) so lazy people can still play, don't lose too much ISK but are still being held responsible for their being lazy. "Convenience fee."
One thing is certain in DUST 514: more players, more battles, more AUR and ISK being spent...more fun for everyone. I respect what you are saying, and I think you're right - to an extent. Personally, I like playing Dust. I'd rather have a better game with fewer players than the most popular game in the world - that I think sucks. Yeah, that's selfishness for you, but so long as we don't fall below whatever threshold is necessary for proper integration into Eve and proper compensation for CCP, I vote for a more cerebral shooter. I personally think that having more players in the game would help. 1)having more players means more ISK being spent, whether it's wise or not, is not important. Having for example: a standard AR, Standard Sniper, and advanced/prototype versions of these sets should be totally available to FPS gamers. also the training ground to test out damages/maneuvering: spawn in a large blaster turret to test out it's damage with hybrid turret operation lv 5 against an advanced dropship would be great for telling if it's even worth it. |
Cross Atu
Conspiratus Immortalis
832
|
Posted - 2013.03.21 21:40:00 -
[55] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
44
|
Posted - 2013.03.22 00:58:00 -
[56] - 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. |
Cross Atu
Conspiratus Immortalis
833
|
Posted - 2013.03.22 04:26:00 -
[57] - Quote
Red Dot 24601-HA wrote: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.
Your story is one I have (unfortunately) encountered all to frequently during my time in EVE (and I'm not even what's considered a veteran player upstairs in the attic ). There are reasons why EVE is complex even in it's intro and to give CCP their due they are still improving the new player experience even now, but there's no doubt it's one of the weak elements of the game.
Dust has a much better chance to do this right in that at present it does not have so much content build in, the complexity is there but the diversity is still maturing and that makes this moment opportune for establishing a strong and dynamic set of tools in game for teaching new players the ropes without getting them tied in knots.
What the in game introduction resources fundamentally need to do is provide a player with the grounding and tools needed to play the game in a stable way until either A) they master things on their own or B) they become part of a Corp/other community of players who will help them learn in a more effective way. As an additional note to point B if those same tools (such as PvE) made mentoring friends who are new to the game easier and more effective that would be a real boon for the player communities and groups which seek to provide such training and support.
Thanks for posting this thread and +1 again for your work in it.
Cheers, Cross
ps ~ if you ever decide you'd like to give flying another try shoot me a mail in game and I'll be happy to help walk you through some things sky side the more reasonable, conversant individuals in New Eden (space or ground let alone both ) the better in my opinion. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
6
|
Posted - 2013.03.22 05:05:00 -
[58] - Quote
I hate the people who say "oh, we have to keep it complicated so we can keep the idiots and the CoD players out". To me that's just cruel and selfish. I almost passed this game by. I had seen trailers for it a while back, but didn't even know it had been released in open beta until recently. When I first went on, I was completely lost. I would have given up, but after an hour or two, I sort of got the hang of it. And I am a CoD player (at my friend's house anyway). And I'm 13. It's just infuriating how many stereotypes there are surround people's "gaming background" and age in this game. |
Sylwester Dziewiecki
BetaMax. CRONOS.
34
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Posted - 2013.03.22 06:09:00 -
[59] - Quote
http://wiki.eveonline.com/en/wiki/Certificate |
RINON114
B.S.A.A.
63
|
Posted - 2013.03.22 08:37:00 -
[60] - Quote
slypie11 wrote:I hate the people who say "oh, we have to keep it complicated so we can keep the idiots and the CoD players out". To me that's just cruel and selfish. I almost passed this game by. I had seen trailers for it a while back, but didn't even know it had been released in open beta until recently. When I first went on, I was completely lost. I would have given up, but after an hour or two, I sort of got the hang of it. And I am a CoD player (at my friend's house anyway). And I'm 13. It's just infuriating how many stereotypes there are surround people's "gaming background" and age in this game. Stereotypes usually exist for a reason and it's good you're not too much a part of it. You've still upheld the part of stereotype by starting the post "I hate..." but I can let that go because you posted well.
We could use more teenagers like you. |
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RINON114
B.S.A.A.
67
|
Posted - 2013.03.22 10:32:00 -
[61] - Quote
slypie11 wrote:I hate the people who say "oh, we have to keep it complicated so we can keep the idiots and the CoD players out". To me that's just cruel and selfish. I almost passed this game by. I had seen trailers for it a while back, but didn't even know it had been released in open beta until recently. When I first went on, I was completely lost. I would have given up, but after an hour or two, I sort of got the hang of it. And I am a CoD player (at my friend's house anyway). And I'm 13. It's just infuriating how many stereotypes there are surround people's "gaming background" and age in this game. Stereotypes usually exist for a reason and it's good you're not too much a part of it. You've still upheld the part of stereotype by starting the post "I hate..." but I can let that go because you posted well.
We could use more teenagers like you. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
7
|
Posted - 2013.03.22 15:29:00 -
[62] - Quote
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. |
Red Dot 24601-HA
S.e.V.e.N.
45
|
Posted - 2013.03.23 05:43:00 -
[63] - Quote
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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