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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
4
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Posted - 2013.07.25 17:31:00 -
[181] - Quote
(** marked suggestions seem like they'd also help ccp make more money off AUR...aside from also increasing player numbers & retention)
I still think the addition of PVE opens up a much better avenue for a new player experience...allowing for comfortable controlled ways to test and learn how to do things. Seems much better than the current options of throwing them up against either others that have no idea what they're doing or getting pubstomped...neither of which give you the greatest place to learn how to shoot so much as how to get shot.
Alas...the latest news makes it sound as if PVE is too far down the path for this to be fully developed any time soon.
With or without PvE they could have eve-like tutorial missions on empty/ai filled maps that give you objectives like "use squad command to mark this installation...use x weapon to destroy this installation...use x equipment on this marked area...drive vehicle z to location y...use this amount of isk to fit a heavy suit with a heavy weapon...use it...loose it...restock it...redeploy...hack a supply installation...use it to change suits...notice hp/ammo/equipment reset...do next objective". Giving these tutorial missions rewards like isk/assets/skill books related to what the mission involved (again like eve tutorials) would encourage people to do all the tutorials. These tutorials could be repeatable allowing practice with (temporary tutorial only starter fit-esque) vehicles/weapons/suits that arnt actual player assets-so they dont skrew with the economy. These empty maps could easily be used to test weapons from the market against stationary shield and armored installations akin to practice dummies.
However, again like pve...it seems as though the 'pratice' or 'tutorial' map/arena hasn't shown much traction/priority development side... ...Soo the options in the short term are...improve the new player experience without adding anything to the game? just tweak current systems to be more welcoming to newbies? Hard to suggest anything else that isn't already supposedly being worked on or suggested regularly here: - improved matchmaking (see quote at bottom) - more/better tutorials - improved sp system specifically for newcomers like temporary cap removal, roll overs, free uber boosters. - **one time or paid AUR SP respecs after academy graduation - drastic improvement in item info descriptions - etc.
One thing i havn't heard much of is improving the squad bonus system...I don't see anything wrong with giving everyone a squad bonus for anything they do in a squad-and a further bonus for following squad objectives. Also Increase the range for certain order bonuses to apply and perhaps improve stationary objective rewards so that player defend orders arn't the only logical option point wise.
A few things I feel should be taught better even if simply mentioned in a text or video tutorial. From my experience with newer players-these are things that somewhat blew their minds when mentioned to them. -Squads...how to form them and how to give squad commands (and thus get bonus warpoints). -that 2,500 warpoints by your SQAUD earns your SQUAD LEADER orbital strikes. -oms...how to call in vehicles and call in orbital strikes -**suggesting AUR items and milita gear as a means to 'test' things out before you invest skills in them (a full complement of militia variants would support this) -there are usually both modules and skills that improve your suit/weapon attributes (from damage to hit points to pg/cpu to stamina, hack speed, etc. etc.). -**the difference between blue print originals and copies.
This is also still my favorite idea for matchmaking overhaul...and has been since closed beta where it was suggested by multiple people from then til now...
ZDub 303 wrote: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. |
DJINN Jecture
Hellstorm Inc League of Infamy
35
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Posted - 2013.07.25 19:08:00 -
[182] - Quote
New mercs need more than anything to be introduced to the basics of looking for squads, operating with a squad and the benefits of joining a corporation.
Placing mercs doing their first battle in a squad with a tutorial about how to form a squad and invite players as well as squad commands is a vital part of this game and should have some sort of tutorial about how to activate their headset comms as well. |
Dezus 1000
Deepspace Digital
30
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Posted - 2013.07.25 19:57:00 -
[183] - Quote
One thing that would be interesting to attempt would be a tiered structure. It would make corporations sort of irrelevant, but in a game like Diablo, there are different difficulty levels that require better and better gear, and more gameplay experience to be able to conquer. For example, if you try to beat Inferno using the SP and gear used to beat normal you would just die continuously and have a poor experience. In a similar light, if you try to go basic against prototype you might as well not play, bc you'll most likely get more gains doing the latter. This would work for both PVP and PVE, and a solid PVE experience is definitely needed to add more to the farming/grinding part of the game.
The main thing that has to be addressed is, new players can not make much real progress because as they gain SP they are losing everything else (fittings, isk, and battles). Addressing that, along with PVE, incorporating Agents like in EVE could help ease this. For example, an agent from Core Complexion offers you a deal (which would really be goals which would progressively get harder to achieve) where after your 10th domination victory you are awarded 10 million ISK, after your 50th (underpowered ) scramble rifle kill you are awarded 50 advanced scrambles, etc. I don't believe I just came up with these idea of the top of my head *mind blown* |
Maximus Stryker
Villore Sec Ops Gallente Federation
567
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Posted - 2013.07.25 20:23:00 -
[184] - Quote
See the opening tutorial for MAG, how it walks you through things. That would be helpful for fittings as well as in game objectives from hacking to counter hacking to reping to reviving to throwing a nano hive, basically everything you can do.
Another great intro and highly under-appreciated game is Shadow Run, get a copy of that game and do the tutorial, great example.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1337
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Posted - 2013.07.29 22:52:00 -
[185] - Quote
Additional thought on improving the NPE, make the recruiting system more accessible to console/new players.
Cheers, Cross |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
354
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Posted - 2013.07.30 05:59:00 -
[186] - Quote
PVE is probably the most important thing. Even though it's just one thing it's easier said than done. I don't think this game should consider itself fully released until there is PVE. |
Maximus Stryker
Villore Sec Ops Gallente Federation
576
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Posted - 2013.07.30 19:27:00 -
[187] - Quote
Maximus Stryker wrote:See the opening tutorial for MAG, how it walks you through things. That would be helpful for fittings as well as in game objectives from hacking to counter hacking to reping to reviving to throwing a nano hive, basically everything you can do. Another great intro and highly under-appreciated game is Shadow Run, get a copy of that game and do the tutorial, great example. yea, shadow run and MAG had pretty solid tutorials.
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Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
47
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Posted - 2013.07.30 19:34:00 -
[188] - 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 is one of the best ideas I've read on these forums. |
Oso Peresoso
RisingSuns
415
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Posted - 2013.07.30 19:55:00 -
[189] - Quote
just .... start with SOMETHING. right now there is NOTHING. Every day, every month this is neglected is precious time lost, more players that try and give up. How has this continued to languish? Praising the thread is real nice, Devs, but it doesn't do squat for your actual game. Get the fast stuff in fast. Iterations, ya know? It took Reykjavik 5-6 years or something to realize a NPE was important, the complete lack of one in Dust is mind-boggling. |
HAICD
Dogs of War Gaming DARKSTAR ARMY
27
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Posted - 2013.07.30 20:14:00 -
[190] - Quote
Training game Objective 1 Hack a supply depot Objective 2 change suit to AV fit Objective 3 take out a tank with forge gun Objective 4 take out a LAV with Prox mines Objective 5 take out a Dropship with swam lancher Objective 6 Place a nano hive Objective 7 Place a uplink Objective 8 Shoot a target with one of every gun
I also like the idea of a respec after you graduate from the academy and make the academy last longer maybe 25K WP |
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
810
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Posted - 2013.07.30 20:30:00 -
[191] - Quote
Iron Wolf Saber wrote:Shley Ashes wrote:Liking the suggestions, the only thing I'd like is that they be voiced by Aura (Eve Online's AI)
Also a fittings tutorial video that is in depth, where it covers the Lore behind each race's characteristics, saying Caldari(shield and Railgun/Missile) orientated because, a new player isn't going to know that, I would like to remind our current battle AI is NOT Aura as confirmed by CCP Eterne. Yeah, I still say she should be named Freyja. |
Levithunder
Nova Corps Marines Ishuk-Raata Enforcement Directive
23
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Posted - 2013.07.30 20:46:00 -
[192] - 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.
Take them to an ambush spawn them right in front of 6 red dots and say welcome to new Eden. This game is so broken. |
Beyobi
Soldiers Of One Network Orion Empire
110
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Posted - 2013.07.30 21:41:00 -
[193] - Quote
Has no one at CCP played an fps before? Is developing a simple player tutorial so mind boggling that you feel the need to ask questions? FFS have some gumption and get this simple stuff fleshed out internally. Don't people have fortitude and ability anymore? Stop asking stupid questions and start showing us you know a thing or two about games. Stand firm and be confident in your abilities damnit! The more CCP second guesses themselves, the more I second guess CCP. Put the safety scissors and playdough away, pull up your pants, roll up your sleeves and get to work. Show us your ability to get simple things done.
Tl;Dr here's your stupid tutorial references: Killzone 2-3, tutorial interweaved with first mission/story EvE Online, multiple tutorials taken on at the players discretion. Red Alert 3, simple story arc that layers commands and abilities in a mild progression
HEY CCP!!! No more stupid questions. Deal? |
ROEG X
Northwind Alliance Dark Taboo
3
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Posted - 2013.07.30 22:39:00 -
[194] - Quote
I think Dust 514 and EVE should be remade into one game where you have all your sci fi fantasies in one huge epic game. Next generation of gaming and player experience should have so much immersion that once you play it would be hard to quit playing. I would design a massive universe just like Eve and Dust 514 but the only difference is in order to operate fleets you would need real people on those ships flying them in real time. You start off with a character you travel the stars to build a army but using real people to pull resources together to build ships, acquire weapons and gear to become a lethal group of Mercenaries and Pilots crusading through the stars to physically conquest territory throughout the universe. Instead of looking at ships from 3rd person perspective, I think players would love to physically go inside a ship and operate it from either a 3rd person or 1st person point of view. Mercenaries have to physically board on to fleets to get anywhere in the universe to start a war or have the ability to have a personal ship to go to hot spots in the universe to physically go to war. This type of player experience brings realism to the game in-depth. That one character you play with can learn how to do anything in the game such as fly a fighter space ship, help fly capital ships with others , use cool weapons, dropsuits and vehicles to help secure your dominance in the New Eden universe. I think creating the next great player experience is to create a universe where the player can do it all from a physical real time perspective. |
Iron Wolf Saber
Den of Swords
6786
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Posted - 2013.07.30 23:36:00 -
[195] - Quote
Beyobi wrote:Has no one at CCP played an fps before? Is developing a simple player tutorial so mind boggling that you feel the need to ask questions? FFS have some gumption and get this simple stuff fleshed out internally. Don't people have fortitude and ability anymore? Stop asking stupid questions and start showing us you know a thing or two about games. Stand firm and be confident in your abilities damnit! The more CCP second guesses themselves, the more I second guess CCP. Put the safety scissors and playdough away, pull up your pants, roll up your sleeves and get to work. Show us your ability to get simple things done.
Tl;Dr here's your stupid tutorial references: Killzone 2-3, tutorial interweaved with first mission/story EvE Online, multiple tutorials taken on at the players discretion. Red Alert 3, simple story arc that layers commands and abilities in a mild progression
HEY CCP!!! No more stupid questions. Deal?
Why don't you write a tutorial and let me tear it apart as to why its bad and you will see how much harder it is. :P
Anyways Drafting a Report together quite a few replies and other threads to pour over so bleh probably more work than the AMA was. |
Sneaky Fletcher
DUST University Ivy League
19
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Posted - 2013.07.31 01:39:00 -
[196] - Quote
CCP Supalette wrote:This is AWESOME discussion guys!
Hahahaha
I was just thinking that what CPM is not THAT relevant because it's CCP's game but now that I see what one of them thinks then I can see this being their Drama of the Week
Bring more Popcorn! |
KING CHECKMATE
Seraphim Auxiliaries
430
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Posted - 2013.07.31 02:17:00 -
[197] - Quote
Taking in consideration i can go 3+ K-D ratio with milita gear i think its a lack of understanding of the game and the fact new players CANT really learn because they are getting stomped every single game.... Not directly a WP or SP problem here.:
1-New player starts playing Dust= Typical message making him feel important bla bla. After neo-com is explained the player will be taking a TRAINING mission. This training mission will cover Every basic action he can take and of course how to read the map.(Stuff like throwing grenades,repairing,planting R.Explosives,shooting an AR,taking objectives etc...).Obviously the controller gets explained here too. This grants an extra of 100.000 SP.
2-After the player is done with the Training mode 2 ADDITIONAL / OPTIONAL training modes options will appear,that will NEVER disappear:
-Weapon Classes: Where the player can test ALL the weapons. He can stay in this training for how long he may want testing all weapons,even proto class ones.You get to ''play'' a small course shooting at different ''holograms'' representing enemy mercenaries.After you are done , you can change weapon/Side weapon and test again. -Vehicle Classes: Where a player gets to drive a powerful shield/armor tanks with different mods, LAV's and learn how to use a drop ship.Same, unlimited time and a small course/map where you can shoot a stuff with your vehicle.
+These 2 modes are permanent and would be under ''Instant Battles'' or under a new TAB..... +These 2 modes Grant NO SP. And of course every single thing you use here , stays here, this way granting new players some stress free time to test and learn theways of dust. +This way experienced players also get the chance to test new weapons instead of having to invest their SP to ''try them out''.
3-The academy: Players will stay in the academy until they have 1 million SP (they already start with 500k + 100k fom the training mode).
After they leave the academy they receive 50k SP as ''graduation'' , some ISK and a RE SPEC. Allowing players to choose their path of what they have seen and practiced...
4-Harcore gamers / casual matchmaking Casual: -Make INSTANT Battles the area for casual players -Squads for instant battles SHOULD NOT be bigger then 5-6. -2 Squads of the same corp / alliance cannot be in the same team -Squads will get equally divided between ''sides'' of an instant battle. Say Red team has a 6 man squad , red team will not get another squad until blue team has at least 1 squad. (Avoiding the random match making that puts 3 squads in one side, all random blues on the other side) -Limit Ambush to infantry only.
Hardcore/serious gamers: Empower PC Battles and Merc battles to be the ''Hardcore gamer '' area. With more SP/ISK gain, bigger squads, easier deployment for people of the same corp/alliance,new chat options, etc....
My 2 cents.... |
Sneaky Fletcher
DUST University Ivy League
20
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Posted - 2013.07.31 12:10:00 -
[198] - Quote
Cross Atu wrote:I believe this thread is important enough to warrant a front page position.
IKR? |
ADP Silenced
Kang Lo Directorate Gallente Federation
8
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Posted - 2013.07.31 12:38:00 -
[199] - Quote
I am sorry guys, I am not one to complain about a game...I feel as if Updates/Nerfs/Buffs/Game Content/Unexpected changes are all part of what goes into the making of a game...But when I see something that has the potential to change the games philosophy, I am a bit worried....
And this new 8 vs. 8 Academy module does just that...It is on the verge of being repetitive and enclosed with unnecessaries(like LAVS/TANKS/Dropships which are meant for Open Maps) for the sake of being controlled with a managed pace...
https://forums.dust514.com/default.aspx?g=posts&t=98671&find=unread |
DoomLead
Dead Six Initiative Lokun Listamenn
163
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Posted - 2013.08.04 16:21:00 -
[200] - Quote
if you could give a 2 hour campaign for the new player experience if you make it co-op it would be the perfect way to teach the game |
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Dunk Mujunk
Forty-Nine Fedayeen Minmatar Republic
2
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Posted - 2013.08.05 07:35:00 -
[201] - Quote
Funnel new players into a Rookie Chat, have Mods to for QA
Have a recruiting Chat Channel, al la Pocket Empires (you wanna talk about a game that's P2W lol)
Find some way to reward new players in the BA for playing as a team/using strategy, maybe something like MAGs system of bonus XP for any actions performed in the area designated by the squad leader.
Get some of the Vets to act as in game instructors in the BA. Make them default squad leaders, automatically funnel all players into the squads. Of course reward any Vets participating accordingly. This would help make the idea above this one work.
I spend a lot of time reading the forums, and I can always crack open my laptop while i'm on Dust, but i'd like to see some forum stuff in the actual game itself. Maybe have a tab with 20-30 "hot topics" a day from the forum here, even if all you could do is read and not post/reply.
Definitely would like more background/history. I spent a ton of time in the Mass Effect Codex, and with 4 separate factions, there is a TON of room for all kinds of wacky lore, though this is more of a personal wish, I highly doubt storyline is a make or break factor to people for this type of game, but who knows.
I'm still a ways off from the meat of Dust, but that doesn't mean I don't wanna know what's going on. I don't know if the star map is suppose to tell me what factions are doing what and who's attacking who and who owns what districts, all I know is it's a ton of lines connected to circles. It would be cool if you could have some kind of definitive view of the overall battle lines, even cooler if maybe like once a week there was a "news feed" in your quarters over a radio saying "so and so corp took these planets but suffered heavy losses, spending x amount of isk". I know private battles are going on, and I know those are the ones that actually shape the world of Eve/Dust, so tell me about them!
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bcs1a
ROYAL SQUAD Shadow of the Apocalypse
72
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Posted - 2013.08.08 17:24:00 -
[202] - 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.
Why not simply have agents who help indoctrinate the new Merc with solo missions similar to those starter agents in EVE? For example; there could be the garage chief who tells a player about vehicles and has the player setup and operate a car , a tank and a dropship, give the player a set of obstacles to overcome or avoid in each of the the vehicles and at the end of the tutorial, give the player a few copies of each item and a good luck wish from the agent. the same can be done with suit fittings, types of suits and roles, battles, battlefields, installations and points. Agent: "On the planet, (insert name here) I left a special tracking monitor behind enemy lines inside their city, go there and enter the special software into the monitor for me by hacking the monitor, once you do, the monitor will transmit it's data back to me... you will have to avoid or neutralize automated defense sentries and security personnel, are you ready for the task?"
something along those lines...
o/ Bill
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eccentric echidna
DUST University Ivy League
0
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Posted - 2013.08.24 15:18:00 -
[203] - Quote
Reset the WP level to the 10K and stop trying to balance it. Just give all new characters a 4th option in the instant battles of the Instant Academy. Let the player decide what style of battle they want to enter into. Then when they reach the 10K wp just remove the option. That way new players can choose to try out the other battle modes, and go back to the academy if they want to. Vets that are developing a new alt can then jump straight into the std instant battles no problems waiting to get the 10K wp. And most of all you do not have to spend your time fiddling with the wp level and use the resources on developing content. |
Irving Vold Valerian
Isuuaya Tactical Caldari State
0
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Posted - 2013.11.18 18:20:00 -
[204] - Quote
I just recently started and I think there are a few thing that could be addressed. It took me a minute to appreciate this game more as I played but it was a grind due to lack of proper explanation of game mechanics Some things could be classified as "common knowledge or common sense". Assume the new player literally has no idea whats going on or expected of them.
1.)Either keep the "quests" or get rid of them. It poorly explained 2 things , gave me some free stuff, and left me with no clue whats going on. Having an actual tutorial system or just plain wall of text would be better.
2.)Battle academy. I read on here that it seems to be an experiment... DONT EXPERIMENT ON NEWBS. Play 1 match against "new" players then thrown into advanced players (or pay to win players). With seemingly infinite health and one hit kill weaponry a new player feels useless and their play experience is nill to useless due to being in 1 battle beforehand Extend the players time in "Battle academy"
3.)Battle academy should be a separate selection for players under a certain parameter instead.
4.)Maybe after the player has enough experience/sp/ kills to death etc....Envelope them into the Eve universe. When I found out these games are linked it invigorated me. Knowing that our struggles and strife are literally helping or hindering someones "business/corporation" and their gameplay adds a sense of purpose to the play making him/her want to joins squads/ corps to gain fame and fortune.
5.)Actual explanation of out-of-battle and in-battle mechanics.
I still have a lot to learn and picked it up quickly However with better explanation and more of a "buffer" between Battle Academy and "experienced"/pay-to-winners it would make for better flow.
Good day. |
CLONE117
planetary retaliation organisation
478
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Posted - 2013.11.18 19:39:00 -
[205] - Quote
a tutorial mission type setting.
which teaches the player the basics on the controls and everything.
thats replayable. |
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