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Tutorial Survey

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Lenin's Ghost:
Hello Guns of Icarus Online!

In the interest of smoothing out the learning curve for beginners and providing all of you veterans more challenging opponents to blast out of the skies, we are taking a look at revising the tutorials.

We've discussed several things in the office, and I have my own ideas about what needs to be changed and updated, but I'd also like to hear some other perspectives. Therefore, I'd appreciate it if you could take a few minutes to fill out this survey.


Guns of Icarus Online Player Tutorial Survey:

* What level are you? (Gunner/Engineer/Pilot)
* How many matches have you played?
* Have you played the current tutorials already?
If you have not, please play them. If you have already and have time, please play them again to refresh your memory. It took me about 15 minutes to play through all of them.
* Were any of the tutorials too long?  Please specify.
* What did you like most about the tutorials?
* What did you find confusing about the tutorials?
* What was your biggest misconception about how the game works when you first started playing?
* What was your biggest misconception about how the game works after you finished the tutorials?
* Are there any important concepts that new players should know, but the Tutorials do not mention?
* Have you read the in-game manual?
* Did you know that the in-game manual is expanded as you unlock new Achievements?
* Please leave any other comments or suggestions regarding the Tutorials, educating new players, or the first time player experience.
Thanks in advance, and happy flying! :)

Coldcurse:
I never played the tutorial but I filled in the survey to start it off.
Ill play the tutorial later today though.

Guns of Icarus Online Player Tutorial Survey:

* What level are you? (Gunner/Engineer/Pilot)5/8/8

* How many matches have you played?1000+

* Have you played the current tutorials already?
If you have not, please play them. If you have already and have time, please play them again to refresh your memory. It took me about 15 minutes to play through all of them.I did not play the tutorials. Reason: I rather fight real opponents and learn from their mistakes, and mine.

* Were any of the tutorials too long?  Please specify.I didn't even had to press the button.

* What did you like most about the tutorials?It's great that they are there, but I think you are better off acctually playing against reall people.

* What did you find confusing about the tutorials?Why are there even tutorials?

* What was your biggest misconception about how the game works when you first started playing?Nothing is the same, Every game is different.

* What was your biggest misconception about how the game works after you finished the tutorials?This question should be asked before the question above.

* Are there any important concepts that new players should know, but the Tutorials do not mention?Every game is different, Don't push yourself and have fun. Do crazy stuff and keep trying out new things that nobody woul have thought off. NEVER SNIPE!

* Have you read the in-game manual?I did, somehow.

* Did you know that the in-game manual is expanded as you unlock new Achievements?Why would this be a thing? I rather have the full manual right away and not have to look it up every time. Keeping information away until a specific time is not really a great thing. I would now rather call it "The Information book" then a manual, because manuals have all the information and seeing your question now tells me the manual misses information at the start. This will discourage players to use the manual, but encourage them to ask other players for help.

* Please leave any other comments or suggestions regarding the Tutorials, educating new players, or the first time player experience.Tutorials are ok, but I preffer real fights where you can learn more. AI will never act like an actual human. AI calculates whats important for them to do, humans are way above that level and prioritizes what is really important. AI never communicates, people do.
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GreyTea:
Guns of Icarus Online Player Tutorial Survey:

What level are you? (Gunner/Engineer/Pilot)
6.13.9
How many matches have you played?
2165
Have you played the current tutorials already?
yes

If you have not, please play them. If you have already and have time, please play them again to refresh your memory. It took me about 15 minutes to play through all of them.
Were any of the tutorials too long?  Please specify.
Felt not long enough maybe more in depth instruction for ui leave count and loadout
What did you like most about the tutorials?
The variety of weapons used though damage was not explained

What did you find confusing about the tutorials?
Loch in a gattling gun for the last hit for a kill

What was your biggest misconception about how the game works when you first started playing?
xp system and leveling

What was your biggest misconception about how the game works after you finished the tutorials?
None come to mind

Are there any important concepts that new players should know, but the Tutorials do not mention?
Loadouts types of damage per gun i.e shatter explosive and what they do types of matches and what pilot tools do

Have you read the in-game manual?
Yes

Did you know that the in-game manual is expanded as you unlock new Achievements?
Yes wilson notes is not fully explained until you unlock them

Please leave any other comments or suggestions regarding the Tutorials, educating new players, or the first time player experience.

Like previous mentioned i think the tutorial should be more fleshed out, and explain the types of weapons ie, shatter and flachette make the player hit said target a few times and involve heavy weapons, perhaps explain the loadouts and for an effective team and the pilot chooses and designs loadouts for his or her play style, also for the pilot maybe for a pilot show the advantage and disadvantage for every ship so people get a feel because once a player leaves novice they immediatly pick spire mobula galleon and they have no idea how to fly because it is never explained. also cross over angle for weapons angles  perhaps a tool tip for the pilot to see the angle the guns can hit i know it would be ui clutter but the option to see as a help tip would be nice, so the pilot knows what postion to put the ship, and the benifits of mixing up types of damage rather than just explosive weapons up top and no piercing.

macmacnick:
What level are you? (Gunner/Engineer/Pilot)
4, 9, 5.
How many matches have you played?
≈500+
Have you played the current tutorials already?
Nope, I last did the 1.3.1 tutorials; all that was needed was engineering tutorial for me, then the rest of the experience came with real people; No time or computer resources for the tutorials at the moment.
If you have not, please play them. If you have already and have time, please play them again to refresh your memory. It took me about 15 minutes to play through all of them.
Were any of the tutorials too long?  Please specify.
N/A
What did you like most about the tutorials?
Short but effective. (based on observed results from newbies before/after tutorials)
What did you find confusing about the tutorials?
The fact that the gunner tutorial is needed at the moment. (gunner tutorials can be merged for now, as engineer and gunner overlap largely, rendering the gunner tutorial mostly redundant. Gunner tutorial would only be viable if it l gets an explanation of damage types)
What was your biggest misconception about how the game works when you first started playing?
Crap Community, troll infestation (I came from many games with crap communities.) Reprocussions for falling off the ship, would be hard not to fall off the ship, etc.
What was your biggest misconception about how the game works after you finished the tutorials?
Nothing.
Are there any important concepts that new players should know, but the Tutorials do not mention?
Complementary damage types, disablers, and the meta; Shipbuild counterbuilds.
Have you read the in-game manual?
yes.
Did you know that the in-game manual is expanded as you unlock new Achievements?
Yes, the Ship notes, along with maps and guns. ("achievements- are in Challenges tab)
Please leave any other comments or suggestions regarding the Tutorials, educating new players, or the first time player experience.
More in-depth explanations, needs an intro to basic ship engineering parkour.

Wundsalz:

* What level are you? (Gunner/Engineer/Pilot)
8/11/15
* How many matches have you played?
3000
* Have you played the current tutorials already?
If you have not, please play them. If you have already and have time, please play them again to refresh your memory. It took me about 15 minutes to play through all of them.
* Were any of the tutorials too long?  Please specify.
- pilot basics: I think cutting one wp wouldn't harm.
* What did you like most about the tutorials?
- the advanced pilot and engineering parts didn't contain any mayor flaws.
* What did you find confusing about the tutorials?
- pilot basics: the waypoint marks are very small and hard to find once you're close to them. Also They are not indicated on the mini map. I've flown through the marks at a rather fast pace. Passing through them sometimes didn't trigger the next event/tutorial step. If I were to make a guess what causes this problem: Do you actually fire an event as soon as the player enteres the way-point-zone or do you check if the player is within the way-point-zone in regular time intervals? - if it's the latter you might want to use shorter check intervals.
- pilot advanced: nothing confusing here.
- gunner basics: I've just played this tutorial for the first time and quite frankly I'm a bit shocked how many misconception it actually TEACHES right from the start. The first thing you do is asking the gunner to mount the artemis at the side of a pyramideon and ask him to strip the hull and pop the balloon of a target dummy. Now here's what bugs me about this: 1.) There is barely any reason for a gunner to shoot guns on the lower deck of a pyramideon - please point him to the top right weapon as that's the spot where most captains send their gunners on a pyramideon. 2.) the artemis is horribly inefficient at destroying ballons and hull armors. Yet the first thing you teach new players is to do exactly that. Why? Let the player use a carronade to pop ballons, a gat to strip hulls, a mortar to kill a target, an artemis to disable components and a flamer to set stuff on fire and elaborate how each damage type works!
- gunner advanced: You elaborate different damage types and ammuniton types here, which is good. The fact that you ask your gunner to load lochnagar rounds into a gatling gun gives me a headache though. The advanced gunner tutorial is a great opportunity to discuss the weapons and to teach the player standard loadouts and concepts like arming time. Please use it! Go through all guns and elaborate standard ammunition loadouts for them. e.g. for the Hades: Lesmok (for long range shots due to the increased projectile velocity), Burst (for increased AoE) and greased (for short range shots as it reduces the arming distance of the weapon). On an unrelated side note: you send the gunner to the pyramideon side weapons again and the gunner has got a mallet as engineering tools - brr. People who play the tutorial are new to the game and likely eager to learn - this might very well include loadouts. Currently your tutorial sends messages like: "if you want are on the gatling gun, please bring heavy clips, charged rounds, lochnagar shots and a rubber mallet". Which makes me wonder less why people show up with silly loadouts like that in their first matches.
- engineering basics: it's possible to take the steering wheel and move the ship. Which might very well result in crashes in the landscape - death included. I didn't get any other impressions from this tutorial as it is impossible to complete the tutorial after a respawn. The marks are invisible and moving to the locations the player is supposed to go to doesn't trigger the next tutorial steps. I didn't check if this bug exists in the gunner tutorial as well.
* What was your biggest misconception about how the game works when you first started playing?
- I didn't know what the different damage types do.
* What was your biggest misconception about how the game works after you finished the tutorials?
- I didn't play the tutorials when picking up the game initially. Well I actually played the gunner tutorial which, back then, consisted of "this is a gun, press E to mount! - atta boy! Now left click to shoot!- great work, you've completed your training!". I've refrained from trying the other tutorials afterwards.
* Are there any important concepts that new players should know, but the Tutorials do not mention?
-pilot: I'd like to see the current basics and advanced tutorial to be merged to the basics tutorial as movement inputs and steering tools really cover the very basics of piloting. As for the advanced tutorial I'd like you to elaborate some basic tactics - stuff like "this game requires teamwork - try to stick to your partner!"
- also take a look at the "What did you find confusing about the tutorials?" section
* Have you read the in-game manual?
- partly
* Did you know that the in-game manual is expanded as you unlock new Achievements?
- yes. While I like to see actual gun stats, I wonder why you require them to be unlocked, as this kind of contradicts your everything is available to everyone from the start-policy.
* Please leave any other comments or suggestions regarding the Tutorials, educating new players, or the first time player experience.
- GoIO revolves around teamplay. Yet one can't see other crew members in the tutorial. I think there'd be quite some us for them. E.g. in the gunner tutorial you could let an AI-crew member strip the hull of a target dummy and tell your new player "see the red hit markers? - those indicate that the hull armor has been taken out. Now is your time to shoot the mortar to inflict permanent hull damage to your target." or for the pilot tutorial, you could use AI crewmembers to take care of repairs, rather than the current magical fixes. This would offer new opportunities to introduce the player to new game concepts. E.g. when the player uses moonshine for the first time you could tell the player "look at your engines - if you activate moonshine they take damage which lowers their efficiency. Use the voice commands to ask your engineers to repair them!"
- use a narrator! reading text is tiresome (especially at the pace you update it).
- Simulating certain situations might be a good way to teach stuff in a less dry form. E.g. in the engineering tutorial you could let the players ship fight against another pyramideon. If the player repairs the hull properly during the engagement they will survive and the opponent dies. If the player doesn't repair or doesn't do so the proper way - let his ship die and repeat the situation until he has got a hang of it.

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