New tutorial feedback.


(Eox) #1

I’ve just played the new tutorial. It’s indeed a bit better, but still not good enough. Lots of informations are missing.

  • There’s still no information about parkour manoeuvers. There’s still a lot of newbies around who don’t know about long jumps and wall jumps.
  • The tutorial still doesn’t explain that engineers are the best at repairing objectives or planting C4s.
  • The tutorial still doesn’t explain that only one person can repair or defuse at a time either.
  • It would probably have been nice to explain every other objectives. There’s still a lot of newbies who have no clue about how stopping the EV for exemple.

The current tutorial is a very good start, but we really need some kind of “part two” where every information described above is explained. I guess we can’t get that part because Dirty Bomb doesn’t implement bots yet. Right now, the tutorial is sadly still incomplete.

EDIT : looks like parkour manoeuvers are actually covered in the assault course. Not sure if it’s a good thing, but at least it’s there. IMO it should be explained in the tutorial as well.


(Melinder) #2

Something simple they could implement for a medic tutorial could be a room, and in each corner one of the 4 Medics (Sparks, Aura, Sawbonez, Phoenix), each showing how the individual merc’s healing method effects players health (i.e demonstrating Phoenix’s healing pulses AoE effect, Spark’s instant health gain, Aura’s AoE Healing over time, and Sawbonez’s single target healing over time).

Another easy-to-implement “tip” is the direct-impact ammo/health packs and how they differ from non-direct hits.


(bontsa) #3

To answer my opinions to your, albeit valid not all of them crucial, points @Eox:

  • I think its all fine parkour manouvers are put in Assault course. They are indeed big part of the game, but for newbies first matches in maxlvl5 servers (I really bloody hope you, @SD , funnel most of them there properly…) not extremely necessary and theres lots to chew with class based gameplay and other basic mechanics to begin with. It’s good that they aren’t overloaded with information right off the bat.
  • Besides, I really like the way Assault course teaches movement; it ditches boring ramble and instead simply states (I recall?) there are walljumps, leaving it to player themselves to find out the quirks of said mechanic.
  • Yep, objective part is still lacking the most crucial things of all… Guess we’ll have to wait for short Engi tutorial to see fix to those.
  • Not really sure about this one tbh, showing every single objective one by one. Announcer makes it clear enough what you’re supposed to do in maps (the lackcluster cutscenes ruin that a little though). And honestly, since tutorial shows how Airstrike works, if newbie doesn’t make the math in their head “Airstrike + This tank-like vehicle I was told to destroy = Boom!”… They should better just get frustrated of the game “being hard” and leave for good honestly, lost causes.

All in all I feel tutorial should teach basic mechanics (assault course showing couple more that one has to kind of find out themselves after brief introduction) and leave handholding at that. If everything is pre-chewed, there is no satisfying “Heureka!” moments for finding out how some stuff works, and not a single tooth will ever be kicked out :wink:

I feel tutorial would just need proper Objective part, and then creating couple new Assault courses, i.e for Medics & Engis, would be the way to attempt to teach slightly more advanced stuff.


(Teflon Love) #4

It teaches you how to throw ammo at a dummy. I’m happy.