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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
26
|
Posted - 2013.06.24 22:13:00 -
[151] - Quote
The Knight Faust wrote: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.
I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear. |
Skipper Jones
Red Star. EoN.
171
|
Posted - 2013.06.24 22:18:00 -
[152] - Quote
Aikuchi Tomaru wrote:The Knight Faust wrote: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. I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear.
He's right. Better matchmaking would be nice, but splitting them up completely probably won't work out. My fitting is mixed with a variety of ADV, PRO, and STD gear. Where would I go? What about the people with multiple fits of different gear? |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
26
|
Posted - 2013.06.24 22:30:00 -
[153] - Quote
Skipper Jones wrote:Aikuchi Tomaru wrote:The Knight Faust wrote: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. I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear. He's right. Better matchmaking would be nice, but splitting them up completely probably won't work out. My fitting is mixed with a variety of ADV, PRO, and STD gear. Where would I go? What about the people with multiple fits of different gear?
And the matchmaking is one thing they are currently working on. I think before we critizise that further we should wait how it turns out when they add it. |
Danny Las Piedras
El Cartel Del Caribe
4
|
Posted - 2013.06.25 03:15:00 -
[154] - Quote
Aikuchi Tomaru wrote:The Knight Faust wrote: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. I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear.
I think there will be thousand of new player that will join if this is implemented , plus all those thousands of players that have givin up on this game because of being abused by proto gear will come back |
Danny Las Piedras
El Cartel Del Caribe
4
|
Posted - 2013.06.25 03:20:00 -
[155] - Quote
Skipper Jones wrote:Aikuchi Tomaru wrote:The Knight Faust wrote: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. I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear. He's right. Better matchmaking would be nice, but splitting them up completely probably won't work out. My fitting is mixed with a variety of ADV, PRO, and STD gear. Where would I go? What about the people with multiple fits of different gear?
If you have muliple fitting, only the fits that are compatible with the mode will be avaliabe during game, all other would be red |
ZDub 303
TeamPlayers EoN.
472
|
Posted - 2013.06.25 03:50:00 -
[156] - Quote
Aikuchi Tomaru wrote:I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear.
This ^
You can't create additional modes or the playerbase will fracture too much.
We would be better off remaking the existing matchmaking options.
Something Like:
[Academy] - Open to all players regardless of SP, militia gear only Queue Options: None - randomly selects match. (i.e. functions exactly like it does now)
[Instant Battle] - High Security Contracts, CONCORD bans the use of experimental prototype gear in High Security space. Queue Options: Ambush, Ambush OMS, Skirmish, Domination.
[Faction Warfare] - Low Security Space - no restrictions. Queue Options: Caldari, Gallente, Amarr, Minmatar. (this suggestion gets rid of the merc tab interface, which doesn't work very well imho. However, allowing team queue for this would be sweet!!
[Planetary Conquest] - Low Security/No Security Space - player driven content - no restrictions. Queue Options: player driven content... no queue options. |
Danny Las Piedras
El Cartel Del Caribe
4
|
Posted - 2013.06.25 03:56:00 -
[157] - Quote
ZDub 303 wrote:Aikuchi Tomaru wrote:I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear. This ^ You can't create additional modes or the playerbase will fracture too much. We would be better off remaking the existing matchmaking options. Something Like: [Academy] - Open to all players regardless of SP, militia gear only Queue Options: None - randomly selects match. (i.e. functions exactly like it does now) [Instant Battle] - High Security Contracts, CONCORD bans the use of experimental prototype gear in High Security space. Queue Options: Ambush, Ambush OMS, Skirmish, Domination. [Faction Warfare] - Low Security Space - no restrictions. Queue Options: Caldari, Gallente, Amarr, Minmatar. (this suggestion gets rid of the merc tab interface, which doesn't work very well imho. However, allowing team queue for this would be sweet!! [Planetary Conquest] - Low Security/No Security Space - player driven content - no restrictions. Queue Options: player driven content... no queue options.
This a perfect idea post it in the new post i put called: new game modes anounced |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
117
|
Posted - 2013.06.25 04:10:00 -
[158] - Quote
You mean, how to introduce newcomers to the EVE universe, and ease the leaning curve for console players who are maybe not so willing to dive head first in this universe.
Lets give them a planet with five districts. One they must fight at least 3 battles on. After they get they are fighting for something, teach them how to use they earnings (both SP as ISK) but force them to.. i have trained a few new guys and this step of having to buy and loose everything is quite hard for them. |
Oso Peresoso
RisingSuns
25
|
Posted - 2013.06.25 04:17:00 -
[159] - Quote
Who cares what the NPE is like, I would just make sure to get it done and polished before releasing the game. Even moreso if in a previous work the lack of a fleshed-out NPE was at the core of some seriously low new-player retention problems. EVEN MORESO if I had claimed to have learned from my previous experience. |
Stands Alone
Ultramarine Corp
26
|
Posted - 2013.06.25 04:40:00 -
[160] - Quote
I think that better matchmaking and easier social interaction will solve most of this. Also a rookie help channel like in EVE.
keep it simple. there is not much that needs to be changed. dont make things to complex or there is more that can fail. |
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
212
|
Posted - 2013.06.25 10:27:00 -
[161] - Quote
A VR training with pre-made fittings: 5 battles with STD gear 5 battles with ADV gear 5 battles with PRO gear They will understand the difference and the importance of the gear. They will understand that is not COD. They will probabily wish to have the PRO gear and someone will start to play the game as his main. |
FakeMyDeath
Foxhound Corporation General Tso's Alliance
27
|
Posted - 2013.06.25 11:09:00 -
[162] - Quote
this is coming from a pro FPS gamer...
the way things are going now you should do small steps but QUICK so the players will get they're hopes up once again (i lost hope to tell you the truth)
EASY STUFF
1)Aiming..First priority is this, the most basic and crucial goal that an FPS must look is AIMING..contact another company if you have problems cause there are tons out there making fps games..today in my book CCP has the worst aim mechanics i ever played!!!
2) Lot's of weapons, customizations for the weapons with a lot of components... the first thing someone who is an FPS fan does is check his weapon list and see what he can do with the weapons he has!! this doesn't require much time and it is easy to begin with..
3) Finish the Dropsuit series.. go paint all the drosuits and finish all the racial dropsuits, when you give a half game to someone even if it was all working good (which dust isn't) it just looks very bad..
The 3 items i gave you will keep the people for at least 2-3 months with no complaints if you can provide AND THEY ARE VERY EASY TO DO...i can give you a list of things but i see that you are very slow so i will give just the BASICS to begin with and then i will write some more if you deliver, just remember FORGET ABOUT THE GRAPHICS NOW AND GO FOR THE BASIC STUFF.
|
ImpureMort
Seykal Expeditionary Group Minmatar Republic
107
|
Posted - 2013.06.25 14:14:00 -
[163] - Quote
843 nerfnut96 wrote:Well, to start with i would have a single player training mode (much like MAG) that runs down how to hack, drive, shoot basic small arms, through 'nades, etc. And them once they finish that they could play the academy game mode that you have in place now. I'm running short on time, more ideas to come. bump the academy graduation to an option to leave at 100 k wp..and forced leave at 5 mill sp. 5 mill sp will get ya a basic proto and a decent weapon at least |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
107
|
Posted - 2013.06.25 14:16:00 -
[164] - Quote
ZDub 303 wrote:Aikuchi Tomaru wrote:I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear. This ^ You can't create additional modes or the playerbase will fracture too much. We would be better off remaking the existing matchmaking options. Something Like: [Academy] - Open to all players regardless of SP, militia gear only Queue Options: None - randomly selects match. (i.e. functions exactly like it does now) [Instant Battle] - High Security Contracts, CONCORD bans the use of experimental prototype gear in High Security space. Queue Options: Ambush, Ambush OMS, Skirmish, Domination. [Faction Warfare] - Low Security Space - no restrictions. Queue Options: Caldari, Gallente, Amarr, Minmatar. (this suggestion gets rid of the merc tab interface, which doesn't work very well imho. However, allowing team queue for this would be sweet!! [Planetary Conquest] - Low Security/No Security Space - player driven content - no restrictions. Queue Options: player driven content... no queue options. or this +1 |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
140
|
Posted - 2013.06.25 14:22:00 -
[165] - Quote
ZDub 303 wrote:Aikuchi Tomaru wrote:I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear. This ^ You can't create additional modes or the playerbase will fracture too much. We would be better off remaking the existing matchmaking options. Something Like: [Academy] - Open to all players regardless of SP, militia gear only Queue Options: None - randomly selects match. (i.e. functions exactly like it does now) [Instant Battle] - High Security Contracts, CONCORD bans the use of experimental prototype gear in High Security space. Queue Options: Ambush, Ambush OMS, Skirmish, Domination. [Faction Warfare] - Low Security Space - no restrictions. Queue Options: Caldari, Gallente, Amarr, Minmatar. (this suggestion gets rid of the merc tab interface, which doesn't work very well imho. However, allowing team queue for this would be sweet!! [Planetary Conquest] - Low Security/No Security Space - player driven content - no restrictions. Queue Options: player driven content... no queue options.
I agree completely, this makes too much sense from an RP perspective and a mechanical one as well. The biggest challenge would be making a game mode that wouldn't allow you to wear certain fittings. They would also need some way to see if a fitting was usable for certain game modes in the fitting screen. If this wan't a programming nightmare this could create a lot of player retention. This along with hit detection could make the game considerably more fun, even for veterans.
|
The Knight Faust
Royal Uhlans Amarr Empire
4
|
Posted - 2013.06.26 11:42:00 -
[166] - Quote
Driving the point home the system from the ground up is not balanced from PC to pub matches(Acadamy/Matchmaking/Hitboxes) And people are raking in the cash on it everyday.
Cant tell you how many chumps come running and jumping around with 2 flaylocks and running away. Repeating this over and over taking whole squads. This takes no real talent and spolis it for everyone. Not to mention the 10s of millions getting racked quickly in PC.
And an underlooked point in this post regarding there not being enough protos to the standard and advanced ratios for "proto stomping" in pubs to be more than a complaint than reality but keep in mind protos have been playing longer and are extreamly plasable to be apart of a squad that can match equipment so the effect is x6 for new players and people who simply cant afford that even with the SP.
Lots is being annouced and big things will be happening for Dust 514 in the next 5 weeks. Lets hope this game sees a tipping point forward again. |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
125
|
Posted - 2013.06.26 12:30:00 -
[167] - Quote
a basic controls mode that players can opt in to play where they learn all they need to know to use the tools available before they enter their first battle. then academy needs to expand to 3-5mill SP this will give the like players the ability to play without being stomped on by others.
open the option midway through academy for the ability to join regular games or gear restricted games where gear is capped at certain levels as well as the normal modes we all play, that will produce a variety of game modes to test out their skills without everyone pulling out a sniper and camping in base or feeling the massive disadvantage of playing after joining the rest of us.
give them incentives for trying the tutorial mode like a special suit and or gun and every 1mill sp reward them with a special academy prize, something that will give them an edge to joining the rest of us and the ability to stay competitive.
we should go back to the old game mode style where we had each of the game modes gear capped, keep the regular ones but allow those who get stomped everyday a mode that is less harsh where they can practice without 16 full protos at every turn. this will give them the confidence to join the real matches and play around with fittings as they learn the game without seeing LOSS every battle.
another idea is established corps need a training ground to implement training sessions for their members who are not up to snuff. open up a selection of maps with rules that can be applied for gear types, limits, ability to pick sides of the team, as well as a spectator mode where trainers can observe without having to play to help improve the new members.
all of this is essential to keeping the new players in game, as it stands most of us who are here are here for the long term big picture or have enjoyed the company our individual corp members have provided each of us. beyond that newbies have no incentive to stick around unless they gain some momentum and overcome losses.
im not saying the game needs to be dumb down just more options so that the newer playerbase can overcome its challenges. |
Danny Las Piedras
187. PC Academy
5
|
Posted - 2013.07.24 16:41:00 -
[168] - Quote
I would tell him to get a copy of Battlefield 3 or battlefield 4 |
Meeko Fent
Seituoda Taskforce Command Caldari State
368
|
Posted - 2013.07.24 16:51:00 -
[169] - Quote
ZDub 303 wrote:Aikuchi Tomaru wrote:I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear. This ^ You can't create additional modes or the playerbase will fracture too much. We would be better off remaking the existing matchmaking options. Something Like: [Academy] - Open to all players regardless of SP, militia gear only Queue Options: None - randomly selects match. (i.e. functions exactly like it does now) [Instant Battle] - High Security Contracts, CONCORD bans the use of experimental prototype gear in High Security space. Queue Options: Ambush, Ambush OMS, Skirmish, Domination. [Faction Warfare] - Low Security Space - no restrictions. Queue Options: Caldari, Gallente, Amarr, Minmatar. (this suggestion gets rid of the merc tab interface, which doesn't work very well imho. However, allowing team queue for this would be sweet!! [Planetary Conquest] - Low Security/No Security Space - player driven content - no restrictions. Queue Options: player driven content... no queue options. Plas One for you.
Add a more indepth tutorial, and NPE will be good. |
Alena Ventrallis
Osmon Surveillance Caldari State
24
|
Posted - 2013.07.24 18:54:00 -
[170] - Quote
Have a PVE "Hi-Sec" analogous area, where players are introduced to the mechanics of the game, similar to the training bots eve players get when they are going through the tutorial schools to practice with. As well, have dedicated PVE areas in which new players can practice the basics (how to hack, how to fit suits) and a place where veteran players can go to if they lose all their money and suits in order to build up isk to replace them, however slowly.
Also, have the matchmaking go off of people's sp totals (500,000-2 mill in one bracket, for example) So that there isn't a powerful player base protostomping new joins and making them not want to play. Sure, an experienced player can create a new character and have better skills as players in the same bracket, but at least they will have to give up their powerful weapons and suits in order to do so. Alternatively, have the academy last until 1.5 mill (or similar number) has been reached, so that new players aren't at a complete disadvantage when they get put into regular matchmaking.
The idea is to give players a place where they don't have to worry about being destroyed because they are lacking the sp to compete properly. Yes, player skill is an important factor in who wins a 1v1 gunfight, but proto gear is a large advantage with two equally skilled players, if not for the extra fitting slots, then for the extra damage the proto weapons do. EVE has Hi-Sec to give new players a relatively safe place to build up money while they learn the ropes, doing lvl 1 missions and such. Dust needs such a place, with its own rewards separate from regular matchmaking. Maybe they earn LP as capsuleers do, for faction suits or what have you.
Personally, I think these suggestions will go a long way towards fixing the sp farming issue. Of course there will be those who will exploit it anyway, but I have afk farmed myself, because there's no point in running out to face a protostomp that I have no hope of winning. You can talk about tactics all you want, but that requires the other blueberries on your team to want to cooperate, a factor that, unlike choosing how to spend your sp, you have no control over. Even if you do manage to work together, proto gear gives players a far greater advantage over the other players. Tactics should be what separates winners from losers, not who has the best gear. I think a lot of people afk farm because honestly, what's the point of being a wp fountain for the other team?
To recap: Have an area similar to hi-sec in EVE, where new players can learn and accrue money and sp in relative safety. Implement sp total based matchmaking, or have the academy last until new joins have a competitive amount of sp, at or around 1.5 mil. This would help solve some of the afk issue, and would attract new people to the game, and more importantly to Dust and to CCP themselves, convince them to stay. |
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Gogo O'Dell
Psygod9 RISE of LEGION
59
|
Posted - 2013.07.24 22:22:00 -
[171] - Quote
Split pubs in 3 tiers based on the meta levels.
1) geared towards all militia and standard load outs for dropsuits and vehicles. Low payouts of around 100k 2) geared towards standard through adv fits on infantry and vehicles. 500k payouts. 3) geared towards adv and proto vehicle if infantry fits. 1mil payouts.
Each level has a minimum meta-sum, but low meta fits can go in higher tiers, but not the other way around. Full squads can still stomp noons, but only through skill and teamwork; not the other way around. It could even be a team of new 2mil so guys stomping vets.
I don't like the idea of segregating people based on skill alone. |
Gogo O'Dell
Psygod9 RISE of LEGION
59
|
Posted - 2013.07.24 22:25:00 -
[172] - Quote
Skipper Jones wrote:Aikuchi Tomaru wrote:The Knight Faust wrote: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. I strongly disagree. We have about 7000 players at max online at the same time. Making 3 different modes would split these 7000 players not only between 5 modes, but between 15 modes. This means you would have about 470 players on every mode. You should also consider that only a few players have prototype gear and most of the player base probably only uses militia or standard gear. He's right. Better matchmaking would be nice, but splitting them up completely probably won't work out. My fitting is mixed with a variety of ADV, PRO, and STD gear. Where would I go? What about the people with multiple fits of different gear?
Base tiers off of the combined meta level of a fit and split into three tiers. Problem solved. |
Iron Wolf Saber
Den of Swords
6494
|
Posted - 2013.07.24 22:27:00 -
[173] - Quote
Thank you guys for replying Ill have to make a report on this soon enough but first I have to burn though the AMA. Thank you for keeping this bumped and help spread the word. Link other ideas if you have to. |
Jason Pearson
Seraphim Auxiliaries
2135
|
Posted - 2013.07.25 00:42:00 -
[174] - Quote
A new players experience should be immersive and encouraging, they need to feel like there's carnage all around them and they need to just feel like part of the universe, the guys have covered majority of it and I also made a thread a while back on this topic.
They need a solid and immersive tutorial before anything, it needs to be a seamless tutorial with a storyline style to it, rather than selecting different tutorials from a menu such as, 'How to Move', 'How to hack', but a story that guides the players through it, it should take 20 minutes to go through and should cover the majority of things in DUST.
The trick to this Tutorial would be immersing the players in it, you remember one of the trailers where they're flying in on Dropships, the comms going wild and such? This needs to happen, when they land, make it feel like there's a battle on the ground, Dropships and such flying around in the distance and such, ambient noises need to be added to make up for the lack of players.
Not only this, alongside a Tutorial needs to be numerous guides, such as explaining the fitting system, different weapon types and such in a Tutorial Menu.
|
Jason Pearson
Seraphim Auxiliaries
2135
|
Posted - 2013.07.25 00:44:00 -
[175] - Quote
Oh yeah, https://forums.dust514.com/default.aspx?g=posts&m=899031#post899031
Concept post. |
Panther Alpha
DarkWingsss
769
|
Posted - 2013.07.25 13:45:00 -
[176] - Quote
A story line base tutorial, with a deep introduction to the EvE universe.
- Movies - NPC's dialogues ( Similar to Mass Effect ) - Simulated Battle for one of the Factions in the game. - A commander AI given you instructions as you play. - PvE mode before PvP ( Let people practice with AI's before moving to PvP )
Unlockable sections and game modes.
- Recruit Game mode - Proving Grounds ( Normal Mode ) - Harder Difficulty Sections ( Unlocked with SP gaps ) - New Eden Game Mode ( PC / FW )
Player Interaction
- Recreation Areas - Recruiting Centers ( For Corps ) - Bulletin Boards - Mercenary Jobs ( Both PvE & PvP ) - Help Area
I have lots more... but i think THAT ^ will be a good start.
|
Kevall Longstride
DUST University Ivy League
375
|
Posted - 2013.07.25 14:24:00 -
[177] - Quote
Here a little something I wrote a few weeks ago when I was bored at work and playing with Pages on my iPad mini.
https://docs.google.com/file/d/0B0od46990FfqcS0tTGZBNjl5MzQ/edit?usp=sharing
Forgive any lapses in memory when I wrote it. I didn't have the PS3 in front of me when I wrote it but I think as a proof of concept it works. |
dinkum echidna
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
|
Posted - 2013.07.25 14:59:00 -
[178] - Quote
Show new players what could be. 1: Give them unlimited proto on everything for 30 days. Make it clear at the end of the trial they they have to repec but allow them to keep the isk and sp they earn. Ok vets may not like being proto stomped but who does. 2: Give them a training and instant academy for the first 1M sp as it is now rather than 10K WP. But let them be invited by the corp into battles. 3: At the end of the 30 Days they respec and join the rest of us. 4: Make the rewards in the academy battles easier to come by. 5: Provide links to community training on youtube. Provide small mini games to increase a specific skills. 6: Provide a small video like the intro videos for the immortals every couple of days with rewards for watching each. The videos could start be introducing new eden. Then each race, then Dust fit and role etc. 7: Then for the first 30 Days give the new recruits a challenge, designed to increase a specific skill. I.E rewards for hacking, reviving or vehicle skills. Each of these challenges would be introduced by a video showing the best of the best using the skill. Possible with an interview with the individual talking about the requirements, mindset etc required to become the best of the best.
Reasoning: They get to try the Proto gear and try all of the roles. If they get drawn into a match they don't have to worry about getting proto stomped. Most of the time they will be in academy games with other new players all in proto gear. Yes it is open to exploit by vets but again only for 30 days. Only make it available for the first character and no Alts.
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RydogV
Shadow Company HQ
234
|
Posted - 2013.07.25 15:26:00 -
[179] - Quote
There have been a lot of great ideas regarding tutorials and such. A lot of these revolve around a PvE element which doesn't currently exist. I think it should and once it does, it will go a long way toward providing new players with some useful insight into the game before plunging headlong into combat against more experienced players.
So my suggestion will focus on what is currently available in-game now and that has to do with fittings, skill points and the Academy. The time frame for a player to be restricted to Academy gameplay is currently based on War Points. I say it should be based on time. If possible time spent actually playing the game, but if that cannot be adequately tracked then a fixed number of days from when a character is created will have to suffice. If it can be actual play time then I say 20 hrs. If it has to be days then I say 14 days after the character is created. Both should give players enough time to experience the game before jumping into the mix.
Skill Points should be locked for then entire period. In my opinion, giving Skill Points to a player before they know anything about Dust 514 is like a kid in a candy store. They will grab everything that looks good but in the end just end up with a stomach ache. No, new players should have a starter amount of SP that is locked and earn SP during their Academy days but not gain access to it until their 20hrs/14 days are done. By that time they have experienced enough of the game and had time to review the Skill Tree and Marketplace to have a better understanding of where those points should go. They may even have done a little research and talked to some players to get some experienced insight. All good things in my book. This will also ensure that everyone they meet in Academy battles have the same base skill level as them. All Academy battles will focus on fitting selection (Starter Fits...stay tuned) and actual gun game. Hence the training wheels are still on.
Finally fittings. Give them the basic Starter Fits and access to Militia Gear. But lets not be stingy. Each new player should get 50 preset loadouts that offer a bit of variety and allow them to experience things that new players now cannot. Create preset fittings in Scout, Logistics and Heavy Dropsuits...not just Assault. Give them the opportunity to play the game as a Heavy with an HMG, a Scout with a Shotgun or a Logi with a Mass Driver or Scrambler Rifle. Give them a chance to test things before the make hard choices. Give them a handful of Tanks and Dropships to try.
Then when the 20hrs or 14 days are up, give them their SP and turn them loose. If they have not learned anything by then, they are probably hopeless anyway and no amount of hand holding will have saved them from their fate in New Eden. |
Beren Hurin
K-A-O-S theory
823
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Posted - 2013.07.25 17:18:00 -
[180] - Quote
Re: Text Tutorials
Figure out a way to reward players for actually participating in these totorials. It could be simple and somewhat humorous multiple choice questions. You'd get SP/isk for each correct answer. Maybe a militia BPO if you get them all correct. There could be 4-5 questions for each big category, and all of the tutorials could give you up to an additional 200,000 SP or something.
Continued Learning
You can only give so much general advice in the game to help players. What has yet to be mentioned for players is how they must quickly learn to adapt to a role and find a niche as part of something bigger to see the real power of squad based play styles. To do this they need to be in a corp and/or joining squads.
Squad Finder Tool: In a squad finder tool, after a minimum amount of WP, you can start a squad and set parameters for who you want it to be filled by (or what your own stats are). Then other players could just go to their tool and say 'find a squad'. Squad leaders then 'run' the squad finder and wait a few minutes to fill their squad. They could run it again in between matches to pick up recruits as well. Parameters would include:
a) Squad Roles: (heavy, assault, logistics, scout, HAV, Dropship) ---Players would self select one category and be socially expected to play this role when joining the squad. Squad leaders choose who they would want in their squad, selecting some, one or all. It could be an all heavy squad that is set for training (see below).
b) Intensity: (Training, Casual, Recruitment, Moderate, Competitive) ---The intention here is that people wouldn't be expected to perform above their level of interest. There is nothing more disappointing than having different expectations than squad mates. It just leads to frustration. The training tag is a very casual tag where everyone is let known that they are welcome to ask questions. The 'recruitment' tag is something anyone could join if they are looking to join a corp. It would be like a 'tryout' squad. Ofc you couldn't pick the squad you are trying out with.
c) Skillpoint mimimum: (any, 2.5 mill, 5 mill, 10+ mill) ---This would effectively figure out what caliber of suits/weapons your team is bringing and their experience level...Is it all militia or can they bring proto?
Corp Finder Tool I think this would meet the need of players who don't necessarily come into the game with a network of other FPS players. It would also be a useful tool for connecting corps to each other. Like the Squad Finder tool, and the corp recruitment tool from Eve, corps could have a few basic traits that they could define themselves with including:
Main Time Zones---number of players---activity level---intensity level---needed classes (logi, heavy, etc.)---POCs---public stats (KDR/win rate)---corp tax (y/n/%)---PC oriented (y/n)---FW oriented (y/n).
Players could then search for what they are looking for with a finder tool and more quickly join a squad that matches their level of interest. |
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