Info > Feedback and Suggestions
Level inflation and "noob problem"
DJ Logicalia:
Don't listen to Maxy, Xylo. No one else does
It's great that you want to learn from the vets. You should keep trying to do that.
Arturo Sanchez:
--- Quote from: DJ Logicalia on April 27, 2015, 01:55:28 pm ---Don't listen to Maxy, Xylo. No one else does
It's great that you want to learn from the vets. You should keep trying to do that.
--- End quote ---
despite my points being parroted.
Xylo Wenchbane:
@ Crank,
Yeah I can see your point, I guess it's more a social problem than a mechanic or gameplay problem. Apart from a sorting system like a vet/competitive lobby or a social system like kicks/block parties I'm not sure what else to suggest.
@ Maxy,
Totally missed the point there. Not angry about being called a newbie (I accept it since my playtime and experience is limited compared to everyone in this thread) I'm just sick of the 'broadstroke' paintbrush approach to newbies, I can see why it happens. Granted I'm not at the level of some of the players in this thread so I can't see all of the problems, and Crank is decent enough to point out the things I missed in regards to bad apples.
Also I don't really see your points being parroted. I'm pretty sure you're just complaining about the problem and blaming it on newer players. We should really be working together to try and suggest something to alleviate the issue somewhat.
@ DJ,
All good, takes more than a bittervet to throw me off. I do play EVE after all, tolerance to them is pretty high. xD The only difficulty encountered is the insta block which kinda cripples exposure to the better players. That's the gold right there, vets.
Back on topic though, the point made on tying novice to each class would help substantially and raising the limit from 8 to 12 or higher so players remain in novice with the restrictions enforced for longer periods. You could also have a forced tutorial with minimum tasks completed to proceed so it makes sure everyone goes through it.
On the interface and mechanics;
To help explain how ships work to newer captains and crews add a description of what its basic role in the team is. Basic strategies, crew stations and setups, etc. in the ship window when we click on names. Also a description and basic loadouts for each class would help, with light meta injected. The text pop ups mid match kind of help but plenty of newbies don't read them, expanding them probably won't help unless you make the damage icons obscenely noticeable so it forces players to solve the issues at hand. There should be a flight course for newer captains to try out so they can get a feel for ship movements/capabilities, try that out with each ship and maybe tailor it to each ship.
Right now if I play gunner I just look at the guns on ship and choose ammo accordingly most newbie captains aren't sure what works. As an engineer? Spanner/Mallet and Chemspray so I can practice chem cycles. I'm not so sure on the novice captaining as a good idea (this is where patient and experienced vets come in handy) but I guess it helps sort the gems from the filth.
On the social side;
Don't anyone say 'Oh we got YouTube for that'. No, no we don't, watching a game being played by someone else and actually playing it yourself are two different things. Sure you can learn all the tips and read about it on the old forums and the new, but if you can't use it effectively because of small details you missed or meta, it won't mean a thing unless you can pull it off effectively.
I've watched the videos both the basic overviews and the competitive matches but playing the game is something else, You can't pause mid match to look up most effective ammos for each gun, sure you'll remember some of the basic novice locked guns and the ammos which work well for them, like everything it comes with time and dedication.
Really the only other changes would be how lobbies work, vet lobbies and vets hosting 'Block parties' so all the bads can be blocked into oblivion. Forcing tutorials on newer players (I didn't try but I wonder if you can invite a crew and try out the different things on the ship as each class)
Final note to all, I'd be stoked to play with you guys, if you'll have me of course, and I promise I won't hijack boats or jump around uselessly (most of the time) =D Lobbies of Icarus can be fun but I paid to play this game not sit in matchmaking talking to random people on the internet.
Xylo Wenchbane:
Sorry for the wall of text.
On the tutorial it could be reworked into stages with text and voice since some people seemingly refuse to read;
Have the basic gunning stage which we all know, Explain different ammo gun combos and how the guns should be used and of course encourage players to try them so they can see what is and isn't effective. Explain main role and any back ups that the meta uses.
Second stage would be the engineer, explain tools and what each is used for. Explain basic repair urgency orders, the difference between chem sprays and extinguishers, mallets and spanners, etc. Give them an idea of how battle stations work (Main engi, Gungineer)
Third stage give them the captains overview, let the player decide what ship to bring and what its loadout will be. Explain the crew forms/lobby capabilities (Ship names, recommending crew loatouts, etc. You could then give them the basic flight tutorial and explain pilot tools.
Then you can move onto the basic meta of how a ship should run, maybe the metamidion since it's really simple. What the loadout is and its intended role, what the engineers do, where the gunner should be, how to fly it and what basic tools and ammos to bring for that ship. Give them a spin on combat maneuvers and then let them be thrown into the game. You could throw some reading materials at them too, recommended forums posts, official dev guides, etc.
Award achievements but no experience so players remain first level. Give them some virtual swag like the cap and hairstyles or whatever, probably dyes to colour code them better and attach them to each of the achievements or tasks so newbies are encouraged to finish the tutorial, give them some form of motivation.
Omniraptor:
I vote for a special hat that is stuck to you and won't come off until you complete the tutorials :P
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