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The New Player Experience

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I know the Dev's want to bring new players up to speed quickly with basic skill sets.  An idea:

 

You start the game with a choice, remain asleep and arrive at the planet with basic skills functioning following some cutscene about the knowledge being implanted while you slept(not recommended) and take it from there or,

 

You have the option to be temporarily awoken for Synapse Familiarization, muscle memory whatever.

During your waking phase you get the usual tutorials you get from games, this is how you move, this is your inventory, this is how you shoot, this is how you mine, this is how to add skills, this is how you craft etc. 

As it's during the journey, maybe on the old holodeck, nothing it permanent so you get to mess around with options a little before commiting yourself to the live shard and making a mess of it.

Once the tutorial is complete you are put back into stasis and arrive with your new knowledge.

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I know the Dev's want to bring new players up to speed quickly with basic skill sets.  An idea:

 

You start the game with a choice, remain asleep and arrive at the planet with basic skills functioning following some cutscene about the knowledge being implanted while you slept(not recommended) and take it from there or,

 

You have the option to be temporarily awoken for Synapse Familiarization, muscle memory whatever.

During your waking phase you get the usual tutorials you get from games, this is how you move, this is your inventory, this is how you shoot, this is how you mine, this is how to add skills, this is how you craft etc. 

As it's during the journey, maybe on the old holodeck, nothing it permanent so you get to mess around with options a little before commiting yourself to the live shard and making a mess of it.

Once the tutorial is complete you are put back into stasis and arrive with your new knowledge.

This could work, but more in a way of a "buddy invite" system, BUT, that buddy invite must have one setting of semi-early skill unclocks.

 

For example.

 

 

I play as a sniper. I Buddy Invite a friend into the game. That buddy can start the game with 1/8th of the points he can invest as of skillcap already invested, but they are one eight of the skills I have invested and he can't deviate from the skills until skillcap, when he or she can respecialise by getting the skillpoints refunded.

 

 

It's a good idea and, let's face it, it would make people want to market the game more to new players, by advertising that "come join the SuperSonic Armada, we can give you a buddy invite and you can get the skillset of your choice and a spot in our fleets and platoons".

 

 

You get the idea I assume :P

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There may even be Organizations set up purely for that.  Training.Org.   Pay to join, get to a certain level then move on.  That could accomodate the more casual player that doesn't want to be part of a large active Org.

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There may even be Organizations set up purely for that.  Training.Org.   Pay to join, get to a certain level then move on.  That could accomodate the more casual player that doesn't want to be part of a large active Org.

In EVE, they called it EVE University. EVE.U is run by players, organises classes over mumble to teach people how to play whatever they want to play and all that and they lend a hand on some things, like teach you the ropes around the stars, some neat tricks, like "don't you dare fly autopilot" and  more common-sense stuff people may be elluding.

 

 

Many a group are planning on running training organisations like academies, boot camps and all that. Thisi s the glory of a sandbox. In WoW you got NPC Class Trainers, in a sandbox, those trainers are actual people :P

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Agreed, a buddy invite seems likely. But on the Training.org, I think it would be attached to a larger alliance that runs it, and instead of paying to get in the new players get jobs to do whatever that both shows them the ropes and pays for the training, because lets face it when new players first join they are not going to have any cash unless they buy the PLEX equivalent and sell it of course, but we can assume that most will not.

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Most of the research I've seen shows isolated tutorials not as effective an in situ. Portal is the best example I can think of off the top of my head. Player run experiences like eve uni are awesome, but can't capture every player (specally the casuals). Nor can they capture every player in that critical first 5-15 minutes. Nor would such an organization be ready to go on launch day. With construction being such a big and awesome feature I would say that in the first 15 minutes a player should have collected supplies and built their first (very simple) vehicle. In doing that they experienced some fun combat, resource collection, crafting, and market action. The trick is to make sure the chain of events in the tutorial can scale -- it is not fun having 200 people wait around for to kill 10 rats when the spawn rate was designed for 5.

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