Tesunie, on 15 May 2018 - 06:03 PM, said:
Wouldn't it be possible to make tutorials in Academy for at least basic game functions in each game mode? I mean, capturing a base is always "stand inside the lighted bars of the base to capture it", which then applies to Conquest and Assault as base capturing is always the same. Basically, show and describe the basic, virtually unchanging elements of game play. I mean, capturing a base hasn't changed since Assault game mode came in, which was all the way back to the very beginnings of this game... (Just as an example.) You don't have to cover new things that are "subject to change". Just those elements that are solid and highly unlikely to change.
I'm not arguing against this, just providing some insight into the process.
To make a video about the capture mechanic and put in a link (given that we have a good place to put it) would be, at most a day or so of work.
To add just putting an active capture point into the academy would involve (just off the top of my head):
- Determining a good spot that doesn't interfere with other activities or
- working out how to spawn and de-spawn the prefab, which involves
- adding checks to make sure the spawn doesn't interfere with the player
- adding a testing regimen to ensure spawn/respawn doesn't lead to memory leaks
- Adding the activity to the menu system, and making any adjustments to layout and presentation
- Create the instructional flow that prompts the player and figuring out all the ways a player could exploit, fail to perform appropriately, decide to quit early... etc.
- Creating all the text and perhaps audio prompts and adding the assets
- Testing all of this from my end
- Putting it in front of a naive player (hard to find!) to see what they do
- Regression testing this and all the other activities to make sure nothing else in the academy has been affected.
Not a day's work - and there's more than listed above if I thought about it for longer. This list also doesn't capture the complications involved using cryengine's dataflow scripting system - which sometime involved putting no-op nodes into the graph to ensure all the values arrive at a crucial node at the right time. My heart rate has just jumped thinking about it.
So an awful lot goes into the decision about what feature should be added. We/I have already thought and considered many, if not most, of the ideas presenting in these forums and would love to have the bandwidth to add them all.
To repeat myself, I'm not arguing against the utility/importance of any feature, just providing a little glimpse into the process.
Back to MW5, where blueprints behave like a procedural programming language not an asynchronous dataflow graph!