Hammerhead LandSharkX
Liberum Sapiens Xenodochi
4
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Posted - 2013.07.25 17:31:00 -
[1] - Quote
(** marked suggestions seem like they'd also help ccp make more money off AUR...aside from also increasing player numbers & retention)
I still think the addition of PVE opens up a much better avenue for a new player experience...allowing for comfortable controlled ways to test and learn how to do things. Seems much better than the current options of throwing them up against either others that have no idea what they're doing or getting pubstomped...neither of which give you the greatest place to learn how to shoot so much as how to get shot.
Alas...the latest news makes it sound as if PVE is too far down the path for this to be fully developed any time soon.
With or without PvE they could have eve-like tutorial missions on empty/ai filled maps that give you objectives like "use squad command to mark this installation...use x weapon to destroy this installation...use x equipment on this marked area...drive vehicle z to location y...use this amount of isk to fit a heavy suit with a heavy weapon...use it...loose it...restock it...redeploy...hack a supply installation...use it to change suits...notice hp/ammo/equipment reset...do next objective". Giving these tutorial missions rewards like isk/assets/skill books related to what the mission involved (again like eve tutorials) would encourage people to do all the tutorials. These tutorials could be repeatable allowing practice with (temporary tutorial only starter fit-esque) vehicles/weapons/suits that arnt actual player assets-so they dont skrew with the economy. These empty maps could easily be used to test weapons from the market against stationary shield and armored installations akin to practice dummies.
However, again like pve...it seems as though the 'pratice' or 'tutorial' map/arena hasn't shown much traction/priority development side... ...Soo the options in the short term are...improve the new player experience without adding anything to the game? just tweak current systems to be more welcoming to newbies? Hard to suggest anything else that isn't already supposedly being worked on or suggested regularly here: - improved matchmaking (see quote at bottom) - more/better tutorials - improved sp system specifically for newcomers like temporary cap removal, roll overs, free uber boosters. - **one time or paid AUR SP respecs after academy graduation - drastic improvement in item info descriptions - etc.
One thing i havn't heard much of is improving the squad bonus system...I don't see anything wrong with giving everyone a squad bonus for anything they do in a squad-and a further bonus for following squad objectives. Also Increase the range for certain order bonuses to apply and perhaps improve stationary objective rewards so that player defend orders arn't the only logical option point wise.
A few things I feel should be taught better even if simply mentioned in a text or video tutorial. From my experience with newer players-these are things that somewhat blew their minds when mentioned to them. -Squads...how to form them and how to give squad commands (and thus get bonus warpoints). -that 2,500 warpoints by your SQAUD earns your SQUAD LEADER orbital strikes. -oms...how to call in vehicles and call in orbital strikes -**suggesting AUR items and milita gear as a means to 'test' things out before you invest skills in them (a full complement of militia variants would support this) -there are usually both modules and skills that improve your suit/weapon attributes (from damage to hit points to pg/cpu to stamina, hack speed, etc. etc.). -**the difference between blue print originals and copies.
This is also still my favorite idea for matchmaking overhaul...and has been since closed beta where it was suggested by multiple people from then til now...
ZDub 303 wrote:Something Like:
[Academy] - Open to all players regardless of SP, militia gear only Queue Options: None - randomly selects match. (i.e. functions exactly like it does now)
[Instant Battle] - High Security Contracts, CONCORD bans the use of experimental prototype gear in High Security space. Queue Options: Ambush, Ambush OMS, Skirmish, Domination.
[Faction Warfare] - Low Security Space - no restrictions. Queue Options: Caldari, Gallente, Amarr, Minmatar. (this suggestion gets rid of the merc tab interface, which doesn't work very well imho. However, allowing team queue for this would be sweet!!
[Planetary Conquest] - Low Security/No Security Space - player driven content - no restrictions. Queue Options: player driven content... no queue options. |