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Thread Statistics | Show CCP posts - 2 post(s) |
Benari Kalidima
Villore Sec Ops Gallente Federation
1
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Posted - 2013.06.10 11:24:00 -
[121] - Quote
First and most important of all, I would fix all the bugs and most pressing issues (death taxi's, nanite injectors etc.). Frustrating gameplay is the main cause of people not wanting to play.
Secondly I would add an (optional!) help chat channel. I would happily help confused players, as I sometimes do in Eve. It's a rather easy addition. Generally some chat channels in game, for discussing fits etc. would be nice.
But honestly the most pressing issue is the bugs, lag issues, and maybe graphics not loading fast enough. Ps4 support should be a focus for resolving this as well. |
Laurent Cazaderon
What The French CRONOS.
1541
|
Posted - 2013.06.10 13:00:00 -
[122] - Quote
Terry Webber wrote:This is part 2 of my suggestion. Here's part 1 in post #87: https://forums.dust514.com/default.aspx?g=posts&t=84956&p=5Some time passes by and the player ends up in a boot camp of their chosen faction. Along with other recruits, the player is taught by a drill sergeant in a training area. The tutorial will be split into these categories: MovementIn this tutorial, the player learns how to sprint, crouch, jump, and hurdle (if it's a future feature) in an obstacle course. After completing the course, the option to change controller/mouse and keyboard/Playstation Move Sharpshooter settings appears. ShootingIn a shooting range, the shooting mechanics are explained and different weapons can be swapped out to try out other shooting methods and learn what is effective against shields and armor. How to use grenades will be taught here as well. VehiclesIn an open area, the player learns how to control vehicles, how to call and recall them, and can change their vehicle settings at the end. MiscellaneousSquad orders, installations, hacking, melee, HUD, and orbital strikes are explained. The player is also killed on purpose to learn about the respawn screen. After boot camp, the player is sent to their quarters. They recieve an e-mail welcoming them and suggests to start a tutorial to learn about the Neocom and chat functions. To guide the player, there will be arrows and voice recordings. BattleExplains the games modes and battle types in the Battle Finder, the starmap, and planetary conquest CharacterExplains the character sheet, how to skill points while suggesting what skill books to start with, the wallet, and augmentations FittingsTeaches how to modify fittings and gives starter fits of different roles to help decide what path to take. MarketShows what can be bought and explains that these items will be lost when killed in battle. SocialExplains how to send and receive mail; how to use, create, and join chat channels; and how to create and join squads CorporationExplains what corporations are; how to to create, join leave them; and corporation roles System OperationBriefly explains that settings can be changed here HelpBriefly explains that the tutorial is available here and can replay it at any time *New* - EncyclopediaHas more information about New Eden history, factions, items, etc. Similar to Mass Effect's Codex After the player is done with the tutorial and graduates from Instant Battle Academy, he/she is free to leave a mark on New Eden.
I've seen your first post. Very Half-lifey or Dead Spacey. I kinda like anything that helps the player feel like a part of the game.
But what i like most is your suggestions about on the ground bootcamp. I made a long case last week regarding how critical this part is. Dust is different from many FPS regarding the gameplay. Ranges, efficiency vs shield armor, calling vehicle, orbital strikes, uplinks etc..
Everything needs to be explained. Not through pages of text but through actual gameplay. Every FPS out there has its own bootcamp. Even MAG, who had a very ****** NPE had a small (useless) bootcamp. Dust needs one even more. And PVE would be the PERFECT ground to set all those NPE trainings.
Overall, i'm liking everything i see in this thread. Makes obvious the fact that NPE is key to this game survival. |
RKKR
The Southern Legion RISE of LEGION
50
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Posted - 2013.06.10 15:22:00 -
[123] - Quote
Get rid of the SP grind, maybe a system were you have to get X amounts of kills,... to use a improved version of a item, maybe do specific contracts to unlock race specific things. Or let them be able to but better stuff only based on standing with a specific race, always possible to teade with players....
More interessting gamemodes ,things to do and matchmaking so the game is fun instead of dull. Let the new guys feel like they can already take part of something.
Make better gear more expensive to get that risk/reward-thing I read all the time. Prices are a joke now. I shouldn't be able to bring out my most expensive stuff all the time. Result is more balanced games on equipment.
A tutorial.
Get out of beta...oooh wait
.....I guess other stuff is already said, to lazy to read the thread |
Master Jaraiya
Ultramarine Corp
168
|
Posted - 2013.06.10 15:57:00 -
[124] - Quote
I would start the game off with some kind of Campaign Mode to pull new players into the New Eden Universe, and introduce several of the basic roles and classes, all the while earning SP along the way without actually having to spec into anything.
The game would initially start by playing different racial faction cutscenes introducing the races of New Eden, their creeds, beliefs, practices, political structure, etc. The player would then choose a name and race for their character. You could implement missions by casting the player into different race specific roles such as basic frontline assault, assault anti vehicle, Sentinel defender, Heavy anti vehicle, Scout Sniper, Shotgun Scout infiltrator/stealth hacker, Logi Infantry Support, maybe some vehicle roles, etc., to accomplish objectives much like the game Medal of Honor does throughout. This would be a fantastic way to introduce the different basic roles and weapons of the game without forcing players to commit to something they may not like. All the while the player would be earning SP toward the creation of their character, which would occur with tutorial upon completion of story.
Story would end with player being hired into one of the NPC Corps and being assigned a Merc Quarters. Then a tutorial introducing players to the neocon, battle finder, chat tabs, etc. This is the point players could enter academy battles to become familiar with the multiplayer part of the game.
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Terry Webber
Turalyon Plus
101
|
Posted - 2013.06.10 16:15:00 -
[125] - Quote
Laurent Cazaderon wrote:Terry Webber wrote:This is part 2 of my suggestion. Here's part 1 in post #87: https://forums.dust514.com/default.aspx?g=posts&t=84956&p=5Some time passes by and the player ends up in a boot camp of their chosen faction. Along with other recruits, the player is taught by a drill sergeant in a training area. The tutorial will be split into these categories: MovementIn this tutorial, the player learns how to sprint, crouch, jump, and hurdle (if it's a future feature) in an obstacle course. After completing the course, the option to change controller/mouse and keyboard/Playstation Move Sharpshooter settings appears. ShootingIn a shooting range, the shooting mechanics are explained and different weapons can be swapped out to try out other shooting methods and learn what is effective against shields and armor. How to use grenades will be taught here as well. VehiclesIn an open area, the player learns how to control vehicles, how to call and recall them, and can change their vehicle settings at the end. MiscellaneousSquad orders, installations, hacking, melee, HUD, and orbital strikes are explained. The player is also killed on purpose to learn about the respawn screen. After boot camp, the player is sent to their quarters. They recieve an e-mail welcoming them and suggests to start a tutorial to learn about the Neocom and chat functions. To guide the player, there will be arrows and voice recordings. BattleExplains the games modes and battle types in the Battle Finder, the starmap, and planetary conquest CharacterExplains the character sheet, how to skill points while suggesting what skill books to start with, the wallet, and augmentations FittingsTeaches how to modify fittings and gives starter fits of different roles to help decide what path to take. MarketShows what can be bought and explains that these items will be lost when killed in battle. SocialExplains how to send and receive mail; how to use, create, and join chat channels; and how to create and join squads CorporationExplains what corporations are; how to to create, join leave them; and corporation roles System OperationBriefly explains that settings can be changed here HelpBriefly explains that the tutorial is available here and can replay it at any time *New* - EncyclopediaHas more information about New Eden history, factions, items, etc. Similar to Mass Effect's Codex After the player is done with the tutorial and graduates from Instant Battle Academy, he/she is free to leave a mark on New Eden. I've seen your first post. Very Half-lifey or Dead Spacey. I kinda like anything that helps the player feel like a part of the game. But what i like most is your suggestions about on the ground bootcamp. I made a long case last week regarding how critical this part is. Dust is different from many FPS regarding the gameplay. Ranges, efficiency vs shield armor, calling vehicle, orbital strikes, uplinks etc.. Everything needs to be explained. Not through pages of text but through actual gameplay. Every FPS out there has its own bootcamp. Even MAG, who had a very ****** NPE had a small (useless) bootcamp. Dust needs one even more. And PVE would be the PERFECT ground to set all those NPE trainings. Overall, i'm liking everything i see in this thread. Makes obvious the fact that NPE is key to this game survival. Thanks for the complements. Nice to read that someone likes my suggestion.
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Appia Vibbia
Purgatorium of the Damned League of Infamy
42
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Posted - 2013.06.10 16:44:00 -
[126] - Quote
Kids these days are stupid, lazy, and illiterate. The first thing I'd do would to be create a video-tutorial that one has to watch before they can play. The text-based tutorials are overlooked constantly, especially by CoD/BF players.
Because players are still stupid, lazy, and illiterate, have the option to turn of tutorials in the settings/help section of the menu;
Rewards of 1,000 SP should be rewarded for each video tutorial.
A separate one should be for battle finder, Character sheet/SP/Augmentations, Fittings, Marketplace, and Settings & HUD.
Then their first map should be a solo one. here there are: 1 unclaimed turret, 1 red turret, 1 unclaimed supply depot, 1 null cannon installation. Have Aura tell them to hack the unclaimed turret, enter it, destroy the enemy turret, capture the supply depot, use the supply depot to change suits, then capture the null cannon.
Then a final video on corporations. Last, off to the battle academy. |
Iron Wolf Saber
Den of Swords
5024
|
Posted - 2013.06.10 17:36:00 -
[127] - Quote
The reason why you would use a text tutorial is for cheaper and quicker globalization. As spoken tutorials do require revoice acting everyone |
Aetos Vahara
GamersForChrist Orion Empire
7
|
Posted - 2013.06.10 17:52:00 -
[128] - Quote
Aquinarius Zoltanus wrote: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.
I agree with this. +1
I've seen a lot of frustrated players leaving because of the difficult transition from academy to the public matches when they get stomped hard. I think matchmaking should be improved according to a player's skill. |
Aetos Vahara
GamersForChrist Orion Empire
7
|
Posted - 2013.06.10 17:53:00 -
[129] - Quote
Iron Wolf Saber wrote:The reason why you would use a text tutorial is for cheaper and quicker globalization. As spoken tutorials do require revoice acting everyone
God, I'm glad. Absolutely NO voice acting at all. Besides, I'm deaf IRL. I have deaf buddies that play with me. I'm thankful for the in-game text chats, though. |
Aetos Vahara
GamersForChrist Orion Empire
7
|
Posted - 2013.06.10 18:09:00 -
[130] - Quote
A lot of people here request video tutorials. I don't think we need one, to be honest. Most people here are from COD and they like to jump in and play, so I would highly suggest a starting message that pop up for the first time that points to text tutorials rather than being cramped information and videos down the throat. For me as a player, I usually skip the videos even the intro movies to get into the game to play and try it out. When I feel satisfied, I would go back to see the videos for the background of the universe.
Think about it. If a large amount of information, videos, etc are being introduced (forced) to a new player, it motives him less to play because it feels a bit like college and it makes him anxious to get in to play already. I would skip all of that. Why waste 20 minutes of my time to learn the basics only to find out I don't like the game?
I can safely point to other FPS' examples. Call of Duty and Battlefield 3 Multiplayers almost do not have tutorials. Just small bits of information. They have the single-player campaigns for that and also the training arenas where you play against other A.I without being embarrassed about losing to real players. Killzone 3, Brink, and Black Ops 1 have the best A.I training arenas. It is also fun to practice fighting A.I with friends too.
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Yog Salazar
Sebiestor Field Sappers Minmatar Republic
0
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Posted - 2013.06.10 18:30:00 -
[131] - Quote
An option to opt out of any implemented Tutorial. |
NSProxy
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2013.06.10 19:16:00 -
[132] - Quote
Iron Wolf Saber wrote:The reason why you would use a text tutorial is for cheaper and quicker globalization. As spoken tutorials do require revoice acting everyone That's a fair point, but I think the gains in NPE and player retention as a result will far outstrip the cost of recording international voice actors. If you think about it from a marketing perspective, you've already come so far, it's so wasteful to loose them at the last minute because you're overwhelming them with text they won't read which leads to confusion/frustration and ultimately deletion.
If you think of the pool of all possible gamers out there, then reduce it to only the ones who have a PS3, then reduce it again to only the ones who would be interested in an MMO FPS, then reduce that to the ones that have heard of Dust 514 and have made the effort to find it, and of those reduce it down to the ones who bothered to wait for the full download. That's the pool you have to work from, and you've already done a lot of work to find people willing to reach that point. It's such a shame to let them down in the home stretch by offering such a poor new player experience.
I suspect the cost and effort to build a really stunning fully-voiced interactive tutorial (globalized) will be well worth it in terms of long-term revenue and new player retention rates (especially if/when CCP expands to other platforms). |
Terry Webber
Turalyon Plus
101
|
Posted - 2013.06.10 19:43:00 -
[133] - Quote
Aetos Vahara wrote:Iron Wolf Saber wrote:The reason why you would use a text tutorial is for cheaper and quicker globalization. As spoken tutorials do require revoice acting everyone God, I'm glad. Absolutely NO voice acting at all. Besides, I'm deaf IRL. I have deaf buddies that play with me. I'm thankful for the in-game text chats, though. Subtitles would probably solve this issue.
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Meeko Fent
Mercenary incorperated
41
|
Posted - 2013.06.10 20:08:00 -
[134] - Quote
Please Go back And look at my Post on Page 2, I have updated the Link to Something that actually Makes sense. the other Thread Sucked |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
207
|
Posted - 2013.06.10 20:14:00 -
[135] - Quote
First of all battle academy is cool and all but there needs to be public queues with gear level restriction afterward - Highsec - Standard only, Lowsec no prototype, Nullsec - anything goes. It only makes sense that prototype and advanced gear would be banned by Concord and fits containing them rendered INVALID in these areas.
Let players flag themselves for each security zone in the queue with ISk, SP gain, and salvage drop table bonuses for those that flag themselves for two or more - to keep the queues a poppin'.
Also, allowing players to respec at will in Battle academy would be a huge plus with one last repec at graduation. Also, battle academy should be a Higsec zone restriction on gear to keep idlers from boosting by keeping their WP low while packing on the SP to farm fellow academy members. |
Meeko Fent
Mercenary incorperated
41
|
Posted - 2013.06.10 21:42:00 -
[136] - Quote
Novawolf McDustingham The514th wrote:First of all battle academy is cool and all but there needs to be public queues with gear level restriction afterward - Highsec - Standard only, Lowsec - no prototype, Nullsec - anything goes. It only makes sense that prototype and advanced gear would be banned by Concord and fits containing them rendered INVALID in these areas.
Let players flag themselves for each security zone in the queue with ISk, SP gain, and salvage drop table bonuses for those that flag themselves for two or more - to keep the queues a poppin'.
Also, allowing players to respec at will in Battle academy would be a huge plus with one last repec at graduation. Also, battle academy should be a Higsec zone restriction on gear to keep idlers from boosting by keeping their WP low while packing on the SP to farm fellow academy members. This, this is obviously the Future. In the instant battle category have a Variant of each Battle for Null, Low, and High. In Merc Battles, have the Security status of High, Low and Null Shown in Colored bold print so people might just notice what they can bring to bear |
Meeko Fent
Mercenary incorperated
41
|
Posted - 2013.06.10 21:43:00 -
[137] - Quote
Iron Wolf Saber wrote:The reason why you would use a text tutorial is for cheaper and quicker globalization. As spoken tutorials do require revoice acting everyone That sir, is why we have Subtitles for the folks who speak differing Languages |
Iron Wolf Saber
Den of Swords
5073
|
Posted - 2013.06.11 21:56:00 -
[138] - Quote
Meeko Fent wrote:Iron Wolf Saber wrote:The reason why you would use a text tutorial is for cheaper and quicker globalization. As spoken tutorials do require revoice acting everyone That sir, is why we have Subtitles for the folks who speak differing Languages
While true, ccp has already made efforts to localize Athena to other languages. As long as the voiced tutorials remain generic enough to be 'future proofed' it should be decent. |
Meeko Fent
Mercenary incorperated
52
|
Posted - 2013.06.13 00:36:00 -
[139] - Quote
Iron Wolf Saber wrote:Meeko Fent wrote:Iron Wolf Saber wrote:The reason why you would use a text tutorial is for cheaper and quicker globalization. As spoken tutorials do require revoice acting everyone That sir, is why we have Subtitles for the folks who speak differing Languages While true, ccp has already made efforts to localize Athena to other languages. As long as the voiced tutorials remain generic enough to be 'future proofed' it should be decent. Good Point |
Eris Ernaga
Super Nerds
238
|
Posted - 2013.06.23 06:36:00 -
[140] - Quote
Iron Wolf Saber wrote:Today's Scenario:
Let us pretend you are the guy in charge in designing the entire new player experience. You have a team able to make new features and major changes to the game. Your job today is to draft a plan on improving, designing, goal setting, or storyboarding the entire experience. Use whatever means possible for in the game even if it means starting from the ground up.
Remember you are trying improve a section of the game for a player who doesn't know anything about Dust 514 and introduce the player to the ins and out of this game without having to leave the boundaries of the game so that players should not have to go to a wiki website to learn how to play or download Dust 514's users manual.
This thread is being watched so be thoughtful on your replies.
tutorial with a small little mission guide academy with 5 tiers instant battles |
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Gaelon Thrace
DUST University Ivy League
10
|
Posted - 2013.06.24 15:43:00 -
[141] - Quote
Give all new players a handful of starting Aurum and explain what it is and how it's used. This will allow them to try out some of the gear that doesn't have a militia version (specialized dropsuits such as scout and assault/certain weapons like the flaylock) before they commit any SP to training up for it and possibly make them more open to purchasing Aurum in the future since they've had a chance to try it out without it costing them anything. |
DoomLead
Dead Six Initiative Lokun Listamenn
56
|
Posted - 2013.06.24 16:20:00 -
[142] - Quote
Moonracer2000 wrote:1. I would change the "news" window of the loading screen with every daily update. Report any changes to the game or upcoming events. Basically try to give information you currently only get from checking the forums and show new players (and old) that the game is regularly changing and growing.
2. Walk new players through in game communications. a quick video could show how to activate/switch voice to different channels and create/join squads. Teaching the use of mail, creating/joining channels and the notification tab would also be great.
3. Give new players an easy way to try all of the suit and weapon types. I would love to see prefabricated militia fittings like the starter fits only consumable (for ISK) on the market. HMG heavy, scout shotgun, mass driver logistics, scrambler rifle assault. Just buy a stack of whatever sounds good and jump into a match. This would require adding milita variants to a lot of guns, but I don't think that is a bad idea either. Skilling into a weapon (like mass drivers) because it sounds cool and deciding you don't like it is a bad and unnecessary experience.
Other thoughts:
The character creation/boot camp scenario at the beginning of System Shock 2 should be (re)played through by CCP for inspiration. A scripted, multi-path scenario that walks a new player through actually using weapons and equipment as well as interacting with the environment. Perhaps a coupon system that pays for the first couple of skill books (not skills) after completion of specific areas of training like Dropsuit Command, Dropsuit Upgrades and Weaponry. ^this |
DoomLead
Dead Six Initiative Lokun Listamenn
56
|
Posted - 2013.06.24 16:21:00 -
[143] - Quote
RoundEy3 wrote:Ok, I'm going to say what I would have liked to walk into the first time I played this game. In this set of ideals I will try to present principles and points of view more than any actual #'s where they may apply, as the in game numbers and values are always changing anyhow. So here it goes.
--1. THE INTRO VIDEO-- a. The intro video should be changed. Launching the game one should meet a video that opens their view to New Eden and where DUST fits into it.
b. I imagine an outside in perspective. Meaning you open up with distant views: Solar systems, stars, suns, black holes consuming planetary bodies at a surreal distance. Then you begin to inform the player of the solar systems, how the known systems are divided up amongst the 4 empires. Talk about how this space and the planets in these regions are important to them. (Perhaps throw in a little EVE background here to add to "Why are they fighting")
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. ^this |
DoomLead
Dead Six Initiative Lokun Listamenn
56
|
Posted - 2013.06.24 16:21:00 -
[144] - Quote
Zeylon Rho wrote:Backgrounds
Each race/bloodline combination should have a history that's fleshed out. Most of the background universe is just window-dressing at the moment, but I think fleshing out what the civilizations are, what they stand for, brief history, their combat ethos, and their aesthetics would help players identify more with who they're creating.
The current text blurbs are very short, and tell the uninformed little about the given factions and bloodlines. I think having the AI voice narrate an optional video about the civilization (similiar to PS-home vids) would aid in selection. I think of that as a "general" level selection. After actually making the character, a slightly longer introduction with a brief (also AI-read) description of your bloodline's place in all this would also be good.
An in-game reference kiosk in your MQ to look at the history/nature of other bloodlines and factions (with a spin given by your current faction) would also help immersion.
For instance, people can currently buy a "Khanid" Scrambler pistol in the store with a description that notes they are rarely seen outside the "kingdom". They can also pick Khanid as a race. In-game, this is mostly just confusing (Amarr Empire has a Kingdom in it? What?), but an introduction that gave an abstract-length version of the history and place in the empire would fix that. As-is, any background on the universe must be found on the net elsewhere, as there are no resources for that information in-game. The established lore is a strength of the game that should be used.
This becomes important when you're pitching something like faction warfare as well. If you're an EVE player, then you might already know what the factions are about. A new player (besides FW lacking any unique rewards or loyalty benefits) will find the FW conflicts utterly obtuse and no different from the random contractors mentioned in instant battles.
Tutorial
The current tutorials are very basic, and that's not bad necessarily. However, more complex functions of things like combat commands need to be communicated. I'd suggest a series of training missions (with no rewards) that instruct a player on basic concepts available from the same menu as the battle academy.
I'd break them up into categories, starting with something like HUD specifics (including things like range to target, weapon efficiency, and notifications). Mechanics like usage of supply depots to switch fits, ladder operation, and turret installation operation would also fit a basic mechanics sort of mission.
A mission that takes you through weapon usage would also be good, something that gives you instruction on how weapons have ideal ranges, and having them fire/aim at different static targets. That mission would also ideally introduce them to a variety of weapon types; a supply depot with a set of fittings using every weapon so they can swap out to fire at training dummies would be good here.
A mission that introduces squad orders would also be good. I'd suggest the tutorial demonstrating how to create a squad, then invite players. After a squad forms with the fake AI players, the player can be talked through executing squad orders on his/her static squad. Finally, the mission should demonstrate how to call off-map support like an orbital strike or call in a vehicle. The mission should emphasize the importance and benefits of being in a squad.
Lastly, a mission that allows players to experiment with vehicle controls might be useful. I'm not sure if "trial by fire" as far as learning vehicle mechanics is an intentional element or not. It seems... slightly odd that you can only learn the controls of tanks/dropships while under attack. If it's intended, then I suppose this one isn't necessary. ^and this |
Crash Monster
Snipers Anonymous
758
|
Posted - 2013.06.24 18:00:00 -
[145] - Quote
Whoa, late to the party... adding a note from a post elsewhere on play self-segration (or making fixes fun):
Quote:Just an off the cuff dumb idea and not a suggestion, so I hope I won't get roasted, but having some type of planet to planet transportation system, with costs based on the expected skill level, could allow people to self-segregate. The beginner would not have the coin to get there (to high level planets) and would get owned if they did. Also, due to the risk/reward concept the ISK and drops in those areas would attract higher level folks who wouldn't want to waste time stomping newbs.
Good players will go play for higher stakes as soon as they are able to pay for the entrance fee and not get stomped. If stomped, they can return. However, it might be necessary to deny access to some of the beginner "planets" eventually.
To me, this is a lot more fun that slapping people into a battle academy. It has the chance to add to the concept of the game itself (another type of progression) while serving a purpose. More fixes should end up with this type of effect instead of breaking something or acting like a clunky barrier that gets in the way of enjoyment.
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ladwar
Dead Six Initiative Lokun Listamenn
673
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Posted - 2013.06.24 19:21:00 -
[146] - Quote
so it is clear, a lot of people would do a real tutorial and some would expand the academy... so when is the tutorial coming out? |
Sgt Buttscratch
G I A N T EoN.
221
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Posted - 2013.06.24 19:25:00 -
[147] - Quote
How I would do it:(from scratch..Buttscratch)
you start the game as a clone, of no race/alliance, no nothing. Your journey starts with a beautiful video explaining New Eden/Eve, the races, factional warfare, planetary conquest and what role you can play in it. New players need to immediately be slapped with this, as if it was a 35lb salmon.
you are than taken to the training room(thingy). Female voice will tell you that now you will be tested to see if you have the correct levels of physical and mental ability(testicular aptitude) to become a clone of New Eden.
Training( 3 parts)
I) Infantry Roles: You are placed on a small map next to a supply depot. Task 1: hack the supply depot, interact SD menu, select front line Assault Task then proceed to test area 1. Help your squad(5 bots) defeat the enemy forces. Task 2: return to supply depot change to medic,(will have 2 equip slots, repair tool and needle), return to test area 1, revive 1 of the fallen bots, and then repair him. Task 3: return to supply depot change to Anti-armor, move to test area 2, here you must destroy an enemy LAV with the swarmer, hack a turret, then destroy a drop-ship. Complete.
II) Squads, leadership roles, objectives. On this you will be placed in a squad of bots again, first off is to put a capture order on a supply depot(explanation given), move to supply depot, take it, now place defend order on a team member. move to take a CRU and objective A. Once taken, enemy forces will start attacking, 2 waves, then a tank. After tank is destroyed in the distance you will be see 5 tanks and 10 enemies, at this point you'll get the notice of an orbital strike, and prompts on how to use, select destroy the enemy force for the win.
III)Vehicles: 1st you will call in an LAV, drive to a checkpoint, hack a terminal, now its tank time, call in a HAV drive to next objective destroy 3 turrets, take objective, recall tank. Call in a drop-ship, fly up to an objective on top of a building, land, recall, hack final objective to complete.
This is worth 250k SP and ISK, starting total at will be 500k(base) + 250k (Training) + academy earnings. Training can be opted out of for all characters made after the 1st one, 250k still given.
Academy:
Once this is complete you are moved to the academy, where you will need to get 10,000 WP, against real players. Starter fits for the Academy: Amar heavy. (1 high slot, 3 low, 1 heavy, 1 side, 1 nade, 0 equip) Amar medium(3 high, 1 low, 1 light, 1 side, 1 nade, 1 equip) Amar medium Logi(3 high, 1 low, 1 light, 1 nade, 2 equip) Calamari medium (2 high, 2 low, 1 light, 1 side, 1 equip) Calamari logi (2 high, 2 low, 1 light, 1 side, 1 nade, 2 equip) Gallente Medium (1 high, 3 low, 1 light, 1 side, 1 nade, 1 equip) Gallente logi (1 high, 3 low, 1 light, 1 nade, 2 equip) Gallente Light(0 high, 3 low, 1 light, 1 side, 1 nade, 1 equip) minmatar light (1 high, 2 low, 1 light, 1 side, 1 nade, 1 equip) minmatar medium (2 high, 2 low, 1 light, 1 side, 1 nade, 1 equip) minmatar logi (2 high, 2 low, 1 light, 1 nade, 2 equip)
Others added at when they are added.. This allow academy players to see the races and roles, in a closer relation to what they actually get, rather than some generic fits. All weapon types will be available during academy in militia form. You learn in your academy quarters, skills, fittings and use of market place, team/corp/squad/local chat channels.
In academy wars double points will be given to the use of squad commands, up-links(usage), nano-hives deployment.
your name during the academy will show up as CloneXXXX(number)
Full game:
Now Dust514 begins, you are taken to the character select screen, now you can choose your race, background, sex, name/ID. And then redirected to your new quarter At this time all SP and ISK earned during training and academy will be refunded, all items purchased will be refunded and removed also. AUR is now available also.
Time to lube up and get rammed.
Sgt Buttscratch wrote:Maken Tosch wrote:
Except this part. CCP said no more SP respecs from here on out except for the petitions that were submitted prior to May 31st. Also, there is no point in creating the character AFTER training.
I have to diagree. The game gives you no information on a character, other than a back story before character creation. My idea allows new players to: Test any race, and weapon prior to the SP dump that dust is, this would infact decrease the amount of mistakes made, by allowing players to see wether something is what they thought it would be or not. Take the medic(starter fit), it is in no way shape or form a preview of what a medic/logi is, a new player won't know this, unless he spends x amount of time looking thru every suit (implying that he understands the symbols for slot alocation). After the academy, you then are put into the full game, where ISK, SP have to be carefully managed. I don't think we should force people to understand everything from scratch, without any real knowledge other than skirmish/ambush, and mispending. The more players that leave the academy with understanding and a plan, the better our fights will become, what helps them, will also improve our game(to an extent, some people are just stupid)
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Danny Las Piedras
El Cartel Del Caribe
3
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Posted - 2013.06.24 21:53:00 -
[148] - Quote
Easy implement 3 mode which will get players ready for indebt fighting but taking steps: Militia mode: were player can only use militia gear Mercenary mode: players can use standerd and advanced gear, while restricting prototype gear Elite mode: players can use any gear including prototype, this will be the only mode that will have PC, FW and all other good modes
This will balance the playing field and let new players adjust while they unlock more andvancd gear. Instead of being overwelmed by prototye players. Because new people tend to quit on this game when this happen |
Skipper Jones
Red Star. EoN.
171
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Posted - 2013.06.24 22:09:00 -
[149] - Quote
CCP NEEDS to make a mandatory tutorial for all new players. The "Would you like to know more", the Text pop-ups- and the Video at the beginning do a terrible job at telling new player what to do. People just want to get in the game and shoot stuff. Implement an interactive and MANDATORY tutorial. The current ones are hidden within menus that no one ever checks. Have A.I bots to shoot at and have a menu tutorial to show players what to do.
With a game this complex, a new player will have a very hard time figuring out this game. |
The Knight Faust
Royal Uhlans Amarr Empire
2
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Posted - 2013.06.24 22:10:00 -
[150] - Quote
Danny Las Piedras wrote:Easy implement 3 mode which will get players ready for indebt fighting but taking steps: Militia mode: were player can only use militia gear Mercenary mode: players can use standerd and advanced gear, while restricting prototype gear Elite mode: players can use any gear including prototype, this will be the only mode that will have PC, FW and all other good modes
This will balance the playing field and let new players adjust while they unlock more andvancd gear. Instead of being overwelmed by prototye players. Because new people tend to quit on this game when this happen
I Agree with this 100%, Many other players do as well. |
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