Training Academy: The Next Step
#21
Posted 18 November 2016 - 12:24 PM
1. How to use cover to advance when LRM are being fired upon you.
2. How to roll damage across the body of the mech as you advance. Spreading the damage from just the torso, to the arms, and adjacent torsos.
These are fundamental skills needed for combat that would it would be nice if the game taught new pilots.
#22
Posted 21 November 2016 - 08:36 AM
Miliru, on 18 November 2016 - 12:24 PM, said:
1. How to use cover to advance when LRM are being fired upon you.
2. How to roll damage across the body of the mech as you advance. Spreading the damage from just the torso, to the arms, and adjacent torsos.
These are fundamental skills needed for combat that would it would be nice if the game taught new pilots.
These exist.
1. While not running a training mission in Academy, advance across the river - there are several mechs set up as turrets. Many of them have LRMs that will fire on you when they get a lock. You can use this setting as training to avoid missile fire.
2. See the Academy training mission "Running Cored"
Edited by ScottAleric, 21 November 2016 - 08:36 AM.
#23
Posted 27 November 2016 - 01:56 AM
Toha Heavy Industries, on 07 October 2016 - 01:18 PM, said:
..do we really need to spend more time and resources on the academy?
IMO people want PVE, PGI could intergrate training into a single player campgain mode.
You know, dodge the lerms to get to the Communications tower to request backup during a scouting mission
or
Pass thru a gauntlet where the only way to make it through is to spread damage
or
Stop an emeny escaping in time, were only a legging will surfice
This way
every one can be the hero (difficulty levels pleeze)
People can learn skills while having fun (see above), and be more ready for PVP
PVP can be end game, and PVE can geneerate addition revenue through expansion packs
win for everyone
#24
Posted 26 January 2017 - 08:03 PM
Hitting quick play -> jumping straight into the deep end, with sharks, with lasers.
Faction play -> jumping into the deep end, with veteran sharks, with lasers, who work in packs.
Even experienced players, jumping straight into a new game mode can be a bit confusing (eg. so many people still trying to play escort like it's skirmish...)
My suggestion (have seen a bunch of others suggesting the same or similar):
Have a series of optional tutorials that comes after the academy. Perhaps in a menu style in the home screen.
A how to operate the various areas of the home screen, mechlab, store etc.
A quick rundown of how quickplay and group queues work. Drop the important hint that in group queue, there is a significantly higher chance of running into players much better than someone starting out.
For each quick play mode, loads up a guided playthrough map. Minimum requirements nothing crazy, a few enemy mechs with simple pathing towards objectives. Voiceover guides you through how the mode works, step by step. First time you complete each one, moderate c-bill reward as an incentive. For the competitive, perhaps harder modes that incentivise giving a few goes. Perhaps harder modes drop a few more advanced hints for the new player.
A how to for faction warfare. Go through the various ways it can be played, benefits for different contracts etc. Hype that each match has an impact on a larger scale conflict. Have it really stress that this mode has no skill matching system and relies more heavily on teamwork than quickplay.
Again for each faction warfare mode, a guided play through.
Not quite in this topic, but adding faction warfare modes to private lobby would at least give us the option of training people ourselves. Sending players into faction warfare with no knowledge of the modes doesn't help anyone's enjoyment of the game.
#25
Posted 04 February 2017 - 07:02 PM
Ignatz22, on 24 September 2016 - 04:23 AM, said:
Keen idea, use Oblivion's Armored Warfare PvE mode, wherein anyone can team up in small groups against AI controlled objectives. Easier grinding, fast entry to matches, good chance to meet players and help them outside competitive arenas. Also, good place to test builds as no one in the team is essential to victory. Drop the stats, make it a non-competitive grinding/learning area.
It works there....
This would require AI......
#27
Posted 23 April 2018 - 09:11 AM
But more than that, just a general advisor, maybe give basic advice for different types of roles. Something similar to what Elder Scrolls Online does with the skills advisor based on "battle mage" or "healer" roles.
#28
Posted 26 April 2018 - 04:47 PM
There'd be
- escort to pick, which is basically a "kill some turrets, find and defeat the VIP" mini-mission
- incursion, which is basically a "kill some turrets and raze the enemy base" mini-mission
- invasion to pick, which is another mini mission of "kill the turrets, open the gate and kill the gens"
#29
Posted 10 September 2018 - 11:19 AM
Edited by Old MW4 Ranger, 10 September 2018 - 11:20 AM.
#30
Posted 16 September 2018 - 03:46 AM
SuperFunkTron, on 06 February 2017 - 03:12 PM, said:
I think that the no I.A. excuse/reason is lame.
I'm petty sure that the Academy has enough A.I. to run a simple NPC unit. I myself have wondered if PGI does not do it because they believe that the player base does not want to face NPC (Non-Player Characters)
Forget dropping new mechs, put some effect into improving this part of the game. If money is the issue, sell us a "Faction Warfare supporter" and "NPC Unit supporter" badge or whatever much like the "Mech_Con 2018 Virtual Ticket" and the "Tournament Supporter". Buying the Faction Warfare Supporter and the NPC Unit Supporter" should give the player a year-long boost to C-Bills and XP per match.
And if PGI wants to sell more "Mech_Con 2018 Virtual Tickets", it should include a 10% increase to C-Bills and XP. If you add that I will buy one today. I could care less about Flags and Warhorns.
Let's dive into the cost of PGI selling items that give the players more C-Bills and XP. After painstaking calculations, it seems that the cost to PGI is ZERO.
As far as Sieges, If not part of the FW Academy, there should be maps that players can walk that have working Gates, Turrets, Gens and Omega.
If in the FW Academy there would be arrows and lines showing where to go and Tips on what to do. It should teach players how to kill turrets, How to drop the Gates, where to shoot at the Gens (the small window) and where to shoot Omega.
I REFUSE to believe that this is possible, I think it is more that PGI does not have the money or time or desire to do it.
A few examples are when you drop and you have the same Clan guy and the same I.S. guy started you off as you land. Plus during Faction Warfare, you still have a voice saying that the enemy has Artillery when there is no Long Tom anymore.
Not changing them is SIMPLY LAZY. I REFUSE to believe that these simple thing cannot be done.
Like moving the one base on Crimson Strait so the other team simply comes over the saddle and takes it. And the side with that base has to defend it. I've seen the one base taken 100's of times (twice last night in only a few games) and the base at the bottom left I've seen taken maybe 5-7 times.
And a better chat is needed, one where you can link things like your website or more important, your TeamSpeak information. There should be a known TeamSpeak for PUGs. And there should be a chat that is friends only along with an LFG that is friends only.
I REFUSE to believe that PGI cannot do these things. The way I understand it, they are like a software/internet company.
Edited by LikeUntoBuddha, 16 September 2018 - 04:13 AM.
#31
Posted 17 September 2018 - 07:49 AM
Maffa, on 25 June 2018 - 12:02 AM, said:
Also, everything that are from the MWO Tactics 1-0-1 comics should be compulsory to read as soon as the confirmation email arrives. Yesterday i critted a friendly mech that crossed my line of fire with my double HGR, and have been left alone with my assault morethan not.
They could use the same A.I. in the Academy or that was in Mechwarrior 1 to do this. This is not Rocket Surgery.
#32
Posted 19 September 2018 - 01:40 PM
Edited by Throe, 09 November 2018 - 11:51 AM.
#33
Posted 20 September 2018 - 02:19 PM
#34
Posted 20 September 2018 - 08:08 PM
Quote
thats is the Problem in each Part of MWO ...no personal for it and no Interest from parts of the leading Devs.
#35
Posted 30 November 2018 - 09:59 AM
The "seasoned" players could even have to go through a vetting process with PG in order to be able to lead training sessions. At the end of a training session , the 'trainees' could even vote on the trainers , giving them points for being very helpful . Those points could add up , maybe say that each training match could reward a good trainer with up to 5 points , at 1000 points that trainer gets a free month premium time.
#36
Posted 01 December 2018 - 09:22 AM
MauttyKoray, on 04 July 2016 - 06:08 PM, said:
What do you think the next tutorials should be to help new players, or just those who don't know a lot, get used to and understand this game?
Personally I feel that Training Academy needs a game mode run through, akin to the basic training's free roam style that allows the pilot to select a game mode to be trained in and then scripted events will kick off with an explanation, walk through, guided instructions, and situations of different ways to win (i.e. conquest win through point limit or survival with most points). Ideally it should be divided into Quick Play done first, and then later Faction Play after a basic FP tutorial is made.
I like your idea of having gamemode tutorials, although I would also suggest adding a small simulated match with AI that will teach players how to stick with their team and how to focus targets.
#37
Posted 14 December 2018 - 12:12 PM
For me, with only six months of play, I find that the main thing missing is the ability to shoot a moving mech while moving myself. Yes there is a “ shooting gallery” type event but my mech must remain in one spot.
Also, as it is now, you can wander into River City and mechs will shoot at you once in range...but they are also stationary. If only these mechs followed a simple patrol path and basically shoot and rush you, it would be so helpful. With both my mech and the enemy mech in motion, it would simulate a real battle, at least to some extent.
Thanks and PGI, people do use the academy a fair bit. i work on my aim everyday by shooting at the turrets that display the damage and I find this very helpful indeed!
Edited by Purple Invention, 14 December 2018 - 12:14 PM.
#38
Posted 14 December 2018 - 08:34 PM
I'd strongly endorse/encourage adding a few to Incursion asap...
Edited by Akillius, 14 December 2018 - 08:35 PM.
#39
Posted 18 December 2018 - 10:25 AM
Akillius, on 14 December 2018 - 08:34 PM, said:
I'd strongly endorse/encourage adding a few to Incursion asap...
Actually, when the escort gamemode was first announced I was expecting a MW4-like convoy with cargo vehicles and tanks that one team needs to escort and the other needs to destroy.
Also, maybe adding those tanks to the academy for people to practice shooting targets while moving would be a nice idea?
#40
Posted 06 January 2019 - 05:45 PM
Purple Invention, on 14 December 2018 - 12:12 PM, said:
For me, with only six months of play, I find that the main thing missing is the ability to shoot a moving mech while moving myself. Yes there is a “ shooting gallery” type event but my mech must remain in one spot.
Also, as it is now, you can wander into River City and mechs will shoot at you once in range...but they are also stationary. If only these mechs followed a simple patrol path and basically shoot and rush you, it would be so helpful. With both my mech and the enemy mech in motion, it would simulate a real battle, at least to some extent.
Thanks and PGI, people do use the academy a fair bit. i work on my aim everyday by shooting at the turrets that display the damage and I find this very helpful indeed!
Very much this. And yes, "Defense against the Dark Arts" ... er, Light Mechs. That, moving targets, and LRM dodging/defense would (ideally) cut down on complaints as people can practice somewhere it "doesn't matter" (versus team/faction/quick play.)
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