Training For New Guys


(Protekt1) #21

[QUOTE=redtractor;457586]The best way to learn the game is to play. After three days you should known already all maps and objectives. This is how I learned to play.
You shouldn’t be scared of the K/D ratio as for now is not important because there’s no service with statistics.
Just play play and one more PLAY.

Also, jumping on the TS is very helpful.

This game is not so complicated as for example planetside2.[/QUOTE]

Learning by playing versus bots is learning by playing. I don’t see what KDR or the lack of statistics has to do with this feature. It allows people to learn the functions of each class in a stress free manner.

I’ve personally never had to learn a FPS by playing against bots nor have I ever desired to play against bots. But there are lots of people who would want to play against bots first because they are accustomed to learning a game against AI, traditionally in a single player campaign, before playing against other people.


(Hundopercent) #22

Well NA players are having a hard time getting out of spawn so bots would probably be more beneficial for them. Can we get 1 more wave of NA invites? :slight_smile:


(rookie1) #23

Hold an Help/what/where to go Key and clear icons show you the ways/+voice explanation ,release the key its all gone ,voice stop


(tokamak) #24

Starting W:ET I truly had no idea what I was doing. And I didn’t care because the fights were fun. The overall objective structure became apparent much later on. Same for ETQW, I knew it was about objectives but at the beginning I just loved the fireworks.

Lesson: Training is only a concern if your game doesn’t appeal right away.


(.N.E.R.D.) #25

Maybe just enable ingame voice so we can yell at them and use cursewords to make em do stuff :wink:


(Hundopercent) #26

[QUOTE=tokamak;457598]Starting W:ET I truly had no idea what I was doing. And I didn’t care because the fights were fun. The overall objective structure became apparent much later on. Same for ETQW, I knew it was about objectives but at the beginning I just loved the fireworks.

Lesson: Training is only a concern if your game doesn’t appeal right away.[/QUOTE]

Did you actually play or just look at SS’s and make assumptions?


(Protekt1) #27

[QUOTE=tokamak;457598]Starting W:ET I truly had no idea what I was doing. And I didn’t care because the fights were fun. The overall objective structure became apparent much later on. Same for ETQW, I knew it was about objectives but at the beginning I just loved the fireworks.

Lesson: Training is only a concern if your game doesn’t appeal right away.[/QUOTE]

You’re assuming your experience will fit and has fit for everyone. I can tell you right now, it did not and it will not. Even if (just throwing a random number out there) 50% of the people who play DB don’t need or want a tutorial/bot mode, a large segment will want or need a tutorial/bot mode. Of that large segment of people that need or want the tutorial, a large amount will not stick around long enough to learn the mechanics of the game. SD should do everything (within reason of course) it can to keep people playing long enough for them to get hooked on the game.

Being a f2p, people may download just to check the game out, play for 10 minutes and see there is no tutorial, get their ass handed to them by a random good player, and quit the game out of frustration before they fully understand and get acclimated to the game. Also having a tutorial and bots just makes the game look good from the outside looking in. People will know that the devs care about the game because they provided these extra features just so more people can enjoy it. A lot of online only games tend to skip these basic features and it would make DB stand out for having it.

Now obviously this isn’t a number one priority to have for the alpha but later on down the road towards release I hope they do this just for the success of the game at launch and beyond.


(tokamak) #28

I nearly failed two years because of that damn game.


(Ashog) #29

The best training that always worked for me is just an easily accessible help with a kind of vocabulary, perhaps with a picture to every item in it and detailed description of its purpose. What comes to mind are the Serious Sam series “head computer” (forgot its name) and perhaps Mass Effect’s help (with a difference that all entries should be revealed from the start).


(Evil-Doer) #30

We really need to try to think out of our own realm of thinking and what we actually know ourselves as a player.

Can you take yourself back to the first time you ever played an objective based shooter with classes and how it felt? Myself, it goes back more than ten years. So jumping into dirty bomb, I enjoyed the little story video yada yada. But, I knew what to do an how important it was for classes to play with each other to accomplish a common goal. The only thing that came next was play, play, and more play to learn the map, but I guarantee my time was WAY more enjoyable then maybe a player that literally has no idea of the importance that the synergy of classes have with one another.

Emphasizing or giving a BRAND NEW player that has no clue really what to do or whats going on, a nice quick idea of how essential playing your class properly matters. The cool thing is you promote there is a class for your style of play so there is something for everyone.

We can’t assume any type of learning or teaching is dumb or noobish…it will bring longevity in the long run if done properly. If it saves even five to ten players, that’s a potential endless amount of more and new players.

example: Just throwing a quick example of a pretty neat tutorial with Firefall. They throw you in a room (arena like) and you can choose any class you want an try all his abilities in battle scenarios that they throw at you. While your trying everything a voice kind of emphasizes the importance of what this such an such class does.


(INF3RN0) #31

An interactive tutorial would be a great idea that quickly, but effectively explains the way the game works. Also champion spot light series anyone? I’d like to see something similar done for load outs that show cases some effective strategies in their most efficient usage.


(DB Genome editor) #32

I thought the training videos in Brink were actually quite good for someone new. The basic one (which you were bribed with XP to watch :D) touched on everything (classes, objectives, HUD, etc…) and you could then watch the more specific ones if you felt you needed more info.