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Shady IceCream Truck
Intergalactic Cannibus Cartel
44
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Posted - 2013.06.06 11:04:00 -
[31] - Quote
Meeko Fent wrote: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 Here3>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
I would design a new chromosome player experience |
Pseudonym2
Free Guard of Arrakis
0
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Posted - 2013.06.06 12:50:00 -
[32] - Quote
Access to something similar to Evelopedia would be good, not sure how practical an in-game browser is on DUST, though.
Also, I like the idea many have mentioned about the test area and personally, think it would be good to be available on an ongoing basis. It could exist completely client-side and would also allow existing players to test new weapons and vehicles before skilling into them (hell with the new guy, I'VE never shot a plasma cannon ).
Judging by the new influx of players I've noticed in the past few days, new players don't know about anything from PG/CPU to what a nanite injector is. I'd say some manner of comprehensive tutorial on all the game elements is definitely necessary, in addition to being able to reference this information later. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
99
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Posted - 2013.06.06 13:23:00 -
[33] - Quote
Mithridates VI wrote: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.
This reminds me of Fallout 3 which had a very good new player walk you through everything experience. No confusion and no rush and caters to the vast majority of players who just want to follow some instructions on how to do stuff in game, then use it.
This also fits with lore and it would be good to have the next Tutorial start with you looking in a mirror at your fresh generic clone body. +1 |
RoundEy3
Condotta Rouvenor Gallente Federation
29
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Posted - 2013.06.06 13:38:00 -
[34] - Quote
RoundEy3 wrote:--3.THE MILITIA OFFICE-- a. After your character is created you should be ported to a militia office. 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 office 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 militia office. 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)
This was a part out of my first idea outline. I changed my original idea of a Faction Terminal to the Militia Offices which are linked to Factional Warfare in Eve.
Many of the specific ideas of others about training tutorials, videos, resources could be implemented at the Militia office. I picture the offices providing a virtual mental uplink to these types of battle simulations and guides. Makes sense, since you can already transfer your mind around from clone to clone.
The Office should be a teched out recruitment center represented by the faction that owns the office. I am thinking very far into the future of the game where you can visit the representative milita offices for different corps within faction space for missions, both PvP and PvE.
Beyond the militia office when you move to your merc quarters you should have an implanted PDA for merc referencing. This should be the encyclopedia mentioned by others. It is a culmination of info you have acquired and links to the training and tutorial videos and explainations you would find in the militia offices.
I will continue to flesh out the militia offices idea.
I really like people's suggestions of having access to an informative chat channel, and an in game first time email checklist. These resources would help wrap all of the information together in an intuitive and immersive way. So much information overload has to be interesting in the very least.
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Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
83
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Posted - 2013.06.06 14:12:00 -
[35] - Quote
Have a intro movie explaining the universe and what DUSTs part in it is, after making a character, put the newbro in a small intro maps with some AI to explain movement, weapon types etc and let them have a mock battle, hacking some points explaining what makes a good fit.
At the end have them killed and make a new AURA soundbite like this: http://dl.eve-files.com/media/corp/sarmatiko/wehavebeenpodded.mp3
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CCP Supalette
C C P C C P Alliance
31
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Posted - 2013.06.06 15:05:00 -
[36] - Quote
This is AWESOME discussion guys! |
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Krasymptimo
SyNergy Gaming EoN.
33
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Posted - 2013.06.06 15:16:00 -
[37] - Quote
Initially, I would start off with the movies we have, for the universe and such.
I would then put them in a fight against some easy drones, pausing and explaining along the way, what your hud means etc. This is simply to get used to combat and your HUD nothing more.
after that battle is over and you are back at the MC, start explaining all the different widgets like e-mail as such, almost like a cinematic, but being able to interact with it all narrated by the EvE voice, however only show them what you abolutely need to know to get to FIGHTING, MARKETS, AND CHAT
Next after you've been looking at fits and stuff, you are dropped into another battle, against slightly harder drones and this is where gameplay mechanics can be explained and demonstrated, maybe even have a few RDV's drop in some vehicles to get from A to B, or to blow up some more 'serious' drones or both.
then take them back to the MC after that, and from then on have them like EvE tutorials, teach them when they need it. Also, teach them where to find these tutorials again, and any advanced or more iterated ones. Then let them loose in the academy.
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RINON114
B.S.A.A. General Tso's Alliance
207
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Posted - 2013.06.06 15:42:00 -
[38] - Quote
I can't even scratch the surface of what I want to say, but here goes:
Intro Movie Every game needs an intro, and this one should only differ slightly. The intro movie should be played after an exciting in game tutorial. Details on the intro movie (which I would storyboard but I'm moving house) should basically be EVE's GÇ£OriginsGÇ¥ trailer but with Dust appropriate lore when applicable. It doesn't hurt us Dusters to know about our occasional GÇ£guardian angelsGÇ¥.
NPE - New Player Experience Upon loading the game for the first time a player should be greeted with the character creation screen as we are now. Once the character is created you would hear GÇ£Battle request accepted, searching for suitable contracts. Contract found. Deployment imminent.GÇ¥
The screen fades to black and you're flying high in an NPC controlled dropship that's taking you high across one of the maps, it slows to a hover and you (could) hear some cheesy dialogue like: GÇ£Okay kid, time to drop! Is this your first time? Well don't forget your inertia dampener, unless you want a real test of how your new clone body works!GÇ¥ A prompt to hit circle comes up and you drop the full height of the map right next to an installation (turret or otherwise).
Next you are taught about the three different turret types and presented with rogue drones or human bots to kill using each one. All of the tutorials should be mostly spoken dialogue or prompts like the OB in the top right (or both). Once you've taken care of the stationary drones you hear over comms again, but this time the dropship pilot sounds frantic. GÇ£Kid, those dummy drones you just shot up must have kept some of their systems intact! You've got a huge swarm moving in on your location. Call in an RDV to drop you off an LAV, those things are automated so they don't care about getting shot up, and hurry it up! Once you're in just drive like the wind to my coordinates, I'll pick you up.GÇ¥
You hightail it away from a massive swarm of drones (which you can try to fight but they will kill you at some point, in which case you spawn by a CRU near the DS pilot's location.
He then takes you off to learn about NULL cannons and hacking one, as well as the clone counter etc.
The final drop off is the weapon room, where you can use anything on stationary targets that you get to set up with fittings. So you can try which weapons do well against certain defences etc.
I really wish I had more time to contribute, this topic would be five pages long with just my posts alone!
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Pseudonym0
Free Guard of Arrakis
2
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Posted - 2013.06.06 16:13:00 -
[39] - Quote
Another thing I would suggest is providing a little more insight into the values of the weapons and their meanings. I know this has been stated before, but displayed ranges would be pretty helpful, even if they were categorized with headings rather than figures (say point blank through extreme).
I have to admit, for example, while I understand that in principal a lower weapon precision is preferable to a higher amongst it's class, after playing for several months, I still don't really understand it. It doesn't seem to translate absolutely across weapons (i.e. a 54 precision pistol is not as accurate as a 54 precision AR at say, 20m, or so it seems at least). I'm assuming it is somehow causally linked to optimal range, but this value isn't easily available. Not suggesting putting complex trig equations into basic help material or anything, but a simplified explanation of the correlation would probably help the newer players. At this point I can pretty much gauge what weapon range someone is at simply by the size of their model, but newer players will have trouble with this, especially with hard range caps, which most of us weren't dealing with when we were learning. A more solid understanding of the weapons capabilities would definitely help.
Long story short, you folks have managed to make a pretty intricate, multi-layered game here and after major overhauls it can even overwhelm the more experienced players sometimes, so it's a great deal of info for any new player to take in about all the mechanics and permutations. I think something like the Evelopedia as I suggested or someone else's previous suggestion of a glossary of terms and meanings that is clearly pointed out to players would be invaluable, especially if you're planning on at some point reaching or approaching Eve-level complexity. |
ZDub 303
TeamPlayers EoN.
290
|
Posted - 2013.06.06 16:21:00 -
[40] - Quote
I would consider making the starter dropsuits for new players a little better.
Like a standard level suit with standard level mods, maybe reach out to the community for suggestions on how to better build these loadouts.
Allow them to stay in the academy for a long while, I mean a LONG while... we're talking like 5 million SP. Then have an option to 'graduate' from the academy at any time after 10k WP, at which point the starter suits are all gone and the free LAV will be gone as well.
They can use the academy as a way to farm up millions and millions of isk if they so choose, and by 5 million SP they will just barely start to be effective in advanced level suits. This helps ease them into the current IB system, and they will have a much better platform to start from (50+ million isk and 5 million SP).
Also, I think new player experience would be greatly enhanced if you follow my suggestion I just posted here: https://forums.dust514.com/default.aspx?g=posts&t=85253&find=unread
At the very least, make advanced suits have the same module layout. This means that players with advanced suits, while not as powerful as proto suits, can still remain competitive to a degree by being able to fit the same module layout (just maybe not of the same quality) as prototype suits.
Also, bringing, even slightly higher rewards to FW will help incentivize veteran players to stay away from pubstomping in IB. It will still happen but not so badly as it is now. (im talking like double the isk and SP per match, to compensate for longer warbarge wait time and also to just bring a high risk high reward scenario into the game). Do it right though, to prevent afk farming. IB can be the 5 SP/s + 1 SP/WP, while FW can be 1 SP/s + 10 SP/WP.
These slightly minor changes would help new player experience a ton, without requiring a ton of programming and major infrastructure changes.
Also completely agree, that somewhere in the game, like maybe a screen that pops up when you first unlock dropsuit command, that states the design philosphy behind each racial variant. (i.e. high shields caldari vs high armor gallente vs etc)
Also consider, for new players.. to lock SP spending and dropsuit building until they've acquired that 10k WP. Limit them to starter suits (make more of them and make them better) to just get a feel for the game first, cause I know I dumped my SP into crap I had no idea about and regretted it immediately, if I had been forced to play a few games first I would've been in a much better position to spend my SP.
Also, increase starting SP to around 1 million or so to compensate for the drastically higher prices of skills in uprising. Give new players a 2 million SP bonus pool, and implement the SP rollover system (god i hope that is in 1.2). This will help new players get up to the 5-6 million SP they will need to begin to complete with us 11-15 million protobears.
thats all i've got for now. I know its not much about designing UIs and stuff like a lot of people posted here, but these are still easy changes that can really help new players. |
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xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
330
|
Posted - 2013.06.06 16:39:00 -
[41] - Quote
so, everything i wanted to say has pretty much been already said,so basically:
Instead of a "boring" mail let the new player has some kind of "solo" training through a storyline that act as a first training (shoot, grenades, crouch, sniping etc, let the people see the difference when you have a dmg mod in your fitting or a speed module etc.). When it's finished, the new guy shouldn't jump in battle. We should treat this aspect of dust514 not as an FPS (where you just jump in a battle and kill everything/everybody) but as an MMORPG: you should fight against enemies with almost your same SPs, but this will show some problems sometimes. What if there's nobody with the same SP you have? Well, we need a PvE/Co-op mode. That would solve almost all the problems with experience: people would farm SP (with the same weekly SP cap) until they think they're ready for PvP battles. The Academy is a good idea, but when you play your 15-20 matches you're done, and you'll just have to deal with people that have at least 5x your total SP. Just change the Academy mechanics: it will be always available and it will just be a game mode where you play against people who have your same SP. And if you want to just farm your SP without hurting your K/D ratio (important for FPS players afaik) just call in a friend and kill drones on the same maps we already have. It would be really useful because it would even give more experienced guys a place where you can test tactics, weapons etc... |
Cross Atu
Conspiratus Immortalis Covert Intervention
1091
|
Posted - 2013.06.06 18:04:00 -
[42] - Quote
Post will be in two parts.
Part 1.
The first point of focus is a simple reminder/mission statement. The new player exprience (hereafter NPE) is a way for players to learn the game in as ease and seemless a manner as possible.
Removing barriers from the game to give new players more acceability and maintaining an awareness that not all individuals learn in the same manner (See VARK).
Establish a path to game through the NPE that can be paused and resumed by the player with ease to ensure it is a resource rather than a task.
Add PvE - Content of this type not only provides a game mode within which a player can test fits and pratice skills, while learning from more exprienced friends, but also provides the infrastructure needed to create 'training ops' for new players to hone skills and be exposed to game emchanics.
Add Shooting Range - An area in which players can test the effect and function of various fittings/weapons by both dealing and taking damage to shields/armor. This allows a bit of "try before you buy" for the NPE and also a resource for acid testing comprehention of game mechancis. A shooting range would also be an ideal setting for a 'Aura' style training op explaining weapon effecinecy vs various target types (e.g Infantry/Vehciles and Armor/Shields) as well as highlighting the target readout to explain the meaning of it's data and how to bring it up in match.
Add a Player Arena - The ability to play small scale matches with player defined varibles opens up a world of training tools to the Mercs already in game. Tapping into the community is key to a successful NPE and giving the community the means facilitates this goal. Demonstraitions of basic FPS skills, the effects of identical fits with passive character skill buffs vs without, squad movement and proper use of comms etc. would all benifit from being introduced in a user defined context. Once the new player has been exposed to (for example) issuing squad orders within an Arena session they could then pratice those skills in PvE and later the Acadimy, providing a more granular entry into the full scope of combat in D514. These sorts of community tools would also improve the social aspects of the game by enabling Corps to more readily train new players and new doctrines.
Offer a full array of Militia weaponry - One of the primary draws to Dust is it's complexity and diversity, another is it's persistant world and emphsis on meaningful choice. For the new player these two core aspects can become at odds as the most responsible choice for someone new to the game is to stick with what they know, this in turn denys them access to much of the games diversity until they reach a high enough SP total to begin a second specilization. The NPE should remove these constraints by offering Militia gear of each type allowing Mercs to dabble in a bit of anything before commiting their finite reserves of SP and ISK to fully developing a given specilization. For the AUR using players in the NPE offering MLT grade BPOs of most gear further explands this basic drive and allows them a bit more economic flexibilty which in turn opens up the move to more efficent/costly expendable gear sooner, thus expiditing the internal 'path to game'.
Improve resource optimization of chat interface - The current chat interface is very resource heavy having more than ~5 chat causes major and frequent client issues such as loading failures and hard freezes. An excess number of personal channles reduces (at the upper levels) the client to essentially unplayable states.
This bottleneck on custom chats reduces player interaction thus artifically segmenting the population and reducing the number of 'cross corp' channles and help channles. Chats based on shared interest in a wapon, role, or playstyle are less commonly able to be imployed. Similarly fewer orginizations provide learning/NPE resource chats beyond a general public lobby.
Improving the functionality of in game chats by reducing the resource load would further open up the community as a resource for the NPE.
Add in game help - EVE provides a moderated chat specifically desgined to answer player questions and provide direction to resources and feedback. Providing this sort of in game support, whether it be GM or ISD (or both) would be an asset to the NPE.
Video Overviews - Creating a series of short video overviews to key game concepts and allowing players access to those videos at will from the merc quarters would engadge aduio-visual learners and provide ready in game refrence for core concepts (such as those covered in the PDF manual) and wide scale elements (such as PC, FW, how D514 effects New Eden, et al). This videos should be kept short so as not to strain either game resources or player attention spans.
Unlock fittings window - Allow players to create fittings from and and all assests they possess even if they cannot deploy those fits. Currently players can fit mods they are unable to run but cannot create fits with suits in which they could not deploy. Allow players to create fits based on any suit they own to encourage player expriementaion and exploration. This leads to better game understanding and more solid pre-planning especially for newer players who do not yet possess the SP to test all fits. Further add more detail to the fittings readout. All suit stats should be listed and a third data pane should be added which highlights the base value, skill modified base value, and total value (inclusive of base, skills, and fits). |
Cross Atu
Conspiratus Immortalis Covert Intervention
1091
|
Posted - 2013.06.06 18:04:00 -
[43] - Quote
Additonal post match info - There have been recent improvements to post match info, and they're very helpful but for the NPE they should go even further. Highlight key dust aspects such as clone loss (vs generic "death"), tally ISK/AUR value of personal assets lost in match vs value of assets destroyed, break down of WP sources per match (i.e. what percent were hacks, support, kills, etc), weapon type responsbile for the most of your deaths, etc.
Comparason tool - Provide an item comparason tool (ah la EVE) for in market browsing. Providing further ingame tools for players to educate themselves prior to making choices will reduce the steepness of the 'learing cliff'.
Game Lore guide - Provide an ingame resource for the lore and history of New Eden to open the world setting as part of the NPE.
That's what I can think of off the top of my head.
Cheers, Cross |
Pseudonym0
Free Guard of Arrakis
3
|
Posted - 2013.06.06 18:11:00 -
[44] - Quote
I hate to repeat myself or start an argument here because we're trying to be constructive, but really, suggestions of 2-5 million easy SP to a novice player? I have to protest. I've been around since close to new years and I don't have 5 million SP on a single character. In the previous incarnation it was practical to advance different characters into different roles, whereas now it is considerably better to focus on one character. I'm sure other people who have played more hours have achieved far in excess of that in the same time frame, but not all of us have. Not every pre-release player has 10+ million SP, at about 2.5k apiece for ambushes (which is pretty good in starter gear, with the weekly boost), that is 4,000 matches. I do quite well for myself in my 3.3 mill SP logi fit, I don't top the list every time, but sometimes I do. Other times I die horribly over and over again to the higher tiered players, that's the game Sorry if I seem brusque, but I have no desire to play with a bunch of people who never had to run around in underpowered gear and weren't forced to actually use teamplay and worry about map objectives to get a decent score. |
Avallo Kantor
DUST University Ivy League
13
|
Posted - 2013.06.06 18:48:00 -
[45] - Quote
Something you could do very quickly is simply remove the Warpoint condition for being kicked out of Battle Academy, or bump it up considerably. My own BA experience had me doing very well, (I spent SP from the get go to be able to use a SR) but I got kicked out of it around the 700k SP mark due to War Points.
I personally feel a player shouldn't leave BA with anything less than 1 M SP. Let them -earn- that 1 M SP, but the experience was very, very rough fighting much better players with such a small SP pool. I managed to push through matches where I had the floor mopped with my biomass, but I think that many new players would have more trouble with that.
As to Long term changes, I think most of what was worth saying was said by Cross Atu . I would go on to add that the tutorial could walk the player through making a Starter fit or two. Basically, they are guided through making the default fittings. This would give them a good head start on learning that, as well as also having the tutorial end with the challenge to create even better fittings with different options. |
ZDub 303
TeamPlayers EoN.
290
|
Posted - 2013.06.06 19:07:00 -
[46] - Quote
Also,
dont make militia gear its own tab on the marketplace, put each piece of militia gear as a no skill variant in each category it belongs in. So you can see militia assault rifles when you look up assault rifles in the market.
When I started it was two weeks before I even knew militia gear existed in the marketplace. |
martinofski
Les Rebelles A Qc
170
|
Posted - 2013.06.06 19:16:00 -
[47] - Quote
I do like to idea about PvE, where you can learn at your own pace while earning SP. That is the best place to learn for a new player without getting frustrated.
Shooting range would be good, to get used to the DUST 514 aiming mechanics
Training ground tutorial: A small training ground could be a place where you are followed on a map, where you are called to do specific task, basic ones, like calling a jeep and driving to a specific location, changing seat to get in the turret and shoot at a target, go on and hack a Null cannon, etc. During the training tutorial, you would come across various NPC opponents.
Every opponent you would come across, a slow motion closeup would show the enemy, list a few stats and best purpose next to him and then let you fight agains't it so you learn how different the encounters are. Same for tanks, LAV or DS encounter, where you would learn to lay down explosive, use swarm launchers, etc.
This tutorial would bring one benefit, help the new player know a little more into what he want to specialize + some tactics for 1 vs 1 encounters. It could even give a 50,000SP after the first play through it, then 0 if you redo).
So basically: PvE Shooting range, with moving drone targets Training tutorials, easy to hard, the further you progress. No video, interactive stuff.
Right now, without a friend that tell you what to skill into, you will basically wasting many points everywhere, at least your first 500,000SP. The current academy is nice when starting a new player for PvP, but its duration is way to short, you still hit the brick wall without getting noticed (other than the fact you can now select 4 game modes instead of battle academy). |
Doyle Reese
OSG Planetary Operations Covert Intervention
82
|
Posted - 2013.06.06 20:18:00 -
[48] - Quote
I think the tutorial should be a one time thing per PSN ID. The first time you execute the game after you register your email should be this tutorial. Following the Battle Academy phase where you can spend your skill points in whatever you like, your trainee character will be replaced with a identical character in a random NPC corp with the 500K SP plus whatever you earn during the course of the Academy Phase, likewise with your ISK amount.
Intro Tutorial to Dust
Firstly, a newly created character regardless of race will be inducted into the DUST BATTLE ACADEMY Corp and their Corp Chat will have a chatbot that randomly spew gametips every so often to help trainees (DID YOU KNOW? type things). This allows all the newbies to be in one place and makes them easier to go and find other newbies to squad up with. More on this later.
A change from our current introduction video would be nice, as it is not indicative of what the game feels like now, but ultimately not too necessary as the basic points are there. What DOES need to change is what comes afterwards.
The first thing I would do after the introduction video is to load into a small empty map where the automated combat tutorial takes place. The 1st combat tutorial should go over the basics of any FPS (ie., looking, moving, and shooting dummy targets and throwing grenades). After successful completion there should be some small ISK reward (10000 ISK would be nice enough, you don't want to give them too much). Following the rewards you will be loaded into your Merc Quarters for the first time.
In your Merc Quarters you will be led to your dropsuit fittings where you will create a new loadout featuring the Militia Nanohive that everyone currently gets for some reason. After the fitting tutorial you will be deployed into your next combat tutorial: The objectives.
The second combat tutorial is more objective focused as you already learned the basics. You are basically under contract to infiltrate an enemy compound to acquire intel. You will deploy in the new loadout that you created earlier and will be required to move towards some cliffs or whatever where you will happen upon Recon Drones, you will be asked to eliminate them quickly. Afterwards you will be taught how to use your Nanohive to replenish ammo. Following that you will move forward where you will encounter an enemy Railgun installation. You will be requested to hack the installation to turn it over for your use, you will be required to use them to destroy more enemy drones. You will enter the compound and be requested to hack an objective to acquire the data. Once you acquire the data you will happen across a field of Blaster Installations and an enemy Supply Depot. You will be requested to hack the Supply Depot and switch your loadout to the Anti-Armor starter fit to destroy those turrets with the Swarm Launcher, resupplying at the Depot when required. After that, call a vehicle to drive to the waypoint to end the mission. The rewards should be around 50000 ISK and there should be some Militia items for salvage. You will be brought back to the Merc Quarters once more.
Back in your Merc Quarters again, this time you will learn about the Market and the need to restock your loadout should you die in battle. (If you died in the previous mission for some reason using your non starter fit, the item cost will be deducted from your rewards). The market tutorial will lead directly into learning about Skills. After that, you are allowed to go into Battle Academy Battles.
After you finish the first Academy Battle you will finally learn about the chat menus, creating/joining squads, and adding contacts. Do explain the benefits of being in a squad like being able to utilize powerful Orbital Strikes when a certain amount of WarPoints is amassed by the squad. Finishing this will finally complete the tutorial and the player is allowed to do as they please.
Once you leave the Battle Academy you will be removed from DUST RECRUIT and be placed in NPC corps. You will be given a one time respec**. // **This is only if the tutorial mode is available to every character in your account.
Do note that the tutorial phase is completely optional but the benefits of completeing it will be the one-time ISK, SP and Salvage awards.
In short:
- Patching Screen
- Welcome Video
- First Combat Tutorial - Basics
- Merc Quarters - Create Fitting
- Second Combat Tutorial - Objectives
- Merc Quarters - Market, Using Skill Points, Restocking Fittings
- First Battle Academy battle
- Merc Quarters - Chat menus, squad creation
- End Tutorial Phase and into Battle Academy Phase
So yeah, the reason I'm sectioning off particular parts of the MQ in between combat tutorials is pacing, you don't want new players to sit through 4 different interactive tutorials before the active section in combat. This method also reduces the chance of new players getting overload with new information too fast (like we are now). I fully acknowledge that the second combat tutorial does not reflect any current game types, but it gives a general feeling of what you need to do in this game to succeed and features all the basic features covered in a new way (and it could be a new Capture the Flag mode if need be). The dummies does not even need to be AI Drones, it could be dummy targets. |
Jathniel
G I A N T EoN.
435
|
Posted - 2013.06.06 21:33:00 -
[49] - Quote
Pent'noir wrote: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...
This^ So much THIS^ man...
All I would add to this is making a movie that combines... this: http://www.youtube.com/watch?v=T84nrp08MWo with this: http://www.youtube.com/watch?v=Uc0Xx3MZ4I4
...and tailor it to Dust, so that new players know what the hell is going on, and won't ask questions like "What's an empyrean?" and "Where's Earth?"
Abbreviate EVE and DUST, and seamlessly sync it into that "Awakening as an Immortal" character creation moment.
(As an example, of integration I encourage Dust devs to play the opening and character creation AND tutorial level of DC Universe as an example of immersion + informative tutorial mechanics. By the time the player is out of that opening level. He knows how to play his character, and knows how to progress. Granted, DCU does not need to give people much background on its story, because everyone knows who Superman and Batman are. But CCP should do the same, and simply provide a cool EVE history lesson, in the process.) |
Chinduko
KILL-EM-QUICK RISE of LEGION
167
|
Posted - 2013.06.06 21:54:00 -
[50] - Quote
There cannot be a huge difference in suits, from militia all the way to prototype.
Armor/shielding needs to be much lower.
Weapons need more recoil.
Fully auto weapons should have fewer total rounds, including in the magazine.
Weapons should have similar attributes and drawbacks as in other FPS games.
There should be an actual attacker and defender position such as in skirmish 1.0 along with the current game mode of skirmish. That makes two game modes.
There should be more involvement between EVE and Dust. There should be a PVP free roam location for this. This would give opportunity for dust mercs to perform other tasks such as mining or running missions such as espionage while possibly competing with another corp, local wildlife, or humanoids. Red Dead Redemption had a free roam mode for such type of missions but with the addition of allowing corps see who is in which free roam for sabotaging their goals.
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Terry Webber
Turalyon Plus
94
|
Posted - 2013.06.06 22:04:00 -
[51] - Quote
Chinduko wrote:There cannot be a huge difference in suits, from militia all the way to prototype.
Armor/shielding needs to be much lower.
Weapons need more recoil.
Fully auto weapons should have fewer total rounds, including in the magazine.
Weapons should have similar attributes and drawbacks as in other FPS games.
These above ideas would help new players accustom to other games an easier time while not allowing players with a lot higher SP the ability to completely dominate much lesser SP having new players.
The following are just tossed in ideas others have surely mentioned.
There should be an actual attacker and defender position such as in skirmish 1.0 along with the current game mode of skirmish. That makes two game modes.
There should be more involvement between EVE and Dust. There should be a PVP free roam location for this. This would give opportunity for dust mercs to perform other tasks such as mining or running missions such as espionage while possibly competing with another corp, local wildlife, or humanoids. Red Dead Redemption had a free roam mode for such type of missions but with the addition of allowing corps see who is in which free roam for sabotaging their goals. I think you're off-topic. The OP wants to hear ideas for easing new players into the game.
PS: I will be adding my suggestion to this post soon. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4231
|
Posted - 2013.06.06 22:08:00 -
[52] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=54054&find=unread
KAGEHOSHI Horned Wolf wrote:THREAD HAS BEEN UPDATED FOR UPRISING Education of new players is lacking right now. I have seen people confuse starter fits for static FPS classes, and not know that they could even edit them or create new ones. I have seen players generally clueless about how the market everything works. New players need to informed so that they can have a good experience in Dust, and hopefully stay and contribute to the game's growth and success. If you are a new player, I recommend going to the help tab on the Neocom, go to tutorials, and do them all. You were asked to do the Neocom tutorial when you started Dust, but not the others. They're really short, and you might learn something valuable. [Out of battle education]: Neocom, skills, market, fittings, & more The "Way of the merc" video that shows up after character creation explaining various aspects of Dust 514 should not be skippable (Ten-Sidhe's idea). It contains important information that players will need to know.
ALL tutorials must be mandatory. If you already done it with one of your characters on your account, you should not have to do it with other characters on your account.
Text tutorials are terrible boring walls of texts, get rid of them. Only keep the voice guided ones.
Do not make players have to first go access different menus for the respective tutorials to activate, because players may never check those menus themselves without being first introduced to them by the tutorial.
If the tutorials are not mandatory, then an audio message must tell the new player that they will get an item or ISK reward to complete the tutorials (Ten-Sidhe's idea). This would motivate players to learn.
Since you guys still refuse to have voice chat set ON by default, then at least have a tutorial on tweaking settings that cover voice chat settings, push-to-talk settings, screen scale settings, brightness settings, and controls settings.
The uses, strengths, and weaknesses of various dropsuit, vehicles, and equipment types.
Explain the different tiers of items, and the higher skill point requirement as well as financial risk that comes with higher tier items.
[In battle education]: pew pew pew & other important thingsThere needs to be a gameplay tutorial simulation with some AI enemies, and AI teammates. The AI doesn't have to be smart, just move, follow squad orders (attack/defend/capture/rally), and shoot. The simulation must do the following things. Basic movement and shooting.
Switching to secondary by tapping R2 instead of holding R2 to bring up the item wheel (like many seem to do, tapping is faster).
Switching to, and using equipment like nanite injectors and nanohives.
Checking the enemy's dropsuit tier by aiming down sights on the enemy to see the tags (MLT, STD, ADV, PRO).
Checking the efficiency percentage of their guns at different ranges, and on different targets.
Calling down vehicles.
Setting squad objectives from the map.
Setting squad objectives with the command wheel (R2+R3, select, aim, R1).
Hacking objectives.
Climbing ladders.
Calling down precision strikes.
Whatever else I'm forgetting.
Thank you for reading.
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Breakin Stuff
Goonfeet
954
|
Posted - 2013.06.06 22:21:00 -
[53] - Quote
In case my post was TL;DR
I want to make new players informed.
Information is king in any CCP game. it's more precious than ISK, or tears.
Giving new players INFORMATION, and showing them how to apply it is going to provide more enjoyment than any amount of randomized features.
Information dissemination FIRST
Features SECOND.
Encouraging vets to mentor new players even after they have the information is CRITICAL. So it needs incentives. |
Aquinarius Zoltanus
The Tritan Industries RISE of LEGION
119
|
Posted - 2013.06.06 22:43:00 -
[54] - Quote
I'm not going to go as in depth as some of these people here, I just wanted to make a quick suggestion (which I know has been suggested before, but it's worth reiterating.
CCP: Hopefully at this point you realize that the transition from Academy to regular matches can be quite rough on new players. I've seen some disheartening posts from new players, where it sounds like thanks to the Academy they were having a lot of fun and getting a hang of the game, and then they got tossed in matches with full squads in proto gear and became frustrated.
I suggest that you smooth the transition by adding a couple more categories, like from 10,000 - 30,000 WP you go the 'Training Facility', and then from 30,000 to 60,000 WP you go to the 'Proving Grounds'. With a system like this, player will 'grow up' gradually with other players of a similar experience level before they get put into battles with closed beta veterans and the like. Maybe you could make it so they can choose their game mode in these areas, so they start getting used to the game.
And I have another suggestion, which you should take whether or not you choose to implement a system like I proposed: You should really notify players that a) they are in the Academy in the first place, and b) notify them when they have graduated from the Academy. |
Chinduko
KILL-EM-QUICK RISE of LEGION
167
|
Posted - 2013.06.06 23:11:00 -
[55] - Quote
Terry Webber wrote:Chinduko wrote:There cannot be a huge difference in suits, from militia all the way to prototype.
Armor/shielding needs to be much lower.
Weapons need more recoil.
Fully auto weapons should have fewer total rounds, including in the magazine.
Weapons should have similar attributes and drawbacks as in other FPS games.
These above ideas would help new players accustom to other games an easier time while not allowing players with a lot higher SP the ability to completely dominate much lesser SP having new players.
The following are just tossed in ideas others have surely mentioned.
There should be an actual attacker and defender position such as in skirmish 1.0 along with the current game mode of skirmish. That makes two game modes.
There should be more involvement between EVE and Dust. There should be a PVP free roam location for this. This would give opportunity for dust mercs to perform other tasks such as mining or running missions such as espionage while possibly competing with another corp, local wildlife, or humanoids. Red Dead Redemption had a free roam mode for such type of missions but with the addition of allowing corps see who is in which free roam for sabotaging their goals. I think you're off-topic. The OP wants to hear ideas for easing new players into the game. PS: I will be adding my suggestion to this post soon.
The drop suits, weapons, shield/armor are ways to help new players. Properly balancing weapon strengths and weaknesses to be more similar to other games helps them use the weapons more effectively. They won't get tossed in with players that have 1k total defense compared to the low amount of new players, except for the heavy suit. This would help new players get more kills which will increase their likelihood of staying with Dust longer. Reducing the suit improvements as you climb to prototype gear will also help new players by reducing the proto-stomping which they will undoubtedly not make them want to continue playing Dust.
These above ideas would help new players accustom to other games an easier time while not allowing players with a lot higher SP the ability to completely dominate much lesser SP having new players.
The bit about skirmish 1.0 and free roam was more or less random |
S Park Finner
BetaMax. CRONOS.
131
|
Posted - 2013.06.07 00:48:00 -
[56] - Quote
It's worth making the point that the biggest hurdle new players face seems to be that they just don't get that playing in a squad is pretty much mandatory right from the start if you don't want to get stomped.
Learning what buttons to press and how to build up a suit are certainly necessary. But when the new player blasts around a corner chasing a squirrel and gets triple teamed by an organized squad he has to feel disheartened.
It would be a huge challenge to introduce squad values and mechanics in a PVE training environment but if it could be brought off it would be a huge win.
Think of a cross between the weapons range and a series of basic manoeuvres -- attack and take a null cannon, defend a CRU, each "mission" would allow the player to try out different fits and different roles. The NPCs on the player's squad would fill in the other roles. The opposing NPCs would have different challenge levels the player's could choose.
This is getting pretty close to a single player game -- but if it didn't allow the player to gain SP or ISK and was limited to basic versions of all the weapons I don't think it would keep players from moving on to the full game. Especially if it constantly reinforced linking up with player corporations. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1097
|
Posted - 2013.06.07 01:15:00 -
[57] - Quote
S Park Finner wrote:It's worth making the point that the biggest hurdle new players face seems to be that they just don't get that playing in a squad is pretty much mandatory right from the start if you don't want to get stomped.
Learning what buttons to press and how to build up a suit are certainly necessary. But when the new player blasts around a corner chasing a squirrel and gets triple teamed by an organized squad he has to feel disheartened.
It would be a huge challenge to introduce squad values and mechanics in a PVE training environment but if it could be brought off it would be a huge win.
Think of a cross between the weapons range and a series of basic manoeuvres -- attack and take a null cannon, defend a CRU, each "mission" would allow the player to try out different fits and different roles. The NPCs on the player's squad would fill in the other roles. The opposing NPCs would have different challenge levels the player's could choose.
This is getting pretty close to a single player game -- but if it didn't allow the player to gain SP or ISK and was limited to basic versions of all the weapons I don't think it would keep players from moving on to the full game. Especially if it constantly reinforced linking up with player corporations. Agreed that an active part of the NPE needs to be reinforcing the importance and utility of working as part of a team/squad. There's only so much the NPE can do to really teach this tho PvE aspects and tools for other Mercs are both key but even if the NPE taught new players nothing about how of squadding up it should at minimum impress upon them the import of it. If you're unprepared for the experience the first time you meet focused fire from a squad will make you think something in the game is broken
Thanks Finner for bringing this point to the fore.
0.02 ISK Cross |
Ceerix MKII
Osmon Surveillance Caldari State
37
|
Posted - 2013.06.07 03:01:00 -
[58] - Quote
First thing new players should see after normal titles/company name should be the cinematic that we have now. Right after that should be character creation. If possible with short films/audio giving a rough idea what the lore behind each race. Make sure all the clips can be skipped if the player doesn't care enough to watch it though. There's nothing more annoying then a second play through on a game and being forced to watch the same videos over again. Right after your character is created though send them into a academy battle with other players, never even going to your merc quarters or anything, build a tutorial straight into the battle explaining basic controls calling in vehicles ect... After the first battle is done give them the choice on what their quarters look like. Right now it would only be based on the basic 4 but some choice gives the feel of ownership of the space rather then just some random room your standing in. Once the player is in their quarters explain the neo-com and its features battle finder/ star map/ fittings/ market. Build in a training area so that players can then build/test fittings try out vehicles before they have even spent a single SP. Possibly also add a Cert system similar to EVE for new players to have some idea where to add skills as they learn the game for themselves. At this point they just work their way through acadamy battles. Then when players are at the transition from battle academy to battles with Vets running Proto gear and 20m SP make a CLEAR explanation of whats happening and that they are about to enter the real world and will have their face brutaly stomped in but not to fear because soon they will be doing the same thing to some other poor noob.
The game could also use some more immersion into the world with things like waking onto a MCC from the war-barge in space and have the MCC drop bay doors open as you are on decent to the planet so it feels more like an invasion rather then a static room with no function. |
low genius
The Sound Of Freedom Renegade Alliance
104
|
Posted - 2013.06.07 03:21:00 -
[59] - Quote
i play eve because it's hard. that's how it's billed. hardest videogame ever. so, from my perspective if you want to teach people how to play this game, you make them memorize the market.
easy.
honestly, the only way to improve the learning experience is to let people take their new recruits into a map without enemies so they can shoot one another and test gear. this is the thing that's missing. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
884
|
Posted - 2013.06.07 04:12:00 -
[60] - Quote
1. Militia gear for everything
2. don't unlock the starter SP until they've finished a tutorial that runs them through some of the various weapons and roles. I've seen newbros biomass a char and start from scratch too many times.
3. ISK based pre-built fits.
4. a corp armory. Help me help you, ccp. there are plenty of corps out there that want to help newbros, and building them effective suits and giving it to them until they can both afford their own suits and understand the fitting system a bit more will be a huge boon to the NPE.
5. PvE. if we can get 5-10 minutes to run a newbro through various weapons and talk them through how to use equipment without pissing in the same pool as someone looking to tryhard it up in proto gear it'd be great.
and also PvE will help people make some money/sp without getting stomped
6. Run the player through their first death. after they make their char put them into a horde mode sort of PvE until they die. Get them used to the idea that they'll be dying. alot.
7. one respec after the "newbie" period is over, either upon graduation or a 30 day period. Make it clear that they only get one, though. |
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