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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Iron Wolf Saber
Den of Swords
4904
|
Posted - 2013.06.05 17:14:00 -
[1] - Quote
Today's Scenario:
Let us pretend you are the guy in charge in designing the entire new player experience. Draft a plan on improving, designing, goal setting, or storyboarding the entire experience. Use whatever means possible for in the game.
Remember you are trying improve a section of the game for a player who doesn't know anything about Dust 514 and introduce the player to the ins and out of this game without having to leave the boundaries of the game.
This thread is being watched so be thoughtful on your replies. |
843 nerfnut96
BurgezzE.T.F
5
|
Posted - 2013.06.05 17:20:00 -
[2] - Quote
Well, to start with i would have a single player training mode (much like MAG) that runs down how to hack, drive, shoot basic small arms, through 'nades, etc. And them once they finish that they could play the academy game mode that you have in place now. I'm running short on time, more ideas to come. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
13
|
Posted - 2013.06.05 17:26:00 -
[3] - Quote
After new players create their character, I would have them enter a very small map. This map would feature various areas to practice basic aspects of the game (movement, combat, hacking, passive scan, etc.). The new player would be guided through this area by the voice that greets you when you first enter your merc quarters. Once they complete that section, I would move them to their quarters and have a (skippable) video play explaining the battle finder, different types of battles and game modes, skills, fitting, etc.. After they finish watching the video, they are free to play as normal, though I recommend having new players go directly into the main dust crowd at this point (after implementing better matchmaking). |
Shley Ashes
One-Armed Bandits Unclaimed.
10
|
Posted - 2013.06.05 18:00:00 -
[4] - Quote
Liking the suggestions, the only thing I'd like is that they be voiced by Aura (Eve Online's AI)
Also a fittings tutorial video that is in depth, where it covers the Lore behind each race's characteristics, saying Caldari(shield and Railgun/Missile) orientated because, a new player isn't going to know that, |
KING SALASI
MAJOR DISTRIBUTION
33
|
Posted - 2013.06.05 18:06:00 -
[5] - Quote
843 nerfnut96 wrote:Well, to start with i would have a single player training mode (much like MAG) that runs down how to hack, drive, shoot basic small arms, through 'nades, etc. And them once they finish that they could play the academy game mode that you have in place now. I'm running short on time, more ideas to come.
What he said also change the sp from 500k to 1mill sp. |
Drex Vizla
Lazarus Squadron
2
|
Posted - 2013.06.05 18:12:00 -
[6] - Quote
Start with an intro movie explaining story background, your choices corp and such.
Next put player alone in tiny map, go over buttons, squad stuff and settings.
Next AI, or "holograms"/ idol mercs to fight
end with a tank to destroy w/ swarm (and/or AV nades equip) and done.
You pass training, option comes up: "would you like more practice?" (Instant Action - Academy) "Or Join the fight now?" (Regular Game modes)
- Player selects and gets loaded into merc quarters, with the current neocom "would you like to know more?" prompt |
RoundEy3
Condotta Rouvenor Gallente Federation
27
|
Posted - 2013.06.05 18:12:00 -
[7] - Quote
Ok, I'm going to say what I would have liked to walk into the first time I played this game. In this set of ideals I will try to present principles and points of view more than any actual #'s where they may apply, as the in game numbers and values are always changing anyhow. So here it goes.
--1. THE INTRO VIDEO-- a. The intro video should be changed. Launching the game one should meet a video that opens their view to New Eden and where DUST fits into it.
b. I imagine an outside in perspective. Meaning you open up with distant views: Solar systems, stars, suns, black holes consuming planetary bodies at a surreal distance. Then you begin to inform the player of the solar systems, how the known systems are divided up amongst the 4 empires. Talk about how this space and the planets in these regions are important to them. (Perhaps throw in a little EVE background here to add to "Why are they fighting"
(The first visual story point here being to start off from a vast perspective and begin to funnel down to what is happening.)
c. Then begin to show a few action scenes. I inagine a quick pacing range of images from the space conflicts of EVE down to the dirt where the metal meets the meat to a quick flash of death to a clone and the stripping force of it's conscience being spit into a new body.
(Here, mostly an action scene of the stuff that is going on around what you will be doing)
--2. CHARACTER CREATION-- a. After the intro you go to your character creation much like you do now. The character creation process currently does it's purpose well I believe.
--3.THE FACTION TERMINAL-- a. After your character is created you should be ported to a Faction Terminal. This would be a governmental recruitment center that your character would first appear in.
(my thinking here is since it is your character's first time doing anything, that before you are allowed to be cloned repetetively and be shipped off anywhere you get educated here at the Terminal.)
b. The point of the terminal is mostly for role play immersion efforts, but from here there could be learning terminals/videos/ exercises, and a port to the academy. Other applications of the Faction Merc terminal could be implemented as well.
c. After you do what you want to do there you are finally issued your first batch of equipment that you own, given access to your portable merc quarters, and given cloning rights and resources.
(I feel a character, story immersion part is needed between character creation and ending up in the merc quarters, and that's the point of the Faction terminal. Plus it has much unsaid potential for expansion I think. Also, the terminal part could be optional I suppose, but you would be issued better/more stuff if you go through it by your parent faction)
--4. MERC QUARTERS-- a. The Merc quarters is now yours. It is the habitat of your currently animated self. From here you should have access to news feeds all relevant and non relevant (immersion)
b. Within the merc quarters there should be 3 battle resources: - CORP hiring resource. where corps could put up advertisements, applications, info, whatever you make available to them. Once you join a corp this terminal would become your corp battle finder area. - Faction Battles. Since it was initially your chosen faction that sent you on your way there should be a division of battles so you can fight for them. I imagine loyaty points and faction discounts would work well with this idea. - Finally a Freelance Digest, a insta battle/ pick your highest bidder battle finder. Basically a battle finding resource that doesn't fit into Corp or faction battles.
That's my first go at this, thoughtful feedback appreciated. |
BL4CKST4R
WarRavens
130
|
Posted - 2013.06.05 18:21:00 -
[8] - Quote
Change the character creation to be guided by a cinematic, it will guide you through creating your character choosing your race and what that race stands for, and what you will be fighting for.
Once in game it will guide you through choosing a dropsuit and a gun, it will explain to you the diff between armor and shields, a laser rifle and a assault rifle, the role if each suit and the pros and cons of everything.
It should put you in a mock battlefield with npcs, and show you how to play the game basically.
After this your on your own through the battle academy.
EXTREMELY IMPORTANT: Add rated matchmaking by wp, so newbies dont get stomped, also for groups take their average for rated matchmaking. |
Avinash Decker
BetaMax. CRONOS.
41
|
Posted - 2013.06.05 18:22:00 -
[9] - Quote
There should be a questionnaire asking various questions to exam what best suits your play style and will also help you choose what do you want to spec into . Aura will then guide you to the choices.
And an obstacle course that will rate you on how well you performed by giving you a score . Then it will put you in few matches with players that scored similar . During this you can spec into whatever you want if you change your mind , but after the course you will have to commit to a spec .
They can tie into a story down the road , like each race will have a themed training course. And after the training course you will do a pve/pvp mission fighting the opposing faction in a multi tier/ campaign like game mode .
If they can't do that maybe the player will wake up in a lab with other clones kinda like a combination of the Eve origins trailer( the scene where they was creating capsuleers in the lab) and the intro of republic commando .
|
Iron Wolf Saber
Den of Swords
4907
|
Posted - 2013.06.05 18:31:00 -
[10] - Quote
Shley Ashes wrote:Liking the suggestions, the only thing I'd like is that they be voiced by Aura (Eve Online's AI)
Also a fittings tutorial video that is in depth, where it covers the Lore behind each race's characteristics, saying Caldari(shield and Railgun/Missile) orientated because, a new player isn't going to know that,
I would like to remind our current battle AI is NOT Aura as confirmed by CCP Eterne. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
549
|
Posted - 2013.06.05 18:45:00 -
[11] - Quote
Backgrounds
Each race/bloodline combination should have a history that's fleshed out. Most of the background universe is just window-dressing at the moment, but I think fleshing out what the civilizations are, what they stand for, brief history, their combat ethos, and their aesthetics would help players identify more with who they're creating.
The current text blurbs are very short, and tell the uninformed little about the given factions and bloodlines. I think having the AI voice narrate an optional video about the civilization (similiar to PS-home vids) would aid in selection. I think of that as a "general" level selection. After actually making the character, a slightly longer introduction with a brief (also AI-read) description of your bloodline's place in all this would also be good.
An in-game reference kiosk in your MQ to look at the history/nature of other bloodlines and factions (with a spin given by your current faction) would also help immersion.
For instance, people can currently buy a "Khanid" Scrambler pistol in the store with a description that notes they are rarely seen outside the "kingdom". They can also pick Khanid as a race. In-game, this is mostly just confusing (Amarr Empire has a Kingdom in it? What?), but an introduction that gave an abstract-length version of the history and place in the empire would fix that. As-is, any background on the universe must be found on the net elsewhere, as there are no resources for that information in-game. The established lore is a strength of the game that should be used.
This becomes important when you're pitching something like faction warfare as well. If you're an EVE player, then you might already know what the factions are about. A new player (besides FW lacking any unique rewards or loyalty benefits) will find the FW conflicts utterly obtuse and no different from the random contractors mentioned in instant battles.
Tutorial
The current tutorials are very basic, and that's not bad necessarily. However, more complex functions of things like combat commands need to be communicated. I'd suggest a series of training missions (with no rewards) that instruct a player on basic concepts available from the same menu as the battle academy.
I'd break them up into categories, starting with something like HUD specifics (including things like range to target, weapon efficiency, and notifications). Mechanics like usage of supply depots to switch fits, ladder operation, and turret installation operation would also fit a basic mechanics sort of mission.
A mission that takes you through weapon usage would also be good, something that gives you instruction on how weapons have ideal ranges, and having them fire/aim at different static targets. That mission would also ideally introduce them to a variety of weapon types; a supply depot with a set of fittings using every weapon so they can swap out to fire at training dummies would be good here.
A mission that introduces squad orders would also be good. I'd suggest the tutorial demonstrating how to create a squad, then invite players. After a squad forms with the fake AI players, the player can be talked through executing squad orders on his/her static squad. Finally, the mission should demonstrate how to call off-map support like an orbital strike or call in a vehicle. The mission should emphasize the importance and benefits of being in a squad.
Lastly, a mission that allows players to experiment with vehicle controls might be useful. I'm not sure if "trial by fire" as far as learning vehicle mechanics is an intentional element or not. It seems... slightly odd that you can only learn the controls of tanks/dropships while under attack. If it's intended, then I suppose this one isn't necessary. |
Klivve Cussler
S.e.V.e.N.
157
|
Posted - 2013.06.05 19:32:00 -
[12] - Quote
I think any decent new player experience is going to need a PVE component. Without it, there isn't enough structure to hang the tutorials on.
Intro video: Assume we know nothing. The origins vid is pretty good for background, but we then need a little something to explain the empires, the territory (going into the differences between hi-sec, low-sec, and null-sec), and the role of corporations. Capsuleers should be mentioned, but not focused on. (Something like "While capsuleers float among the stars, your role as a ground combat mercenary is a lot closer to the blood and dust")
Character creation: This is good. We can leave it.
Tutorials: There should be two classes of tutorials: MQ tutorials and mission tutorials. MQ tutorials take you through skill progression, market, fitting (a big one), the wallet, and corporations, plus anything else primarily done out of combat. If you have the players build their initial militia fits as part of a tutorial, it would give a much better understanding of how that system works. Mission tutorials would come under a tutorial mission tab in the battle finder. These would be single-player pve matches scripted to provide instruction and practice for various aspects of the game: Spawning, running and gunning, healing, equipment, AV weapons, LAVs, HAVs, dropships, and orbital strikes. New tutorials would be pushed out as new game systems are introduced, so even experienced players would benefit during the initial rollout of the mechanic. This system incidentally gives players a place to practice these skills.
Codex: There is a huge amount of lore for the IP, including background on the empires, regions, and systems, weapons, equipment, suits, vehicles, structures, etc. A lot of it is already written. If these were accessible in-game in one place, it would add to the feeling of depth without contributing as much to the feeling of being completely lost. |
Krisuke 003
WildCard Ninja Clan
13
|
Posted - 2013.06.05 20:09:00 -
[13] - Quote
1 - have a link to popular build suggestions. New players might appreciate being able to pick peoples brains without having to score the internet.
2 - have a weapons lab. This could go hand in hand with popular build suggestions. Let you and your squad go into an r&d lab, put together whatever skills/gear you want as though you had the sp to do it, and let them try things out. That will bip 90% of the respec issues in the bud, and let players get a feel for what they like.
3 - give players under a certain amount of sp learning curve bonus. When you are rocking militia gear, you have to content yourself with assists and support play most of the time, since kills are hard to come by. |
Shley Ashes
One-Armed Bandits Unclaimed.
10
|
Posted - 2013.06.05 20:10:00 -
[14] - Quote
Iron Wolf Saber wrote:Shley Ashes wrote:Liking the suggestions, the only thing I'd like is that they be voiced by Aura (Eve Online's AI)
Also a fittings tutorial video that is in depth, where it covers the Lore behind each race's characteristics, saying Caldari(shield and Railgun/Missile) orientated because, a new player isn't going to know that, I would like to remind our current battle AI is NOT Aura as confirmed by CCP Eterne.
I know but I'd like it to be Aura, |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
786
|
Posted - 2013.06.05 20:12:00 -
[15] - Quote
Not getting heavily involved here but I will say the difference between sticking to a game and just "testing waters" whether it is an mmo or anything, is community and friends. I've made friends in games that made me play them long past when I would otherwise. I've been playing this game now for months, where normally shooters and pvp multiplayer games I normally last a month maybe, and thats if I have RL friends playing it. While I enjoy Dust, what is keeping me around isn't the gameplay but sense of community. The people I talk, discuss, argue with.
You're putting these new guys in default corporations, just need to make more use of the fact.
idk, bring NPC corp members more into FW (yeah their mercs but what are Gallante Corps selling talent to Caldari forces?), auto squading option. Make new players part of a whole without having local chat to deal with and seeing them adrift. |
Klivve Cussler
S.e.V.e.N.
159
|
Posted - 2013.06.05 20:35:00 -
[16] - Quote
Rynx Sinfar wrote:Not getting heavily involved here but I will say the difference between sticking to a game and just "testing waters" whether it is an mmo or anything, is community and friends. I've made friends in games that made me play them long past when I would otherwise. I've been playing this game now for months, where normally shooters and pvp multiplayer games I normally last a month maybe, and thats if I have RL friends playing it. While I enjoy Dust, what is keeping me around isn't the gameplay but sense of community. The people I talk, discuss, argue with.
You're putting these new guys in default corporations, just need to make more use of the fact.
idk, bring NPC corp members more into FW (yeah their mercs but what are Gallante Corps selling talent to Caldari forces?), auto squading option. Make new players part of a whole without having local chat to deal with and seeing them adrift.
Eve has (or used to, I haven't been a new player in years) a Rookie chat channel you're automatically in until you accrue a certain amount of Skillpoints. That might help |
Cass Barr
Red Star. EoN.
130
|
Posted - 2013.06.05 20:39:00 -
[17] - Quote
Expand the Academy, give it all the standard game modes instead of a rotation. Increase the "graduation" to 3-4 million SP. Give a free respec upon graduation. |
Pje251296
KILL ORDERS
3
|
Posted - 2013.06.05 20:49:00 -
[18] - Quote
After graduating from the academy, give players new blueprints based on standard gear for dropsuit and all vehicles. Also 15k in SP to give them a headstart. |
Dengru
Red Star. EoN.
9
|
Posted - 2013.06.05 21:10:00 -
[19] - Quote
I think in academy there should be quotas on the amount of certain classes on the field to give a sense of balance. 6 snipers deploying at once and sitting together in the middle of the road isn't good for anyone. If there are cars on the field point out rh stater av fits.
Common scenarios should also be highlighted such as a tutorial where you're in a tank and there is a forge gunner on a hill nearby. . Point out all the facets of the situation: the glowing blue orb means he's ready to fire, he has only a sidearm, he's slow, the turrets you're firing from either passenger seat only have an effective range of X meters... So get out of the tank and kill him with your AR.
There could also be a mode exclusive to academy players unlocked after they get a kdr above 3 with high sp that puts them against of squad of bots, who are in a mix of proto and advanced gear. This will be fun and informative. People getting really high kdrs playing against the aforementioned 6 six snipers need it pointed out to them what the game will really be like, with all it's artificial skill gaps.
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Draco Cerberus
Purgatorium of the Damned League of Infamy
97
|
Posted - 2013.06.05 21:35:00 -
[20] - Quote
A new player should get a broad overview of life in new eden as part of the intro movie. It should include a breakdown of the class specializations and role specific videos that explain the Heavy, Assault, Logistics, Scout and Pilot roles as well as a need to specialize in a given role to become more effective on the battlefield.
There should be a weapons guide describing the characteristics of each weapon type (HMG, Assault Rifles, SMGs, etc.) and include a noob fit firing range where the player can test each weapon type before assigning SP into any skill. This would be an area where SP doesn't matter to use the weapon and there are only target dummies that blow up when their HP is depleted.
There should be movies describing the battle types and how to hack objectives as well as a breakdown of how WP are assigned and what they are used for.
An intro video about corporations and how they fit in to the general makeup of new eden full of lore and why to join one should be included as well.
If players could watch YouTube videos about Dust in their MQ as well while in game, players could watch community built guides and videos about how to fit their suits and what to train to be effective. These could be displayed on the main viewer or full screened for a more immersive viewing experience.
I would like to see an advertisement for recruiting corps available in a non-invasive way on the main viewer as well. It could help recruits by allowing them to see which corps are looking for new players and what the requirements for joining them are.
Not all new players know how to turn on voice chat, a much used and needed feature of this game. It would be better if by default this was turned on. That way even a new player would be able to hear the other mercs communicating and understand that there is built in voice capabilities and that they are used and needed. It may also make some new players more effective by being able to hear where their team is moving and calls for assistance taking objectives and reviving team mates. |
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Meeko Fent
Mercenary incorperated
28
|
Posted - 2013.06.05 21:41:00 -
[21] - Quote
If I was to make the New Player Experience? Oh God......
1> I would replace the ******** opening Message from that random Admiral Dude with a Serious Tutorial. Things like a Simulation where this Admiral Explains things like... A] The Different types of Frames and their Specializations. Let new pLAyers have a bit of fun with these letting them Decide which frame they want to Spec Into B] The Different Weapon Types. Teaches people that there are weapons besides the GAR (Gallente Assault Rifle), and fun little Niche Guns like the Plasma Launcher (R00K3T N00B!) and the Sniper Rifle. Broaden the New Player Horizons. C] The Usage Of Equipment. Teach People that they can Use Equipment on Almost every Frame, and what each Equipment DOES D] Vehicle Usage. How Physics Work with the various Types of Vehicles, and the Overall Toughness of the Vehicle types
2>Certificate System. Give a good reason to Learn to Do things beyond Kill things. More Info On what could be included in this System Here
3>Improved Matchmaking. Based a System of Steps for Matching Players in Insta-Battle. Things Like 500,000-750,000 SP and 750,001-1,000,000 SP and 1,000,001- 1,250,000 SP and 1,250,000-1,500,001 and so on and so forth.
I Believe this will Simplify the New Player Experience, however, it can be Supplemented with an Improved Version With the Tutorial we have Now.
Me-Co Out |
Ti Joad
Circle of Huskarl Minmatar Republic
5
|
Posted - 2013.06.05 21:43:00 -
[22] - Quote
When I first started playing 3 weeks ago, I was completely overwhelmed by the sheer amount of information thrown at me. NEOCOM, Fittings, Marketplace, ISK, SP, Skills, Corporations, etc... Understanding EVE lore is important to understanding the game, but learning all the mechanics is/was kinda difficult.
Biggest questions that should be answered as soon as you can move around in the Mercenary Quarters:
- What can I do now? What SHOULD I do now?
- I don't understand what this means. Where can I look this up?
- I want to ask someone for help. Where can I go for help?
__________
- This is completely up to the player themselves. Some just want to drop right into a firefight and others just want to look at everything before they make there first move. When I was free to move around the MQ, I immediately opened the NEOCOM and found a automated mail from the (NPC) CEO of my Corp. I was kinda hoping that the mail had something important to inform me of. It did, yet it didn't. Thanks for the welcome, but what do you want me to do? I wanna work (play), but what do you need me to do? Not to mention that mail is tl;dr
Solution: This e-mail should give a checklist of what the player needs to be familiar with prior to any deployment. Players appreciate the wealth of information about the EVE universe, but we need to know what were doing, and how to go about doing it.
Example: *Flavor text and welcome to New Eden. Blah blah blah... Here is what you need to do before we can send you out to the field*
- Check that you remember how to properly use and operate all your equipment (Go to Skills tutorial)
- Check that you're fully stocked on equipment (Go to Marketplace tutorial)
- Check that your dropsuits and vehicles are prepped for battle (Go to Fittings tutorial)
When you are finished with your preparation, check into the Battle Finder to search for contracts (Go to Battle tutorial)
-End
__________
- I'm surprised that there isn't one already, but an in-game glossary is definitely needed and appreciated. What is ISK? What is SP? Duvolle? Allotek? Creodron? Null Cannon? MCC? Plasma? Laser? etc... I see a word, and I can identify what it's talking about, but why is that significant? Does is affect how the game operates or is it just there to add flair and depth to my understanding of EVE and New Eden?
__________
- HELP! "(X) is happening but I don't know why!" "I need help with (X)!" "I don't like how (X) is operating. Is there an option to change (X)."
Klivve Cussler wrote:Eve has (or used to, I haven't been a new player in years) a Rookie chat channel you're automatically in until you accrue a certain amount of Skillpoints. That might help
^This. Chat and the forums are the best places to go, but there should be a GM/Dev help channel for quick 'n dirty solutions
EDIT: I forgot to credit the above poster's #1 in my #1 |
Moonracer2000
Subdreddit Test Alliance Please Ignore
509
|
Posted - 2013.06.05 21:53:00 -
[23] - Quote
1. I would change the "news" window of the loading screen with every daily update. Report any changes to the game or upcoming events. Basically try to give information you currently only get from checking the forums and show new players (and old) that the game is regularly changing and growing.
2. Walk new players through in game communications. a quick video could show how to activate/switch voice to different channels and create/join squads. Teaching the use of mail, creating/joining channels and the notification tab would also be great.
3. Give new players an easy way to try all of the suit and weapon types. I would love to see prefabricated militia fittings like the starter fits only consumable (for ISK) on the market. HMG heavy, scout shotgun, mass driver logistics, scrambler rifle assault. Just buy a stack of whatever sounds good and jump into a match. This would require adding milita variants to a lot of guns, but I don't think that is a bad idea either. Skilling into a weapon (like mass drivers) because it sounds cool and deciding you don't like it is a bad and unnecessary experience.
Other thoughts:
The character creation/boot camp scenario at the beginning of System Shock 2 should be (re)played through by CCP for inspiration. A scripted, multi-path scenario that walks a new player through actually using weapons and equipment as well as interacting with the environment. Perhaps a coupon system that pays for the first couple of skill books (not skills) after completion of specific areas of training like Dropsuit Command, Dropsuit Upgrades and Weaponry. |
Iron Wolf Saber
Den of Swords
4913
|
Posted - 2013.06.05 22:18:00 -
[24] - Quote
Refined the wording on the op a bit. What I really want from you guys is total freedom and creativity on the subject of improving New Player Experince. |
Ti Joad
Circle of Huskarl Minmatar Republic
5
|
Posted - 2013.06.06 00:42:00 -
[25] - Quote
Iron Wolf Saber wrote:Refined the wording on the op a bit. What I really want from you guys is total freedom and creativity on the subject of improving New Player Experince.
OH! Start from scratch! Gotcha!
New player experience... New player experience... GOT IT!
__________
You know how on the EVE website you have a personality analysis? Incorporate one for the races. It might be small, but I really enjoy small personality quizzes like these and I think others would as well.
The newer Duster's, like myself, aren't too familiar with the EVE universe so this can give us a little insight of what direction we would be heading in this game and how the races are related with each other. We can also just choose the option to pick what race we'll be, like now of course. The mystery of finding out what kind of person you are will pique the player's interest.
"Do you fight for religion, money, freedom or yourself?" "What role would you opt for in the battle field: Offense, Defense, Stealth or Support?" etc... This would draw the new player into the universe by giving them a sense of a personal connection and even some motivation for role-playing. __________
Then after the player character is created, your clone goes through memory uploading. This happens before you even see the MQ. Technically, your clone is still in the tube.
There would be a cinematic showing your clone in the tube, unconscious of course, and the narrator is stating how your basic training is being uploaded into the new body (Possible tie-in with the "Immortal" cinematic?). You can see the clone twitch and fidget. With each twitch, a flashback of a scene of combat is shown. These scenes are to be taken from actual in-game footage, but fast forwarded ( >>x4 ?). For example:
*TWITCH* Scene depicting your AR being fired and taking someone down. The screen fades-to-white.
*TWITCH* Scene depicting an RDV drop an LAV and you jump into the turret. Fade-to-white.
*TWITCH* Scene depicting the character watching as the last round of a NULL Cannon impacts the enemy MCC. Fade-to-white
After a few flashbacks, an actual tutorial is loaded up and the Player can move.
__________
After the loading screen is done, they're looking out of the side of a dropship
*Press O to exit Vehicle* Next thing they know, they're in freefall.
*Press X to activate Inertia Dampener* They hit the dirt with that oh-so satisfying feeling.
"Capture NULL Cannons to destroy hostile MCC" Then the tutorial goes on from there, touching almost every essential aspect to play the game.
Hacking, driving, OB Strike, dying. Respawning, reviving, healing, dying. Swarm launching, turret operating, nanohiving, dying. Etc...
__________
Then when the tutorial is done, another cinematic is played showing your clone's eyes open in that cliche way. Then you load into the MQ.
"You have new mail!" *Press X to continue*
(Mail shows up on the screen) "Welcome! Blah blah blah blargh. Yippity yip yap." "You need to check these things before your next deployment"
Then the Player goes down the checklist and gets the gist of how the MQ functions |
Malkai Inos
Opus Arcana Orion Empire
308
|
Posted - 2013.06.06 01:05:00 -
[26] - Quote
This concept involves a lengthy tutorial section. I personally believe that most of this info should be communicated through actual gameplay. This is really difficult in a PVP environment though, so i chose this enclosed solution.
The Linear Part
Theming The new player wakes up inside of a clone capsule wich opens and reveales a small steril medically stylized room. A broadcasted voice greats him as an automated protocol (including some sci fi nonsense if needed) and explaines that the process of tranfering his conciousness to his first clone is complete and that both cognitive and physiological test have to be made to ensure that everything went as expected before releasing him into the merc quarters. At this point he is to be made aware of the fact that this process can skipped and it is to be explained how this is done(the whole process should be abortable at any point, even before this).
Movement A contraption of signal lights is lowered down and he is asked to look at the lights as they turn on. He is then encouraged to move around a little to get a feeling of his new body before a door opens leading him to a small linear course, beginning with a small conceiled (but noticeable) treadmill. The new player will now be asked to start running accross the now activating treadmill (all while displaying the required button, according to the controll preset). Upon entering the treadmill the left status bars appears. Once stamina starts depleting the new player's attention is directed towards the bar, explaining what it shows while stamina gets completely depleted, making him cease to run. The treadmill stops and the voice ques again, explaining that the basic fitness test is complete and asking him to proceed to the actual parcour. He is lead through the course, explaining crouching and jumping mechanics with the according buttons displayed.
Interface Upon solving the course, he is transferred (either through a loading screen or by entering the next area) to another, more visually torn, area, sporting a simple shooting range and another simple course, both with some with some dummy targets that act as redberries and a few more, different looking dummies as blueberries. Now crosshair and tacmap appear and the most functions are briefly explained (dummies with corresponding incons). The supply depot icon appears by a weapon stand aswell as on the map and he is asked to interact with it (show button). There will be a selection of the most basic fits (wich are to be named by role, not gear names) and he is encouraged to pick one freely and try it out. Once the first fit is picked, right status bar and crosshair become visible, both of wich are explained briefly (preferably while highlighting each of the bars as they are mentioned).
Combat/ Equipment A unique voice explanation for any chosen fit cues, wich explaines it's basic role and usual type of weaponry. After listening to the first fit description, the new player is encouraged play around on the shooting range and course. The shooting range must include ranges long enough for different weapon ranges to become apparent. Also, both dummy types should be treated just as players including hit markers and lock-on for repairs. A dummy area for targeted AV is to be included. It is explained to him that he is free to try all the fits as long as he likes and that he can restock munition/change fits on installations with this icon. Interacting with a door/console will bring him to vehicle test range.
Spawn The new player greeted by the strategic map where the spawning process is explained, including the fact that every death means the loss of the current fit. He should be encouraged to use the suicide function once, leading to an invalid fit, followed by an explanation of the purpose and function of in-battle restocking. This will also show that every death leads to a loss in assets and thus cost. He is spawned new a CRU of wich the icon is shown and purpose is promptly explained.
Vehicles The Vehicle range is a small open field wich will lead through the call in/ reclaim process and allows the new player to freely drive around, all while explaining and diplaying basic controlls. A LAV, HAV and Dropship should be available to test. He is then invited to be moved into the captains quarters.
The Explorative Part
Once the Quarters are loaded. The new player is made aware of the Battle Menu first but is encouraged to browse through all the other menus before going into battle. All menus get a short, voiced explanation as they are activated and a more in depth (possibly interactive) tutorial that can then be activated via a displayed message once (like that one that currently asks if i want to do the tutorial). All tutorials have to be available under the help section and new players are to be made aware of that fact. All aspects from skills over fitting a suit to entering/creating chat channels should have thoughrough explanations ready for the new player he decide to explore those areas.
End of NPE
Things that might need more love:
The addition of PVE content, specifically AI, would allow most of the linear part to be transfered into an actual battlefield, making things much more interesting. I failed to communicate the death part with the deserved importance. The vehicle part is suspiciously short. This tutorial fails to explain ISK, AUR and SP as i think it should. Precision strikes are left out (would fit somewhere near vehicles)
TL;DR Have fun reading this...
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Mithridates VI
IMPSwarm Negative-Feedback
1959
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Posted - 2013.06.06 02:29:00 -
[27] - Quote
Part 1: In the lab.
You awaken sitting on a metal bench, camera in first person. The floor beneath you is white, nondescript tiles. You can only see for a couple of meters before a dense black fog obstructs your vision. Your controller is locked, forcing you to look straight ahead at the doctor in front of you. You struggle a little but will soon discover that you have a large metal contraption bolted to your skull and held in place by cables suspended from the ceiling, so the struggling is limited by this.
You have no HUD as you are not yet in a dropsuit.
(These environmental limitations allow a single tutorial to be created for all races. The model used for the doctor can change based on race selection.)
Doctor: "Don't try to move. You've just undergone a major surgery. Do you remember your name?"
The doctor taps out notes on his mad futuristic medical notebook as the PS3 keyboard pops up on screen for the character's name to be selected. Once this has been done, the doctor continues.
Doctor: "Good. Alright. I'm Doctor [racially variable last name]. It takes seventy-two hours, for all cognitive, memory and motor functions to be mapped and routed through the neuro-interface socket implanted in your head. Don't. Move."
The final line delivered tensely as you bring your hands into your field of view and to your head.
Doctor: "A temporary solution until the procedure is complete. Try and relax..."
You sit there for about ten seconds watching him go about his sciencey business until an alert buzzes out of the machinery overhead, then a hiss as the cables and hoses attached to your skull drop to the ground, having been released from the ceiling. You wobble for a minute, threatening to lose balance before looking back at the doctor.
Aiming controls are unlocked. You can now look around freely.
Doctor: "Alright, we're done in here. Do me a favour and watch me walk around the room."
The doctor paces back and forth and the player has to follow with their view. This could be used to automatically decide whether to invert these controls.
Doctor: "Everything seems normal."
A nurse enters and the doctor and nurse lift you down off the bench into a wheelchair, which the nurse pushes out of the room and down a hallway. Eventually the hallway ends and you are carted into a room, placed on a bed and left to fade to black.
An indeterminate amount of time later, you awaken and look at the bed side table. There's a grenade, pin intact. You lift the grenade and beneath it is a handwritten note which you lift to read. It reads "KILL YOURSELF."
Aiming controls remain unlocked and you are free to look around the room but unable to move. Your little room has no windows, the door is as good as a wall and the wheelchair is gone. It's just you, a bed, a table and a note.
Oh, and the grenade. A prompt comes up onscreen. "Hold L2 to cook a grenade."
Whether you cook it or throw it, the grenade exploding in your room kills you.
I'm going to type out the rest of the tutorial in future posts ITT and just link between them.
Note to self: still to come... getting used to your new body, automatic sensitivity adjustment and combat training. First mission, live training, refuse to engage inertial dampeners until new player is in a squad, explain squad commands give them specific objectives within a live academy match.
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Smoky The Bear
Intergalactic Cannibus Cartel
100
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Posted - 2013.06.06 02:49:00 -
[28] - Quote
Iron Wolf Saber wrote:Today's Scenario:
Let us pretend you are the guy in charge in designing the entire new player experience. You have a team able to make new features and major changes to the game. Your job today is to draft a plan on improving, designing, goal setting, or storyboarding the entire experience. Use whatever means possible for in the game even if it means starting from the ground up.
Remember you are trying improve a section of the game for a player who doesn't know anything about Dust 514 and introduce the player to the ins and out of this game without having to leave the boundaries of the game so that players should not have to go to a wiki website to learn how to play or download Dust 514's users manual.
This thread is being watched so be thoughtful on your replies.
Id start by rolling back to Chromosome.. dont know how much more thoughtful you were looking for? |
Pent'noir
Algintal Core Gallente Federation
106
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Posted - 2013.06.06 05:28:00 -
[29] - Quote
I find long drawn out tutorial modes a waste of time. The information presented within the normal game should be informative enough for anyone to understand. Most of the listed items below are just to allow a new player to test things on their own.
- Newly created character
- Take control of the user interface and narrate what each of the neocom items are. Make note of the militia gear.
- Able to exit at anytime by pushing start
- Info Windows
- Useful descriptions including glossary terms
- Selectable fitting window stats for more information on a specific stat
- Every stat needs to be displayed in the fitting window stat box
- Militia Weapons
- Let there be a militia weapon for every weapon in the game
- Starter Fits
- Give starter fits depending on the race they choose
- Training Area
- Let there be a menu for difficulty setting (Beginner, Advanced, Squad, OMFG)
- Enter a randomized PvE level with respawning drones to shoot at.
- Give objective to capture a point
- Player kills drones and captures point
- Player fits and player vehicles do not cost anything upon death
- no isk/sp awarded
- Corp Training Area
- Let there be a menu for Currently running, new random map area or select a real location from the star chart.
- Select what side you want to be on
- Match plays out as a normal pc battle except player fits and player vehicles do not cost anything upon death
- Academy
- limit to meta 0
- use matchmaking within the academy (separate them by sp)
- Always available, no wp/sp limit
- reduced sp gains
- massively reduced isk gains
- PvE
- Just having some would be nice...
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Breakin Stuff
Goonfeet
941
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Posted - 2013.06.06 08:39:00 -
[30] - Quote
Step 1: Corporate boot camp.
No mention of who you are working for, you should know. And it's largely irrelevant. This can be absolutely generic, a standardized basic program meant to familiarize new clone infantry with their new state.
Also I would double SP reward for everything (not stackable with boosters) until 2 million SP.
this is a cheap and dirty rundown of a basic scenario meant to familiarize a new player. All scenes are simply checkpoints in an overarching mission. Each one progressively Harder, going over basics of infantry weaponry, etc. and basic tactics. Once the player graduates off to the instant battle academy. As a tutorial mission it should be a new player's first opportunity to accrue some much-needed ISK and materiels as well as skills and SP before you throw them into the shark dens.
ACT 1: Scene 1:
Recruit stands in a stock militia suit, in an MCC, the drill instructor barks some quick orders and tells everyone to jump out of the MCC. everyone does. Player respawns in the MCC and the Drill Instructor yells at them for wasting a clone(They're expensive) and proceeds to tell them to activate the inertial dampener.
Scene 2:
Player lands and the Drill Instructor comes over the comms, and starts calling you "Boot," (Military newbie) and begins giving you instructions, telling you to get to a Null Cannon and hack it, it seems it's lightly defended. Player proceeds to the target. Drill Instructor says "Oh yeah, this is a live-fire exercize." Cue the fatsuit.
Scene 3:
"Alright if you're quite done sleeping on the damn job, Boot, try not to run at a goddamned heavy machinegun! How would you like to pay for that suit yourself?" Take the heavy. DI gives tactics on how to flank a heavy. two AI allies engage while player circles around and shoots the fatty in the back/side. Proceeds to hack.
Scene 4:
Aftermath. "You could have done worse, but what were you expecting, just because you're immortal you're the chosen one?" DI gives ten basic militia dropsuits and some militia modules (Access the fittings via the neocom, Boot) and goes over basic dropsuit/module functions. Gives an overview of how to inject skills and set up fits. Explains PG/CPU.
ACT 2:
Scene 1: "Alright you buncha bags of sh*t, we have a light rogue drone infestation. This should be fairly simple, hard for you Boot Bastards to f*ck up..." |
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