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DusterBuster
DUST University Ivy League
20
|
Posted - 2013.03.16 01:59:00 -
[1] - Quote
Hiya everybody,
I decided to make a series of threads addressing some of the most common complaints I hear when asking other players about their opinions of the game. The people I asked ranged from friends that played for the first time, to experienced Dust players, to experienced EVE players who gave Dust a try. I am going to provide the issue themselves, as well as try to come up with some good solutions. I know I am not perfect however, and some of these solutions may be straight-up bad. If that is the case, please provide some constructive criticism, and maybe we will be able to come up with some better solutions. I also know that many of these things are already in the pipeline, but I am going to include them anyway for completeness. And finally, I am not going to include any balance issues (though there definitely are some) as there are countless other threads that beat these to death. Some of these threads may have lists (!) (Sorry CCP), but they will all contribute to the same overall theme.
A couple questions I may receive:
Q: Why in the world do you feel important enough to make multiple new threads for this, you noob? A: I have been playing Dust since the closed beta, with multiple different characters playing many different styles. Throughout that time, I have seen the immense progress CCP has made with Dust, and I would like to see it go even further. This is a beta, which has a sole purpose of providing the developer with feedback on its prototype, before releasing a final product.
Q: QQ more, l2p noob, etc. A: Firstly, that isn't a question. Secondly, I have been playing EVE for years, and have subsequently been bombarded with some of the finest in the art form of trolling, and know how to deal with it. This Tomfoolery you bring here from other console games is no match for my superior anti-flame coating. And thirdly, this thread is doing exactly what I promised to do when I signed up for the beta, which is provide feedback to the development team on the status of their product, so they can figure out what the players want and improve it.
And, check out some of my other threads in the series: #1: The Mercenary Quarters User Interface #2: In Game Controls (Single Button Squad Commands) (Item Bar) #3: Information Display #4: Level Design #5: Microtransactions #6: The New Player Experience
Now, with all of that out of the way, lets move on to the actual content of this thread: The New Player Experience Besides an intro video and some descriptive popups, Dust 514 doesn't really have much in the way of a tutorial. New players are essentially 'tossed into the deep end' and either have to sink or swim. Dust, like EVE, is very complex, and has many different aspects that need to be explained. The problem with this is that, unless you are an obsessive freak like me, you do not want to sit their and read pages upon pages of information. You want it spoon-fed to you, in a colorful, fun, and most importantly intuitive and easy-to-understand way. And if CCP wants Dust to become the #1 FPS on the market, they need to make sure that new players who pick up Dust stick with it. Below I have outlined some ways that this could be done.
a. Drop new players right into the action. Imagine this scenario, I am sure many of you have been through it: You just finished downloading a new game from the PSN. You have seen videos on YouTube that show this games incredible, persistant universe. They show the awesome customization, and how the butterfly effect is alive and well. You have also read the tremendous reviews of this game, and after waiting an hour for this game to download, you are excited to play it. You rush through the account creation, pump out a charactar faster than some of the most efficienct factories in the world, and skip over the EULA. Up pops this wall of text, which at the top has the word 'Tutorial'. What are you likely to do. There are a few options at this point. Either try to take the time to actually learn about the game, skim over it and try to figure the rest out on your own, or skip it completely with the assumption that you will either do it later, or learn it on your own. This is not good. I suggest that the first thing after creating a new character would be to get put into an intro sequence. Something along the lines of Halo 1. You wake up after the brain surgery you just underwent, now an immortal clone. The doctor is going to have a few questions to make sure you are all right. First, look around. Then, take a few steps. Next, run through an obstacle course. Finally, have them take out some rogue drones. This is just an example, and I believe it should be more complicated than this, and should cover every aspect of the game, from skill training, to dropsuit fitting, to gunplay. This would allow players to get right into the action and play the game, while being taught the fundamentals of the game as well. This has the added benefit of allowing CCP to weave in some of the story as well. Players would have the option to skip this sequence in character creation, if they are creating an alt for example.
[continued in next post] |
DusterBuster
DUST University Ivy League
20
|
Posted - 2013.03.16 01:59:00 -
[2] - Quote
b. Every element of the game should have a short video tutorial. For example, currently you go into dropsuit fittings, and with a new character a popup will appear, with a text description of the fittings menu. Instead of the text though, I propose that there should be a short (1-5 minute) video explaining that certain aspect. At the end of every video, it should be stated that more information can be found on the wiki. The benefits of it being a video would be that the information is voiced over, there are visuals to go along with it, and more information can be included without overwhelming the end user. One of the major cons, and a reason why CCP is usually reluctant to incorporate videos, is that they are much harder to edit when information changes.
c. There should be a 'helpful hints' section of the tutorial menu on the neocom, which gives tips that can help people out. All of these tips should also be displayed on the loading screen. All of the things that are currently on the loading screen could be in this section too, such as the gamemode and hud icon descriptions.
This is only the tip of the iceberg. It may seem like CCP should put its man-hours towards things that have a more relevant impact, such as game balance. However, I argue that it has been proven time and time again that the first impression is the most important. CCP needs to craft this first impression to perfection. If they can do this, than I feel that their plan for world domination is right within their grasp.
That is all for now. If I receive any good suggestions or criticisms, I will edit the above or add more points. Please check out some of the other threads in the series as well, and provide feedback or support to those. Thank you. |
Terry Webber
Gothic Wars Consortium
46
|
Posted - 2013.03.16 06:16:00 -
[3] - Quote
This thread is awesome! +1 |
Thrillhouse Van Houten
DIOS EX.
26
|
Posted - 2013.03.16 08:10:00 -
[4] - Quote
Great series DusterBuster. Hard to argue with basically any point you've brought up.
There are a couple of things. I like idea "a" and the same sort of thing has been kicked around a lot in other "new player" threads. I am also sortof wary of the videos idea. I think the opening tutorial sequence should be short and concise, but cover the new player game mechanics in a very involving and hands on way. I don't think videos every time you turn around is a good idea. Maybe make the tutorial videos its very own tab in the NeoCon that can be referred back to at any point. Exactly like Eve, you shouldn't HAVE to do the distribution tutorial the first time you enter the market or the exploration tutorial because you've fit a core probe launcher. It should be up to the new player. Maybe have a pop-up in the corner saying "oh hey, in case you're curious there is a tutorial available on this topic."
The exception is that beginning sequence. I think right after a person creates a new character, the game should force every player to do it, otherwise you will inevitably have people who choose not to do it and then qq because they don't know how anything works. It should cover basic controls in game and the NeoCon and the communication UI and leave the rest to player selectable tutorials. Keep it short, action packed and cover the basics.
The most important feature is the navigation of the NeoCon in my opinion. It sets up a new players access to every other menu in the game. Next, it should cover the skills menu and the passive and active SP system. Finally, it should cover fitting, let the new player select one of a handful of starter fits related to the career path they wish to start along and have them dive out of a low altitude MCC right into a hectic rogue drone swarm or something. NPC mercs can help them pop them until they are all gone and it could roll to the debriefing screen with the SP and ISK wheels and the killboard and then they could end up in the Merc Quarters, like any other Dust match.
Rather than the bland character creation options we have now, this opening tutorial could have the new players pick each option as the roll out their new character. For example, I think it is silly to have a newbie pick a "career" from the 4 starting skill sets before they even understand what they are picking. Let them decide at the end of the tutorial when they pick a starter fit. Then let THAT be their only 100% free, never goes away fit (arguable but a good idea, imo). All the other starter fits should be militia and cost money to restock. |
DusterBuster
DUST University Ivy League
30
|
Posted - 2013.03.16 17:44:00 -
[5] - Quote
Terry Webber wrote:This thread is awesome! +1 Thanks for your support!
Thrillhouse Van Houten wrote:Great series DusterBuster. Hard to argue with basically any point you've brought up.
There are a couple of things. I like idea "a" and the same sort of thing has been kicked around a lot in other "new player" threads. I am also sortof wary of the videos idea. I think the opening tutorial sequence should be short and concise, but cover the new player game mechanics in a very involving and hands on way. I don't think videos every time you turn around is a good idea. Maybe make the tutorial videos its very own tab in the NeoCon that can be referred back to at any point. Exactly like Eve, you shouldn't HAVE to do the distribution tutorial the first time you enter the market or the exploration tutorial because you've fit a core probe launcher. It should be up to the new player. Maybe have a pop-up in the corner saying "oh hey, in case you're curious there is a tutorial available on this topic."
The exception is that beginning sequence. I think right after a person creates a new character, the game should force every player to do it, otherwise you will inevitably have people who choose not to do it and then qq because they don't know how anything works. It should cover basic controls in game and the NeoCon and the communication UI and leave the rest to player selectable tutorials. Keep it short, action packed and cover the basics.
The most important feature is the navigation of the NeoCon in my opinion. It sets up a new players access to every other menu in the game. Next, it should cover the skills menu and the passive and active SP system. Finally, it should cover fitting, let the new player select one of a handful of starter fits related to the career path they wish to start along and have them dive out of a low altitude MCC right into a hectic rogue drone swarm or something. NPC mercs can help them pop them until they are all gone and it could roll to the debriefing screen with the SP and ISK wheels and the killboard and then they could end up in the Merc Quarters, like any other Dust match.
Rather than the bland character creation options we have now, this opening tutorial could have the new players pick each option as the roll out their new character. For example, I think it is silly to have a newbie pick a "career" from the 4 starting skill sets before they even understand what they are picking. Let them decide at the end of the tutorial when they pick a starter fit. Then let THAT be their only 100% free, never goes away fit (arguable but a good idea, imo). All the other starter fits should be militia and cost money to restock.
Thanks for your points, and I agree with a few, and I will update the OP to reflect your suggestions.
However, there are just a few things I wanted to clarify, and update here. Are you saying (or do you agree) that there should be a series of live-action tutorials? For example, there would be the main tutorial, which would generally overlay the gameplay, then more specific ones, like ones talking about the HUD and skill training?
So, there would be a button on the neocom entitled 'tutorials'. Under that button, there would be a list of tutorials titled: Starting Your Career, The Fitting Menu, Skill training, etc. The main tutorial would start after character creation, and after completion of the tutorial, you could either go on to the next one, or go to your merc quarters. From the merc quarters, you can access the entire list of tutorials. If you do a certain task (such as fitting an active scanner) you will get a prompt urging you to complete the tutorial if you haven't already.
Is this what you had in mind?
Also, I think forcing people to anything is generally a bad idea. What if you create yourself a second, third, or fourth character; Are you going to want to do the tutorial every time? |
Thrillhouse Van Houten
DIOS EX.
27
|
Posted - 2013.03.17 09:16:00 -
[6] - Quote
DusterBuster wrote: Thanks for your points, and I agree with a few, and I will update the OP to reflect your suggestions.
However, there are just a few things I wanted to clarify, and update here. Are you saying (or do you agree) that there should be a series of live-action tutorials? For example, there would be the main tutorial, which would generally overlay the gameplay, then more specific ones, like ones talking about the HUD and skill training?
So, there would be a button on the neocom entitled 'tutorials'. Under that button, there would be a list of tutorials titled: Starting Your Career, The Fitting Menu, Skill training, etc. The main tutorial would start after character creation, and after completion of the tutorial, you could either go on to the next one, or go to your merc quarters. From the merc quarters, you can access the entire list of tutorials. If you do a certain task (such as fitting an active scanner) you will get a prompt urging you to complete the tutorial if you haven't already.
Is this what you had in mind?
Also, I think forcing people to anything is generally a bad idea. What if you create yourself a second, third, or fourth character; Are you going to want to do the tutorial every time?
I think you should have to do the initial tutorial. If you don't force people to do it, then you will get tons of people who skip it. Some of those people will inevitably skip it that shouldn't have and will not know which way is up...they'll just say "wtf...how do I even play this game?" and then promptly quit without giving it so much as a chance. CCP doesn't need that. The playerbase needs to be nice a large to support their grand scheme of full integration with Eve.
My point was make the initial tutorial interesting and action packed with all the NECESSARY info for a newbie to be successful, but keep it short. Yea...you're forced to do it but it will help you utterly down the line if you grin and bear it. I agree that, in general, forcing players to do anything is a disaster waiting to happen. We aren't talking about the type of players who actively seek out games like Eve, though. FPS players as a demographic tend to emphasize aesthetics, action and arsenals. Better graphics, more explosions and a wide array of firepower. They don't want to sit and read a bunch of info just to start playing, in general, and they don't want to be forced into long, boring Aura tutorials where she talks at you for 25 minutes. All the same, these new players are being introduced to MMORPG elements they tend not to be as familiar with and without immediate help upon entering the game they will probably just move on to the next CoD release.
It is important to note that you would have the option to skip the tutorial on your second and third characters.
Basically, yes, all the other tutorials would be voluntary. An option in the settings could disable situational tutorial pop-ups. The intro tutorial would thinly cover SP, ISK, the skill system, fitting and the market. The NeoCon tutorials would be much more in depth versions regarding all of these basic things. Maybe another for vehicle and installation use. One for objective based maps (Skirmish tutorial) or the differences between Ambush and Skirmish, Merc battles and Corp battles and Faction warfare. One for the communication interface and squad/team mechanics. Maybe another whole one for Corporations and their importance.
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DusterBuster
DUST University Ivy League
31
|
Posted - 2013.03.17 14:11:00 -
[7] - Quote
Thrillhouse Van Houten wrote: I think you should have to do the initial tutorial. If you don't force people to do it, then you will get tons of people who skip it. Some of those people will inevitably skip it that shouldn't have and will not know which way is up...they'll just say "wtf...how do I even play this game?" and then promptly quit without giving it so much as a chance. CCP doesn't need that. The playerbase needs to be nice a large to support their grand scheme of full integration with Eve.
My point was make the initial tutorial interesting and action packed with all the NECESSARY info for a newbie to be successful, but keep it short. Yea...you're forced to do it but it will help you utterly down the line if you grin and bear it. I agree that, in general, forcing players to do anything is a disaster waiting to happen. We aren't talking about the type of players who actively seek out games like Eve, though. FPS players as a demographic tend to emphasize aesthetics, action and arsenals. Better graphics, more explosions and a wide array of firepower. They don't want to sit and read a bunch of info just to start playing, in general, and they don't want to be forced into long, boring Aura tutorials where she talks at you for 25 minutes. All the same, these new players are being introduced to MMORPG elements they tend not to be as familiar with and without immediate help upon entering the game they will probably just move on to the next CoD release.
It is important to note that you would have the option to skip the tutorial on your second and third characters.
Basically, yes, all the other tutorials would be voluntary. An option in the settings could disable situational tutorial pop-ups. The intro tutorial would thinly cover SP, ISK, the skill system, fitting and the market. The NeoCon tutorials would be much more in depth versions regarding all of these basic things. Maybe another for vehicle and installation use. One for objective based maps (Skirmish tutorial) or the differences between Ambush and Skirmish, Merc battles and Corp battles and Faction warfare. One for the communication interface and squad/team mechanics. Maybe another whole one for Corporations and their importance.
Thanks for your input and clarification. I have updated the OP, taken into consideration your suggestions. I have credited you in the second post.
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Cross Atu
Conspiratus Immortalis
832
|
Posted - 2013.03.21 22:20:00 -
[8] - Quote
Usually I'm for doing a point by point response but in this case I'm much closer to just throwing up a +1
New player experience is key and making it both robust and dynamic is of great importance.
I'd like to focus some attention on the concept that the new player experience should extend beyond tutorials (tho those are obviously fundamental). Being sure that there are a full range of militia weapons for new players to try and providing PvE as a testing a proving ground for players to develop their player skills in a somewhat more controlled environment.
Simply put CCP could help new players quite a bit by having a "second layer" to the new player experience, one that extends beyond the tutorials.
Another great thread, keep 'em coming
Cheers, Cross |
Thrillhouse Van Houten
DIOS EX.
39
|
Posted - 2013.03.22 01:21:00 -
[9] - Quote
I totally agree, Cross. Rather than the typical "initial tutorial" and then throw them to the wolves, adding a newbie advances to lowbie advances to experienced player sort of dynamic to the system would not only help retain new people unfamiliar with Dust or games like it but would also help with a smoother transition from fresh meat to skilled veteran.
The learning curve of this game is steep and, right now, new players are practically punished for entering matches with veteran players. Without seeing a viable path to get where those pub-stompers are, the newbie says to himself "how the f*** do these guys play this good with the equipment I have?" Make the notion that slowly improving skills and gear will get you there into more than a notion...make it clear and present fact. It give gamers a goal to shoot for without feeling like a lamb amidst the wolves. |
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