[quote=“Jostabeere;132378”][quote=“Szakalot;132369”]@Jostabeere learning curve in the game should be about skill-based elements like how to aim and use abilities well, not about basics like long jump, destructible generators, shifting spawns with EV, etc.
many of these are very hard to discover on your own, and create a wide non-skill-based gap between newcomers and veterans, which is very bad for DBs longevity[/quote]
Why are usage of abilities and aiming in the learning curve but movement beyond the basics, alternative ways for objectives and others not?
I mean, for example, Tribes. It shows you how to ski and how to use the jetpack. But to master both you need to learn those 2 mechanics for a while.
Or CS with the bunnyhop mechanic. It’s also movement which need to be mastered.
Imo there should be things in a game like that.
I’ve learned many tricks from just seeing veterans doing it. And this is a good thing if veterans teach newbies things. That’s what veterans are there for, not just stomping people.[/quote]
not everything that is being done is readily visible to you. For example, noticing the difference between a long jump and simple sprint jump is actually pretty hard, from a 3rd person. What a newbie will notice is that the other player is a lot faster, but with little insights as to how thats achieved. I’d often get called on ‘speedhacks’ when playing fletcher due to abuse of long&walljumps and doubletime.
Similarly, nothing in the game itself explains the ability to destroy the generator. You’d have to intentionally shoot it to notice the obj-hp-bar. Yeah, some perceptive players might notice another merc spamming nades at the generator, and that it got destroyed without planting C4 - most DOES NOT. The fact that the generators could be blown for over a year now, and only recently did the meta set in on bridge barricade, is testament to that.
Learning curve should be about getting better. Not discovering very obscure tricks. Of course its okay if there are some, like trickjumps; sneaky ways to use kira lazor, pre-aimed nades, etc. The game has too many though. An excellent aimer will struggle with a lvl50+ player, and this creates an unnecessary barrier for newcomers.
An example of this in quakewars was stroyent ammo=health conversions, that are not explained anywhere in the game, short of finding the relevant hotkeys.
Naturally, tutorial is likely going to be developed more before final release, introducing these concepts to the game.
Getting into the game, and getting better at it should not require finding a veteran-friend and having them explain the tricks to you. It makes the game unnecessary elitist.