Info > Feedback and Suggestions

Important information the game fails to explain.

<< < (2/8) > >>

Squidslinger Gilder:

--- Quote from: Lanliss on March 02, 2015, 07:28:03 pm ---
Also, I disagree with the learn to crew before you captain thing. I understand why some people think that way, but I do not think you need to be a good engie before you can be a good pilot. Just a matter of picking up on how to fly. Some learn quickly some don't. Not trying to start an argument, just my opinion.


--- End quote ---

Because pilots who don't understand the plight of their crews or understand how their ship handles from a crew perspective, are utter crap. Sure you can fly without crew experience but you won't learn or get better till you crew. Not that you need to stay in that state. Ideally early on, you want to be doing both, building up your experience. You won't really grasp things till you hit the mid levels. Till then it's a lot of trial and error with eureka moments. Do a little crewing, do a little piloting, rinse and repeat. Try things out on both sides as much as you can.

Omniraptor:
@ceresbance

There was a really interesting article on polygon about player activity and feedback. http://www.polygon.com/2015/3/3/8139699/the-long-dark-early-access-gdc-2015 Basically the long dark's forum community was asking very loudly for a certain design, but when the long dark devs gathered data in-game from players they saw that the larger playerbase wanted a different design.

Also, custom rulesets on dedicated servers? VERY interesting. very interesting indeed. I am now officially hyped.

Thomas:
Does anyone know wth Lanliss is talking about?


But yeah, there's a lot of things new players don't learn. Some of them are more important than others, and there's not a good way to teach all of them in a quick little tutorial. Chem spray is hugely important if they want to do well in pub games, because fire weapons, and flamers in particularly are so abused in pub matches it's not even funny (since new players don't know how to chem spray).

But there's no easy way to teach chem spray, as it's a really high level technique. You have to master timing on a variety of ships, knowing when to chem and when to repair to make sure things don't catch fire and don't break. This takes a good understanding of weapons and damage types, as well as knowing how to look at what the enemy is using.



Realistically, all the important stuff needs to be learned from more experienced players, or picked up on much slower as you play and ignore everyone. One of the problems with this is that some people think they know what they're talking about, and they're incredibly wrong. There's a surprising amount of misinformation out there that even some high level players will swear by.


The real challenge is deciding what information is the most important and currently not being taught effectively at early levels, and how to teach players this in a quick and easy fashion? There's whole novels worth of information about how to play the game, but we can't encourage them to read through all of that. Nor can we sit them through a 30 minute video.


So it's important to decide on what's important, what can wait, and how to deliver the information.

Arturo Sanchez:

--- Quote from: Thomas on March 04, 2015, 11:51:59 pm ---Does anyone know wth Lanliss is talking about?


But yeah, there's a lot of things new players don't learn. Some of them are more important than others, and there's not a good way to teach all of them in a quick little tutorial. Chem spray is hugely important if they want to do well in pub games, because fire weapons, and flamers in particularly are so abused in pub matches it's not even funny (since new players don't know how to chem spray).

But there's no easy way to teach chem spray, as it's a really high level technique. You have to master timing on a variety of ships, knowing when to chem and when to repair to make sure things don't catch fire and don't break. This takes a good understanding of weapons and damage types, as well as knowing how to look at what the enemy is using.



Realistically, all the important stuff needs to be learned from more experienced players, or picked up on much slower as you play and ignore everyone. One of the problems with this is that some people think they know what they're talking about, and they're incredibly wrong. There's a surprising amount of misinformation out there that even some high level players will swear by.


The real challenge is deciding what information is the most important and currently not being taught effectively at early levels, and how to teach players this in a quick and easy fashion? There's whole novels worth of information about how to play the game, but we can't encourage them to read through all of that. Nor can we sit them through a 30 minute video.


So it's important to decide on what's important, what can wait, and how to deliver the information.

--- End quote ---

If you don't put in the time then what the hell are you doing playing the game? Is getting schooled such a fun thing?

They can say the "we're only having fun" excuse as much as they want but I won't believe for a second that its fun waiting in a 200 second lobby only to lose in about 200 seconds.

You don't play a competitive game for the participation award. You play to get good and beat people.

My novice AI is diligently learning all 3 classes as I instructed and rapidly he's becoming a freakin monster. Why? Because any information that goes in is properly internalised and diligently refined with practice.

But case in point, all the info is given in the game. Not as spelled out as one would think on some aspects but intelligence speaks for alot for filling in the gaps.

At the core of this, we pretty much have to narrow down how to teach an imbecile thats too lazy to learn?

Thomas:
As surprising as this may sound, it turns out that people do in fact play games for fun. Even more surprising, browsing through guides and trudging through tutorials isn't fun. Go figure. A lot of people like to jump in and learn as they go, and with this game being so different than other games, you can't actually do that very effectively.

The goal is to give new players a running start, or at least a trot. They don't have to come in knowing everything, but they should have a solid foundation so that the learning curve isn't as steep and unforgiving. Players that listen and want to learn are great, but they are the minority. Some players come from gaming communities full of trolls and rude players, so they tend to turn off voice/ignore players. Others just want to learn and experiment on their own, and don't want to put up with someone trying to instruct their every move.

We can't teach everyone, because not everyone wants to be taught. But if we could find a way to have necessary information be more accessible to newer players without overwhelming them, the community would greatly benefit from it.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version