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About tutorials

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Eukari:
Alright, here's an updated list. Please feel free to add suggestions.

Pilot

* Turning the ship to keep your guns on the enemy.
* Moving the ship out of the way of enemy fire.
* Avoiding debris, what a sandstorm is and how to spot it compared to a normal cloud.
* When to use, and when not to use things like Kerosene and Moonshine.
* Why you shouldn't bring a spyglass, and getting your crew to spot for you.
* When you should get off the helm and help repair.
* How a ship's capabilities affects how you should fly it. (i.e. Squids are maneuverable and can camp blind spots, Galleons should remain as stationary as possible)
* Building an effective loadout, and what to look for when picking guns.
* The difference between a brawler, a sniper and a support ship, and the different roles they play.
* What the best tools are to bring with each ship.
Gunner

* Leading your target.
* How different types of damage work. (i.e. use Gatling for armor, explosives for hull, Carronade for balloon)
* What different ammo types have to offer, and when you should switch.
* When it's time to get off the gun and help repair.
* Spotting enemy ships, and why it's important.
* Using the compass to call out enemy ship locations.
* Coordinating fire with teammates. (i.e., waiting for armor to fall before using your explosive gun)
Engineer

* How the repair cooldown works.
* What to repair first, and when that can change.
* When it's time to get on a gun and help shoot.
* When it's time to get off the gun and back to work.
* Spotting enemy ships, and why it's important.
* Using the compass to call out enemy ships.
* Coordinating repairs with your crew.
* The difference between the Rubber Mallet, Pipe Wrench and Spanner, and when to use each one.
* What buffing does and how to use it effectively.
* The difference between the Extinguisher and the Chemical Spray.

Swizy:
I think there are too many things in that list that you will simply learn by playing matches or observing. What the Tutorial should show you is only how to get started. imo there should be an explanation of the ship. What are the Engines, what is the hull, balloon, Guns, How does a ship get killed and how to survive. A general overview of everything.

Sandbox tutorials should however show more specific stuff. So for the pilot it's how to steer in all three dimensions, explanation of some of the tools and their effects on your ship and crew management (as in how to control ai and to show the importance of engineering).

as for gunner I think it should be treated the same. Show them short to long range guns and explain the effects on the enemy ship each damage type does. Same with the different ammo types. only show them about three and let them find out about the others by themselves. Also let them experience what angle means so that you learn something for when you're captaining.

For the Engineer it's important to know the difference of a spanner and a mallet. That makes him very valuable on any ship as a beginner. Next the extinguishing and of course explain him the difference between broken parts and damaged parts. What the cool-down is should be explained aswell.

Everything else I say let them try it out by themself. It all comes by experience and too many tutorials will be skipped eventually.

Rainer Zu Fall:
I agree with Swizy, it's a bit too much now. Introducing a 2 hour tutorial per class is definately not what we want the new players to complete, this wouldn't be an appetizer for the game itself.

evodoc:

--- Quote from: RainerZuFall on September 02, 2013, 06:00:11 am ---I agree with Swizy, it's a bit too much now. Introducing a 2 hour tutorial per class is definately not what we want the new players to complete, this wouldn't be an appetizer for the game itself.

--- End quote ---

As I wrote in the opening post, the tutorials doesn't have to be a single piece for a class. Maybe it could be separated to different levels or sections (maybe a separate tutorial for every gun/tool/ammo?). But anyhow, one of the most recent review also highlighted the lack of information ingame:
http://fronttowardsgamer.com/2013/08/30/guns-of-icarus-online-review-pc/


--- Quote ---It’s not like the tutorials in Guns of Icarus Online are going to teach you what you need to know. There is a bare bones tutorial for each of the three job classes, and the first half of each of the three is exactly the same. They start you from the Playskool My First PC Game perspective by teaching you WASD to move and mouse to look around. Open note to the developers: anyone picking up Guns of Icarus Online already knows this, I guarantee. Then each job class has more of a specialized walkthrough just to teach players the basic commands, and that’s it. There are six different types of airship, a dozen or so different guns, and a dozen or so items you can customize your character with. A passing mention of these things in the tutorial would save players some real headaches of finding out the hard way.
--- End quote ---

For some small subtle tips I would love this to happen also:
https://gunsoficarus.com/community/forum/index.php/topic,2283.0.html

Eukari:
Those suggestions were based on what I hear others (and myself) consistently complaining that new players can't do. It doesn't necessarily need to have every single one of them; it's just a list of possible "trouble spots" that a better tutorial system could focus on. If you really want the bare-bones of what I think a tutorial should teach:

General

* Spotting enemy ships
Pilot

* How to fly
* What all the pilot tools do
* Importance of communication
Gunner

* Firing arcs
* Damage types
* What different ammo types do
Engineer

* What Rubber Mallet/Pipe Wrench/Spanner do
* Difference between Extinguisher and Chem Spray
* What the DynaBuff hammer does
* Different types of repair hardpoints
Some of you are advocating for a more "figure it out yourself" policy when it comes to some of the tools/ammo, but I think that, if it's in the kit, the tutorial at least needs to cover "This is what this is, here is what it does." Advanced strategy and tactics can be puzzled out, but everyone should know the basics.

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