Info > Feedback and Suggestions
Level inflation and "noob problem"
MightyKeb:
--- Quote from: Schwalbe on April 27, 2015, 07:13:42 am ---Oh, it appears I haven't put enough emphasise on one, certain word. Let me correct that mistake:
--- Quote from: Schwalbe on April 27, 2015, 06:28:42 am ---Well, this must be justified as that they MIGHTYKEB want to learn about it's purpose.
--- End quote ---
--- End quote ---
"You called?"
Schwalbe:
--- Quote from: MightyKeb on April 27, 2015, 09:16:26 am ---
--- Quote from: Schwalbe on April 27, 2015, 07:13:42 am ---Oh, it appears I haven't put enough emphasise on one, certain word. Let me correct that mistake:
--- Quote from: Schwalbe on April 27, 2015, 06:28:42 am ---Well, this must be justified as that they MIGHTYKEB want to learn about it's purpose.
--- End quote ---
--- End quote ---
"You called?"
--- End quote ---
Fetch me some new players, so I can feast upon them!"
Xylo Wenchbane:
Newb player, reporting for dooty sir! o7
On a serious note I can see how some people get easily frustrated and I do agree with you Crafeksterty. On that I can't provide any new suggestions apart from a separate league for higher level/vet players. Or a lobby similar to how novices have their specific bracket lobby.
Crafeksterty:
That is where the problem is difficult to fix. :(
If muse would create a league for veteran players, you would divide the ammount of players playing, searching in matchmaking, etc. When there allready is an unhealthy number of players for the game. Tbh the community has actually divided into a vet mostly group and that is the competetive scene. Most long term players engage there. Doesnt mean all long term players though. There are many veterans engaging non competetively, but if you want to see the clearest line where there is a seperation, the competetive scene is to mention.
I geniuenly do not think any hard game fixes will solve this problem. It is a heavily team-based game where one must rely on the other. And that fundemental needs development. As much as the tutorial covers things, i dont think even if the tutorial was played gives space for those players to learn the game as much as it is needed. I keep saying that Co-op when it comes out will help any player who buys that in a bundle with this to better play in skirmish.
That is because in that game, there probably is more space for them to learn, win and fail. While currently we have novice which doesnt fullfill that learning curve of succeeding and failing.
Thats what i think atleast.
If i have to mention though, the impact of what one person does, does not seem obvious. If i remember hard, when i first played engineer, i tought i was just doing toilet scrubbing janitor job. I only realised how that janitor is flipping important when i was a pilot. Thats not a janitor, its a crew member!
I feel like in order to fix this 'dynamic'. A clearer impact in teamwork needbe shown. I really dont know how, but in order to make my engineers REALLY want to fix the side engines, i have to tell them "I cannot keep my ship steady if the turning engines are damaged"
"I cant go up, because the baloon is damaged". It is just not obvious and needs to be adressed for people to want to take them seriously.
When buffing a baloon, could be nice to see how much it strengthened it for to give a sense of impact. Damage numbers for gunners? I had this idea before where you could replace your pilot tool with a book that shows you damage numbers or a book with Component effeciency. Then again, highly uncertain if this will help much.
Arturo Sanchez:
--- Quote from: Xylo Wenchbane on April 27, 2015, 04:30:55 am ---
--- Quote from: Maximillian Jazzhand on April 27, 2015, 12:54:11 am ---this ignorant implication that the whole majority of the vet haven't at some stage tried to teach every noob they encountered... only to be met with retards who don't know simple commands like forward, stay and BIG RED THING MEANS MOVE YOUR ASS AND REACT!
How about, newer players learn like every other newb in every other competitive community. They git gud and learn by themselves out of sight of vets.
And when they demonstrate an average level of competence, vets bother actually teaching them without having their patience and time wasted.
because frankly? Teaching those I deem worth my time and under my wing and under my clan tag? Much less stressful than some random yob who I would actually punch, if I ever encounter them in a IRL team-based activity. Especially if money (and the quantity of) is involved in the quality of the general result.
--- End quote ---
Right, and you 'got gud' I assume? Your high and mighty opinion shouldn't weigh on people who are just starting out.
--- End quote ---
You assume correctly. Information is abundant for any new player. I looked up this info and played armed with that knowledge. I didn't need to be told or taught.
I actively asked and learned and demonstrated and practised.
Just like any game I try. The community isn't some baby sitting service. Its people that want to play and be challenged. I'm not in the game to make you feel like a special little flower, I'm there to play the game without ideally without the feeling of being encumbered just because some noob couldnt put in the time to learn all the info that is easily available to him.
And don't you even dare imply that it isn't the case. Most cases of noobness can be fixed by doing 2 basic things, Do the tutorial and read the manual. But the problem is, very few actually do.
They play the game before they've even learned how to play. No one wants that on their ship.
--- Quote from: Xylo Wenchbane on April 27, 2015, 09:37:17 am ---Newb player, reporting for dooty sir! o7
On a serious note I can see how some people get easily frustrated and I do agree with you Crafeksterty. On that I can't provide any new suggestions apart from a separate league for higher level/vet players. Or a lobby similar to how novices have their specific bracket lobby.
--- End quote ---
you get butthurt when I mention it. And then stave it off as if you had just thought of it...
As for crank...
I have a very simple solution.
you know those prompts that appear mid game (the ones you turn off once diapers have been removed).
script it better so it directly reflects what is needed. Engines are destroyed, have the prompt say "rebuild the engines or the ship cannot move"
"rebuild the hull or the ship will not last"
"Captain is using claw/kero/moonshine maintain the engines while the tool is active"
throw out the tool use prompts. just thoroughly cover that in the tutorial. But in the game, come in with the assumption that you have the knowledge of the tools.
Because it is clearly the upper novice stuff thats getting ppl so confused (despite what a bit of fking reading will do to fix that)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version