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Thread Statistics | Show CCP posts - 2 post(s) |
Iron Wolf Saber
Den of Swords
4959
|
Posted - 2013.06.07 16:09:00 -
[91] - Quote
Shady IceCream Truck wrote:Iron Wolf Saber wrote:Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Sir, may I sharply remind you that the teams involved in fixing things and balance are separate from the team you have been given in this scenario. Your team works independently and are experts at creating and adjusting new systems. Not bug fixing, not weapon balancing, not vehicle balancing; other teams will be responsible for those tasks, your team's focus is to improve NPE. I also read through dozens of threads on features and ideas, I don't typically always reply to them because majority of them are 'dead horse' topics. Topics that have which, exhausted all complaints, concerns, and almost all solutions and are painfully made aware by CCP. The purpose of this entire thread is to focus on a feature and stir something new up. Also a quick search would reveal I have already commented on the mass driver, laser rifle, state of vehicles and few other choice topics and urge some level of patience, understanding, and less vitriol in your breakfast. and what team are you on? Seems to be some missing team members
The one that may or may not take you seriously. Based on your latest comments; the latter. |
Shady IceCream Truck
Intergalactic Cannibus Cartel
49
|
Posted - 2013.06.07 16:15:00 -
[92] - Quote
Iron Wolf Saber wrote:Shady IceCream Truck wrote:Iron Wolf Saber wrote:Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Sir, may I sharply remind you that the teams involved in fixing things and balance are separate from the team you have been given in this scenario. Your team works independently and are experts at creating and adjusting new systems. Not bug fixing, not weapon balancing, not vehicle balancing; other teams will be responsible for those tasks, your team's focus is to improve NPE. I also read through dozens of threads on features and ideas, I don't typically always reply to them because majority of them are 'dead horse' topics. Topics that have which, exhausted all complaints, concerns, and almost all solutions and are painfully made aware by CCP. The purpose of this entire thread is to focus on a feature and stir something new up. Also a quick search would reveal I have already commented on the mass driver, laser rifle, state of vehicles and few other choice topics and urge some level of patience, understanding, and less vitriol in your breakfast. and what team are you on? Seems to be some missing team members The one that may or may not take you seriously. Based on your latest comments; the latter.
ya well I see that you are trying to be constructive and change the topic etc.. fine
But maybe you need to beat a dead horse once in a while, because if you don't nobody with a cute 'dev tag' will.. and its either that or you continue wasting your time typing pages of nonsense that wont matter because nobody is playing the game anymore..
And ya the only reason im here is to make that point, now ill leave your thread alone.. |
Iron Wolf Saber
Den of Swords
4959
|
Posted - 2013.06.07 16:19:00 -
[93] - Quote
Shady IceCream Truck wrote:
ya well I see that you are trying to be constructive and change the topic etc.. fine
But maybe you need to beat a dead horse once in a while, because if you don't nobody with a cute 'dev tag' will.. and its either that or you continue wasting your time typing pages of nonsense that wont matter because nobody is playing the game anymore..
And ya the only reason im here is to make that point, now ill leave your thread alone..
Those 'nobodies' with the dev tag dead horsed the subject for us most of the time no need to re-dead the horse again for them if they're already aware and already working on a fix or the latter the fix is waiting on code deployment. My goal in FnI is to find the the one horse that is still alive to beat to death, which is far harder than you think at times. |
Shady IceCream Truck
Intergalactic Cannibus Cartel
49
|
Posted - 2013.06.07 16:41:00 -
[94] - Quote
Iron Wolf Saber wrote:Shady IceCream Truck wrote:
ya well I see that you are trying to be constructive and change the topic etc.. fine
But maybe you need to beat a dead horse once in a while, because if you don't nobody with a cute 'dev tag' will.. and its either that or you continue wasting your time typing pages of nonsense that wont matter because nobody is playing the game anymore..
And ya the only reason im here is to make that point, now ill leave your thread alone..
Those 'nobodies' with the dev tag dead horsed the subject for us most of the time no need to re-dead the horse again for them if they're already aware and already working on a fix or the latter the fix is waiting on code deployment. My goal in FnI is to find the the one horse that is still alive to beat to death, which is far harder than you think at times.
why you put quotes around "nobodies" like I said that? lol nice try |
RoundEy3
Condotta Rouvenor Gallente Federation
33
|
Posted - 2013.06.07 16:48:00 -
[95] - Quote
I have made a considerable amount of edits to my original post and wanted to put them out there. I'm not trying to spam or get likes, I just want the people taking ideas to read them. Thanks
--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")
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.
(The first visual story point here being to start off from a vast perspective and begin to funnel down to what is happening. I lightly tried to apply the idea of a cycle from the beginning to the end of what you see. The concept of suns and stars, to a blackhole twisting matter into the unknown. To the end, where the life and death cycle of merc clones in conflict is seen on the ground)
--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 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. This would be the ideal place to interact with your first NPC's. I figure, faction officers, other mercs, concerned civilians. There are many possibilities.
(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 MO. Also this would maintain the character detail that the character you made is/was a citizen, not some conjured entity.
b. The point of the terminal is mostly for role play immersion efforts, but from here there could be learning terminals/videos/ exercises like some tutorials described in detail by others, and a port to the academy. The tutorials and battle simulators would be accessed via some neural/ virtual uplink. Other applications of the Milita office could be implemented as well. It is a modular type of location that would provide expaination, involvement within locales of New Eden, and would help to make you feel like the game is bigger than you.
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. The milita office exploration and learning part could be optional with the choice upon arriving to go straight to your merc quarters, but you sould be issued better/more stuff if you go through it by your parent faction.)
(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.)
--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.
c. Essentially once your in your MQ either by direct skipping of the Militia Office services or by training in all prior exercises you are free to battle and explore the items, strategies, and play options all on your own.
d. The player should have access to information, fit and equipment resources, training videos/ tutorials via a kind of in game encyclopedia. I imagine an implanted PDA that can be accessed by thought. (there could be a neat interface that pops up with this info as if you had it indexed in your mind.
EDIT: Within the outline I see the ideas of others, myself, and what is already present in the game coming togerther to feel like you are indeed stepping into a large and expansive universe. |
Malkai Inos
Opus Arcana Orion Empire
349
|
Posted - 2013.06.07 16:57:00 -
[96] - Quote
I was thinking about the importance of squadding up and teamplay and a way of teaching those too but never felt that a highly scripted tutorial scene is the best approach to a game that's entirely dependant on the community so i came up with this:
The Stuffz for Trainers Programme:
Any character that has left the Acadademy can enlist as a trainer. Beeing a trainer means that you get access dedicated trainer gear, wich has its own unique color pallete and is of around STD quality, and that you can join into academy battles again, as long as you use trainer gear exclusively, with a few special rules:
When a trainer queues into a match the game will automatically assign new players into his automatically created squad.
He may not invite randoms on his own, while new players are free to join him.
The trainer may invite every academy player he was been playing together in the last 30 days and play with him again.
Trainers do not get ISK or SP based on their own actions but based on the combined efforts of his squad mates.
His k/d will not be recorded as a trainer, his WP not be tracked. That way he has no reason to slap around the other newberries.
Now we need something to motivate those players to go into rather easy matches, explaining the same stuff over and over again.
The game needs to track the progress of every single trainee (every player that has been in a trainer's squad at least once in the last 30 days and is still in the academy):
How often/long are they in squad with the trainer? (this will act as a multiplier. The more time you spend with the same newberry, the better.)
How much do they play?
How much WP, SP, ISK do they earn?
Did they join a corp by now?
Are they squadding up Properly?
Based on those metrics we reward the trainers with "TC" (Trainer Credits) which will be used in a seperate store section to either buy varients of normal gear or even AUR currency and/or Items. Dedicated trainers will increase player retention and NPE by a huge margin, thus effectively making money for CCP. It's only fair they get a share for their efforts.
What has to be balanced of course is the timeframe in wich a player should be considered a trainee and how the payout metrics are weighed. A trainer shouldn't have to try and hook up with his minions as often as to force both out of a reasonable and organic playing schedule but he should be incentiviced to keep in touch with his trainees and squad up whenever it's appropriate for both.
This system will put the People back into the NPE and provide worthwhile rewards aswell as fun for both sides if done properly. It gives corparations a chance to actively recruit new players for their corp and get rewarded while thei're doing it It also feels much more compatible with the new eden philosophy ("Trust no one!" ) than scripted tutorial sections.
|
Pseudonym0
Free Guard of Arrakis
3
|
Posted - 2013.06.07 18:07:00 -
[97] - Quote
Couple more ideas to consider
1) I think 1-3 optional skill respecs being available might help new players as well. These would, of course, expire after either a certain time period or a certain level of SP, but it should definitely be long enough that they've had the opportunity to get out into "the real world", and see how it works. Let's face it, they can kill all the other militia geared players they want, until they see it first hand, new players aren't really going to understand the difference between an L1 dropsuit running L3 gear, and an L3 dropsuit running L1 gear. Personally, I'm going with option 2 hands down, but other people might have different opinions based on play style. As a new player, I remember dumping a fair number of skill points into things I shouldn't have, and remaking a couple characters, but the re-entry process was pretty quick to remake a character, with pre-defined base skills. If the creation / initiation process takes longer, it's probably advisable to provide a way to correct the mistakes you made along the way, like skilling into a piece of equipment or weapon that massively overloads your CPU at the expense of something that would've actually helped you.
2) I was actually just about to suggest something similar to trainers, but more along the lines of a "buddy" system, but there are a couple hurdles intrinsic to either system. New players could perhaps be asked to provide their normal playing times, checklist style (i.e. weekday evenings, weekend mornings), their time zone and ,being a multinational game, what languages they speak, and be provided a list of suitable vets who had signed up to be helpers. These more experience players could be flagged in chat and perhaps have access to a "rookie chat" channel, which all the new players are in automatically. They could then invite allow a new player to join a squad with them and other rookies, or even them and other vets, which could in fact prove more effective and a better player experience in time.
I'd be hesitant to offer too much of a reward for this role, since the people you're looking for are the ones that are actually interested in contributing to the overall game, not the ones who are just looking for another avenue for their own advancement. Besides, if trainers are good to them, once they graduate maybe they'll take a look at the trainers corp . Personally, I have no problem squadding with newer players and letting them pick my brain (not to suggest I'm in any way a pro at this), and it seems to be happening more often lately just by chance, which I suppose means the game is getting a lot of new player base. It's actually pretty fun sometimes, they can be like kids at christmas when they get a kill or a hack.
3) Taking all this into consideration, I also don't think any sort of strict segregation would be good, although a tiered rewards system might work. Removing players from exposure to enemy vets also removes them from exposure to friendly ones. Also, it limits the player pool for each group, meaning people could be forced into smaller matches with longer waiting times. Depending on time of day this could affect older and newer players equally, and could serve to alienate them. It also restricts the ability of people to play with corp-mates or real life friends who they've recruited into the game (which is something I'd think you'd like to encourage). Also, it could potentially cause problems of being repeatedly put into games where noone else speaks their language. I don't really have a problem squadding with, say, a spanish speaking person. On the other hand, I have no idea how to say "Look out behind you!" in Spanish. |
slypie11
Planetary Response Organisation
311
|
Posted - 2013.06.07 18:20:00 -
[98] - Quote
An optional respec for players leaving the academy. The academy should be a place where new players can find what weapon, dropsuits, and overall fitting type works for them. They should be free to experiment without repercussions along the road. To avoid confusion, players should be informed of the respec as soon as they start playing and when it becomes available. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1101
|
Posted - 2013.06.07 18:27:00 -
[99] - Quote
There are issues with respecs but I don't want to drag this thread off topic so discussion can be found here.
~Cross |
Malkai Inos
Opus Arcana Orion Empire
355
|
Posted - 2013.06.07 21:56:00 -
[100] - Quote
Concerning respecs i will second Cross Atu's notion that this warrants its own debate in the appropriate thread.
The system i propose heavily aims towards organic interaction. No seperate actions like providing data or actively seeking contact should be required from either side. The randomness of my proposal is supposed to allow new players to jump into the game and be welcomed by real people from second #1. To work together in a new environment without the new players in the squad even realizing that they are set up to be tought how to play.
New players can can stick around for hours in one squad when the games are fun, getting to know each other, talking about the experience and learning the intricacies during and inbetween the rounds. Then both trainer and trainees can decide to add each other to contacts and play again later. They can also part ways with the press of a button and get another random trainer or trainee respectively without any consequences, just as roaming through random squads until you find one you stick to.(you mentioned this and yes, this already happens often, so i decided to abuse it )
"No lists, no criteria, no channels", is the thing that i wanted to achieve with this concept. Just people having fun.
The rewards i believe are not exactly necessary but simply justified for the work and benefit that trainers provide for the community and CCP. It also allows corps like Dust UNI who devote their time into training to achieve something by doing so. And if people help the community simply for their own gain, heck, everyone does, in some way. The system filters unhelpfull trainers out by design because trainees who don't stick around (the first metric) bring low income.
On the segregation, i agree. It's just much easier to work with the current academy system than to include some nonexistent matchmaking simply because it keeps the unknowns to a minimum.
But while we're at it:
One we have a fluent matchmaking system in place "TC" gains degrade the more experience a trainee has in the game. The higher the trainee is ranked by the matchmaking system, the less "profitable" he becomes as a trainee. There will be a point where "TC" gains for his further progress reach nil.
At that point it's again completely up to the players to "corp up" or part ways.
Hope this clarifies a some things. |
|
knight of 6
SVER True Blood Unclaimed.
177
|
Posted - 2013.06.07 23:42:00 -
[101] - Quote
this seems interesting...
Okay I'll be referencing a number of videos through out my short presentation and all of them can be found in the link dump at the bottom of the post.
all below skip-able via the neocom (if you know how to operate the neocom you don't need the tutorial anyway)
after the current welcome to new eden cut scene it opens with you climbing out of a pod as seen in the eve origins trailer, this is sort of like the opening of halo combat evolved. you find yourself into a training room (racially decorated of course). the voice of Sheila the battle AI animates from an unknown source explaining that you are now an immortal clone (you only have 500 sp it's clearly your first day on the job) she asks you to walk around, look up, look down, if you would like to adjust sensitivity or invert the control scheme. this concludes the medical check.(you have no hud at this point)
then Sheila asks you to pick a suit off the wall the suits available are the racial heavy, medium, and light. after you choose a sentry gun on the wall shoots you to death, you fall over like the current downed animation and the screen fades to black then fade back in with a full hud in the suit of your choice you again climb out of the pod and over your dead body as nanites eat it away (I like this because it not only drives home that you are completely expendable but that you aren't connected to your body) then Sheila directs you over to the fitting mirror thing and explains the fitting process as you build your first fit (all equipment is available for you to choose so you can try before you buy with skills)
after creating your first fit you run through and obstacle course/ shooting range to acclimate you to your choice. for the shooting portion of the course it would start as silhouette targets but change over to drones to show armor and shields (drones should offer different fluctuate between armor and shield tanks to highlight the difference between the two) for the obstacle course it should highlight the speed and agility of your suit and fitting choice. this course might look a bit like the CS GO assault course. then the combat tutorial ends with you being swarmed in progressively tougher waves with drones that shoot back this highlights the survivability of your suit and tactics needed to make it work. this of course ends with you dieing.
this time you wake up in the bed in your merc quarters Sheila briefly goes over the neocom and explains that you earned 500,000 sp and 250,000 isk for completing the training course at this point going over the skill system and how it works.
tutorial Fin
If you opt to skip the tutorial you wake up in the bed in your merc quarters and Sheila makes a remark about memory loss.
this tutorial is available any time via one of the doors in the merc quarters(but it would skip the first bit walking around looking ect.)
LINK DUMP:
eve origins trailer Halo CE opening cinematic CS GO Assault Course |
Cross Atu
Conspiratus Immortalis Covert Intervention
1108
|
Posted - 2013.06.08 15:01:00 -
[102] - Quote
I believe this thread is important enough to warrant a front page position. |
R F Gyro
Krusual Covert Operators Minmatar Republic
358
|
Posted - 2013.06.08 15:14:00 -
[103] - Quote
1. Player-balanced matches.
https://forums.dust514.com/default.aspx?g=posts&t=53573&find=unread
Let players choose the sec status of the battles they fight in, with 1.0 systems having lots of restrictions and 0.5 systems being basically what we have now. The more restrictions there are, the lower the rewards, with 1.0 being extreme in that you get zero SP and zero ISK from it (and it doesn't affect your KDR either).
2. PvE
Blowing up drones is going to be a nice easy way to learn the basics.
3. Licensed new-player corps
a) Let corps apply for a "new player" license (for a fee probably). b) Work with CPM to define and publish the requirements and responsibilities for getting the license c) Add a checkbox to the corp search screen for "new player friendly" to restrict the search to only corps with this license. d) Add a petition category for "new player license complaints" to allow the GMs to quickly react to licensed corps behaving badly. e) Advertise the feature clearly to new accounts
Even if it is just Dust-Uni that uses this initially it is at least a step in the right direction. |
Harpyja
DUST University Ivy League
91
|
Posted - 2013.06.08 17:10:00 -
[104] - Quote
I suggested this a long time ago in an old thread of mine:
A new 'casual' game mode where no squads can enter a battle. This will ensure that battles consist of random players and this will be very similar to the academy. One of the reasons that new players get slaughtered out of the academy is because they are now put up against experienced squads that work together. |
R F Gyro
Krusual Covert Operators Minmatar Republic
359
|
Posted - 2013.06.08 17:22:00 -
[105] - Quote
Harpyja wrote:I suggested this a long time ago in an old thread of mine:
A new 'casual' game mode where no squads can enter a battle. This will ensure that battles consist of random players and this will be very similar to the academy. One of the reasons that new players get slaughtered out of the academy is because they are now put up against experienced squads that work together. Yep - no squads, no HAVs, just basic learn the game stuff. But no (or limited) rewards though.
Then a gradual progression up to what we have today with general instant battles, FW and PC. |
Shady IceCream Truck
Intergalactic Cannibus Cartel
51
|
Posted - 2013.06.08 18:14:00 -
[106] - Quote
wow this is the guy who is supposed to be supporting and liason between CCP and community? If you disagree with him or make him look like the fool that he is.. He will delete your post somehow.. then he will edit what he originally said.. You sir ar a tool, and nobody in this community thinks you are doing anything useful..
Keep on deleting stuff .. FTW |
Vell0cet
Royal Uhlans Amarr Empire
5
|
Posted - 2013.06.08 18:19:00 -
[107] - Quote
I think it would be cool to have the player enter an EVE ship (maybe a battleship for the race they've selected) and travel in-route from their capital to wherever the merc quarters are. Initially it shows the ship from the outside, jumping through a couple of gates, and then your ship gets boarded by (either rogue drones, npc's of your faction's enemy e.g. Amarr if you're Minmatar, pirates, or something like that). Anyways, the alert goes off in the ship and you're forced to defend it and in the process the tutorial incrementally introduces you to the combat system, your health: shields/armor, how different suits have different stats, different weapons are stronger/weaker against certain armors etc, basically what most people have been describing here. I also think it'd be cool if the tutorial voice & script had more personality/attitude like Apple's SIRI, or Portal's GLaDOS. In fact, Portal2's tutorial might be a good reference.
After you defeat the invaders you dock at your home station. The tutorial should guide you through selecting skills, fitting out drop suits & vehicles and eventually buying/selling on the marketplace. I don't think videos are the way to do this, it should be baked into the UI with arrows pointing things out and walking you through the process. |
Iron Wolf Saber
Den of Swords
4986
|
Posted - 2013.06.08 18:27:00 -
[108] - Quote
Shady IceCream Truck wrote:wow this is the guy who is supposed to be supporting and liason between CCP and community? If you disagree with him or make him look like the fool that he is.. He will delete your post somehow.. then he will edit what he originally said.. You sir ar a tool, and nobody in this community thinks you are doing anything useful..
Keep on deleting stuff .. FTW
Sir, may kindly I remind you that this is damaging your voice very much because I came here to this thread to see how people want to redo the NPE stuff and you're in here crying like a 5 year old with a geostationary tantrum because nobody is paying attention to you enough to buy you a lollipop. No matter how far they walk away, you maintain the same amount of distance. If you have complaints about the game post a thread elsewhere.
As CPM I have the full ability to ignore people like yourself. People who have consistently deemed themselves destructive, unhelpful, or truly disinterested in the game's welfare. If you want to be respected by a CPM you need to approach them with respect. They're busy people and most of the time do not have time to waste on people like yourself. If I had to choose between which time I can spend with rather sit down with the guy spewing numbers and charts on what is wrong with the game than a whiny guy that doesn't understand that MDs are programmatically broken and cannot be fixed until the next patch.
Also may I ultimately remind you the only difference between me and you as a player outside of the conversation opportunities with CCP. Is the tag little CPM Tag here on the forums. Thats it. I get nothing else special. I get no powers, I cannot delete posts, I get nothing. I cannot sticky threads, I cannot lock threads, I cannot moderate, that is not my job.
I would hate to see this thread locked by the GMs because of your constant derailing. |
Harpyja
DUST University Ivy League
91
|
Posted - 2013.06.08 19:25:00 -
[109] - Quote
R F Gyro wrote:Harpyja wrote:I suggested this a long time ago in an old thread of mine:
A new 'casual' game mode where no squads can enter a battle. This will ensure that battles consist of random players and this will be very similar to the academy. One of the reasons that new players get slaughtered out of the academy is because they are now put up against experienced squads that work together. Yep - no squads, no HAVs, just basic learn the game stuff. But no (or limited) rewards though. Then a gradual progression up to what we have today with general instant battles, FW and PC. If you want smaller rewards to discourage the more experienced players, then I think new players should receive a bonus to rewards to make it equal to what experienced players get. Also give them a higher reward for battling in such competitive games outside of this new mode.
Something like a 1.5x multiplier to SP and ISK rewards until they reach a certain amount of SP. |
Breakin Stuff
Goonfeet
970
|
Posted - 2013.06.08 19:34:00 -
[110] - Quote
This is a useful thread dedicated to new players, and helping new players.
Calling the New-Player Experience unimportant is short-sighted and stupid. This game will be dependent upon new blood coming in constantly. If new players don't play, DUST dies, sometime.
Take your ragethreads ELSEWHERE and/or provide input based on the topic. No one cares about your weapon balance issues here. We care about your weapon balance threads in an appropriately marked thread.
As to your charge that the CPM is somehow incompetent I don't give a crap, about them, or your opinion of them. Move the hell along. What I care about is making DUST better so that I can recruit new goons and teach them how to terrorize new pubbies so that all can grow up enjoying hating each other properly in true New Eden style. I want to breed more conflicts for the future.
I cannot do this if there's no new Goons and no new pubbies because there's no new-player friendly content. This is the long and short of the topic. We need new blood or the game will stagnate with a buncha bitter jerks roaring at each other.
On-Topic:
I think adding a Web window like in EVE can be beneficial as well so new players can look up information when people mock them for not knowing.
All part of my Information campaign for Newbies. The more they know, the more they will get drawn in, and the less they will get driven away.
DUST University bluntly has the right idea, grab the newbies, take 'em, teach them, turn them loose and encourage them to do stupid sh*t and have fun doing it. prepare them for the fact that success and experience cost a large chunk of coin.
We need to somewhat standardize this. I think group training missions where new players can queue up four to six at a time for training missions would be vastly beneficial.
I believe incentivizing training squads is a good thing. Veteran players should get +5% ISK/SP per match per player with LESS THAN HALF of their own SP. New players should get a 25% bonus for having a trainer veteran leading them. This puts a lot of the control over the rewards in the hands of new players, because if their "trainer" is an ass they can drop squad and deprive him of the bonus at any time.
Getting corporations and veteran players involved at teaching new players can only enhance the game. Incentivizing squad participation from the beginning will result in less lost pubbies who don't realize that playing DUST alone sucks unless you're a rather thorough masochist.
Screw AWOXing concerns, with the new corporation roles CCP is making it'll allow corps to filter through the BS and make it harder to screw a PC match. Now the backstabbers will have to play the game with you to gain your trust to AWOX you.
PvE training and incentivizing veterans to get off their asses and shepherd the new players can only improve the player retention for DUST 514.
Both of these (in different forms) could benefit EVE as well. |
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Iron Wolf Saber
Den of Swords
4988
|
Posted - 2013.06.08 20:33:00 -
[111] - Quote
I am liking many of the ideas here. Please keep up the good work people. |
R F Gyro
Krusual Covert Operators Minmatar Republic
360
|
Posted - 2013.06.08 21:32:00 -
[112] - Quote
Harpyja wrote:If you want smaller rewards to discourage the more experienced players, then I think new players should receive a bonus to rewards to make it equal to what experienced players get. Also give them a higher reward for battling in such competitive games outside of this new mode.
Something like a 1.5x multiplier to SP and ISK rewards until they reach a certain amount of SP. No need. No one is forced to stay in the higher sec regions; if you want greater rewards, move to lower sec battles. Fights get tougher, but you get more ISK & SP. CCP monitor and tune the rewards to try and keep each of the hisec levels reasonably populated.
You shouldn't get more stuff for being new. You should get more stuff for being better. Just let people get better at their own pace, and let them have good fights throughout.
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DARK - IMPULSE
IMPSwarm Negative-Feedback
4
|
Posted - 2013.06.08 23:28:00 -
[113] - Quote
The game needs to be more understandable because it is not the complexity of the game that is turning new players away it is the lack of information inside the game itself.
A test lab, video manuals about fittings and skills and a crazy idea that just pop in my head is to get new players the change to try any fitting they want for the first 3 days or week only with new players . Just to tease to see where they can get or what path they want to take.Then all those fittings would be erased and you will need to get sp like everyone else. Just like a test drive at dealership before you buy the car if it works for a multimillion dollar industry it will work for dust 514.
I would eliminate the cap or increase it a little bit more for new players until they reach certain level of sp (6M or whatever) so they don't have to grind so much to get some sp to get good gear going. They would never reach where older players are if everyone has the same cap. It is like trying to catch a car going at 50km/h by you driving at 50Km/h behind it.
NPC Corp tax to force new players to join corps this game is not meant to be played solo, plain and simple https://forums.dust514.com/default.aspx?g=posts&t=67713&find=unread
There has got to be information on corps maybe by showing random pop ups of corps info during game or a news tab that informs the changes in dust corps or something like that. It was hard for me to join a corp when i started as there was no info about corporation other than the leaderboard and to access that info is a pain. The idea of having a random list with 5 corps to join and some info about them, like hours of most activity, language restrictions and so on, makes it easier for new dust mercs to chose and join corps rather than looking at the leaderboard and searching for it or random typing in the local chat. |
Terry Webber
Turalyon Plus
99
|
Posted - 2013.06.09 01:43:00 -
[114] - Quote
Saving a spot for part 2 of my suggestion.
Here's part 1 in post #87: https://forums.dust514.com/default.aspx?g=posts&t=84956&p=5 |
Harpyja
DUST University Ivy League
91
|
Posted - 2013.06.09 01:55:00 -
[115] - Quote
R F Gyro wrote:Harpyja wrote:If you want smaller rewards to discourage the more experienced players, then I think new players should receive a bonus to rewards to make it equal to what experienced players get. Also give them a higher reward for battling in such competitive games outside of this new mode.
Something like a 1.5x multiplier to SP and ISK rewards until they reach a certain amount of SP. No need. No one is forced to stay in the higher sec regions; if you want greater rewards, move to lower sec battles. Fights get tougher, but you get more ISK & SP. CCP monitor and tune the rewards to try and keep each of the hisec levels reasonably populated. You shouldn't get more stuff for being new. You should get more stuff for being better. Just let people get better at their own pace, and let them have good fights throughout. Then how come CCP gives new players in EVE temporarily faster skill training and a temporary buff to all turret damage, RoF, and tracking?
I think new players should be able to get to a certain point faster so that they don't think the entire game is a boring grind to get anywhere.
And yes, lower sec battles will have increased rewards. I'm just saying, for example, that a new player playing in a 1.0 system will get the same reward as an experienced player in a .5 sec system. Once the new player advances, their reward boosts go away and are discouraged from entering 'easier' battles in high sec, assuming they now have enough experience to fully enter the real world of Dust. |
S Park Finner
BetaMax. CRONOS.
134
|
Posted - 2013.06.09 02:23:00 -
[116] - Quote
If you care to watch it all the way through THIS is the new player experience.
This guy -- sounds like a younger player -- comes to DUST 514 with no preconceptions at all but with some basic FPS skills. By the end of his video he decides he likes the game because in-game he had some positive experiences. That being said, he ends the video with no idea at all about what DUST 514 really is.
Telling points... Where he can't decide which race to pick because the introduction doesn't give him any insight into what benefits the various races provide Where he comments it took 5 minutes just to get into the game. Where he can't figure out if there's a campaign or just battles. Where he gets angry with the voice-over while he was trying to read the introduction. Where he got off on renaming the LAV but couldn't really figure out what was going on -- finally quitting the tutorial and then can't put up with reading the whole tutorial documentation How he confuses drop suit creation with class selection and invalidates a fitting How dropping out of the MCC gives him a kick and he really likes his first few seconds on the ground. How he is absolutely clueless about what he's supposed to do once he gets into battle. How great he feels when he gets his first kill. How he takes down a heavy with a militia submachine gun and then hacks a turret. How he likes it as a FPS even though he doesn't have any idea what it's about. |
Luther Mandrix
Planetary Response Organization
65
|
Posted - 2013.06.09 15:36:00 -
[117] - Quote
1.Start game as non clone soldier 2.The setting is race specific .You have a history and family as seens of wonderous worlds and populations slide by from youth up parents siblings and friends. 3.Eve History is woven into the pictures on billboards and smart tablets.A moving world of info on slots in a static picture of Rememberance.(CCP you have a map Static, Slots that structures go to,= Picture static,slots of video in static picture) 4. War,Loss,Education and poltics How dare (they race ) do this dasturdly thing or event. 5.For Ammaranes your slaves are always there.Come here time for your vitox. 6.Enlistment in Armed Forces Human with one life to live on the last battle (Sprint reload change weapons deploy equipment call in vehicle ,call in orbital,put defend order on squad member ,one step after another you are walked through till the moment of your mortal wound. (These words are said by your rescurers This ones had it it looks like he/she donated her/his body to science while players vision and bloody stump of a hand reach out to them vision fades as talking grows faint then louder as player wakes up as a clone soldier,Their past life is left behind as in the distance his/her family bury the players old body they determine to press forward into unforgiving Universe of New Eden. |
Dante Kretschmer
D3LTA ACADEMY
12
|
Posted - 2013.06.09 20:52:00 -
[118] - Quote
As it stands now, a lone gamer trying the game for the first time isn't likely to stick with it. My proposals would be:
- Expand the Academy past the actual wp limit. It would be better if people with less than 1mil sp were forced to play together to prevent getting pubstomped too early in the game (because lets face it, until we get PvE pubstomping is going to be a reality). If PvE is implemented, then let everyone have acces to it from the beggining.
- A tutorial needs to be made to explain the roles available in DUST, and if posible, in a video. No one wants to forcefully read a wall of text if they're not into the game. And in a video you can get a great picture of what you are supossed to do, and what playstyle suits you best
- Perhaps everytime after the first loss and while in the academy a video should be played enphasizing the importance of squads, corps, teamwork, and maybe even a mic. The video should emphasize the benefits of teamwork in such a way that no one will ever want to go to battle alone ever again. Like, showing a squad coordinating, covering each other, protecting a team mate while hacking...This is the most importante feature imo, because one of the strongest points of DUST it's its tactical depth. And if they get hooked to it, bam! Success.
- As for getting into the racial suits, perhaps 4 racial videos should be made explaining the weaknesses and strong points of each race (e. g. Caldaris shield tanking vs being doomed against flux grenades, more equipment vs less armor..) in an overall manner. The videos should be there so one can get a decent picture out of it without navigating through endless stat sheets. But they shouldn't depict each suit nor every weakness
- Perhaps the most important feature could be a news blog inside the game where you could read what is happening in EvE right know and in Dust's planetary conquest. That way people would get more inmersed in the world. The news blog should be developer-controlled of course, and perhaps updated with the daily maintenance.
- In PvE maybe a tutorial for the controls and stuff? Squad orders as well. And when trying weapons from the market is implemented I think we will have a better experience for newcomers
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Brutus Va'Khan
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2013.06.09 23:37:00 -
[119] - Quote
I feel like character creation is confusing, even though it technically does nothing. There might be an explanation of each race's specialties such as minmatar speed, armor regen or Caldari shields, etc. Make sure it explicitly states that your starting race DOES NOT affect anything, as a merc can strap on any suit.
After that is taken care of, let the into video play. I really liked watching that when I started, it got me really pumped for the game. The informative side of the video was silly, because it did not go into depth with fittings, combat, etc. Let it just be there to get newbies pumped up and also add in a little EVE lore so that people understand what is going on.
Next, I would put the player Ina solo PvE training zone. Give a little backstory on the merc aspect of things going out to train first. Put them up in the MCC and allow the pretty female voice to explain things. I remember when I first had to jump out of the MCC and it took me a few minutes to do it, what with no explanation on the stability dampers that allow you to fall. Anyway, go over hacking the artillery, vehicles, and why it gives you an edge in combat. Next, introduce actual combat to the player and let them knock out a few (weak) drones. Also, force them to switch suits so that they see how taking a bad situation on with the right suit can be game changing. Like that moment when a proto tank rolls in and everyone runs over to the supply depot for a switch. Lastly, the player must take and defend an objective with derp teammates (bots whose ability is above the enemy bots) and go to explain the importance of squadding up and sticking together. Fight together, or die alone as I always say.
After the combat tutorial is finished, get into skilling up. Explain generalization vs specialization. Go over why it is important to skill up. Better gear, passive bonus, etc. Go over why it is important to save up sp to think about spendint it later on. I think this is the hardest part for new players because the skill system is VERY intimidating and confusing at first glance. Also allow free respects while under xxxx amount of SP so that players can get something to try out and get a feel for each role. Alternatively, allow for a "test drive" mode where players can use any vehicle, any gear, any thing as they see fit. It will be tough to also go over drop suit fittings, marketplace, vehicle fittings, etc without the player getting bored. Make sure they know how to use the different default gear first, then allow them to take more in depth tutorials as they see fit.
My 2 isk. Thanks for reading! |
Breakin Stuff
Goonfeet
975
|
Posted - 2013.06.10 10:59:00 -
[120] - Quote
I found this topic on the side of the road looking for a home.
It clearly needs more attention, since it's important. |
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