

Is there a test room/area?
#21
Posted 01 July 2012 - 06:49 AM
#22
Posted 01 July 2012 - 07:07 AM
Step one:Point the lazor at the thing you want to shoot.
Step two: Press fire button.
Step three: use movement keys to move
Done.
Now given that was a very basic example and we can delve deeper in to more complex stratagiem but for the first time player the example stated above is all they really need to know to play the game. I would love to see a test base but as it stands now from what the devs have told us is that any thing we want to test will have to be done in the field underfire.
#23
Posted 01 July 2012 - 07:10 AM
#24
Posted 01 July 2012 - 07:12 AM
#25
Posted 01 July 2012 - 07:20 AM
Saren21, on 01 July 2012 - 07:07 AM, said:
Step one:Point the lazor at the thing you want to shoot.
Step two: Press fire button.
Step three: use movement keys to move
Done.
Now given that was a very basic example and we can delve deeper in to more complex stratagiem but for the first time player the example stated above is all they really need to know to play the game. I would love to see a test base but as it stands now from what the devs have told us is that any thing we want to test will have to be done in the field underfire.
LOL the usual one is when they try to get used to the targeting computers and pulverise their team through either not knowing that they're friendly, being surprised that someone was standing there (having played games where you spawn alone, usually) or because they press the wrong button.
That or the plaintative "How do I move this thing?" over comms... which I'm fully expecting to be the Assault pilot in this game - most likely when you're just engaging the enemy with your heavies and mediums and expecting the assault to be there helping out.
I don't think that a simple 500m square map with a high wall all round it and a mech bay opening at one end would be that hard to do - just a few static targets and then they could do a scripted "test" for the introduction and have a practice mode for the testing, both using that map. Given how busy the devs are, we may not see it, but I would ask that the devs please consider the learning curve for those new to the MW series. I know they're used to the controls by now, but not everyone will be.
#26
Posted 01 July 2012 - 07:22 AM
Some basic How-To videos to give a rundown of the basics (weapon groupings, mechlab, etc) should suffice.
#27
Posted 01 July 2012 - 07:46 AM
Sug, on 01 July 2012 - 07:22 AM, said:
Some basic How-To videos to give a rundown of the basics (weapon groupings, mechlab, etc) should suffice.
Disagree on that - you're going to get a lot of players who expect this to be an FPS - when they realise that they can't just move around, it might put them off. I prefer a throttle, but it's not an instinctive control method for most people - and you can't afford, as a business, to turn prospective customers away - they may decide that they like the game and stay, but most people will make up their mind in a few minutes, so a quick tutorial will quickly get the player into their controls without having them sit there and vegetate through a video. People like to be hands on.
I WOULD also like to see a briefing video to fill people in on a brief history of the Inner Sphere - mainly using the maps and game-generated mech fights (from the external point of view) - just a few minutes to help the immersion factor (5 mins tops). It would also explain (very briefly) about Kerensky's exodus from the IS in passing to prepare them for the future.
#28
Posted 01 July 2012 - 08:03 AM
One thing I think of more so than just a pilot training or mech config test area is a team test area.
Back in NBT Mercs, my team would go on line the night before scheduled matches and select of mechs and our configs for those mechs and try them out on the maps we were to do battle on. We would decide on a 1st use strategy and a 2nd use strategy (basically Plan A and Plan b ). and then go 8 v8 for a little bit and see if what we selected would work the way we thought it would. If not, we would go back and work out a different set of mechs/configs or battle plan based on what we saw go wrong in practice.
And even tho we had a team of seasoned pilots, it would almost never fail that someone would have a misfire at the "go" signal shooting a teammate causing damage or blowing off an arm or something, or one of our guys would have just purchased a new joystick and would be progress of mapping keys and either NOT program the throttle or forget what button made the AC20 or heavy gauss rifle fire then of course find that button while stalking the enemy and again damage (or even destroy) a friendly.
Nothing worse than seeing this on the chat screen moments after go has been called (Team A Pilot A destroyed Team A Pilot B ). Then the other team types in chat "LOL" or "dumb - butt" (cleaned up for censors)...
A practice are is a great suggestion especially for those deeply "immersed" (As Russ wants us to be) in capturing or holding planets in this volatile universe of MWO (BT online!)
w00t!
edit is for the silly smileys, lol if you type a cap b and a parentheses you get a smiley if you want it or not!
Edited by vettie, 01 July 2012 - 08:06 AM.
#29
Posted 01 July 2012 - 08:22 AM
BFalcon, on 22 June 2012 - 06:44 AM, said:

Now now, everyone is going to see the new guy loaded down with large lasers and no armor/heatsinks. No getting around it, and we just have to politely oblige him with a quick death.
#30
Posted 01 July 2012 - 08:28 AM
+1
#31
Posted 01 July 2012 - 08:34 AM
Wowbragger, on 01 July 2012 - 08:22 AM, said:
Now now, everyone is going to see the new guy loaded down with large lasers and no armor/heatsinks. No getting around it, and we just have to politely oblige him with a quick death.
But happens when he/she runs out of money and can't buy items for real money? That would be a problem. Also killing some inexperienced player quickly even without letting him/her get used to controls is a bit too harsh imo. Those are some few reasons for a training/tutorial. It doesen't have to be mandatory, just optional.
#32
Posted 01 July 2012 - 01:09 PM
famguy1, on 01 July 2012 - 08:34 AM, said:
Also killing some inexperienced player quickly even without letting him/her get used to controls is a bit too harsh imo.
Excellent point, well made.
Shoot their legs off instead. That way they still get to learn, in slow-mo mode.
Edited by BigJim, 01 July 2012 - 01:10 PM.
#33
Posted 01 July 2012 - 05:13 PM
That is exactly what is going to go down in this MMO. A generation of teenagers is going to stumble around for the first couple of weeks, then whoop hundreds of 30+ players so badly that they will be in this forum trolling like kids. You wait and see.
Edited by GHQCommander, 01 July 2012 - 06:19 PM.
#34
Posted 01 July 2012 - 09:48 PM
But i DONT want a test area.
i do have a reason. Its just, the build up, the wonder and awe of that first time you pilot your mech is wonderful. Getting in it and learning how to handle it. going for looks over specs and the like. Thats what i enjoy.
I find that if i can have all the stuff and pick and choose it doesnt have the same value. I cant aford the atlas but lets try it,,,, oh thats what its like, pass.... I mean im glad i didnt buy it to find out, But people will just hop into the training room and test them all out and find one. Rather than the excperience of getting in for the first time and trying it..
Does that make sense ?
#35
Posted 01 July 2012 - 09:51 PM
Doesn't even need a mission objective.
Edited by Afoxi, 01 July 2012 - 09:51 PM.
#36
Posted 01 July 2012 - 09:54 PM
IE. Have it at a firing range that's next to a large mech hanger complete with all the clutter and trimmings of a well...mech hanger.
Would double as a place for the RP types to gather. Imagine getting promoted to Commander of your own lance in a ceremony as your unit mates look on...all in an appropriate setting.
#37
Posted 01 July 2012 - 09:56 PM
#38
Posted 02 July 2012 - 01:27 AM
Sythiss, on 01 July 2012 - 09:48 PM, said:
But i DONT want a test area.
i do have a reason. Its just, the build up, the wonder and awe of that first time you pilot your mech is wonderful. Getting in it and learning how to handle it. going for looks over specs and the like. Thats what i enjoy.
I find that if i can have all the stuff and pick and choose it doesnt have the same value. I cant aford the atlas but lets try it,,,, oh thats what its like, pass.... I mean im glad i didnt buy it to find out, But people will just hop into the training room and test them all out and find one. Rather than the excperience of getting in for the first time and trying it..
Does that make sense ?
You've got the point, but trainingroom could have a certain mech and weapons you are able to use. Like Bushwacker in MW4. Or even some tutorial videos, like in WoT.
#39
Posted 02 July 2012 - 11:25 AM
One would bring you into the actual game the other into a small Firing range type area, possibly with tool tips and other things that could help someone new, say almost all of us to get used to the controls and layout.
#40
Posted 02 July 2012 - 12:30 PM
Coolant, on 01 July 2012 - 07:12 AM, said:
I'm all for this and would like to add an additional idea: What if the test arena ran only on your local computer AND could go to Open Beta right now because there would be no server support required? A whole lot of our questions about loadouts / customization etc. could be answered if we could play a local-only version.
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