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ggs earlier! nice to see some more familiar names from past titles, also a lot of names I have not previously seen.
That was a fun game, good even teams. Wish the servers in the US were actually used. (Seoul_Seeker here).
I’ve noticed that most people suddenly enjoy themselves more when they do good, regardless of whatever they were unhappy with originally. MM will save this game, nuff said.
It’s just fulfilling when you form a plan, execute it, improvise were needed and reach greater results than playing aimlessly. Not being headshotted every other second helps with that.
I enjoy the game when I play with ppl who know how to play, which results in playing well.
I’m cool with ppl still learning the game, its to be expected that players arent doing what they are supposed to. ie unpredictable
However when that isnt a factor, the game completely changes for me and certain aspects of the game become a bit more clear in terms of design, which then creates morale to learn the game even further. Also if i’ve been super negative in my posts previously, I would feel pretty awful in not expressing positive feedback when the game starts to click or make sense. Thats not fair on SD…
Glad to see things starting to make sense for you JBRAA, as I mentioned before; you just need to give it a bit of time to adjust to the game and really begin to learn how to dominate in it ;).
The finished product shouldn’t require that bit of time though. People have to start at the bottom otherwise they’ll simply dismiss the whole game.
It’s worth checking out how the first games in World of Tanks start. They’re really cute.
Starcraft on the other hand is already less forgiving. That game puts you up against five random opponents. That means an absolute beginner first has to lose five full games before he gets up against his own skill.
[QUOTE=Humate;507798]I enjoy the game when I play with ppl who know how to play, which results in playing well.
I’m cool with ppl still learning the game, its to be expected that players arent doing what they are supposed to. ie unpredictable
However when that isnt a factor, the game completely changes for me and certain aspects of the game become a bit more clear in terms of design, which then creates morale to learn the game even further. Also if i’ve been super negative in my posts previously, I would feel pretty awful in not expressing positive feedback when the game starts to click or make sense. Thats not fair on SD…[/QUOTE]
As well as trying to match players of similar skill together, to improve games, is there anything else you folks feel we could be doing to teach players how to player their roles correctly? We have quite a few ideas already but it’d be good to get more from all of you.
I haven’t played a single game that’s grabbed me from day 1.
Tried WoT and I just find it boring. I tried playing it a bit since my friend was very enthusiastic about it. He was more than happy to answer all my questions and tell me what everything does & means, but I just didn’t enjoy it. Towards the end I played it while browing the internet (Artillery woo!), to make my friend happy, but it just wasn’t for me.
Same for Dota2. I’ve played just over 200 games, then I just decided one day that I wasn’t really enjoying the game and stopped. Recently my interested was sparked again thanks to TI4 & my brothers play it everyday so I hear them talking about it a lot, but I don’t want to use public MM since as JBRAA said it’s rubbish.
CS:GO was the same too, the first times I played it I just got my ass handed to me, the recoil pattern was completely different to my previous FPS experiences & the gameplay was slow. As the game got more hype this year I decided to give it another whirl. I have no idea what Valve changed, but this time it was much more appealing and my interested has only grown since. Now I play it almost every day and I followed the streams this past week (ESL).
On Path of Exile I played a good 50 hours before I starting getting a grasp on the game, before that I just followed my friends and asked them for advice without really understanding what I was doing. ~Levelling a character up to 50 to hear that you didn’t grab enough life nodes so you’re going to have to start again. What, but I’ve got like 10! FFS! :D~
Now I’m a total PoE fanboy and can’t wait for the mini expansion coming out this week.
tl;dr Never loved a game on day 1, mostly coaxing by friends eventually leads me to realise that I do like the game.
imo you cant do anything to “teach” players. ofc some games do have a tutorial you have to play before you can play online. I’m thinking here about Titanfall. The tutorial was helpful to understand or to see the movement system. But in DB it is not that new, for me it’s a run and gun game.
I can imagine that in the Squad Building thing you can show a describtion of the merc, his/her ability and how to use the ability (quick keys). Also you could mention there what the best way is to play with the merc, e.g. it is not clever to play a shotgun merc and try to kill someone from distance.
But keep in mind that there are different playing styles, so player A plays the same merc different than player B. Imo it is important that each player knows what the global role of the merc is (e.g. medic, support, engi, assault or spy).
Well, have SD yet understood why ETQW and Brink did not succeed as expected?
I want to suggest trying to dig there first, but maybe that is rude to suggest.
Best way to get people playing properly is to support streaming and competitive play as much as possible
look at LoL; millions of players and an infinite number of ways to play but because of high level players streaming, even at low levels you can’t deviate from the ‘meta’ without getting abused cause that’s what the best players do!
A noob watches a top team medic train their way to victory and they’ll start making the most of their mercs
I think Pixel hit the nail on the head yesterday summing up enjoyment of the game - communication. I’m only enjoying the game when my team communicates, other than that is it very frustrating (the current lag/performance issues are also frustrating but thats been covered elsewhere). A lot of players still assume its or want it to be TDM and focus on k/d rather than the objective so you end up with solo lemming trains (me included) against an organised team which sticks together and sets up crossfires etc. It seems like pub play is not an option :(.
People pick this stuff up naturally if they’re close to their team mates and can observe how different roles interact, which is more of a map and spawn issue. It’s when teams are spread out and people are running around on their own and can’t see each other that things fall apart and begin to feel disjointed. The initial hook that got me into the RTCW Beach demo was seeing an engie trying to plant, him being killed and a medic picking him up. This is the unique selling point of games like this and what we should be amongst and seeing all the time. RTCW was excellent in this regard - long periods of play when you were close to your team mates and a clear frontline to return to and get back with them when you died. That’s the experience of playing it - being with your team or running back to them. My experience of DB is bumping into team mates every now and again while running about. We don’t get prolonged periods of seeing LTs dishing out ammo, engies planting while being covered, medics picking up people, Soldiers tying up choke points with a panzer etc. We get snippets of it - it’s all bitty. We shouldn’t need floating icons telling us where to go or what actions we can perform, and if we do it’s because the maps are too Modern Warfare rabbit warren and not enough RTCW/ET arena. Teamplay needs space to happen and a nice long los so we can see it happening and learn how the game works. Teams just all need to be in the same place and people will work out how to play quick enough - and then the emergent gameplay designers like to talk about all day will start to happen on its own.
^ what warbie said ^
RTCW was also my first game and many of the maps have a clear initial front line / objective, there’s no confusion about where to go or how to get there, and you invariably do so with team-mates because of the (proper) wave spawn system. This in turn fosters basic team play even if on the face of it it’s just throwing packs at people.
The problem with DB maps is there are too many routes to the same place, no particular reason for using any of those routes (no meaningful side objectives along them), so players end up randomly spread over those routes rather than traveling together, and thereby end up not fighting together or interacting using their team abilities.
[QUOTE=Kendle;507851]
The problem with DB maps is there are too many routes to the same place, no particular reason for using any of those routes (no meaningful side objectives along them), so players end up randomly spread over those routes rather than traveling together, and thereby end up not fighting together or interacting using their team abilities.[/QUOTE]
yep, not a good idea to meat-grind all players at tiny point several times in all maps (except for dome)
