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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Iron Wolf Saber
Den of Swords
4904
|
Posted - 2013.06.05 17:14:00 -
[1] - Quote
Today's Scenario:
Let us pretend you are the guy in charge in designing the entire new player experience. Draft a plan on improving, designing, goal setting, or storyboarding the entire experience. Use whatever means possible for in the game.
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.
This thread is being watched so be thoughtful on your replies. |
843 nerfnut96
BurgezzE.T.F
5
|
Posted - 2013.06.05 17:20:00 -
[2] - Quote
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. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
13
|
Posted - 2013.06.05 17:26:00 -
[3] - Quote
After new players create their character, I would have them enter a very small map. This map would feature various areas to practice basic aspects of the game (movement, combat, hacking, passive scan, etc.). The new player would be guided through this area by the voice that greets you when you first enter your merc quarters. Once they complete that section, I would move them to their quarters and have a (skippable) video play explaining the battle finder, different types of battles and game modes, skills, fitting, etc.. After they finish watching the video, they are free to play as normal, though I recommend having new players go directly into the main dust crowd at this point (after implementing better matchmaking). |
Shley Ashes
One-Armed Bandits Unclaimed.
10
|
Posted - 2013.06.05 18:00:00 -
[4] - Quote
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, |
KING SALASI
MAJOR DISTRIBUTION
33
|
Posted - 2013.06.05 18:06:00 -
[5] - 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.
What he said also change the sp from 500k to 1mill sp. |
Drex Vizla
Lazarus Squadron
2
|
Posted - 2013.06.05 18:12:00 -
[6] - Quote
Start with an intro movie explaining story background, your choices corp and such.
Next put player alone in tiny map, go over buttons, squad stuff and settings.
Next AI, or "holograms"/ idol mercs to fight
end with a tank to destroy w/ swarm (and/or AV nades equip) and done.
You pass training, option comes up: "would you like more practice?" (Instant Action - Academy) "Or Join the fight now?" (Regular Game modes)
- Player selects and gets loaded into merc quarters, with the current neocom "would you like to know more?" prompt |
RoundEy3
Condotta Rouvenor Gallente Federation
27
|
Posted - 2013.06.05 18:12:00 -
[7] - Quote
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"
(The first visual story point here being to start off from a vast perspective and begin to funnel down to what is happening.)
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.
(Here, mostly an action scene of the stuff that is going on around what you will be doing)
--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 FACTION TERMINAL-- a. After your character is created you should be ported to a Faction Terminal. This would be a governmental recruitment center that your character would first appear in.
(my thinking here is since it is your character's first time doing anything, that before you are allowed to be cloned repetetively and be shipped off anywhere you get educated here at the Terminal.)
b. The point of the terminal is mostly for role play immersion efforts, but from here there could be learning terminals/videos/ exercises, and a port to the academy. Other applications of the Faction Merc terminal could be implemented as well.
c. After you do what you want to do there you are finally issued your first batch of equipment that you own, given access to your portable merc quarters, and given cloning rights and resources.
(I feel a character, story immersion part is needed between character creation and ending up in the merc quarters, and that's the point of the Faction terminal. Plus it has much unsaid potential for expansion I think. Also, the terminal part could be optional I suppose, but you would be issued better/more stuff if you go through it by your parent faction)
--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.
That's my first go at this, thoughtful feedback appreciated. |
BL4CKST4R
WarRavens
130
|
Posted - 2013.06.05 18:21:00 -
[8] - Quote
Change the character creation to be guided by a cinematic, it will guide you through creating your character choosing your race and what that race stands for, and what you will be fighting for.
Once in game it will guide you through choosing a dropsuit and a gun, it will explain to you the diff between armor and shields, a laser rifle and a assault rifle, the role if each suit and the pros and cons of everything.
It should put you in a mock battlefield with npcs, and show you how to play the game basically.
After this your on your own through the battle academy.
EXTREMELY IMPORTANT: Add rated matchmaking by wp, so newbies dont get stomped, also for groups take their average for rated matchmaking. |
Avinash Decker
BetaMax. CRONOS.
41
|
Posted - 2013.06.05 18:22:00 -
[9] - Quote
There should be a questionnaire asking various questions to exam what best suits your play style and will also help you choose what do you want to spec into . Aura will then guide you to the choices.
And an obstacle course that will rate you on how well you performed by giving you a score . Then it will put you in few matches with players that scored similar . During this you can spec into whatever you want if you change your mind , but after the course you will have to commit to a spec .
They can tie into a story down the road , like each race will have a themed training course. And after the training course you will do a pve/pvp mission fighting the opposing faction in a multi tier/ campaign like game mode .
If they can't do that maybe the player will wake up in a lab with other clones kinda like a combination of the Eve origins trailer( the scene where they was creating capsuleers in the lab) and the intro of republic commando .
|
Iron Wolf Saber
Den of Swords
4907
|
Posted - 2013.06.05 18:31:00 -
[10] - Quote
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. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
549
|
Posted - 2013.06.05 18:45:00 -
[11] - Quote
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. |
Klivve Cussler
S.e.V.e.N.
157
|
Posted - 2013.06.05 19:32:00 -
[12] - Quote
I think any decent new player experience is going to need a PVE component. Without it, there isn't enough structure to hang the tutorials on.
Intro video: Assume we know nothing. The origins vid is pretty good for background, but we then need a little something to explain the empires, the territory (going into the differences between hi-sec, low-sec, and null-sec), and the role of corporations. Capsuleers should be mentioned, but not focused on. (Something like "While capsuleers float among the stars, your role as a ground combat mercenary is a lot closer to the blood and dust")
Character creation: This is good. We can leave it.
Tutorials: There should be two classes of tutorials: MQ tutorials and mission tutorials. MQ tutorials take you through skill progression, market, fitting (a big one), the wallet, and corporations, plus anything else primarily done out of combat. If you have the players build their initial militia fits as part of a tutorial, it would give a much better understanding of how that system works. Mission tutorials would come under a tutorial mission tab in the battle finder. These would be single-player pve matches scripted to provide instruction and practice for various aspects of the game: Spawning, running and gunning, healing, equipment, AV weapons, LAVs, HAVs, dropships, and orbital strikes. New tutorials would be pushed out as new game systems are introduced, so even experienced players would benefit during the initial rollout of the mechanic. This system incidentally gives players a place to practice these skills.
Codex: There is a huge amount of lore for the IP, including background on the empires, regions, and systems, weapons, equipment, suits, vehicles, structures, etc. A lot of it is already written. If these were accessible in-game in one place, it would add to the feeling of depth without contributing as much to the feeling of being completely lost. |
Krisuke 003
WildCard Ninja Clan
13
|
Posted - 2013.06.05 20:09:00 -
[13] - Quote
1 - have a link to popular build suggestions. New players might appreciate being able to pick peoples brains without having to score the internet.
2 - have a weapons lab. This could go hand in hand with popular build suggestions. Let you and your squad go into an r&d lab, put together whatever skills/gear you want as though you had the sp to do it, and let them try things out. That will bip 90% of the respec issues in the bud, and let players get a feel for what they like.
3 - give players under a certain amount of sp learning curve bonus. When you are rocking militia gear, you have to content yourself with assists and support play most of the time, since kills are hard to come by. |
Shley Ashes
One-Armed Bandits Unclaimed.
10
|
Posted - 2013.06.05 20:10:00 -
[14] - 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.
I know but I'd like it to be Aura, |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
786
|
Posted - 2013.06.05 20:12:00 -
[15] - Quote
Not getting heavily involved here but I will say the difference between sticking to a game and just "testing waters" whether it is an mmo or anything, is community and friends. I've made friends in games that made me play them long past when I would otherwise. I've been playing this game now for months, where normally shooters and pvp multiplayer games I normally last a month maybe, and thats if I have RL friends playing it. While I enjoy Dust, what is keeping me around isn't the gameplay but sense of community. The people I talk, discuss, argue with.
You're putting these new guys in default corporations, just need to make more use of the fact.
idk, bring NPC corp members more into FW (yeah their mercs but what are Gallante Corps selling talent to Caldari forces?), auto squading option. Make new players part of a whole without having local chat to deal with and seeing them adrift. |
Klivve Cussler
S.e.V.e.N.
159
|
Posted - 2013.06.05 20:35:00 -
[16] - Quote
Rynx Sinfar wrote:Not getting heavily involved here but I will say the difference between sticking to a game and just "testing waters" whether it is an mmo or anything, is community and friends. I've made friends in games that made me play them long past when I would otherwise. I've been playing this game now for months, where normally shooters and pvp multiplayer games I normally last a month maybe, and thats if I have RL friends playing it. While I enjoy Dust, what is keeping me around isn't the gameplay but sense of community. The people I talk, discuss, argue with.
You're putting these new guys in default corporations, just need to make more use of the fact.
idk, bring NPC corp members more into FW (yeah their mercs but what are Gallante Corps selling talent to Caldari forces?), auto squading option. Make new players part of a whole without having local chat to deal with and seeing them adrift.
Eve has (or used to, I haven't been a new player in years) a Rookie chat channel you're automatically in until you accrue a certain amount of Skillpoints. That might help |
Cass Barr
Red Star. EoN.
130
|
Posted - 2013.06.05 20:39:00 -
[17] - Quote
Expand the Academy, give it all the standard game modes instead of a rotation. Increase the "graduation" to 3-4 million SP. Give a free respec upon graduation. |
Pje251296
KILL ORDERS
3
|
Posted - 2013.06.05 20:49:00 -
[18] - Quote
After graduating from the academy, give players new blueprints based on standard gear for dropsuit and all vehicles. Also 15k in SP to give them a headstart. |
Dengru
Red Star. EoN.
9
|
Posted - 2013.06.05 21:10:00 -
[19] - Quote
I think in academy there should be quotas on the amount of certain classes on the field to give a sense of balance. 6 snipers deploying at once and sitting together in the middle of the road isn't good for anyone. If there are cars on the field point out rh stater av fits.
Common scenarios should also be highlighted such as a tutorial where you're in a tank and there is a forge gunner on a hill nearby. . Point out all the facets of the situation: the glowing blue orb means he's ready to fire, he has only a sidearm, he's slow, the turrets you're firing from either passenger seat only have an effective range of X meters... So get out of the tank and kill him with your AR.
There could also be a mode exclusive to academy players unlocked after they get a kdr above 3 with high sp that puts them against of squad of bots, who are in a mix of proto and advanced gear. This will be fun and informative. People getting really high kdrs playing against the aforementioned 6 six snipers need it pointed out to them what the game will really be like, with all it's artificial skill gaps.
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Draco Cerberus
Purgatorium of the Damned League of Infamy
97
|
Posted - 2013.06.05 21:35:00 -
[20] - Quote
A new player should get a broad overview of life in new eden as part of the intro movie. It should include a breakdown of the class specializations and role specific videos that explain the Heavy, Assault, Logistics, Scout and Pilot roles as well as a need to specialize in a given role to become more effective on the battlefield.
There should be a weapons guide describing the characteristics of each weapon type (HMG, Assault Rifles, SMGs, etc.) and include a noob fit firing range where the player can test each weapon type before assigning SP into any skill. This would be an area where SP doesn't matter to use the weapon and there are only target dummies that blow up when their HP is depleted.
There should be movies describing the battle types and how to hack objectives as well as a breakdown of how WP are assigned and what they are used for.
An intro video about corporations and how they fit in to the general makeup of new eden full of lore and why to join one should be included as well.
If players could watch YouTube videos about Dust in their MQ as well while in game, players could watch community built guides and videos about how to fit their suits and what to train to be effective. These could be displayed on the main viewer or full screened for a more immersive viewing experience.
I would like to see an advertisement for recruiting corps available in a non-invasive way on the main viewer as well. It could help recruits by allowing them to see which corps are looking for new players and what the requirements for joining them are.
Not all new players know how to turn on voice chat, a much used and needed feature of this game. It would be better if by default this was turned on. That way even a new player would be able to hear the other mercs communicating and understand that there is built in voice capabilities and that they are used and needed. It may also make some new players more effective by being able to hear where their team is moving and calls for assistance taking objectives and reviving team mates. |
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Meeko Fent
Mercenary incorperated
28
|
Posted - 2013.06.05 21:41:00 -
[21] - Quote
If I was to make the New Player Experience? Oh God......
1> I would replace the ******** opening Message from that random Admiral Dude with a Serious Tutorial. Things like a Simulation where this Admiral Explains things like... A] The Different types of Frames and their Specializations. Let new pLAyers have a bit of fun with these letting them Decide which frame they want to Spec Into B] The Different Weapon Types. Teaches people that there are weapons besides the GAR (Gallente Assault Rifle), and fun little Niche Guns like the Plasma Launcher (R00K3T N00B!) and the Sniper Rifle. Broaden the New Player Horizons. C] The Usage Of Equipment. Teach People that they can Use Equipment on Almost every Frame, and what each Equipment DOES D] Vehicle Usage. How Physics Work with the various Types of Vehicles, and the Overall Toughness of the Vehicle types
2>Certificate System. Give a good reason to Learn to Do things beyond Kill things. More Info On what could be included in this System Here
3>Improved Matchmaking. Based a System of Steps for Matching Players in Insta-Battle. Things Like 500,000-750,000 SP and 750,001-1,000,000 SP and 1,000,001- 1,250,000 SP and 1,250,000-1,500,001 and so on and so forth.
I Believe this will Simplify the New Player Experience, however, it can be Supplemented with an Improved Version With the Tutorial we have Now.
Me-Co Out |
Ti Joad
Circle of Huskarl Minmatar Republic
5
|
Posted - 2013.06.05 21:43:00 -
[22] - Quote
When I first started playing 3 weeks ago, I was completely overwhelmed by the sheer amount of information thrown at me. NEOCOM, Fittings, Marketplace, ISK, SP, Skills, Corporations, etc... Understanding EVE lore is important to understanding the game, but learning all the mechanics is/was kinda difficult.
Biggest questions that should be answered as soon as you can move around in the Mercenary Quarters:
- What can I do now? What SHOULD I do now?
- I don't understand what this means. Where can I look this up?
- I want to ask someone for help. Where can I go for help?
__________
- This is completely up to the player themselves. Some just want to drop right into a firefight and others just want to look at everything before they make there first move. When I was free to move around the MQ, I immediately opened the NEOCOM and found a automated mail from the (NPC) CEO of my Corp. I was kinda hoping that the mail had something important to inform me of. It did, yet it didn't. Thanks for the welcome, but what do you want me to do? I wanna work (play), but what do you need me to do? Not to mention that mail is tl;dr
Solution: This e-mail should give a checklist of what the player needs to be familiar with prior to any deployment. Players appreciate the wealth of information about the EVE universe, but we need to know what were doing, and how to go about doing it.
Example: *Flavor text and welcome to New Eden. Blah blah blah... Here is what you need to do before we can send you out to the field*
- Check that you remember how to properly use and operate all your equipment (Go to Skills tutorial)
- Check that you're fully stocked on equipment (Go to Marketplace tutorial)
- Check that your dropsuits and vehicles are prepped for battle (Go to Fittings tutorial)
When you are finished with your preparation, check into the Battle Finder to search for contracts (Go to Battle tutorial)
-End
__________
- I'm surprised that there isn't one already, but an in-game glossary is definitely needed and appreciated. What is ISK? What is SP? Duvolle? Allotek? Creodron? Null Cannon? MCC? Plasma? Laser? etc... I see a word, and I can identify what it's talking about, but why is that significant? Does is affect how the game operates or is it just there to add flair and depth to my understanding of EVE and New Eden?
__________
- HELP! "(X) is happening but I don't know why!" "I need help with (X)!" "I don't like how (X) is operating. Is there an option to change (X)."
Klivve Cussler wrote:Eve has (or used to, I haven't been a new player in years) a Rookie chat channel you're automatically in until you accrue a certain amount of Skillpoints. That might help
^This. Chat and the forums are the best places to go, but there should be a GM/Dev help channel for quick 'n dirty solutions
EDIT: I forgot to credit the above poster's #1 in my #1 |
Moonracer2000
Subdreddit Test Alliance Please Ignore
509
|
Posted - 2013.06.05 21:53:00 -
[23] - Quote
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. |
Iron Wolf Saber
Den of Swords
4913
|
Posted - 2013.06.05 22:18:00 -
[24] - Quote
Refined the wording on the op a bit. What I really want from you guys is total freedom and creativity on the subject of improving New Player Experince. |
Ti Joad
Circle of Huskarl Minmatar Republic
5
|
Posted - 2013.06.06 00:42:00 -
[25] - Quote
Iron Wolf Saber wrote:Refined the wording on the op a bit. What I really want from you guys is total freedom and creativity on the subject of improving New Player Experince.
OH! Start from scratch! Gotcha!
New player experience... New player experience... GOT IT!
__________
You know how on the EVE website you have a personality analysis? Incorporate one for the races. It might be small, but I really enjoy small personality quizzes like these and I think others would as well.
The newer Duster's, like myself, aren't too familiar with the EVE universe so this can give us a little insight of what direction we would be heading in this game and how the races are related with each other. We can also just choose the option to pick what race we'll be, like now of course. The mystery of finding out what kind of person you are will pique the player's interest.
"Do you fight for religion, money, freedom or yourself?" "What role would you opt for in the battle field: Offense, Defense, Stealth or Support?" etc... This would draw the new player into the universe by giving them a sense of a personal connection and even some motivation for role-playing. __________
Then after the player character is created, your clone goes through memory uploading. This happens before you even see the MQ. Technically, your clone is still in the tube.
There would be a cinematic showing your clone in the tube, unconscious of course, and the narrator is stating how your basic training is being uploaded into the new body (Possible tie-in with the "Immortal" cinematic?). You can see the clone twitch and fidget. With each twitch, a flashback of a scene of combat is shown. These scenes are to be taken from actual in-game footage, but fast forwarded ( >>x4 ?). For example:
*TWITCH* Scene depicting your AR being fired and taking someone down. The screen fades-to-white.
*TWITCH* Scene depicting an RDV drop an LAV and you jump into the turret. Fade-to-white.
*TWITCH* Scene depicting the character watching as the last round of a NULL Cannon impacts the enemy MCC. Fade-to-white
After a few flashbacks, an actual tutorial is loaded up and the Player can move.
__________
After the loading screen is done, they're looking out of the side of a dropship
*Press O to exit Vehicle* Next thing they know, they're in freefall.
*Press X to activate Inertia Dampener* They hit the dirt with that oh-so satisfying feeling.
"Capture NULL Cannons to destroy hostile MCC" Then the tutorial goes on from there, touching almost every essential aspect to play the game.
Hacking, driving, OB Strike, dying. Respawning, reviving, healing, dying. Swarm launching, turret operating, nanohiving, dying. Etc...
__________
Then when the tutorial is done, another cinematic is played showing your clone's eyes open in that cliche way. Then you load into the MQ.
"You have new mail!" *Press X to continue*
(Mail shows up on the screen) "Welcome! Blah blah blah blargh. Yippity yip yap." "You need to check these things before your next deployment"
Then the Player goes down the checklist and gets the gist of how the MQ functions |
Malkai Inos
Opus Arcana Orion Empire
308
|
Posted - 2013.06.06 01:05:00 -
[26] - Quote
This concept involves a lengthy tutorial section. I personally believe that most of this info should be communicated through actual gameplay. This is really difficult in a PVP environment though, so i chose this enclosed solution.
The Linear Part
Theming The new player wakes up inside of a clone capsule wich opens and reveales a small steril medically stylized room. A broadcasted voice greats him as an automated protocol (including some sci fi nonsense if needed) and explaines that the process of tranfering his conciousness to his first clone is complete and that both cognitive and physiological test have to be made to ensure that everything went as expected before releasing him into the merc quarters. At this point he is to be made aware of the fact that this process can skipped and it is to be explained how this is done(the whole process should be abortable at any point, even before this).
Movement A contraption of signal lights is lowered down and he is asked to look at the lights as they turn on. He is then encouraged to move around a little to get a feeling of his new body before a door opens leading him to a small linear course, beginning with a small conceiled (but noticeable) treadmill. The new player will now be asked to start running accross the now activating treadmill (all while displaying the required button, according to the controll preset). Upon entering the treadmill the left status bars appears. Once stamina starts depleting the new player's attention is directed towards the bar, explaining what it shows while stamina gets completely depleted, making him cease to run. The treadmill stops and the voice ques again, explaining that the basic fitness test is complete and asking him to proceed to the actual parcour. He is lead through the course, explaining crouching and jumping mechanics with the according buttons displayed.
Interface Upon solving the course, he is transferred (either through a loading screen or by entering the next area) to another, more visually torn, area, sporting a simple shooting range and another simple course, both with some with some dummy targets that act as redberries and a few more, different looking dummies as blueberries. Now crosshair and tacmap appear and the most functions are briefly explained (dummies with corresponding incons). The supply depot icon appears by a weapon stand aswell as on the map and he is asked to interact with it (show button). There will be a selection of the most basic fits (wich are to be named by role, not gear names) and he is encouraged to pick one freely and try it out. Once the first fit is picked, right status bar and crosshair become visible, both of wich are explained briefly (preferably while highlighting each of the bars as they are mentioned).
Combat/ Equipment A unique voice explanation for any chosen fit cues, wich explaines it's basic role and usual type of weaponry. After listening to the first fit description, the new player is encouraged play around on the shooting range and course. The shooting range must include ranges long enough for different weapon ranges to become apparent. Also, both dummy types should be treated just as players including hit markers and lock-on for repairs. A dummy area for targeted AV is to be included. It is explained to him that he is free to try all the fits as long as he likes and that he can restock munition/change fits on installations with this icon. Interacting with a door/console will bring him to vehicle test range.
Spawn The new player greeted by the strategic map where the spawning process is explained, including the fact that every death means the loss of the current fit. He should be encouraged to use the suicide function once, leading to an invalid fit, followed by an explanation of the purpose and function of in-battle restocking. This will also show that every death leads to a loss in assets and thus cost. He is spawned new a CRU of wich the icon is shown and purpose is promptly explained.
Vehicles The Vehicle range is a small open field wich will lead through the call in/ reclaim process and allows the new player to freely drive around, all while explaining and diplaying basic controlls. A LAV, HAV and Dropship should be available to test. He is then invited to be moved into the captains quarters.
The Explorative Part
Once the Quarters are loaded. The new player is made aware of the Battle Menu first but is encouraged to browse through all the other menus before going into battle. All menus get a short, voiced explanation as they are activated and a more in depth (possibly interactive) tutorial that can then be activated via a displayed message once (like that one that currently asks if i want to do the tutorial). All tutorials have to be available under the help section and new players are to be made aware of that fact. All aspects from skills over fitting a suit to entering/creating chat channels should have thoughrough explanations ready for the new player he decide to explore those areas.
End of NPE
Things that might need more love:
The addition of PVE content, specifically AI, would allow most of the linear part to be transfered into an actual battlefield, making things much more interesting. I failed to communicate the death part with the deserved importance. The vehicle part is suspiciously short. This tutorial fails to explain ISK, AUR and SP as i think it should. Precision strikes are left out (would fit somewhere near vehicles)
TL;DR Have fun reading this...
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Mithridates VI
IMPSwarm Negative-Feedback
1959
|
Posted - 2013.06.06 02:29:00 -
[27] - Quote
Part 1: In the lab.
You awaken sitting on a metal bench, camera in first person. The floor beneath you is white, nondescript tiles. You can only see for a couple of meters before a dense black fog obstructs your vision. Your controller is locked, forcing you to look straight ahead at the doctor in front of you. You struggle a little but will soon discover that you have a large metal contraption bolted to your skull and held in place by cables suspended from the ceiling, so the struggling is limited by this.
You have no HUD as you are not yet in a dropsuit.
(These environmental limitations allow a single tutorial to be created for all races. The model used for the doctor can change based on race selection.)
Doctor: "Don't try to move. You've just undergone a major surgery. Do you remember your name?"
The doctor taps out notes on his mad futuristic medical notebook as the PS3 keyboard pops up on screen for the character's name to be selected. Once this has been done, the doctor continues.
Doctor: "Good. Alright. I'm Doctor [racially variable last name]. It takes seventy-two hours, for all cognitive, memory and motor functions to be mapped and routed through the neuro-interface socket implanted in your head. Don't. Move."
The final line delivered tensely as you bring your hands into your field of view and to your head.
Doctor: "A temporary solution until the procedure is complete. Try and relax..."
You sit there for about ten seconds watching him go about his sciencey business until an alert buzzes out of the machinery overhead, then a hiss as the cables and hoses attached to your skull drop to the ground, having been released from the ceiling. You wobble for a minute, threatening to lose balance before looking back at the doctor.
Aiming controls are unlocked. You can now look around freely.
Doctor: "Alright, we're done in here. Do me a favour and watch me walk around the room."
The doctor paces back and forth and the player has to follow with their view. This could be used to automatically decide whether to invert these controls.
Doctor: "Everything seems normal."
A nurse enters and the doctor and nurse lift you down off the bench into a wheelchair, which the nurse pushes out of the room and down a hallway. Eventually the hallway ends and you are carted into a room, placed on a bed and left to fade to black.
An indeterminate amount of time later, you awaken and look at the bed side table. There's a grenade, pin intact. You lift the grenade and beneath it is a handwritten note which you lift to read. It reads "KILL YOURSELF."
Aiming controls remain unlocked and you are free to look around the room but unable to move. Your little room has no windows, the door is as good as a wall and the wheelchair is gone. It's just you, a bed, a table and a note.
Oh, and the grenade. A prompt comes up onscreen. "Hold L2 to cook a grenade."
Whether you cook it or throw it, the grenade exploding in your room kills you.
I'm going to type out the rest of the tutorial in future posts ITT and just link between them.
Note to self: still to come... getting used to your new body, automatic sensitivity adjustment and combat training. First mission, live training, refuse to engage inertial dampeners until new player is in a squad, explain squad commands give them specific objectives within a live academy match.
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Smoky The Bear
Intergalactic Cannibus Cartel
100
|
Posted - 2013.06.06 02:49:00 -
[28] - 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.
Id start by rolling back to Chromosome.. dont know how much more thoughtful you were looking for? |
Pent'noir
Algintal Core Gallente Federation
106
|
Posted - 2013.06.06 05:28:00 -
[29] - Quote
I find long drawn out tutorial modes a waste of time. The information presented within the normal game should be informative enough for anyone to understand. Most of the listed items below are just to allow a new player to test things on their own.
- Newly created character
- Take control of the user interface and narrate what each of the neocom items are. Make note of the militia gear.
- Able to exit at anytime by pushing start
- Info Windows
- Useful descriptions including glossary terms
- Selectable fitting window stats for more information on a specific stat
- Every stat needs to be displayed in the fitting window stat box
- Militia Weapons
- Let there be a militia weapon for every weapon in the game
- Starter Fits
- Give starter fits depending on the race they choose
- Training Area
- Let there be a menu for difficulty setting (Beginner, Advanced, Squad, OMFG)
- Enter a randomized PvE level with respawning drones to shoot at.
- Give objective to capture a point
- Player kills drones and captures point
- Player fits and player vehicles do not cost anything upon death
- no isk/sp awarded
- Corp Training Area
- Let there be a menu for Currently running, new random map area or select a real location from the star chart.
- Select what side you want to be on
- Match plays out as a normal pc battle except player fits and player vehicles do not cost anything upon death
- Academy
- limit to meta 0
- use matchmaking within the academy (separate them by sp)
- Always available, no wp/sp limit
- reduced sp gains
- massively reduced isk gains
- PvE
- Just having some would be nice...
|
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 08:39:00 -
[30] - Quote
Step 1: Corporate boot camp.
No mention of who you are working for, you should know. And it's largely irrelevant. This can be absolutely generic, a standardized basic program meant to familiarize new clone infantry with their new state.
Also I would double SP reward for everything (not stackable with boosters) until 2 million SP.
this is a cheap and dirty rundown of a basic scenario meant to familiarize a new player. All scenes are simply checkpoints in an overarching mission. Each one progressively Harder, going over basics of infantry weaponry, etc. and basic tactics. Once the player graduates off to the instant battle academy. As a tutorial mission it should be a new player's first opportunity to accrue some much-needed ISK and materiels as well as skills and SP before you throw them into the shark dens.
ACT 1: Scene 1:
Recruit stands in a stock militia suit, in an MCC, the drill instructor barks some quick orders and tells everyone to jump out of the MCC. everyone does. Player respawns in the MCC and the Drill Instructor yells at them for wasting a clone(They're expensive) and proceeds to tell them to activate the inertial dampener.
Scene 2:
Player lands and the Drill Instructor comes over the comms, and starts calling you "Boot," (Military newbie) and begins giving you instructions, telling you to get to a Null Cannon and hack it, it seems it's lightly defended. Player proceeds to the target. Drill Instructor says "Oh yeah, this is a live-fire exercize." Cue the fatsuit.
Scene 3:
"Alright if you're quite done sleeping on the damn job, Boot, try not to run at a goddamned heavy machinegun! How would you like to pay for that suit yourself?" Take the heavy. DI gives tactics on how to flank a heavy. two AI allies engage while player circles around and shoots the fatty in the back/side. Proceeds to hack.
Scene 4:
Aftermath. "You could have done worse, but what were you expecting, just because you're immortal you're the chosen one?" DI gives ten basic militia dropsuits and some militia modules (Access the fittings via the neocom, Boot) and goes over basic dropsuit/module functions. Gives an overview of how to inject skills and set up fits. Explains PG/CPU.
ACT 2:
Scene 1: "Alright you buncha bags of sh*t, we have a light rogue drone infestation. This should be fairly simple, hard for you Boot Bastards to f*ck up..." |
|
Shady IceCream Truck
Intergalactic Cannibus Cartel
44
|
Posted - 2013.06.06 11:04:00 -
[31] - Quote
Meeko Fent wrote:If I was to make the New Player Experience? Oh God...... 1> I would replace the ******** opening Message from that random Admiral Dude with a Serious Tutorial. Things like a Simulation where this Admiral Explains things like... A] The Different types of Frames and their Specializations. Let new pLAyers have a bit of fun with these letting them Decide which frame they want to Spec Into B] The Different Weapon Types. Teaches people that there are weapons besides the GAR (Gallente Assault Rifle), and fun little Niche Guns like the Plasma Launcher (R00K3T N00B!) and the Sniper Rifle. Broaden the New Player Horizons. C] The Usage Of Equipment. Teach People that they can Use Equipment on Almost every Frame, and what each Equipment DOES D] Vehicle Usage. How Physics Work with the various Types of Vehicles, and the Overall Toughness of the Vehicle types 2>Certificate System. Give a good reason to Learn to Do things beyond Kill things. More Info On what could be included in this System Here3>Improved Matchmaking. Based a System of Steps for Matching Players in Insta-Battle. Things Like 500,000-750,000 SP and 750,001-1,000,000 SP and 1,000,001- 1,250,000 SP and 1,250,000-1,500,001 and so on and so forth. I Believe this will Simplify the New Player Experience, however, it can be Supplemented with an Improved Version With the Tutorial we have Now. Me-Co Out
I would design a new chromosome player experience |
Pseudonym2
Free Guard of Arrakis
0
|
Posted - 2013.06.06 12:50:00 -
[32] - Quote
Access to something similar to Evelopedia would be good, not sure how practical an in-game browser is on DUST, though.
Also, I like the idea many have mentioned about the test area and personally, think it would be good to be available on an ongoing basis. It could exist completely client-side and would also allow existing players to test new weapons and vehicles before skilling into them (hell with the new guy, I'VE never shot a plasma cannon ).
Judging by the new influx of players I've noticed in the past few days, new players don't know about anything from PG/CPU to what a nanite injector is. I'd say some manner of comprehensive tutorial on all the game elements is definitely necessary, in addition to being able to reference this information later. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
99
|
Posted - 2013.06.06 13:23:00 -
[33] - Quote
Mithridates VI wrote:Part 1: In the lab.
You awaken sitting on a metal bench, camera in first person. The floor beneath you is white, nondescript tiles. You can only see for a couple of meters before a dense black fog obstructs your vision. Your controller is locked, forcing you to look straight ahead at the doctor in front of you. You struggle a little but will soon discover that you have a large metal contraption bolted to your skull and held in place by cables suspended from the ceiling, so the struggling is limited by this.
You have no HUD as you are not yet in a dropsuit.
(These environmental limitations allow a single tutorial to be created for all races. The model used for the doctor can change based on race selection.)
Doctor: "Don't try to move. You've just undergone a major surgery. Do you remember your name?"
The doctor taps out notes on his mad futuristic medical notebook as the PS3 keyboard pops up on screen for the character's name to be selected. Once this has been done, the doctor continues.
Doctor: "Good. Alright. I'm Doctor [racially variable last name]. It takes seventy-two hours, for all cognitive, memory and motor functions to be mapped and routed through the neuro-interface socket implanted in your head. Don't. Move."
The final line delivered tensely as you bring your hands into your field of view and to your head.
Doctor: "A temporary solution until the procedure is complete. Try and relax..."
You sit there for about ten seconds watching him go about his sciencey business until an alert buzzes out of the machinery overhead, then a hiss as the cables and hoses attached to your skull drop to the ground, having been released from the ceiling. You wobble for a minute, threatening to lose balance before looking back at the doctor.
Aiming controls are unlocked. You can now look around freely.
Doctor: "Alright, we're done in here. Do me a favour and watch me walk around the room."
The doctor paces back and forth and the player has to follow with their view. This could be used to automatically decide whether to invert these controls.
Doctor: "Everything seems normal."
A nurse enters and the doctor and nurse lift you down off the bench into a wheelchair, which the nurse pushes out of the room and down a hallway. Eventually the hallway ends and you are carted into a room, placed on a bed and left to fade to black.
An indeterminate amount of time later, you awaken and look at the bed side table. There's a grenade, pin intact. You lift the grenade and beneath it is a handwritten note which you lift to read. It reads "KILL YOURSELF."
Aiming controls remain unlocked and you are free to look around the room but unable to move. Your little room has no windows, the door is as good as a wall and the wheelchair is gone. It's just you, a bed, a table and a note.
Oh, and the grenade. A prompt comes up onscreen. "Hold L2 to cook a grenade."
Whether you cook it or throw it, the grenade exploding in your room kills you.
This reminds me of Fallout 3 which had a very good new player walk you through everything experience. No confusion and no rush and caters to the vast majority of players who just want to follow some instructions on how to do stuff in game, then use it.
This also fits with lore and it would be good to have the next Tutorial start with you looking in a mirror at your fresh generic clone body. +1 |
RoundEy3
Condotta Rouvenor Gallente Federation
29
|
Posted - 2013.06.06 13:38:00 -
[34] - Quote
RoundEy3 wrote:--3.THE MILITIA OFFICE-- a. After your character is created you should be ported to a militia office. This would be a governmental recruitment center that your character would first appear in.
(my thinking here is since it is your character's first time doing anything, that before you are allowed to be cloned repetetively and be shipped off anywhere you get educated here at the Terminal.)
b. The point of the office is mostly for role play immersion efforts, but from here there could be learning terminals/videos/ exercises, and a port to the academy. Other applications of the Faction Merc terminal could be implemented as well.
c. After you do what you want to do there you are finally issued your first batch of equipment that you own, given access to your portable merc quarters, and given cloning rights and resources.
(I feel a character, story immersion part is needed between character creation and ending up in the merc quarters, and that's the point of the militia office. Plus it has much unsaid potential for expansion I think. Also, the terminal part could be optional I suppose, but you would be issued better/more stuff if you go through it by your parent faction)
This was a part out of my first idea outline. I changed my original idea of a Faction Terminal to the Militia Offices which are linked to Factional Warfare in Eve.
Many of the specific ideas of others about training tutorials, videos, resources could be implemented at the Militia office. I picture the offices providing a virtual mental uplink to these types of battle simulations and guides. Makes sense, since you can already transfer your mind around from clone to clone.
The Office should be a teched out recruitment center represented by the faction that owns the office. I am thinking very far into the future of the game where you can visit the representative milita offices for different corps within faction space for missions, both PvP and PvE.
Beyond the militia office when you move to your merc quarters you should have an implanted PDA for merc referencing. This should be the encyclopedia mentioned by others. It is a culmination of info you have acquired and links to the training and tutorial videos and explainations you would find in the militia offices.
I will continue to flesh out the militia offices idea.
I really like people's suggestions of having access to an informative chat channel, and an in game first time email checklist. These resources would help wrap all of the information together in an intuitive and immersive way. So much information overload has to be interesting in the very least.
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Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
83
|
Posted - 2013.06.06 14:12:00 -
[35] - Quote
Have a intro movie explaining the universe and what DUSTs part in it is, after making a character, put the newbro in a small intro maps with some AI to explain movement, weapon types etc and let them have a mock battle, hacking some points explaining what makes a good fit.
At the end have them killed and make a new AURA soundbite like this: http://dl.eve-files.com/media/corp/sarmatiko/wehavebeenpodded.mp3
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CCP Supalette
C C P C C P Alliance
31
|
Posted - 2013.06.06 15:05:00 -
[36] - Quote
This is AWESOME discussion guys! |
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Krasymptimo
SyNergy Gaming EoN.
33
|
Posted - 2013.06.06 15:16:00 -
[37] - Quote
Initially, I would start off with the movies we have, for the universe and such.
I would then put them in a fight against some easy drones, pausing and explaining along the way, what your hud means etc. This is simply to get used to combat and your HUD nothing more.
after that battle is over and you are back at the MC, start explaining all the different widgets like e-mail as such, almost like a cinematic, but being able to interact with it all narrated by the EvE voice, however only show them what you abolutely need to know to get to FIGHTING, MARKETS, AND CHAT
Next after you've been looking at fits and stuff, you are dropped into another battle, against slightly harder drones and this is where gameplay mechanics can be explained and demonstrated, maybe even have a few RDV's drop in some vehicles to get from A to B, or to blow up some more 'serious' drones or both.
then take them back to the MC after that, and from then on have them like EvE tutorials, teach them when they need it. Also, teach them where to find these tutorials again, and any advanced or more iterated ones. Then let them loose in the academy.
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RINON114
B.S.A.A. General Tso's Alliance
207
|
Posted - 2013.06.06 15:42:00 -
[38] - Quote
I can't even scratch the surface of what I want to say, but here goes:
Intro Movie Every game needs an intro, and this one should only differ slightly. The intro movie should be played after an exciting in game tutorial. Details on the intro movie (which I would storyboard but I'm moving house) should basically be EVE's GÇ£OriginsGÇ¥ trailer but with Dust appropriate lore when applicable. It doesn't hurt us Dusters to know about our occasional GÇ£guardian angelsGÇ¥.
NPE - New Player Experience Upon loading the game for the first time a player should be greeted with the character creation screen as we are now. Once the character is created you would hear GÇ£Battle request accepted, searching for suitable contracts. Contract found. Deployment imminent.GÇ¥
The screen fades to black and you're flying high in an NPC controlled dropship that's taking you high across one of the maps, it slows to a hover and you (could) hear some cheesy dialogue like: GÇ£Okay kid, time to drop! Is this your first time? Well don't forget your inertia dampener, unless you want a real test of how your new clone body works!GÇ¥ A prompt to hit circle comes up and you drop the full height of the map right next to an installation (turret or otherwise).
Next you are taught about the three different turret types and presented with rogue drones or human bots to kill using each one. All of the tutorials should be mostly spoken dialogue or prompts like the OB in the top right (or both). Once you've taken care of the stationary drones you hear over comms again, but this time the dropship pilot sounds frantic. GÇ£Kid, those dummy drones you just shot up must have kept some of their systems intact! You've got a huge swarm moving in on your location. Call in an RDV to drop you off an LAV, those things are automated so they don't care about getting shot up, and hurry it up! Once you're in just drive like the wind to my coordinates, I'll pick you up.GÇ¥
You hightail it away from a massive swarm of drones (which you can try to fight but they will kill you at some point, in which case you spawn by a CRU near the DS pilot's location.
He then takes you off to learn about NULL cannons and hacking one, as well as the clone counter etc.
The final drop off is the weapon room, where you can use anything on stationary targets that you get to set up with fittings. So you can try which weapons do well against certain defences etc.
I really wish I had more time to contribute, this topic would be five pages long with just my posts alone!
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Pseudonym0
Free Guard of Arrakis
2
|
Posted - 2013.06.06 16:13:00 -
[39] - Quote
Another thing I would suggest is providing a little more insight into the values of the weapons and their meanings. I know this has been stated before, but displayed ranges would be pretty helpful, even if they were categorized with headings rather than figures (say point blank through extreme).
I have to admit, for example, while I understand that in principal a lower weapon precision is preferable to a higher amongst it's class, after playing for several months, I still don't really understand it. It doesn't seem to translate absolutely across weapons (i.e. a 54 precision pistol is not as accurate as a 54 precision AR at say, 20m, or so it seems at least). I'm assuming it is somehow causally linked to optimal range, but this value isn't easily available. Not suggesting putting complex trig equations into basic help material or anything, but a simplified explanation of the correlation would probably help the newer players. At this point I can pretty much gauge what weapon range someone is at simply by the size of their model, but newer players will have trouble with this, especially with hard range caps, which most of us weren't dealing with when we were learning. A more solid understanding of the weapons capabilities would definitely help.
Long story short, you folks have managed to make a pretty intricate, multi-layered game here and after major overhauls it can even overwhelm the more experienced players sometimes, so it's a great deal of info for any new player to take in about all the mechanics and permutations. I think something like the Evelopedia as I suggested or someone else's previous suggestion of a glossary of terms and meanings that is clearly pointed out to players would be invaluable, especially if you're planning on at some point reaching or approaching Eve-level complexity. |
ZDub 303
TeamPlayers EoN.
290
|
Posted - 2013.06.06 16:21:00 -
[40] - Quote
I would consider making the starter dropsuits for new players a little better.
Like a standard level suit with standard level mods, maybe reach out to the community for suggestions on how to better build these loadouts.
Allow them to stay in the academy for a long while, I mean a LONG while... we're talking like 5 million SP. Then have an option to 'graduate' from the academy at any time after 10k WP, at which point the starter suits are all gone and the free LAV will be gone as well.
They can use the academy as a way to farm up millions and millions of isk if they so choose, and by 5 million SP they will just barely start to be effective in advanced level suits. This helps ease them into the current IB system, and they will have a much better platform to start from (50+ million isk and 5 million SP).
Also, I think new player experience would be greatly enhanced if you follow my suggestion I just posted here: https://forums.dust514.com/default.aspx?g=posts&t=85253&find=unread
At the very least, make advanced suits have the same module layout. This means that players with advanced suits, while not as powerful as proto suits, can still remain competitive to a degree by being able to fit the same module layout (just maybe not of the same quality) as prototype suits.
Also, bringing, even slightly higher rewards to FW will help incentivize veteran players to stay away from pubstomping in IB. It will still happen but not so badly as it is now. (im talking like double the isk and SP per match, to compensate for longer warbarge wait time and also to just bring a high risk high reward scenario into the game). Do it right though, to prevent afk farming. IB can be the 5 SP/s + 1 SP/WP, while FW can be 1 SP/s + 10 SP/WP.
These slightly minor changes would help new player experience a ton, without requiring a ton of programming and major infrastructure changes.
Also completely agree, that somewhere in the game, like maybe a screen that pops up when you first unlock dropsuit command, that states the design philosphy behind each racial variant. (i.e. high shields caldari vs high armor gallente vs etc)
Also consider, for new players.. to lock SP spending and dropsuit building until they've acquired that 10k WP. Limit them to starter suits (make more of them and make them better) to just get a feel for the game first, cause I know I dumped my SP into crap I had no idea about and regretted it immediately, if I had been forced to play a few games first I would've been in a much better position to spend my SP.
Also, increase starting SP to around 1 million or so to compensate for the drastically higher prices of skills in uprising. Give new players a 2 million SP bonus pool, and implement the SP rollover system (god i hope that is in 1.2). This will help new players get up to the 5-6 million SP they will need to begin to complete with us 11-15 million protobears.
thats all i've got for now. I know its not much about designing UIs and stuff like a lot of people posted here, but these are still easy changes that can really help new players. |
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xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
330
|
Posted - 2013.06.06 16:39:00 -
[41] - Quote
so, everything i wanted to say has pretty much been already said,so basically:
Instead of a "boring" mail let the new player has some kind of "solo" training through a storyline that act as a first training (shoot, grenades, crouch, sniping etc, let the people see the difference when you have a dmg mod in your fitting or a speed module etc.). When it's finished, the new guy shouldn't jump in battle. We should treat this aspect of dust514 not as an FPS (where you just jump in a battle and kill everything/everybody) but as an MMORPG: you should fight against enemies with almost your same SPs, but this will show some problems sometimes. What if there's nobody with the same SP you have? Well, we need a PvE/Co-op mode. That would solve almost all the problems with experience: people would farm SP (with the same weekly SP cap) until they think they're ready for PvP battles. The Academy is a good idea, but when you play your 15-20 matches you're done, and you'll just have to deal with people that have at least 5x your total SP. Just change the Academy mechanics: it will be always available and it will just be a game mode where you play against people who have your same SP. And if you want to just farm your SP without hurting your K/D ratio (important for FPS players afaik) just call in a friend and kill drones on the same maps we already have. It would be really useful because it would even give more experienced guys a place where you can test tactics, weapons etc... |
Cross Atu
Conspiratus Immortalis Covert Intervention
1091
|
Posted - 2013.06.06 18:04:00 -
[42] - Quote
Post will be in two parts.
Part 1.
The first point of focus is a simple reminder/mission statement. The new player exprience (hereafter NPE) is a way for players to learn the game in as ease and seemless a manner as possible.
Removing barriers from the game to give new players more acceability and maintaining an awareness that not all individuals learn in the same manner (See VARK).
Establish a path to game through the NPE that can be paused and resumed by the player with ease to ensure it is a resource rather than a task.
Add PvE - Content of this type not only provides a game mode within which a player can test fits and pratice skills, while learning from more exprienced friends, but also provides the infrastructure needed to create 'training ops' for new players to hone skills and be exposed to game emchanics.
Add Shooting Range - An area in which players can test the effect and function of various fittings/weapons by both dealing and taking damage to shields/armor. This allows a bit of "try before you buy" for the NPE and also a resource for acid testing comprehention of game mechancis. A shooting range would also be an ideal setting for a 'Aura' style training op explaining weapon effecinecy vs various target types (e.g Infantry/Vehciles and Armor/Shields) as well as highlighting the target readout to explain the meaning of it's data and how to bring it up in match.
Add a Player Arena - The ability to play small scale matches with player defined varibles opens up a world of training tools to the Mercs already in game. Tapping into the community is key to a successful NPE and giving the community the means facilitates this goal. Demonstraitions of basic FPS skills, the effects of identical fits with passive character skill buffs vs without, squad movement and proper use of comms etc. would all benifit from being introduced in a user defined context. Once the new player has been exposed to (for example) issuing squad orders within an Arena session they could then pratice those skills in PvE and later the Acadimy, providing a more granular entry into the full scope of combat in D514. These sorts of community tools would also improve the social aspects of the game by enabling Corps to more readily train new players and new doctrines.
Offer a full array of Militia weaponry - One of the primary draws to Dust is it's complexity and diversity, another is it's persistant world and emphsis on meaningful choice. For the new player these two core aspects can become at odds as the most responsible choice for someone new to the game is to stick with what they know, this in turn denys them access to much of the games diversity until they reach a high enough SP total to begin a second specilization. The NPE should remove these constraints by offering Militia gear of each type allowing Mercs to dabble in a bit of anything before commiting their finite reserves of SP and ISK to fully developing a given specilization. For the AUR using players in the NPE offering MLT grade BPOs of most gear further explands this basic drive and allows them a bit more economic flexibilty which in turn opens up the move to more efficent/costly expendable gear sooner, thus expiditing the internal 'path to game'.
Improve resource optimization of chat interface - The current chat interface is very resource heavy having more than ~5 chat causes major and frequent client issues such as loading failures and hard freezes. An excess number of personal channles reduces (at the upper levels) the client to essentially unplayable states.
This bottleneck on custom chats reduces player interaction thus artifically segmenting the population and reducing the number of 'cross corp' channles and help channles. Chats based on shared interest in a wapon, role, or playstyle are less commonly able to be imployed. Similarly fewer orginizations provide learning/NPE resource chats beyond a general public lobby.
Improving the functionality of in game chats by reducing the resource load would further open up the community as a resource for the NPE.
Add in game help - EVE provides a moderated chat specifically desgined to answer player questions and provide direction to resources and feedback. Providing this sort of in game support, whether it be GM or ISD (or both) would be an asset to the NPE.
Video Overviews - Creating a series of short video overviews to key game concepts and allowing players access to those videos at will from the merc quarters would engadge aduio-visual learners and provide ready in game refrence for core concepts (such as those covered in the PDF manual) and wide scale elements (such as PC, FW, how D514 effects New Eden, et al). This videos should be kept short so as not to strain either game resources or player attention spans.
Unlock fittings window - Allow players to create fittings from and and all assests they possess even if they cannot deploy those fits. Currently players can fit mods they are unable to run but cannot create fits with suits in which they could not deploy. Allow players to create fits based on any suit they own to encourage player expriementaion and exploration. This leads to better game understanding and more solid pre-planning especially for newer players who do not yet possess the SP to test all fits. Further add more detail to the fittings readout. All suit stats should be listed and a third data pane should be added which highlights the base value, skill modified base value, and total value (inclusive of base, skills, and fits). |
Cross Atu
Conspiratus Immortalis Covert Intervention
1091
|
Posted - 2013.06.06 18:04:00 -
[43] - Quote
Additonal post match info - There have been recent improvements to post match info, and they're very helpful but for the NPE they should go even further. Highlight key dust aspects such as clone loss (vs generic "death"), tally ISK/AUR value of personal assets lost in match vs value of assets destroyed, break down of WP sources per match (i.e. what percent were hacks, support, kills, etc), weapon type responsbile for the most of your deaths, etc.
Comparason tool - Provide an item comparason tool (ah la EVE) for in market browsing. Providing further ingame tools for players to educate themselves prior to making choices will reduce the steepness of the 'learing cliff'.
Game Lore guide - Provide an ingame resource for the lore and history of New Eden to open the world setting as part of the NPE.
That's what I can think of off the top of my head.
Cheers, Cross |
Pseudonym0
Free Guard of Arrakis
3
|
Posted - 2013.06.06 18:11:00 -
[44] - Quote
I hate to repeat myself or start an argument here because we're trying to be constructive, but really, suggestions of 2-5 million easy SP to a novice player? I have to protest. I've been around since close to new years and I don't have 5 million SP on a single character. In the previous incarnation it was practical to advance different characters into different roles, whereas now it is considerably better to focus on one character. I'm sure other people who have played more hours have achieved far in excess of that in the same time frame, but not all of us have. Not every pre-release player has 10+ million SP, at about 2.5k apiece for ambushes (which is pretty good in starter gear, with the weekly boost), that is 4,000 matches. I do quite well for myself in my 3.3 mill SP logi fit, I don't top the list every time, but sometimes I do. Other times I die horribly over and over again to the higher tiered players, that's the game Sorry if I seem brusque, but I have no desire to play with a bunch of people who never had to run around in underpowered gear and weren't forced to actually use teamplay and worry about map objectives to get a decent score. |
Avallo Kantor
DUST University Ivy League
13
|
Posted - 2013.06.06 18:48:00 -
[45] - Quote
Something you could do very quickly is simply remove the Warpoint condition for being kicked out of Battle Academy, or bump it up considerably. My own BA experience had me doing very well, (I spent SP from the get go to be able to use a SR) but I got kicked out of it around the 700k SP mark due to War Points.
I personally feel a player shouldn't leave BA with anything less than 1 M SP. Let them -earn- that 1 M SP, but the experience was very, very rough fighting much better players with such a small SP pool. I managed to push through matches where I had the floor mopped with my biomass, but I think that many new players would have more trouble with that.
As to Long term changes, I think most of what was worth saying was said by Cross Atu . I would go on to add that the tutorial could walk the player through making a Starter fit or two. Basically, they are guided through making the default fittings. This would give them a good head start on learning that, as well as also having the tutorial end with the challenge to create even better fittings with different options. |
ZDub 303
TeamPlayers EoN.
290
|
Posted - 2013.06.06 19:07:00 -
[46] - Quote
Also,
dont make militia gear its own tab on the marketplace, put each piece of militia gear as a no skill variant in each category it belongs in. So you can see militia assault rifles when you look up assault rifles in the market.
When I started it was two weeks before I even knew militia gear existed in the marketplace. |
martinofski
Les Rebelles A Qc
170
|
Posted - 2013.06.06 19:16:00 -
[47] - Quote
I do like to idea about PvE, where you can learn at your own pace while earning SP. That is the best place to learn for a new player without getting frustrated.
Shooting range would be good, to get used to the DUST 514 aiming mechanics
Training ground tutorial: A small training ground could be a place where you are followed on a map, where you are called to do specific task, basic ones, like calling a jeep and driving to a specific location, changing seat to get in the turret and shoot at a target, go on and hack a Null cannon, etc. During the training tutorial, you would come across various NPC opponents.
Every opponent you would come across, a slow motion closeup would show the enemy, list a few stats and best purpose next to him and then let you fight agains't it so you learn how different the encounters are. Same for tanks, LAV or DS encounter, where you would learn to lay down explosive, use swarm launchers, etc.
This tutorial would bring one benefit, help the new player know a little more into what he want to specialize + some tactics for 1 vs 1 encounters. It could even give a 50,000SP after the first play through it, then 0 if you redo).
So basically: PvE Shooting range, with moving drone targets Training tutorials, easy to hard, the further you progress. No video, interactive stuff.
Right now, without a friend that tell you what to skill into, you will basically wasting many points everywhere, at least your first 500,000SP. The current academy is nice when starting a new player for PvP, but its duration is way to short, you still hit the brick wall without getting noticed (other than the fact you can now select 4 game modes instead of battle academy). |
Doyle Reese
OSG Planetary Operations Covert Intervention
82
|
Posted - 2013.06.06 20:18:00 -
[48] - Quote
I think the tutorial should be a one time thing per PSN ID. The first time you execute the game after you register your email should be this tutorial. Following the Battle Academy phase where you can spend your skill points in whatever you like, your trainee character will be replaced with a identical character in a random NPC corp with the 500K SP plus whatever you earn during the course of the Academy Phase, likewise with your ISK amount.
Intro Tutorial to Dust
Firstly, a newly created character regardless of race will be inducted into the DUST BATTLE ACADEMY Corp and their Corp Chat will have a chatbot that randomly spew gametips every so often to help trainees (DID YOU KNOW? type things). This allows all the newbies to be in one place and makes them easier to go and find other newbies to squad up with. More on this later.
A change from our current introduction video would be nice, as it is not indicative of what the game feels like now, but ultimately not too necessary as the basic points are there. What DOES need to change is what comes afterwards.
The first thing I would do after the introduction video is to load into a small empty map where the automated combat tutorial takes place. The 1st combat tutorial should go over the basics of any FPS (ie., looking, moving, and shooting dummy targets and throwing grenades). After successful completion there should be some small ISK reward (10000 ISK would be nice enough, you don't want to give them too much). Following the rewards you will be loaded into your Merc Quarters for the first time.
In your Merc Quarters you will be led to your dropsuit fittings where you will create a new loadout featuring the Militia Nanohive that everyone currently gets for some reason. After the fitting tutorial you will be deployed into your next combat tutorial: The objectives.
The second combat tutorial is more objective focused as you already learned the basics. You are basically under contract to infiltrate an enemy compound to acquire intel. You will deploy in the new loadout that you created earlier and will be required to move towards some cliffs or whatever where you will happen upon Recon Drones, you will be asked to eliminate them quickly. Afterwards you will be taught how to use your Nanohive to replenish ammo. Following that you will move forward where you will encounter an enemy Railgun installation. You will be requested to hack the installation to turn it over for your use, you will be required to use them to destroy more enemy drones. You will enter the compound and be requested to hack an objective to acquire the data. Once you acquire the data you will happen across a field of Blaster Installations and an enemy Supply Depot. You will be requested to hack the Supply Depot and switch your loadout to the Anti-Armor starter fit to destroy those turrets with the Swarm Launcher, resupplying at the Depot when required. After that, call a vehicle to drive to the waypoint to end the mission. The rewards should be around 50000 ISK and there should be some Militia items for salvage. You will be brought back to the Merc Quarters once more.
Back in your Merc Quarters again, this time you will learn about the Market and the need to restock your loadout should you die in battle. (If you died in the previous mission for some reason using your non starter fit, the item cost will be deducted from your rewards). The market tutorial will lead directly into learning about Skills. After that, you are allowed to go into Battle Academy Battles.
After you finish the first Academy Battle you will finally learn about the chat menus, creating/joining squads, and adding contacts. Do explain the benefits of being in a squad like being able to utilize powerful Orbital Strikes when a certain amount of WarPoints is amassed by the squad. Finishing this will finally complete the tutorial and the player is allowed to do as they please.
Once you leave the Battle Academy you will be removed from DUST RECRUIT and be placed in NPC corps. You will be given a one time respec**. // **This is only if the tutorial mode is available to every character in your account.
Do note that the tutorial phase is completely optional but the benefits of completeing it will be the one-time ISK, SP and Salvage awards.
In short:
- Patching Screen
- Welcome Video
- First Combat Tutorial - Basics
- Merc Quarters - Create Fitting
- Second Combat Tutorial - Objectives
- Merc Quarters - Market, Using Skill Points, Restocking Fittings
- First Battle Academy battle
- Merc Quarters - Chat menus, squad creation
- End Tutorial Phase and into Battle Academy Phase
So yeah, the reason I'm sectioning off particular parts of the MQ in between combat tutorials is pacing, you don't want new players to sit through 4 different interactive tutorials before the active section in combat. This method also reduces the chance of new players getting overload with new information too fast (like we are now). I fully acknowledge that the second combat tutorial does not reflect any current game types, but it gives a general feeling of what you need to do in this game to succeed and features all the basic features covered in a new way (and it could be a new Capture the Flag mode if need be). The dummies does not even need to be AI Drones, it could be dummy targets. |
Jathniel
G I A N T EoN.
435
|
Posted - 2013.06.06 21:33:00 -
[49] - Quote
Pent'noir wrote:I find long drawn out tutorial modes a waste of time. The information presented within the normal game should be informative enough for anyone to understand. Most of the listed items below are just to allow a new player to test things on their own.
- Newly created character
- Take control of the user interface and narrate what each of the neocom items are. Make note of the militia gear.
- Able to exit at anytime by pushing start
- Info Windows
- Useful descriptions including glossary terms
- Selectable fitting window stats for more information on a specific stat
- Every stat needs to be displayed in the fitting window stat box
- Militia Weapons
- Let there be a militia weapon for every weapon in the game
- Starter Fits
- Give starter fits depending on the race they choose
- Training Area
- Let there be a menu for difficulty setting (Beginner, Advanced, Squad, OMFG)
- Enter a randomized PvE level with respawning drones to shoot at.
- Give objective to capture a point
- Player kills drones and captures point
- Player fits and player vehicles do not cost anything upon death
- no isk/sp awarded
- Corp Training Area
- Let there be a menu for Currently running, new random map area or select a real location from the star chart.
- Select what side you want to be on
- Match plays out as a normal pc battle except player fits and player vehicles do not cost anything upon death
- Academy
- limit to meta 0
- use matchmaking within the academy (separate them by sp)
- Always available, no wp/sp limit
- reduced sp gains
- massively reduced isk gains
- PvE
- Just having some would be nice...
This^ So much THIS^ man...
All I would add to this is making a movie that combines... this: http://www.youtube.com/watch?v=T84nrp08MWo with this: http://www.youtube.com/watch?v=Uc0Xx3MZ4I4
...and tailor it to Dust, so that new players know what the hell is going on, and won't ask questions like "What's an empyrean?" and "Where's Earth?"
Abbreviate EVE and DUST, and seamlessly sync it into that "Awakening as an Immortal" character creation moment.
(As an example, of integration I encourage Dust devs to play the opening and character creation AND tutorial level of DC Universe as an example of immersion + informative tutorial mechanics. By the time the player is out of that opening level. He knows how to play his character, and knows how to progress. Granted, DCU does not need to give people much background on its story, because everyone knows who Superman and Batman are. But CCP should do the same, and simply provide a cool EVE history lesson, in the process.) |
Chinduko
KILL-EM-QUICK RISE of LEGION
167
|
Posted - 2013.06.06 21:54:00 -
[50] - Quote
There cannot be a huge difference in suits, from militia all the way to prototype.
Armor/shielding needs to be much lower.
Weapons need more recoil.
Fully auto weapons should have fewer total rounds, including in the magazine.
Weapons should have similar attributes and drawbacks as in other FPS games.
There should be an actual attacker and defender position such as in skirmish 1.0 along with the current game mode of skirmish. That makes two game modes.
There should be more involvement between EVE and Dust. There should be a PVP free roam location for this. This would give opportunity for dust mercs to perform other tasks such as mining or running missions such as espionage while possibly competing with another corp, local wildlife, or humanoids. Red Dead Redemption had a free roam mode for such type of missions but with the addition of allowing corps see who is in which free roam for sabotaging their goals.
|
|
Terry Webber
Turalyon Plus
94
|
Posted - 2013.06.06 22:04:00 -
[51] - Quote
Chinduko wrote:There cannot be a huge difference in suits, from militia all the way to prototype.
Armor/shielding needs to be much lower.
Weapons need more recoil.
Fully auto weapons should have fewer total rounds, including in the magazine.
Weapons should have similar attributes and drawbacks as in other FPS games.
These above ideas would help new players accustom to other games an easier time while not allowing players with a lot higher SP the ability to completely dominate much lesser SP having new players.
The following are just tossed in ideas others have surely mentioned.
There should be an actual attacker and defender position such as in skirmish 1.0 along with the current game mode of skirmish. That makes two game modes.
There should be more involvement between EVE and Dust. There should be a PVP free roam location for this. This would give opportunity for dust mercs to perform other tasks such as mining or running missions such as espionage while possibly competing with another corp, local wildlife, or humanoids. Red Dead Redemption had a free roam mode for such type of missions but with the addition of allowing corps see who is in which free roam for sabotaging their goals. I think you're off-topic. The OP wants to hear ideas for easing new players into the game.
PS: I will be adding my suggestion to this post soon. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4231
|
Posted - 2013.06.06 22:08:00 -
[52] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=54054&find=unread
KAGEHOSHI Horned Wolf wrote:THREAD HAS BEEN UPDATED FOR UPRISING Education of new players is lacking right now. I have seen people confuse starter fits for static FPS classes, and not know that they could even edit them or create new ones. I have seen players generally clueless about how the market everything works. New players need to informed so that they can have a good experience in Dust, and hopefully stay and contribute to the game's growth and success. If you are a new player, I recommend going to the help tab on the Neocom, go to tutorials, and do them all. You were asked to do the Neocom tutorial when you started Dust, but not the others. They're really short, and you might learn something valuable. [Out of battle education]: Neocom, skills, market, fittings, & more The "Way of the merc" video that shows up after character creation explaining various aspects of Dust 514 should not be skippable (Ten-Sidhe's idea). It contains important information that players will need to know.
ALL tutorials must be mandatory. If you already done it with one of your characters on your account, you should not have to do it with other characters on your account.
Text tutorials are terrible boring walls of texts, get rid of them. Only keep the voice guided ones.
Do not make players have to first go access different menus for the respective tutorials to activate, because players may never check those menus themselves without being first introduced to them by the tutorial.
If the tutorials are not mandatory, then an audio message must tell the new player that they will get an item or ISK reward to complete the tutorials (Ten-Sidhe's idea). This would motivate players to learn.
Since you guys still refuse to have voice chat set ON by default, then at least have a tutorial on tweaking settings that cover voice chat settings, push-to-talk settings, screen scale settings, brightness settings, and controls settings.
The uses, strengths, and weaknesses of various dropsuit, vehicles, and equipment types.
Explain the different tiers of items, and the higher skill point requirement as well as financial risk that comes with higher tier items.
[In battle education]: pew pew pew & other important thingsThere needs to be a gameplay tutorial simulation with some AI enemies, and AI teammates. The AI doesn't have to be smart, just move, follow squad orders (attack/defend/capture/rally), and shoot. The simulation must do the following things. Basic movement and shooting.
Switching to secondary by tapping R2 instead of holding R2 to bring up the item wheel (like many seem to do, tapping is faster).
Switching to, and using equipment like nanite injectors and nanohives.
Checking the enemy's dropsuit tier by aiming down sights on the enemy to see the tags (MLT, STD, ADV, PRO).
Checking the efficiency percentage of their guns at different ranges, and on different targets.
Calling down vehicles.
Setting squad objectives from the map.
Setting squad objectives with the command wheel (R2+R3, select, aim, R1).
Hacking objectives.
Climbing ladders.
Calling down precision strikes.
Whatever else I'm forgetting.
Thank you for reading.
|
Breakin Stuff
Goonfeet
954
|
Posted - 2013.06.06 22:21:00 -
[53] - Quote
In case my post was TL;DR
I want to make new players informed.
Information is king in any CCP game. it's more precious than ISK, or tears.
Giving new players INFORMATION, and showing them how to apply it is going to provide more enjoyment than any amount of randomized features.
Information dissemination FIRST
Features SECOND.
Encouraging vets to mentor new players even after they have the information is CRITICAL. So it needs incentives. |
Aquinarius Zoltanus
The Tritan Industries RISE of LEGION
119
|
Posted - 2013.06.06 22:43:00 -
[54] - Quote
I'm not going to go as in depth as some of these people here, I just wanted to make a quick suggestion (which I know has been suggested before, but it's worth reiterating.
CCP: Hopefully at this point you realize that the transition from Academy to regular matches can be quite rough on new players. I've seen some disheartening posts from new players, where it sounds like thanks to the Academy they were having a lot of fun and getting a hang of the game, and then they got tossed in matches with full squads in proto gear and became frustrated.
I suggest that you smooth the transition by adding a couple more categories, like from 10,000 - 30,000 WP you go the 'Training Facility', and then from 30,000 to 60,000 WP you go to the 'Proving Grounds'. With a system like this, player will 'grow up' gradually with other players of a similar experience level before they get put into battles with closed beta veterans and the like. Maybe you could make it so they can choose their game mode in these areas, so they start getting used to the game.
And I have another suggestion, which you should take whether or not you choose to implement a system like I proposed: You should really notify players that a) they are in the Academy in the first place, and b) notify them when they have graduated from the Academy. |
Chinduko
KILL-EM-QUICK RISE of LEGION
167
|
Posted - 2013.06.06 23:11:00 -
[55] - Quote
Terry Webber wrote:Chinduko wrote:There cannot be a huge difference in suits, from militia all the way to prototype.
Armor/shielding needs to be much lower.
Weapons need more recoil.
Fully auto weapons should have fewer total rounds, including in the magazine.
Weapons should have similar attributes and drawbacks as in other FPS games.
These above ideas would help new players accustom to other games an easier time while not allowing players with a lot higher SP the ability to completely dominate much lesser SP having new players.
The following are just tossed in ideas others have surely mentioned.
There should be an actual attacker and defender position such as in skirmish 1.0 along with the current game mode of skirmish. That makes two game modes.
There should be more involvement between EVE and Dust. There should be a PVP free roam location for this. This would give opportunity for dust mercs to perform other tasks such as mining or running missions such as espionage while possibly competing with another corp, local wildlife, or humanoids. Red Dead Redemption had a free roam mode for such type of missions but with the addition of allowing corps see who is in which free roam for sabotaging their goals. I think you're off-topic. The OP wants to hear ideas for easing new players into the game. PS: I will be adding my suggestion to this post soon.
The drop suits, weapons, shield/armor are ways to help new players. Properly balancing weapon strengths and weaknesses to be more similar to other games helps them use the weapons more effectively. They won't get tossed in with players that have 1k total defense compared to the low amount of new players, except for the heavy suit. This would help new players get more kills which will increase their likelihood of staying with Dust longer. Reducing the suit improvements as you climb to prototype gear will also help new players by reducing the proto-stomping which they will undoubtedly not make them want to continue playing Dust.
These above ideas would help new players accustom to other games an easier time while not allowing players with a lot higher SP the ability to completely dominate much lesser SP having new players.
The bit about skirmish 1.0 and free roam was more or less random |
S Park Finner
BetaMax. CRONOS.
131
|
Posted - 2013.06.07 00:48:00 -
[56] - Quote
It's worth making the point that the biggest hurdle new players face seems to be that they just don't get that playing in a squad is pretty much mandatory right from the start if you don't want to get stomped.
Learning what buttons to press and how to build up a suit are certainly necessary. But when the new player blasts around a corner chasing a squirrel and gets triple teamed by an organized squad he has to feel disheartened.
It would be a huge challenge to introduce squad values and mechanics in a PVE training environment but if it could be brought off it would be a huge win.
Think of a cross between the weapons range and a series of basic manoeuvres -- attack and take a null cannon, defend a CRU, each "mission" would allow the player to try out different fits and different roles. The NPCs on the player's squad would fill in the other roles. The opposing NPCs would have different challenge levels the player's could choose.
This is getting pretty close to a single player game -- but if it didn't allow the player to gain SP or ISK and was limited to basic versions of all the weapons I don't think it would keep players from moving on to the full game. Especially if it constantly reinforced linking up with player corporations. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1097
|
Posted - 2013.06.07 01:15:00 -
[57] - Quote
S Park Finner wrote:It's worth making the point that the biggest hurdle new players face seems to be that they just don't get that playing in a squad is pretty much mandatory right from the start if you don't want to get stomped.
Learning what buttons to press and how to build up a suit are certainly necessary. But when the new player blasts around a corner chasing a squirrel and gets triple teamed by an organized squad he has to feel disheartened.
It would be a huge challenge to introduce squad values and mechanics in a PVE training environment but if it could be brought off it would be a huge win.
Think of a cross between the weapons range and a series of basic manoeuvres -- attack and take a null cannon, defend a CRU, each "mission" would allow the player to try out different fits and different roles. The NPCs on the player's squad would fill in the other roles. The opposing NPCs would have different challenge levels the player's could choose.
This is getting pretty close to a single player game -- but if it didn't allow the player to gain SP or ISK and was limited to basic versions of all the weapons I don't think it would keep players from moving on to the full game. Especially if it constantly reinforced linking up with player corporations. Agreed that an active part of the NPE needs to be reinforcing the importance and utility of working as part of a team/squad. There's only so much the NPE can do to really teach this tho PvE aspects and tools for other Mercs are both key but even if the NPE taught new players nothing about how of squadding up it should at minimum impress upon them the import of it. If you're unprepared for the experience the first time you meet focused fire from a squad will make you think something in the game is broken
Thanks Finner for bringing this point to the fore.
0.02 ISK Cross |
Ceerix MKII
Osmon Surveillance Caldari State
37
|
Posted - 2013.06.07 03:01:00 -
[58] - Quote
First thing new players should see after normal titles/company name should be the cinematic that we have now. Right after that should be character creation. If possible with short films/audio giving a rough idea what the lore behind each race. Make sure all the clips can be skipped if the player doesn't care enough to watch it though. There's nothing more annoying then a second play through on a game and being forced to watch the same videos over again. Right after your character is created though send them into a academy battle with other players, never even going to your merc quarters or anything, build a tutorial straight into the battle explaining basic controls calling in vehicles ect... After the first battle is done give them the choice on what their quarters look like. Right now it would only be based on the basic 4 but some choice gives the feel of ownership of the space rather then just some random room your standing in. Once the player is in their quarters explain the neo-com and its features battle finder/ star map/ fittings/ market. Build in a training area so that players can then build/test fittings try out vehicles before they have even spent a single SP. Possibly also add a Cert system similar to EVE for new players to have some idea where to add skills as they learn the game for themselves. At this point they just work their way through acadamy battles. Then when players are at the transition from battle academy to battles with Vets running Proto gear and 20m SP make a CLEAR explanation of whats happening and that they are about to enter the real world and will have their face brutaly stomped in but not to fear because soon they will be doing the same thing to some other poor noob.
The game could also use some more immersion into the world with things like waking onto a MCC from the war-barge in space and have the MCC drop bay doors open as you are on decent to the planet so it feels more like an invasion rather then a static room with no function. |
low genius
The Sound Of Freedom Renegade Alliance
104
|
Posted - 2013.06.07 03:21:00 -
[59] - Quote
i play eve because it's hard. that's how it's billed. hardest videogame ever. so, from my perspective if you want to teach people how to play this game, you make them memorize the market.
easy.
honestly, the only way to improve the learning experience is to let people take their new recruits into a map without enemies so they can shoot one another and test gear. this is the thing that's missing. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
884
|
Posted - 2013.06.07 04:12:00 -
[60] - Quote
1. Militia gear for everything
2. don't unlock the starter SP until they've finished a tutorial that runs them through some of the various weapons and roles. I've seen newbros biomass a char and start from scratch too many times.
3. ISK based pre-built fits.
4. a corp armory. Help me help you, ccp. there are plenty of corps out there that want to help newbros, and building them effective suits and giving it to them until they can both afford their own suits and understand the fitting system a bit more will be a huge boon to the NPE.
5. PvE. if we can get 5-10 minutes to run a newbro through various weapons and talk them through how to use equipment without pissing in the same pool as someone looking to tryhard it up in proto gear it'd be great.
and also PvE will help people make some money/sp without getting stomped
6. Run the player through their first death. after they make their char put them into a horde mode sort of PvE until they die. Get them used to the idea that they'll be dying. alot.
7. one respec after the "newbie" period is over, either upon graduation or a 30 day period. Make it clear that they only get one, though. |
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CCP Frame
C C P C C P Alliance
1008
|
Posted - 2013.06.07 06:18:00 -
[61] - Quote
I don't always add threads to favorites, but when I do, they look like this.
Loving the feedback guys, will keep my eyes on this. |
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Imp Smash
Seraphim Auxiliaries CRONOS.
119
|
Posted - 2013.06.07 07:36:00 -
[62] - Quote
The intro tutorial obstacle course is a good call.
A menu tutorial showing a basic dropsuit (the initial 4 free starter suits) and building them up from scratch would help a LOT. ie. select this suit (you select) now select this gun (you select) etc. as you build the free suit the tutorial directs you to fit something you can't -- thus highlighting CPU and PG reqs. |
Heinz Doofenshertz
BetaMax. CRONOS.
402
|
Posted - 2013.06.07 08:33:00 -
[63] - Quote
I think the NPE has already been laid out very well in the Lore. Vince's training as he woke up to become a Templar in Templar One.
Start with character creation: select race - each race should be explained, and short background ect, similar to current dust/eve Pick Name- simple enough.
then we break from the current current system instead of picking specialisation and trainings, you drop into a grassy field, with an instructor that welcomes you to the firing range. down field are a few targets, you are asked to shoot them ect. you go thru smg, ar, laser, and scram rifle as a taste of the weapons avalible, then you are shown how to hack so you can change fit into a heavy and use forgegun and swarm launcher as av. once you are comforatbel with the weapons you change to a scout suit and make the gauntlet run, run down field hack a point and run back all under fire drone drones, Note you are not supposed to survive, this allows the tourtorial to cover the respawn screen and selecting new fits thru it.
Now that players are familar with how weapons and fits work they are requested to pick school and specialisation and explained that these are only the begining anything can be trained for, anything can be used, and no SP spent is wasted. As anyone can become anything if they work towards it.
After this they would enter their merc quarters, get a short video on the functions avalible and the merc tab and market.
A newbie help channel would be a great idea, as long as it is moderated.
I disagree with the battle academy, as it segrigats the community and really does a disservice to the newer it creates a false sense of safety and could encourage bad habits in matches that having to deal with veteran players would remove, like standing still in an open area, or standing in a roadway.
While I agree that "match making" needs to be worked on, understand that mercenary means hired soldier if a vet wants to take a small contract and crush newer mercs, he should be able to, but he shouldn't be making as much isk as if he was fighting harder vets.
To that end we do need to have seperate teirs of matches similar to how EVE has mission levels, a 8 year vet in a tech 2 ship can take a level one mission but the reward is small and not really worth the time. so CCP could rank the contracts, level 1 contracts give a small reward 50k to 100k this would discourage the use of proto suits as losing one or two means you will lose money. level two could start a little lower than the max payout for a level 1 contract say 90k to 120k and so one, adding in salvage ect to offset the increase without having to increase the isk amount too much. this would allow vets to pubstomp in lower level matches if they want, but they would get alot less than if they fought in a higher end match.
Another thing I think is key, is that it should be repeated thruout the toutorial that this is New Eden, losing means death, Death means you lose what you are using, no one is gonna hold your hand on the battle field, no one is gonna show you everything, this is a universe where we make the rules, and we push ourselves. Don't trust everyone, and if you see an opening take the shot because it could change everything.
This game is not newbie friendly, because there isn't a way it really can be and stay true to what it is, the best way is show them how to do the basics, then warn them that they are about to be thrown in the deep end. |
Musta Tornius
BetaMax. CRONOS.
372
|
Posted - 2013.06.07 08:42:00 -
[64] - Quote
I really like it, interactiveness when demonstrating a concept is ten times (?) more effective than just being told what to do imo. We can always have Aura or whatever her name was do all the talking :) |
Bubba Brown
Militaires Sans Jeux
144
|
Posted - 2013.06.07 08:49:00 -
[65] - Quote
ok, you ready for this? here we go
- right after making character, you're called upon to join a battle with your chosen faction, each faction has some specific battle
- the battle is quite fierce, but everyone except you is an AI unit and the battle is mostly scripted
- your CO is basically telling you how to do stuff like move around, operate your weapon, use vehicles, capture points, use modules and other combat important stuff, all while things are happening. Think call of duty single player.
- You lose the first battle, and you CO guides you through the market and making a fit and assigning skillpoints while you're back in your quarters.
- Second battle is even more intense, now there are ships in atmo flying around above you, and orbitals being called down periodically. You get to take down a tank with your squad mates, possibly assault a position in LAVs
- at the end you secure a skyfire battery and shoot it at a dread in orbit, blowing the everliving **** out of it.
- after that you're kicked back to quarters and given the keys to the car so to speak
boom, instant hit, great intro to the game, everyone loves it, a billion aurum points purchased per day, you're WELCOME |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
82
|
Posted - 2013.06.07 09:07:00 -
[66] - Quote
We need DUST oriented racial videos. Only slight changes to dialogue are necessary, focusing more on the dropships than the spaceships, with relevant DUST related video feeds of course. For example, the Gallente video while talking about how they are "Fierce defenders of personal liberties" could show some Madrugar tanks unleashing some wicked blaster firepower alongside some AR wielding ground personnel. Flashes of the individual suit designs would be good, giving players a sneak peak to the Light, Medium, and Heavy suits of each class. One or two clips related to Gallente spaceships doing orbital bombardments would also be nice, so the DUST player gets to see what his race's spaceships look like as well (may be a factor in his choice of race if he wants to play both games).
The in-game tutorial has been discussed to death in this thread but it's a very important addition to the game. It could be done in a full white room under the pretense that it's all holographic training (Assassin's Creed style) or it could be done on a small mock-up map similar to the ones we already have, if not an actual map.
The Tutorial should teach players: 1) About the MCC, its importance, uses, and how to jump/deploy inertia dampeners 2) How to walk, crouch, strafe, and aim 3) How to fire, how to use Aim Down Sights, and how to swap weapons instantly AND how to use the weapon wheel (include a snippet about how swapping to your sidearm is always faster than reloading your main weapon) 4) How to gauge weapon efficiencies and distances 5) How to read the health indicator, how shield recharging works, and how armor repairing works (slight explanation of the differences) 6) How to throw grenades, how to cook grenades 7) What the (currently 3) different types of turrets are, and how to use them in combat (vs drones for tutorial) 8) How to deploy equipment/what the types of equipment are 9) What a supply depot is, and how to use it to change battlefield roles instantly 10) Where stamina is and what it's used for 11) How to melee, how to use Nova Knives 12) What the basic vehicle types are and what their battlefield role is 13) How to capture an objective
After this battle tutorial is complete, THEN put the merc in his Merc Quarters. All of the small tutorials will need redone, they are boring, bland, and uninteresting. New Players will likely skip over them due to information overload when trying to navigate the Neocom, only to miss important information. An oral/visual tutorial of the neocom might help mitigate this.
In the dropsuit fitting area, offer a video tutorial of what fitting is and how it works. EVE players know it all by now, it's no problem. Dust beta players have learned what it is by now, too. But there's ALWAYS a big learning curve when it comes to fitting for new players and explaining what CPU/Powergrid is and how different modules/weapons require different amounts of each will help people out just a little bit.
Explain what skill points are, what they do, how skills work, how bonuses work, etc. Explain how the character accumulates skill points (passively and actively) and explain that SPECIALIZATION is the key to success in DUST. Tell them their SP are important and they should think carefully about what they want to do in battle before spending SP.
IMPLEMENT CERTIFICATES into DUST and explain what they are and how they are used. This will help a new player learn what he should be training based on which role he wants to play, and it also helps him pick a role due to the certificates offering little snippets about what they provide and how it will affect you. |
Esper Shadows
Copper Dogs
17
|
Posted - 2013.06.07 09:08:00 -
[67] - Quote
I think there's some good ideas proposed, but CCP, this is really the hardest transition to go through in DUST 514 right now, going from a total noob (maybe with some rudimentary FPS experience), to playing (and defeating) proto clones.
Frankly DUST 514 is now deep enough, there are so many items and skills, CPU/PG, tradeoffs, so many things to consider that it is really like an FPS RPG, or FPS MMORPG I guess. To go from a noob to a vet in this game...frankly I think its really impossible to do it with tutorials and videos, or even single player sandbox tutorial map sessions.
The best way (the only real way) to learn is to play. In the short run, I would suggest expanding on the "Dust Academy" idea. Rather than throwing new players to the wolves after 1,000 WP, it would be better to offer all players SP-tiered matches.
For example, you could have "Dust Academy" be up to 750,000 or 1 million SP. Then a bronze tier capped at 2 million SP. A silver and gold tier at 3 million and 5 million and then platinum at 10 million.
You can let players choose any tier they wish to play, so long as their SP is below the cap. So one player can go straight to a platinum game if they're feeling confident , while another can stick to bronze if they're not comfortable playing at a higher tier. You can implement a player SP cap so that SP gain stops once a cap is hit, and then the player can decide whether they want to "graduate" into the next tier, or continue to play for awhile at the lower tier (but their SP will not increase above the cap until they choose to "graduate"). As a player gains SP, the lower tiered match options will be progressively greyed out.
Alternatively, rather than greying out capped games, you could make it so that each character can have multiple skill specs, one spec for each type of capped match. This would allow players to play at any tier at any time, so that they can play with their friends.
This would be quite similar to Mass Effect 3, except that ME3 multiplayer was PvM, not PvP. But similar principles could be applied. I loved ME3 multiplayer, it was very well implemented and balanced. I could play at any tier of difficulty anytime, and I could respec any number of different characters to add new dimensions to gameplay. But when I first started out, I played bronze and silver difficulty almost exclusively because gold and platinum tore me up. But when I got all the good guns and picked up some experience, I was doing gold platinum difficulty almost exclusively because the rewards are better.
Something similar could be done for DUST 514, to good effect I believe.
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RedRebelCork
Ahrendee Mercenaries Omega Commission
108
|
Posted - 2013.06.07 09:08:00 -
[68] - Quote
It should start with death.
A cut scene from 1st person POV. A firefight, your squad are pushing the last objective, enemy troops drop right down on top of you with inertial dampeners. A hectic melee ensues with both your squad and the enemy being annihilated with HMG fire, nova knives, a laser, the whole works it's BLOODY CARNAGE, you're the last man standing. You finally get control of your character, just in time for you to be horribly killed:
1. Klaxon starts blaring in your helmet. 2. Voice: "Orbital bombardments imminent!" 3. You're hit. 4. Your clone topples, you're POV is now from the ground watching the orbital bombardment. 5. Your clone reaches out (perhaps reaches out a stump of an arm?) 6. HUD flickers 7. Bloody blurred vision 8. More alarms blare, your heart rate is slowing 9. Heart rate flat lines. Screen fades to black.
You're back in merc quarters (already modelled so no need to create a new environment).
1. Wake up. 2. It's dark, lights start to flicker on. 3. Sexy female voice tells you "I'm sorry, you're dead." 4. After a pause "But not to worry, you've been reanimated in a new clone and are safe back in Gallente/Caldari etc territory." 5. She tells you to get up, start moving and testing your motor skills. You reach out, your arm is back (yay!). 6. She tells you to walk over to the couch and have a seat. 7. When you take a seat your vision focuses on the TV and a number of channels become availble: * New Eden News * Weapon Information * Skill Points - Earning & Using Them * etc |
Esper Shadows
Copper Dogs
17
|
Posted - 2013.06.07 09:15:00 -
[69] - Quote
Or actually, instead of bronze/silver/gold you could use highsec / lowsec / nullsec tiers just like in EVE =)
But the point is, to tier the match difficulty in some rough (but effective) fashion so that new players aren't getting lolstomped after 1,000 WP. There's no way to separate skilled FPS players from the unskilled, but it is possible to grade the difficulty indirectly via SP capping, and slowly bring the noobs up to the full-on PC corp PvP at the top tier, perhaps at 10 million+ SP. |
RedRebelCork
Ahrendee Mercenaries Omega Commission
108
|
Posted - 2013.06.07 09:20:00 -
[70] - Quote
Esper Shadows wrote:Getting back to my earlier post (#66), instead of bronze/silver/gold you could use highsec / lowsec / nullsec tiers just like in EVE =)
But the point is, to tier the match difficulty in some rough (but effective) fashion so that new players aren't getting lolstomped after 1,000 WP. There's no way to separate skilled FPS players from the unskilled, but it is possible to grade the difficulty indirectly via SP capping, and slowly bring the noobs up to the full-on PC corp PvP at the top tier, perhaps at 10 million+ SP.
Perhaps prevent proto gear in highsec? Might make things a bit more fair. |
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Heinz Doofenshertz
BetaMax. CRONOS.
402
|
Posted - 2013.06.07 09:25:00 -
[71] - Quote
to be honest gear isn't the issue, because have any vet roll a new character and even in milita gear the will stomp actual new players. and the guys who just want to stomp newbies, will do just that. |
Esper Shadows
Copper Dogs
18
|
Posted - 2013.06.07 09:47:00 -
[72] - Quote
Heinz Doofenshertz wrote:to be honest gear isn't the issue, because have any vet roll a new character and even in milita gear the will stomp actual new players. and the guys who just want to stomp newbies, will do just that.
There's really no way to separate skilled FPS players from the total noobs. Even in "Dust Academy" matches, skilled FPS gamers are going to smoke those who are new to FPS. And the former may not be happy being restricted to "Dust Academy". They will want to play harder tiers because the rewards are likely to be better. One of my suggestions is to have SP capping, but let players play under any cap they choose. So there's maximum freedom, more choices, less noob stomping, and proto gamers can still get their fix in the top tiers.
The only real way to do it, to my mind, is SP caps. Because SP unlocks the gear, it is effectively capping gear as well. Skilled FPS players will still be skilled, but at least they will not be packing proto, which effectively makes them invincible as far as noobs are concerned. They can be killed, perhaps with the help of a teammate, if they are also restricted to lower tiered gear.
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Absolute Idiom II
BetaMax. CRONOS.
109
|
Posted - 2013.06.07 11:33:00 -
[73] - Quote
How about optional tutorials that give you significant isk, item and SP rewards (only available on first completion).
The tutorials ask you to use a specific starter suit to complete tasks, such as:
Hack an objective Deploy a nanohive, then use it Deploy an uplink, then use it Call in a vehicle, drive it to a destination then recall it Use a scanner, Use the three types of grenades Revive someone ... etc
The player could be loaded into an arena for the verisimilitude of being trained. Or even just a blank flat plain, with a small area bounded by red-zone. |
Absolute Idiom II
BetaMax. CRONOS.
109
|
Posted - 2013.06.07 11:36:00 -
[74] - Quote
Personally, I don't see why there are 'instant battles' and FW battles that you have to opt into.
I'd like to see the instant battles transformed into something where all protogear is banned from use by concord. If you want to use protogear, go to lowsec or do PC. |
KOBLAKA1
Opus Arcana Orion Empire
59
|
Posted - 2013.06.07 12:02:00 -
[75] - Quote
The academy is good to a point but how about a "training grounds" instant battle selection as wel?
It is the mandatory first match you play.
At the training ground it is 6v6 domination. The goal is familiarization. There are respawning vehicles at the starting base. You cannot call in other vehicles on this map. You are automatically squaded up and voice activated. You can work together if you want, go snipe, test vehicles, testvehicles weapons, test loadoats. Only 50 clones each side and a 20 minute timer. Very generois Redzones to promote mechanic exploration. OBs at 1000 pts. Squad leader is random. Can only join as an individual (debatable). Available indefinitelyall to play but at 30000 wp no longer nubs only.
What this does:
Provides more than 10 matches worth of random zerging/herding Prevents new players from getting zerged in an ambush right away. Allows exploration of mechanics to include vehicles. Promotes teamwork and squading up. less overwhelming. Promotes being social/meeting new players even for vets.
Would easily be transferred to a non-nub gamemode for corps to deploy squads vs other corps squad or even their own for pc practice. (Obviously reverts to normal gameplay though.)
Maybe make it verse semi-competent AI for very first match? |
Esper Shadows
Copper Dogs
19
|
Posted - 2013.06.07 12:56:00 -
[76] - Quote
KOBLAKA1 wrote: You are automatically squaded up and voice activated.
This alone would be great, and it should be implemented in the current game right away. There's really no reason why you shouldn't be in a squad. There are no benefits to being in the "no squad" category. Perhaps after the 2-3 minute war barge wait time, all remaining "no squad" players can be automatically placed into a squad. Squad leader could be selected based on total war points and notified accordingly.
This wouldn't just be for the benefit of new players, although this would obviously be helpful. But it would be convenient for everyone if properly implemented.
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Dusters Blog
Galactic News Network
349
|
Posted - 2013.06.07 13:13:00 -
[77] - Quote
We are glad this is finally being looked at. We've explained the need for a functional NPE for months to no avail.
The key is here: '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 is simply asking too much of players as they simply wont do it. the NPE should include:
1 - a mandatory portion. while things like lore can be optional, Fittings and SP are not.
a functional tutorial should also include a participatory, optional, lore, incentive, detailed and lore aspects to it.
we will do a blog later going into further detail. |
Kevall Longstride
DUST University Ivy League
250
|
Posted - 2013.06.07 14:12:00 -
[78] - Quote
My God. How much space have I got to write this down!!
At work at the moment but when I get home and have the time expect an essay. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
393
|
Posted - 2013.06.07 14:15:00 -
[79] - Quote
Said it before, I'll say it again. Leveled battles and a stat named something like "combat experience" (or it could just be based off SP/WP). Like security missions in EVE, when you start you are able to join level 1 battles. These battles pay like 10-20K ISK. Do those for 2-4 hours and you'll have enough combat experience (or war points or whatever) to join level 2 battles. Here's where people start using a little better gear, and the payouts are like 100-200K ISK. After a while of that, you've got the requirements for level 3 battles. These are where advanced gear starts to come in, and you can make 300-600K ISK per battle. Level 4's start to see proto gear, and you can make around 1-2M ISK in a battle. Level 5's, you'd better have all proto gear and some max skills, because everybody else will too. You're going to make 5-10 million a battle.
To pull this off, we'll have to scale gear prices. Full proto fits will have to cost 800K-1M ISK, adv ~100K, std ~20K. Nothing will stop a proto player from playing in a level 1 or 2 battle, however if he dies in that level 1 battle he will lose around a mil and only stand to gain around 10K. This is like EVE, where a very experienced player would never run a level 1 security mission (although they could). This keeps new players from playing with more experienced players by a hard cap, but it doesn't force them to move into the next tier if they don't feel ready (unlike how the current academy does). It keeps the experienced players from playing with the newbies because of financial reasons. |
Dusters Blog
Galactic News Network
349
|
Posted - 2013.06.07 14:16:00 -
[80] - Quote
our newest blog piece related to the tutorial: http://tinyurl.com/n3652oy |
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Shady IceCream Truck
Intergalactic Cannibus Cartel
49
|
Posted - 2013.06.07 14:22:00 -
[81] - Quote
practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
83
|
Posted - 2013.06.07 14:25:00 -
[82] - Quote
Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Maybe nobody is talking about the Mass Driver because CCP has already went on record countless times saying they know what the issue is and are currently fixing it? |
Shady IceCream Truck
Intergalactic Cannibus Cartel
49
|
Posted - 2013.06.07 14:44:00 -
[83] - Quote
EXASTRA INVICTAS wrote:Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Maybe nobody is talking about the Mass Driver because CCP has already went on record countless times saying they know what the issue is and are currently fixing it?
wrong they are on record saying " we nerfed it because of an office party" where someone got his pride stepped on... so we nerfed it and wont rebalance it..
I dont see this as acceptable |
Malkai Inos
Opus Arcana Orion Empire
348
|
Posted - 2013.06.07 14:49:00 -
[84] - Quote
Shady IceCream Truck wrote:EXASTRA INVICTAS wrote:Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Maybe nobody is talking about the Mass Driver because CCP has already went on record countless times saying they know what the issue is and are currently fixing it? wrong they are on record saying " we nerfed it because of an office party" where someone got his pride stepped on... so we nerfed it and wont rebalance it.. I dont see this as acceptable One Dev post search for "Mass Driver" makes you look like an idiot. Read and leave this thread alone.
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Shady IceCream Truck
Intergalactic Cannibus Cartel
49
|
Posted - 2013.06.07 14:51:00 -
[85] - Quote
Malkai Inos wrote:Shady IceCream Truck wrote:EXASTRA INVICTAS wrote:Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Maybe nobody is talking about the Mass Driver because CCP has already went on record countless times saying they know what the issue is and are currently fixing it? wrong they are on record saying " we nerfed it because of an office party" where someone got his pride stepped on... so we nerfed it and wont rebalance it.. I dont see this as acceptable One Dev post search for "Mass Driver" makes you look like an idiot. Read and leave this thread alone.
whats your point? you have mad pro linking skills? |
Iron Wolf Saber
Den of Swords
4959
|
Posted - 2013.06.07 15:36:00 -
[86] - Quote
Kevall Longstride wrote:My God. How much space have I got to write this down!!
At work at the moment but when I get home and have the time expect an essay.
Take as many posts as you need to but make it a good sale, don't want to bore the readers. |
Esper Shadows
Copper Dogs
19
|
Posted - 2013.06.07 15:54:00 -
[87] - Quote
Halador Osiris wrote:Said it before, I'll say it again. Leveled battles and a stat named something like "combat experience" (or it could just be based off SP/WP). Like security missions in EVE, when you start you are able to join level 1 battles. These battles pay like 10-20K ISK. Do those for 2-4 hours and you'll have enough combat experience (or war points or whatever) to join level 2 battles. Here's where people start using a little better gear, and the payouts are like 100-200K ISK. After a while of that, you've got the requirements for level 3 battles. These are where advanced gear starts to come in, and you can make 300-600K ISK per battle. Level 4's start to see proto gear, and you can make around 1-2M ISK in a battle. Level 5's, you'd better have all proto gear and some max skills, because everybody else will too. You're going to make 5-10 million a battle.
This is basically what I posted earlier. But yeah, this would be a workable model so that noobs don't need to read an instruction manual or read a wiki. New players can just pick up the game and play and do reasonably well if you have half a brain (because your competition is more or less in a similar situation). There would be no 1,000 WP cliff.
I do not know about ISK payouts and won't really comment on that, because I do not know if CCP intends for DUST 514 to ultimately be an ISK sink for EVE. That's a...rather sensitive topic, probably best discussed elsewhere. |
Iron Wolf Saber
Den of Swords
4959
|
Posted - 2013.06.07 15:56:00 -
[88] - Quote
Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO
Sir, may I sharply remind you that the teams involved in fixing things and balance are separate from the team you have been given in this scenario. Your team works independently and are experts at creating and adjusting new systems. Not bug fixing, not weapon balancing, not vehicle balancing; other teams will be responsible for those tasks, your team's focus is to improve NPE.
I also read through dozens of threads on features and ideas, I don't typically always reply to them because majority of them are 'dead horse' topics. Topics that have which, exhausted all complaints, concerns, and almost all solutions and are painfully made aware by CCP. The purpose of this entire thread is to focus on a feature and stir something new up.
Also a quick search would reveal I have already commented on the mass driver, laser rifle, state of vehicles and few other choice topics and urge some level of patience, understanding, and less vitriol in your breakfast. |
Terry Webber
Turalyon Plus
95
|
Posted - 2013.06.07 16:03:00 -
[89] - Quote
Reserving this post for my suggestion. |
Shady IceCream Truck
Intergalactic Cannibus Cartel
49
|
Posted - 2013.06.07 16:07:00 -
[90] - Quote
Iron Wolf Saber wrote:Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Sir, may I sharply remind you that the teams involved in fixing things and balance are separate from the team you have been given in this scenario. Your team works independently and are experts at creating and adjusting new systems. Not bug fixing, not weapon balancing, not vehicle balancing; other teams will be responsible for those tasks, your team's focus is to improve NPE. I also read through dozens of threads on features and ideas, I don't typically always reply to them because majority of them are 'dead horse' topics. Topics that have which, exhausted all complaints, concerns, and almost all solutions and are painfully made aware by CCP. The purpose of this entire thread is to focus on a feature and stir something new up. Also a quick search would reveal I have already commented on the mass driver, laser rifle, state of vehicles and few other choice topics and urge some level of patience, understanding, and less vitriol in your breakfast.
and what team are you on? Seems to be some missing team members |
|
Iron Wolf Saber
Den of Swords
4959
|
Posted - 2013.06.07 16:09:00 -
[91] - Quote
Shady IceCream Truck wrote:Iron Wolf Saber wrote:Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Sir, may I sharply remind you that the teams involved in fixing things and balance are separate from the team you have been given in this scenario. Your team works independently and are experts at creating and adjusting new systems. Not bug fixing, not weapon balancing, not vehicle balancing; other teams will be responsible for those tasks, your team's focus is to improve NPE. I also read through dozens of threads on features and ideas, I don't typically always reply to them because majority of them are 'dead horse' topics. Topics that have which, exhausted all complaints, concerns, and almost all solutions and are painfully made aware by CCP. The purpose of this entire thread is to focus on a feature and stir something new up. Also a quick search would reveal I have already commented on the mass driver, laser rifle, state of vehicles and few other choice topics and urge some level of patience, understanding, and less vitriol in your breakfast. and what team are you on? Seems to be some missing team members
The one that may or may not take you seriously. Based on your latest comments; the latter. |
Shady IceCream Truck
Intergalactic Cannibus Cartel
49
|
Posted - 2013.06.07 16:15:00 -
[92] - Quote
Iron Wolf Saber wrote:Shady IceCream Truck wrote:Iron Wolf Saber wrote:Shady IceCream Truck wrote:practically every weapon, and game mechanic is broken and you wanna focus on a "new player experience" ?
How bout lets adress the real issues in an honest manner? Iron wolf guy, I dont see you over on the MD thread.. or any other thread that matters.. IMHO Sir, may I sharply remind you that the teams involved in fixing things and balance are separate from the team you have been given in this scenario. Your team works independently and are experts at creating and adjusting new systems. Not bug fixing, not weapon balancing, not vehicle balancing; other teams will be responsible for those tasks, your team's focus is to improve NPE. I also read through dozens of threads on features and ideas, I don't typically always reply to them because majority of them are 'dead horse' topics. Topics that have which, exhausted all complaints, concerns, and almost all solutions and are painfully made aware by CCP. The purpose of this entire thread is to focus on a feature and stir something new up. Also a quick search would reveal I have already commented on the mass driver, laser rifle, state of vehicles and few other choice topics and urge some level of patience, understanding, and less vitriol in your breakfast. and what team are you on? Seems to be some missing team members The one that may or may not take you seriously. Based on your latest comments; the latter.
ya well I see that you are trying to be constructive and change the topic etc.. fine
But maybe you need to beat a dead horse once in a while, because if you don't nobody with a cute 'dev tag' will.. and its either that or you continue wasting your time typing pages of nonsense that wont matter because nobody is playing the game anymore..
And ya the only reason im here is to make that point, now ill leave your thread alone.. |
Iron Wolf Saber
Den of Swords
4959
|
Posted - 2013.06.07 16:19:00 -
[93] - Quote
Shady IceCream Truck wrote:
ya well I see that you are trying to be constructive and change the topic etc.. fine
But maybe you need to beat a dead horse once in a while, because if you don't nobody with a cute 'dev tag' will.. and its either that or you continue wasting your time typing pages of nonsense that wont matter because nobody is playing the game anymore..
And ya the only reason im here is to make that point, now ill leave your thread alone..
Those 'nobodies' with the dev tag dead horsed the subject for us most of the time no need to re-dead the horse again for them if they're already aware and already working on a fix or the latter the fix is waiting on code deployment. My goal in FnI is to find the the one horse that is still alive to beat to death, which is far harder than you think at times. |
Shady IceCream Truck
Intergalactic Cannibus Cartel
49
|
Posted - 2013.06.07 16:41:00 -
[94] - Quote
Iron Wolf Saber wrote:Shady IceCream Truck wrote:
ya well I see that you are trying to be constructive and change the topic etc.. fine
But maybe you need to beat a dead horse once in a while, because if you don't nobody with a cute 'dev tag' will.. and its either that or you continue wasting your time typing pages of nonsense that wont matter because nobody is playing the game anymore..
And ya the only reason im here is to make that point, now ill leave your thread alone..
Those 'nobodies' with the dev tag dead horsed the subject for us most of the time no need to re-dead the horse again for them if they're already aware and already working on a fix or the latter the fix is waiting on code deployment. My goal in FnI is to find the the one horse that is still alive to beat to death, which is far harder than you think at times.
why you put quotes around "nobodies" like I said that? lol nice try |
RoundEy3
Condotta Rouvenor Gallente Federation
33
|
Posted - 2013.06.07 16:48:00 -
[95] - Quote
I have made a considerable amount of edits to my original post and wanted to put them out there. I'm not trying to spam or get likes, I just want the people taking ideas to read them. Thanks
--1. THE INTRO VIDEO-- a. The intro video should be changed. Launching the game one should meet a video that opens their view to New Eden and where DUST fits into it.
b. I imagine an outside in perspective. Meaning you open up with distant views: Solar systems, stars, suns, black holes consuming planetary bodies at a surreal distance. Then you begin to inform the player of the solar systems, how the known systems are divided up amongst the 4 empires. Talk about how this space and the planets in these regions are important to them. (Perhaps throw in a little EVE background here to add to "Why are they fighting")
c. Then begin to show a few action scenes. I inagine a quick pacing range of images from the space conflicts of EVE down to the dirt where the metal meets the meat to a quick flash of death to a clone and the stripping force of it's conscience being spit into a new body.
(The first visual story point here being to start off from a vast perspective and begin to funnel down to what is happening. I lightly tried to apply the idea of a cycle from the beginning to the end of what you see. The concept of suns and stars, to a blackhole twisting matter into the unknown. To the end, where the life and death cycle of merc clones in conflict is seen on the ground)
--2. CHARACTER CREATION-- a. After the intro you go to your character creation much like you do now. The character creation process currently does it's purpose well I believe.
--3.THE MILITIA OFFICE-- a. After your character is created you should be ported to a militia office. This would be a governmental recruitment center that your character would first appear in. This would be the ideal place to interact with your first NPC's. I figure, faction officers, other mercs, concerned civilians. There are many possibilities.
(my thinking here is since it is your character's first time doing anything, that before you are allowed to be cloned repetetively and be shipped off anywhere you get educated here at the MO. Also this would maintain the character detail that the character you made is/was a citizen, not some conjured entity.
b. The point of the terminal is mostly for role play immersion efforts, but from here there could be learning terminals/videos/ exercises like some tutorials described in detail by others, and a port to the academy. The tutorials and battle simulators would be accessed via some neural/ virtual uplink. Other applications of the Milita office could be implemented as well. It is a modular type of location that would provide expaination, involvement within locales of New Eden, and would help to make you feel like the game is bigger than you.
c. After you do what you want to do there you are finally issued your first batch of equipment that you own, given access to your portable merc quarters, and given cloning rights and resources. The milita office exploration and learning part could be optional with the choice upon arriving to go straight to your merc quarters, but you sould be issued better/more stuff if you go through it by your parent faction.)
(I feel a character, story immersion part is needed between character creation and ending up in the merc quarters, and that's the point of the Militia Office. Plus it has much unsaid potential for expansion I think.)
--4. MERC QUARTERS-- a. The Merc quarters is now yours. It is the habitat of your currently animated self. From here you should have access to news feeds all relevant and non relevant (immersion)
b. Within the merc quarters there should be 3 battle resources: - CORP hiring resource. where corps could put up advertisements, applications, info, whatever you make available to them. Once you join a corp this terminal would become your corp battle finder area. - Faction Battles. Since it was initially your chosen faction that sent you on your way there should be a division of battles so you can fight for them. I imagine loyaty points and faction discounts would work well with this idea. - Finally a Freelance Digest, a insta battle/ pick your highest bidder battle finder. Basically a battle finding resource that doesn't fit into Corp or faction battles.
c. Essentially once your in your MQ either by direct skipping of the Militia Office services or by training in all prior exercises you are free to battle and explore the items, strategies, and play options all on your own.
d. The player should have access to information, fit and equipment resources, training videos/ tutorials via a kind of in game encyclopedia. I imagine an implanted PDA that can be accessed by thought. (there could be a neat interface that pops up with this info as if you had it indexed in your mind.
EDIT: Within the outline I see the ideas of others, myself, and what is already present in the game coming togerther to feel like you are indeed stepping into a large and expansive universe. |
Malkai Inos
Opus Arcana Orion Empire
349
|
Posted - 2013.06.07 16:57:00 -
[96] - Quote
I was thinking about the importance of squadding up and teamplay and a way of teaching those too but never felt that a highly scripted tutorial scene is the best approach to a game that's entirely dependant on the community so i came up with this:
The Stuffz for Trainers Programme:
Any character that has left the Acadademy can enlist as a trainer. Beeing a trainer means that you get access dedicated trainer gear, wich has its own unique color pallete and is of around STD quality, and that you can join into academy battles again, as long as you use trainer gear exclusively, with a few special rules:
When a trainer queues into a match the game will automatically assign new players into his automatically created squad.
He may not invite randoms on his own, while new players are free to join him.
The trainer may invite every academy player he was been playing together in the last 30 days and play with him again.
Trainers do not get ISK or SP based on their own actions but based on the combined efforts of his squad mates.
His k/d will not be recorded as a trainer, his WP not be tracked. That way he has no reason to slap around the other newberries.
Now we need something to motivate those players to go into rather easy matches, explaining the same stuff over and over again.
The game needs to track the progress of every single trainee (every player that has been in a trainer's squad at least once in the last 30 days and is still in the academy):
How often/long are they in squad with the trainer? (this will act as a multiplier. The more time you spend with the same newberry, the better.)
How much do they play?
How much WP, SP, ISK do they earn?
Did they join a corp by now?
Are they squadding up Properly?
Based on those metrics we reward the trainers with "TC" (Trainer Credits) which will be used in a seperate store section to either buy varients of normal gear or even AUR currency and/or Items. Dedicated trainers will increase player retention and NPE by a huge margin, thus effectively making money for CCP. It's only fair they get a share for their efforts.
What has to be balanced of course is the timeframe in wich a player should be considered a trainee and how the payout metrics are weighed. A trainer shouldn't have to try and hook up with his minions as often as to force both out of a reasonable and organic playing schedule but he should be incentiviced to keep in touch with his trainees and squad up whenever it's appropriate for both.
This system will put the People back into the NPE and provide worthwhile rewards aswell as fun for both sides if done properly. It gives corparations a chance to actively recruit new players for their corp and get rewarded while thei're doing it It also feels much more compatible with the new eden philosophy ("Trust no one!" ) than scripted tutorial sections.
|
Pseudonym0
Free Guard of Arrakis
3
|
Posted - 2013.06.07 18:07:00 -
[97] - Quote
Couple more ideas to consider
1) I think 1-3 optional skill respecs being available might help new players as well. These would, of course, expire after either a certain time period or a certain level of SP, but it should definitely be long enough that they've had the opportunity to get out into "the real world", and see how it works. Let's face it, they can kill all the other militia geared players they want, until they see it first hand, new players aren't really going to understand the difference between an L1 dropsuit running L3 gear, and an L3 dropsuit running L1 gear. Personally, I'm going with option 2 hands down, but other people might have different opinions based on play style. As a new player, I remember dumping a fair number of skill points into things I shouldn't have, and remaking a couple characters, but the re-entry process was pretty quick to remake a character, with pre-defined base skills. If the creation / initiation process takes longer, it's probably advisable to provide a way to correct the mistakes you made along the way, like skilling into a piece of equipment or weapon that massively overloads your CPU at the expense of something that would've actually helped you.
2) I was actually just about to suggest something similar to trainers, but more along the lines of a "buddy" system, but there are a couple hurdles intrinsic to either system. New players could perhaps be asked to provide their normal playing times, checklist style (i.e. weekday evenings, weekend mornings), their time zone and ,being a multinational game, what languages they speak, and be provided a list of suitable vets who had signed up to be helpers. These more experience players could be flagged in chat and perhaps have access to a "rookie chat" channel, which all the new players are in automatically. They could then invite allow a new player to join a squad with them and other rookies, or even them and other vets, which could in fact prove more effective and a better player experience in time.
I'd be hesitant to offer too much of a reward for this role, since the people you're looking for are the ones that are actually interested in contributing to the overall game, not the ones who are just looking for another avenue for their own advancement. Besides, if trainers are good to them, once they graduate maybe they'll take a look at the trainers corp . Personally, I have no problem squadding with newer players and letting them pick my brain (not to suggest I'm in any way a pro at this), and it seems to be happening more often lately just by chance, which I suppose means the game is getting a lot of new player base. It's actually pretty fun sometimes, they can be like kids at christmas when they get a kill or a hack.
3) Taking all this into consideration, I also don't think any sort of strict segregation would be good, although a tiered rewards system might work. Removing players from exposure to enemy vets also removes them from exposure to friendly ones. Also, it limits the player pool for each group, meaning people could be forced into smaller matches with longer waiting times. Depending on time of day this could affect older and newer players equally, and could serve to alienate them. It also restricts the ability of people to play with corp-mates or real life friends who they've recruited into the game (which is something I'd think you'd like to encourage). Also, it could potentially cause problems of being repeatedly put into games where noone else speaks their language. I don't really have a problem squadding with, say, a spanish speaking person. On the other hand, I have no idea how to say "Look out behind you!" in Spanish. |
slypie11
Planetary Response Organisation
311
|
Posted - 2013.06.07 18:20:00 -
[98] - Quote
An optional respec for players leaving the academy. The academy should be a place where new players can find what weapon, dropsuits, and overall fitting type works for them. They should be free to experiment without repercussions along the road. To avoid confusion, players should be informed of the respec as soon as they start playing and when it becomes available. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1101
|
Posted - 2013.06.07 18:27:00 -
[99] - Quote
There are issues with respecs but I don't want to drag this thread off topic so discussion can be found here.
~Cross |
Malkai Inos
Opus Arcana Orion Empire
355
|
Posted - 2013.06.07 21:56:00 -
[100] - Quote
Concerning respecs i will second Cross Atu's notion that this warrants its own debate in the appropriate thread.
The system i propose heavily aims towards organic interaction. No seperate actions like providing data or actively seeking contact should be required from either side. The randomness of my proposal is supposed to allow new players to jump into the game and be welcomed by real people from second #1. To work together in a new environment without the new players in the squad even realizing that they are set up to be tought how to play.
New players can can stick around for hours in one squad when the games are fun, getting to know each other, talking about the experience and learning the intricacies during and inbetween the rounds. Then both trainer and trainees can decide to add each other to contacts and play again later. They can also part ways with the press of a button and get another random trainer or trainee respectively without any consequences, just as roaming through random squads until you find one you stick to.(you mentioned this and yes, this already happens often, so i decided to abuse it )
"No lists, no criteria, no channels", is the thing that i wanted to achieve with this concept. Just people having fun.
The rewards i believe are not exactly necessary but simply justified for the work and benefit that trainers provide for the community and CCP. It also allows corps like Dust UNI who devote their time into training to achieve something by doing so. And if people help the community simply for their own gain, heck, everyone does, in some way. The system filters unhelpfull trainers out by design because trainees who don't stick around (the first metric) bring low income.
On the segregation, i agree. It's just much easier to work with the current academy system than to include some nonexistent matchmaking simply because it keeps the unknowns to a minimum.
But while we're at it:
One we have a fluent matchmaking system in place "TC" gains degrade the more experience a trainee has in the game. The higher the trainee is ranked by the matchmaking system, the less "profitable" he becomes as a trainee. There will be a point where "TC" gains for his further progress reach nil.
At that point it's again completely up to the players to "corp up" or part ways.
Hope this clarifies a some things. |
|
knight of 6
SVER True Blood Unclaimed.
177
|
Posted - 2013.06.07 23:42:00 -
[101] - Quote
this seems interesting...
Okay I'll be referencing a number of videos through out my short presentation and all of them can be found in the link dump at the bottom of the post.
all below skip-able via the neocom (if you know how to operate the neocom you don't need the tutorial anyway)
after the current welcome to new eden cut scene it opens with you climbing out of a pod as seen in the eve origins trailer, this is sort of like the opening of halo combat evolved. you find yourself into a training room (racially decorated of course). the voice of Sheila the battle AI animates from an unknown source explaining that you are now an immortal clone (you only have 500 sp it's clearly your first day on the job) she asks you to walk around, look up, look down, if you would like to adjust sensitivity or invert the control scheme. this concludes the medical check.(you have no hud at this point)
then Sheila asks you to pick a suit off the wall the suits available are the racial heavy, medium, and light. after you choose a sentry gun on the wall shoots you to death, you fall over like the current downed animation and the screen fades to black then fade back in with a full hud in the suit of your choice you again climb out of the pod and over your dead body as nanites eat it away (I like this because it not only drives home that you are completely expendable but that you aren't connected to your body) then Sheila directs you over to the fitting mirror thing and explains the fitting process as you build your first fit (all equipment is available for you to choose so you can try before you buy with skills)
after creating your first fit you run through and obstacle course/ shooting range to acclimate you to your choice. for the shooting portion of the course it would start as silhouette targets but change over to drones to show armor and shields (drones should offer different fluctuate between armor and shield tanks to highlight the difference between the two) for the obstacle course it should highlight the speed and agility of your suit and fitting choice. this course might look a bit like the CS GO assault course. then the combat tutorial ends with you being swarmed in progressively tougher waves with drones that shoot back this highlights the survivability of your suit and tactics needed to make it work. this of course ends with you dieing.
this time you wake up in the bed in your merc quarters Sheila briefly goes over the neocom and explains that you earned 500,000 sp and 250,000 isk for completing the training course at this point going over the skill system and how it works.
tutorial Fin
If you opt to skip the tutorial you wake up in the bed in your merc quarters and Sheila makes a remark about memory loss.
this tutorial is available any time via one of the doors in the merc quarters(but it would skip the first bit walking around looking ect.)
LINK DUMP:
eve origins trailer Halo CE opening cinematic CS GO Assault Course |
Cross Atu
Conspiratus Immortalis Covert Intervention
1108
|
Posted - 2013.06.08 15:01:00 -
[102] - Quote
I believe this thread is important enough to warrant a front page position. |
R F Gyro
Krusual Covert Operators Minmatar Republic
358
|
Posted - 2013.06.08 15:14:00 -
[103] - Quote
1. Player-balanced matches.
https://forums.dust514.com/default.aspx?g=posts&t=53573&find=unread
Let players choose the sec status of the battles they fight in, with 1.0 systems having lots of restrictions and 0.5 systems being basically what we have now. The more restrictions there are, the lower the rewards, with 1.0 being extreme in that you get zero SP and zero ISK from it (and it doesn't affect your KDR either).
2. PvE
Blowing up drones is going to be a nice easy way to learn the basics.
3. Licensed new-player corps
a) Let corps apply for a "new player" license (for a fee probably). b) Work with CPM to define and publish the requirements and responsibilities for getting the license c) Add a checkbox to the corp search screen for "new player friendly" to restrict the search to only corps with this license. d) Add a petition category for "new player license complaints" to allow the GMs to quickly react to licensed corps behaving badly. e) Advertise the feature clearly to new accounts
Even if it is just Dust-Uni that uses this initially it is at least a step in the right direction. |
Harpyja
DUST University Ivy League
91
|
Posted - 2013.06.08 17:10:00 -
[104] - Quote
I suggested this a long time ago in an old thread of mine:
A new 'casual' game mode where no squads can enter a battle. This will ensure that battles consist of random players and this will be very similar to the academy. One of the reasons that new players get slaughtered out of the academy is because they are now put up against experienced squads that work together. |
R F Gyro
Krusual Covert Operators Minmatar Republic
359
|
Posted - 2013.06.08 17:22:00 -
[105] - Quote
Harpyja wrote:I suggested this a long time ago in an old thread of mine:
A new 'casual' game mode where no squads can enter a battle. This will ensure that battles consist of random players and this will be very similar to the academy. One of the reasons that new players get slaughtered out of the academy is because they are now put up against experienced squads that work together. Yep - no squads, no HAVs, just basic learn the game stuff. But no (or limited) rewards though.
Then a gradual progression up to what we have today with general instant battles, FW and PC. |
Shady IceCream Truck
Intergalactic Cannibus Cartel
51
|
Posted - 2013.06.08 18:14:00 -
[106] - Quote
wow this is the guy who is supposed to be supporting and liason between CCP and community? If you disagree with him or make him look like the fool that he is.. He will delete your post somehow.. then he will edit what he originally said.. You sir ar a tool, and nobody in this community thinks you are doing anything useful..
Keep on deleting stuff .. FTW |
Vell0cet
Royal Uhlans Amarr Empire
5
|
Posted - 2013.06.08 18:19:00 -
[107] - Quote
I think it would be cool to have the player enter an EVE ship (maybe a battleship for the race they've selected) and travel in-route from their capital to wherever the merc quarters are. Initially it shows the ship from the outside, jumping through a couple of gates, and then your ship gets boarded by (either rogue drones, npc's of your faction's enemy e.g. Amarr if you're Minmatar, pirates, or something like that). Anyways, the alert goes off in the ship and you're forced to defend it and in the process the tutorial incrementally introduces you to the combat system, your health: shields/armor, how different suits have different stats, different weapons are stronger/weaker against certain armors etc, basically what most people have been describing here. I also think it'd be cool if the tutorial voice & script had more personality/attitude like Apple's SIRI, or Portal's GLaDOS. In fact, Portal2's tutorial might be a good reference.
After you defeat the invaders you dock at your home station. The tutorial should guide you through selecting skills, fitting out drop suits & vehicles and eventually buying/selling on the marketplace. I don't think videos are the way to do this, it should be baked into the UI with arrows pointing things out and walking you through the process. |
Iron Wolf Saber
Den of Swords
4986
|
Posted - 2013.06.08 18:27:00 -
[108] - Quote
Shady IceCream Truck wrote:wow this is the guy who is supposed to be supporting and liason between CCP and community? If you disagree with him or make him look like the fool that he is.. He will delete your post somehow.. then he will edit what he originally said.. You sir ar a tool, and nobody in this community thinks you are doing anything useful..
Keep on deleting stuff .. FTW
Sir, may kindly I remind you that this is damaging your voice very much because I came here to this thread to see how people want to redo the NPE stuff and you're in here crying like a 5 year old with a geostationary tantrum because nobody is paying attention to you enough to buy you a lollipop. No matter how far they walk away, you maintain the same amount of distance. If you have complaints about the game post a thread elsewhere.
As CPM I have the full ability to ignore people like yourself. People who have consistently deemed themselves destructive, unhelpful, or truly disinterested in the game's welfare. If you want to be respected by a CPM you need to approach them with respect. They're busy people and most of the time do not have time to waste on people like yourself. If I had to choose between which time I can spend with rather sit down with the guy spewing numbers and charts on what is wrong with the game than a whiny guy that doesn't understand that MDs are programmatically broken and cannot be fixed until the next patch.
Also may I ultimately remind you the only difference between me and you as a player outside of the conversation opportunities with CCP. Is the tag little CPM Tag here on the forums. Thats it. I get nothing else special. I get no powers, I cannot delete posts, I get nothing. I cannot sticky threads, I cannot lock threads, I cannot moderate, that is not my job.
I would hate to see this thread locked by the GMs because of your constant derailing. |
Harpyja
DUST University Ivy League
91
|
Posted - 2013.06.08 19:25:00 -
[109] - Quote
R F Gyro wrote:Harpyja wrote:I suggested this a long time ago in an old thread of mine:
A new 'casual' game mode where no squads can enter a battle. This will ensure that battles consist of random players and this will be very similar to the academy. One of the reasons that new players get slaughtered out of the academy is because they are now put up against experienced squads that work together. Yep - no squads, no HAVs, just basic learn the game stuff. But no (or limited) rewards though. Then a gradual progression up to what we have today with general instant battles, FW and PC. If you want smaller rewards to discourage the more experienced players, then I think new players should receive a bonus to rewards to make it equal to what experienced players get. Also give them a higher reward for battling in such competitive games outside of this new mode.
Something like a 1.5x multiplier to SP and ISK rewards until they reach a certain amount of SP. |
Breakin Stuff
Goonfeet
970
|
Posted - 2013.06.08 19:34:00 -
[110] - Quote
This is a useful thread dedicated to new players, and helping new players.
Calling the New-Player Experience unimportant is short-sighted and stupid. This game will be dependent upon new blood coming in constantly. If new players don't play, DUST dies, sometime.
Take your ragethreads ELSEWHERE and/or provide input based on the topic. No one cares about your weapon balance issues here. We care about your weapon balance threads in an appropriately marked thread.
As to your charge that the CPM is somehow incompetent I don't give a crap, about them, or your opinion of them. Move the hell along. What I care about is making DUST better so that I can recruit new goons and teach them how to terrorize new pubbies so that all can grow up enjoying hating each other properly in true New Eden style. I want to breed more conflicts for the future.
I cannot do this if there's no new Goons and no new pubbies because there's no new-player friendly content. This is the long and short of the topic. We need new blood or the game will stagnate with a buncha bitter jerks roaring at each other.
On-Topic:
I think adding a Web window like in EVE can be beneficial as well so new players can look up information when people mock them for not knowing.
All part of my Information campaign for Newbies. The more they know, the more they will get drawn in, and the less they will get driven away.
DUST University bluntly has the right idea, grab the newbies, take 'em, teach them, turn them loose and encourage them to do stupid sh*t and have fun doing it. prepare them for the fact that success and experience cost a large chunk of coin.
We need to somewhat standardize this. I think group training missions where new players can queue up four to six at a time for training missions would be vastly beneficial.
I believe incentivizing training squads is a good thing. Veteran players should get +5% ISK/SP per match per player with LESS THAN HALF of their own SP. New players should get a 25% bonus for having a trainer veteran leading them. This puts a lot of the control over the rewards in the hands of new players, because if their "trainer" is an ass they can drop squad and deprive him of the bonus at any time.
Getting corporations and veteran players involved at teaching new players can only enhance the game. Incentivizing squad participation from the beginning will result in less lost pubbies who don't realize that playing DUST alone sucks unless you're a rather thorough masochist.
Screw AWOXing concerns, with the new corporation roles CCP is making it'll allow corps to filter through the BS and make it harder to screw a PC match. Now the backstabbers will have to play the game with you to gain your trust to AWOX you.
PvE training and incentivizing veterans to get off their asses and shepherd the new players can only improve the player retention for DUST 514.
Both of these (in different forms) could benefit EVE as well. |
|
Iron Wolf Saber
Den of Swords
4988
|
Posted - 2013.06.08 20:33:00 -
[111] - Quote
I am liking many of the ideas here. Please keep up the good work people. |
R F Gyro
Krusual Covert Operators Minmatar Republic
360
|
Posted - 2013.06.08 21:32:00 -
[112] - Quote
Harpyja wrote:If you want smaller rewards to discourage the more experienced players, then I think new players should receive a bonus to rewards to make it equal to what experienced players get. Also give them a higher reward for battling in such competitive games outside of this new mode.
Something like a 1.5x multiplier to SP and ISK rewards until they reach a certain amount of SP. No need. No one is forced to stay in the higher sec regions; if you want greater rewards, move to lower sec battles. Fights get tougher, but you get more ISK & SP. CCP monitor and tune the rewards to try and keep each of the hisec levels reasonably populated.
You shouldn't get more stuff for being new. You should get more stuff for being better. Just let people get better at their own pace, and let them have good fights throughout.
|
DARK - IMPULSE
IMPSwarm Negative-Feedback
4
|
Posted - 2013.06.08 23:28:00 -
[113] - Quote
The game needs to be more understandable because it is not the complexity of the game that is turning new players away it is the lack of information inside the game itself.
A test lab, video manuals about fittings and skills and a crazy idea that just pop in my head is to get new players the change to try any fitting they want for the first 3 days or week only with new players . Just to tease to see where they can get or what path they want to take.Then all those fittings would be erased and you will need to get sp like everyone else. Just like a test drive at dealership before you buy the car if it works for a multimillion dollar industry it will work for dust 514.
I would eliminate the cap or increase it a little bit more for new players until they reach certain level of sp (6M or whatever) so they don't have to grind so much to get some sp to get good gear going. They would never reach where older players are if everyone has the same cap. It is like trying to catch a car going at 50km/h by you driving at 50Km/h behind it.
NPC Corp tax to force new players to join corps this game is not meant to be played solo, plain and simple https://forums.dust514.com/default.aspx?g=posts&t=67713&find=unread
There has got to be information on corps maybe by showing random pop ups of corps info during game or a news tab that informs the changes in dust corps or something like that. It was hard for me to join a corp when i started as there was no info about corporation other than the leaderboard and to access that info is a pain. The idea of having a random list with 5 corps to join and some info about them, like hours of most activity, language restrictions and so on, makes it easier for new dust mercs to chose and join corps rather than looking at the leaderboard and searching for it or random typing in the local chat. |
Terry Webber
Turalyon Plus
99
|
Posted - 2013.06.09 01:43:00 -
[114] - Quote
Saving a spot for part 2 of my suggestion.
Here's part 1 in post #87: https://forums.dust514.com/default.aspx?g=posts&t=84956&p=5 |
Harpyja
DUST University Ivy League
91
|
Posted - 2013.06.09 01:55:00 -
[115] - Quote
R F Gyro wrote:Harpyja wrote:If you want smaller rewards to discourage the more experienced players, then I think new players should receive a bonus to rewards to make it equal to what experienced players get. Also give them a higher reward for battling in such competitive games outside of this new mode.
Something like a 1.5x multiplier to SP and ISK rewards until they reach a certain amount of SP. No need. No one is forced to stay in the higher sec regions; if you want greater rewards, move to lower sec battles. Fights get tougher, but you get more ISK & SP. CCP monitor and tune the rewards to try and keep each of the hisec levels reasonably populated. You shouldn't get more stuff for being new. You should get more stuff for being better. Just let people get better at their own pace, and let them have good fights throughout. Then how come CCP gives new players in EVE temporarily faster skill training and a temporary buff to all turret damage, RoF, and tracking?
I think new players should be able to get to a certain point faster so that they don't think the entire game is a boring grind to get anywhere.
And yes, lower sec battles will have increased rewards. I'm just saying, for example, that a new player playing in a 1.0 system will get the same reward as an experienced player in a .5 sec system. Once the new player advances, their reward boosts go away and are discouraged from entering 'easier' battles in high sec, assuming they now have enough experience to fully enter the real world of Dust. |
S Park Finner
BetaMax. CRONOS.
134
|
Posted - 2013.06.09 02:23:00 -
[116] - Quote
If you care to watch it all the way through THIS is the new player experience.
This guy -- sounds like a younger player -- comes to DUST 514 with no preconceptions at all but with some basic FPS skills. By the end of his video he decides he likes the game because in-game he had some positive experiences. That being said, he ends the video with no idea at all about what DUST 514 really is.
Telling points... Where he can't decide which race to pick because the introduction doesn't give him any insight into what benefits the various races provide Where he comments it took 5 minutes just to get into the game. Where he can't figure out if there's a campaign or just battles. Where he gets angry with the voice-over while he was trying to read the introduction. Where he got off on renaming the LAV but couldn't really figure out what was going on -- finally quitting the tutorial and then can't put up with reading the whole tutorial documentation How he confuses drop suit creation with class selection and invalidates a fitting How dropping out of the MCC gives him a kick and he really likes his first few seconds on the ground. How he is absolutely clueless about what he's supposed to do once he gets into battle. How great he feels when he gets his first kill. How he takes down a heavy with a militia submachine gun and then hacks a turret. How he likes it as a FPS even though he doesn't have any idea what it's about. |
Luther Mandrix
Planetary Response Organization
65
|
Posted - 2013.06.09 15:36:00 -
[117] - Quote
1.Start game as non clone soldier 2.The setting is race specific .You have a history and family as seens of wonderous worlds and populations slide by from youth up parents siblings and friends. 3.Eve History is woven into the pictures on billboards and smart tablets.A moving world of info on slots in a static picture of Rememberance.(CCP you have a map Static, Slots that structures go to,= Picture static,slots of video in static picture) 4. War,Loss,Education and poltics How dare (they race ) do this dasturdly thing or event. 5.For Ammaranes your slaves are always there.Come here time for your vitox. 6.Enlistment in Armed Forces Human with one life to live on the last battle (Sprint reload change weapons deploy equipment call in vehicle ,call in orbital,put defend order on squad member ,one step after another you are walked through till the moment of your mortal wound. (These words are said by your rescurers This ones had it it looks like he/she donated her/his body to science while players vision and bloody stump of a hand reach out to them vision fades as talking grows faint then louder as player wakes up as a clone soldier,Their past life is left behind as in the distance his/her family bury the players old body they determine to press forward into unforgiving Universe of New Eden. |
Dante Kretschmer
D3LTA ACADEMY
12
|
Posted - 2013.06.09 20:52:00 -
[118] - Quote
As it stands now, a lone gamer trying the game for the first time isn't likely to stick with it. My proposals would be:
- Expand the Academy past the actual wp limit. It would be better if people with less than 1mil sp were forced to play together to prevent getting pubstomped too early in the game (because lets face it, until we get PvE pubstomping is going to be a reality). If PvE is implemented, then let everyone have acces to it from the beggining.
- A tutorial needs to be made to explain the roles available in DUST, and if posible, in a video. No one wants to forcefully read a wall of text if they're not into the game. And in a video you can get a great picture of what you are supossed to do, and what playstyle suits you best
- Perhaps everytime after the first loss and while in the academy a video should be played enphasizing the importance of squads, corps, teamwork, and maybe even a mic. The video should emphasize the benefits of teamwork in such a way that no one will ever want to go to battle alone ever again. Like, showing a squad coordinating, covering each other, protecting a team mate while hacking...This is the most importante feature imo, because one of the strongest points of DUST it's its tactical depth. And if they get hooked to it, bam! Success.
- As for getting into the racial suits, perhaps 4 racial videos should be made explaining the weaknesses and strong points of each race (e. g. Caldaris shield tanking vs being doomed against flux grenades, more equipment vs less armor..) in an overall manner. The videos should be there so one can get a decent picture out of it without navigating through endless stat sheets. But they shouldn't depict each suit nor every weakness
- Perhaps the most important feature could be a news blog inside the game where you could read what is happening in EvE right know and in Dust's planetary conquest. That way people would get more inmersed in the world. The news blog should be developer-controlled of course, and perhaps updated with the daily maintenance.
- In PvE maybe a tutorial for the controls and stuff? Squad orders as well. And when trying weapons from the market is implemented I think we will have a better experience for newcomers
|
Brutus Va'Khan
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2013.06.09 23:37:00 -
[119] - Quote
I feel like character creation is confusing, even though it technically does nothing. There might be an explanation of each race's specialties such as minmatar speed, armor regen or Caldari shields, etc. Make sure it explicitly states that your starting race DOES NOT affect anything, as a merc can strap on any suit.
After that is taken care of, let the into video play. I really liked watching that when I started, it got me really pumped for the game. The informative side of the video was silly, because it did not go into depth with fittings, combat, etc. Let it just be there to get newbies pumped up and also add in a little EVE lore so that people understand what is going on.
Next, I would put the player Ina solo PvE training zone. Give a little backstory on the merc aspect of things going out to train first. Put them up in the MCC and allow the pretty female voice to explain things. I remember when I first had to jump out of the MCC and it took me a few minutes to do it, what with no explanation on the stability dampers that allow you to fall. Anyway, go over hacking the artillery, vehicles, and why it gives you an edge in combat. Next, introduce actual combat to the player and let them knock out a few (weak) drones. Also, force them to switch suits so that they see how taking a bad situation on with the right suit can be game changing. Like that moment when a proto tank rolls in and everyone runs over to the supply depot for a switch. Lastly, the player must take and defend an objective with derp teammates (bots whose ability is above the enemy bots) and go to explain the importance of squadding up and sticking together. Fight together, or die alone as I always say.
After the combat tutorial is finished, get into skilling up. Explain generalization vs specialization. Go over why it is important to skill up. Better gear, passive bonus, etc. Go over why it is important to save up sp to think about spendint it later on. I think this is the hardest part for new players because the skill system is VERY intimidating and confusing at first glance. Also allow free respects while under xxxx amount of SP so that players can get something to try out and get a feel for each role. Alternatively, allow for a "test drive" mode where players can use any vehicle, any gear, any thing as they see fit. It will be tough to also go over drop suit fittings, marketplace, vehicle fittings, etc without the player getting bored. Make sure they know how to use the different default gear first, then allow them to take more in depth tutorials as they see fit.
My 2 isk. Thanks for reading! |
Breakin Stuff
Goonfeet
975
|
Posted - 2013.06.10 10:59:00 -
[120] - Quote
I found this topic on the side of the road looking for a home.
It clearly needs more attention, since it's important. |
|
Benari Kalidima
Villore Sec Ops Gallente Federation
1
|
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
|
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.
|
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.
|
Appia Vibbia
Purgatorium of the Damned League of Infamy
42
|
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
|
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.
|
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 |
|
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.
|
ladwar
Dead Six Initiative Lokun Listamenn
673
|
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
|
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
|
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
|
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
|
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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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. |
|
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. |
|
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
|
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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Hammerhead LandSharkX
Liberum Sapiens Xenodochi
4
|
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
|
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
|
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
|
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.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1337
|
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
|
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
|
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.
|
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
47
|
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
|
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
|
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 |
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
810
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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!
|
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
72
|
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
|
eccentric echidna
DUST University Ivy League
0
|
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
|
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
|
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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